------------------------------------------------------------ Adam - Level Grass ------------------------------------------------------------ Creativity: 15/25 Curves: 21/25 Level: 13/25 Aesthetics: 21/25 Overall: 70/100 Comments: A basic average level that is straightforward in its approach, but stumbles on trying to do too much in too little time. The Super Koopa generator feels very unnecessary in the room its is in (inflates the difficulty), and the level, as I said, feels like it tries to do too much with numerous different types of enemies (some are practically one-shot) feeling very undercooked. Other Notes: Level uses the Amazing Flying Hammer Bro on a submap level (more hammers are thrown), so plan accordingly, OW designers! ------------------------------------------------------------ agie777 / Saturn Moriya - PISTACHIO CLIFFS 3 Forest ------------------------------------------------------------ Creativity: 15/25 Curves: 21/25 Level: 18/25 Aesthetics: 18/25 Overall: 72/100 Comments: This is an alright one at best- it gets repetitive with the frequent Jumpin' Piranha Plants and Para-Galoombas (yes, they're called Galoombas now) and the grounded enemies feel like they were just placed randomly across the level. Not to mention that more Jumpin' Piranha Plants go behind the scenery than they need to. Everything else is OK, though nothing great. Other Notes: You sure seem to love forest levels. Are you some sort of hippie tree hugger? ------------------------------------------------------------ Alexis - Pokey's Paradise Grass ------------------------------------------------------------ Creativity: 15/25 Curves: 15/25 Level: 10/25 Aesthetics: 15/25 Overall: 55/100 Comments: This is a largely flat level with sprites pasted onto it as a means of populating the thing. Actually, nothing here stands out as particularly interesting at all. The level as a whole is remarkably generic. Other Notes: ------------------------------------------------------------ allowiscous (Lynnes) - Level Forest ------------------------------------------------------------ Creativity: 22/25 Curves: 20/25 Level: 21/25 Aesthetics: 24/25 Overall: 87/100 Comments: Not bad. It's nice to see some levels take advantage of LM's newest feature in making custom Layer 3 BGs and the one here is great. The difficulty curve here gets kinda wonkey midway (plateaus/gets easier) before stablizing itself towards the end. Powerup placement is pretty odd (you'll have to travel quite a ways), but the level is simple enough that they're not that much of a problem. Overall this is an experience that is nice to enjoy. Other Notes: ------------------------------------------------------------ Aquamentus - Matrix Mines Abstract, Cave, Haunted ------------------------------------------------------------ Creativity: 25/25 Curves: 21/25 Level: 17/25 Aesthetics: 25/25 Overall: 88/100 Comments: And here's one of the most unique themes I've seen using just SMW resources- and it's pulled off very well here. Gameplay wise, not so much. It kinda drags on too much in both the first and second half- which certainly isn't helped with the slower pace of the level. Other Notes: ------------------------------------------------------------ AxemJinx - Peachpuff Peaks Sky ------------------------------------------------------------ Creativity: 20/25 Curves: 25/25 Level: 15/25 Aesthetics: 22/25 Overall: 82/100 Comments: This feels like to completely different levels depending whether you have the Cape or not. With it it seems like an alright challenge to tackle with the Cape's spin attack bailing you out everywhere. Without it, the level can quickly become a major pain in the ass because of how much enemy spam occurs (Monty Moles, Baseballs, Lava Spores, Super Koopas, etc) Other Notes: Level uses Amazing Flying Hammer Bros on a submap (faster hammers) and Monty Moles on a non-Yoshi's Island submap. (slower spawning) Design accordingly, OW designers. ------------------------------------------------------------ bbk61 - The Ice Fortress Stronghold, Ice ------------------------------------------------------------ Creativity: 6/25 Curves: 10/25 Level: 15/25 Aesthetics: 15/25 Overall: 46/100 Comments: Well this happened. The sprite placement and general layout here screams out to me that the sprites were placed in the level just to populate it (stage furniture). Most of them can be jumped over/on or even slapped into oblivion (via cape) while the ice physics/setting was done just to bump up the difficulty. (It doesn't do much to help it.) Other Notes: ------------------------------------------------------------ Blue Leaf - Kobalt Quarry Mountain, Cave ------------------------------------------------------------ Creativity: 21/25 Curves: 25/25 Level: 22/25 Aesthetics: 23/25 Overall: 91/100 Comments: The flashing ground is a good appealing aesthetic that somehow makes some sense in the context of the environment it's in, while the level itself plays out respectably well (big surprise there). All in all a very solid job. Other Notes: ------------------------------------------------------------ Carld923 - Seaside Tropical Ruins Beach, Ruins, Stronghold (somewhat) ------------------------------------------------------------ Creativity: 15/25 Curves: 25/25 Level: 21/25 Aesthetics: 25/25 Overall: 86/100 Comments: The Bullet Bill generator really wasn't necessary here as the second half was already challenging enough for what it was, especially when it's an autoscroll level. Other than that, this is a very solid job with the level. The setting is great and the core aspects of the level (ie: design) were really well done and enjoyable. Other Notes: ------------------------------------------------------------ Dakras Hayashi - Black Ice Ice ------------------------------------------------------------ Creativity: 0/25 Curves: Curvy as a Square/25 Level: 0/25 Aesthetics: 2/25 Overall: 2/100 Comments: A broken hot mess that looks, feels, sounds, tastes, and plays like it was literally slapped together. And I mean LITERALLY slapped together. Seriously, there's not even a GOAL TAPE at the end of this frozen mess. Other Notes: ------------------------------------------------------------ DanielGolosneanu10 - Bright Forest Totally Not A Forest ------------------------------------------------------------ Creativity: 12/25 Curves: 9/25 Level: 8/25 Aesthetics: 13/25 Overall: 42/100 Comments: That BG is perhaps too bright, to be honest. Level-design wise, it feels like everything was put together haphazardly and to needlessly pad an already empty level out even more- as everything feels there just to be there. There is little variety in what you're doing and frequent repetition in what you're doing, like it's needless and to pad the level out. Other Notes: ------------------------------------------------------------ Dr. Tapeworm - Purple Pyre Forest, Haunted, Mountain ------------------------------------------------------------ Creativity: 20/25 Curves: 25/25 Level: 23/25 Aesthetics: 25/25 Overall: 93/100 Comments: Overall very neat and a good example of everything in a level clicking together without being too intrusive in any direction. Also an uncommon instance of Fishin' Boos being used "properly"- in which they are present to pose a respectable threat to the player without making it feel like "Instant Difficulty: Just Add Annoying Enemy/Generator." The setting is also pretty excellent in its own right. Other Notes: ------------------------------------------------------------ dragoniante174 - Sea Side Course Beach (???) ------------------------------------------------------------ Creativity: 0/25 Curves: 0/25 Level: 3/25 Aesthetics: 10/25 Overall: 13/100 