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#41 |
Excelsior
Judge
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#42 | |
I do things sometimes
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Thompson made use of what he had, and he expanded on what he could do by adding in a socced hang glider which he utilized further into his unique gimmicks. What did you do? Put a bunch of rooms together with somewhat related textures and add ugly-ass scrapped enemies here and there? Add something vaguely resembling a trailer load and call it architecture? Put some effort into your work for once. Last edited by CobaltBW; 01-02-2011 at 02:45 AM. |
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#43 | |
aka SpiritCrusher
Moderator
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Also, could you please trim these videos so that you show only relevant parts? I hate watching half an hour of film just to understand your review. Last edited by MascaraSnake; 01-02-2011 at 11:49 AM. |
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#44 | |
Emblem Radar Ready
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basicly what happened in that video was during my play though I didn't have a clear direction of where to go. Some of my comments in the video were late.
I never even saw that spring with the ring around it. I actually ment that I didn't know that I had to waterskip. it didn't help that I thought I woudn't had made it across without the wind shield like the first fountain shows. Reason I said unexpected was due to the sprite, I thought I was jumping into the bird badnik from Arid Canyon, not a hang glider Quote:
I will revise my rating though and upload a new video to reflect it.
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SRB2TP (The Past) 1.08 Now Avaiable Why wouldn't you glide and climb as Super Knuckles? |
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#45 | |||
What am I doing here?
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#46 | |||
aka SpiritCrusher
Moderator
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Don't think I want to force you to change the rating. Your opinion is yours, though if you want to revise it, that's of course also fine with me. And if you make a new video, please make sure it's not half an hour long again. Oh, and you might wanna try out that other path. |
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#47 |
Emblem Radar Ready
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The new video will be shorter, and I did try the other path just now. I didn't even know about that spring with the ring around it untill you told me. that path did have some confusing parts on it though, like after the first gargole switch, the next hallway had skims facing the wrong way making me think I had to turn around.
Oh, and Sonic can get to the top of that cliff. You may want to check the waterfalls for blue springs.
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SRB2TP (The Past) 1.08 Now Avaiable Why wouldn't you glide and climb as Super Knuckles? |
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#48 | |||
aka SpiritCrusher
Moderator
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EDIT: Screw that last one. I meant the other waterfall. The one where you went backwards. Last edited by MascaraSnake; 01-02-2011 at 02:41 PM. |
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#49 |
Emblem Radar Ready
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I guess I wasn't paying attention then.
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SRB2TP (The Past) 1.08 Now Avaiable Why wouldn't you glide and climb as Super Knuckles? |
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#50 | |
CRIMES.
Developer
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Single Player:
Icicle Warehouse Zone by glaber Flooded Mine Zone, Act 1 by Spongecar Twilight Isles Zone by Thompson - 3/10 This map feels like a choice between stupid puzzles and the same generic platforming present in every SRB2 map. Seeing as much, I'll just comment on the puzzles: I really hate them. The first puzzle is passable once you figure it out and it becomes another platforming challenge, but until then, it's the most confusing area I've ever seen. The second "puzzle" is the same sequence of switches that every SRB2 map has as a "puzzle". The gargoyle puzzles also leave a lot to be desired: the first one should be raised up so as to be more prominent, because I went past it five times before noticing it. The second one was ok, since it was more prominent and had the advantage of coming after the puzzles were introduced, but I would've preferred the stairs be moved around so they're not right in front of said gargoyle; the first time I played the map, I pushed the gargoyle down all of those stairs instead of shoving it down the hole, which isn't very fun when step-up keeps pushing you on top of the gargoyle. The platforming segments in the other paths weren't that much fun either, and I'm sure I wouldn't have figured out the water skipping area if I hadn't heard about it beforehand. On a positive note, the hang glider segment was fun, and the map looked pretty nice. But please, try to make a map where every path is clear. I'm sure I'm going to get a lot of flak from people who disagree, and I'm sure my vote won't make much of a difference against people giving this map 9s and 10s because it has more puzzles than most, but I wanted you to know this anyway. (Also, tbh the only reason I played this map enough to score it is because the people on IRC wouldn't stop bitching at me until I played the whole map.) Match: MAPM1 - Setting Sands Zone by ZarroTsu MAPM2 - Celestial Sanctuary Zone by Mystic MAPM3 - Quick Cliffs Zone by Scizor300 MAPM4 - Orange Stream Zone by Brawl CTF: MAPF1 - Castle CTF Zone by Teleporter 412 - 0/10 This map had prison cells that team members would get randomly trapped in with no way out, idiotic platforming to get to the flag consistently, teleporters that barely work... In conclusion, http://cdn.anyhub.net/thebest404page...sful_troll.swf MAPF2 - Water Hall Zone by Kuba11 - 4/10 To be honest, this wouldn't make a bad CTF map except for how dark it is. MAPF3 - Seaside Strike Zone by RedEchidna - hi mom I have a bad habit of making last-minute rushjob maps nowadays. :E MAPF4 - Gravity Garden Zone by Charybdizs - 2/10 I'm sorry, but this map lagged too much for me to play it properly. It was also one giant opening area, which is horrible for CTF. MAPF5 - Volcanic Temple Zone by Metal Fighter - 3/10 This map was playable, but just barely. There was also too much lava in what I assume is the main path, and it's a fairly confusing mess of things. Circuit: MAPR1 - Mushroom Hill Zone by Simsmagic - 5/10 This map was difficult under lag, sure, but it's actually pretty fun once you get used to the mushrooms. Plus, I was the only one who actually finished in our netgame :D Also, wasn't there an identical version put out on youtube about a month ago? MAPR2 - Cherry Canyon Zone by Katmint MAPR3 - Sunken Cave by Kuba11 MAPR4 - Greenflower Rush Zone by Spongecar - 1/10 I don't see what's so hard about this map. All it is is a few generic platforms with a zoom tube and a teleporter. Also, lol SDURF MAPR5 - Disco Dash Zone by Brawl - 0/10 Kept falling off of the path, turrets shooting out for no random reason, no starpost activators... Try again.
