Well here it is, my vote and feedback for the current OLDC.
Though reminder that I played the level multiple times to find certain nitpicks within the level's design, being finding secrets or emblems, alternate paths, and different character playthrough.
I also only play SP Levels, MP isn't my can of soup, then again, I would be having 400ms anyway.
20. Wild West Zone, Act 2 by Dead
19. Rustic Templar Zone by MK.exe
18. Toffee Tor Zone, Act 1 by RoyKirbs
17. Oasis Palace Zone by So2ro
16. Metallic Madness Good Future by Kwiin & Kanna
15. Spyro Ripto Blast 2 - Snowflake Ridge by TrickyTex & Tatsuru
14. Aqua Paradise Zone by Twins'R'Awesome
13. Heroes Hall by Zaxel
12. Shadow of Atlantis Zone by akirahedgehog
11. Overgrown Heights Zone by InferNOr
10. Hectic Harbor Zone by ACStriker
9. Wasteland Wilds Zone by SunCyclone
8. Crystal Cave Zone by CST1229
7. Cluttered Cave Zone, Act 2 by Riolucariolu
6. Myriad Memories Zone by ManimiFire
5. Concordian Coast Zone by Ktoby & Pronicthewedgehog
4. Cyan Heights Zone by PencilVoid
3. Hypertower Zone by WasifBoomz
2. Valley Falls Zone by Hamsandwich
1. Anteggtica Zone by Radicalicious
0. Magma Falls Zone by RadicalChaos_6922
Let's start off this,
Though reminder that I played the level multiple times to find certain nitpicks within the level's design, being finding secrets or emblems, alternate paths, and different character playthrough.
I also only play SP Levels, MP isn't my can of soup, then again, I would be having 400ms anyway.
20. Wild West Zone, Act 2 by Dead
19. Rustic Templar Zone by MK.exe
18. Toffee Tor Zone, Act 1 by RoyKirbs
17. Oasis Palace Zone by So2ro
16. Metallic Madness Good Future by Kwiin & Kanna
15. Spyro Ripto Blast 2 - Snowflake Ridge by TrickyTex & Tatsuru
14. Aqua Paradise Zone by Twins'R'Awesome
13. Heroes Hall by Zaxel
12. Shadow of Atlantis Zone by akirahedgehog
11. Overgrown Heights Zone by InferNOr
10. Hectic Harbor Zone by ACStriker
9. Wasteland Wilds Zone by SunCyclone
8. Crystal Cave Zone by CST1229
7. Cluttered Cave Zone, Act 2 by Riolucariolu
6. Myriad Memories Zone by ManimiFire
5. Concordian Coast Zone by Ktoby & Pronicthewedgehog
4. Cyan Heights Zone by PencilVoid
3. Hypertower Zone by WasifBoomz
2. Valley Falls Zone by Hamsandwich
1. Anteggtica Zone by Radicalicious
0. Magma Falls Zone by RadicalChaos_6922
Let's start off this,
20. Wild West Zone, Act 2 by Dead
19. Rustic Templar Zone by MK.exe
18. Toffee Tor Zone, Act 1 by RoyKirbs
17. Oasis Palace Zone by So2ro
16. Metallic Madness Good Future by Kwiin & Kanna
15. Spyro Ripto Blast 2 - Snowflake Ridge by TrickyTex & Tatsuru
14. Aqua Paradise Zone by Twins'R'Awesome
13. Heroes Hall by Zaxel
12. Shadow of Atlantis Zone by akirahedgehog
11. Overgrown Heights Zone by InferNOr
10. Hectic Harbor Zone by ACStriker
9. Wasteland Wilds Zone by SunCyclone
8. Crystal Cave Zone by CST1229
7. Cluttered Cave Zone, Act 2 by Riolucariolu
6. Myriad Memories Zone by ManimiFire
5. Concordian Coast Zone by Ktoby & Pronicthewedgehog
4. Cyan Heights Zone by PencilVoid
3. Hypertower Zone by WasifBoomz
2. Valley Falls Zone by Hamsandwich
1. Anteggtica Zone by Radicalicious
0. Magma Falls Zone by RadicalChaos_6922
It's at the top of my vote due to the rules stated for the participants who made an OLDC Submission, so yeah, there's also not much to say about this, though I really, really appreciate the feedback I've gotten during OLDC, thank you for everyone who played and also other participants in this OLDC, It was really fun doing so!
Hands down, one of the most interesting levels I've ever played in this OLDC, noticed that you made the custom music yourself, and you are really spot on on the detailing, textures just gets me whenever I stopped and look around, and the excessive use amount of slopes you used for detailing is just astonishing, you really are a crazed slope magician, not even once I pass by a section perfectly without a slope, you even have emblems which makes replaying a level much more encouraging in my eyes.
At the start of the level just sold me when I played as multiple characters (except Tails), you somehow made a Sonic and Metal only route that you must abuse their speed, not only that, you also have paths that are character specific, props to that, the flow of the level is just that good, never once I've gotten lost in my first time playing, and what makes this map more interesting? Sections that are open for exploration, you have so much sections that are open for exploring for people like me.
