Official Level Design Contest Voting: July/August 2008

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Waterfall Town Zone, 0/10
You're gonna need to put more effort; at least it has more effort than THE_DOOM.WAD. And you had so many Ambient sounds in one place that I actually got spike lag.

Poison Palace Zone, NA/10
It is playable as all three characters. No Climb was placed so that Knuckles didn't skip the map, and the Tails route was so that Tails wouldn't skip the map, either.

Glaber Syndrome Scrap Brain Zone Act 3, 0/10
No Sonicky gameplay at all. Making mazes is a terrible idea for a level. This isn't Myst, you know. Despite that, the gimmick was kind of neat, but the fact that this is simply a port makes you lose all those points you gained from the neatness of the bad gimmick.
 
Since sb pointed me to the contest thread, I figured I'd give them a playthrough and a vote while I was at it.

Single Player:
Waterfall Town Zone, Act 1 by Superusuario 2/10

I assume you are relatively new to mapping and level design in general, so I'll start with some basics. There is nothing wrong with the level technically speaking and it is obvious that you understand how to make levels, but there are many things design wise that honestly don't make this level very fun.

One main problem is that the level is far too open. Levels should contain obstacles and variety of terrain in both height and aesthetics. Your level was mostly flat, leaving me to merely right click to thok my way to the next point of interest. The other problem is that your only true point of interest, the last area with the towers and springs was far too simple to complete. Walking into two springs was the extent of all I had to do to complete the level. Difficulty and variety are the spice of life. I'm sure your next submission will be an improvement.

Poison Palace Zone by SonicMaster 7/10

I have to say that I'm impressed. Its not often you can see someone make a level path specifically for Tails and still have it be difficult. Despite the clear ripoffs of other levels and 1.1 you managed to roll them together and make the most challenging and fun for Tails level I've ever played.

If I'm going to complain about anything, it would stem from the amount of generic platforming and crusher traps that made up parts of the level. When you made floor to ceiling crushers that required me to spin-fly at the right time to get through, or those platforms with the ball spikes that forced me to regulate my flying perfectly were great, but the common spike and crusher traps that I could have passed just as easily as Sonic could have been avoided. Especially the initial gimmick with the waterfalls in the beginning could have been replaced with something that was more of a challenge, rather than right-click to fly.

After playing through the level as Sonic, it just seemed to me that the level was better suited for Tails in the first place. Not that the level's challenge was fundamentally bad for Sonic, it just almost felt like Tails' path was more suitable. I do wish more levels had some good Tails-specific stuff like this, it would give the other characters a lot more appeal.

Scrap Brain Zone, Act 3 by Glaber 0/10

Mazes still suck, even when in 2D mode, sorry. I wish I could say something more constructive, but a confusing maze-like level in a SP mode that is unpolished to start with just doesn't give me very much to talk about...

Match:
Combination Zone by Superusuario 1/10

Suffered from much of the same problems as your Single Player entry. Too large, too open, not enough obstacle.

Sky Island Zone by Roy Kirby 6/10

A solid map. What could have really have improved this map's flow was to have a physical connection from the lower center island to the other islands by something other than the elevator, or abusing the spring in the pond. The rest of the level meshed together quite well.

Moon Milkshake Zone by SonicMaster 1/10

Suffered from the same problem as superusario's maps. Huge size combined with low gravity made it a chore to find anyone, much less hit them.

Factory Zone by Chaos 3/10

The issue wasn't the fact that it had wide open spaces and narrow dangerous areas, it was the fact that they weren't in balance. In other words, your open areas were too big and your hazardous areas too small. Perhaps a reduction on some of the outside area and more connections to the inside factory would be in order.

Nightopeon Casino by Kuja 3/10

Too. Large.

The area outside the casino worked well and played well despite being rather large and flat. The casino area however, despite the fact that I could actually look at it with decent framerate, was just eye candy. The sheer size of the area made it difficult, if not impossible to score against anybody.

Awesome by Torgo 0/10

Yeah, I know its a joke map. It was moderately funny, but the novelty died as soon as the circle-strafe ring spam started.

Hidden Palace Zone by Knockout the Echidna 5/10

Center area was pretty good and well suited for match. However, the outside areas of your map mostly went completely unused. I would suggest focusing on improving your center and optimizing, or possibly doing away with the outside areas. If you could get a 32-man netgame going, this map would be of perfect size, but unfortunately, you just cannot put the whole map to use with 8 people.

