Welcome to the July/August 2011 SRB2 Official Level Design Contest voting topic! In this contest we have five single player, seven match, four capture the flag, and one circuit entry.
To vote, play a few games of each stage in a division in the intended gametype for judging, and give each map in the division a vote from 0 to 10, no decimals and with 5 as average. You can not vote on your own map, but if you vote on the rest of the stages in a division the lowest score on your map for that division will be dropped. For votes to count, the voter must vote on every map in a division (excluding their own entry if they have one). Votes where the voter obviously did not play the level in its intended gametype, or where the voter did not play the multiplayer maps with other real players will be discarded. Please be as unbiased as possible for the author or the look of the map. It's all about how good the map plays, nothing else. For reference, the scale is as follows:
10 - Epic
9 - Awesome
8 - Great
7 - Good
6 - Decent
5 - Average
4 - Mediocre
3 - Bad
2 - Awful
1 - Horrendous
0 - Unplayable
Although it's not required for votes to count, it's very helpful to make comments about what you liked and didn't like about the map, so the author can improve his skill for future attempts. If your votes are dramatically different from the rest and you don't describe why, you may be asked to justify your reasoning.
Judging will end September 14, 2011 at 7 PM local time in the eastern time zone of the United States. Like the entry deadline, this counts the United States's daylight savings time between March and November. Votes submitted after this time by the forum timestamp will NOT be counted in the average, so if you want to be counted, don't vote at the last minute. After the deadline, the scores will be then averaged, and the person with the highest score in each division is the winner.
The entries are as follows:
Red House Zone by Ice
Pipe Towers Zone by Fawfulfan
Aquatic Temple by Kuba11
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest [sic] by D00D64
Midnight Pass Zone, Act 2 by KO.T.E
Siberian Base by akb778
SemiRuin Forest Zone by Zipper
Splice Lab Zone by Fawfulfan
Storm Stronghold by Spherallic, Errol, RedEnchilada, and SpiritCrusher
Jello Factory by Charybdizs
MT_Topangalifts by Brawl
Rush Jungle by Scizor300, KO.T.E, and Simsmagic
Capture the Flag:
Frantic Forest Zone by ThunderNova
Galactic Waterworks by Spherallic
Molten Canyon by akb778
Lethal Filibuster Zone by Fawfulfan
Girder Detour Zone by Fawfulfan (yes this means he wins by default, but vote on his map anyways so he gets some feedback, please)
As a final reminder, please make sure to play the levels in the intended gametype, and above all, have fun judging!
Last edited by Prime 2.0; 09-14-2011 at 08:29 PM.
The Tortured Planet guy
Red House Zone, by Ice - 7/10
Wow. This, uh...well, I...Wow. This level is trying to be way, WAY too much at once. And yet, in spite of that, it somehow doesn't manage to break. Huge props to you for that. The visuals are always at least competent, and at most quite lovely, and the layout is nice. My main problem with it, though, is that there just isn't enough to do. This level is primarily running, hopping, and killing enemies. And most special gimmicks involve button presses. I was quite taken with the swiveling PolyObject bookcases, but I don't think there should be such a long break, as it forces the player to stop and wait a few seconds, quite possibly without any knowledge of what he's supposed to do. I feel as though much of the level was pretty linear in places too, although there were some nice path splits towards the beginning. But hey, something this long is hard to fill with path splits. Of course, you could have just created several shorter paths instead of one mega-long path...it took me about six minutes to clear this level, so you definitely could afford to shorten it for the sake of extra routes.
Pipe Towers Zone, by Fawfulfan - Entry/One
I have put more effort into this than I have done for any other contest entry, ever. I'm quite pleased with how it turned out, though of course judging will tell how good it truly is. Many thanks to SpiritCrusher, who must have tested this thing about half a dozen times, and occasionally managed to talk me out of adding awful stuff to it. But I curse the fact that it has to compete with Sonic Dumbventure for supremacy...what chance does it have? What chance would any other level have? Even Frozen Hillside?
Aquatic Temple, by Kuba11 - 4/10
Don't get me wrong, I adore the effort on this level, especially the visuals in the underwater rooms. But in other regards, the underwater rooms were what torpedoed your rating. You're starting to make me feel very guilty about my own underwater gargoyle puzzles in Tortured Planet. In some of the rooms, the objective was not intuitive in the least, and this problem was compounded a thousandfold by the fact that you need to stop what you're doing every few seconds to grab a freaking air bubble. Oh, and linearity is also a nasty flaw in puzzle-heavy levels; I'd try taking a leaf out of Thompson's book and giving the player the choice between platforming and puzzle solving whenever possible. And just as an aesthetic tip, I'd recommend you darken some of those interior areas towards the beginning, too.
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest, by D00D64 - 10/10
Whoa now, wait a minute. When I nabbed the beta of this on IRC, I didn't realize you were planning to submit this behemoth to the OLDC! Nice job making the file so big that it needs its own download, by the way. I appreciate the massive amount of effort and humor that was put into this, but such a radical departure from standard level design is not what I'm looking for in the contests (observe, for example, how poorly I rated verifiaman's Cyber Gauntlet). Please don't misunderstand me, I quite love much about this idea, but I'm severely thrown to see it in a contest. I have a feeling it's going to be quite controversial as the voting continues on...