Comments: Oh boy, where to start. Do I even want to start? You know in collaborations and compilations that there always seems be that one guy that tries to cram as much content into their level because they want to have the player being in it for as long as possible or because they can't decide on what to "properly" do with their level with no regard for how fun it actually is? This is one of those levels. This one doesn't even have a decent aesthestic or a proper checkpoint placement (placed LOOONG before the checkpoint), nor is that much of the sprite placement is that interesting and there is a chance of the game freezing because you an auto-scroll mid-level! (Pressing L or R where an autoscroll would begin will freeze the ROM.) Other Notes: ------------------------------------------------------------ Eminus - Yoshi's Starvation "Abstract" ------------------------------------------------------------ Creativity: 25/25 Curves: 18/25 Level: 18/25 Aesthetics: 25/25 Overall: 86/100 Comments: This is a really neat visual and level concept you have here. It's a little disappointing that it doesn't go on for a little longer (there's also the matter of a mid-level autoscroll) and some visual confusion with sprites at first, (Spiny, Football, Dolphin). There's also the matter of it can be very tricky to get past the first section because the autoscroll can/will get you if you're caught with your pants down (which doesn't take much)- and that the midpoint is broken. (Dying after the checkpoint puts you back at the start AND there is no power-ups) in the second "half". Basically a lot of potential, but some critical errors hold it back. Other Notes: ------------------------------------------------------------ eXcavator - Eye of the Storm Sky ------------------------------------------------------------ Creativity: 25/25 Curves: 13/25 Level: 17/25 Aesthetics: 21/25 Overall: 76/100 Comments: An example of of level with a very smooth concept, but a very rough execution. Many of the setups were designed as if advance knowledge is necessary to pass them without getting mangled in the process, as even a tiny mistake can prove to be fatal. Timing is also an issue because causing a sprite to appear too soon may result in you having even less time to pass the next obstacle when the window frame opens up (ie: First AF Hammer Bro in second half, another AF Hammer Bro near the end of the first half, etc). There's also the matter of not really compensating for all of the Question blocks that appear that can trigger the block snakes if/when you stand on THOSE. Other Notes: AF Hammer Bro is used while level is on a submap. Design accordingly, OW designers! ------------------------------------------------------------ Feenicks (Phoenix) - Nephe Court Fire, City ------------------------------------------------------------ Creativity: 15/25 Curves: 21/25 Level: 21/25 Aesthetics: 25/25 Overall: 82/100 Comments: Kinda standard in what it does, but in the end does it very well. Your use of Feathers in the first half is pretty questionable, however- and really gimps the difficulty of it and the side room with the Sumo Bros. Aesthetically it looks very pleasing, to boot. Other Notes: Monty Moles are on a non-YI map, so they'll attack sooner. Design accordingly, OW designers! ------------------------------------------------------------ ferrety111 - Wholly Unnecessary Grass, Forest, Mountain ------------------------------------------------------------ Creativity: 22/25 Curves: 21/25 Level: 17/25 Aesthetics: 18/25 Overall: 78/100 Comments: Concept is very neat and seeing the dirt colored a single solid color actually worked out to the design's advantage for once. The first half feels very underwhelming and empty (read: boring) before really picking up in the second, though even then it gets kinda repetitive with the vines and Bowser status. Other Notes: ------------------------------------------------------------ Final Theory - Chai Tea ------------------------------------------------------------ Creativity: 15/25 Curves: 5/25 Level: 8/25 Aesthetics: 15/25 Overall: 43/100 Comments: What can be said about this level? It's remarkably short, easy, and barren of anything that even vaguely resembles engaging gameplay. It's like that, much like several other entries in this contest, this was thrown together at the last minute with no regard for anything that would make this interesting to play. This still takes longer to play through than The Order: 1886, though. Other Notes: ------------------------------------------------------------ Gabriel Yanni - Lake in a Mountain Water, Mountain ------------------------------------------------------------ Creativity: 5/25 Curves: 10/25 Level: 5/25 Aesthetics: 16/25 Overall: 36/100 Comments: And yet another level that is mostly empty that has enemies placed in very uninteresting or non-engaging positions, as if they're just there to be there- and populate the level. Other Notes: ------------------------------------------------------------ Galacticaknight - Archaic Art Archive Haunted ------------------------------------------------------------ Creativity: 7/25 Curves: 5/25 Level: 5/25 Aesthetics: 16/25 Overall: 33/100 Comments: This level is one that sacrifices substance in favor of style, and even then it falls short. The design feels busy for the wrong reasons- cramped corridors, low ceilings, BMD (Big Mario Discrimination) and sprites everywhere. Midpoint is hilariously broken beyond belief- the reset point is nowhere even close to where the midpoint is located. Other Notes: ------------------------------------------------------------ GeminiRage - Crystal Reef Garden ------------------------------------------------------------ Creativity: 20/25 Curves: 25/25 Level: 20/25 Aesthetics: 25/25 Overall: 90/100 Comments: It's not often that you see completly underwater levels in these contests- and it's even less common to see them done well. The Throw Blocks and Koopa Shells (when you remember to get rid of their occupants) helps immensely to speed up the pace of the level, though it can often of at the cost at downwards movement. Fortunately, that does not happen that much, nor does any of the design gets broken like the Undertake- fuck that noise- because the layout and enemy distribution makes sure that doesn't happen. The visuals look really great- and it's even less often that a level that uses transparent effects look this great. Other Notes: What did you do to you ROM to make a vanilla level incompatiable with the latest version of Snes9x, anyway? No, this has no impact on your score at all. ------------------------------------------------------------ Giant Shy Guy - Hostel ------------------------------------------------------------ Creativity: 0/25 Curves: 0/25 Level: 0/25 Aesthetics: 0/25 Overall: https://www.youtube.com/watch?feature=player_detailpage&v=pwbKcZAveiU#t=209/100 Comments: You turned Peach into a cootie-giving slut, you called me a nigger, you have a fucking pottymouth, you cock-gobbling piece of shit thundercunt asshole. I hope you get cancer in your shrivled up dick, you twat. Other Notes: ------------------------------------------------------------ Giant Shy Guy - Hostel ------------------------------------------------------------ Creativity: 21/25 Curves: 17/25 Level: 17/25 Aesthetics: 19/25 Overall: 74/100 Comments: Well this is... not what I was expecting at all. Cramped platforming (ie: The "Dino Rhino" platforms in the first half, the hallway in the second half with Rip Van Fishes and Cootie-Peach) is the main offender here. The level is enjoyable especially for what it aims to do, however, But it's obvious that the gameplay/level design took