Level Design Contest Voting: November/December 2008

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I'm guessing Sand Valley got a 6 or 5 average. Possibly 4. Not THAT bad for a 2-D level and my first Single Player map evar. XD
 
In order of play:

Forever Forest Zone 2 by: BlueZero4 9/10

Wow, the scenery in this place was great, and the flow rocked. I don't know why people are complaining so much about the enemies, I didn't mind their absence. The atmosphere was what made the level so great for me, however, the music (in my opinion), didn't fit at all. If anything, the music choice diminished the experience. Tunes 90 made it feel better the second way through IMO. It also felt a little short lived though, but that went away when I spent 10 minutes just exploring and finding goodies. Great job.

Blown Fuse Zone
by: SonicMaster 8/10

Another great level by SonicMaster. The flow felt nice despite the frequent stops along the way. One thing I didn't like is that, at the beginning, the left pathway feels like it had a bit more work put into it than the right, (it's just a feeling though). I liked some of the gimmicks, though I can't say I like 2D mode at all. The scenery was great too. I enjoyed this.

Aquatic Labyrinth Zone 1 by: Kuja 6/10

The gimmicks were cool, the scenery was good, and the music was very nice. Though, somehow the gameplay didn't feel like anything fresh, or great or anything. My computer is not the most advanced in terms of gaming, and Water+Lag+Horrible air bubble placement=Frustration. I didn't even play it all the through. I got too mad at the thing.

Elven Peaks Zone by: Chrome 7/10

It was a pretty solid map. Though there was really nothing new to see, nothing out of the ordinary. There really wasn't anything aesthetically amazing either. The gameplay was good, and the flow was decent, but I can't really say I liked the texture set you chose, and the whole thing seemed rather short for some reason. I didn't see much along my way to the exit.

Adventure Island Zone by: Fawfulfan 2/10

You have really cool ideas sometimes Fawful, it's just that you tend to execute them horribly. I think you already know what's wrong with it, adventure mode, the crampedness, etc... But if you were to take this level, smash it into a million pieces, and rebuild it with some proper mapping techniques, and this would make a really cool level.

Death Egg Zone by: Blade 8/10

This was just plain fun to play. The flow was somewhat broken by the platforms at times, but that didn't really hurt anything. I liked the custom textures, and the way they were incorporated into the level. The scenery was cool too. I can't think of anything beyond that, great job!

Sunset Strand Zone 1 by: Azure Hawk 6/10

Felt nice for an introduction level, but it felt somewhat cramped at times. The gameplay wasn't all that bad, but I felt like there needed to be wider open spaces for me to run around in. Also, packing in thousands of randomly placed flowers into one sector doesn't look good at all. Try spacing them out more, or try making some sort of pattern out of them.

Greenery Pass Zone 1 by: Knockout the Echidna 7/10

I see some major potential here. I don't really know why, but I really enjoyed this level. It's a bit bland in terms of scenery, and the texture set could be a bit more varied, but all in all, I think the feel of the level was great! It seems you know the very basics of level designing, like good enemy placement, and creating nice flow. Just throw in some good scenery and this level would have done great. Also, it's kinda pointless to put a starpost right next to the end of the level XD

Green Hill Zone by: Koni 6/10

Not bad at all, though it was somewhat cramped at some parts. I really liked the monkey enemy, and..... yeah. There's not much criticism from me beyond that.

Sand Valley Zone
by Nathan Speed 6/10

All my gripes with the level are explained in the posts before me. I really liked the gameplay in the beginning though. What annoyed me most were those teleports.

Hydro Plant Zone by verifiaman 2/10

I read the reviews on this level, and frankly, I wasn't looking forward to playing it. So, I started up SRB2, started the level, and ran like hell so I could to finish the level as fast as humanly possible. I spin-busted every enemy, pushed every button, and thokked toward any spring in my way. The result: I blasted my way through the level very quickly and had a hell of a time doing it. The level design was really bad though, and I narrowly missed cheap deaths almost constantly. I give you 1 extra point for having so much fun.

End of Year NiGHTS by Glaber 6/10

A relatively small amount of scenery for a nights level, but I still had fun playing it. I ran out of time though, and I ended up getting stuck at the bottom. X_X

Good work everyone, I think these are the best single player maps I have played in a long while. (Not counting the time my computer was dead).
 
Thanks for the update, but did he ask for it? Methinks somebody is a bit anxious to see the contest results...
 
You know, I'm almost done with my submission for next contest (don't worry, I didn't rush it...I've been working on it long before the judging on this contest began.)
 
:SonicMaster: said:
Nathan, my calculations say that you have a 4.93 on SV as of this post.

So... It's kinda bad but it's a little good... kinda...?
Anyways, while we are on the subject, is this on a normal 10 ponit scale, or is it using school logic for grades?
 
The contest ends at January 8 midnight in GMT time, so that would be a little more then an hour after this post is made.
 
MAPA1 - Tainted Rainbow Zone by SonicMaster

Technical issues: runs very well, no lags, errors, unclosed sector or visible missing textures.

Theme and scenery: Ow nice, seems we have a colorful map here. Adopted theme and scenery is uniform along the whole map, although I got confused with the theme when I played it at the first time - factory or a rainbow? Scenery doesn't make me involved with the map. If I can't get involved with the map, I get tired easily. Visibility is a bit hard if you try to shoot far targets.

Paths and Flow: It's possible to see the paths where you can run. The flow is a bit cramped in southeast part of the map, seems some obstacles were laid out at random.

Gameplay: After some minutes playing, I perceived I'm bored. Seems that I can't obtain/explore more the map, I don't have much possibilities of gameplay other than running and jumping. The good point was the trick with current+springs to get monitor on pillar and bouncy FOFs.