EDIT: I don't think it's fair of me to shave points off your score explicitly for that reason, though. This thing was completely epic, and as such it deserves an epic rating. Though I will point out that in Thunder Fortress, it's really hard to know what to do...I always get stuck there. And additionally, there's a body of water in Valkyrie Cliffs that lacks a colormap.
EDIT 2: Plus, I seem to have been way off the mark on thinking this level would be controversial. As of this writing, votes have spanned from 8 to 10, putting this baby on track to break Frozen Hillside Zone's short-lived record. I think I can prematurely come out and say congratulations to D00D64 and his brilliant creation.
Midnight Pass Zone Act 2, by KO.T.E - 7/10
All right, you and your brother need to stop abbreviating the names of your levels in the filename. In future, when I go back to try this level again (and trust me, I'll want to do so), I'll automatically assume that the name of the file is "scr_midnightpass2.wad", not "scr_MPZ2.wad", which means I'll spend a frustrating amount of time trying to find it again. Conversely, if I'm scanning my level folder to see if there's anything old I want to play, and I see "scr_MPZ2.wad", I'm not necessarily gonna remember what (and how awesome) that level is, and might skip it over unnecessarily. I'm really, really sick of trying to search for your previous creations in my folders and finding that their names are just abbreviations. Maybe you guys find it easier to insert the WAD for testing if you have a shorter name, but it's a tax on all the rest of us...and besides, if you just use the built-in Test feature of SRB2 Doom Builder, you don't have to insert the WAD into SRB2 during testing in the first place. Anyway, now that we've got that rant out of the way, I can talk about the level itself. This is certainly a visual masterpiece, from the little bouncy flowers to the meticulously-engineered colormap (even though you gotta fix that one sector right before the horror-inducing flash flood), and the whole thing was solidly built. But most of the gameplay wasn't that enthralling; lots of the level felt kind of samey. In short, it felt like Mystic Realm with a fresh coat of paint.
Siberian Base Zone, by akb778 - 5/10
It's big, it's spread out, but it's not bad. A decently executed, if overused and uninspired, theme. The rooms are plenty distinct enough for players to be able to navigate it well. Nothing extraordinary, but also far from terrible.
SemiRuin Forest Zone, by Zipper - 3/10
Nice to see that you heeded at least some of my advice. This level would have been worth even less otherwise. But the interior structure of the warehouse is just irredeemably awful. Why is that ceiling so high? Just lowering it would have helped a noticeable amount. And the control room beyond it just needs to go; it's a total eyesore, it exacerbates the level's painful linearity, and there's simply nothing redeeming about it. The outside of the loading dock, which I most doggedly hounded you to change, seems to have improved the most, but it still terribly misses the mark. I'm tempted now to make my own loading-dock level to demonstrate how it's done. And I might also add that your choice of name is...lacking, to say the least. It isn't a decent representation of everything within the level. Still, I notice you managed to make those trucks actually look like trucks. That's something. But in the truck windshields, just as in the case of the original version of the truck wheels, you chose a partially transparent texture and used it for the side of an FOF, leading to the ever-hideous Tutti-Frutti effect. Here's a general rule of thumb, Zipper: textures with transparent sections should be used as middle textures for in-level sectors, and NOTHING ELSE. If you want a see-through FOF, use the Translucent Wall effect on an opaque texture.
Splice Lab Zone, by Fawfulfan - Entry/Two
Yeah, it's tiny. Very tiny. That was intentional...I personally find that I have the most fun on very tiny maps. But of course, balancing the quantity of weapon ammo is tough when a stage is so small. I won't at all be surprised if the weapon placement turns out to be terrible.
Storm Stronghold Zone, by Spherallic, Errol, RedEnchilada, and SpiritCrusher - 9/10
Now this is something extraordinary. Certain rooms suffer from pretty nasty lag, but they're so gorgeous I can overlook that. I love how memorable every room is...every section of the stage has its purpose. Admittedly it'd be hard to play with just a few people, since it's so gigantic, but with enough people you could have the battle of the century here.
Jello Factory Zone, by Charybdizs - 6/10
I'm happy that you consolidated what needs consolidating. It's still so huge as to be awkward, but you did a decent job of trimming the fat anyway...for those of you who never saw the beta of this, trust me when I say that this is a dramatic improvement. That said, the size is still quite a problem, especially for battles between just a few people, but you've got a really unique idea that was executed pretty well. It's easy to see how much you have progressed as a designer from the days of Gravity Garden.
Topanga Lifts Zone, by Brawl - 2/10
Okay, this is predictably bad. The theme is kinda cool, but the layout is just terrible. Quite aside from the fact that your attempt to create sector-based giant birds came out looking totally atrocious, there are some things in this level that just make me wonder if you've been listening to earlier criticism at all. Why didn't you use more visual distinction to differentiate the sections of this level? Why did you create massive clumps of ammo and rings? Why did you neglect to put in any monitors? Why did you have a diagonal spring that sends you straight into a Death Pit? And why did you stick an invisible wall in the middle of nowhere? I know that you have a chronic tendency to make poor design decisions, but these are just rookie mistakes. For shame. Also, out of curiosity, I Googled "Topanga" to find out that it's a region in California. Nice job using the most obscure reference possible.
