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#1 |
STJr Team Representative
Administrator
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Welcome to the Autumn 2020 SRB2 Official Level Design Contest discussion topic! We've got another great round of maps for you all to play.
As mentioned in the rules, the actual voting process will be done in the Contest Voting subforum, where you will create a thread to list your votes. To vote on a division, play all of its maps, form opinions on them, then rate them from your favorite to least favorite. An HTML tool to help you vote is available here: https://srb2oldcsorter.neocities.org/. If you have submitted a map, you must rate it highest for that division. We encourage you to share your feedback and reviews in your voting threads, which will be made public once the voting period is over. Feel free to discuss the levels in this thread, too! Voting will end January 2nd, 2021 at 6:59 PM EST (23:59 UTC). This deadline is strict, so please make sure to cast your votes before then. Any vote submitted after that exact time will be rejected. After the voting period ends, the votes will be tallied. For each vote, the map that ranks first gets n-1 points, second place gets n-2 points, third gets n-3, all the way down to n-n (zero) points for last, where n is the number of maps in the division. Each map's points are added together to create that map's final score, and the map with the highest score wins the division. Should there be a tie, the votes are calculated again with only the tied maps included. If this still fails to break the tie, the tie stands and both maps are winners. The entries are as follows: Single Player Aquatic Port Zone by WasifBoomz Foliage Furnace Zone by Kwiin & Kanna Knothole Coast Zone Act 1 by Apollyon Pagoda Park by Rogerregorroger Galactic Facility Zone by Mondongo Shadow of Aztlan Zone by akirahedgehog Square City Zone by Riolucariolu Dark Marsh by Vixuzen Hakuryu Dojo by Zaxel Overgrown Heights Zone Act 2 by InferNOr Fatal Factory Zone by Kuba11 Emerald Aether Zone by Krabs Alabaster Fountain Zone by BronsoKip Gate Garden Zone by Ruberjig Azlant Ruin Zone by Gambit Circuit Electric Avenue Zone by Joe Mewstard Caldron Cavern Zone by JABSphere94 Arena Garden Arena Zone by Chuckles trollface Magma Management Zone by InferNOr Sacred Debris Zone by InferNOr Techno Convoy Zone Act 1 by The Real Inferno Flower Factory by Apollyon Stupid Facestabber Zone by Krabs Battle CTF Canyon Stronghold Zone by InferNOr GFZFLR01 Zone by Krabs Mario Meadow Zone by Apollyon & Entropy As usual, "reserved" posts will be infracted as spam. Last edited by SeventhSentinel; 4 Weeks Ago at 02:38 PM. Reason: We forgot to change the voting deadline lol |
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#2 |
Probably Responsible
Moderator
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#3 |
Logan8r#3805
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Here we go!
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I can't think of a good signature. :( |
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#4 |
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oh yeah it's happenin!
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#5 |
The Danganronpa Guy ._.XD
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Amazing!!!
Can't wait to play with this new and fresh levels..!
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"As long as there exists seeds of hope. I'll glady kill a person, and glady die myself." |
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#6 |
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"Aw Yeah this is happening!!"
This will be nice. |
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#7 |
Chili Dog
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Time to bust out the Google Docs and the good level design notes! Time to play another set of awesome levels!
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Hasn't anyone told you not to play with FIRE |
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#8 |
so i exist
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ITS EPIC GAMER TIME WOOOO
(thx glaber for the reminder)
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your epic here is your chocy milk |
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#9 |
sonic heroes is a good game
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oh my goodness
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Have you ever tried crab rangoons? |
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#11 |
Right Handed Man
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gaming time
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I'm doing an entire Sonic CD Asset Pack and no one's gonna stop me. :threat: |
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#12 |
Retired Smartass
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So excited to check out all these amazing levels! Good luck to the people who made em.
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How do u actually look? I look like Joe Tf is Joe Joe Mama |
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#13 |
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good luck to everyone who joined, and thank you all for the help!!
