Super Community Contest - We have a Winner!

General discussion about Super Mario Bros. X.
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Warlock
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Warlock » Tue Sep 05, 2017 1:16 pm

Enjl wrote:Awh shit Quill you complained about the backtracking in RhysOwens level. That's super nitpicky and you know it. Now get a grip, your arguing is embarassing.


Oh for fuck's sake, stop it.

We are not here to argue like a bunch of little girls about a single judge's review. You of all people should know that this isn't necessary.

Not picking sides here, but this is just childish.
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Spoiler: show
[23:00] <Warlock> Any ideas for my new mini-episode?
[23:00] <MilesTroopa> Make a silly plot
[23:00] <Warlock> I'm planning on adding magma theme to it.
[23:00] <MilesTroopa> Something that could be solved fast
[23:00] <MilesTroopa> Like
[23:00] <MilesTroopa> Bowser called your help
[23:00] <MilesTroopa> To fix his toilet
[23:01] <Warlock> But the first level is of a normal theme
[23:01] <MilesTroopa> And you need to enter in his toilet and kill the mole that is making troubles on the pipe
[23:01] <Warlock> It's a 2-world episode.
[23:01] <MilesTroopa> So
[23:01] <Warlock> And besides, who the fuck wants to go on a 2-world journey to fix a fucking toilet xD

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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Zha Hong Lang » Tue Sep 05, 2017 1:27 pm

Masters of missing the point
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Sorel » Tue Sep 05, 2017 2:10 pm

I always put a tl;dr in every review, even if it's not necessary.

Leaving it out would look kinda weird when every other review has it.
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby TLtimelord » Tue Sep 05, 2017 2:15 pm

I mean, regardless if he's right or not, he needs to chill and address what he thinks is wrong in a more mature manner.
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Sorel » Tue Sep 05, 2017 2:17 pm

Definitely.
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Zha Hong Lang » Tue Sep 05, 2017 3:10 pm

While I said this earlier in the thread, since it's a recurring problem anyway I'd like to reiterate that Enjl could have a better attitude when making criticism. His current attitude is destructive even though he has a point.
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby HenryRichard » Tue Sep 05, 2017 4:09 pm

Oh cool 7th!

This means I can release my level, right?

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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Quill » Tue Sep 05, 2017 4:16 pm

HenryRichard wrote:Oh cool 7th!

This means I can release my level, right?

Yes.

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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Mr Briney » Tue Sep 05, 2017 6:07 pm

Top 3

Enjl
rockythechao
7NameSam
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RhysOwens wrote:
Superiorstar wrote:
Electriking wrote:


Sanct wrote:
Zha Hong Lang wrote:
HackPlayer7 wrote:What is ((35÷6+ -14) - (768×3-(18×37)+ -43)) × 0

((35÷6+ -14) - (768×3-(18×37)+ -43)) × 0
let a = (35÷6+ -14) - (768×3-(18×37)+ -43);
(a) × 0
0


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Re: Super Community Contest - Placements 10-4 Revealed!

Postby bossedit8 » Tue Sep 05, 2017 6:21 pm

The goods!

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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Mosaic » Tue Sep 05, 2017 6:22 pm

Mr Briney wrote:Top 3

Enjl
rockythechao
7NameSam


I predict Enji will win
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Waddle Derp » Tue Sep 05, 2017 6:33 pm

MosaicMario wrote:
Mr Briney wrote:Top 3

Enjl
rockythechao
7NameSam


I predict Enji will win


who's that?

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Re: Super Community Contest - Placements 10-4 Revealed!

Postby WerewolfGD » Tue Sep 05, 2017 6:42 pm

Oooo niceee congrats for the top 3!
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Yoshi678 » Tue Sep 05, 2017 7:00 pm

Me and Timelord have managed to sort out the fault with my level and it's set for inclusion in the episode if what Timelord says is true. Whether or not it'll be stitched back into this forum thread along with the other levels seems rather unlikely however. I look forward to hearing what all the judges have to say about it and I'm grateful that they were willing to give it a chance to begin with seeing as it is technically a late submission. You lot are great~
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby Doesntpostverymuch » Tue Sep 05, 2017 9:05 pm

BTW i know that the first post has the ranks i just think it's layed out confusingly
Spinda wrote:by honestly I mean honestly


Try to guess what this next one means out of context
Supershroom wrote:Yeah, let's not please push on it this hard and then we'll get it hopefully.


Danny wrote:Here's some constructive criticism: What the hell.