Now for some of the issues, springs placement, mostly around where characters would take on a path normally and saw the spring directly but the springs however can only be abused with Amy's Power Spring, I would like to point out that it would've been better to hide the spring in some kind of breakable floor? Or a better indicator that would point out the spring is for Amy only? You should really avoid players for using these type of springs, I already saw several people claiming that these springs are deemed "not working as intended" to them.
Tone down some Greensnappers, just a nitpick, having 1 or 2 is already dangerous in one section, but more?
Also what's up with Amy only Path, Is it just for the Emblem? It's really long for a short path rather than taking on the usual path where all characters can normally take, Knuckles path does this but faster and better.
Won't complain with Amy and Metal path, that one is superb.
At the start of the level just sold me when I played as multiple characters (except Tails), you somehow made a Sonic and Metal only route that you must abuse their speed, not only that, you also have paths that are character specific, props to that, the flow of the level is just that good, never once I've gotten lost in my first time playing, and what makes this map more interesting? Sections that are open for exploration, you have so much sections that are open for exploring for people like me.
Now for some of the issues, springs placement, mostly around where characters would take on a path normally and saw the spring directly but the springs however can only be abused with Amy's Power Spring, I would like to point out that it would've been better to hide the spring in some kind of breakable floor? Or a better indicator that would point out the spring is for Amy only? You should really avoid players for using these type of springs, I already saw several people claiming that these springs are deemed "not working as intended" to them.
Tone down some Greensnappers, just a nitpick, having 1 or 2 is already dangerous in one section, but more?
Also what's up with Amy only Path, Is it just for the Emblem? It's really long for a short path rather than taking on the usual path where all characters can normally take, Knuckles path does this but faster and better.
Won't complain with Amy and Metal path, that one is superb.
Nice music, when I first played this as Sonic, I was amazed at the openness of the level without even being feeling empty, you did a great job on this one, not also that during the course of the play I saw some entrances being blocked or routes that are so high up only being accessible to specific characters, this interest me because character specific paths, hurray for replayability (Yes, this includes emblems you've put it in your level, amazing)
What easily sold me was, the use of alternate paths, there are paths where you must take a fun ball ride by the water, hell, you managed to make SDURF a threatening enemy, congrats on that! Also raining balls coming out of the waterfall is such a neat display, I even watched it like 2-3 minutes on where the balls would've dropped and went, some interesting alternate paths that would open up by normal means for raising the water (Springs and Floating Platform, smart idea) from button interaction or breaking down a breakable floor.
After playing Sonic, I played the level multiple times as different characters, you've done a great job on those character specific paths, mostly on Fang for the most part, played some sections that are available for him was very interesting, I like the part where you have to break some rocks as Fang to let the water flow freely and rising up the water in the other section so you could do so reach another section where the emblem was for him to take.
For once I played as Tails since how huge most sections are are, I fly up high just to see the scenery you've made here and there, It's just simply interesting.
Now for that one issue that caught up to me, I dunno how you did it, but I simply don't think It's a bad thing anyway, though, you have like more than 5 types of Badniks in a single level, atleast they are spread out and used accordingly well, well not all of them, one of those are Greensnappers, some part of it used where you have to make a jump on small platforms where there are few of these with a Greensnapper waiting, just like to point that out.
Some path merge needs a better indication from where I should go, there are times where this path merge, didn't even let me catch my eyes to the actual path but instead went on circle, you might need to add something that will eye-catch those players whenever they meet Path Merges, for example, getting out of the cave which I should go left, I went right instead since that's the first thing I saw when I exited the cave.
(Also a cute rising flag at the end, Polyobject?)
What easily sold me was, the use of alternate paths, there are paths where you must take a fun ball ride by the water, hell, you managed to make SDURF a threatening enemy, congrats on that! Also raining balls coming out of the waterfall is such a neat display, I even watched it like 2-3 minutes on where the balls would've dropped and went, some interesting alternate paths that would open up by normal means for raising the water (Springs and Floating Platform, smart idea) from button interaction or breaking down a breakable floor.
After playing Sonic, I played the level multiple times as different characters, you've done a great job on those character specific paths, mostly on Fang for the most part, played some sections that are available for him was very interesting, I like the part where you have to break some rocks as Fang to let the water flow freely and rising up the water in the other section so you could do so reach another section where the emblem was for him to take.
For once I played as Tails since how huge most sections are are, I fly up high just to see the scenery you've made here and there, It's just simply interesting.
Now for that one issue that caught up to me, I dunno how you did it, but I simply don't think It's a bad thing anyway, though, you have like more than 5 types of Badniks in a single level, atleast they are spread out and used accordingly well, well not all of them, one of those are Greensnappers, some part of it used where you have to make a jump on small platforms where there are few of these with a Greensnapper waiting, just like to point that out.
Some path merge needs a better indication from where I should go, there are times where this path merge, didn't even let me catch my eyes to the actual path but instead went on circle, you might need to add something that will eye-catch those players whenever they meet Path Merges, for example, getting out of the cave which I should go left, I went right instead since that's the first thing I saw when I exited the cave.