a back seat to the aesthestics. Other Notes: Yes, I do rule. Nowhere nearly as Maddox, though. ------------------------------------------------------------ Gregor - Platform Panic Grass ------------------------------------------------------------ Creativity: 17/25 Curves: 19/25 Level: 20/25 Aesthetics: 18/25 Overall: 74/100 Comments: A real case of a level of two halves. The first half is your standard grasslands stuff down to the enemy usage and general terrain; while the second half is largely over a pit with timed lifts and Bullet Bills set out to ruin your day. Most of this stuff is done alright, albeit on the "safe" side and provides a good enough challenge. It's not necessarilly a bad level in the end, and it has a good foundation on being something much more. Other Notes: ------------------------------------------------------------ Guilherme F Santos - A Walk Grass ------------------------------------------------------------ Creativity: 6/25 Curves: 5/25 Level: 8/25 Aesthetics: 10/25 Overall: 29/100 Comments: This one relies more on random enemy placement and enemy spam to pose a challenge and it doesn't work at all. Much of the threats can be dispaced by sliding into them with no effort whatsoever and the only "real" troubling spot are the Puntin' Chucks (They probably checked out Pat McAfee or someone for inspiration.) during the rafting segments. Other Notes: Your use of "random" music also led me to believe that this would be one of "those levels" and it turned out it wasn't going to be because the level ended not too long after swithing to Crash Warped's title theme. It's still not a good level though. Level uses Monty Moles and is located on the Yoshi's Island submap, making the time they take to attack be longer. Plan accordingly. ------------------------------------------------------------ Hinalyte (HyperMario) - Level Stronghold, Fire ------------------------------------------------------------ Creativity: 23/25 Curves: 24/25 Level: 23/25 Aesthetics: 25/25 Overall: 95/100 Comments: There is a nice sense of progression in terms of substance and style until the end here, where the difficulty dials it back once you reach the outside portion (dealing with enemies becomes much easier). Despite that, this level does a great job with its design all around. Other Notes: ------------------------------------------------------------ holyoke - Holyoke World Grass, Mountain ------------------------------------------------------------ Creativity: 0/25 Curves: 0/25 Level: 4/25 Aesthetics: 9/25 Overall: 13/100 Comments: Nothing here clicks or is consistent with anything else in this level, as if everything was just placed just because and was only given a playthrough once or twice (possibly with tool assistance). Everything in this entry exists just to exist. Other Notes: ------------------------------------------------------------ imamelia / themartiangeek / an infidel - Ruinswamplatformist Forest, Stronghold, Swamp ------------------------------------------------------------ Creativity: 16/25 Curves: 21/25 Level: 16/25 Aesthetics: 18/25 Overall: 71/100 Comments: Well this is something that happened. There is a working foundation and the potential for to be something bigger is there, but the level is that- there. More often than not you're just running and jumping from here to there without that much else in the way. And I mean that quite literally, the enemy distribution is remarkably sparse and the level feels very empty very often as a result. Overall a underwhelming level that really could've been something much better. Other Notes: ------------------------------------------------------------ Ivan Sword54 - Ship Ruins Cavern, Water ------------------------------------------------------------ Creativity: 15/25 Curves: 25/25 Level: 18/25 Aesthetics: 20/25 Overall: 78/100 Comments: Nothing overly special, but a nice solid level nonetheless. The palette and simplish use of the wooden beams really help out the setting here of a flooded cavern/ruins. Other Notes: ------------------------------------------------------------ Izuna - Trunk Trouble Forest ------------------------------------------------------------ Creativity: 20/25 Curves: 13/25 Level: 14/25 Aesthetics: 25/25 Overall: 67/100 Comments: This level isn't as irritating as Signs are USELESS with its use of difficulty, but it's still annoying at parts in any case. Having to deal with the Amazing Flyin' Hammer Bro doing his best N.O.E. impression twice while the level is on a submap (causing the hammers to be thrown faster) is quite the pain. There is also the matter of power-up blocks being heavily guarded by saws and rotating platforms while over a pit. (And an invisible 1up being located on another platform with saws at the very spot the player would jump? No thanks.) Aside from that, this level is pretty OK with everything else it throws at you. It's just a shame that it other issues bring it down. Other Notes: You know whose trunk is never in trouble? Tharja's. ...Actually no, her trunk is average at best. She doesn't even have anything I would call a trunk. What do people even see about it that is so alluring? ------------------------------------------------------------ JackTheSpades - Verlassen Forest ------------------------------------------------------------ Creativity: 5/25 Curves: 10/25 Level: 10/25 Aesthetics: 20/25 Overall: 45/100 Comments: This level feels very busy and I don't mean that in a good way either. There is a crowded sense to it as it relies on palettes that feel too close in relation to the BG/FG and incohesive sprite setups. (Enemy spam, a clear lack of flow, etc.) Aesthetically it looks nice, though you missed a spot partway through the level (produces cutoff, OH NO! D:) and the layer 3 backround seems to colored in the wrong direction. Other Notes: Level uses Amazing Flying Hammer Bro and is on the main map, so his hammers will be thrown slower. Design accordingly, OW designers! ------------------------------------------------------------ JaphethMario21st - Rex's Shroom Garden Mountain, Grass ------------------------------------------------------------ Creativity: 15/25 Curves: 25/25 Level: 20/25 Aesthetics: 23/25 Overall: 83/100 Comments: An average, basic level that plays it mostly safe. Pretty much everything in here has been done (to death) before, but it does a respectable job on it nonetheless. It doesn't mean that this level is "bad". Other Notes: ------------------------------------------------------------ Kaisaan and Maimur - 2 Bros Make a Level Forest, Canopy ------------------------------------------------------------ Creativity: 10/25 Curves: 10/25 Level: 10/25 Aesthetics: 8/25 Overall: 38/100 Comments: The level as a whole is unfulfilling highlighted by its short and redonkulously easy gameplay. The first half's design is bare bones- and when I say "bare bones", I mean it couldn't be any more bare than that. The second half doesn't fare out any better with it's flat terrain and JOE-based enemy placement. An artifical attempt at kicking up the difficulty by using a Para-Galoomba/Bombs generators, but it falls flat on its face because the terrain works to their disadvantage. Other Notes: ------------------------------------------------------------ KDeee - Level Cave ------------------------------------------------------------ Creativity: 0/25 Curves: 0/25 Level: 0/25 Aesthetics: 8/25 Overall: 8/100 Comments: I was going to post some nice art I commissioned a friend to do for me recently, but I then realized that if I did, that it would imply that any of the categories they would be posted in would be 25+, so I said "Fuck that noise." Other Notes: ------------------------------------------------------------ Kerkec - Cakewalk Cavern "Abstract", Cave ------------------------------------------------------------ Creativity: 18/25 Curves: 22/25 Level: 17/25 Aesthetics: 23/25 Overall: 80/100 Comments: The level has a very cluttered feel to it and it doesn't hide the fact that SMW spikes are just glorified munchers that hurt you from the sides, especially considering how they're placed in the level practically everywhere. The palette plays into this confusion and it can be occasionally difficult to make out what's what with how much goes on at any given time. (Palette 6 looking miscolored is a different matter, but it doesn't help the aesthetic.) It does do some neat things with the moving platforms, but it can't make up for how cluttered the level feels with enemy projectile spam in confined spaces. Other Notes: ------------------------------------------------------------ KevKot - Variety Path Hodgepodge ------------------------------------------------------------ Creativity: 0/25 Curves: 0/25 Level: 0/25 Aesthetics: 8/25 Overall: 8/100 Comments: A hodgepodge of a complete mess. This level is nothing more than a collection of unfocused, cramped, cluttered sublevels full of their own problems that would make even early hack collabs blush in comparion. They are all poorly strung together to make a level that is too long, too annoying, and too tiresome to play. Many particular rooms are sparse with power-ups and littered with poor sprite memory, and another room will leave you irritated with the exact timing (and practical forced damage) needed to complete a "vine race". Calling it "mediocre" is giving it too much credit. Other Notes: ------------------------------------------------------------ Koopster - Tragic Revolution ------------------------------------------------------------ Creativity: 20/25 Curves: 22/25 Level: 18/25 Aesthetics: 22/25 Overall: 82/100 Comments: This level does have a nice sense of progression fom a standard forest to a more "construction-esque" setting the futher you go, but from the gameplay front, it's hampered severely by artificial padding. The secret exit in this level can only be obtained by finding a switch in a hidden room (in the first half) with no "good" hints that points to its existence, then taking the path it detours to at the very end of the level. From there, you have to traverse the "bad future" room a short distance before you can claim TOTAL VICTORY. Basically this level makes the player play the whole thing (and then some) twice in order to obtain everything. And of course, all of that adds up tenfold when you fail while trying to get this exit. The rest is pretty good however- just a couple of (really bad) errors just hold it back. Other Notes: ------------------------------------------------------------ KTBHacking - Kind Tinder Biome Forest ------------------------------------------------------------ Creativity: 10/25 Curves: 10/25 Level: 5/25 Aesthetics: 15/25 Overall: 40/100 Comments: JOE (Jump Over Everything), in one of its purest forms. The level accomplishes nothing even when trying to play it safe (gameplay is very repetitive and simplistic) and judging from the music, tried a little too hard pandering towards certain Mother Canucker. Fortunately for you, music isn't judged in these contests. Unfortunately for you, pretty much EVERYTHING ELSE is! Other Notes: ------------------------------------------------------------ Lazy - The Podobooru Fire, Cave ------------------------------------------------------------ Creativity: 25/25 Curves: 21/25 Level: 23/25 Aesthetics: 25/25 Overall: 94/100 Comments: Disqualified. Bad Patch, will not load. Actually, that's no longer true. This level throws a little too much at you in terms of enemies in tight spaces, but it holds up very good in the end. The setting is fantastic, as is the use of the auto-scroll in conjuction with Layer 2 is great. The sprite usage is a little overkill, is all. Other Notes: ------------------------------------------------------------ levelengine/smcslevelengine - Signs are USELESS Mountain, Sky ------------------------------------------------------------ Creativity: 25/25 Curves: 10/25 Level: 15/25 Aesthetics: 25/25 Overall: 70/100 Comments: Signs may be USELESS, but curves are not. This level has a very nice concept with how it utilizes saw-based gameplay, but the execution is very sloppy and leads to consistently inconsistent consistency. The checkpoint is laughably too soon in the level and would be better off much later on. Clearing out Throw Block walls reeks of blatant Big Mario Discrimination. The claustrophic corridors with the saws is could have been ironed out much better. It's a shame, really. Oh, and Dragon Coins #2 and #4 are nowhere near worth the trouble of trying to get. Other Notes: ------------------------------------------------------------ Lightvayne - Monochrome Castle Sky, Stronghold ------------------------------------------------------------ Creativity: 20/25 Curves: 23/25 Level: 22/25 Aesthetics: 25/25 Overall: http://i.imgur.com/gEOPa84.jpg/100 Comments: This isn't Lightvayne & The Island of Power, Mr. Jerkvayne. This is pretty neat take on the sky castle level and the stormy feel is a nice touch- though I wish that the cloud BG in the early portions actually scrolled and that the storm palette also applied to the sprites and objects. The gameplay is solid until the Flying Platforms come to play- which had Para-Galoombas and Para-Bombs being a particular nuisance if the sprites spawn wrong. But even then, it's merely a hiccup. The main critical flaw comes with the final section where you need to react immediately or get crushed like the Packers' hopes of making it to Super Bowl XLIX. Even if you react immediately, even the most minor mistake can result in you getting pancaked, cupcake. Other Notes: So... when can I expect to get my $50? I did what you wanted me to, so I expect to be given actual United States Dollars for my efforts. Your precious Aaron Rodgers has a lot of money and spreads its around like candy, so it's not like you're in any shortage on dosh. I'm waiting, you goddamn cheapass! And don't you dare tell me to R-E-L-A-X RELAX, either! ------------------------------------------------------------ LimeMaster92 - Cave of Bones ------------------------------------------------------------ Creativity: 13/25 Curves: 12/25 Level: 11/25 Aesthetics: 16/25 Overall: 52/100 Comments: The sprite distribution has a strong "last second" feel. Placed with no real consistency or flow, which in turns effects the difficulty (and quality) of the level to both extremes. The first half reeks of JOE (which is "Jump Over Everything" while the placement in the second half makes the level more luck-based and "fortunate timing." Other Notes: ... ------------------------------------------------------------ lolyoshi - HOW DOES MOLES Grass, Mountain ------------------------------------------------------------ Creativity: 22/25 Curves: 18/25 Level: 19/25 Aesthetics: 23/25 Overall: 82/100 Comments: Well this was something. You do make some neat usage of Monty Moles though it does come at the cost of glitched graphics (sorry, your entry is now disqualified!). The curves are pretty wonky- I found the second "half" of the level much easier (and shorter) than the first- some of those jumps were just straight-out nastey (especially the with the Yoshi Coin below the Monty Mole. Other Notes: OMG KAIZO TRAP KAIZO TRAP. MINUS FIVE STARS. TO THE DARKEST DUNGEONS YOU GO FOR THE REST OF YOUR DAYS. Level also uses Monty Moles on a non-Yoshi's Island submap, so they appear sooner than normal. Design accordingly, OW