Haiff Zone by DarkWarrior 0/10

Yeah, once again, I know its a joke map. But, once again, the humor wasn't enough to hold this up. HAI FF.

CTF:
Cylindrical Mine Zone by SonicMaster 5/10

Not bad. I do have the say the platforming in the middle was pretty interesting. Unfortunately, the water pits weren't so much. It would be nice if the floor was closer to the water's surface to promote more connectivity to the rest of the level.

Tubelectric Zone by Glaber 1/10

Didn't look anything or play anything like Tubelectric. Not to mention that several people in our netgame got stuck in the zoom tubes. Unforgiving cramped passages were difficult to navigate without getting shot at. Flag bases were too easy to camp. Please try again.

Circuit:
Los Pants Gehts Zone by SonicMaster 5/10

Not bad. I appreciated the platforming challenges offered by the oddly sized pits, but most of the netgame did not. I guess I just enjoy pain.

Medivo Circuit N Zone by Glaber 3/10

Meh. The map looked pretty good, but the gameplay was just another drillfest. Didn't really bring anything interesting to the table, despite being solidly done otherwise.

Overall:

Well, it was nice to get a dose of SRB2 after a long while and play through some new stuff. Its always good to get a few more decent maps around here. Netgame was a lot of fun, despite the lag.
 
Yo, Glaber:

- Hold Spin Dash
- Hold Forward
- Release Spin Dash
- Immediately Jump
- Thok

That's how you clear the huge gap. It's a technique that everyone SHOULD know...>_>
 
Single Player:
Waterfall Town Zone, Act 1 by Superusuario - 1/10
This zone wasn't fun, it needed to have more...well just about everything.

Poison Palace Zone by SonicMaster - 7/10
Bleh, more 1.1 waterslides. Anyway, at least this zone had some effort as compared to the other single player levels. It would be neat if those green platforms had a popping sound.

Scrap Brain Zone, Act 3 by Glaber - 0/10
...Seriously a maze in a 2d level? Yes I saw f11, if you have to explain something, it is almost always a bad sign, at least in a sonic game. I think a better way is to use some sort of picture or visual cue to explain something.

Match:
MAPA1 - Combination Zone by Superusuario - 0/10
This is not a good idea, having warp sectors and have 4 square levels does not make a good map. there were problems finding people and no items didn't make this map any bit of fun.

MAPA3 - Sky Island Zone by Roy Kirby - 5/10
I did like the layout of this level, the thing that took some points for me personally is the auto/rail combination. Granted most people in my servers didn't really go for that, but if one person sees that you can, that guy will dominate the match.

MAPA4 - Moon Milkshake Zone by SonicMaster - 2/10
Argh, I do not like gravity changing levels. the multiple levels broke gameplay.

MAPA5 - Factory Zone by Chaos - 8/10
Impressive level, I didn't experiance too much lag. I had a little trouble finding the entrance for some reason, maybe you could add 1 or 2 more entrances.

MAPA6 - Nightopeon Casino by Kuja - 3/10
This level had too much lag to really enjoy. It could have been a good match without it probably though.

MAPA7 - Awesome by Torgo - lulz/10
Yeah, its my map can't rate. I didn't have the time to finish what I wanted to submit to this contest, so I submitted this.

MAPA8 - Hidden Palace Zone by Knockout the Echidna - 6/10
Was alright, though the middle room was a bit laggy. The outside area is too large, and sometimes had redwall. It played alright in the middle though.

MAPA9 - Haiff Zone by DarkWarrior - 6/10
Hai FuriousFox. This level actually didn't play too badly, there was some fun to be had.

CTF:
MAPAA - Cylindrical Mine Zone by SonicMaster - 5/10
Meh, was okay. I didn't really use the middle path too much as it seemed to take longer on that then on the sides. It played alright.

MAPAB - Tubelectric Zone by Glaber - 1/10
This map was not fun at all. It was really cramped and just didn't have good flow.

Circuit:
MAPAC - Los Pants Gehts Zone by SonicMaster - 6/10
Was alright, sometimes it seemed like it tried to do a bit too much to prevent a thok fest.

MAPAD - Medivo Circuit N Zone by Glaber - 2/10
A bit boring level. What is the deal with you and doing the same dang themes? Why not try something that isn't Jazz jackrabbit themed?
 