(Also a cute rising flag at the end, Polyobject?)
Another interesting level I've played, though It's kinda weird how the only water visible are within the Skybox itself, Oasis my Oassis, anyway, your take on the Palace within the Oasis is neat, your level is huge, what interest me is that you have so many sections that are worth to explore, that's why playing as Sonic and Amy is worth it when reaching into some rooms that only accessible with the use of Dust Devils, yes, Dust Devils, the way you use them are very neat, you can use these to reach places that are out of the main path and get a reward for it. (Your level also has Emblems, props for replayability)
I tried with Knuckles and Metal eventually, not much of an interest when playing as Knuckles (Bet playing as Tails will ruin the intended flow, due to how your level layout is lol), besides getting to the character specific path that's for Amy and Knuckles, though with Metal however, oh that's a different story,you've made a level that's particularly open and fun to speedrun, Metal just outright made it even more fun with Metal's Dash mode, whenever I went to Oasis Palace, Metal will be my first character to be chosen for speedrunning it's just fun!
Now, the design of the level, most sections I've come across are the same, you go here, jump a few platforms and go to the Dust Devil and fly to the next section (It's like this in 3 or 4 different huge sections), might one to add something new, like jump on a series of Dust Devils (Like the ones in ACZ), it could be fun near the end to spice things up.
I tried with Knuckles and Metal eventually, not much of an interest when playing as Knuckles (Bet playing as Tails will ruin the intended flow, due to how your level layout is lol), besides getting to the character specific path that's for Amy and Knuckles, though with Metal however, oh that's a different story,you've made a level that's particularly open and fun to speedrun, Metal just outright made it even more fun with Metal's Dash mode, whenever I went to Oasis Palace, Metal will be my first character to be chosen for speedrunning it's just fun!
Now, the design of the level, most sections I've come across are the same, you go here, jump a few platforms and go to the Dust Devil and fly to the next section (It's like this in 3 or 4 different huge sections), might one to add something new, like jump on a series of Dust Devils (Like the ones in ACZ), it could be fun near the end to spice things up.
Oh boy, the biggest offender of a level who broke multiple rules (Please don't hunt me down UwU), but both of you managed to make something magical in the level, the level is huge and empty but somehow doesn't seem to be empty at all, the Good Future vibe is simply astonishing, I'll be honest, I played this level last since how peaceful the level is, besides the lag later on xd.
Your level sports Alternate Paths, this includes one Character Specific Path, or probably more, though that's just a small alternative route for character that can't spindash or whatever, your Custom Textures are simply astonishing, though those upscaled pillars objects are just weird up-close, but when you look at it far, It's very neat to look at, and who could not forget the detailing of the level, I stopped most of the time to see how huge the details are, I'm amazed how the level just keeps growing everytime I entered a new section, props to that, Also a smart move on certain sections where if you fell, instead of dying, you're being pushed high up to land yourself safely somewhere you may choose, I can see who made the sections specifically, both of you did a great job on those.
Now for the issue, there are some places where you could fell and not being pushed up into land, probably because some sections aren't even tagged since they're originally tagged for a certain FOF.
Maybe a broken down badnik or something? Making the Good Future looks interesting that would tell a story or somesort?
Your level sports Alternate Paths, this includes one Character Specific Path, or probably more, though that's just a small alternative route for character that can't spindash or whatever, your Custom Textures are simply astonishing, though those upscaled pillars objects are just weird up-close, but when you look at it far, It's very neat to look at, and who could not forget the detailing of the level, I stopped most of the time to see how huge the details are, I'm amazed how the level just keeps growing everytime I entered a new section, props to that, Also a smart move on certain sections where if you fell, instead of dying, you're being pushed high up to land yourself safely somewhere you may choose, I can see who made the sections specifically, both of you did a great job on those.
Now for the issue, there are some places where you could fell and not being pushed up into land, probably because some sections aren't even tagged since they're originally tagged for a certain FOF.
Maybe a broken down badnik or something? Making the Good Future looks interesting that would tell a story or somesort?
Props on taking the Spyro Level though I must admit that I was heavily lagging in the level, but I kept pressing on and play the level eventually (15-20 FPS lol, imagine that playing 4 times), music itself is also amazing to hear, you also have good aesthetics going on in a snow level.
The level you're making presents a huge amount of Exploration, this is because of the requirements you'd have to do before finishing the level, yes, Exploration, this is why I love this level, really encourages you to explore just to get the requirement, not to mention you have Emblems that the two of them are locked behind a special requirement for you to do, Gems that won't reset when you die is brilliant, can't be mad over something if you died, played the level four time, went Sonic first so I would get the feel of how the level will play out, then I did Amy, did Snowman Emblem and other Emblems in the process, went Knuckles to get 600 Gems Emblem, and lastly Tails just to fly around looking everywhere, though there's not much to say about the details, very christmas, probably just me.
