Vanilla Level Design Contest 11 -- Happy New Year!!
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Oh man, I didn't notice we passed the 70 point mark now
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
31st, GRAND KOOPALOPOLIS, by SMWizard
71.25/100.00 points
Scores:
I'm really curious how fast morsel plays through levels for him to think the level length was nothing of note, because I feel like it's a huge problem with the level. We can talk about the contest time limit all we want, but in the end it's still up to the designer to account for it in the rules and adjust their level accordingly. The lopsided midpoint doesn't really have an excuse either.
71.25/100.00 points
Scores:
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
So, dumb SMW question: The dropping/falling spikes thing. Is there an arbitrary distance for placing spikes of different speeds? If so, why? (I noticed this only now in the 8+ years I've been watching raocow)
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Where does the remix bgm for the Koopalapolis stage originate? I know I've heard it in other hacks raocow has played but I can't remember which.
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
I think I remember hearing that remix a lot in an earlier SMWC contest that raocow played, where I think if those who submitted levels used vanilla music, the organizers replace them with remixes instead, so I thinking that it's an SMWC original track. I could be wrong, though.SpoonyBardOL wrote: ↑4 years ago Where does the remix bgm for the Koopalapolis stage originate? I know I've heard it in other hacks raocow has played but I can't remember which.
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Yeah, it was the factory remix created for the 7th VLDC. It was part of a pack of about 5-10ish other tracks, with a couple more being added during the 8th and 9th VLDC (most people likely remember how ubiquitous the abstract remix was in those...).
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
To be honest I don't understand phenomenon of Someguy712x level. At first figuring out where hidden stuff is may be difficult. I remember that I almost timed out in midpoint room. I was jumping on all clouds, but I felt like hiding mushroom inside cloud was unfair. On the other hand second playthrough was super easy. And on the third hand - bonus route of avoiding all coins is very hard. Also I would appreciate if the level would tell me to reset entry if I get all dragon coins. Otherwise even if you avoid every normal coin, path still will be blocked.
The second level had some little problems with showing what's solid and what's not. I also didn't like the idea of water looking like lava. Also if this "lava" is safe, why tubes with it have sign of skull, like it would be deadly?
The second level had some little problems with showing what's solid and what's not. I also didn't like the idea of water looking like lava. Also if this "lava" is safe, why tubes with it have sign of skull, like it would be deadly?
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
You mean Layer 2 Smash? The one where megaspikes/piston crushers/etc Smash down and back up? I think it depends on the X position/horizontal position that the screen is currently at. e.i. Between X positions #$0000 and #$0400 it goes "Falls, rises slowly, pauses, falls again", then between X positions #$0400 and #$0800 it removes the pause, and then beyond that it falls and rises fast.
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
30th, HIDE AND SEEK ITEMS, by SomeGuy712x
71.50/100.00 points
Scores:
29th, Metallic Metropolis, by PokerFace
71.75/100.00 points
Scores:
HIDE AND SEEK ITEMS may be the first time I've ever taken off a point or two for message boxes, but I really felt like there was an unnecessary amount of handholding and random trivia being thrown around in them, breaking the level's flow. It wasn't huge, but it was something. As for the time limit, my usual response applies here. Sometimes less can be more.
I feel like I may have become conditioned by previous VLDCs to feel like levels that place an over-emphasis on visuals often pair themselves with only average level design. Metallic Metropolis was okay, but there was a lot of Koopa use in the level instead of more interesting enemies, and I feel like it could have done a lot more with the unique enemies it did use, like the electricity grinders and the roaming sparkys. There was also a falling Layer 2 section in the first half that you missed that I think had a a nice little idea in it. That and the smasher at the end that scared raocow actually killed me unprompted the first time I entered the room, so I wasn't too happy about that. Maybe I'm being unfair to overly detailed levels because I won't deny they look amazing. I just always question how much of a level's build time is spent on that aspect that only gets you 10 points instead of the design and creativity aspects that get you the remaining 90.