designers! ------------------------------------------------------------ Lui37 (the shadow) - Exciting Expansions Mountain, Grass ------------------------------------------------------------ Creativity: 23/25 Curves: 21/25 Level: 23/25 Aesthetics: 24/25 Overall: 91/100 Comments: The level curves like a pear at the end. The timing of your positioning with the rotating platforms can (and will) lead you to an immediate danger (ie: Bullet Bill Blasters, Banzai Bill taking up all of the workable space), etc. Aside from the issue, this one plays really well. It takes some familar gameplay elements and utilizes them to a remarkable effect without feeling too overbearing (barring what I started this commentary off with). The overhang setting at dusk is also very appealing, though I have no idea what's up with the upside-down hills. Other Notes: ------------------------------------------------------------ Luks - Laputa, Sky Castle Stronghold, Castle ------------------------------------------------------------ Creativity: 17/25 Curves: 21/25 Level: 18/25 Aesthetics: 22/25 Overall: 78/100 Comments: Not bad. This level does feel pretty cramped in some places, but not to the point of being overbearing and detracts from the overall package. Another notable place of concern is a little early on in the level where you have to jump onto a "blocked" platform while a Grinder falls- giving you little time to react. The atmosphere is really well done, to boot. Other Notes: ------------------------------------------------------------ Master Lakitu - Zone 434 Hodgepodge, Grass ------------------------------------------------------------ Creativity: 0/25 Curves: 10/25 Level: 5/25 Aesthetics: 10/25 Overall: 25/100 Comments: This one is something that was obviously slapped together at the last minute exemplified by the clear lack of playtesting. The Vine block can be activated with a single P-Switch collected in the first room, you can reach the platforms up top with a good running jump, every single room has things just placed in a semi-random order, leading to JOE being the dominant strategy, the main room is mostly empty, wasted space, and the time limit is way too short for what the "full" level is supposed to be. Other Notes: ------------------------------------------------------------ Mechanic - I.C. Castle Ice, Stronghold ------------------------------------------------------------ Creativity: 5/25 Curves: 5/25 Level: 12/25 Aesthetics: 3/25 Overall: 25/100 Comments: Poor contrast with the FG/BG, bad BG setting on the midway entrance (garbage tiles at the bottom), inconsistent tile behavior with the "wood" blocks that often connect the Ball n Chain tiles together, and the gameplay itself is remarkably mediocre at best with it's redonkulously simple gameplay that do Other Notes: Hi ------------------------------------------------------------ MegaMarioMan9 - Somber Sepia Mountain ------------------------------------------------------------ Creativity: 13/25 Curves: 12/25 Level: 13/25 Aesthetics: 7/25 Overall: 45/100 Comments: The visuals are way too confusing and is very easy to mistake solid ground with the background. (Contrast helps!) The level itself is ho-hum overall in its design- but it does have a nice segment with trying to make it underneath a ledge without jumping... well, in practice, at least. The timing of passing through this paticular part can be an exercise in patience because of having to wait a long time for everything to line up perfectly. Other Notes: ------------------------------------------------------------ MercuryPenny - Normal Ghost House ------------------------------------------------------------ Creativity: 19/25 Curves: 25/25 Level: 17/25 Aesthetics: 16/25 Overall: 77/100 Comments: It felt like you had something going with the Yoshi Coins in that they would open up something else in the level one way or another (yes, that is possible using just LM), but in the end it amounts to nothing much. The level itself is alright and standard with its enemy usage, albeit short (length) and having some slightly questionable use of Boo Rings. Other Notes: ------------------------------------------------------------ (Super) Milk (Chan) - Copyright Violation Grass ------------------------------------------------------------ Creativity: 17/25 Curves: 25/25 Level: 13/25 Aesthetics: 15/25 Overall: 70/100 Comments: What you were getting here was pretty evident and the execution was OK, but this is still a level design contest, above all else. It's JOE at its core with its enemy placement and the spot after you get fired from the cannon can lead to a cheap hit if B/A isn't held. The Flying Question Block (Flower inside) doesn't help that spot either, though for different reasons, since it can quickly fly out of an ideal range to hit it- and heavens forbid if you hit it while big... Other Notes: ------------------------------------------------------------ Mineyl - Permafrost Pass Ice, Mountain ------------------------------------------------------------ Creativity: 18/25 Curves: 25/25 Level: 25/25 Aesthetics: 25/25 Overall: 93/100 Comments: Yet another pretty standard level, but it does what it does very well. Enemy placement and the layout is excellent and the atmosphere is really great. It's not often that you see an ice level executed so well. Other Notes: ------------------------------------------------------------ Minimay - Doritos Desert Desert ------------------------------------------------------------ Creativity: 22/25 Curves: 22/25 Level: 15/25 Aesthetics: 25/25 Overall: 84/100 Comments: This is huge expansive level that has a lot to do and see and it's clearly evident that it a bunch of effort went into it. It has one very critical mistake, though- and that is the time limit. When making levels like these that encourage you to explore, the time limit needs to be expanded greatly (or disabled) to compensate- 300 is too low for a level like this. The method needed for the secret exit is kinda too stingy, too. The slightest error means you have to do everything all over again- just a little bit of leeway for error would be good, though. Other Notes: All hail Geoff Keighley; bow down to your new god, diety, pope, or other religious diety of your choosing. No Lightvayne, Ha Ha Clinton-Dix is not a God outside of Wisconsin, so he does not count. I halfway expected there to be a Mountain Dew-colored/flavored oasis somewhere, though. ------------------------------------------------------------ Mirann & Gloomier (Gloomy Star) - Throw Block Heaven Sky ------------------------------------------------------------ Creativity: 23/25 Curves: 25/25 Level: 21/25 Aesthetics: 23/25 Overall: 92/100 Comments: Well here's something you don't see every day- the infinite platform being used. Here it's used to a nice effect coupled with Throw Blocks (duh), assorted goodies (though what is the purpose of the springboard anyway?), and baddies of the non-stage furniture variety that can have all of the Throw Blocks (duh) be used again. The pacing is kinda slowish, but remains interesting nonetheless. Other Notes: ------------------------------------------------------------ Morsel - Municipal Swimming Water, Cavern ------------------------------------------------------------ Creativity: 25/25 Curves: 25/25 Level: 24/25 Aesthetics: 20/25 Overall: 94/100 Comments: Yes, people, this level is vanilla. This level manipulates layer 3 swimming and the Urchins' speeds to a magnificant extent that provides a completely new take on underwater gameplay. Everything holds together greatly (though there is one spot where the player can unexpectedly be hit by one Urchin while avoiding another) and the execution of this