---//---//---//---//---||---\\---\\---\\---\\--- eternity's super cool judging and stuff ---\\---\\---\\---\\---||---//---//---//---//--- --------------------------------------- FrozenQuills - MIDNIGHT ARBOR --------------------------------------- DESIGN: 25/30 CREATIVITY: 15/20 AESTHETICS: 8/10 OVERALL: 48/60 COMMENTS: Great job with this. The level was fairly basic at the start, but as it progressed there were quite a few neat additions, such as the layer 2 at the end, which was used nicely and actually added a lot to the design. The area leading to the secret exit was really well designed too. --------------------------------------- snoruntpyro - FISH IN SPACE!!!! --------------------------------------- DESIGN: 16/30 CREATIVITY: 14/20 AESTHETICS: 6/10 OVERALL: 36/60 COMMENTS: Some of these gimmicks are super creative (the accelerator blocks in particular), but I feel they could be expanded on a bit more. Some of them also don't really add a lot to the level - quite a few of the dolphins feel out of place, for example, and the fishing boo section also could be handled better. Other than that, it's certainly a pretty fun level. OTHER: I love non-water fish levels, pretty cool to see someone actually did one. --------------------------------------- Najeraldo - MISTY SWAMP CAVE --------------------------------------- DESIGN: 20/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 42/60 COMMENTS: Pretty great design there, the obstacles were really well made overall and fun to go through. It's surprisingly challenging but still fair, except some of the jumps at the vines near the beginning of the level which were a bit annoying. I kinda feel it would be better without the mist, or at least making it a bit less obscuring. OTHER: It kinda bothers me how a good part of the level was outside the cave lol --------------------------------------- IDidMakeThat - HYDRAULIC HIDEOUT --------------------------------------- DESIGN: 15/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 37/60 COMMENTS: Nice level. Design is fairly decent and some of these rooms are really fun to go through - all of the small gimmicks used worked fairly well. However, the moving water could be used a bit better I think, the chucks don't work that well with them. Nothing major, though. OTHER: The layer 2 keeps scrolling after the door appears at one of the last rooms - graphically, at least. Also the Layer 3 occasionally goes behind the status bar causing cutoff, 0/10 entry disqualified and you're banned from real life forever ;) --------------------------------------- Pedro156 - GRINDER GAUNTLET --------------------------------------- DESIGN: 16/30 CREATIVITY: 14/20 AESTHETICS: 8/10 OVERALL: 38/60 COMMENTS: Rather liked this one, the design is solid and aesthetically it's pretty nice too. The grinders were used nicely through the level but otherwise it wasn't nothing special, really. Not a huge fan of the whole "getting P-Switch, backtracking a bit, pressing the P-Switch" thing but it isn't that bad here as the backtracking section is fairly short. OTHER: The first message block was really helpful. In fact, I had to replay every single level after going through this one - I was going through all of them without jumping, which made most of them really unfair (the other ones were epic nothing v2 aka best world levels). Thanks a lot. the second one was unnecessary tho (srsly) ;) --------------------------------------- yoshifanatic - TRIANGLE DIMENSION --------------------------------------- DESIGN: 24/30 CREATIVITY: 18/20 AESTHETICS: 10/10 OVERALL: 52/60 COMMENTS: Woah, this was really unexpected! This level does some really neat things with the triangle theme, and manages to stay creative and fun all the way through. I think some of the obstacles were a bit too annoying/unclear on how to go through at first, specially at the secret exit route, but the level was fantastic regardless. Also, awesome job with the aesthetics, the level looks great. Also noting that you can also screw up in the autoscroll section by entering the door in unintended places. OTHER: ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ◄◙► ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ ▲ --------------------------------------- MaiK - DELIBUTUS CAVERNS --------------------------------------- DESIGN: 19/30 CREATIVITY: 13/20 AESTHETICS: 9/10 OVERALL: 41/60 COMMENTS: The visuals are very well done, but I think this level needed more attention to the design part. Some things are introduced early on then forgotten and never used again, such as the carrot lifts, and others aren't really expanded on, such as the moving platforms. Overall not bad, it's just rather forgettable design-wise. Also, the Map16 for the rock platforms is slightly off. I died a few times at the second section due to that, but I suspect a fair bit of me just being stupid was also involved. --------------------------------------- k3fka & eevee - CITY SEWERS --------------------------------------- DESIGN: 22/30 CREATIVITY: 14/20 AESTHETICS: 8/10 OVERALL: 44/60 COMMENTS: Some fairly interesting setups, and it actually felt like a sewer level - not as open as most levels, but thankfully not overly cramped and annoying to play through. Some areas are still a bit annoying though, specially the end part of the bat ceiling sublevel (tried a few times and I just couldn't get through it without taking a hit/dying). --------------------------------------- Falconpunch - MAPLE ISLAND --------------------------------------- DESIGN: 26/30 CREATIVITY: 15/20 AESTHETICS: 9/10 OVERALL: 50/60 COMMENTS: The only real issue I can see is that it could stick to a theme, right now it feels like playing three different levels, to be honest. While it might work fine in a hack, it doesn't work as well in a standalone level. Otherwise, it's a very enjoyable and beautiful-looking level - there's really not a lot to talk about, everything works fairly well. --------------------------------------- morsel - SWISS HOTEL --------------------------------------- DESIGN: 16/30 CREATIVITY: 18/20 AESTHETICS: 7/10 OVERALL: 41/60 COMMENTS: Okay, that was really neat. Definitely a unique concept, and it's fairly well executed too, even though it can get insane at times (the last challenge comes to mind, I honestly had to use savestates to complete it). --------------------------------------- danwaleby - FLIPSTACK --------------------------------------- DESIGN: 15/30 CREATIVITY: 10/20 AESTHETICS: 6/10 OVERALL: 31/60 COMMENTS: That was not bad. The gimmick had potential, but I don't think it was used as well as it could have been - as it is, it's not that different from just going though different sections of the level. Some of the palettes were slightly messed up and nthers just aren't very visually appealing, but otherwise the level's also decent aesthetically. --------------------------------------- Erik557 - FORESTAL ELEVATIONS --------------------------------------- DESIGN: 18/30 CREATIVITY: 11/20 AESTHETICS: 7/10 OVERALL: 36/60 COMMENTS: There's not really a lot to differentiate this level from the others - it's nicely designed, but a tad generic as well. The layer 2 in the second part would have helped a lot, but it isn't used very well through the level, and actually feels a bit unnecessary. -------------------------------------- PuzzelBreaker - ICE PALACE --------------------------------------- DESIGN: 19/30 CREATIVITY: 14/20 AESTHETICS: 6/10 OVERALL: 39/60 COMMENTS: Fairly good level, but the ice palace section was surprisingly short. Some setions are a bit too cramped, but otherwise it's definitely not bad, and some obstacles are fairly well designed, specially on the outside part. OTHER: I know it just leads to a Dragon Coin, but that part where you have to get a throw block by spinjumping on a Thwomp is surprisingly easy to mess up (killing the Thwomp with it). --------------------------------------- GbreezeSunset - APERTURE LABORATORY --------------------------------------- DESIGN: 25/30 CREATIVITY: 16/20 AESTHETICS: 9/10 OVERALL: 