The biggest issue I have when playing this was, Bumblebores, you need to remember that this is an SRB2 game, that plays an entirely different gamemode that plays like Spyro, that means there would be players who doesn't know how Spyro will playout, I would advice a safe area first in the open field before getting straight to danger, I know in Spyro that by their design, they have to defeat an enemy first before doing something else in a certain area, but the Hive Elemental you've placed, which is far out from reach for the first time you exited the house, you've made the whole entirety of the playing field becoming dangerous, might be better if you put the Hive Elemental elsewhere where it becomes a danger at half of your journey.
Since this is a new gamemode in SRB2, I would really like the levels to teach a little bit about the mechanics and features in the level, you've done good with gem collecting, but does the player knows that you can destroy the Vases? I know players will simply experiment or accidentally break them, but I would prefer to teach them directly, like, put a Vase in-front of the entryway of spawn so they wouldn't get out unless you break that one Vase in the way, it maybe weird, but It's better this way.
The level you're making presents a huge amount of Exploration, this is because of the requirements you'd have to do before finishing the level, yes, Exploration, this is why I love this level, really encourages you to explore just to get the requirement, not to mention you have Emblems that the two of them are locked behind a special requirement for you to do, Gems that won't reset when you die is brilliant, can't be mad over something if you died, played the level four time, went Sonic first so I would get the feel of how the level will play out, then I did Amy, did Snowman Emblem and other Emblems in the process, went Knuckles to get 600 Gems Emblem, and lastly Tails just to fly around looking everywhere, though there's not much to say about the details, very christmas, probably just me.
The biggest issue I have when playing this was, Bumblebores, you need to remember that this is an SRB2 game, that plays an entirely different gamemode that plays like Spyro, that means there would be players who doesn't know how Spyro will playout, I would advice a safe area first in the open field before getting straight to danger, I know in Spyro that by their design, they have to defeat an enemy first before doing something else in a certain area, but the Hive Elemental you've placed, which is far out from reach for the first time you exited the house, you've made the whole entirety of the playing field becoming dangerous, might be better if you put the Hive Elemental elsewhere where it becomes a danger at half of your journey.
Since this is a new gamemode in SRB2, I would really like the levels to teach a little bit about the mechanics and features in the level, you've done good with gem collecting, but does the player knows that you can destroy the Vases? I know players will simply experiment or accidentally break them, but I would prefer to teach them directly, like, put a Vase in-front of the entryway of spawn so they wouldn't get out unless you break that one Vase in the way, it maybe weird, but It's better this way.
Water Levels, oh how I love the way they're meant to be played, slow and methodical (Maybe lol), you really done it this time, look at those Custom Textures you've done, it's simply gorgeous, you really do yourself with the design, the only interesting water section in this level is basically the huge temple where you need to traverse, there's also some sections that encourages exploring, which I really like, more to the fact that there are Emblems, nice touch.
Neat music choice, I like it alot traversing the level, you also have path splits at the start of the level, I did both ways and both are fun to run through, you really outdone yourself with that huge temple section, abusing springs so you could reach incredible heights and distance, liking this alot.
Some issues needs to be addressed like, rings that needs to have its float flag, some springs that needs their angle adjusted, I have sprung into a wall sometimes, there's really too much Monitors everywhere I look, Ring Monitors to be exact, might want to tone them down honestly.
There's this one section, a sencond path merge where a certain checkpoint being surrounded by many rings, would like you to move that checkpoint further since it somehow confuses me with the path merge since It's so close to the other paths, also speaking of Checkpoints, there's another Checkpoint before the Huge Temple, you can somehow spawn inside a wall on this checkpoint, I know you're using a sector to create a wide checkpoint,might as well want to move the sector a little bit so I wouldn't activate it while I'm on the ledge?
Neat music choice, I like it alot traversing the level, you also have path splits at the start of the level, I did both ways and both are fun to run through, you really outdone yourself with that huge temple section, abusing springs so you could reach incredible heights and distance, liking this alot.
Some issues needs to be addressed like, rings that needs to have its float flag, some springs that needs their angle adjusted, I have sprung into a wall sometimes, there's really too much Monitors everywhere I look, Ring Monitors to be exact, might want to tone them down honestly.
There's this one section, a sencond path merge where a certain checkpoint being surrounded by many rings, would like you to move that checkpoint further since it somehow confuses me with the path merge since It's so close to the other paths, also speaking of Checkpoints, there's another Checkpoint before the Huge Temple, you can somehow spawn inside a wall on this checkpoint, I know you're using a sector to create a wide checkpoint,might as well want to move the sector a little bit so I wouldn't activate it while I'm on the ledge?
Ah Heroes Hall, you managed to make a level that feels like an old game from the 90s, the idea of a hidden
halls sporting with 5 heroes is an interesting take, you even have your own Custom Enemies, bonus points to that.
What peaked my interest is how you play out the 5 sections of the Heroes in Heroes Halls, 5 each of their own section heavily describes their class, you have Wizard (Magician?), Spec-Ops, Cleric, Hunter (Archer?), and Knight, each sections are perfectly defined and unique on their own, then you have the Halls, It's a pretty long one I might say, though your level is just heavily linear so, there's nothing much to explore after I see much as Sonic and Amy, maybe expand on that later on?