concept ("gimmick") is teriffic. The race in the second portion of the level does get tricky because of navigating through narrow spaces with Cheep-Cheeps, but the penalty for failure is a slap on the wrist. Other Notes: This level is located on a submap and uses an Amazing Flying Hammer Bro, causing his hammers to be thrown at a faster rate. Plan accordingly, OW designers! ------------------------------------------------------------ Negativelysonette - MarYOLO Journey Sonic 06 ------------------------------------------------------------ Creativity: Tim Tebow (15)/25 Curves: BBWs are Curvier (10)/25 Level: "Yacht of Opinions" (0)/25 Aesthetics: Eli Manning (10)/25 Overall: 35/100 Comments: I would rather read the entirety of Las Lindas and declare its Mary Sue protagonist as my waifu while I eagerly let Counterfeit stick a gun into every single one of my holes without any resistance. However, I would also rather not reduce myself to a drunken pile of tears with a sore everything (ie: a fan of the Cleveland Browns), so... Other Notes: ------------------------------------------------------------ NGB - Abandoned Mine Cavern ------------------------------------------------------------ Creativity: 21/25 Curves: 25/25 Level: 23/25 Aesthetics: 25/25 Overall: 94/100 Comments: The setting here is amazing. Cave levels are very commonplace to see, but it's not often that you see one that looks as great as this one and plays well into the level design. The level itself isn't a slouch, either. While it is pretty standard in what it does and carries on for a bit, this levels makes up for it by being a blast to play through regardless without really wearing out on you. An excellent combination of style and substance. Other Notes: ------------------------------------------------------------ Nic Nac - Barren Badlands (paddy wac, give a dog a bone) Mountain, Industrial, Desert ------------------------------------------------------------ Creativity: 18/25 Curves: 15/25 Level: 15/25 Aesthetics: 20/25 Overall: 68/100 Comments: An OK level that is hampered by attacking the player when they're most vulnerable- mid and at the end of jumps. Yes, there are a few instances where the player has to contend with an enemy that would be in Mario's way during a jump or right as he lands. (Particularly Super Koopas or Swoops.) This is not helped with a pipe cannon at the end where they're blasted onto a steep slope above a pit with little time to react while being bombarded by Super Koopas at the same time. The remaining noticable flaw with the level is that the BG in the "cave"/industrial section has a broken(?) tile for its connector (?) pipes. The rest of the level is, like I said, OK. Other Notes: ------------------------------------------------------------ nick 139 - Mushroom Skies Sky, Grass ------------------------------------------------------------ Creativity: 15/25 Curves: 20/25 Level: 17/25 Aesthetics: 21/25 Overall: 73/100 Comments: This was pretty standard stuff, but also a nice pleasant little run. Nothing much can be said about it either way, but kudos for using the Super Koopa generator in a way that doesn't feel like it was done to artifically pad the difficulty of the level. Other Notes: Level uses Monty Moles on a Yoshi's Island submap (faster spawning), so plan accordingly, OW designers. Though in this case it won't effect too much. ------------------------------------------------------------ Nin - Pipes and Vines Grass ------------------------------------------------------------ Creativity: 15/25 Curves: 15/25 Level: 12/25 Aesthetics: 17/25 Overall: 59/100 Comments: Literal bare bones. The terrain may appear to look varied, but the enemy placement is mostly of the grounded variety and poses no threat to the player whatsoever and can be dealt with any way they please. The short length doesn't work to the advantage of the level, either. Other Notes: ------------------------------------------------------------ Paperdomo101 - Mt. Blazius Fire, Mountain ------------------------------------------------------------ Creativity: 5/25 Curves: 5/25 Level: 7/25 Aesthetics: 18/25 Overall: 35/100 Comments: This one was clearly rushed and is fundamentally busted. Inconsistent tile behavior, poor sprite memory, a clearly tacked on Para-Bomb generator, a second half that is blatant filler meant to pad the level out more, and "stage furniture" type enemy placement all add up to be a remarkably underwhelming experience. I suppose the setting is alright though. Other Notes: ------------------------------------------------------------ paran01abug97 - P is for Pandemonium Grass ------------------------------------------------------------ Creativity: Haloti Ngata/25 (prounounced not-ah or nada) Curves: 0/25 Level: 0/25 Aesthetics: 15/25 Overall: 15/100 Comments: Was this level slapped together at the last minute? Because if it doesn't, it sure does feel like it. Nothing at all in this level feels like it clicks togther or ever made it past the "development" stage, it goes on for longer than it needs and the checkpoint before the edited Hop Koopa boss takes you back to the P-Switch Triple Barrier. Better yet, was this level slapped together in an attempt at getting last place? Because it it was, then you people need to step your game up and aim for something that ISN'T low-hanging fruit anybody can do in their sleep. Other Notes: ------------------------------------------------------------ PatPatPat - St. Patrick's Fort Stronghold, Sky ------------------------------------------------------------ Creativity: 17/25 Curves: 25/25 Level: 24/25 Aesthetics: 18/25 Overall: 84/100 Comments: Not bad. There are a few pesky jumps- namely when you're jumping from a fence to safe ground or jumping from a "pea" bouncer over a spike wall (tight jump to make). But this is still a solid, very well made level nonetheless. Other Notes: This level still isn't to the level of being psychadelic and funky fresh as you promised in 2012, you lying swine! ------------------------------------------------------------ Poloros - The Koopa Airfleet Sky, Stronghold ------------------------------------------------------------ Creativity: 15/25 Curves: 19/25 Level: 15/25 Aesthetics: 16/25 Overall: 74/100 Comments: Right off the bat, the player has to react immediately or else they'll take a bullet to the face. There's nothing overly wrong with anything else in the level. It just feels, "meh." So OK it's average- it sets out to do what it does, but most of the time it feels like I'm doing nothing. Other Notes: ------------------------------------------------------------ Proto Man - Night of Fire Fire, Cave ------------------------------------------------------------ Creativity: 0/25 Curves: 0/25 Level: 0/25 Aesthetics: 5/25 Overall: 5/100 Comments: This is hot-themed hot mess. The background has terrible contrast and can be easily mistaken for solid ground, horrible miscolred bone/door tiles, the "gameplay" itself isn't even bare bones, pointless arbitrary "item babysitting," and poor sprite memory in the boss rom which makes it nearly impossible to pick up Throw Blocks because there's a ton of Boos on the screen. Oh, and the palette is hurrbull. D-D.... did you even playtest this at all? Other Notes: ------------------------------------------------------------ RedChomp - Dangerous & Wet Cavern ------------------------------------------------------------ Creativity: 15/25 Curves: 8/25 Level: 5/25 Aesthetics: 8/25 Overall: 36/100 Comments: Dark and cramped is a more fitting name. For the entire level, you're making nothing but almost blind jumps because of dark palettes (and the spotlight being in effect) and moving around in very