50/60 COMMENTS: A lot of nice ideas here, and all of them are implemented very well. You also did a great job with the secret exit path, which manages to be as interesting as the regular exit. I really love the simple aesthetics here as well. --------------------------------------- hammerguy - WOOD N BLOCKS --------------------------------------- DESIGN: 20/30 CREATIVITY: 17/20 AESTHETICS: 8/10 OVERALL: 45/60 COMMENTS: A simple SMB3-styled level. It doesn't do anything special, but it works. Design feels a lot like something that could be in a Mario game, and aesthetically it's simple but effective, specially for a vanilla level. --------------------------------------- Systrem Studios - ??? --------------------------------------- DESIGN: 0/30 CREATIVITY: 0/20 AESTHETICS: 0/10 OVERALL: DQ/60 COMMENTS: doesn't work I think?!?! --------------------------------------- Frost - HOTEL --------------------------------------- DESIGN: 27/30 CREATIVITY: 18/20 AESTHETICS: 9/10 OVERALL: 54/60 COMMENTS: A lot of unique gimmicks here, and all of them work really well with the level. This might be one of the best uses of those triangle blocks I have seen (other than a few slightly awkward setups), and the Porcu-Puffer reskins make for surprisingly interesting obstacles. Aesthetically the level's also nice, it doesn't do anything special but it works pretty well, other than the sprite graphic changes which add to the level's uniqueness. Neat work. OTHER: That's still a lot more normal than I expected --------------------------------------- Pixel-Gon Gamer - ENTRY --------------------------------------- DESIGN: 15/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 30/60 COMMENTS: This level has some potential, but it's fairly short and unmemorable, not doing anything particularly interesting or introducing anything new. With some more polish it feels like it could work as a level in the original SMW, but even then it fails to differentiate itself from the others. Other than that, the design's fairly solid. OTHER: uh, putting your name on the title screen kinda ruins the "anonymous judging" part of the contest :v --------------------------------------- Daizo Dee Von - MOONTOP METONYMY --------------------------------------- DESIGN: 1/30 CREATIVITY: 5/20 AESTHETICS: 7/10 OVERALL: 13/60 COMMENTS: unfortunately this is a level design contest (!!!) OTHER: nice aesthetics tho --------------------------------------- WhiteYoshiEgg - NIGHTSWIMMING --------------------------------------- DESIGN: 28/30 CREATIVITY: 19/20 AESTHETICS: 10/10 OVERALL: 57/60 COMMENTS: The idea itself is nothing mindblowing, but the execution is brilliant. The atmosphere overall is fantastic, and the obstacles are really well made, even when going back through the level with no water. I don't see line guides in water levels often, but they work surprisingly well (and still work with no water, as said before). OTHER: loved the fish ghost trains, you should have used them more through the level lol --------------------------------------- lolyoshi - RUIN OF CUPIDITY --------------------------------------- DESIGN: 23/30 CREATIVITY: 18/20 AESTHETICS: 8/10 OVERALL: 53/60 COMMENTS: Really interesting level, the coin guides are used in really neat ways throughout, even though some of them feel a little bit awkward due to their placement (nothing major though). Some of the obstacles at the second part of the level are a bit annoying to go through - the one where you have to duck between two pipes so you don't enter any, in particular. I took a fair while to figure it out. Other than that, really neat gimmick and solid execution, too. --------------------------------------- Gabriel Yanni - HAUNTED WOODS --------------------------------------- DESIGN: 16/30 CREATIVITY: 12/20 AESTHETICS: 7/10 OVERALL: 35/60 COMMENTS: Decent level, but it could (and should) have done a lot more with the haunted theme, as it feels a tad generic as it is. The Boo Ring doesn't really work as a final obstacle, either. It both wasn't used before in the level and adds some unnecessary waiting, breaking the level's flow. --------------------------------------- Nin - COCONUT RUINS 3 --------------------------------------- DESIGN: 16/30 CREATIVITY: 11/20 AESTHETICS: 7/10 OVERALL: 34/60 COMMENTS: The level had some potential, too bad it was that short/rushed. Design was interesting (other than the slight slope abuse, maybe) and aesthetically it was fairly interesting (and surprisingly SMW-esque). OTHER: Fairly minor, but the background bricks should probably be a bit darker. --------------------------------------- LucasRCD - GROVE OF SECLUSION --------------------------------------- DESIGN: 17/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 39/60 COMMENTS: This level didn't have a lot going on for it until the second half, but the bad/good future gimmick was actually fairly interesting, even if a simple split path might not have been the best approach to it. The design was solid but a bit generic, specially on the first half where you used mostly "standard" sprites. The good part was pretty neat (and it looks nice, even if I'm not a huge fan of the palette) and the bad part was nice too, but the harmful-looking decoration (specially the fire, which is identical to the hopping fire sprite) can be really distracting. --------------------------------------- cyphermur9t - CALAMITY CROSSING --------------------------------------- DESIGN: 19/30 CREATIVITY: 15/20 AESTHETICS: 8/10 OVERALL: 42/60 COMMENTS: There are only a few issues I can find with this. Firstly, the line guides are a bit hard to see in the first section, as the sky color is also fairly dark - recoloring them to white might have helped with that. Generally it didn't change much, but it made a few obstacles annoying to deal with. Some of the obscuring curtains are also awkwardly placed (specially the one early on with the Ninji, as the player can't see it unless it does a high jump). Other than that, the design is fairly well made - there are some really neat obstacles around, but I feel the Layer 2 in the first section could be used a bit more. --------------------------------------- Flyingcape - SIMPLE PATH --------------------------------------- DESIGN: 12/30 CREATIVITY: 14/20 AESTHETICS: 6/10 OVERALL: 32/60 COMMENTS: A few sections of this level are a bit too overwhelming with the enemy placement, while on the other side others are too empty (the nets at the start of the level being a nice example). I can see some potential there but right now it has too much variety - the level introduces a lot of different gimmicks and sprites but doesn't build upon any of them, unfortunately. --------------------------------------- TheInsanity115 - OLD FACTORY --------------------------------------- DESIGN: 15/30 CREATIVITY: 14/20 AESTHETICS: 6/10 OVERALL: 35/60 COMMENTS: Not bad, but it doesn't stand out from the rest as well. Most enemies don't pose a interesting challenge to the player, mostly due to their placement, and at parts it feels like they're mostly there to populate the level (mostly at the beginning of the level, the enemy placement on the second part is a lot better). The spikes don't add a lot to the level, either. Overall it doesn't introduce much new and ends up feeling a bit unmemorable when compared to some of the other levels in the contest. Aethetically it's decent, but some of the Map16 tiles are a bit weird-looking, and a few palettes are slightly messed up. --------------------------------------- a hick - DEATH WATER --------------------------------------- DESIGN: 24/30 CREATIVITY: 17/20 AESTHETICS: 8/10 OVERALL: 49/60 COMMENTS: Great level! The Bowser Statue gimmick is super neat and the level actually uses it pretty well throughout. Some areas were a bit cramped, but thankfully it managed to avoid throwing in hard to avoid obstacles in tight tunnels for the most part (the disco shell was surprisingly easy to deal with). Visually it's also good, the palettes are pretty good and the layer 3 + layer 2 background works