71.50/100.00 points
Scores:
71.75/100.00 points
Scores:
I feel like I may have become conditioned by previous VLDCs to feel like levels that place an over-emphasis on visuals often pair themselves with only average level design. Metallic Metropolis was okay, but there was a lot of Koopa use in the level instead of more interesting enemies, and I feel like it could have done a lot more with the unique enemies it did use, like the electricity grinders and the roaming sparkys. There was also a falling Layer 2 section in the first half that you missed that I think had a a nice little idea in it. That and the smasher at the end that scared raocow actually killed me unprompted the first time I entered the room, so I wasn't too happy about that. Maybe I'm being unfair to overly detailed levels because I won't deny they look amazing. I just always question how much of a level's build time is spent on that aspect that only gets you 10 points instead of the design and creativity aspects that get you the remaining 90.
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Looking at this levels makes me think about how if they were in a hack, what world they would each be in. Athletic Synergy would probably be a post-postgame level lol.
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Ah, so it's a default position from the original game being extrapolated onto other levels. ThanksMandew wrote: ↑4 years agoYou mean Layer 2 Smash? The one where megaspikes/piston crushers/etc Smash down and back up? I think it depends on the X position/horizontal position that the screen is currently at. e.i. Between X positions #$0000 and #$0400 it goes "Falls, rises slowly, pauses, falls again", then between X positions #$0400 and #$0800 it removes the pause, and then beyond that it falls and rises fast.
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
[MURAMUR dev commentary]
Hey that's my level!
My process was pretty simple. First, I picked a music to inspire me. I went with this track by Giftshaven, it had a real nice and warm, evening walk vibe to it. It reminded me of a level setting idea I've been having for a while, that would occur on top of some ruined-ish wall. So the two ideas were combined and that was the aesthetic.
Castle tileset means Castle enemies are a fitting inclusion, but I wanted to mix in some athletic elements too -- so I picked the Math platform to that end. And then I just explored some possibilities. Math platforms work great as a one-way gate into dangerous set-ups, and I thought it synergized very well with the Podoboo Diamond setup in particular.
As it developed, I came up with a few objectives.
For one, I wanted to be the first to submit my level in the thread. I noticed that my level could set a bar while making the contest seem approachable. On one hand, it had very simple ideas, and I thought someone would notice the carefree attitude that went into it. It's a level that said "It's OK to not be super ambitious, just trust in the core of what you want to present". I hoped that it would ease some newcomers into giving this contest a try, if they were to take a look at the submission thread.
On the other hand, it turned out average in all the right senses of the term. I hoped it'd give a concrete idea of what could count for solid, good quality. I thought if someone saw it, it would perhaps make them go, "I can do better than that" and inspire them to bring their A Game.
Of course, I don't actually know if it made a difference in the end, and I'm not so conceited as to assume any it had any results. But the chance for each of these things to occur even for one person was higher than 0%, and for me, that's good enough. I did manage to be the first to submit.
also to get actually serious here, hearing raocow's genuine excitement was super heartwarming!!!
Hey that's my level!
My process was pretty simple. First, I picked a music to inspire me. I went with this track by Giftshaven, it had a real nice and warm, evening walk vibe to it. It reminded me of a level setting idea I've been having for a while, that would occur on top of some ruined-ish wall. So the two ideas were combined and that was the aesthetic.
Castle tileset means Castle enemies are a fitting inclusion, but I wanted to mix in some athletic elements too -- so I picked the Math platform to that end. And then I just explored some possibilities. Math platforms work great as a one-way gate into dangerous set-ups, and I thought it synergized very well with the Podoboo Diamond setup in particular.
As it developed, I came up with a few objectives.
For one, I wanted to be the first to submit my level in the thread. I noticed that my level could set a bar while making the contest seem approachable. On one hand, it had very simple ideas, and I thought someone would notice the carefree attitude that went into it. It's a level that said "It's OK to not be super ambitious, just trust in the core of what you want to present". I hoped that it would ease some newcomers into giving this contest a try, if they were to take a look at the submission thread.