Rush Jungle Zone, by Scizor300, KO.T.E, and Simsmagic - 5/10
I must say, when I saw the title I thought it was going to be Forst Rush Zon Zone Act 2. Boy, was I wrong. It suffers from problems that seem systemic to this contest's Match division (vastness and openness), but otherwise appears pretty solid. Your choice of sky seems rather odd to me, but that doesn't really matter.
CAPTURE THE FLAG:
Frantic Forest Zone, by ThunderNova - 4/10
I personally love a good line-symmetry CTF stage. But this one features ugly visuals and subpar gameplay. The awkward positioning of the bases kind of gets on my nerves...I'm not a huge fan of repeated springing. More problematic is the lack of a significant alternate path to the bases (even my own CTF entry has a half-assed side route).
Galactic Waterworks Zone, by Spherallic - 7/10
Quite awesome, naturally. There's a loving attention to detail here, both in paths and in scenery. The problem, though, is that it's just too big. Each hallway seems to go on for too long, in my opinion. Still, undoubtedly the best CTF stage in the contest.
Molten Canyon Zone, by akb778 - 6/10
I really like this theme for some reason. It just seems to tickle me in a funny place. But aside from the minor alternate splits in the central area, the whole thing seems pretty linear to me. But I definitely appreciate the little Knuckles-friendly notches in the platforms to allow low-jumping flag carriers to advance without getting their butts burnt.
Lethal Filibuster Zone, by Fawfulfan - Entry/Three
Wouldn't it be nice if the U.S. political parties actually resolved their disputes this way? It could only be an improvement...
Girder Detour Zone, by Fawfulfan - Entry/Four
I don't personally understand SpiritCrusher's loathing for my level, to be honest. I mean, there's not a great deal of player/stage interaction, but there's nothing that seriously breaks the race. I'm certainly pleased with the visuals, but that's supposed to be irrelevant, of course.
Just another indie game developer...check out my website, Chapman Games!
Last edited by Fawfulfan; 09-06-2011 at 01:27 PM.
A "rather brash" indivisual
So, as I was waiting for the contest topic to go up, I wrote this! Its all about Dumbventure and the many words I spit up about it.
Spoiler: GIANT TEXT BLOK ATTACK AAAAAA
Anyways, will play the SP maps ASAP.
EDIT: Oh wow I got my own zip this is awesome
Red House Zone by Ice - 5/10
Nice to see this actually got somewhere! The opening area is a good take on GFZ, with even places like the opening area with the bridge and cave making an appearence. However, aside from being VERY nice looking (aside from the trees having yellow for some odd reason), and having a few secrets here and there, there's not much to say about it. Much like Greenflower itself, I suppose.
Red XVI's house is much the same; very pretty (liking the concept) with all kinds of details (like the bedroom with the dropdown TV), but not much to say beyond that; its mostly straightforward running with breaks to kill crawlas. But it is very polished visually, and I actually didn't mind; I know this contradicts what I said about your other level ages ago, I actually liked the level, despite being a bit on the bland side gameplay wise. And yeah, I chuckled a bit at that ending.
Pipe Towers Zone by Fawfulfan - 6/10
...Well I'll be damned. You learned how to texture.
OUR LITTLE BOY IS FINALLY GROWING UP
Anyways, the level looks great, using those big textures to avoid nasty repeatings, and features a few nice gimmicks like the shrooms (even if they are a bit buggy) and what I suppose was a ! or P switch (it really could have used a new texture for the outmost side for it), but again, not much to say; a few good bits of platforming to give it an edge over Ice's map, but not much else. Pretty basic. Definetly trumps the default Mario levels (as if that's saying much, but still).
...Though, if I must be a bit picky (oh who am I kidding, of course I do), I think some of the pipes could have used more secrets or monitors; I climb to a high place to a pipe only to be greeted with springs, who might as well say "Sorry, no powerups here :<". And why are none of the floating Brick Blocks breakable?
...And I actually didn't hate one of your levels. Heh.
Took ya long enough :P
Aquatic Temple by Kuba11 - 4/10
The first thing that struck me was "If this is underground and at night, why is it so BRIGHT?" But that was quicky replaced by the use of the ugly GFZ water and the wrong sidedef as well as a longwinded UNDERWATER gargoyle puzzle. Barely starting the level, and I am annoyed. But after that, the level wasn't so bad. I did enjoy the crusher segment. Overall, it would have been okay, but the gargoyles were just... eugh.
EDIT: Tried it again, and while I did like the one room with the trap that closes a door behind you, as well as the secret emerald token, its still awkward to push a gargoyle underwater (It keeps slipping away and I gotta keep turning left and right to get a grip on it) combined with the slowness of the water and the constant stops for air.
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest[sic] by D00D64
I just made a long block of post over it.
I dont need to copypaste it here, do I?
Midnight Pass Zone, Act 2 by KO.T.E - 5/10
I can only describe this as "standard first level stuff". What more can I say? I really haven't the foggiest. Sure, the rising water was alright, and I did like the cameo secrets, but not much else to say beyond that, aside from "the colormap is incredibly blech and makes shields undecipherable". I may give this a re-evaluation.
...so yeah, not a bad contest.