surprisingly well with the transparency effect. OTHER: Woah, you actually managed to block the player until the P-Switch was over in a non-annoying way by giving it something to do, neat. More people should do that instead of just throwing coins and forcing the player to wait :v --------------------------------------- Sayuri - WATERSPIKE FACTORY --------------------------------------- DESIGN: 12/30 CREATIVITY: 10/20 AESTHETICS: 6/10 OVERALL: 28/60 COMMENTS: I don't think this level works. In fact, the concept of a water level filled with spikes itself doesn't seem that appealing to me - Vanilla Fortress wasn't one of the best SMW levels, and this is almost a more annoying version of it right now. The level's also lacking in obstacles other than regular spikes, faling spikes, fishbones and the occasional moving spike/ball and chain. The secret exit isn't exactly well placed too, mostly involving plain old backtracking. OTHER: Still want my 2Frost GOLDEN EDITION(TM) SPIKE --------------------------------------- nathanrayman1998 - SEA OF EDEN --------------------------------------- DESIGN: 15/30 CREATIVITY: 13/20 AESTHETICS: 7/10 OVERALL: 35/60 COMMENTS: I think the ship could be used more creatively, not many areas actually required the player to use it. The fish generator also doesn't really work well as an obstacle in this level, mostly because it's not really fun to avoid - it usually works better when used with a star or somethhing like that. The obstacles overall were also a bit too static and didn't provide much of a challenge, other than the Volcano Lotuses. The level was super nice graphically, though. --------------------------------------- msi810 - MOON TEMPLE --------------------------------------- DESIGN: 13/30 CREATIVITY: 10/20 AESTHETICS: 7/10 OVERALL: 30/60 COMMENTS: The level started out well, but the second half has pretty much nothing to do with the first and the gimmick feels like it came out of nowhere. The difficulty spike throughout also didn't help, as the level gets insane pretty fast with the whole spinjumping in enemies gimmick. Sure, the "slide blocks" (I'll be calling them that from now on) were introduced in a rather nonthreatening situation, but still that's a fairly huge difficulty jump, specially on the section right before the end. --------------------------------------- GammaSlap - ENTRY (grass/ice level) --------------------------------------- DESIGN: 15/30 CREATIVITY: 13/20 AESTHETICS: 6/10 OVERALL: 34/60 COMMENTS: Generic but still nice level. It starts out as a simple grass level, nothing special but still rather fun to play through. The cave section doesn't seem to be as well designed, specially at the kull raft part (where a lot of the non-Blaarg enemies aren't much of a threat), but it gets interesting again at the autoscroll section (other than the bullet generator, which is kind of a cheap way to add difficulty). --------------------------------------- Hypershadic - MOLTEN CAVERN --------------------------------------- DESIGN: 10/30 CREATIVITY: 10/20 AESTHETICS: 6/10 OVERALL: 26/60 COMMENTS: Design-wise, this level lacks anything to make it interesting. It starts off well, evne if a bit too simple, but there are a fair bit of empty sections without any enemies that pose a real challenge. The biggest offender is the autoscroll section, though - it starts off with what seems to be a branching path, but one of them is a dead end with no indication at all. Then there are a few annoying jumps (mostly due to artificial difficulty caused by the muncher placement) and even more empty areas on flat(ish) stretches of land. Overall, this needs a lot of work. --------------------------------------- Wakana - GAMBLY NIGHT --------------------------------------- DESIGN: 20/30 CREATIVITY: 16/20 AESTHETICS: 9/10 OVERALL: 45/60 COMMENTS: Nice level! Design's fairly good for the most part, and the tileset is really well made, specially considering it's vanilla. All the decoration can get really distracting at times, though, specially considering a lot of it has some sort of animation as well. I'm also not sure if the unreachable Pitchin' Chucks were a good addition to the level, they're extremely annoying to avoid in tight spaces, specially when there are also other sprites in the way. --------------------------------------- chineesmw - THE WAY OF NINJI --------------------------------------- DESIGN: 24/30 CREATIVITY: 17/20 AESTHETICS: 8/10 OVERALL: 49/60 COMMENTS: The Ninji theme is used really well here, and all of the mini-gimmicks the level introduces work really well together. However, I feel a few areas go a bit overboard with the bouncing football Ninjis, specially the last obstacle before the goal. The Ninji generator pipes also really needed some indication to differentiate them from regular pipes. Regardless, this is a pretty fun level overall, great job! OTHER: uh, putting your name on the title screen kinda ruins the "anonymous judging" part of the contest :v (2) --------------------------------------- levelengine & StrikeForcer - AEOLIAN BLOOD MOON --------------------------------------- DESIGN: 21/30 CREATIVITY: 16/20 AESTHETICS: 7/10 OVERALL: 44/60 COMMENTS: The level starts out simple, but there are some really nice obstacles later on, and the underwater section's P-Switch segment is fairly well done too. I don't think the Podoboos work well with the water, but other than that there's no major issue with the level. --------------------------------------- Master Lakitu - ENTRY --------------------------------------- DESIGN: 8/30 CREATIVITY: 10/20 AESTHETICS: 6/10 OVERALL: 24/60 COMMENTS: There's... not much to say about this level, unfortunately. What we have is not badly designed, but the level's really small and it doesn't do anything interesting. As a whole, it even feels a bit rushed, to be honest. Definitely needed some more work. --------------------------------------- waffledoctor87 - ICICLE CAVERN --------------------------------------- DESIGN: 15/30 CREATIVITY: 10/20 AESTHETICS: 7/10 OVERALL: 32/60 COMMENTS: The start of the level seemed to be interesting, as race-type levels are rare nowadays, but the level seems to lose focus over time. There's a short race segment, then you go through the upper part of the level (which doesn't have a lot other than easily avoidable falling spikes) and a really short segment with nothing special. --------------------------------------- yogui - PEACH BEACH --------------------------------------- DESIGN: 20/30 CREATIVITY: 15/20 AESTHETICS: 8/10 OVERALL: 43/60 COMMENTS: Simple but still pretty fun. It doesn't do anything special at first and stick with a simpler design stile, but it works. The cave subleve, however, is very interesting - the "air bubbles" are pretty neat, and it mixes regular and underwater sections really well. --------------------------------------- Prizm - ANGEL CLIFFS --------------------------------------- DESIGN: 19/30 CREATIVITY: 14/20 AESTHETICS: 7/10 OVERALL: 40/60 COMMENTS: Another simple but good level. Not much to say, the level doesn't introduce anything new but it has some nice obstacles and the mini Dragon Coin sublevels are pretty interesting (even though some might be a bit too hard for a single Dragon Coin). --------------------------------------- Lazy - MATTERHORN --------------------------------------- DESIGN: 26/30 CREATIVITY: 20/20 AESTHETICS: 9/10 OVERALL: 55/60 COMMENTS: Man, this one was... a bit insane difficulty-wise, but still incredibly fun. Most of the difficulty is fair, but the level length might be a bit extreme which can make the player repeat a fair bit of the level in case he dies. Other than that, the setups are brilliant and aesthetically it's awesome as well. --------------------------------------- Zyglrox Odyssey - WOAH RADICOLA --------------------------------------- DESIGN: 9/30 CREATIVITY: 8/20 AESTHETICS: 6/10 OVERALL: 23/60 COMMENTS: This is definitely better than the low-quality Kaizo entries we usually get, but this is still not exactly the best contest for levels that insane... this