Unless I'm mistaken...this level was submitted last year. If it wasn't...I SWEAR I've played this before... --------------------------------------------------------------- Star Cave By: 10204307 Patch: http://bin.smwcentral.net/9012/Star%2... --------------------------------------------------------------- Design: 4/10 The level had a few different paths to take, but most of the level was pretty linear. It used and abused the P-switches, which helped a little with the score. Palette: 5/10 Most of the palette looked like it was straight from SMW, unless I'm mistaken. Creativity: 3/10 I didn't see anything too creative, although some of the P-switch puzzles were challenging. Difficulty: 2/10 This is the worst part of the level, and it truly bogged the rest of it down. The difficulty boiled down to the point of unfairness. Flying fish, tight corridors, very strict time limits...difficulty was abound in this level to the point of aggravation. Fun: 2/10 And because of the difficulty, the overall fun was diminished. I don't know how many times I died in the level. The jump between two sets of munchers near the start was incredibly difficult...the flying fish cause way more pain than needed...and there was a charging chuck offscreen at the end that falls down without warning! I did not have any fun at all because of the steep difficulty. Overall: 3/10 The level had good length, and a decent design. But the difficulty made it all fall apart. Even the boss battle was too overdone. --------------------------------------------------------------- Design: How was your level laid out overall? Was it flat? Was it large and expansive? Was it linear or non-linear? Palette: Did the level palette match the tone/style of the level? Was the palette eye-bleeding? Did you change the palette at all? (SMW palette will get a 5.) Creativity: Did you center your level around a certain gimmick? Did you think out of the box and present something not done before in a vanilla level? Was your level a run-and-jump? Difficulty: Did you overpower the player with numerous traps, cheap tricks, and enemies? Did you not place any enemies or traps at all? Did you balance the sprite placement to provide a good challenge without unfairness? Fun: Was your level fun to play overall? Did you capture enough interest to warrant more plays? Did you throw in some neat features, cool aesthetics, and a captivating palette to enhance the playing experience? ---------------------------------------------------------------