TLtimelord wrote:"Cunt" was a bit aggressive, my bad


thehelmetguy1 wrote:
MosaicMario wrote:People may as well stop submitting since this game's going to win either way.


I made the next one by accident
PixelPest wrote:Have you actually looked at how long


Witchking666 wrote:Ooh werewolves!
Approved!


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Re: Super Community Contest - Placements 10-4 Revealed!

Postby thehelmetguy1 » Tue Sep 05, 2017 9:39 pm

Waddle Derp wrote:
MosaicMario wrote:
Mr Briney wrote:Top 3

Enjl
rockythechao
7NameSam


I predict Enji will win


who's that?

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Re: Super Community Contest - Placements 10-4 Revealed!

Postby PixelPest » Tue Sep 05, 2017 9:41 pm

Doesntpostverymuch wrote:BTW i know that the first post has the ranks i just think it's layed out confusingly

It's literally arranged from last to first. There aren't even tier numbers it's honestly the simplest system ever
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Re: Super Community Contest - Placements 10-4 Revealed!

Postby MECHDRAGON777 » Wed Sep 06, 2017 1:18 am

Yoshi678 wrote:Me and Timelord have managed to sort out the fault with my level and it's set for inclusion in the episode if what Timelord says is true. Whether or not it'll be stitched back into this forum thread along with the other levels seems rather unlikely however. I look forward to hearing what all the judges have to say about it and I'm grateful that they were willing to give it a chance to begin with seeing as it is technically a late submission. You lot are great~

I am curious how it will rank myself.
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Re: Super Community Contest - We have a Winner!

Postby Quill » Wed Sep 06, 2017 10:25 am

We have a winner!

Placements 3-1

Spoiler: show
3. 7NameSam - Mea Culpa (8.7/10)
    Aristocrat (8.7/10)
      Design: 40
      Creativity: 30
      Aesthetics: 17
      Review: Fun idea, though a bit unfocused in execution. A whole lot of precision jumping and some challenges that I just could not figure out, which made me feel dumb because it forced me to go through the hard challenge just before that again just to die at the other hard challenge. Some parts were clever but at other times I felt myself questioning whether the level maker felt it was really necessary to make the player go through this because it didn’t really feel fun to me as a casual Mario player lol. I like this level for its ideas but the way in which they were executed were a bit shoddy. But That’s Just Me™.
    FrozenQuills (9.1/10)
      Design: 49/50
      Creativity: 29/30
      Aesthetics: 13/20
      Review: MAN this was an AWESOME puzzle level.

      I absolutely loved where this level went with the on/off gimmick!
      It introduces the concept well, and then expands it into so many
      different creative ideas. It's very focused and it was a lot of fun
      to figure out all of the puzzles. I especially liked the "throw block
      shaft" and the disco shell/muncher puzzles near the end. The elevator
      was also really cool with all the little quick time events you need
      to pull off.

      My only design issue was that some of the maneuvers were a little bit tight
      but that's super minor. The aesthetics were also kinda bland but that's
      the smallest part of the score so whatever.

      Really though, amazing job with this!
    Quill (8.3/10)
      Review: The gimmick of this level was super clever! It’s taught to the player in a safe environment and each section brings something new to the table. I think the difficulty curve is a tad harsh and the later sections caused a lot of panic reactions from me which led to deaths, but the frequent checkpoints made repeating the area not so difficult. Sections were small enough so that even if you had to repeat some previous parts of the level (which was admittedly kinda meh, especially if the part you were stuck on was at the end of the section), it wasn’t much at all to play again and the player would generally know what to do for the previous puzzles anyway. I mentioned this briefly already, but I really did enjoy how many new ideas each section brought to the table. It was generally fun to solve the puzzles.
      Design: 44/50
      Creativity: 28/30
      Aesthetics: 11/20
    Sorel (8.2/10)
      But you did a lot stuff right.

      Although spinjumps and directional-throwing-while-jumping are the banes of my existance,
      this was pretty good. The relatively small section size made the repetition of the cleared puzzles to get
      to the puzzle where I failed at much more bearable and less tedious.
      That said, while the palettes are pretty, the level's visual design does strike me as a bit bland,
      even though it gets the SMW minimalistic aesthetics right.

      tl;dr: well designed, short, but fun level with creative design, but it felt a bit lacking in aesthetics.

      42/27/13
    Spinda (9.1/10)
      This level was really good and had some tight design! The way the switches were used led to some really cool setups where you had to think initially, but which were really clear afterwards. All of the sections used the gimmick in some creative way. However, I think that the final elevator section may benefit from a camera that's pointed a little more towards the top, since half of the screen is below Mario and as such not important. Being able to see incoming challenges earlier would help, but would also require some redesigns of the section.