On the other hand, it turned out average in all the right senses of the term. I hoped it'd give a concrete idea of what could count for solid, good quality. I thought if someone saw it, it would perhaps make them go, "I can do better than that" and inspire them to bring their A Game.
Of course, I don't actually know if it made a difference in the end, and I'm not so conceited as to assume any it had any results. But the chance for each of these things to occur even for one person was higher than 0%, and for me, that's good enough. I did manage to be the first to submit.
also to get actually serious here, hearing raocow's genuine excitement was super heartwarming!!!
video games
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
27th (tied), Plumbing Job, by MercuryPenny
73.00/100.00 points
Scores:
27th (tied), MURAMUR, by Mandew
73.00/100.00 points
Scores:
25th (tied), THE GROUND IS GOLD, by neosaver
73.25/100.00 points
Scores:
25th (tied), OH THAT'S HOT, by Mad Lad
73.25/100.00 points
Scores:
Too many levels to give detailed thoughts so I'll just say I loved OH THAT'S HOT a ton. I think I've finally warmed up to JUMP-style level design, even if I can't design it for myself at all.
73.00/100.00 points
Scores:
73.00/100.00 points
Scores:
73.25/100.00 points
Scores:
73.25/100.00 points
Scores:
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
The Ground is Gold is my level, posting level facts here about raocow's playthrough:
Actually there are no blind jumps, but the part where you got trouble was a bit confused, you are supposed to stay on the left, maybe I should have added more coins to point that out, and then you can see a platform below, but since you indeed wanted to rush, you fell in the trap, it's a punishment for not looking clearly but I should have just let this passage closed since there was already a sparky as an obstacle. My score went a bit down for that.
You missed the first dragon coin at the beginning, there is an empty space on the left with the munchers, a vine brings you back.
The part you fell and thought that was a reset door, if you manage to jump correctly, you reach a pipe with a fun bonus zone, but nobody will see it now. :(
The puzzle with the eating blocks was made with utmost care because I noticed you could get stuck, but you did it on the first try that way, it was a bit confusing so good job!
The last dragon coin is on the left of the pyramid, don't directly use the statue to take the door, spinjump on a fireball to reach the left side and find it.
The last screen contains a lot a coins if you fall down, but the path you took can allow you to reach the highest part of the goal point and aim for the 50.
I love Spelunky and money.
Yoshi's Island 2 was changed into Yoshi's House 2, there is another house inside with a text box taunting Mario saying he has so much money he can buy another house.
Also funny enough, raocow liked my first comment where I was joking with my friend who tested it months ago before the contest, then I edited it and then the like disappeared. :V I will still handle the memories of it forever. Don't worry raocow, I wasn't being mean, he's a dear friend of mine and we play a lot together. He's the one who told me about the lost like, so give back like!
Actually there are no blind jumps, but the part where you got trouble was a bit confused, you are supposed to stay on the left, maybe I should have added more coins to point that out, and then you can see a platform below, but since you indeed wanted to rush, you fell in the trap, it's a punishment for not looking clearly but I should have just let this passage closed since there was already a sparky as an obstacle. My score went a bit down for that.
You missed the first dragon coin at the beginning, there is an empty space on the left with the munchers, a vine brings you back.
The part you fell and thought that was a reset door, if you manage to jump correctly, you reach a pipe with a fun bonus zone, but nobody will see it now. :(
The puzzle with the eating blocks was made with utmost care because I noticed you could get stuck, but you did it on the first try that way, it was a bit confusing so good job!
The last dragon coin is on the left of the pyramid, don't directly use the statue to take the door, spinjump on a fireball to reach the left side and find it.
The last screen contains a lot a coins if you fall down, but the path you took can allow you to reach the highest part of the goal point and aim for the 50.
I love Spelunky and money.
Yoshi's Island 2 was changed into Yoshi's House 2, there is another house inside with a text box taunting Mario saying he has so much money he can buy another house.
Also funny enough, raocow liked my first comment where I was joking with my friend who tested it months ago before the contest, then I edited it and then the like disappeared. :V I will still handle the memories of it forever. Don't worry raocow, I wasn't being mean, he's a dear friend of mine and we play a lot together. He's the one who told me about the lost like, so give back like!