Waterfall Town Zone, Act 1
1/10. - This map fails, where is the water blocks? I thought waterfalls leaves water on the ground, why is their houses everywhere, theres not that mutch seanery, too many houses.
Poison Palace Zone
8/10 - I liked it but there was 1 thing that made me upset, the difficulty ruined the fun of the level, but besides I give it a 8/10!
Scrap Brain Zone, Act 3
7/10 - Very fun level indeed but only 1 robot is kinda harsh...
 
Jazz, about people getting stuck in Glaber's Tubelectric Zoom Tubes, that's my fault. I helped him to try to get both Zoom Tubes working because he didn't know how. I may have put the waypoints too close to the start/end sectors.

Donovan, as long as you played the Single Player maps in Single Player, you can still rate those. It's just the multiplayer ones that you have to actually be in a netgame for.

Even though 39/0 is disqualified, I do want to get feedback for it. D:
 
Multiplayer Contest Level Pack.

MAPA1 - Combination Zone
1/10 Flat + wideopen + match = no.

MAPA2 - n/a

MAPA3 - Sky Island Zone
9/10 A very nice level. Not to small or too big.
Had nice scenery. Overall very good.
The thing keeping it from a 10 is it being a bit easy to fall of the level if you'r not careful.

MAPA4 - Moon Milkshake Zone
n/a Haven't tested this one yet >>

MAPA5 - Factory Zone
n/a Couldn't test it that well.

MAPA6 - Nightopeon Casino
3/10 Nice level, but lagged like crazy.

MAPA7 - Awesome
10/10 Awesome

MAPA8 - Hidden Palace Zone
:3/:D Can't rate D:

MAPA9 - Haiff Zone
3/10 Ok... Strange map but some what fun.
Not much else to be said but...
Hai FuriousFox.

MAPAA - Cylindrical Mine Zone
5/10 Very nice level. lots of rings and stuff.

MAPAB - Tubelectric Zone
4/10 This was a fun map but strange at the same time.
O_o

MAPAC - Los Pants Gehts Zone
n/a I just don't know yet...

MAPAD - Medivo Circuit N Zone
n/a I just don't know yet...

1p votes comiing soon...
 
Can't judge multiplayer yet, but after browsing, I can say that Nightopian Casino is really detailed. So detailed, it lagged at a small but noticeable rate.
 
All of these were tested in Torgo's server.

Match:
Combination Zone - Superusuario
Not enough rings in this map. I spent most of my time in this level looking for rings. It's also flat and open.
1/10

Sky Island Zone - Roy Kirby
Very good. It's just the right size, and plenty of rings. However, you used auto-fail.
8/10

Moon Milkshake Zone - SonicMaster
I bit to dark, and I wasn't fond of the gravity. A so-so map.
5/10

Factory Zone - Chaos
This level was very good. Only realy flaw was that the elevator moved a bit to fast, and it was a bit too big.
8/10

Nightopean Casino - Kuja
Ow, my framerate. Too big, the only place where you could fight without framerate lag was outside, But it was too flat. The Inside did look nice, though.
4/10

Awesome Zone - Torgo
AWESOME! But realy, it played suprisingly nice.
10/10

Hidden Palace Zone - KO.T.E
Wow, this was realy good. The green textures looked wierd from a distance, though, and the outside was a bit too flat.
7/10

HaiFF - Dark Warrior
Hai FuriousFox. This level played rather good, but there were a lot of overpowed sheilds.
6/10

I'll do CTF and Race later.

Sorta surprising that both joke wads played sorta well...
 
Singleplayer:

Waterfall town, act 1 by Superusuario: 1/10
1 route, almost no scenery, enemy groups.
Just no.

Poison Palace by SonicMaster: N/A
I think I'm going to take another look at this map.Score coming soon.

Scrap Brain, act 3 by glaber: 3/10
Not very many enemies or rings, and its a maze.
Nothing really good about this map.

Multiplayer:

Combination by Superusuario: 1/10
Very bad ring placement, and the map was way too big to find anyone.Also lacks in scenery.

Sky Island by Roy Kirby: 6/10
Really good layout and use of scenery, but bad placement of auto-rail.

Moon Milkshake by SonicMaster: 2/10
No one really likes low gravity levels, and a vertical layout is bad.But the ring placement was okay.The map was also too large.

Factory by Chaos: 5/10
Good use of scenery and good item placement, and good layout, except for the fact that the map was way too big.

Nightopeon Casino: 3/10
Really good use of scenery, layout, and item placement, but the level was too darn laggy to be played in match.

Awesome by Torgo: 3/10
Awesome.