Last edited by D00D64; 09-01-2011 at 04:23 PM.
Here's my votes
Red House Zone by Ice - 6/10
Well, this is certainly an interesting map. The first area, while fun, certainly could have had some improvements. It felt way too much like Jade Coast, mostly because it was just GFZ all over. I still had fun though. Anyways, we come to this small red house to see a large palace inside, perhaps too large. The red brick texture tiles horribly, and there's a bit too much open space. The boss is also sort of strange in that you put a Block Monsters tag to keep him from leaving anywhere outside of the red carpet. Anyways, I found the level to be pretty fun, but also rather average. I'd say try making it look less like GFZ and perhaps trying to shrink some areas.
Pipe Towers Zone by Fawfulfan - 7/10
Personally, I still think you could have done much better on the texturing, but that's just my opinion. Otherwise, I think this level was rather decent. It flowed well, and it wasn't too bad. I did happen to go around in circles a few times though.
Aquatic Temple by Kuba11 - 4/10
Couldn't beat it, but it was confusing as hell for the most part and you really need to have different flats for your outermost walls. It makes the level look too gray and incredibly dull.
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest[sic] by D00D64 - 10/10
I love it. The level design is well-done, and it feels more like a mod than just a simple level. The boss is also really good, not just a simple eggmobile. Overall, one of the greatest levels I've played in a while.
Midnight Pass Zone, Act 2 by KO.T.E - 8/10
I really loved the visuals here, but it was also rather unfair at times, especially with the rising water part (Why did the part transitioning to that have no lighting/colormap?). Otherwise, I thought it was pretty fun.
Anyways, I'll go ahead and get the MP pack votes when it's up.
Last edited by Scizor300; 09-01-2011 at 03:41 AM.
happy, pretty, lovely!
Red House Zone by Ice - 5/10 - a mish-mash of average
For using 1.09.4 textures everywhere, this map looked nice. The first section was almost like GFZ 2.0. However, there just wasn't anything to do in the map. And the dead end with the restrooms (with the toilets sitting out in public, for some odd reason) was silly.
Pipe Towers Zone by Fawfulfan - 7/10 - stomping goombas and shit
I like the aesthetics in this map. They're a lot better than your other maps. The design was also pretty fun, but that one room with the tower thing was confusing.
e: After playing the underground section again and finding an alternate path, it actually works nicely with the rest of the map. Nice touch with how the thwomps were used, too.
Aquatic Temple Zone by Kuba11 - 4/10 - fuck gargoyle puzzles
Really, those underwater gargoyle puzzles ruined the map. They're tedious, they take eons, they're annoying when underwater, and they're unnecessary. Quite a shame, really, since the rest of the map is actually pretty good. I just couldn't have fun with it with the gargoyles everywhere that I may or may not have had to push in various locations and I don't know which to push around and I'm drowning again and AAAAAAAAAAAAGH
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous [sic] Quest by D00D64 - 10/10 - best level ever
The sheer volume of amusing and varied content is stunning. The ridiculous story is kind of a lazy way to tie it together, but it works perfectly regardless. I can't say anything else.
Midnight Pass Zone Act 2 by KO.T.E - 8/10 - rather simple fun
The first time I played this map, I was caught completely off-guard by whatever was disguising those springs. It's rather unnecessary, in my opinion. Also, that one sector with the funny light level. And could those moving platforms go any slower? Totally killed the flow for a second.
Regardless, the map was quite fun, if a bit basic. But it's a first zone, so I can respect keeping it simple. It was quite relaxing, and I'd play it again. Easy map done right.
Siberian Base Zone by akb778 - 4/10 - huge empty tundra
The map is definitely on the bigger side. Either that or it blended together to the point where I couldn't tell where I'd already been. I also had a bit of trouble finding weapons. A lot of the area was also unnecessary, and you have too many dead ends.
SemiRuin Forest Zone by Zipper - 4/10 - huge empty forest
This has the exact same problems are Siberian Base. I had to play both maps again because my experience with them blended together so bad.
Splice Lab Zone by Fawfulfan - 5/10 - not meant for real netgames
This map is way too small. I don't just mean in room size, but in amount of rooms. It works amazingly with 1v1, but on the six-player netgame I got running, it was pure madness. The detailing also made it impossible to move around without smacking into things.
Storm Stronghold Zone by Spherallic, Errol, RedEnchilada, and SpiritCrusher - N/A - blame sphere for everything
This has been around forever. I still remember the first room I made, and I probably have a lot of betas sitting around as the map progressed. Errol actually hasn't been around in a while, as far as I know. This was the best worst-kept-secret on 'fun ever: "So how's the SUPER SEKRIT COLLAB coming, RedEnchilada?"
Jello Factory Zone by Charybdizs - 5/10 - gelatin-induced seizures
The room with the colorful unset gelatin rivers was done nicely; that can be pretty much left as-is. The front entrance could stand to have a bit more focus drawn to it, considering how it looks the best of any of the map. The room with the giant blocks of gelatin, however, needs to go; maybe replace it with a small room. Because as much as you like that gimmick, it flat-out doesn't work. (Then the map could be renamed Rainbow Factory, and the MB release could have an awesome custom song that I would totally force you to put in!)