Now for the issues, most sections in The Halls have many cramped corridors, I kinda think this is fine, but It would be better off you make a much interesting Corridors, I see some corridors are literal long cramped straight line, and there are some interesting corridors that have ceiling slopes looking like an arch, pillars by each side and fireplace left and right, maybe you could improve on detailing later on.
5 Heroes Section, the Wizard (Magician?) section is perfectly fine and defined though I would complain a Water Spell that's misleading at first since they are "Damage Water", Spec-Ops could use better detailing, there's not much of machinery since the walls are overly the same most of the time, maybe add some computers and such?, Cleric is an interesting one, you tried to make a Chapel, interesting take, however you need to improve the texture detailing, you could like add wooden support in the ceiling, pillars on each side of the chapel, for now the Constant use of Bricks just doesn't cut it out, Hunter (Archer?) the biggest offender of the two, It's dark, mazey and tight (It's also filled with a bunch of Robo-Hoods hiding, bad idea, though this fits with the environment, but this is pretty unfair in a sense) and transparent bushes you can walk through, let me tell you, this section has a neat idea, but the execution is poorly with the mazey like being dark and all, lastly Knight section, you tried to simulate a huge gauntlet with Lance-a-bots using a Invincibility and Armageddon for the fight, I find this one amusing, you did a nice job with this.
Now progression, there's this glaring issue with the buttons, in these 5 Heroes Sections you could potentially missed it, I may have to suggest you to put the Buttons in these Heroes Section it more blatantly obvious, also, put a better indicator that you've done pressing the buttons in those Heroes Section, for example, you put a teleporter on them by having a Purple Colormap yes? You could do so like when the Button is pressed, the Teleporter Colormap is changed into something like, Yellow or Green, indicating you're done with this Hero Section.
The usage of Crawlas needs work, yes, their existent is to be spammed accordingly that might stop players for making the simplest mistake ever, but you may have gone overboard with this, It's okay when you put them in open space, but not so much when you literally spammed them in tight corridors, might aswell avoid this in the future.
Boy oh boy, the level is longer than expected, maybe tone it down and make of a less use of Button Hunt?
halls sporting with 5 heroes is an interesting take, you even have your own Custom Enemies, bonus points to that.
What peaked my interest is how you play out the 5 sections of the Heroes in Heroes Halls, 5 each of their own section heavily describes their class, you have Wizard (Magician?), Spec-Ops, Cleric, Hunter (Archer?), and Knight, each sections are perfectly defined and unique on their own, then you have the Halls, It's a pretty long one I might say, though your level is just heavily linear so, there's nothing much to explore after I see much as Sonic and Amy, maybe expand on that later on?
Now for the issues, most sections in The Halls have many cramped corridors, I kinda think this is fine, but It would be better off you make a much interesting Corridors, I see some corridors are literal long cramped straight line, and there are some interesting corridors that have ceiling slopes looking like an arch, pillars by each side and fireplace left and right, maybe you could improve on detailing later on.
5 Heroes Section, the Wizard (Magician?) section is perfectly fine and defined though I would complain a Water Spell that's misleading at first since they are "Damage Water", Spec-Ops could use better detailing, there's not much of machinery since the walls are overly the same most of the time, maybe add some computers and such?, Cleric is an interesting one, you tried to make a Chapel, interesting take, however you need to improve the texture detailing, you could like add wooden support in the ceiling, pillars on each side of the chapel, for now the Constant use of Bricks just doesn't cut it out, Hunter (Archer?) the biggest offender of the two, It's dark, mazey and tight (It's also filled with a bunch of Robo-Hoods hiding, bad idea, though this fits with the environment, but this is pretty unfair in a sense) and transparent bushes you can walk through, let me tell you, this section has a neat idea, but the execution is poorly with the mazey like being dark and all, lastly Knight section, you tried to simulate a huge gauntlet with Lance-a-bots using a Invincibility and Armageddon for the fight, I find this one amusing, you did a nice job with this.
Now progression, there's this glaring issue with the buttons, in these 5 Heroes Sections you could potentially missed it, I may have to suggest you to put the Buttons in these Heroes Section it more blatantly obvious, also, put a better indicator that you've done pressing the buttons in those Heroes Section, for example, you put a teleporter on them by having a Purple Colormap yes? You could do so like when the Button is pressed, the Teleporter Colormap is changed into something like, Yellow or Green, indicating you're done with this Hero Section.
The usage of Crawlas needs work, yes, their existent is to be spammed accordingly that might stop players for making the simplest mistake ever, but you may have gone overboard with this, It's okay when you put them in open space, but not so much when you literally spammed them in tight corridors, might aswell avoid this in the future.
Boy oh boy, the level is longer than expected, maybe tone it down and make of a less use of Button Hunt?
This is an interesting one, you really outdone yourself with the aesthetics you're trying to use here, Ancient Underwater City, amazing (Not as amazing as the secret you've made, coolio) The attempt was astounding so to say, an interesting water level, the Skybox you've put is neat aswell, inside the Ancient City sold me, you've done a goodjob defining the colormap in-between outside of the Water and inside of the Water, creating mood points that fits the environment pretty well, you also made a pretty good slopes for detailing, I found an issue with the Polyobjects, they're pretty weird how they just went through walls like that, no matter.