Hidden Palace by Knockout the Echidna: 5/10
Good use of scenery and good item placement, and good layout, except for the fact that the map was way too big.Same problems as Factory by Chaos, except that there is redwall in opengl.

Haiff by DarkWarrior: 4/10
Hai FuriousFox.
Its odd how well this map plays...

Cylindrical Mine by SonicMaster: 5/10
Pretty good, but the map was a little big and it was kinda hard to get around fast with the flag.

Tubelectric by glaber: 2/10
Another maze by glaber, except that this one was a CTF map.The map was also cramped in many areas.

Los Pants Gehts by SonicMaster: 4/10
Pretty good I guess, but it was kinda hard to get around, and the long drops were annoying...

Medivo Circuit NiGHTS by glaber: 2/10
The level was pretty boring.It was also way too easy to get out of the NiGHTS rotation.
 
I'll make guesses on the multiplayer levels:

Combination Zone, Possibly a 1/10
Well, I didn't expect you to put Linedef Executors. This is the first time I've seen sky textures used directly as a texture to make a purely awesome cosmetic window, but, yeah. Each room is huge; the teleport execution is bad; the Ring count is way low. You still didn't put enough effort into this.

Sky Island Zone, Possibly a 3/10
Oh, gosh. Annoyingly small and semi-obscure death pits with easy-to-reach Auto-Rail? The map also looked quite small. How this map is winning is beyond me.

Moon Milkshake Zone, B1itz Lunar's skills are/this world!
I couldn't get an opportunity to actually test this, and the sector layout was totally experimental. Learned a lesson.

Factory Zone, Possibly a 6/10
It was on the large side. I REALLY wish you had used Linedef Type 59 as the moving platform.

Nightopean Casino, Possibly a 3/10
I wanted this level to succeed, so I optimized the map for Kuja. The lag rate is still higher than Feudal Age Rush, though. It's too huge. The Rail Ring placement was quite good.

Awesome Zone, Probably a 0/10
It's only funny when you look at it in SRB2DB, and then it just isn't funny anymore. At all.

Hidden Palace Zone, Possibly a 6/10
At least if you have a smaller netgame, you know where to find everyone: in the laggy center. I really wish HPZBLOK and HPZBLOKZ would have been used better, it can look so nice if used properly. It IS too big, yet your bridges seem just too small. The border of the map just seems really problematic, as I think Rail-Bomb would be just too powerful there.

HaiFF Zone, Possibly a 6/10
Hey, it definitely looks playable. Overall, I can see that it would be VERY hard to monopolize the map simply with an Attraction Shield. It appears to give everyone a chance to be overpowered, thus actually causing a very strange balance. Very good for a level with only four sectors.

Tubelectric Zone, Probably a 2/10
Um, the size of this map is comparable to that of Green Mushroom. Insanely cramped and ugly, and Auto-Bomb-Infinity seems like it would own the map.

Medivo Circuit NiGHTS, Probably a 2/10
Pretty boring. Most of your "obstacles" actually can be avoided by simply not moving NiGHTS Super Sonic up and down. I also got off the track. Please, for the love of Pete, have us curve into and out of the finish line, not go straight through it.
 
...Should the 10's for Awesome Zone really be taken seriously? People are only voting 10's because it has the "Awesome Smiley".
 
Simsmagic said:
Can't judge multiplayer yet, but after browsing, I can say that Nightopian Casino is really detailed. So detailed, it lagged at a small but noticeable rate.

The lag is insane. The only laggier maps are Botanic Serenity and Glaber Glutch Village, as far as I know.
 
SRB2WikiSonicMaster said:
fawfulfan said:
Poison Palace Zone: 6/10
This level had some good scenery and effects, but gameplay was sort of confusing. Rather than write "FOR TAILS" on the ground at the start of the level, you should have added "ForceCharacter" into the MAINCFG lump so that it was IMPOSSIBLE to play as someone other than Tails. This level has some potential, but it might have been good to put in in Editing before entering it into the contest.

Um, Poison Palace Zone CAN be played as Sonic; he gets a different spawn point. You CAN'T play it in Coop, it says s_poisonpalace.wad. Since you act as if it's unplayable as Sonic, your vote will not be counted until you adjust your review.
Um, excuse me? YOU have no authority on whose votes are counted or not, thank you very much. Nobody ever ONCE put you in charge of this contest.

Unless you can prove to me that my prior claim is false, you WILL cease taking authority IMMEDIATELY. No questions asked, you are NOT in charge.
 
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