      47/28/16
    Tltimelord (9.3/10)
      Really basic concept, but it's done so cleverly! This level feels so incredibly SMW hack-like, the saw ticks on the switches is a much nicer sound than a constant ping of the switch block sound. I'd say the part in the middle with the long drop holding the blue block got on me a little, I just consistently kept being too slow for the longest time. Maybe it was just me. One thing that I have to commend you for that a lot of levels like this seem to be having issues with is that you have checkpoints after the seemingly hardest puzzles. Thank you! They are placed so they feel like rewarding checkpoints!
      Design - 4.8/5
      Creativity - 2.8/3
      Aesthetic - 1.7/2
    Waddle Derp (8.2/10)
      Good times. I've always liked NPC-attachment shenanigans so it's great to see them pulled off so incredibly well. The gimmick was cleverly introduced and expanded upon in the most crazy ways, though unfortunately in the end it got a little ridiculous with the precision required to perform some of the setups. The level also ended rather abruptly, perhaps a section in which all of the ideas were brought together would have been a good closer. Still very solid overall.

      42/25/15

2. Enjl - Juggle Physics (8.742857143/10)
    Aristocrat (9/10)
      Score: 9.0
      Design: 40
      Creativity: 30
      Aesthetics: 20
      Review: This level does a great job and finding new ways to employ its mechanics to keep it refreshing. Every placement felt calculated and fair, and even though I died a lot I never really got frustrated… until I did. Because as great as all the challenges in this level are, they become really tedious once they turn into “fuck up once and do everything again, including tricky challenges from before”. Some more checkpoints between the harder challenges, especially during the later parts really wouldn’t have hurt.
    FrozenQuills (9.6/10)
      Design: 48/50
      Creativity: 30/30
      Aesthetics: 18/20
      Review: THIS WAS SO GOOD

      I didn't expect so many neat tricks you can do with mario maker physics! And not only
      is the level super creative with them, but the design is so good as well. Each new obstacle
      was properly introduced and expanded upon in later rooms. I am absolutely astounded at
      how good this level is in terms of design and creativity.

      I also really like how the level was focused around helmets and their properties with
      all the NPCs in the level. It made the level both puzzle-y and action packed, especially
      at the end with the shell ride. The dragon coins were also really fun to collect, and the
      moon puzzle room was top notch.

      I wouldn't say the level is absolutely perfect though. I did have one issue near the end
      where it was a bit difficult to observe and see where the shells are going so quickly.
      The spinjumping parts are also a bit tight.

      Meanwhile, the aesthetics are great for the most part, but the background in the first few
      rooms of the level could have a better palette.

      All in all though, a lot of effort went into the design and creativity of this level and it
      super paid off; incredible job.
    Quill (6.2/10)
      Review: Oh boy, this is one monster of a level. First of all, the concept is brilliant. It’s legitimately amazing what the potential of this gimmick is. The level itself definitely showcases clever puzzles that utilise the gimmick of this level very well. However, this level has one major flaw, and that is how precise some of these puzzles are. Many of them require extreme precision, such as getting a bob-omb into a certain area to open up a passage. While that doesn’t sound too difficult, the puzzles are designed in a way to force the player to react fast, which can cause a lot of unfortunate deaths while the player is getting used to what they have to do as well as the layout of the room. This wouldn’t be as big of a problem if the player wasn’t forced to repeat the entire section, which ends up getting tedious especially with puzzles that aren’t lenient at all throughout the section, causing unnecessary deaths for areas that the player easily passed before due to a bob-omb not going in the right direction, for example. The length of the level is an issue too. About half way through, that was the point where I was starting to feel that the level had shown me all it could offer, but it kept going. It’s a shame, because a neat part of the level, the shell ride, was towards the end. A lot of these sections could have simply been scrapped, since a lot of them felt like filler and simple continuations of previous puzzles, rather than keeping things fresh like the shell ride did. It’s unfortunate that these flaws really hold the level back, because if the puzzles were more lenient and the level length was shortened, this could have been an almost perfect puzzle level.
      Design: 22/50
      Creativity: 27/30
      Aesthetics: 13/20
    Sorel (8.4/10)
      Good lord this was tedious, but good.