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#51 |
hey
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Man, voting time already? Time has been flying faster than ever for me...
Icicle Warehouse Zone by glaber: 3/10 The visuals were decent, but it wasn't anything exciting. The gameplay, unfortunately, was boring. It didn't seem inspiring at all and overall it just felt like another regular level. The SRB1 enemies were pointless, and is there any patricular reason why it leads to Blue Mountain Zone? Flooded Mine Zone, Act 1 by Spongecar: 1/10 I don't get this level at all. I just run into a bunch of cramped areas underwater, I do an exact copy of DSZ1's statue gimmick, and then gravity gets reversed for no reason. I blink, and the level ends. What the hell just happened? Twilight Isles Zone by Thompson: 5/10 Easily the best level out of the three. The problem I thought that really killed the level was the trial and error difficulty. The water skipping gimmick (which took me forever to realize) especially led me to dying, A LOT. The gimmicks themselves and the concept of the level design was great. It could have been executed much better though. Overall the SP levels didn't excite me much. I'll play the multiplayer maps but I won't vote for them, like usual. Last edited by Bbop800; 01-02-2011 at 04:53 PM. |
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#52 | |
What am I doing here?
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I do only vote for the Single Player Roation, because I am not used to play Match, CTF and Circuit maps. Let's begin, folks ^^
Icicle Warehouse - Glaber - 1/10 I'll be quick, I don't want to waste time talking about this piece of crap. - Unneeded SRB1 enemies - A horrible trap which Scizor300 already mentioned that can only be escaped from by NOCLIP - Broken conveyor belts - Where's the warehouse? - A power-up room that has unreachable goods for Sonic - Bad positioned enemies That's all, Glaber, please try another business. This wasn't made for you. Flooded Mine - Spongecar - 0/10 Hello Spongecar ;) Your level is a bunch of narrow paths filled with nothing. Do not ever use GFZROCK and GFZFLR01 with mine textures/flats. The stage is tiny and has only one path split. Gravity flip was awful. The spikes should have a variation on their sets. There is a part of the level that can't be called a mine anymore ever since. This map has no good points. Nice try, Spongecar. Twilight Isles - Thompson - 9/10 Wow Thompson Do it again Lemme tell the only fails: sigsev at the log hopping part and you're using a SOC that doesn't let Tails fly higher like he was supposed to. I will not tell you why is the level so freaking cool because my friend Charybdizs already did that. Congratulations. I'll keep your wad. Results: TWILIGHT ISLES, YAY! I loved this contest. I'm thinking on voting on the Multiplayer maps ^^
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#53 |
aka SpiritCrusher
Moderator
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So, I finally finished my SP reviews, which are pages long as always. If I catch any of the mappers not reading his, I'm gonna kill him ;)
Spoiler: Single Player |
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#54 |
The Tortured Planet guy
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SpiritCrusher, one of the things I look forward to most in every OLDC is reading your reviews. It's at least as enjoyable as actually playing the levels, and often substantially more so.
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#55 |
aka SpiritCrusher
Moderator
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Hey, I hope it is more enjoyable in the case of Flooded Mine and Icicle Warehouse ;) Anyway, thanks. I'm trying to do my best.
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#56 |
Friendly lurker, I promise.
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So, things Thompson should do to make Twilight Isles get 1 more point for everyone:
More signs and less confusion. Add the "blue thing on the floor that represents a spinball with a blue arrow pointing at the fountains" like he did on 2K6RE. amitire? I'll try to vote on maps, including Multiplayer, as soon as I can.
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Always remember to have fun 3DS FC: 0989 1765 4380 Please let me know if you add me ^_^ |
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#57 |
aka SpiritCrusher
Moderator
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More signs and I might give him a point less. More intuitive path design without spamming signs and I might give him one more.
