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Post by Deleted on Apr 20, 2020 1:16:37 GMT -5
Please judge my level
Level name: fatality Id: 61072529 Difficulty: 9* insane or (maybe) easy demon
This is the first time I've made a complete level with all gamemodes , moving/rotating objects,proper deco etc. I spent a long time on it.
How good is my level ?
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Post by Dragon on Apr 21, 2020 14:38:11 GMT -5
mds62Level name: Fatality Level Author: mds62 Level ID: 61016822 GameplayHonestly, this wasn't too bad. For the most part, every part was sightreadable and wasn't too bad to play. There's a few things I'll point out though that could use a bit of improvement. The first is sync. The cube parts and robot parts were alright, but the ship and UFO parts felt like they could've flowed a little better to the song, since they mostly revolved around staying in the middle of the screen without much variation. A few parts could also use S blocks or some blocks to prevent the dash orbs from going to far and skipping sections of gameplay (I found a few minor skips but nothing major or critical). Lastly, the bossfight feels like a random addition and it's too hard to read due to the lack of arrows, making it unclear where to go next. In general though, the gameplay was a stronger aspect. DesignThe design was weaker in comparison. It didn't necessarily look "unclean," but it was very empty. The block designs could use some more variation and detail throughout the entire level. The blocks were generally just the most basic forms of 1.8-2.0 blocks, without any additional detail. There could also be a lot more structures and air decoration throughout. In the first UFO, there's a lot of spots where there's virtually nothing on screen other than some ground spikes and that should try to be avoided as much as possible. This problem is also evident in the bossfight later on. The colors also felt a bit off. You should make usage of blending and more matching colors to make the designs work better with each other. OverallI think this level could use some work. The gameplay wasn't too bad but the design could use a lot of work. I'm inclined to either mark this as Low-Decent or High-Need Improvement but I guess I'll round up and put it in Decent. If you work on design a little more, then I think you'll become a solid creator. If you have any questions about this review, then feel free to message me or just reply to this post.
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Post by Deleted on Apr 21, 2020 22:42:35 GMT -5
Dragon This is my first judged level, so I want to ask few qustins and also know more about your criteria for judging. Some of your points are: 1. Dash orbs: everywhere I have put obstacles to prevent extended use of dash orbs. I am sure that no parts of the level can be skipped using dash orbs. the first wave , last spider and last cube u hit a wall; in in the first spider,u Hit an invisible sawblade; and in the robot section u hit a spike,and in the second cube section I've used an S block near the gravity portal. (Refer video if required) 2. Sync: UFOs probably lack sync. But does a ship section even require sync? 3. Block design: I've tried to copy deadlocked block design in most of the parts(toe2 in some parts). How can I make it less basic? 4. Bossfight: I tried to air deco the section. But it becomes hard to see the fireballs. It becomes confusing and less sight readable.
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Post by Deleted on Apr 21, 2020 22:48:09 GMT -5
PS : I am not arguing that my level is good. I know that forum staff'sexpectations on the levels are high and my level is far away from what they expect.
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Post by Dragon on Apr 21, 2020 23:05:19 GMT -5
Dragon This is my first judged level, so I want to ask few qustins and also know more about your criteria for judging. Some of your points are: 1. Dash orbs: everywhere I have put obstacles to prevent extended use of dash orbs. I am sure that no parts of the level can be skipped using dash orbs. the first wave , last spider and last cube u hit a wall; in in the first spider,u Hit an invisible sawblade; and in the robot section u hit a spike,and in the second cube section I've used an S block near the gravity portal. (Refer video if required) 2. Sync: UFOs probably lack sync. But does a ship section even require sync? 3. Block design: I've tried to copy deadlocked block design in most of the parts(toe2 in some parts). How can I make it less basic? 4. Bossfight: I tried to air deco the section. But it becomes hard to see the fireballs. It becomes confusing and less sight readable. 1. The dash orb at 27 can be hit with the proper timing and held until 31, where you can release into the next dash orb. The next dash orb can be hit high and be held for a good deal of time into the mini spider. The dash orb and 37 can be hit low and held all the way to a blue orb as the normal cube. The last dash orb in the level can be hit high to skip some gameplay and released to hit the blue orb and finish the level. 2. UFOs are the focal point of the sync problem I mentioned. Having ships sync is a convenience but I honestly struggle syncing ships with my own layouts so I tried not to factor it too much into my overall evaluation. 3. I think they generally just needed more detail. The blocks felt like they could have had more to them. There's a few creators who do block decoration pretty well for the most part. A few creators whose levels I'd recommend you check out are Lemons and Hinds. Both of them have simpler styles so they're not too hard to follow, and the levels they're able to create look good as well. 4. It really just comes down to striking a balance between having enough detail where the level looks full, while not looking so full that it becomes a cluttered mess. These sorts of things take a lot of practice, so all you can do is just continue to hone your skills for the future. PS : I am not arguing that my level is good. I know that staff members' expectations on the levels are high and my level is far away from what they expect. No worries. I hope the things I wrote clarified some of the points I made.
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Post by Deleted on Apr 21, 2020 23:39:04 GMT -5
Ok. Thanks for clarifying
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