I see what you did there...
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
I wish that level (Flames of Muspell) was a little easier to read. Some hazards blend with non-hazards. I had difficulty parsing the Spinies and hopping flame remnants, and I wasn't even the one playing it.
Cool story and aesthetics, though
Cool story and aesthetics, though
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Fact that there is a lot of Layer 2 smasher isn't really surprising for me. This kind of gimmick is pretty popular in the contests. I think VLDC 11 is rather popular, because it's use of lakitu. Lakitu is mostly avoided by creators, because he's annoying. But in VLDC 11 it appears more often in different level designs. That's interesting and brave.
As for level it's another tough level with a lot of going on at once. I remember in earlier version second half had more podoboos and I believe there was also a lakitu. Yeah, cave part was quite hectic. Right now skull raft is more enjoyable, though it's still difficult.
As for level it's another tough level with a lot of going on at once. I remember in earlier version second half had more podoboos and I believe there was also a lakitu. Yeah, cave part was quite hectic. Right now skull raft is more enjoyable, though it's still difficult.
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Oh That's Hot reminds me of a donkey kong returns/tropical freeze level in that it's very much about a constant state of action and chaos. It feels like a setpiece, and that's impressive in a freaking mario world vanilla hack. That said, I could never play an entire hack that was this busy. In fact, The Ground is Gold also employed a similar "setpiece" esque design idea with the statue puzzle. I'm a big sucker for novelty, so I really enjoy that sort of stuff. I also think it's super neat to see it in a vanilla hack contest. It's very round-peg-in-square-hole style design.
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
24th, Flames of Muspell, by Falconpunch
73.50/100.00 points
Scores:
This level is an example of how random generators can really hurt otherwise tight level design. The second half would be so much more enjoyable without it. The biggest problem in the first half is just that the spiny egg graphic is too hard to read against the background. It could also stand to maybe be a screen or two shorter since that first half has more than a few long raft rides. It's definitely a slower level because of the rafts, though I will still say it's well designed overall.
73.50/100.00 points
Scores:
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Is the level name (OH THATS HOT) a youtube rewind will smith reference? how dare you
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
eehhhhhh, I disagreetight level design.
Like, the generator is a bad idea, but the level design in the second half is still questionable and unreasonable at times.
Maybe I'm just mad because I thought my level would fit into the video today. shrug
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Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
see I want to pretend that I didn't expect my level to be played today but in reality I've been following the let's play the entire time so I have no excuse to even pretend.
anyways my dumb rambling aside it's DEV COMMENTARY time.
So funny story, because I'm an aesthetics nerd I decided on the palette first, except I misread the rules and thought you couldn't change the palette colors so until like a while into making the level it was literally just the basic smw snow palette because I remembered that the snow palette ghost house tiles are the best looking thing in vanilla smw, and then I later realized I misread the rules and could change the palettes but I already thought it looked really nice so I just added some checkerboard patterns to the ghost house tiles.
The level itself was made in literally 2 days because I hadn't made anything in a while and just had a lot of ideas for whatever reason so I don't really have much to say other than the fact that literally everyone except raocow couldn't do the setup with the porcu-puffer the intentional way so that's cool I guess??
other than that there was a bit where I couldn't figure out what graphics to use for the line-guide ends and I had three potential candidates which were these:
I still like the level though the platform part could've been adjusted a bit.
Music, for anyone curious is The Frozen Eternal Capital from Touhou 15
and also everyone who didn't change their title screen is a COWARD
anyways my dumb rambling aside it's DEV COMMENTARY time.
So funny story, because I'm an aesthetics nerd I decided on the palette first, except I misread the rules and thought you couldn't change the palette colors so until like a while into making the level it was literally just the basic smw snow palette because I remembered that the snow palette ghost house tiles are the best looking thing in vanilla smw, and then I later realized I misread the rules and could change the palettes but I already thought it looked really nice so I just added some checkerboard patterns to the ghost house tiles.
