Gonna drop these votes off here, will add comments as I further explore the levels.
Single Player
1)Seraphic Skylands
Comments coming soon!
2)Clock Towers
Comments coming soon!
3)Sand Valley
Comments coming soon!
4)Glacier Gear
Comments coming soon!
5)Egg Outpost
Comments coming soon!
6)Floral Road
Comments coming soon!
7)Sacred Woodland
Comments coming soon!
8)Emerald Lake
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.
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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.
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.
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.
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.
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.
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?)
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.
Perhaps it is a good idea to have themed contests like the folks over at tf2maps or smwcentral? It would be pretty exciting to have a 24 hour contest, a or a boss contest. It might give some people more of an incentive to make something good.
Granted, said contest focused on a theme that nobody could tell you what was (Horror? Actually trying to scare people? Just halloween stuff?), so few people even bothered, and this brought the contest concept to an early grave, but still.
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