Nice mural in the entrance room, by the way. Needs more alfalfa, though.
Topanga Lifts Zone by Brawl - 2/10 - so many death pits
That invisible wall was stupid and uncalled for. Otherwise, this is 1.09.4 style big-open-room design with annoying moving platforms in the center. Also, everything's over a pit. This is bad.
Rush Jungle Zone by Scizor300, KO.T.E, and Simsmagic - 4/10 - not worth the sum of its parts
For starters, where's the SRM? I played three games of this and I couldn't find it. I was partially expecting it to be inside the central tree trunk, to be honest.
Aside from that, the level was about the right size, but it was kind of confusing to navigate, and the mud laying around tends to catch people off-guard. And no matter how much you try to beat it into our heads in 'fun, Sciz, it does not make the JUNGLE texture set look good.
Capture the Flag:
Frantic Forest Zone by ThunderNova - 4/10 - trees make the best bases
The map was way too flat in general, and the trees in the middle turn you into giant railbait as you jump down. Kind of ironic, considering the rails are up there. I did like how the bases were designed, though; defensible without being campable.
Galactic Waterworks Zone by Spherallic - 5/10 - how not to make an alternate path
The design on the main path was decent; I don't have much to say about that. However, the alternate path you made is SO STUPID. It takes way too long, you move in Valve Time, making it worthless for flagrunning, and nobody ever used it properly. Without the alternate path, there's not much strategy involved here. Props on the visual design, though. I KNEW STEALING YOU FOR SUPER SEKRIT COLLAB WAS A GOOD IDEA
Molten Canyon Zone by akb778 - 1/10 - red team has a monopoly, gg
The overall map was boring and empty, but there's only one reason for that 1. Part of the blue team's base is actually assigned the red team base sector type, likely due to bad copy-paste. This makes it possible for a single person on the red team to score five caps within thirty seconds of opening the map, and there's basically nothing the blue team can do about it. It's basically unplayable due to this, but I'm giving a point regardless.
Lethal Filibuster Zone by Fawfulfan - 3/10 - democratics win
Look, the idea might have sounded good in your head, but this was one of the most boring CTF maps I've played in a while. If you're not at least trying to make something entertaining, don't bother submitting. It was flat everywhere, and the only path in sight was a beeline to the opposing building.
Girder Detour Zone by Fawfulfan - 6/10 - unfinished
I really did like the construction aesthetic. Really, I did! But the map was a bit flat and uninteresting for me. There was still some fun to be had, but it's nothing special.
Last edited by RedEnchilada; 09-05-2011 at 07:43 PM.
Aquatic Temple Zone, by Kuba11 - 6/10
...Holy crap that gargoyle puzzle was confusing and long. Also the level looked a bit bland in a few areas, but otherwise pretty good for a water level.
Midnight Pass Zone Act 2, by KO.T.E - 7/10
Only thing that really bogs down the map is that part at the end with the rising pit gimmick; you really need to lower that. Add air patches in a few areas along this path and fix your colormap in the area right before the rising water/pit and you have a really good map.
Pipe Towers Zone, by Fawfulfan - 8/10
Now this is impressive. The level itself has a really consistent flow to it, and just about everything here was executed really nicely.
Red House Zone, by Ice - 6/10
This place kinda reminds me of EzerArch's Miscellaneous Trip Zone. Only major problems that I found with this map are that the texturing here looks bland, and misaligned textures everywhere. I also LOL'd @ the end of the level.
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest, by D00D64 -
...HOLY SHIT THIS IS AWESOME. (Need I say more?)
Siberian Base, by akb778 - WA/HOO
SemiRuin Forest Zone, by Zipper - 4/10
Needs moar rings. And less hideous-looking textures.
Splice Lab Zone, by Fawfulfan - 7/10
...I came into this, noting that it was a pretty small map, thinking, "I'm not gonna like this." Turns out I was wrong; this map, being pretty tiny, seems to equal more frantic action in the long run. Also this looks and plays impressively.
Storm Stronghold, by Spherallic, Errol, RedEnchilada, and SpiritCrusher (most people throwing their hand into making a SRB2 map?) - 9/10
Folks, this map is really laggy for a reason: the detail here, as well as the overall look, is awesome. It'd probably be hard hosting a match on this though.
Jello Factory, by Charybdizs - 7/10
Boy this map is HUGE. Looks good, though; playability is really determined by the number of people playing on this map. Being this large, I'd say this would make a decent H&S map for smaller games.
Death pit city, bobbing platforms that make no sense at all, and stage design made to make people say "WTF just happened?" Weapon and ammo layouts are even stranger than the stage itself - why is there a string of platforms with only ammo on them?
Rush Jungle, by Scizor300, KO.T.E, and Simsmagic - 5/10
Kinda bland but otherwise nothing too special about this map.
More reviews to come when it's not 11 P.M. local time...
Last edited by akb778; 09-02-2011 at 04:11 AM.
A "rather brash" indivisual
RESULTIFICATED! I doubt this post'll be on Page 2, but its on my first post in this topic.
And yeah, basically being a mod in one level really helps get yourself your own zip :3
Last edited by D00D64; 09-01-2011 at 02:32 AM.
i am a wizard
Scores and a few words regarding the level. May write a full review on them if I feel like it.