Again, no. I hate it when the level tells the player what to do directly. What he could and probably should do is put a speed pad in front of the first fountain so that the player gets to know the mechanic. |
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#58 |
Endokukennnn
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Thank you for the reviews everyone. :) I personally loved reading BZ4 and SpiritCrusher's. Sorry for starting drama. I wasn't really trying to start with the sadness and depression. I tried to keep it nondrama-ish with "hope this is enjoyable." at the end, but I guess it didn't work. :p I am canceling 2k6re though. I just couldn't stand how much I had to deal with for the modification, such as hard-coding, updating the exe, sprites, etc. Especially with few to help with the bidding. I also didn't have much spare time as much as I used to. With me doing marching season, social life, blah blah blah. So I just had to cancel...but i still wanted to do something apparently and thought if i did a simple completely original that no one has ever made, it would be more easier and one hobby I could do that wouldn't be so very complicated and boring.
I have no idea why I stayed with Sth360/srb2k6re/"another name for it" for so long. It was really boring to make, but what I guess what made it fun for me was me being original and what I had thinking would be very cool and releasing it to you guys. But nahh, it wasn't fun and I thought, "Screw this. I quit" which I said I think 6 months ago and left srb2 :p But yeah, before school was about to come to the winter break. I thought, "maybe if I do something original, mapping would probably be a little more fun"...since I don't have anything to do anyway. So my map, which brings us to this... Twilight Isles Zone by me - N/A Since I had some spare time for winter break, I decided to make this map, and like I said earlier "maybe if i do something original, mapping would be fun" I based it off a few things i really quite enjoyed a lot, like, i think a map called Maple Treeway from Mario Kart Wii, and people have kinda nailed the other ones... Super Mario Galaxy, Kirby and the Amazing mirror, (yeah I took the music and kind of recolored the sky from the game) And I brung all the ideas,... plus my thoughts together and made this. What BZ4 said was right. I really enjoyed making this. Before, I was making maps because I enjoyed praising and what not. Which really made fixing up problems hard. Trying to make everyone happy isn't possible which I understand now. Because you know "everybody's a critic." And don't take this the wrong way. When i make future maps, i won't just say that quote and not take constructive critism like a few users do around here. >.> It really is about the enjoyment of making maps. Which I'll always remember. :) Thanks BZ. Flooded Mine Zone by Spongecar - 1/10 I disliked this...There were alot of flaws with this map, which almost everyone has listed already. I won't waste time repeating what everyone has said already. Please fix these issues. Learn from them. Icicle Warehouse Zone by Glaber - 3/10 Uh, nothing I really have to say about this map. It was just boring to play. Not sure, but I think someone has said something about those random monitors in single player levels before, which was kind of a stupid idea anyway. The only thing nice I found about this level were the sector-based visuals and a few construstion sites and secrets. But that's about it. Haven't tried the multiplayer maps yet, but i'll give those reviews later...
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Solar Egglipse in progress. |
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#59 |
Emblem Radar Ready
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The rating for Twilight Isles has been revised in my post on page one. it's now 5/10
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SRB2TP (The Past) 1.08 Now Avaiable Why wouldn't you glide and climb as Super Knuckles? |
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#60 |
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Here's my Single Player votes. Took me long enough, right? :P
Glaber's Icicle Warehouse Zone - 3/10 This is mostly just a hallway fest, and the broken (frozen?) conveyor belts were especially bad offenders. I see a bunch of Buzzes decided to massacre a bunch of Minuses and take their bodies, and some icy SRB1 buzz clones have come out of cold storage. Custom enemies are usually nice, but it's pointless if they are identical to default enemies. The racks with monitors were... interesting, if that's the right word. I kinda just randomly thokked through them and wound up with an Armageddon Shield. :P The unreachable black emerald hiding behind the window... it made me remember some other level that had an unreachable but visible black emerald behind bars. Probably one of your maps too. :P Spongecar's Flooded Mine Zone - 2/10 The things that stand out about this level to me are monitor bouncing off the overturned mine cart at the beginning and the reverse gravity spike thing at the end. The former was a good moment, but the latter was a mixed reaction. I liked the creativity of making you walk around the spikes instead of jumping, as it goes against the obvious use of the hazard. However, there was no indication that you would die from jumping, and the gimmick felt out of place. The gargoyle puzzle lifted from Tortured Planet took me a few tries for me to get to work right. The rest of the map is nothing special, and it definitely has issues. Thompson's Twilight Isles Zone - 6/10 This map's main and most present flaw is how confusing it is. There is a lack of general direction and bustable blocks need their own texture badly. The first spring of the puzzle path's first spring tends to send you just out of reach of the ledge and it took some odd thokking to get up there. The geyser room on the platform path is broken, and I almost docked a point for that but monitor bouncing can easily get you past that room so I didn't. Speaking of the geysers, that one room on the platform path where you needed to skip off of them was easily the worst room in the map, and I never even cleared one section of them due to the randomness of the water skip. Luckily the geyser platform before that room can send you to a high ledge where I just spindash jumped and skipped over that entire section. :P The puzzle path had some turrets I kept hear firing but never actually saw them. The glider section (Wild Glide Galaxy much? It even ends like it.) was something I always wanted to see, an actual use of the glider SOC. The falling rocks in the end were kind of cheap, at least until you know the blind spots. Last edited by Katmint; 01-03-2011 at 03:09 AM. |
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