Rating: 5/10

*****

MAPA2 - Spring Peak Zone by HyperKnux

Technical issues: runs very well, no lags, errors, unclosed sectors....Oh noes! Visible missing textures: linedef 255, 256 and 257. *runs like hell*

Theme and scenery: Adopted theme and scenery is uniform along the whole map. It's clear and perceptible your intended theme: grass, rocks, caves... good atmosphere. I can get involved with the map.

Paths and Flow: Paths are diverse, there are multiple floor levels / heights; it's possible to make combinations of them to make new routes. Southwest part of map is confuse; paths aren't so clear and death pit doesn't help much, forces an unnecessary platforming. The ceiling is too low, I can hit my head every time I use yellow springs. Map is cramped at east part because there are too much elements (obstacles, river, steps and pits) so close each other: enlarge or remove some of them.

Gameplay: There are places where you can hide in and shoot someone's back. Once there are diverse paths and rooms, there are more possibilities of gameplay.

Rating: 6/10

*****

MAPA3 - Elemental Arena by Nathan Speed

Technical issues: OKTHXNext....

Theme and scenery: adopted theme was respected and well applied. The darkness in fire room plays a role as challenge (I suppose). Good aesthetics and clear. Try to solve water FOF floor height of ice room.

Paths and Flow: All paths are, how to say, teleporters-dependent. But: teleporters are too narrow, also, they restrict possibilities of paths (see Blue Warrior's review): This is bad! The "wind up" FOF (air room) breaks the flow: I think you could be shot or fall down in death pith easily.

Gameplay: Besides the teleporters trick, you didn't give much clever possibilities of gameplay other than hunting people room-by-room or waiting to shoot someone from a hidden place. Even so, the idea is interesting, you just need to work more on it.

Rating: 6/10

*****

MAPA4 - Water Plant Zone by Ezer.Arch (It's ME!)

Technical issues: *shot*

Some comments I had made:

There are a cistern and a 2-floors building with 4 staircases and a lot of windows by which you can see everything (and be seen too). Just it, nothing more. And all of the places are absolutely accessible for Sonic, Tails and Knuckles.

Also:

http://www.srb2.org/mb/viewtopic.php?p=304010#304010

Rating: *smiley*/10

Thanks.
 
The results are in.

Single-Player:
Elven Peaks Zone by Chrome: 75366777665677567 - nothing dropped - 6.0588235294117647058823529411765
Adventure Island Zone by fawfulfan: 33221134452211412 - 0 dropped - 2.4117647058823529411764705882353
Sand Valley by Nathan Speed: 6266564525752546 - nothing dropped - 4.75
Green Hill Zone by Koni: 677447656623836 - nothing dropped - 5.3333333333333333333333333333333
Blown Fuse Zone by SonicMaster: 98X799987799997898 - 7 dropped - 8.3888888888888888888888888888889
End of Year NiGHTS by Glaber: 648365557674666 - 3 dropped - 5.6
Hydro Plant Zone by verifiaman: 65170035432266221022 - nothing dropped - 2.95
Sunset Strand Zone, Act 1 by Azure Hawk: 6777666566666 - 3 dropped - 6.1538461538461538461538461538462
Aquatic Labyrinth Zone, Act 1 by Kuja 88889XX89XX8876 - 3 dropped - 8.4666666666666666666666666666667
Forever Forest Zone, Act 2 by BlueZero4: 79677777687789 - 4 dropped - 7.2857142857142857142857142857143
Death Egg Zone, Act 2 by Blade T. Hedgehog: 9798979989888 - 7 dropped - 8.3076923076923076923076923076923
Greenery Pass Zone by Knockout the Echidna: 7674 5667 6747 - 4 dropped - 6

Match:
MAPA1 - Tainted Rainbow Zone by SonicMaster: 65755 - nothing dropped - 5.6
MAPA2 - Spring Peak Zone by HyperKnux: 776 - 2 dropped - 6.6666666666666666666666666666667
MAPA3 - Elemental Arena by Nathan Speed: 76626 - nothing dropped - 5.4
MAPA4 - Water Plant Zone by Ezer.Arch: 988 - 7 dropped - 8.3333333333333333333333333333333

CTF:
MAPA5 - Autumn Breeze Zone by SonicMaster: 6585 - nothing dropped - 6
MAPA6 - Desert Ruins Zone by HyperKnux: 46 - 1 dropped - 5

Circuit:
MAPA7 - Furry Fox's Volcano Zone by SonicMaster: 356 - nothing dropped - 4.6666666666666666666666666666667
MAPA8 - Assembly Line Zone by JJames19119: 664 - nothing dropped - 5.3333333333333333333333333333333

Congratulations to Kuja, Ezer.Arch, :SonicMaster: and JJames19119!
 
Shuffle doesn't have the usertitle anymore, so that's irrelevant.

Congrats to all of the winners! Enjoy your lovely gradient name and usertitle.
 
It's been a great contest. I guess I managed to come out on top this time. Just barely.

Special thanks to DashFox(alias Kalaron), Prime, Blade, and everyone else who helped me iron out most of the bugs in this level. Also, thanks to Senku for making his seaweed and generously adding it to the asset pack.
 
Mystic said:
There's nothing that can make a 2D map in 1.09.4 good because even if the angels came down from the heavens and graced us with the perfect 2D map, it wouldn't change the fact that 2D physics in 1.09.4 are [lolcensoring] and the camera is even worse.

The Wiki page said:
Blown Fuse Zone by SonicMaster - 8.39

I think I've changed your mind, hm?
 
I've said it earlier, but this was a great contest in terms of both variety and quality. Awesome work, guys, and congratulations to those who won the divisions.
 
Those new usertitles make me want to get into level making so I can enter a contest.
 
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