tight confined spaces. Both of these are a recipe for disaster. A lot of the platforming elements is saved by (albeit barely) visible enemies on itsby bitsy tiny platforms, but that's pretty much the only positive thing I can say about this level. Other Notes: ------------------------------------------------------------ Retronom - Level Abstract ------------------------------------------------------------ Creativity: 18/25 Curves: 22/25 Level: 18/25 Aesthetics: 20/25 Overall: 78/100 Comments: The aesthetic works for what it's trying to do, but it does occasionally block enemies in the forest section. The second half also feels little easier than the first mainly because of a layer 2 jump the player has to make near the end of the red room and the cramped jumping segment with the Volcano Lotus and Chuck in the first section. Other Notes: ------------------------------------------------------------ Richard Nixon (losoall, Syntax Errors) - Fez 2 Forest, Ice ------------------------------------------------------------ Creativity: 8/25 Curves: 5/25 Level: 5/25 Aesthetics: 25/25 Overall: 43/100 Comments: ...What did I just play? Seriously, this level feels busted on a fundamental level that makes it a very unpleasant and unfun to play. Why could you not connect the tile behavior with the trees so the player doesn't fall through them everytime? Why did you use enemies that use small projectiles that can be easily lost track of and have them obscured by the trees? Why do you just spam enemies on top of that especially on small platforms that the player must land on? Why does this level play like it's so goddamn BROKEN? Other Notes: ------------------------------------------------------------ Roykirbs - Manic Mechanism Industrial ------------------------------------------------------------ Creativity: 25/25 Curves: 25/25 Level: 24/25 Aesthetics: 25/25 Overall: 99/100 Comments: From top to bottom, an absolutely incredible level. Everything wells extremely well with one another and overalll is a very great experience. There are, however, two spots in particular that can easily lead to cheap hits: there is a jump near the end of the Layer 2 room in the second half where the player can casually jump only to be hit by a pair of Para-Bombs that they could not have expected. And there is an invisible coin block (that leads to an off-screen Yoshi coin placed where the player could also naturally jump at- this block is also in front of a slightly elevated Puntin' Chuck. But nonetheless, this is still an incredible level. Other Notes: Well, you didn't win, but you came pretty damn close, though. Second place ain't too bad, eh? ------------------------------------------------------------ Samario - Lightning Lands Grass ------------------------------------------------------------ Creativity: 12/25 Curves: 8/25 Level: 8/25 Aesthetics: 15/25 Overall: 43/100 Comments: This is another case of a level that reeks of "existing just just to exist." The level here feels random for its placement on everything, both sprites and objects (one lightning bolt even somehow gets stuck in the ground). The Volcano Lotuses and Chucks at the end are the only thing that gives something resembling a threat, and even they can be taken care of without any trouble. Other Notes: ------------------------------------------------------------ SilverSwallow - Waterflow Temple Water, Stronghold ------------------------------------------------------------ Creativity: 25/25 Curves: 21/25 Level: 19/25 Aesthetics: 25/25 Overall: 90/100 Comments: This is a pretty expansive level you have here (like the Water Temple), it's pretty straightfoward in its approach and execution is pretty good, though the first "half" is clearly much longer, slower, and easier than the second "half". Despite this, the level still holds out very well on its own and it's nice to see a homage to an "infamous" level/stage/whatever done to a respectable degree. Other Notes: ------------------------------------------------------------ Snowshoe - Pipe Path Grass, Sky ------------------------------------------------------------ Creativity: 15/25 Curves: 24/25 Level: 24/25 Aesthetics: 20/25 Overall: 83/100 Comments: The Lakitu in the second half spawns right in the player's path and can/will lead to a free hit on a blind player. That hiccup aside, this remains to be a joyful little level. The combination of what you used isn't a bad mix, but it feels like more could've been done to it. Other Notes: ------------------------------------------------------------ Sockbat Replica - It Really Makes It Sky, Grass ------------------------------------------------------------ Creativity: 15/25 Curves: 25/25 Level: 25/25 Aesthetics: 15/25 Overall: 80/100 Comments: Short, yet satisfying. It doesn't doesn't do anything new or special, but it is a really solid and overall good effort to what is basically a standard level. No real complains here. Other Notes: ------------------------------------------------------------ Sokobansolver - Log Jammer Jog Forest, Water ------------------------------------------------------------ Creativity: 16/25 Curves: 15/25 Level: 18/25 Aesthetics: 14/25 Overall: 63/100 Comments: This level looks more intimidating than it actually is- avoiding the smasher and Porcu-Puffer can be done by swimming below them both, and there's enough room to do that it. But I suppose that's the actual intention to begin with. Overall the level is pretty intense, but nothing all that terrible or great in either direction. Second half is much shorter and easier than the first, though. Are the last three Yoshi coins even possible to get on a blind run? Are they possible at all? Is it even worth the trouble at all? The answer to that last question is "No." Other Notes: ------------------------------------------------------------ SomeGuy712x - Eating Block Ruins Grass, Ruins ------------------------------------------------------------ Creativity: 25/25 Curves: 20/25 Level: 25/25 Aesthetics: 22/25 Overall: 92/100 Comments: Really creative and fair use of block snakes here. The penalty for failing the quicker snakes isn't nearly as harsh as other levels- past or present; nor do any of the setups allow for bad situations because of timing. Aesthetically it looks really nice, though it does dip a little into the "distracting" territory with some of the landmasses. The curve is good, though it does kinda plateau early on. Overall you did a really good job on your execution here. Other Notes: Death Count: A few times. ------------------------------------------------------------ switchpalacecorner - A Vanilla Level Meh ------------------------------------------------------------ Creativity: 0/25 Curves: 2/25 Level: 5/25 Aesthetics: 0/25 Overall: 7/100 Comments: It's obvious that this is a low-hanging fruit joke level that serves no purpose other than trying to get last place and to waste my time pandering to what you want. Step your game up and aim for something that actually requires effort and not learned from Aaron Seltzer and Jason Friedberg's school of "Comedy". This entry is only saved because the rules of this contest prevent me from throwing it out. Other Notes: The only reason why I'm acknowleding this shitty attempt at a joke is because I have no choice on the matter and an outright DQ would count as a zero from me anyway. ------------------------------------------------------------ SyStemkraSh - Goal Hunt Forset ------------------------------------------------------------ Creativity: 22/25 Curves: 17/25 Level: 11/25 Aesthetics: 25/25 Overall: 75/100 Comments: Too long to have no checkpoint, too luck-based to have no checkpoint (the P-Switch Doors you need to