Onto the issues, you pretty much have an undefined path at the huge water section, it didn't help at all on where I should be going, probably this is another take on encouraging people to explore? You did make an interesting secret somehow.
Onto the issues, you pretty much have an undefined path at the huge water section, it didn't help at all on where I should be going, probably this is another take on encouraging people to explore? You did make an interesting secret somehow.
This level is simply gorgeous the use of colormap just outright made the level more atmospheric, nice use of texture for maximum detailing, you have alot of decoration and scenery going just to emphasize Overgrown so much, simply amazing what you wouldn't done with those trees, using geometry to create them, paths doesn't seem to be confusing at all, I ran the level smoothly on the flow, though since you have like so much decoration going on, the level sadly gave me less than 15 FPS, big oof right here, but that doesn't stop me to actually finish it.
Now for the issues, you have an overly abundance of rings, like you have so many of them scattered in almost crook and cranny of places, you might want to tone them down, alot of 'em, especially with your decoration, boy oh boy, you have alot of them, I mean alot just to make the level ultimately laggy for me to play, I know It's an overgrown vegetative in the level, you could tone it down drastically, you could make other ideas seemingly overgrown without the excessive use of decoration, texture detailing might help in this case.
Quality Consistency, the more I went deeper into the level, the quality of the detailing and the level itself dropped till near the end, I was kinda disappointed how near the end of the level is just a large series of jumps , it would've been better if you used slopes, just to make it interesting a bit.
Now for the issues, you have an overly abundance of rings, like you have so many of them scattered in almost crook and cranny of places, you might want to tone them down, alot of 'em, especially with your decoration, boy oh boy, you have alot of them, I mean alot just to make the level ultimately laggy for me to play, I know It's an overgrown vegetative in the level, you could tone it down drastically, you could make other ideas seemingly overgrown without the excessive use of decoration, texture detailing might help in this case.
Quality Consistency, the more I went deeper into the level, the quality of the detailing and the level itself dropped till near the end, I was kinda disappointed how near the end of the level is just a large series of jumps , it would've been better if you used slopes, just to make it interesting a bit.
Interesting attempt on the harbor, though there's not much is going on besides there's so much huge harbor like Containers, the music choice is, weird but I like it at the same time,you also made so much sections that are fun to explore, particularly fun as Fang most of the time, I was hoping that I would find boats or ships or anything naval related, though I didn't find one.
Now for the issues, quality consistency, the more went to the level deeper, the flatter the level gets, though you've told me once since It's a basic crunch with the time, though I just like to point out that's all UwU.
Some sections feel bland, remember the part where you go to a series of corridors with Turret? Yeah, might need to improve on that section's texturing.
You have a variety use of Badniks, however they're not being used accordingly, you misused 5-6 types of badniks in the same section once, some of them are not even complimented well with the theme of the level, unless you explain to me that they came from a broken down shipment container, but the environment doesn't explain why they are there anyway xd.
Now for the issues, quality consistency, the more went to the level deeper, the flatter the level gets, though you've told me once since It's a basic crunch with the time, though I just like to point out that's all UwU.
Some sections feel bland, remember the part where you go to a series of corridors with Turret? Yeah, might need to improve on that section's texturing.
You have a variety use of Badniks, however they're not being used accordingly, you misused 5-6 types of badniks in the same section once, some of them are not even complimented well with the theme of the level, unless you explain to me that they came from a broken down shipment container, but the environment doesn't explain why they are there anyway xd.
Pretty cool level, the layout and the flow of the level is pretty streamline, you even made an alternate path and one character specific path, though I do want this specific path to be more focused, It's simply short and uninteresting, oh regarding the alternate path, It's very weird how the other one is kinda less noticeable, you also did a spot on work on the path merge, didn't get lost and know my way to it.
Issues, yes, badnik placement, particularly the way you placed those Dragonbombers, they should be mostly be placed on a better height, all I see mostly they're placed near the ground, making them less of a threat overall, also, you kinda placed Dragonbombers that a Greensnapper would generally does better, but that's just my opinion for it.
Level is heavily bland with its texture usage, one cave have its walls just one texture being splattered everywhere, it might be better if you kinda used variety of texture so it wouldn't be look as being bland?
Level is huge and empty, I may have to suggest that since It's a Wasteland, why not paint the floor with small craters?
Issues, yes, badnik placement, particularly the way you placed those Dragonbombers, they should be mostly be placed on a better height, all I see mostly they're placed near the ground, making them less of a threat overall, also, you kinda placed Dragonbombers that a Greensnapper would generally does better, but that's just my opinion for it.
Level is heavily bland with its texture usage, one cave have its walls just one texture being splattered everywhere, it might be better if you kinda used variety of texture so it wouldn't be look as being bland?
Level is huge and empty, I may have to suggest that since It's a Wasteland, why not paint the floor with small craters?
This is a very calming and cute level, albeit very short, you did good on the texturing, making use of the Special Stages Texture to look like crystals in most part.
