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Old 07-15-2014   #141
Jellybones
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Quote:
By pure coincidence, a match level ended up utilizing this exact function.
Yeah, I was pretty surprised when another map did it. I think it was utilized better by Evil Eternity than if we had kept it though. It was just kind of unnecessary in our map, as strong and beautiful as that symbolism is. I hope more maps make use of the ability to change mechanics and terrain at any time.

I've edited my post on the first page with my votes for both MP and SP maps. edit: and now i didn't forget midnight caves lol

EDIT: Kudos to Thatrb2 Dude. It's nice to see a video and people playing the maps. I'm surprised you didn't mention the weirder details in my map that seemed to attract attention like the team rings in the bedroom though, but I'm glad you felt it was solid. I think more people should play it as you do- 5 times or so- because of course nobody's going to find their way the first time around. I get lost very often when I first play an MP map. Going by reviews of our map I felt people only tried it once.

Last edited by Jellybones; 07-15-2014 at 03:04 AM.
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Old 07-15-2014   #142
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While it does generally take a bit to get the hang of a multiplayer map as a player, the layout plays a huge role in making sure players immediately understand where they're supposed to be going. When I build multiplayer stages, I try really hard to make sure all of the rooms don't just blend together into a mess, because that can make it very hard as a player to quickly learn the layout of the stage.

As one of our best examples in the vanilla match rotation, look at Tidal Palace. Tidal Palace has a lot of reused elements and textures, but each room tries to use both texturing and architecture to make it unique enough that you'll never end up in a situation where you reenter a room you've already been to and don't recognize it as the same.

It's even more important in CTF, where there's nothing more frustrating than having the flag but not knowing how to get back to your base. Not only should your rooms look unique, at this point I think it's actively a good idea to make sure that your bases and team spawn points face each other. It also helps a lot if the player doesn't need to change direction significantly to reach the other base. There might be obstacles in the way and rooms to navigate, but knowing that you need to run directly away from the flag room to reach the other base helps a lot with intuitive understanding of the map.

Just remember that while every new map starts with the player not knowing the layout, the amount of time it takes for the player to figure out the layout IS something you want to minimize, and therefore designing the stage intuitively makes for a better level.
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Old 07-15-2014   #143
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I'm just leaving my votes here. I don't think I'm doing a review...

Spoiler:
Single Player
  1. Seraphic Skylands
  2. Glacier Gear
  3. Clock Towers
  4. Sand Valley
  5. Egg Outposts
  6. Sacred Woodland
  7. Floral Road
  8. Midnight Caves
  9. Emerald Lake
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Old 07-15-2014   #144
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Here are my votes for the contest:
  1. Midnight Caves Zone (my map)
  2. Seraphic Skylands Zone
  3. Glacier Gear Zone
  4. Sand Valley Zone
  5. Clock Tower Zone
  6. Sacred Woodlands
  7. Egg Outposts Zone
  8. Floral Road Zone
  9. Emerald Lake Zone
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Old 07-15-2014   #145
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Gonna drop these votes off here, will add comments as I further explore the levels.

Single Player
Spoiler:
1)Seraphic Skylands
Spoiler:
Comments coming soon!

2)Clock Towers
Spoiler:
Comments coming soon!

3)Sand Valley
Spoiler:
Comments coming soon!

4)Glacier Gear
Spoiler:
Comments coming soon!

5)Egg Outpost
Spoiler:
Comments coming soon!

6)Floral Road
Spoiler:
Comments coming soon!

7)Sacred Woodland
Spoiler:
Comments coming soon!

8)Emerald Lake
Spoiler:
Hello Glaber, been awhile since you've made a map! Then again, it has been awhile since we had an OLDC, but let's take a look at what you have for us this time shall we?

When I load up the level I smile at the fact that no more those same triangle textures are plastered everywhere, but you added into the mix some orange JNGL walltextures giving my eyes a break.
While I would have still liked to have seen the large triangle textures be cleaned up a bit, the assistance of the new texture helps out some. Although, I kinda wonder why you picked making the underwater floor using the Cyan "TF2" Flat, seems somewhat odd at first.
Also, I find it funny how people say your level is void of details, since I clearly remember there being some flowers scattered about above ground, and seaweed underwater to give the place a small sense of life to it. Also, didn't seem to have the issue of non-working motobugs, as I was able to use them as robot-bounce chains because they were coming at me granting me the chance to use them to cross areas quickly.

As for the level itself? The layout is very decent, had some good platforming, nicely planned layout, and had plenty of areas that had me coming back wondering what was there. While not as explorative as Sphere's level, this one holds its ground when put against some of the other starting zone levels in the OLDC.
The main issue with your level is that it lacks defining gimmicks for me, the only defining gimmick you have are the slopes at the very end, those could have been put to some pretty cool use if you ask me. Like having the player roll down a slope to gain speed and be launched off to reach a far away platform, or maybe have them build up enough speed to climb up them.
One thing I would suggest is speeding up the moving fofs just slightly, they are quite slow right now and can kill the flow of the level sometimes.

9)Midnight Caves
Spoiler:
Comments coming soon!


Match
Spoiler:
1)Climat Chaos
Spoiler:
Comments coming soon!

2)Moonlit Precipice
Spoiler:
Comments coming soon!

3)Crystal Coast Zone
Spoiler:
Comments coming soon!