is definitely Kaizo: Light at least. Well, it's still fairly decent design-wise, but I'm not a huge fan of all the waiting, even if that's pretty much the level's gimmick. --------------------------------------- Kenny - ICE CAVE ATHLETIC --------------------------------------- DESIGN: 17/30 CREATIVITY: 14/20 AESTHETICS: 6/10 OVERALL: 37/60 COMMENTS: Fairly average level. The design is fine, with some solid enemy placement, decent muncher use (no artifical difficulty for the) and it was surprisingly fun for a >slippery level focused on platform sprites<. There's a lot one can do wrong here, but this level pulled it off pretty well. Aesthetically it pretty much follows SMW's style so not much to comment. --------------------------------------- DaSpongeBobMan - GREEN MEADOWS --------------------------------------- DESIGN: 15/30 CREATIVITY: 12/20 AESTHETICS: 7/10 OVERALL: 35/60 COMMENTS: Fairly standard grassland level, it doesn't stand out from the rest in any way as it pretty much only uses generic onbstacles and a fairly common sprite selection. Aethetically it's simple, but still decently looking. OTHER: No idea on why you made it so the Koopas don't come out of their shells when you jump on them, fairly sure that's not vanilla. --------------------------------------- minakami - ENTRY (the Kaizo ice cave one) --------------------------------------- DESIGN: ???/30 CREATIVITY: ???/20 AESTHETICS: ???/10 OVERALL: DQ/60 COMMENTS: Another Kaizo level, but this one is the kind of Kaizo that definitely shouldn't be in the collab. The backtracking after the midpoint was particularly bad, and carrying the springboard + silver P-Switch (at least that's how I did it) is way too insane, even for a Kaizo: Light level. --------------------------------------- mario and luigi - SUNSET STROLL --------------------------------------- DESIGN: 17/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 39/60 COMMENTS: Pretty nice level. Design-wise it's fine, the enemy placement works and the brown block barriers are fine (due to no backtracking + item babysitting being involved), but I still feel they don't add a lot to the level, and it ended up feeling a bit too generic overall. --------------------------------------- Dr. Tapeworm - STELLAR GARDEN --------------------------------------- DESIGN: 25/30 CREATIVITY: 17/20 AESTHETICS: 9/10 OVERALL: 51/60 COMMENTS: You should have used the red stars gimmick a bit more, because it worked nicely with both the level theme and the spriteset you're used here, in my opinion. Great level anyway, aesthetically it's super neat (the enemy GFX replacements are very creative) and it's pretty fun to play too. --------------------------------------- NGB - INTERPLANETARY --------------------------------------- DESIGN: 30/30 CREATIVITY: 19/20 AESTHETICS: 10/10 OVERALL: 59/60 COMMENTS: Excellent work with this one! Some really clever obstacles around, and a few super interesting gimmicks as well, from the small ones (the "rising lava rocks") to the swimming sections (which were pretty well executed). The level was really fun to play all the way throu, and the overall atmosphere is fantastic as well. Definitely one of my favorites. OTHER: woah, a surprisingly huge amount of space-themed levels this year --------------------------------------- GabrielJohn - FROZEN MIRAGE --------------------------------------- DESIGN: 13/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 28/60 COMMENTS: I like the idea, but right now the exit involves more trial-and-error than actual thinking, as apparently there isn't much (or any) indication of what leads to where. Otherwise the level's decent, and I feel it could actually have worked out better as a regular level than a puzzle. --------------------------------------- Carld923 - SKY AT THE WIERD --------------------------------------- DESIGN: 12/30 CREATIVITY: 16/20 AESTHETICS: 7/10 OVERALL: 35/60 COMMENTS: It's definitely an... interesting level, but it does get >too< weird at times. There's no real indication that the Doplhins are spikes, for example, and that can lead to unfair deaths pretty much right at the level start. The skull ship's propellers also seem sloid but they actually aren't, leading to the same issue. The first part of the level also worked a lot better than the rest, the autoscroll section just doesn't work for the most part (it's way too slow-paced and lacks interesting challenges, specially when compared to the first) and the Lakitu at the start of the third section is too high for the player to see it at first, once again leading to some unfair hits with the spinies. There are a few interesting ideas, though, such as the Hopping Flames + water at the end, but this needs a lot more polish overall. OTHER: the sprite GFX edits are pretty lol but not really confusing for the most part, nice stuff --------------------------------------- Darkdlp02 - ENTRY (the blue grass autoscroll one) --------------------------------------- DESIGN: 25/30 CREATIVITY: 17/20 AESTHETICS: 8/10 OVERALL: 50/60 COMMENTS: I wasn't expecting a lot when I saw this was an autoscroll level, but this is surprisingly well-made! The autoscroll actually adds to the design a lot instead of being simply thrown to artificially extend the level length, the level overall is pretty well designed and it manages to provide the player a interesting challenge while not going too overboard. OTHER: I honestly expected the para-bomb jumps to get a bit more complex later on, and I'm slightly disappointed by how little was done with it and a few other neat obstacles. --------------------------------------- G.D. - STORMY RUINS --------------------------------------- DESIGN: 21/30 CREATIVITY: 16/20 AESTHETICS: 8/10 OVERALL: 46/60 COMMENTS: Nice! Some really interesting challenges, and the level design seems fairly well thought overall. The secret exit isn't too annoying to get (I think the sublevel needed something to send the player back to the regualr exit path in case he didn't want to get the secret exit right now, though), and it also has some nice aesthetics. The use of eating blocks was fairly nice too, but I feel the falling spikes at the end were still a bit out of plae, even with the warning you added there, mostly because you didn't really use them in the level before. --------------------------------------- MarkD - SATURATION PLAINS --------------------------------------- DESIGN: 17/30 CREATIVITY: 16/20 AESTHETICS: 6/10 OVERALL: 34/60 COMMENTS: This one almost feels like two levels in one: a fairly standard (but still fun) grassland level and a (not as well-designed) athletic level. I think if you sticked with the first part and expanded it a bit more it would have worked out better, because the second part doesn't feel as interesting. The bullet generator, for example, is unnecessary and feels like a cheap way of adding more difficulty for the most part. The cave sections + secret exit are fine, other than a few bats which don't pose much of a threat due to being placed too low to actually reach Mario. --------------------------------------- J.T.W. - CHOCOLATE ISLAND 1 (?!?!) --------------------------------------- DESIGN: 10/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 25/60 COMMENTS: A few major issues bring this level down by a lot: -The obstacles aren't very interesting to go through. Most of this level's challenge comes from simple walking enemies in flat stretches of land, which doesn't add a lot to the level's fun factor. A few sections have no threats at all, such as the P-Switch section where you pretty much only need to run and occasionally jump right. -The item carrying at the end of the level is very annoying, as there's no easy way to carry two items at the same time (Springboard + the second P-Switch) and you pretty much can only go throwing them until the coin stretch again. -The garbled sprites make it hard to recognize exactly which sprites they are, and if it's safe to jump on them in the first place, specially to new players. And that's pretty much