Post by traviss1 on Dec 21, 2016 14:23:37 GMT -5
I am quite the harsh one, aren't I?
Judging levels has been hard for me and just in general I am a very strict person when it comes to judging. In many types of areas I see lots of mistakes that even I do myself. As I learn as a creator, as a judge, I learn from you guys as well. Judging becomes one of my main abilities and as a level judge, I continue to be harsh and give criticism on my mistakes and so on and so forth. For you level judges that want to be a level judge, I read and approve and learn from you guys too. I like learning new things and looking for new things to judge.
Before I go onto my level picks, I have been asked, how do you judge a design level? How do I judge an effect level? What happens if the auto has a story and no gameplay? Well, it is time that I answer your questions.
In a design level, I mainly look for the originality. A lot of people tend to steal other people's ideas and call them their own. When I find out levels that are similiar, this category goes. I have had people who have said, "It is a sequel". In my opinion, let the creator make the sequel, not you, come out and expand your own horizon and create a new original level that all of us can enjoy. Don't steal someone else's idea and claim it as a sequel, it is not fair to the creator. Design terms for levels like this is pretty hard too. If you want to make a good level, you will eventually have to find your style. Style is pretty hard to find in this game nowadays because I see people slap stuff together and call it good, however, it looks awful. Design is a key aspect in a design level, hence design.
In an effect level I look for gameplay as my first priority. I happen to see more focus on the effects of a level rather than the gameplay, which is a key aspect just from me to get it a feature-worthy. Gameplay is 35% of my judge, so if you mess up the gameplay and it feels bland to me, etc., I can't help you there. Gameplay is a very important aspect to all levels, but more importantly an effect level because more people worry about the effects rather than the gameplay. However, effects are just as important. An original and unique design for your level is just as important. I see a lot of amazing effects, but the design for the blocks is sometimes very bland. Make your blocks interesting, therefore you can get the viewer to be awed at the level you have created.
A lot of auto levels have stories in them and those stories can be inspiring or just plain out funny. When I judge stories, I change it from Gameplay to the Story. So an auto level has to be just as original as a normal level. Building a cubes story at this point of time is like building a Nine Circles level. They are easy and very spammy. I do pay attention to the story, but the originality goes plummeting to an immediate 0. Originality is another 35% of my judge which means the best you can ever get is a Good Level based on the scale I will have below.
Here if my overall scale (finalized):
85/100 - 100/100 (Feature-Worthy)
70/100 - 84/100 (Good)
46/100 - 69/100 (Decent)
0/100 - 45/100 (Needs Improvement)
I have the decent range much bigger because I do feel every level deserves a decent, but I do have to come across some that aren't and fall into the Needs Improvement category which is sad because I believe all levels need some improvement of sort, but really aren't that terrible.
So, after this long shpeal, it is time to reveal the Traviss1 Level Picks!
So, how you get level picks, as I have said, it is really rare to earn a feature-worthy from me, so it is pretty simple, all you have to do is earn a feature-worthy from your local Traviss1 (NOTE: In order for it to be this, I have to judge it, not approved by me)
Here are the Traviss1 Level Picks (Always More Will Be Added):
Colorful Core by VeXioN
With a little bit of gameplay problems, this level still managed to get on this list. This level is FANTASTIC in its design department and has a lot of new styles I have never seen before. The level only has 3 vehicles which was one of its main problems, but it was still more than a fantastic level. This level felt so different and so new that I could not give a feature-worthy which is very hard for me to say. The level is just down right amazing and had a lot of good qualities for a design aspect which made me feel very happy.
Ruptured Suicide by Cirtrax
This is an example of an awesome auto level. The level lacks a bit of design, but that wasn't what held this up for the feature-worthy. I did tell the guy he missed my level picks, but I changed my mind on how good the level was. Unlike a story auto level, this one had gameplay and the gameplay for this level was beyond magnificient and it was a very original way of doing this auto level, so I saw nothing but a feature-worthy for this guy.
Pursuit by AUFrosty
Now I remember that a lot of don't like to judge because of no videos, but I am someone who will play your level. This level shocked me. One day, I went to judge the very last level and this one came up and holy crap was it good. I was quite surprised I have never seen this level on the featured page. It was by a guy who had 10 Creator Points. This level was an amazing level in most departments of my judging critique which made this level a blast to judge and nothing but an obvious feature-worthy.
ShockWave by Zoroamaster
If you are an effect designer, this is the guy you NEED to go to. This man can create some of the best levels you may have seen. This level particularly was the one I judged. I had a blast playing this level and enjoying the design. This level had lots of perfect qualities and looked amazing as you played the level. It was very cleverly built with very few flaws in this level. In this case, I saw nothing but a feature-worthy for this guy who really deserves it.
In the end, it is very hard to judge a level. I enjoy judging levels and have fun with them. If you don't have a video, I will still come and judge it because I have the extra time.
If you want me to judge your level, make sure it has been 2-3 weeks after the post, then tag me. I will do whatever I can to judge your level and give the best criticism I can. I will do whatever I can in order to improve your quality and sometimes that may take 3 or 4 tries, but trust me, I am working as hard as I can, to make you known.