The only issue I have with this level is how tight the corridors are, you may need to expand the level a little bit to make them a bit wider, the one section also manages this pretty well, you also open up a chance for exploring.
Also the last Checkpoint is pretty useless when the End Sign is literally within view and not a mile away, just a thought.
Music didn't looped properly, maybe you need to have LOOPPOINTS or LOOPMS, just making sure they're looped.
The only issue I have with this level is how tight the corridors are, you may need to expand the level a little bit to make them a bit wider, the one section also manages this pretty well, you also open up a chance for exploring.
Also the last Checkpoint is pretty useless when the End Sign is literally within view and not a mile away, just a thought.
Music didn't looped properly, maybe you need to have LOOPPOINTS or LOOPMS, just making sure they're looped.
Nice, another Water Level, but this one comes with overbearing issues, though let's come up with positives first, transitions, pretty interesting that manage to let players traverse the Watery Caverns and led themselves into a Lava Oriented section, you also did a very good job painted some floors in the Water Section with some of those interesting looking Symbols, it really tells a small story within these caves littered with Ruins or some sort.
Issues, pathing needs to be more streamlined, I've gotten lost multiple times to where I should have been going, I went into circle four times before I went into the correct path.
Also, checkpoints needs to be fixed, pointing out that when you activated one, all of the other checkpoints are activated (This also doesn't help pathing aswell, since activated checkpoints means, that you shouldn't go this way) , this is due to how you haven't setting it properly, changing the parameters or angle will fix it, might need to consult with the wiki next time.
Difficulty in the Lava Section, you have so many tight jumps in that particular section, though if you have like a Fire Shield, the section particularly turned into an ultimate cakewalk.
Issues, pathing needs to be more streamlined, I've gotten lost multiple times to where I should have been going, I went into circle four times before I went into the correct path.
Also, checkpoints needs to be fixed, pointing out that when you activated one, all of the other checkpoints are activated (This also doesn't help pathing aswell, since activated checkpoints means, that you shouldn't go this way) , this is due to how you haven't setting it properly, changing the parameters or angle will fix it, might need to consult with the wiki next time.
Difficulty in the Lava Section, you have so many tight jumps in that particular section, though if you have like a Fire Shield, the section particularly turned into an ultimate cakewalk.
Ooh, a very mysterious level indeed, not a fan of puzzle based level, though not gonna lie, I like the Glaregoyle Section and the Pulley Section, your level also has Emblems, bonus points, encourages replayability, however your level is too linear for exploring, I love how you did with the indicators if the section is done or not, epic points, and custom objects like Pulleys and Lua Scripted Puzzle? Amazing.
Now for this one issue that has always bothered me in this level, It's too dark,you basically have to force yourself to hug walls and such just to find the intended path, which just adds more work into it.
Now for this one issue that has always bothered me in this level, It's too dark,you basically have to force yourself to hug walls and such just to find the intended path, which just adds more work into it.
This is a very cute level,you did good on the attempt of doing a beach level, though the only gripe I have was how short it is, no matter, you did fine with it.
Issues are, the use of Score Monitors, they're littered with some of them in the level, and most sections I've come across are cramped, basically during the Cave Section, you have like some weird tight jumps that I could easily avoid them.
Issues are, the use of Score Monitors, they're littered with some of them in the level, and most sections I've come across are cramped, basically during the Cave Section, you have like some weird tight jumps that I could easily avoid them.
Astonishingly a unique level within its used of textures and interesting glider gimmick, but It's rather short sadly.
The only issue is how cramped the level is, this is first level ever in OLDC that made me feel claustrophobic, maybe next time you could expand it to be made wider, I kinda like the aesthetics you've done with the level, looking forward what's next however.
The only issue is how cramped the level is, this is first level ever in OLDC that made me feel claustrophobic, maybe next time you could expand it to be made wider, I kinda like the aesthetics you've done with the level, looking forward what's next however.
I simply don't on what's your mind on this when creating this level, this just simply interesting when took on this, I dunno about the choice of the music you've chosen, It's weird as heck and jarring in the ears, but I got used to it eventually lol, interestingly you level has a defined path I could take, you even have an alternate paths for specific characters or not, though there are overbrearing issues that needs to be addressed.
Issues are the detailing of the textures, I get it, It's a tower, but I was hoping you made the tower a much more interesting take, not just a bunch of huge bricks as its base (Look at the end of the level with the End Sign in it, you've done perfectly a good job on the texture detailing rather than the rest of the level), but more of having variety or bricks or chain supports
like in those Doom Levels, this level is just feels just like one.
Platforming needs to be reworked, they're all mostly tight and weird to jump on, 2D section could also use more work, even though you managed to do 2D correctly, It's pretty cluttered and weird.
Non-Spin Character paths need to be refined more, they're all bland I'll be honest, more texture variety could do some work with it.
Issues are the detailing of the textures, I get it, It's a tower, but I was hoping you made the tower a much more interesting take, not just a bunch of huge bricks as its base (Look at the end of the level with the End Sign in it, you've done perfectly a good job on the texture detailing rather than the rest of the level), but more of having variety or bricks or chain supports
like in those Doom Levels, this level is just feels just like one.