Red House Zone - 6/10
(Intentional) GFZ clone and then a castle house followed by greenflower canyon zone.
Pipe Towers Zone - 7/10
Score revised after replaying.
Aquatic Temple - 7/10
Score revised after replaying.
Sonic Dumbventure - 10/10
Midnight Pass Zone - 6/10
A pretty GFZ clone at night with a twist ending that needs air bubbles.
Girder Detour Zone
Last edited by Simsmagic; 09-09-2011 at 06:42 PM.
Actually a decent lazy bum
I'd just like to pop in for a moment to say that the reason D00D64 recommends playing Dumbventure at 640x400 is primarily to make cutscene easier to read; if you don't happen to have that resolution however, you should either use windowed mode to use it(depending on your desktop resolution, of course...), or use another aspect correct resolution as there is a known crash involving emerald collection at non-aspect correct resolutions.
Science tells us that nothing can be proven, only rendered more likely to be true. If we do not question what we already know, how can we know, much less admit, when we're wrong? Such things are vital to progress.
Small notice on the SUPER SECRET COLLAB map: It was originally gonna be a CTF map and what you see now was supposed to be one base. I think the thing I deserve most credit for is that I talked the guys out of that. Otherwise, I laid down the basics for the backyard, fixed a few things here and there, added some items, and generally gave some feedback if necessary. My role in making the map is really the smallest of the four. I never even played this in a netgame. For all I know, it could suck badly. But at least it's PURDY. Also, Red's memory must have slipped, because I was actually already around on this project over a year ago.
Last edited by MascaraSnake; 09-01-2011 at 05:27 AM.
Aquatic Temple Zone, by Kuba11 - 4/10
Well, what can I say. You have some good ideas, you simply didn't execute them properly. And well, I'm being generous with this 4 that I'm giving you, considering that:
-I hate water levels
-I hate gargoyle puzzles
And you just happened to incorporate both into the same area. But that's a personal bias. Otherwise, the level was decorated in what seemed to be a completely random fashion. Some parts looked like you put some thought into them, while others looked like you just went crazy drawing squares all over the map. It's not perfect, but hey, it's a start!
Midnight Pass Zone Act 2, by KO.T.E - 7/10
I'm a sucker for grassy, nighttime, waterfall filled levels, this being no exception. I just love the atmosphere these places bring. At random times I'd stop to take in all the scenery; the level's architecture is beautifully done if you just take a step back and look at it. However, I felt that a few things detracted from the overall experience. First off, the colormap. It's a bit of a personal gripe, but it detracted from my experience anyway. I think the level simply would've been much better without it. It dulled the walls to a strange purple, and made the grass an ugly shade of green. It felt like I was going through one of those ugly biomes in minecraft (you know what I'm talking about if you've played the game). Next off, the circular platforms. They had their place here and there, but I felt you simply used them to much. They really broke the flow of the level. Also, putting some Speedy Shoes and an Elemental Shield hidden right before the ending of the level might have sounded like a good idea, but they really didn't help at all. Here's my suggestion if you actually want to help players out: put a whirlwind shield instead. That way you don't sacrifice the challenge of the water (drowning), while helping the players get past the more time-consuming platforming bits.
Pipe Towers Zone, by Fawfulfan - 8/10
The level was great. The scenery was top notch, there was plenty to explore, and most of your ideas executed fairly well. It makes me think of how Doom Legacy would make a much better Mario game than a Sonic game. However, it seemed you succeeded a bit too well in creating a Mario setup. Playing as sonic (the character I always play as), I just felt downright constricted while exploring the smallish rooms and corridors that populated your level. Consequently, I didn't have as much fun as I could've had. The stage would've benefited from some more breathing room, in my opinion. Otherwise, still a stellar level.
Red House Zone, by Ice - MINE/10
I certainly had trouble naming this one. The inconsistent tone of the level comes from the fact that this wasn't all created as one zone. Instead, it's a compilation of all the unfinished maps I had laying around in my folder. Rather than let them rot, I decided to merge them together as best I could and enter it into the contest. I even came up with a minimal semi-storyline where eggman has taken residence in RedXVI's house. It's probably the last map I'll make, unless I get a very strong urge sometime in the future, so enjoy!
As a sidenote, please don't downvote me simply because of the GFZ textures. It's the laziest criticism I've seen on the forums, and it's stupidly common. Yes, they're overused. They also tile nicely, and help along the theme of having Red's house in the level.
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest, by D00D64 - 9/10
I have to say, D00D64, I'm rather surprised. I think I only ever played one map of yours, and I thought it was frustratingly terrible. However, I thoroughly enjoyed this map from start to finish. I liked the new ideas presented, the stupid humor, and the gameplay wasn't too bad either. It could use some improvements, sure, but it was overall solid. If there was one area I'd improve, it'd be aesthetics. I can tell there was a lot of effort put into this map, and I fully respect that. Well done.
EDIT: Revised my score for Pipe Towers Zone, and posted my score for Midnight Pass Zone.
Endless Mine - Piano Cover (First one on youtube!)
Last edited by Ice; 09-03-2011 at 04:12 PM.
a Riolu enthusiast
How come I didn't notice it sooner? Oh well, let's go reviewing!
