• The Official Level Design Contest is back! For those not in the know, the Official Level Design Contest (OLDC for short) is a contest held multiple times a year, accepting maps of all kinds, from all users, to compete against one another. During the voting process, voters are encouraged to leave feedback on every level they have played, which makes the contest a very effective way to get constructive criticism on your levels, allowing you to figure out what you might need to do in order to improve.

    Basically, if you want to get into level designing, if you're already an experienced designer, or if you're somewhere inbetween, join the contest! Show your work, get enough eyes on it, let people give you ideas and feedback, and you might even win the coveted title of Contest Winner!

    Please read over all the rules carefully, even if you were around during previous contests. Some rules have been changed, mostly for more leniency, and you may be happy to see some of the changes, especially if you're a fan of creating custom content!

    ENTRY RULES:

    1. Make sure that the level works properly, that it is normally accessible, and that it does not interfere with other levels. This means that:
      • Single Player levels need to be completable, and show up as the first level when starting a new game.
      • Multiplayer levels need to have enough player starts, and need to be accessible via level select.
      • Existing resources (textures, objects, sounds, music, etc.) can not be overwritten.
      • Any scripts present in your level must not interfere with other levels. If your level contains significant gameplay changes, please ensure that they are contained solely within your level slot using a MapLoad hook. In this case, please notify us in your submission post.
    2. Previously released levels are not allowed. Private testing is allowed (and encouraged!), but the level must not have been released on the MB or elsewhere.
    3. The level has to be your own work. This means that ports, remakes and edits of existing levels are not allowed, unless the original level is yours. In such a case, the level should be sufficiently different from your original level.
    4. Aside from the Single Player division, the following Multiplayer divisions are present in the contest:
      • Circuit
      • Match (with support for SRB2 Battle's Control Point and Diamond in the Rough gametypes)
      • Capture the Flag (with support for Battle CTF)
      • SRB2 Battle's Arena
    5. Each participant can submit one level to the Single Player division, and up to three levels to each Multiplayer division. Collaborations are allowed, but fall under the same entry limits.
    6. Custom assets and scripts are allowed! Custom sound and music is also allowed. This sound and music must be under 3 MB total. This filesize limit is shared between all of your Multiplayer entries.

    To submit your level, create a new thread in the Contest Submissions subforum. If you submit multiple entries, each one requires its own thread. Entries are due twice per year, at 23:59 UTC (18:59 EST), which means the deadlines are as follows:
    • OLDC Round 1: June 1st
    • OLDC Round 2: December 1st
    After each deadline, all entries are gathered into two files. One contains the Single Player entries in a small hub world, with a map voting system courtesy of the SUGOI series. The other contains the Multiplayer entries, reorganized into a map rotation per division. Within one week, these files will be compiled and uploaded for the public to play through, which kicks off the voting period of two weeks. During this time, a discussion thread for the contest will also be opened. Once the voting period is over, the votes will be counted and the results will be made public as soon as possible.

    VOTING RULES:
    1. To vote, make a thread in the Contest Voting subforum. It will be private during the voting period, and will be made public alongside the results.
    2. The actual voting is done by ranking all entries of a division, from favorite to least favorite. You don't have to vote on all divisions!
    3. Participants voting on a division they have entered are required to rank their own entry first.
    4. When providing comments or reviews, remember to keep it constructive!

    Now get out there and get mapping! Don't be afraid to show off your progress. Good luck and have fun!

Autumn OLDC Circuit Map Votes

Super Chris

Formerly SRB2PlayerFan
Hello there! I am back once more to vote on the OLDC, and like last time, I'm doing the Circuit maps!

Let's be real here. I love Race because it's my most favorite SRB2 gametype next to Co-op.

Anyway, on to the votes!

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Most favorite: Electric Avenue Zone by Joe Mewstard

I almost read the name as "Electron Avenue", which was the name of the second longest track in the console version of Crash Nitro Kart.

That aside, what we have here is a neat little track that consists of vibrant textures and 90-degree turns. There are electrical hazards on the track, but they are hard to see, especially since the floor itself doesn't have a transparent texture that makes the floor flicker as shown in Techno Hill Zone Act 2.

For the visuals, it gives off an impressive feel of being in a city, but given how bright some parts of the textures are, it may hurt a player's eyes if they aren't sensitive to bright objects. This is especially notable in the second part of the track where players jump across orange bricks protruding out of a bottomless pit. The wall texture looks like an optical illusion as you move.

While the map plays very well, one feature I found broken is the shortcut near the Finish Line. There is a row of Yellow Springs leading up to a high rise building that you can only access with the use of a Whirlwind Shield. Once you get up there, you can pretty much move around the track and finish the race that way.

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Least favorite: Caldron Cavern Zone by JABSphere94

I didn't enjoy this level, but I can tell that a lot of honest effort went into making this level as decent as possible. For starters you're greeted with some platforming where if you mess up, you'll lose time and have to ride one of the platforms back to the top. Along the way, you'll run into the part where you go down a rocky slide (which can be cut off by pressing a button in front of the door, blocking the path for the rest of the race).

On that note, Tails and Knuckles players will have a slight advantage here, since they can use the Spindash Flight and Glide respectively, speeding up the process, except that Knuckles doesn't swim very far in the water.

Should the mentioned behavior in the parenthesis occur, you go into the green water below, where the race comes to a crawl. It is slower, but you can progress in the race by finding small levees in the water that get you back on course, depending on the direction you're going.

The level uses scenery objects from one of the Bonus Levels. Although the level name suggests that this takes place in a cavern, it takes place in a mountainous region. All in all, while the level did have some honest effort put into it, the execution behind the gameplay marred what would've been a decent course.

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These are my votes.
 
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