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Topic, Game "BLockoban" | ||||||
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You must register or log in to post a message.PS: There is a contest going on at the moment: you make a level the best level will be voted and the maker wins a medal on his/her profile and a bit experience points. Be sure you compete or atleast vote on the one you think is the winner. btw I'm entering with a blockoban level. Contest Topic As for the symmetry issue, it is something subjective like rating. I really like symmetry, however there have been many levels (mostly yours) that have gotten the full 1 point from that criterion even though not symmetric just because they had a good design.... To cut it short...for this criterion I seek for a nice design (not necessarily a symmetric one but obviously a symmetric one has more chances of being nice). Fyi, the most difficult criterion to satisfy is the 5th one (uniqueness) that also includes general concept and this is mainly the reason between 4s and 5s. lol, I'm been remaking my under-par locally saved levels, and I'm still only on page 2 out of 18. :P @TM, does that mean you are rating a lot of my levels 4/5 because of a loss of symmetry? I find that my favorite type of levels are ones like Coup de Grace (BLockoban), Little Ambassadors (BLockoban), or Growing Pains (BLockoban). I really enjoy levels like the first two, where there are few blocks in a small-->medium area and you're searching for that little trick needed to place them. I also get a good thrill from those levels where you have to manage over a wide space with few blocks, attempting to close them into a central point. I really try to actually avoid symmetry most of the time, as the puzzle seems to be more follow the leader (usually) by both sides and there is usually a single underlying system for the both. I prefer asymmetric designs, where you have different things to work with on either side, and things that you could account for having on one side may be nonexistent on the other. I don't want to point the finger at TM or anyone else, just pointing that fact out that I, as a level designer, usually don't shot for symmetry. :) I like that this discussion that is happening. The point of view given by the top designers and scorers is valuable. Also it shows that for the most part how people rate puzzles is more or less the same across the board and that it mostly boils down to personal style preference. It is a good thing that not everyone rates every design! And that most designs are rated on their merit. To make it easy I, personally, use the following principle: I have FIVE criteria each one with equal weight: 1) Fun 2) Symmetric Design 3) Challenging level 4) Optimization and 5) Uniqueness (a small percentage of this criterion is also related to the level category) I add them up and rate accordingly. Obviously most levels add up to 3 or more (never actually rated 1-2). To the above rule I have only three exceptions: 1) If I see a new designer...no matter the design I always rate 5!! ALways boost new designers, 2) I almost always rate 5/5 M's levels. No need to count. In this case I rate like Murat...hehe, and 3) In kids category I never rate lower than 3, because I cannot really apply the above mentioned rating system...plus our kids need more similar levels and I could never penalize so much someone who tries to provide entertainment and entry levels for them. In any case we need, once more, to pay our respect to ALL the designers, thank all the players and congratulate our admins for providing us with the fun, challenge and entertainment. For me there is only one rating: 5/5. I see Blockoban as a puzzle, that I not only try to solve, but try to solve with a minimum of moves. And I give the highest rating only to games that challenge me to reach that minimum of moves, and thus I really enjoy playing. And for the other games, since people have worked for it to design it, I don't think that I have the right to discredit them just because I don't happen to like it. So I just prefer to not rate them instead. the last sentence, gis, he said that he won't rate them instead 1/5: Maybe this shouldn't even have been accepted in the first place, contains many major flaws. 2/5: No reason to reject, but unpolished and lacks design/a fun gameplay 3/5: Good level, but with some minor flaws in design and/or gameplay. 4/5: Excellent level, no obvious flaws and an overall enjoyable level. 5/5 For the perfect level (this is a rating you shouldn't just give any "good" level) If everyone were rating like this, we would see a larger gap between the "really good/"legendary"" designers and the newcommers who just release their first level. It would also help making level creation a bit more competitive :) 2/5: Shouldn't have been accepted, many major flaws. Only rated a few times. 3/5: No reason to reject, but might be unpolished, with some major flaws, annoying gameplay, ver poor design etc 4/5: Good level, but with some minor flaws in design and/or gameplay. 5/5: Excellent level, no obvious flaws and an overall enjoyable level. 2/5 I never rate levels that much 3/5 shouldn't really have been accepted, it's not too bad, but honestly not very good neither. 4/5 A good level with a not so fresh concept, or simply a level with one or 2 flaws. 5/5 very fun levels with usually originality and nice design. | Games forumPlay Game "BLockoban"First post of the topic16 official levels now. All levels are great. I must say I'm a big fan of Psychotronic's levels (thx Psycho). When a level is "only" accepted, it doesn't mean it will not be official one day, it's just I'm not sure for now. |