Red House by Ice
This level was quite nice with gimmicks but horrible with texturing. The textures in desert part where pretty much screwed, ACZ won't work with GFZ. Well, it was fun to play anyway.
Pipe Towers by Fawfulfan
Wow, really great. You recreated Mario mode in something that's A LOT worth playing. The design was gorgeous, the only down is that there wasn't Bowser's Castle, but well. Let's get on other maps, shall we?
Aquatic Temple by Kuba11
This one was pretty good, good texture variation, you were creative and underwater puzzle. I don't know what more to say...
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest by D00D64
No, just NO. It can't be rated less than 9001/10, but oh well those limitations. I don't know how to describe this hell and it's intro, it's just epic in every way.
Midnight Pass, Act 2 by Coat
Oh pretty good. Modified Sunset Pass, right? Only complain about is that at the mountain with End sign is REDWALL. You'd be nice to fix it.
Siberian Base, by akb778
Good one. I liked it, but not that much. The base needs work a little, though.
SemiRuin Forest, by Zipper
Not bad for your first map... Is it first map, right? Well. The trucks were... weird. and the pit with spikes and all in the building was bad idea either. The level is pretty confusing and huge either. And the music didn't fit too.
Splice Lab, by Fawfulfan
The level was pretty much too dark, music didn't fit, but still a good execution for the theme. I had pretty much fun playing it.
Storm Stronghold, by Spherallic, Errol, RedEnchilada and SpiritCrusher
Oh, many mappers! Duh, not too much playable on my side due to incredibly heavy lag I was having.
Jello Factory, by Charybdizs
Oh you little freak. I love this level. It's so...
Well, I a lot liked the jelly gimmick which you could went into and bounce on/from it.
MT_Topangalifts, by Brawl
Complete game freeze, I knew something is wrong just when I tried to play it. It freezed SRB2 in one blow. I had to close it via Task Manager. Btw, what's with the name?
Rush Jungle, by Scizor300
Very good. No complains, just maybe... The water didn't have a colormap.
~Capture the Flag~
Frantic Forest, by ThunderNova
I don't really know how to describe it, I'm loosing words every contest. Going to just rate next contests ._. Well, didn't have much detail and colored trees? Barrier of leaves? Well nevermind. Just the detail, music, and pretty much flag placing. Too easy to camp, and you know, that I don't like camp.
Galactic Waterworks, by Spherallic
No words, just beautiful.
Molten Canyon, by akb778
I guess that the middle bridge is supposed to have a lot close clashes, right? Well, it's the first option the nothing expecting flagger will get to mind when fleeing. That was pretty much wrong move. But still a good level, though.
Lethal Filibuster, by Fawfulfan
Oh wow, I don't think I got into this whit my History lessons but well. Nice arena, but the flags with the BLUEWALL and REDWALL... Just why?
Yup, that's all folks! Oh my, it was really long time before I updated this post...
<Majro> or maybe they simply walk at sucking
My suckish channel for SRB2 (and cats).
Last edited by Steelie; 09-10-2011 at 07:57 PM.
Single Player Division:
Before I begin, I would like to give a round of applause to those in this division, they clearly showed a lot of work and effort when making these maps, congrats gentlemen.
Quick Note: This is my very first review, so my insights may not be very particular about map development.
(I also may be prone to rewriting, so be aware of that)
Red House Zone Developer: Ice
To start off, you spend more time outside the house, rather than in it. Which is pretty weird, for a lack of words.
First of all, my first run through went by like a snap, there were little to no obstacles that stood in my way from blazing through the entire level.. That is until I managed to get myself stuck in the Bookcase room since none of the cases were spinning.
In my second run-through, I was enjoying myself looking around, taking one route, turning back and exploring the other, I then found out Bookcases turned when I defeated the badnik that was near them.
Anyway, the main issues about this level is that it's generally to easy, not much thought or work was required to maneuver through this, it wasn't hard to rape Robotnik against the fire pillar, and that basically the easiness was this map's biggest down point. The Texture variation and scenery was somewhere within the standard level, though it was nice to see some variation, such as flowery hills and caves, underground chamber doubling as indoor plumbing, and a desert for no reason. It was a nice touch to give it a small story behind your adventure, plus the fact that Red was planning on rebuilding his house was nifty too. Overall, I'd say your level came out somewhat above average.
Pipe Towers Zone Developer: FawfulFan
From my time here, I haven't seen very many well made Mario Themed maps. This one takes the bait and I honestly like this a lot more than vanilla's Mario Mode.
The texture variation and detailed scenery and varied surfaces really took the bait, this level is by far the most gorgeous of the four. the inclusion of the Underground part was pretty clever as well, which I thought was cool.
Anyway, the gameplay is pretty balanced as from what I've seen, but the platforming was it's main stand point, I honestly felt like I was playing a real Mario level. (And I'm not over exaggerating this fact) Gameplay felt varied and it was definitely enjoyable to play, it's not the most amazing thing I've ever experienced, but it was very enjoyable.