it. OTHER: In case this was made by a less experienced designer (doesn't seem to be a joke level, at least): this is still a lot better than my first levels, don't worry ^^'. This is the kind of thing you start to get right with experience, it took me a few years to make an actually decent level. Playing hacks from the section and hanging around the forums helped me a lot. --------------------------------------- M A R I O W O R L D - ENTRY --------------------------------------- DESIGN: 0/30 CREATIVITY: 0/20 AESTHETICS: 0/10 OVERALL: DQ/60 COMMENTS: If you're uploading some joke entry please >at least< put some effort in, it's been a while since I've last played any decent joke levels :v OTHER: nice --------------------------------------- yoshi9429 - PEACEFUL GRASSLANDS --------------------------------------- DESIGN: 14/30 CREATIVITY: 12/20 AESTHETICS: 6/10 OVERALL: 32/60 COMMENTS: Decent level, but I don't think the muncher placement helped the level in any way - some of them actually made a few jumps unnecessarily awkward to do (the ones right at the start, for example). Design-wise it's not bad, but as many other levels doesn't have anything unique to it either. --------------------------------------- MandL27 - ENTRY (aka TO WORLD 5?) --------------------------------------- DESIGN: 14/30 CREATIVITY: 11/20 AESTHETICS: 5/10 OVERALL: 30/60 COMMENTS: I think this one might be a bit too simple. It really could stick to a theme too, a lot of sprites are used but most of them are an one-time obstacle and aren't really developed during the level, pretty much breaking the level's progression. OTHER: --------------------------------------- Dive Missile - FLOODED VOLCANO --------------------------------------- DESIGN: 5/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 20/60 COMMENTS: The idea of a water + lava level is definitely interesting, but right now it just doesn't work. The level's fairly empty, and it's really easy to mess up in the autoscroll path depending on when it stars (the rising + lowering timing can cause a forced death fairly early on). --------------------------------------- glitch4 - VANILLA SECRET 1.5 --------------------------------------- DESIGN: 15/30 CREATIVITY: 15/20 AESTHETICS: 6/10 OVERALL: 36/60 COMMENTS: This level feels like it's actually two levels condensed into a single entry (a few other entries did the same). While both halfs of the level could work alone, as the level design is actually fairly fun, due to how the level is structured right now neither was as developed as they should have been. --------------------------------------- Magiluigi - TURN BLOCK TREEWAY --------------------------------------- DESIGN: 30/30 CREATIVITY: 19/20 AESTHETICS: 9/10 OVERALL: 58/60 COMMENTS: Fantastic work with this one. The gimmicks used are simple, but they are used in really clever ways through the level. Overall it's very professional and polished, and incredibly fun to play through as well. OTHER: why is this in the worst world submap --------------------------------------- Centipede - FUNKY FLOATS --------------------------------------- DESIGN: 25/30 CREATIVITY: 19/20 AESTHETICS: 8/10 OVERALL: 52/60 COMMENTS: Nice to see some of the more underrated sprites getting some use! The floating spike balls are used in some really interesting ways through the level, and while it feels like it goes a bit overboard at times for the most part the level's very well made. --------------------------------------- MegaMarioMan9 - DRY ICE --------------------------------------- DESIGN: 20/30 CREATIVITY: 16/20 AESTHETICS: 8/10 OVERALL: 44/60 COMMENTS: It's really hard to find a level that does a "freeze -> unfreeze" gimmick right, specially if vanilla, but this level manages to do some pretty interesting things with the gimmick. The moving layer 2 adds a lot to it, and the enemy placement is fairly good though, even if a few sections feel a bit empty. --------------------------------------- PokerFace - SOUL'S TEMPLE --------------------------------------- DESIGN: 17/30 CREATIVITY: 17/20 AESTHETICS: 9/10 OVERALL: 43/60 COMMENTS: This would be a lot more enjoyable if there was more space for the player to move - it's definitely too cluttered right now. Some of the sprites are placed in really annoying ways as well, specially the Big Boos, and usually they pretty much force the player repeatedly to go back -> spinjump over. The boo rings also don't add a lot to the level (other than unnecessary waiting), unfortunately - it's specially bad at the boss. Other than that, it's nicely designed and aesthetically it's great. OTHER: uh, putting your name on the title screen kinda ruins the "anonymous judging" part of the contest :v (3) --------------------------------------- Minimay - ENTRY (the one with translucent L2 water + Puntin' Chucks + ninjis) --------------------------------------- DESIGN: 16/30 CREATIVITY: 15/20 AESTHETICS: 8/10 OVERALL: 39/60 COMMENTS: Really short as well, and there are a few areas where the sprite placement gets a bit spammy, spcially near the end. It's rather easy to go overboard when placin Puntin' Chucks, and I feel this level often ends up doing it. --------------------------------------- worldpeace - ICE CUTTING SITE --------------------------------------- DESIGN: 24/30 CREATIVITY: 16/20 AESTHETICS: 6/10 OVERALL: 46/60 COMMENTS: A pretty great challenge-type level. It starts out slow, but it gets really interestng near the end, specially with the ice block mirror gimmick, which was implemented nicely. The small puzzle to get the moon at the end was a really nice touch as well. --------------------------------------- Sokobansolver - HOGWARTS --------------------------------------- DESIGN: 15/30 CREATIVITY: 17/20 AESTHETICS: 6/10 OVERALL: 38/60 COMMENTS: There are some really neat ideas, but their execution is not always the best. The Magikoopa + P-Switch "minigame" in the secret exit path, for example, is super hard to do correctly (I actually couldn't), and some of the later obstacles in the main path are pretty insane as well. The boss is fine, but it's a bit awkward at first and I honestly thought I had to keep randomly throwing shells until they hit (luckily that's not the case). Other than that, this has some of the most interesting uses of Magikoopa I have seen, so great job with that. --------------------------------------- Slakkmichael - MYSTIC RUINS --------------------------------------- DESIGN: 16/30 CREATIVITY: 15/20 AESTHETICS: 5/10 OVERALL: 36/60 COMMENTS: I'm not sure if making the stems hurtful as well was necessary, even with the warning in the message box. Anyway, the level was decent, with some nice obstacles and average aesthetics. Second half was pretty interesting, and in general I'd like to see more of these moving platforms, you used them in some pretty cool ways. OTHER: Surprisingly "generic grassland"-esque for a level named Mystic Ruins lol. I tried, but there's really not much else to comment on. --------------------------------------- S.N.N. - MASS EXTINCTION --------------------------------------- DESIGN: 30/30 CREATIVITY: 19/20 AESTHETICS: 10/10 OVERALL: 59/60 COMMENTS: This makes a great use of Yoshi, and in all colors too. The overall progression is great and the obstacles are really well-designed too. Nothing felt out of place and it was just a lot of fun to play through. The atmosphere was great, too. Great job! --------------------------------------- eminus - FABULATORY --------------------------------------- DESIGN: 26/30 CREATIVITY: 18/20 AESTHETICS: 10/10 OVERALL: 54/60 COMMENTS: Aesthetically, this is simply mindblowing. It doesn't even feel like a vanilla level at this point, to be honest, but it still looks really nice. The level's also really fun to play through, even if a bit simple. I do feel it's a bit short, though, there are a lot of sprites used and they could be used a bit more. --------------------------------------- SomeGuy712x - ICE BLOCK CAVERN --------------------------------------- DESIGN: 20/30 CREATIVITY: 16/20 AESTHETICS: 7/10 OVERALL: 