Platforming needs to be reworked, they're all mostly tight and weird to jump on, 2D section could also use more work, even though you managed to do 2D correctly, It's pretty cluttered and weird.
Non-Spin Character paths need to be refined more, they're all bland I'll be honest, more texture variety could do some work with it.
Your level is an interesting take on a huge valley with waterfalls in it, though I'm impressed with the 2D section you've made, It's the only one in the OLDC that would be this long, you also done a very good job detailing the outdoors areas, especially the end, props to that.
Now onto the issues, bland textures, particularly in Cave Sections, you've used like 1-2 textures, I was hoping later on, you would have a better texturing design instead of just this one brown diamond square texture.
Squared blocky sections, mostly on Cave sections, this just feels unnatural and awkward to traverse at for being honest.
Bad transition between 3D to 2D section, you could've used a Zoom Tube or
a Boost Panel that forces you going in spinmode without ruining the 2D Mode (You could do a timed jump and not even go into 2D Mode at all, in which you can get softlocked if you fell on the sides however lol)
Water Section, I like they way to have done to this section, you have a very decoration and scenery here and there, but what makes it bad it the Maze Section, you're basically giving alot of pressure for players to traverse it due to Air Mechanic, though however by just hugging the left wall you would get to the exit quicker than expected.
Small Platform jumps, you have a good amount of these particularly in the cave section, might the need to avoid this.
Death Pits in 2D section, they're pretty much unseen at first and needs a better indication that It's a death pit.
Now onto the issues, bland textures, particularly in Cave Sections, you've used like 1-2 textures, I was hoping later on, you would have a better texturing design instead of just this one brown diamond square texture.
Squared blocky sections, mostly on Cave sections, this just feels unnatural and awkward to traverse at for being honest.
Bad transition between 3D to 2D section, you could've used a Zoom Tube or
a Boost Panel that forces you going in spinmode without ruining the 2D Mode (You could do a timed jump and not even go into 2D Mode at all, in which you can get softlocked if you fell on the sides however lol)
Water Section, I like they way to have done to this section, you have a very decoration and scenery here and there, but what makes it bad it the Maze Section, you're basically giving alot of pressure for players to traverse it due to Air Mechanic, though however by just hugging the left wall you would get to the exit quicker than expected.
Small Platform jumps, you have a good amount of these particularly in the cave section, might the need to avoid this.
Death Pits in 2D section, they're pretty much unseen at first and needs a better indication that It's a death pit.
This is one of those weird yet interesting levels, I was kinda disappointed how good the detail is, yet, It's empty, very hollow for the reminder of the design, you did managed to make the Checkpoints into a good use, though there's not much anything to say with the level itself, It's empty, no rings (Besides a few super monitors, and other monitors), and that one secret lol, you know what it is.
You really did a great job at the detailing, but the whole itself is just a glorified RVZ, most of the time, I can't argue how astonishingly good to look at, but it basically defeats most of my gripes with the issue I've found.
Foremost, pathing and layout, this is literally the most confusing level I've ever played believe it or not, you really don't have a good defining path that would lead to the main path, and somehow when I've found something it would only led me into circles.
The bump in the lava is an interesting one, you could make some skilled jump out of it when riding on the Balls, though I know most people wouldn't do this, and instead just carefully trudge it.
Indication if something has happened, remember that one section with a small arrow on the floor that pointed a computer? That room in particularly made me running around for almost 3-4 minutes, I have no clue where I was supposed to go, making it frustrating, and somehow I found a path where there were once a door that was closed but sometime by accident the door is opened, this confuses me alot on how this door even open in the first place.
And the biggest issue of them all, is the lack of Checkpoints, no checkpoints in sight, nothing, this would brought up a very huge issue if the player somehow died later in the game, or maybe near the end of the level, that would mean they have to start everything all over again (having checkpoints would also mean you would have a defined path for players may take, just an input), I know this is a huge oversight, but I hope you won't do this again in the later level you're currently making.
Foremost, pathing and layout, this is literally the most confusing level I've ever played believe it or not, you really don't have a good defining path that would lead to the main path, and somehow when I've found something it would only led me into circles.
The bump in the lava is an interesting one, you could make some skilled jump out of it when riding on the Balls, though I know most people wouldn't do this, and instead just carefully trudge it.
Indication if something has happened, remember that one section with a small arrow on the floor that pointed a computer? That room in particularly made me running around for almost 3-4 minutes, I have no clue where I was supposed to go, making it frustrating, and somehow I found a path where there were once a door that was closed but sometime by accident the door is opened, this confuses me alot on how this door even open in the first place.
And the biggest issue of them all, is the lack of Checkpoints, no checkpoints in sight, nothing, this would brought up a very huge issue if the player somehow died later in the game, or maybe near the end of the level, that would mean they have to start everything all over again (having checkpoints would also mean you would have a defined path for players may take, just an input), I know this is a huge oversight, but I hope you won't do this again in the later level you're currently making.