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#14 |
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Some notes about Azlant Ruin:
If you find your camera getting locked in place, open the console and type ` cam_speed 0.3 ` to reset it. My apologies to anyone that this bug negatively affects. It can sometimes happen as a result of a console script I used in my level. So, where to begin... This level was very much rushed by the tail end of it. It represents about a month's worth of on-and-off work. Though, the fortress at the beginning represents the lion's share of my time spent; everything after the fortress was made in the span of 2 days. Creating Azlant Ruin was as much an exercise in time budgeting and focus as it was a practice in map-making. As of this post, I haven't yet opened the OLDC pack, so I don't know if there's any conflicts that I need to be made aware of. I hope everyone finds something to enjoy about my level. If you like it, let me know, and tell me why/what you like about it. If you think it's hot garbage, let me know that too, but also tell me why.
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Check out my Soundcloud here! https://soundcloud.com/mastagambit I do a lot of Sega Genesis/Megadrive style covers (w/ polyphony limitations) + other stuff |
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#15 | |
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Quote:
![]() Nah, but seriously. I took some notes, including some pictures to go with them. I'll send more detailed notes in the future. The main thing is, though, the forced camera angles are very nice and cinematic, but they jank up the level. For example, in the opening section, Sonic is moving to the right, but pressing right makes him turn on the breaks. You have to press forward to go right, which is very counterintuitive. I also figured you must have hidden a bubble or elemental shield near the beginning, because the parts that come after, particularly on the path to the right, are not fun to do when you have to worry about running out of air. And I was right. Found the shield behind a breakable wall. lol Last edited by GrayAngel; 12-13-2020 at 05:22 AM. |
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#16 | |
[A person in a place]
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Foliage Furnace was definitely Kanna and I's "Learning from Metallic Madness" stage, where we took the critique from last contest and funneled it straight into our stage here, making an overall better experience.
God, it's hard to even play our old level now. I plan on remastering it at some point (Kanna's actually already got Metallic Madness revamp started and it's looking really good :>). We also plan on polishing up and releasing Foliage Furnace as an MB release sometime in the near future. There were quite a few things that had to be cut for deadline, ('deadline' actually being a week prior because I got myself grounded xddd) like the intended ending, that would set the stage for an act 2. I added a copious amount of polyobjects at the end. It feels kinda out of place but it won't when the intended ending is there I swear (it'll have more movement than just circles)! I had a lot of fun making them, and I hope you have fun riding on them as well, they really help the stage look more lively in my opinion. Anywho I know there are a lot of issues with the stage in it's current form, as I wrote in the note at the beginning, please give me a review! I want to get as much useful feedback from my stage as possible, it'll help me make better stages in the future.
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#17 |
Just call me Nerf.
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I took notes using a plain text file while playing through the OLDC, and I'm sharing them here, just like last time. I've already submitted my vote, so I'm simply making it public. Thanks to everyone who participated!
Spoiler: Ranking and feedback
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BRB, committing self-sink Last edited by NerfPlayeR135; 12-14-2020 at 12:42 AM. Reason: Inserted line breaks between each ranking, for readability. |
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#18 | |
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Quote:
Why does everybody think that the puzzle section is impossible? You lower the platform on the right, and raise the one on the left which opens up a gap you can roll through.
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If Joe asks, I wasn't here. |
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#19 |
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Because it's hardly even clear what those buttons do. On my playthrough, I pressed the correct buttons entirely by accident and I still had no idea what I did or that I even moved platforms or opened a gap.
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GamingReloaded's Glorious Garbage Grounds: My personal site where you can find wads I've created. |
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#20 | |
particle
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Quote:
1) you can't see the hole you're supposed to spin through from the active puzzle area (the buttons), and even on ground level it's pretty easy to miss as it blends in with the walls. On top of that, it's much easier to see that a path opens up when you press each 'down' button (the amy/fang route), so we assume that's the solution and try to brute force our way to it. 2) it's not clear that the second block raises itself enough to open a path in the first place. Obviously we see that the block moves up, but our eyes are attracted to the top part of the FOF because it moves significantly more than the the bottom. So in other words all we really notice is that the block got taller, not that it moved up as a whole. i've thought of counters to these problems but i'm gonna leave it up to you because i̶t̶ ̶m̶a̶y̶ ̶o̶r̶ ̶m̶a̶y̶ ̶n̶o̶t̶ ̶v̶i̶o̶l̶a̶t̶e̶ ̶r̶u̶l̶e̶ ̶1̶5̶ ̶i̶f̶ ̶i̶ ̶t̶o̶l̶d̶ ̶y̶o̶u̶ it wouldn't inspire creativity and diversity if i did |
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