<Kroze> CONTEST NEED MOAR BZ4
<Kroze> STOP THE FAIL
Elemental Mansion Zone Act 1 by SonicMaster - 3/10
Right off the bat, why are you including a gamedata in your measly, one map contest submission. You, sir, have some serious
issues.
The major fault of the level was that the main style of level design was oriented towards platforms over death pit. That alone gives you a frustrating and unforgiving level, even if the difficulty isn't hard.
You also really didn't need all that space. There's a bunch of bland areas, despite how much detail you thought you packed in. The length is really more of a minus than a plus for me. It was frustrating enough going through the one time, so I'm not even going to bother going through to try to see the other parts of the level that will inevitably have the same faults over and over again.
I heard DW talking about a secret exit, or something like that. I honestly don't care, mainly because of your execution. The cut-away-view time was basically blindfolding me. After the camera went back to
me, I was surprised to find myself falling. Into death pit.
Oh, and good luck with being elemental. You have only proved that you can recycle what's already made and call it something new. Have fun bragging!~
Arid Oasis Zone by Hyperknux - 6/10
I doubt that this will get counted anyhow, but I haven't said anything before, so-
The only problem about this level I can see is that you're not making up where 2D mode is lacking. For instance, instead of having a deathpit, you could replace that with a lower area that has a spring to send the player to a spot where they could retry said jump.
Limestone Ruin Zone by Chaos - 3/10
At first, it was meh. Then it felt like you eventually stopped caring and just made the map out of long, bland passageways to fill up the map. Bad idea.
Techno Meadows Zone by gaiamegu64@yahoo.com - 4/10
Somehow, even though this level did everything wrong, I enjoyed it. I dunno how, dunno why, although it probably had something to do with how (un)intuitive it was to find the exit.
Two things to remember for your next map. Firstly, interesting is better. That means jumps, and general non-flatness. Tiny passageways aren't always fun either. Secondly, it would be nice if it was clearer where I needed to go to finish. If you can change those, you'll surely have a better level.
Limestone Lake Zone by Zanyhead - 6/10
Not really bad, but there weren't too many redeeming qualities.
One thing you need to fix would be the skims. Bonking me while I'm trying to come out of the water is not fun.
Also, try using blue springs instead of yellow ones when you need to get out of the water.
A last note, the hurting-water inside the cave wasn't fun. The main problem was that where I fell in was too far from where to get out.
Magma Core Zone by Blade T. Hedgehog - 8/10
The only thing I can possibly think of that I didn't like was the difficulty. I'm sure you know that, so I'm not going to waste time explaining why it was hard.
What I liked here was the treatment of gimmicks. You started out with each gimmick in a basic form, starting with a mild state in order to introduce the player to it. Then you gradually changed the gimmick and used it differently. Reminds me of Portal.