The level itself was made in literally 2 days because I hadn't made anything in a while and just had a lot of ideas for whatever reason so I don't really have much to say other than the fact that literally everyone except raocow couldn't do the setup with the porcu-puffer the intentional way so that's cool I guess??
other than that there was a bit where I couldn't figure out what graphics to use for the line-guide ends and I had three potential candidates which were these:
Music, for anyone curious is The Frozen Eternal Capital from Touhou 15
and also everyone who didn't change their title screen is a COWARD
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
Hey look. There is fourth section of Athletic Synergy with a missing midpoint today. So yeah, GENERAL TROTYL is my level. Originally I planned to do dolphin generator climbing level. I called that TUNA BLASTER, but gimmick was quite janky and it was working whenever it felt like. I took a break from working on level and played other entries. 2 weeks before deadline I decided to make this level. It was inspired by other entry - Athletic Synergy. I only decided to focus only on this gimmick and make it a tiny bit easier compared to original.
It was the first time for me to use this gimmick and it's visible in my level design. It's just a bunch of ideas without actual flow. Mainly because of that I was very surprised on how well my level scored. In VLDCX I got 169th place, so my only objective in VLDC 11 was to avoid Worst 10. I made many really major mistakes in previous contest, so this time I decided to make something shorter, easier and more focused on only one gimmick.
Just after watching other people videos I notice that some coin trails aren't properly placed. I also had other problem with it. After grabbing coins and using reset pipe, coins don't respawn. I have no idea why. It was very difficult to do these jumps without coin trail. At least for me. So I decided to change them to act as dirt.
You may not know, but there are dragon coins in this level. I placed them in the way that they can be really easily missed. I wanted to get reaction from player who find one: "There are dragon coins in this level? What?!". Personally I feel gathering them disrupts the flow of the level. But I left it, somebody may like to hunt those.
It was the first time for me to use this gimmick and it's visible in my level design. It's just a bunch of ideas without actual flow. Mainly because of that I was very surprised on how well my level scored. In VLDCX I got 169th place, so my only objective in VLDC 11 was to avoid Worst 10. I made many really major mistakes in previous contest, so this time I decided to make something shorter, easier and more focused on only one gimmick.
Just after watching other people videos I notice that some coin trails aren't properly placed. I also had other problem with it. After grabbing coins and using reset pipe, coins don't respawn. I have no idea why. It was very difficult to do these jumps without coin trail. At least for me. So I decided to change them to act as dirt.
You may not know, but there are dragon coins in this level. I placed them in the way that they can be really easily missed. I wanted to get reaction from player who find one: "There are dragon coins in this level? What?!". Personally I feel gathering them disrupts the flow of the level. But I left it, somebody may like to hunt those.
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
I'm genuinely impressed with both levels today, albeit in very different ways. I like the flow and challenge of the first level. The second is just a neat idea, although perhaps could be more creative in its execution. Well done to both of you guys!
Mosts Awards:
Re: Vanilla Level Design Contest 11 -- tim horton's betrayal
23rd, Temple of Fish Gods, by Sancles
75.00/100.00 points
Scores:
22nd, GENERAL TROTYL, by Galaer/Implo
75.25/100.00 points
Scores:
75.00/100.00 points
Scores:
75.25/100.00 points
Scores:
For whatever reason it never occurred to me to try spinjumping on the porcupuffer. I think it was because the line guide brought the platform over to the platform there and jumping from one to the other looked to be the easiest way back up. Perhaps if the guide had dropped the platform a little earlier it would have been clear that a porcupuffer jump was intended, by making it the only way to get back to the top line.Sanct wrote:...I don't really have much to say other than the fact that literally everyone except raocow couldn't do the setup with the porcu-puffer the intentional way so that's cool I guess??
It has to do with Object memory. If you insert coins through the Standard Objects window they won't respawn, but if you insert them through Direct Map16 they will. That said, I think your method of using them as visual guides and not actual collectible coins worked a lot better.Implo wrote:After grabbing coins and using reset pipe, coins don't respawn. I have no idea why. It was very difficult to do these jumps without coin trail. At least for me. So I decided to change them to act as dirt.