43/60 COMMENTS: Fairly nice level design, the turn block use is interesting overall and there are some nice setups here as well. The cave section feels a bit out of place in the level, but other than that there isn't really anything I could point out as an issue, it's just not as memorable as other entries. --------------------------------------- GST_Bass - WAREHOUSE --------------------------------------- DESIGN: 14/30 CREATIVITY: 14/20 AESTHETICS: 5/10 OVERALL: 33/60 COMMENTS: Other than the unusual tileset, this is pretty much a normal ghost house level, but without anything to make it more interesting. Ghost house levels usually have some sort of puzzle as their main gimmick, as Boos usually don't make for particularly interesting obstacles by themselves (they can be used in some neat ways, but that wasn't the case here - the placeement was rather generic, in fact). Also, the crates in the background were very distracting, as they seem like they are foregound objects. --------------------------------------- Grugi - MAGMATIC CLIFFS --------------------------------------- DESIGN: 16/30 CREATIVITY: 16/20 AESTHETICS: 8/10 OVERALL: 40/60 COMMENTS: Pretty fun skull raft level! Some really interesting sprite setups there, and the ride was fairly balanced overall - no areas were particularly boring, but there weren't enough threats to overwhelm the player either. The lightning was a bit distracting at first, but I got used to it surprisingly quickly - I still feel it would be better if the animation was kept to the back area color only, though. OTHER: --------------------------------------- Renhoek - SUNSET VISTA --------------------------------------- DESIGN: 14/30 CREATIVITY: 12/20 AESTHETICS: 8/10 OVERALL: 34/60 COMMENTS: The split paths in this level probably did more harm than good. Might be just me, but the level was a bit lacking in enemies - the length was fine, but there were a fair bit of empty sections so the level was a bit underwhelming overall. Aesthetically it's fairly nice, though. --------------------------------------- jshaaa - LEVEL 1 --------------------------------------- DESIGN: 5/30 CREATIVITY: 5/20 AESTHETICS: 5/10 OVERALL: 15/60 COMMENTS: I somehow managed to beat it, but this is definitely not the kind of level we're expecting. It's really difficult, but mostly due to some really annoying sprite placement (the Chuck near the start of the level being a >great< example) and it's closer to unfair difficulty than good difficulty overall. --------------------------------------- Leiras - STARRY SUMMIT --------------------------------------- DESIGN: 10/30 CREATIVITY: 14/20 AESTHETICS: 6/10 OVERALL: 30/60 COMMENTS: Those puzzles are fairly interesting, and some are quite creative, but I wouldn't say they are fun to solve, unfortunately. Some of them are quite easy to break too, such as the last one before the regular exit. Other than that, the level doesn't do anything new, and there's a lot of going up without any real action as well. --------------------------------------- LucasGamer3000 - ENTRY (the yellow desert one) --------------------------------------- DESIGN: 14/30 CREATIVITY: 12/20 AESTHETICS: 4/10 OVERALL: 30/60 COMMENTS: Fairly generic level. It doesn't really do anything special design-wise, but it's still pretty solid. The cacti don't really seem like decoration, though (right now they look harmful), and the random opening in the wall early on is very misleading - it seems like it could lead to somewhere, but it doesn't (except maybe the afterlife, or its Marioverse equivalent). --------------------------------------- RoyKirbs - STORMCLOUD CITADEL --------------------------------------- DESIGN: 17/30 CREATIVITY: 12/20 AESTHETICS: 6/10 OVERALL: 37/60 COMMENTS: It's a nice level, but it doesn't have anything particularly interesting. The "small path" through the small yellow pipe near the middle of the level isn't as fun as the main path, and I feel it would be better if it wasn't in the level, actually. The layer 2 at the second half could be a nice addition, but it wasn't used well enough, in my opinion - as it is it pretty much only adds some unnecessary waiting to the level. OTHER: Just noticed how smooth the dark room spotlight animation looks with SA-1. NICE --------------------------------------- Luks - PLEASEHOLD THE LINE --------------------------------------- DESIGN: 22/30 CREATIVITY: 16/20 AESTHETICS: 7/10 OVERALL: 45/60 COMMENTS: A really fun line guide level overall. The orange lines are definitely a nice gimmick and help differentiate it from most athletic levels, and the level had some interesting setups as well. The few sections where you have to get off the platform or jump on a different one were also pretty neat, and they added a lot to the level overall. --------------------------------------- Sockbat Replica - THE ACTION IS GO --------------------------------------- DESIGN: 16/30 CREATIVITY: 16/20 AESTHETICS: 6/10 OVERALL: 38/60 COMMENTS: Surprisingly accurate title. The concept is fairly interesting, but I feel it could be executed better or expanded on a bit more - there are some fairly fast-paced sections, but there's a fairly huge amount of buffer inbetween and the level's fairly short, so I feel it ends up with little substance right now. It's still a solid level, though, so nice job. --------------------------------------- MercuryPenny - RIVERBED CANOPY --------------------------------------- DESIGN: 15/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 30/60 COMMENTS: The level's fairly underwhelming as it is. It has potential, as Chucks do have some really interesting uses and I've seen some really neat setups on other levels in the contest, but in this case they're fairly nonthreatening for the most part, some even suiciding before the player even reaches them. And, other than the Chucks, the level doesn't have much - ot's a simple, linear level that could have benefited a lot from more polished enemy placement. --------------------------------------- Agent Q - IGNIS FATUUS --------------------------------------- DESIGN: 26/30 CREATIVITY: 18/20 AESTHETICS: 9/10 OVERALL: 53/60 COMMENTS: Surprisingly simple, but still fun. Design's rather straightforward but still pretty well done, the fire enemies are used pretty well throughout and no major issues come to mind. The atmosphere's also great, specially on the cave sections. --------------------------------------- eXcavator - GREAT ICE RAVINE --------------------------------------- DESIGN: 20/30 CREATIVITY: 14/20 AESTHETICS: 7/10 OVERALL: 41/60 COMMENTS: First part of the level had some really great setups with the line guides (the parts with the falling platforms were really interesting, for example). The second half isn't as fun to play, though, specially because it isn't really clear where you actually need to bring a throw block with you, as there's generally somewhere else you can use them. --------------------------------------- Retronom - I. H. I. W! --------------------------------------- DESIGN: 16/30 CREATIVITY: 16/20 AESTHETICS: 7/10 OVERALL: 39/60 COMMENTS: Fairly nice level. It's challenging but fun for the most part, and aesthetically it's not really bad as well. I do feel the disco shell riding section doesn't work well with everything else, as it's a huge difficulty spike and doesn't seem to be fun or interesting enough to add much to the level overall. --------------------------------------- Reggiamoto - ENTRY (VANILLA GHOST HOUSE/ninji + yoshi grass level) --------------------------------------- DESIGN: 19/30 CREATIVITY: 14/20 AESTHETICS: 7/10 OVERALL: 40/60 COMMENTS: Simple but fun, but overall there's nothing that really stands out here. If Yoshi was used a bit more throughout, or the obstcles were a bit more interesting, this could be higher, but right now it's pretty much a generic grassland level. --------------------------------------- KDeee - The Medics Challenge --------------------------------------- DESIGN: 21/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 43/60 COMMENTS: Fairly nice timed challenge level! It's pretty fun to play through and very well designed overall, there's a lot of variety but I feel it works due to the theme - it's pretty much several short challenges, and while they might not "connect" well the end result is still nice. --------------------------------------- Hinalyte - SNOWY BITS --------------------------------------- DESIGN: 24/30 CREATIVITY: 16/20 AESTHETICS: 8/10 OVERALL: 48/60 COMMENTS: The moving platforms are used pretty well here. The sprite setups overall are fairly clever, and the level's really fun to play through overall. The layer 2 in the second half didn't really work however, I don't feel it was used well, as each mini-obstacle stayed on the screen for a lot. --------------------------------------- Proto Man - ENTRY (forest with confusing BG one) --------------------------------------- DESIGN: 13/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 28/60 COMMENTS: There are a lot of flat stretches of land without any enemies on this one, and most of the setups aren't particularly interesting, either. The background can be really confusing as well, FG tiles + black outlines isn't really a good combination for backgrounds. OTHER: --------------------------------------- WarFlare2 - GRASSY HEIGHTS --------------------------------------- DESIGN: 19/30 CREATIVITY: 16/20 AESTHETICS: 7/10 OVERALL: 42/60 COMMENTS: The first half feels a bit bland, as a lot of areas pretty much only have the layer 2 for obstacles, but the second half is really fun overall. I think the gimmick works a lot better with the saws, it makes for some really interesting setups. --------------------------------------- Guilherme F Santos - RUINS ON BLOOD --------------------------------------- DESIGN: 18/30 CREATIVITY: 14/20 AESTHETICS: 7/10 OVERALL: 39/60 COMMENTS: Some pretty nice level design here, specially on the first part. The theme of the level is fairly unusual as well, and it works but I would have liked to see more done with it. The second half doesn't seem as fun to me, mostly because it's a lot more cramped and the setups aren't as interesting. --------------------------------------- Blue Leaf - FORTIFIED CAVERN --------------------------------------- DESIGN: 30/30 CREATIVITY: 19/20 AESTHETICS: 10/10 OVERALL: 59/60 COMMENTS: Really loved this one! The Grinders were used in some really clever ways, and the Layer 2 was used nicely too - it wasn't added in as an afterthought, the level was actually designed with it in mind (which is surprisingly rare). The secret exit was hidden pretty well too. Overall a fun level with lots of creative setups and some nice aesthetics too. OTHER: --------------------------------------- tcdw - TROPICAL STRONGHOLD --------------------------------------- DESIGN: 15/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 30/60 COMMENTS: Another level that starts out fine, but loses steam over time. The second section doesn't feel as fun as the first, and a few things feel rather out of place (the Fishin' Boo makes a surprisingly brief appearance, for example). The last section before the goal is also pretty bland when compared with everything else - the appearing ghosts are a fairly uninteresting obstacle when compared with everything else, and the regular enemies die pretty quickly before they could become a threat too. --------------------------------------- Gloomier - UNSETTLING BASTION --------------------------------------- DESIGN: 26/30 CREATIVITY: 17/20 AESTHETICS: 8/10 OVERALL: 51/60 COMMENTS: This one had some pretty creative gimmicks, and I really loved how you used skeletons as hints through the level. Had a lot of fun playing through it, and you've done a great job with the aesthetics too. Nice to see someone actually used the Bowser Bowling Balls too. OTHER: I don't think I have seen them on this contest before, at least. If someone else used them sorry ^^' --------------------------------------- nick 139 - NEON CASTLE --------------------------------------- DESIGN: 15/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 37/60 COMMENTS: A pretty good level, but the Layer 2 adds more waiting than anything to be honest. The level design is fairly nice, but other than the moving layers there's really not much of interest. Aesthetically it's pretty nice, but the random buried question blocks feel out of place, even in a more abstract level. --------------------------------------- imamelia - SKY FORTRESS KOOPA --------------------------------------- DESIGN: 14/30 CREATIVITY: 14/20 AESTHETICS: 5/10 OVERALL: 33/60 COMMENTS: You should have just expanded the second section and used it for the whole level, because out of the three parts of the level that one's probably the best. The first part doesn't really do much and it feels just there, it works as an introduction maybe but it's still too long for that, and the last part is really small. Introducing new platform types and then ending the level there without using them more just doesn't feel right. The second part, however, is a lot better than the other ones design-wise. The only real issue I can point out ther is that some of the Super Koopas don't pose much of a threat. --------------------------------------- nahuelescoba - ENTRY (cement block kaizo) --------------------------------------- DESIGN: 0/30 CREATIVITY: 0/20 AESTHETICS: 0/10 OVERALL: DQ/60 COMMENTS: "(...)it's just a sea of traps and leans towards kaizo difficulty" - Koopster(tm), 2Frost There's honestly much else I can say, there's a lot this level does wrong and pretty much no good points at all. This needs a lot of work. It's honestly at the point where I cannot just write tips on how to improve it, because it would be better to simply start another level. --------------------------------------- Wind Fish - SQUARE LAND --------------------------------------- DESIGN: 12/30 CREATIVITY: 11/20 AESTHETICS: 4/10 OVERALL: 27/60 COMMENTS: Not the best level concept, and the execution is... average too. It could be a pretty fun level if done right, but the red blocks end up not being much different from muncher spam, adding a fair bit of artificial difficulty to the level. It's fairly short too, and ends before it could do anything interesting with its gimmick (which ended up being only a visual thing, unfortunately). --------------------------------------- coolmario - AZUL FORTRESS --------------------------------------- DESIGN: 18/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 40/60 COMMENTS: Decent entry overall, has some nice design and the length seems to be fine too. It just lacks something to make it stand out, as many others. Aesthetics are also pretty nice. Also, I think the outside sections were a lot more interesting than the inside ones as well, both design-wise and aesthetic-wise. OTHER: uh, putting your name on the title screen kinda ruins the "anonymous judging" part of the contest :v (4) but it's so blatant i dunno if thats the case in a way --------------------------------------- Skewer - TRIANGLE SHIP --------------------------------------- DESIGN: 29/30 CREATIVITY: 19/20 AESTHETICS: 9/10 OVERALL: 57/60 COMMENTS: Very nice level! Probably one of the most fun ghost-themed levels in the contest (even though it doesn't do as much with them). There's a lot of variety, but not enough for the level to feel too disjointed, and all of the mini-puzzles are really interesting as well. Had a lot of fun with it, nice work. --------------------------------------- Aquamentus - STADIUM OF PLANTS --------------------------------------- DESIGN: 18/30 CREATIVITY: 17/20 AESTHETICS: 8/10 OVERALL: 43/60 COMMENTS: Some of the sprite GFX replacements don't work as well as the others (the Bony Beetle is a good exampe, it took me a while to recognize it actually), but other than that this is very creative! I'm slightly disappointed it didn't do more with the theme design-wise, though. --------------------------------------- PaperdomoChristian07 - ENTRY (generic grassland level) --------------------------------------- DESIGN: 