Judging levels has been hard for me and just in general I am a very strict person when it comes to judging. In many types of areas I see lots of mistakes that even I do myself. As I learn as a creator, as a judge, I learn from you guys as well. Judging becomes one of my main abilities and as a level judge, I continue to be harsh and give criticism on my mistakes and so on and so forth. For you level judges that want to be a level judge, I read and approve and learn from you guys too. I like learning new things and looking for new things to judge.
Before I go onto my level picks, I have been asked, how do you judge a design level? How do I judge an effect level? What happens if the auto has a story and no gameplay? Well, it is time that I answer your questions.
In a design level, I mainly look for the originality. A lot of people tend to steal other people's ideas and call them their own. When I find out levels that are similiar, this category goes. I have had people who have said, "It is a sequel". In my opinion, let the creator make the sequel, not you, come out and expand your own horizon and create a new original level that all of us can enjoy. Don't steal someone else's idea and claim it as a sequel, it is not fair to the creator. Design terms for levels like this is pretty hard too. If you want to make a good level, you will eventually have to find your style. Style is pretty hard to find in this game nowadays because I see people slap stuff together and call it good, however, it looks awful. Design is a key aspect in a design level, hence design.
In an effect level I look for gameplay as my first priority. I happen to see more focus on the effects of a level rather than the gameplay, which is a key aspect just from me to get it a feature-worthy. Gameplay is 35% of my judge, so if you mess up the gameplay and it feels bland to me, etc., I can't help you there. Gameplay is a very important aspect to all levels, but more importantly an effect level because more people worry about the effects rather than the gameplay. However, effects are just as important. An original and unique design for your level is just as important. I see a lot of amazing effects, but the design for the blocks is sometimes very bland. Make your blocks interesting, therefore you can get the viewer to be awed at the level you have created.
A lot of auto levels have stories in them and those stories can be inspiring or just plain out funny. When I judge stories, I change it from Gameplay to the Story. So an auto level has to be just as original as a normal level. Building a cubes story at this point of time is like building a Nine Circles level. They are easy and very spammy. I do pay attention to the story, but the originality goes plummeting to an immediate 0. Originality is another 35% of my judge which means the best you can ever get is a Good Level based on the scale I will have below.
Here if my overall scale (finalized):
85/100 - 100/100 (Feature-Worthy)
70/100 - 84/100 (Good)
46/100 - 69/100 (Decent)
0/100 - 45/100 (Needs Improvement)
I have the decent range much bigger because I do feel every level deserves a decent, but I do have to come across some that aren't and fall into the Needs Improvement category which is sad because I believe all levels need some improvement of sort, but really aren't that terrible.
So, after this long shpeal, it is time to reveal the Traviss1 Level Picks!
So, how you get level picks, as I have said, it is really rare to earn a feature-worthy from me, so it is pretty simple, all you have to do is earn a feature-worthy from your local Traviss1 (NOTE: In order for it to be this, I have to judge it, not approved by me)
Here are the Traviss1 Level Picks (Always More Will Be Added):
Colorful Core by VeXioN
With a little bit of gameplay problems, this level still managed to get on this list. This level is FANTASTIC in its design department and has a lot of new styles I have never seen before. The level only has 3 vehicles which was one of its main problems, but it was still more than a fantastic level. This level felt so different and so new that I could not give a feature-worthy which is very hard for me to say. The level is just down right amazing and had a lot of good qualities for a design aspect which made me feel very happy.
Ruptured Suicide by Cirtrax
This is an example of an awesome auto level. The level lacks a bit of design, but that wasn't what held this up for the feature-worthy. I did tell the guy he missed my level picks, but I changed my mind on how good the level was. Unlike a story auto level, this one had gameplay and the gameplay for this level was beyond magnificient and it was a very original way of doing this auto level, so I saw nothing but a feature-worthy for this guy.
Pursuit by AUFrosty
Now I remember that a lot of don't like to judge because of no videos, but I am someone who will play your level. This level shocked me. One day, I went to judge the very last level and this one came up and holy crap was it good. I was quite surprised I have never seen this level on the featured page. It was by a guy who had 10 Creator Points. This level was an amazing level in most departments of my judging critique which made this level a blast to judge and nothing but an obvious feature-worthy.
ShockWave by Zoroamaster
If you are an effect designer, this is the guy you NEED to go to. This man can create some of the best levels you may have seen. This level particularly was the one I judged. I had a blast playing this level and enjoying the design. This level had lots of perfect qualities and looked amazing as you played the level. It was very cleverly built with very few flaws in this level. In this case, I saw nothing but a feature-worthy for this guy who really deserves it.
In the end, it is very hard to judge a level. I enjoy judging levels and have fun with them. If you don't have a video, I will still come and judge it because I have the extra time.
If you want me to judge your level, make sure it has been 2-3 weeks after the post, then tag me. I will do whatever I can to judge your level and give the best criticism I can. I will do whatever I can in order to improve your quality and sometimes that may take 3 or 4 tries, but trust me, I am working as hard as I can, to make you known.