CTF
Spoiler:
1)Techno Laser 4.0
Spoiler:
hi d00d64

2)Quicksand Caverns Zone
Spoiler:
Comments coming soon!

3)Forbidden Woods Zone
Spoiler:
Comments coming soon!

4)Old Sport Zone Act 1922: New Money vs Old Money
Spoiler:
Comments coming soon!

5)Wtf? Ctf
Spoiler:
Comments coming soon!
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Last edited by CoatRack; 07-15-2014 at 09:12 PM.
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Old 07-15-2014   #146
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Less than an hour remaining. If you want to vote, vote now, as when the deadline hits the cutoff will be immediate. You don't want to not be counted for being a minute late.
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Old 07-15-2014   #147
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Make that "voting closed", I suppose.

I didn't vote. Oh well. I didn't see too much in SP I didn't like, anyway.
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Old 07-15-2014   #148
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Voting results are now complete:

Single Player
1st - Seraphic Skylands Zone - 424 pts
2nd - Glacier Gear Zone - 376 pts
3rd - Clock Towers Zone - 345 pts
4th - Sand Valley Zone - 334 pts
5th - Sacred Woodland - 180 pts
6th - Floral Road Zone, Act 1 - 176 pts
7th - Midnight Caves Zone - 124 pts
8th - Egg Outposts Zone - 100 pts
9th - Emerald Lake Zone, Act 2 - 65 pts

Match
1st - Climate Chaos Zone - 32 pts
2nd - Moonlight Precipice Zone - 31 pts
3rd - Crystal Coast Zone - 0 pts

Capture the Flag
1st - Forbidden Woods Zone - 67 pts
2nd - Techno Laser 4 - 61 pts
3rd - Quicksand Caverns Zone - 48 pts
4th - Old Sport Zone - 40 pts
5th - Wtf? Ctf - 4 pts

Spoiler: Full vote list
FRZ 23552333213134433243452625444343340024233441634234 401233213 = 176
SWZ 36113145134643342611335353332224221531842333340342 223345332 = 180
GGZ 87678767566777766467547587758575665676787558478776 886567765 = 376
CTZ 78765674745566555356764764566857158855566677766665 777856647 = 345
ELZ 11431212802001000000111400000100503300124200002500 010002001 = 65
MCZ 42224421421322124132223211113032432213311112111421 142410180 = 124
SVZ 54346558377455677585688048885466777467455765555187 555688556 = 334
EOZ 00000000050210211824000132221611016142000024223013 334121424 = 100
SSZ 65887886688888888778876876677788884788678886887858 668774878 = 424

CryCZ 000000000000000000000 = 0
MnlPZ 221222112111212111221 = 31
CliCZ 112111221222121222112 = 32

OSZ 1343114121211111131331 = 40
QCZ 4212231213124223412213 = 48
FWZ 3130443344342434224442 = 67
WCZ 0004000000000000000000 = 4
TLZ 2421322432433342343124 = 61

Last edited by Mystic; 07-16-2014 at 12:54 AM.
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Old 07-16-2014   #149
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Is there any significance to that space before the final nine votes in the SP division?
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Old 07-16-2014   #150
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might be caused by formatting.
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Old 07-16-2014   #151
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Results finalized. The space in the full vote listing is because the forums disallow words beyond a certain number of characters to prevent you from breaking the tables. If you make a word with too many letters it'll put a space in at regular intervals.

This was an amazing contest. Congrats to not just to the winners but everyone here, because we got to play some awesome levels this month.
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Old 07-16-2014   #152
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Unfortunately I never got to do my HUGE REVIEW I planned due to time constraints and my ultimate unrivaled ability of procrastination. But maybe I'll write it up some other time.
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Old 07-16-2014   #153
Trolo Bobo
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This was truly an amazing contest and I am sure that everyone put a lot of effort in these maps. I was knew there will be awesome stuff now that we have skyboxes, lua and all that. Thank you guys, your maps are appreciated and I hope the next contest will have this kind of quality maps too.
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Old 07-16-2014   #154
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By speaking of "next contest"...
When will it be exactly?
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Old 07-16-2014   #155
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The contest is held every two months. The next deadline is August 31st. While I have to admit we probably won't get quite as awesome a turnout, I do really hope we can continue to get at least enough to continue running the contest for a while.
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Old 07-16-2014   #156
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I'm excited for the next contest already. That was really fun. Congratulations to the winners!
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Old 07-16-2014   #157
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An amazingly fun contest it was indeed! Great job everyone and congratulations to the winners!
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Old 07-16-2014   #158
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I was one point away from tying with EvilEternity. :(
Oh well, congratulations to the winners and everyone else for giving it their all to make some great maps, this was hands-down one of the highest quality contests ever.
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Old 07-16-2014   #159
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Congratulations everyone! This was an awesome OLDC! I liked almost every single map, which is a rarity.

I really hope this continues. I don't expect quite this level of quality in the next OLDC, but I hope we can keep it up for a while. (Is every two months a little too frequent? Should it be three months instead, or is that too long?)
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Old 07-16-2014   #160
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Long ago it actually was every month, but that was when the standards for content were a lot lower. The issue with extending the contest beyond two months comes more to how someone who enters their entry at the beginning of the entry period may have forgotten why they made some of their level design decisions by the time judging comes around. While having a lot of entries is important, getting people timely feedback is also important. It's a hard balancing act.
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