14/30 CREATIVITY: 13/20 AESTHETICS: 7/10 OVERALL: 34/60 COMMENTS: Decent level, has some interesting obstacles and aesthetically it's also fine, but it's a bit too generic. Also, blocking the player until the P-Switch runs out at the cave sublevel is completely unnecessary as it ends once you exit the pipe anyway. Mot much else to comment, as design-wise it's pretty solid. --------------------------------------- Medic - STREAMSIDE --------------------------------------- DESIGN: 5/30 CREATIVITY: 5/20 AESTHETICS: 2/10 OVERALL: 12/60 COMMENTS: Score given because this at least has some gameplay (finally), and nice memes OTHER: still better than epic nothing --------------------------------------- Christian07 - GRASSY GROTTO --------------------------------------- DESIGN: 22/30 CREATIVITY: 16/20 AESTHETICS: 8/10 OVERALL: 46/60 COMMENTS: Pretty good level, the carrot lifts were used pretty well and it had some really nice enemy placement as well. The Banzai Bills and Hammer Bros at the end were a nice touch, too, and make for some nice obstacles when used with the carrot lifts. --------------------------------------- Gamma V - ALL HAIL MEGAMOLE --------------------------------------- DESIGN: 21/30 CREATIVITY: 15/20 AESTHETICS: 8/10 OVERALL: 44/60 COMMENTS: I was expecting some more creative setups with the Mega Moles, but this isn't bad either. It's simple, but still pretty fun to play through. The only real issue is that it might be too simple, unfortunately - it is a good level, but not as good as some other levels in the contest. --------------------------------------- ft029 - UNDERGROUND THEATRE --------------------------------------- DESIGN: 24/30 CREATIVITY: 16/20 AESTHETICS: 8/10 OVERALL: 48/60 COMMENTS: With some more polish, this would be a fantastic level. The setups with the eating blocks are really creative and the level as a whole is super interesting, but some of them just don't feel right to go through, and others don't have much indication of what you're supposed to do at first. The green coins are a nice way of solving this, and I actually would have liked to see them used more here. --------------------------------------- Rockythetigre - KUSO LINE --------------------------------------- DESIGN: 19/30 CREATIVITY: 16/20 AESTHETICS: 7/10 OVERALL: 42/60 COMMENTS: Alright, this one does a lot design-wise. A fair bit of gimmicks are introduced - some of them work fairly well, others don't, but overall this manages to be a pretty fun level. It might suffer from going a bit too overboard with the variety, though. Still, nice work. OTHER: --------------------------------------- switchpalacecorner - INDIVISIBILITY --------------------------------------- DESIGN: 18/30 CREATIVITY: 15/20 AESTHETICS: 6/10 OVERALL: 39/60 COMMENTS: This one had some fairly unusual obstacles, but it was pretty fun to play through regardless. Aesthetically it doesn't do much, but design-wise it's a pretty well made level. The secret exit was fairly simple to get, though - mauybe a bit too clear when compared to everything else. --------------------------------------- Chill Pingu - FLASH BLACK --------------------------------------- DESIGN: 15/30 CREATIVITY: 17/20 AESTHETICS: 7/10 OVERALL: 39/60 COMMENTS: If this was done with just two colors it would probably work out a lot better, but right now it just involves way too much waiting to be fun. I'm not particularly against slow paced levels, but this one is just dragged down a lot by how it was done. It's particularly bad in the layer 2 sections later on (and even more in the blue note blocks part). The idea certainly has a lot of potential, but right now I don't think it was executed very well. --------------------------------------- Ambureon - VANILLA SECRET 2 (purple grass level) --------------------------------------- DESIGN: 13/30 CREATIVITY: 12/20 AESTHETICS: 5/10 OVERALL: 30/60 COMMENTS: This is basically a generic grass level, purple edition(tm). It was fairly decent early on, but the second half of the level is very bland - in fact, it's pretty much completely devoid of sprites (or alomst any kind of action other than walking right + the occasional jump). The first half also wasn't particularly interesting, with a lot of enemies not really being a threat (some dying before the player even reaches them). I'm also not a fan of this kind of monochrome palette, they aren't really interesting to look at - you could at least have used more different shades of purple, similar colors or something. --------------------------------------- Impetus & TRS - ENTRY (p-switch run forest) --------------------------------------- DESIGN: 28/30 CREATIVITY: 18/20 AESTHETICS: 10/10 OVERALL: 56/60 COMMENTS: A P-Switch run level done right. This level is short but sweet, the design is really well done and aesthetically it's fantastic. Nothing particularly bad about this, it's super fun to play through and even though the gimmick is nothing new, it was executed in a great way. The star was definitely a great additon too. --------------------------------------- Ruberjig - ARCHAIC ARCHITECTURE --------------------------------------- DESIGN: 25/30 CREATIVITY: 18/20 AESTHETICS: 10/10 OVERALL: 53/60 COMMENTS: This one might be a bit too long, but I still had a lot of fun playing it. It starts out slow, but the design gets pretty good later on, and the P-Switch section at the end was a super cool touch and definitely a great way to end the level (even if there's still some gameplay before the actual end). The backtracking can get annoying, but there's not really a lot of it (unless you somehow manage to screw up pretty badly). --------------------------------------- ForthRightMC - ENTRY (blue forest one) --------------------------------------- DESIGN: 12/30 CREATIVITY: 10/20 AESTHETICS: 5/10 OVERALL: 27/60 COMMENTS: Not bad, but it's really flat and empty, specially at the beginning. There aren't many obstacles other than the bullet shooters, and the level ends up feeling really bland as a result. Definitely needed some more variety, both in the enemy choice/placement and the overall architecture of the level (tile placement). OTHER: Originally wasn't beatable due to a sublevel being set to having one less screen for some reason, fix + penalty applied. --------------------------------------- Losoall - ENTRY (silhouette yoshi wings level) --------------------------------------- DESIGN: 19/30 CREATIVITY: 15/20 AESTHETICS: 7/10 OVERALL: 41/60 COMMENTS: Fairly nice level. It can get pretty chaotic at times, but it had some creative setups and Yoshi was generally used well throughout. I don't feel it benefited a lot from being a silhouette level, though, as a few things ended up not being very clear (for example, it's usually nice to see what kind of Koopa you're eating with Yoshi, as the color actually makes a difference). --------------------------------------- dax - OOPS! --------------------------------------- DESIGN: 10/30 CREATIVITY: 5/20 AESTHETICS: 5/10 OVERALL: 20/60 COMMENTS: This level has a few major issues: -It's slow -It lacks any obstacles other than rocks, and feels very bland to play through as a result -It's really slow -It's way too long and doesn't have much variety. It gets boring pretty fast due to that -It's extremely slow That's pretty much it. The idea is fine I guess, but this needs a lot of work - honestly, the execution was horrible. OTHER: oh, and it's slow --------------------------------------- Lui37 - CUTTING IN LINE --------------------------------------- DESIGN: 30/30 CREATIVITY: 20/20 AESTHETICS: 10/10 OVERALL: 60/60 COMMENTS: One of the most unique and creative levels in the contest! This uses a lot of interesting gimmicks and together they're a pretty unique combination as well (line guides, fishes with no water, scale platforms). This level somehow managed to integrate all of them pretty well, and this level has a lot of brilliant setups as a result. ------------------------------------------------------- JUDGING END -------------------------------------------------------