      While I admire the craftsmanship behind this level, although it's essentially a Mario Maker level
      done in SMBX, I can't help but feel frustrated throughout most of the run, starting from section 2
      and especially in section 8.
      If only the checkpoints were more in number, and closer to the harder puzzles the amount of tedium
      caused by repeating easy puzzles over and over again would be far less.
      Section 8 in particular could have used an additional checkpoint.

      tl;dr, well designed level held back a bit by tedium.

      37/27/20
    Spinda (9.1/10)
      This level had some really nice challenges! The way that each section focussed on one gimmick while also evolving previous ones led to some really cool moments. It's also pretty neat how a lot of the elements are used in multiple ways. For instance, Spiny Shells are initially just used as "hey spinjump here" but later on, you have to bounce them from below so they turn into actual Spinies. There are a few small nitpicks though: In the second section, you have to wait for a bomb to explode every time you die if you want a Mushroom (or I guess red shellmet), which kinda takes away from the faster respawns. Additionally, it's kind of weird how the "staircase" of poles react if you walk into one of the same height as you. The pole bouncing upwards is a pretty unexpected reaction. That being said, the individual setups are all really fun and well-designed and the frequent checkpoints and quick respawns make this level engaging even at the tougher parts. Few of the challenges felt trivial enough that going through them again felt like a chore.

      45/28/18
    Tltimelord (9.1/10)
      So, this is a really cool gimmick. You did a ton of ultra clever things with this theme, you made it easy before you made it hard, so every mistake you make is on you. And I find that incredibly respectable. Kudos to you for your progression of difficulty. HOWEVER, there are a few unbelievably difficult puzzles that make this walking the line of unbearable, mostly because they don't have midpoints. I think what really kicks the level in the shin is its midpoint placement. they tend to be after rather mellow puzzles while there's little to nothing rewarding after the grueling puzzles and I will fight the fact those puzzles are grueling. I'll commend you for the level's aesthetics as those are really nice, and you make the player work for their powerups, which if you don't get them chances are you won't be punished at all in terms of taking hits.
      Sidenote: I did encounter a few physics failures but they don't affect the gameplay in anyway, they just gave me a few laughs. Those issues are on the engine, not on the designer.
      Design - 4.6/5
      Creativity - 2.8/3
      Aesthetics - 1.7/2
    Waddle Derp (9.8/10)
      I freakin' love this level. It has clever and challenging setups, mostly fair difficulty, enough checkpoints and spot-on graphics. The mechanic is incredibly clever and, combined with all the other lua tech made for a unique and innovative puzzle level. Unfortunately the sheer length and complexity of the entire level as well as some of the individual sections made it drag on for quite a bit, but that didn't stop me from having a great time playing this :3

      48/30/20

1. rockythechao - He's Back (8.757142857/10)
    Aristocrat (9.2/10)
      Design: 42
      Creativity: 30
      Aesthetics: 20
      Review: This level’s atmosphere was amazing and the gimmick was extremely clever. Some parts were a bit iffy when it came to maneuvering across Maverick Thwomps in mid-air, but still manageable and within the range of a healthy difficulty curve. Then at some point after the second midpoint I think I stopped playing SMBX and started playing some other game because what.
      Honestly though, while the humor and everything are incredible and the boss is amazing, some of the attack patterns are a biiit unfair. (At least it becomes infinitely easier once you realize that you can also jump on it, but then the second phase just slaps you in the face) This was amazing aesthetically and humor-wise, and there are quite a few surprises and great laughs to be had while playing this level.
    FrozenQuills (9/10)
      Design: 43/50
      Creativity: 27/30
      Aesthetics: 20/20
      Review: UNOBTAINABLE SECRET EXIT IN THE CREDITS SEQUENCE, DISQUALIFIED

      Jokes aside, this was rad. The cloud gimmick is great and provided a lot
      of creative setups. I really loved how you used it with the maverick thwomps
      after the midpoint, though it did get a bit hectic at times when combined
      with the hammer bros.

      The boss looks phenomenal, and it was a lot of fun as well. It is not only
      focused around the cloud gimmick but it is also super engaging with its
      attacks. It even starts some new attacks after half of its health is gone.

      However, I will say that the level isn't perfect. While I enjoyed the
      cloud setups before the boss, some of them could have used more polish,
      and the ones that used normal thwomps weren't really that interesting.
      I also felt that you could have done more with the clouds and other NPCs,
      and same with the boss' attacks.

      I also got some weird stray lines during the boss fight? I'm not sure
      if it's something on my end but the other judges didn't get them.

