Vanilla Level Design Contest X - 1he First place entry...well d0ne to all.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Why are so many levels being skipped over? It feels like a lot more than two have been dodged.
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
That's how ties work with placements. There's two 128th places, so there's no 129th- it goes right to 130th. Likewise, I see we skipped from 127th to 124th- I'm betting we have 3 124th-place levels. Admittedly, it does feel weird, but that's how ranking's been for a long time in everything.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Okay, yeah, I'm dumb. Never mind!Nimono wrote: ↑2 years agoThat's how ties work with placements. There's two 128th places, so there's no 129th- it goes right to 130th. Likewise, I see we skipped from 127th to 124th- I'm betting we have 3 124th-place levels. Admittedly, it does feel weird, but that's how ranking's been for a long time in everything.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!



I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!



- Kilgamayan
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
The second level was a reference to the greatest FPS in video game history, Perfect Dark. The setting was Lucerne Tower, home to the dataDyne Corporation (note the logo). You spend the first three missions infiltrating the tower from the rooftop, heading all the way down to the basement to pick up stuff, and then heading all the way back up to the roof to escape on an airship.
Why the creator used the music from the fifth mission I don't know, but given you said you'd heard it before I suppose it's possibly because that was the only Perfect Dark track that's been SMWified. Which would be a shame, because that game had a lot of excellent tunes, but so it goes.
Why the creator used the music from the fifth mission I don't know, but given you said you'd heard it before I suppose it's possibly because that was the only Perfect Dark track that's been SMWified. Which would be a shame, because that game had a lot of excellent tunes, but so it goes.
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Re: Vanilla Level Design Contest X - This title never changes HO BOY DON'T NOTICE I CHANGED IT MYSELF
Watching this really makes me wanna replay Perfect Dark. It's been quite a while since I last did, and the last time was on the XBLA remastered version, quite a treat that was.Kilgamayan wrote: ↑2 years ago The second level was a reference to the greatest FPS in video game history, Perfect Dark. The setting was Lucerne Tower, home to the dataDyne Corporation (note the logo). You spend the first three missions infiltrating the tower from the rooftop, heading all the way down to the basement to pick up stuff, and then heading all the way back up to the roof to escape on an airship.
Why the creator used the music from the fifth mission I don't know, but given you said you'd heard it before I suppose it's possibly because that was the only Perfect Dark track that's been SMWified. Which would be a shame, because that game had a lot of excellent tunes, but so it goes.
Greatest FPS in video game history, I'll heartily agree to that. hey raocow play Perfect Dark even though you've probably never played an FPS on your channel
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Oh man I can't imagine someone that's not well-versed in FPSes trying to LP Perfect Dark for the interbutts
Shit gets hard in the later Perfect Agent missions
Shit gets hard in the later Perfect Agent missions
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
124th: Vulpine Love Story by SMILEuser96
124th: Red Planet Station by ShUriK KiD
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
First level was really enjoyable. I was really impressed by usage of lines to make drawings. Second level wasn't that great. Visually it may be pleasant, but gameplay isn't that great. First we have choice of 4 rooms to do, but in fact we need to beat all 4 rooms. I would prefer that beating one of these rooms would lead to outer space section. It would add some replayability. Right now it's just annoying marathon. Final section for me was the best, though I don't remember end of it being so weird. I don't remember secret exit except fact that it was really awkward to find.
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
"vul-PENIS"
How lewd
EDIT: Where was the secret exit in Red Planet Station? Was it in that weird hole in the wall where the Silver P was in the Power Station section? Or maybe the door frame outlined by P-Switch coins also in the Power Station section?
How lewd
EDIT: Where was the secret exit in Red Planet Station? Was it in that weird hole in the wall where the Silver P was in the Power Station section? Or maybe the door frame outlined by P-Switch coins also in the Power Station section?
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Greenhouse was my favorite section out of the 4.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Based on Rameau's comment of it being an invisible door, and Sinc-X's comment of it being in Power Station, I'd say it's absolutely the outlined door frame.Kilgamayan wrote: ↑2 years ago "vul-PENIS"
How lewd
EDIT: Where was the secret exit in Red Planet Station? Was it in that weird hole in the wall where the Silver P was in the Power Station section? Or maybe the door frame outlined by P-Switch coins also in the Power Station section?
I do kinda wish that level had ended without you just dropping into a pit. Sure, doing that in SMW absolutely triggers an exit when in a Yoshi Bonus Sky, but somehow it feels arbitrary here, even with the arrow pointing down. Doesn't help that the scroll keeps going! I feel like it should've ended in either a pipe leading to a goal tape, a dead end where the screen stops where you can finally fall down without fear, or a ? Sphere. Likely not the middle, it doesn't feel like a satisfying ending.
Re: Vanilla Level Design Contest X - This title never changes HO BOY DON'T NOTICE I CHANGED IT MYSELF
A. Press X to Doubt
B. He's going to play the greatest FPS in video game history in 3-4 days, cool it
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
hello, save?
save machine broke
save machine broke
Why don't you eat me?
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
I'm assuming the author of the space station level intended for you to have to do that all in one run but didn't check to see if the tiles covering the pipe couldn't be entered?
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
yo hold up i'm pretty sure that the second title screen was using music by Reed, aka the guy that A Mini Falafel Adventure got its soundtrack from. gimme a min
edit: ok so idk anything outside of AMFA's soundtrack, but it definitely sounded similar. closest in that soundtrack was Massive Cave System, but it's not quite the same.
edit: ok so idk anything outside of AMFA's soundtrack, but it definitely sounded similar. closest in that soundtrack was Massive Cave System, but it's not quite the same.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
123rd: Forest Jinx by DarkFeposo
122nd: Vacation by Retronom
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
121st: Boom Beach by Fostelif
119th: Subway Madness by Pinci
119th: Twinkle Twinkle... by jshaaa
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
118th: I Hopped in Iced Wind by Kowkarot
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
Man, that level really felt like you could cut everything before the midpoint. If you do that, put the midpoint between the fuzzy on-off run and the platform bit, it'd be so much better.