Enemies felt like they didn't even exist, but I guess since their Goombas, they're pretty useless anyway. One thing that I did kind of notice is that most secondary paths don't really last long and tend to lead back to the primary route pretty quickly. Another thing is that most of the pipes are pretty much trolls, they give you nothing in return for venturing into them to explore their empty, hollow selves. One more thing I found pretty annoying was the fact that in the flooded room, just after I hit that red switch I find myself overshooting the platform or slipping off of it, and that was the most annoying part of the level for me. I also hated trying to maneuver on those mushrooms, god that was very tedious.
Regardless, this is a very well made map, and I had fun exploring in it, except from those big, green disappointments. :(
Aquatic Temple Zone Developer: Kuba11
Okay, I'd like to point out that this map does NOT deserve the rankings it's been getting at the moment.
Regarding the Gargoyle room, it honestly is not difficult at all, it's not even the slightest bit annoying either, there are literally five gargoyles to choose from, and you only need three to choose from. Mainly two mainly from the fact that the first one is given to you.
Anyway, the level looks gorgeous, there's a lot more variation than RHZ from what I've seen; there aren't only Crawlas sprawled everywhere, and the scenery and varied surface made this level.
The gameplay here is stupendous, and I congratulate you for that, since it is not easy making a fun water level. There are a good amount of nifty secrets hidden here and one especially that doubles as an alternate path + Token location, which I thought the general location of said secret was really clever. The gimmicks shown here are things I myself haven't seen much and it's very well executed IMO. Like I said before, water levels are difficult to be efficient, and fun. The chosen song fits very well, and the overall level itself was spectacular.
If there is one thing I disliked about this map was the fact that I had no idea what to do in the room without bubbles within the Gargoyle Room. I panicked and when I realized what to do, I was already suffocated floating carcass. Aside from that part, I had no other issues with this map, gameplay was very varied and smooth and I thoroughly enjoyed it.
Midnight Pass Zone Developer: KO.T.E
This map is nothing short of what I've currently seen KO.T.E do so far, I always enjoyed playing his levels and this is no exception.
Anyway, this level is very beautiful, from the custom textures, to the custom scenery, all of it is great looking (I'm especially fond of those monitors..). Though I wasn't very fond of the first part's music.
There are really interesting things going on here, such as springs in mushrooms, a hidden Christmas secret along with a somewhat difficult mini boss, and a surprising end to it that involves flooding.
Unfortunately, aside from these small, neat features, the level itself is very wide arranged, I understand that it's supposedly a first level but most areas have a strange sense of repetitiveness within them. The platforming and overall difficulty was pretty standard, but considering the fact that it's overused, get's a bit too.. bleh. The mini boss like I said was somewhat difficult, and I felt as if it was unfair, from the fact it can shoot rings, normally and instantaneously. The hidden secret that involves Hinote (which it also involves a typo) is a really one of the most pointless secrets there are. It only contains Ring monitors, 1-Up Monitors, and an Invincibility Monitor. Not only do these do little to no benefit to you, but it requires you to Back-Track to find it, and it's not in the most obvious of places either.
Aside from these, it was a fairly good level, at least one that's supposed to be a first level.
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest Developer: D00D64
I'm not going to write a review of this until I'm sure I've gotten everything. But I will say HOLY SHIT.
This is the most entertaining mod I've seen in awhile now, it's a shame it ended so quickly. From start to finish, I loved everything there was about this map/mod lovechild.
(I won't have the oppritunity to review MP Levels, so SP is all that counts I suppose.)
Last edited by Final Radiance; 09-08-2011 at 12:51 PM.
IT'S NO USE
1-player reaches enormous heights. I have never seen such levels, I'm jealous. All levels, without exception, have a wonderful level design. And tonight we have a special guest who may has revolutionized a new type of construction (next generation). SRB2 will soon look like a game as developed as those of the consoles like PS3, etc..
The holidays have put in minds of our participants, an improved level design, and full of new ideas. These new ideas, we can't sleep in front of them.
Fireworks for everyone, so, you did a great job.
Because of that, I am happy with every participants.
Notes are also high ! Of course, that's just my opinion.
Multiplayer notes levels will come later.
Bind out of the "life"
Curiosity : It's alright, go on, you'll never know anything if you don't try
Last edited by Internet Explorer; 09-04-2011 at 12:28 PM.
Randomly found avatar
First of all sorry I didnīt make it with my map to this contest maybe next time itīll be there.
Red House Zone 4/10 - There are some stupid inviible walls and not always working. Also most of level is running without any chalange.
Pipe Towers 9/10 I havenīt seen Mario level in while. This one is awesome. I especialy liked the fact that even tough i always run at random directions I always managed to find next checkpoint quicky.
Aquatic Temple 2/10 Confusing as hell, terreible gargoyle puzzles and water level. What a combination.
Midnight Pass Zone 8/10 Fun short level with nice ending part.
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous Quest 10/10 Well i dunno if OLDC is place for mods but whatever Iīm giving it full score for epicness. Hope youīll create more parts.
I'm so insane I read all 558 chapters of Inuyasha in 3 days.
Last edited by Yoshi; 09-01-2011 at 04:24 PM. Reason: Dumbventure made me dumb
Endless Mine - Piano Cover (First one on youtube!)
Soulja boy I tell 'em
Voting time gogogo
So yeah...this OLDC had some awesome maps rolling around.Definitely lived up to my expectations.
Last edited by Zipper; 09-06-2011 at 08:31 AM.
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