      Nonetheless, this is still a pretty incredible level with a great boss.
    Quill (8.1/10)
      Review: Very rarely does a level manage to introduce a clever gimmick that’s fair in difficulty and used creatively. It just so happens that this is one of those rare levels. The gimmick is even used well in the boss as well. I didn’t like that the boss was a bit of a HP sponge. I’m pretty sure he took more damage if he was jumped on, but the timing for that was a tad harsh and often led to the player being damaged in exchange, which wasn’t too great as even with 5 hit points, it was pretty easy to die because of how long the boss went on for. The attacks weren’t too interesting or fun to interact with either. The boss itself was great, but just had a bit too much health for my liking. I much preferred the raw level.
      Design: 39/50
      Creativity: 28/30
      Aesthetics: 14/20
    Sorel (8.5/10)
      Tell your friends.

      I don't think I've ever seen such an impressive bossfight in SMBX yet.
      But still, it was a bit dependant on RNG for some parts, and the unlucky person I am,
      I got a couple of pretty unfair setups occasionally which were unavoidable in my current position,
      so I had to tank a hit. But other than that, a really good boss.
      Now, as for the level that comes before the boss, the gimmick is used in advance so you're not caught
      off guard during the fight, but the vertical Thwomp sections were very wonky to get through.

      tl;dr: probably one of the best levels in the contest. nice job.

      40/27/18
    Spinda (9.1/10)
      This level is great, especially the boss! The first part does a pretty good job showcasing the fragile clouds in different ways and the Snifit parts were especially enjoyable. The Hammer Bros. parts, however, felt less deliberately designed than most of the other parts and the hammers destroying the clouds doesn't really affect the player as much as a deliberately placed Snifit does. Jumping on the Maverick Thwomps also took some getting used to. The atmosphere in this section was already pretty neat, with it changing as you progress upwards. The highlight of this level was, of course, the boss, which is super good. The credits fakeout was pulled off really well and the boss itself was one of the best-feeling bosses in all of SMBX. Thanks to a combination of the aesthetic shift and the boss' attacks themselves being usually pretty fun to avoid, this boss is a joy to fight. One aspect that added to this was the fact that the easier an attack is to avoid, the harder it is to hit the boss at the same time. The hammer attack, which is amongst the more harmless attacks, requires a well-timed jump followed by an upwards fire ball throw in order to hurt the boss, whereas the stomping attack leaves Reggie open for quite a while. The way the clouds are used in the fight itself is also really neat.

      45/27/19
    Tltimelord (8.4/10)
      So uh, I'm gonna talk about the level portion first. It's got a really nice gimmick going on, and the progression is really nice. I feel like the second half of the climb could MAYBE use another powerup cause of those tricky spinjumping stretches but that's majorly a nitpick. The level portion lacks a little in terms of decoration. It goes from this grayish tileset into a regular smb3 cave tileset, and that awkward change kind of takes away from the experience (and the land stalactites are a bit awkward merging with the tileset). Now onto that boss, holy mother of christ that boss. Easily in the top three most astounding things I've ever seen in smbx, I'm not even gonna entirely spoil it for the people reading this review. HOWEVER it still didn't go without its flaws. It maneuvers so fast while Mario maneuvers so slow, and if I don't perfectly predict what it's gonna do next, I'll take a hit because mario moves too slow to avoid its attack. But damn that does NOT outweigh the millions of positives it has. Maybe I'm being too mesmerized by the flashy effects? Probably. I guess my final note is that while the flashy effects you have disparsed all over the level and especially during the boss are really cool and look nice, they almost take away from the smbx experience since none of the graphics really fit.
      Design - 4.6/5
      Creativity - 2.8/3
      Aesthetic - 1/2
    Waddle Derp (9/10)
      I love this level. The boss is truly excellent as it manages to telegraph its attacks, provide the player with plenty of health but also plenty of opportunities to hit it, and on top of all that it looks absolutely gorgeous. Unfortunately, the boss is held back by the rest of the level. The graphics weren't as good and the gameplay was a little unforgiving at times. Despite all that it's still one of my favorites which just goes to show how darn good that boss is. Well done!

      45/27/18


I'd like to thank all the judges for their superb work during the judging process, and of course, all of the users who submitted levels to the contest as well. This was a great one!

What's next? Well, the episode, of course.

I hope you guys like world maps.

Amine Retro
Purple Yoshi Egg
Purple Yoshi Egg
Posts: 457
Joined: Mon Oct 10, 2016 7:20 am

Re: Super Community Contest - We have a Winner!

Postby Amine Retro » Wed Sep 06, 2017 10:30 am

Congratulations to all three of you!


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