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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
@raocow your perseverance is commendable.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
This level has some incredibly clever setups with everyone's favorite sprite-holdy-uppy blocks, and does actually look pretty fun when it's played through correctly. I feel like if it was trimmed down and made less finicky (especially by removing the ice physics) then it would be a very good level. It's easy to see how a lot of little imperfections can add up and really drag a level down.
Re: Vanilla Level Design Contest X - The Normal's Disco Bright
So, yeah, the level isn't good, but the author clearly knows that and no longer likes it. I think it would have worked with an instant restart from death and room to room, which obviously couldn't be done in this contest.
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
This level has severe Mario Maker "Le Hard Level! Can you beat it??" energies.
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Re: Vanilla Level Design Contest X - The Normal's Disco Bright
I think that could have been a pretty decent level if the entire first section was scrapped, and the midpoint was put between the follow-the-fuzzies section and the platforming section at the end. It's weird he had two pretty tightly-designed parts of the level but started off with a really weak and unoriginal extended spinjump segment.
There's a reason spinjump-riding enemies for an extended period of time is one of the first obstacles in the first level of the first Kaizo game. It's pretty awkward, ESPECIALLY when you have to low bounce, because not only are you having to precisely land more times per second, but to transition back into high jumps you have to re-hold the jump button and depending on where you're at in the current micro-jump, you'll either immediately shoot up or you'll get a bit of extra hangtime before getting a high bounce.
The only extended spinjump segment I recall particularly enjoying was Super Spinner Boon from Vip but it used custom spinjump blocks you hop across instead of sprites.
There's a reason spinjump-riding enemies for an extended period of time is one of the first obstacles in the first level of the first Kaizo game. It's pretty awkward, ESPECIALLY when you have to low bounce, because not only are you having to precisely land more times per second, but to transition back into high jumps you have to re-hold the jump button and depending on where you're at in the current micro-jump, you'll either immediately shoot up or you'll get a bit of extra hangtime before getting a high bounce.
The only extended spinjump segment I recall particularly enjoying was Super Spinner Boon from Vip but it used custom spinjump blocks you hop across instead of sprites.



