find will end up being red herrings- wasting precious time, and too small of a time limit to have no checkpoint.) Your concept is nice- but your execution is enough to severly hamper the gameplay. The setting of a very dense is absolutely amazing, however. Other Notes: ------------------------------------------------------------ tcdw - Before Brightness ------------------------------------------------------------ Creativity: 15/25 Curves: 22/25 Level: 18/25 Aesthetics: 21/25 Overall: 76/100 Comments: Suddenly, Cammy stage music. The palette here is pleasant and it's understandable as to why it didn't carry to the sprites, but in the end the level itself is merely OK from a gameplay aspect. It plays out no different from the standard, though that's not necessarily a bad thing. Other Notes: ------------------------------------------------------------ Teyla / tyty - A Nice Level ------------------------------------------------------------ Creativity: 17/25 Curves: 25/25 Level: 23/25 Aesthetics: 22/25 Overall: 87/100 Comments: This level lives up to it's name quite well. Not much to say about this one, though I did keep subconsciously thinking the non-snowy ground wasn't slippery, but that's on me. Good risk/reward on the 1up block as well. Other Notes: ------------------------------------------------------------ TheInsanity115 - Super Hot Field Fire ------------------------------------------------------------ Creativity: 15/25 Curves: 13/25 Level: 14/25 Aesthetics: 20/25 Overall: 62/100 Comments: Making jumps where the destination is only two tiles tall (ie: where the springboard is) is always a pain in the ass if you're big Mario as there is literally no room to work with- this is a case of Big Mario Discrimination (also known as BMD), which makes things more frustrating than they need to be. The level as a whole isn't anything to write home about, as your layout is mostly flat and the enemy placement is of the grounded variety, leading to the player just simply jumping over everything. Aesthetically speaking, the setting is alright, though nothing amazing. Other Notes: ------------------------------------------------------------ TheOtherGuy25 - The POW Perspective Grass ------------------------------------------------------------ Creativity: 25/25 Curves: 24/25 Level: 25/25 Aesthetics: 15/25 Overall: 89/100 Comments: I really like how you handled the concept ("gimmick") of the P-Switches making the ground (that's also conveniently colored blue) visible while active and how the "rush" to get to the next piece "safe" ground. The second half feels a bit easier because it the player has a little more leeway to play around with, but nothing too serious. Other Notes: ------------------------------------------------------------ Trollope - Level Stronghold, Sky ------------------------------------------------------------ Creativity: 15/25 Curves: 15/25 Level: 10/25 Aesthetics: 15/25 Overall: 55/100 Comments: Another textbook example of a level that plays it safe, perhaps too much. Absolutely nothing in this level feels inspired at all and it is pretty boring to play- enemy placement, layouts, setting, you name it. Other Notes: ------------------------------------------------------------ waffledoctor87 - Cave of Wall Springboards Cave ------------------------------------------------------------ Creativity: 19/25 Curves: 13/25 Level: 12/25 Aesthetics: 15/25 Overall: 59/100 Comments: There is a very unpolished feeling to this level and plays like that it was only tested as small Mario. Many jumps become a bother to make otherwise. Such as the "staircase" over the lava after the midpoint, the pea bouncer near the end, and the bone-to-ledge jump with before the midpoint. The ceiling and lack of a ceiling near the midpoint makes it possible to skip the entire second half and head straight to the goal and your use of Puntin' Chucks leads to many instances where the player can be hit unexpectedly; such as running up a wall. The concept is OK, the execution? Not so much. Other Notes: ------------------------------------------------------------ Wakana / Silver Scarlet - Searing Stronghold Stronghold, Fire ------------------------------------------------------------ Creativity: 15/25 Curves: 25/25 Level: 25/25 Aesthetics: 25/25 Overall: 90/100 Comments: It's pretty basic in what it does gameplay wise, but it does it (along with the aeshetics) extremely well. The of the firey castle is pulled off very great with its palette without looking like an eyesore (I personally find warm colors tricky to work with) and the level eases you into everything without any significant hiccups. Other Notes: List of Touhous better than your favorite Touhou. - Meiling, Yuuka, Kagerou, Seiga, Yoshika, Kogasa, Tewi, Wakasagihime, Koakuma, and Satori. If your favorite Touhou is actually one of those, then congratulations, you are NOT an infidel! ------------------------------------------------------------ worldpeace - Subterranean Canal Industrial, Water ------------------------------------------------------------ Creativity: 25/25 Curves: 25/25 Level: 25/25 Aesthetics: 25/25 Overall: 100/100 (WOW, INCREDIBLE) Comments: Here is a level that takes it's concept and pulls it off exceptionally well. It also works some subtle but common quirks of SMW to aid the player's advantage. Actually this level does quite a good bit and all of it, like I said, exceptionally well. Other Notes: Giving an entry the max score does not mean that I think a level is "perfect". Just that any flaws in the entry were not enough of a concern to warrant enough to warrant a deduction. ------------------------------------------------------------ Wuthering (Heights) - Conveyor Coppice Forest ------------------------------------------------------------ Creativity: 15/25 Curves: 22/25 Level: 22/25 Aesthetics: 25/25 Overall: 84/100 Comments: Unfortunately, there's not that much you can do with SMW's conveyor belts, and if you remove them here, practically nothing would change. Only one thing is really effected, and that's the Springboard. Everything else is pretty well done, albeit standard. Other Notes: ------------------------------------------------------------ ZMann (aka: The Guy with Udonge as his anime waifu) - Caloric Crater Cave, Fire ------------------------------------------------------------ Creativity: 20/25 Curves: 20/25 Level: 20/25 Aesthetics: 20/25 Overall: 80/100 Comments: A pretty standard level, which is the norm for you (that's a good thing). The curve kinda plateaus midway through the level (like Reisen's), so the second half didn't seem so troubling. That moon as-is feels useless (like Reisen), but it's evident that it's a bonus for would-be players who have a cape on hand. Other Notes: Apparently another way Reisen burns calories is by going to a cavern that has some fire (lava) and just sweats it out there. I can't say I'm surprised about this new discovery. ------------------------------------------------------------ Zyglrox Odyssey - butts Stronghold ------------------------------------------------------------ Creativity: 15/25 Curves: 4/25 Level: 7/25 Aesthetics: 15/25 Overall: 41/100 Comments: This level overwhelms you with cramped obstacles from the very start with forces you to wait for things to line up too frequently. What makes matters worse is that there is also a Layer 3 smasher comes into play not far into the level AND there is an abusrdly low time limit. The only thing that really "saves" this level is that it's also on the short end. But even then, not much is saved. Other Notes: It's quite fitting that this level is called butts, because this judging file is ordered by username and yours would be last!