• Description: Yes look who finally posted their contest entry.

    Video: https://youtu.be/BSmoJVaVO6k
    THIS LEVEL IS 100% TESTED AND POSSIBLE and I'd know because I poured my heart and soul into it. If you find yourself struggling, please watch the video linked above.

    This level revolves around the idea of using chucks to glitch through one-way gates. If you screw up on a particular challenge, reset warps are always around the corner. Difficulty nerfed as requested by contest judges.
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What Others are Saying

przem1994 | 100/100

This user did not provide a review.

10/08/19 at 1:14 PM

Tristaph | 70/100

Note: This rate is a contest review and does not effect the level score.

This level was very tightly designed, and I had a real hell of a time with it. Glad you changed the difficulty a bit, but I found it still very high on the scale of difficulty. While it felt fun to play at first, it started to drag on. You used the full space and crammed the level chock-full so it actually ended up seeming long and grueling with the precision needed to pass to the next section. It felt like the level had an appropriate length by the checkpoint already! The reset warps provide some relief but it doesn't save you in instances like 1140x where you only have one shot. Trying to accurately rate this level was very difficult and even placing warps had to be very strategic since many sections require you to have completed a certain task in order for the section to work properly. I'd say I had fun with this for the first 1000x or so, but then it became overbearing, and the confusing mish-mash of tiles added to the confusion. While I don't feel this level is too difficult to be full out disqualified, I feel it's still a little too difficult to be considered an appropriate entry for judges to rate in a reasonable time, and in turn earn a high score.

As for the gimmick, that was definitely the highlight of this level. It was done very strategically and done very well in many areas
Overall good work

Level 50/75

Gimmick 20/75

07/24/19 at 9:38 PM

AllenCaspe9510 | 100/100

Note: This rate is a contest review and does not effect the level score.

O to the M to the G! That was a complete punch to those raw entries
+Alot of the challenges were damn unique, the puzzles are completely legit and I most likely could not find a possible flaw. (+3)

Gameplay: 30/30
Level Layout: 25/25
Level Style/Design: 20/20
Compliments: +3
Total Score: 78

[] Now about this gimmick, its not seen as much in the levels but the fact that it gets combined with different varity using auto scroll and different techniques was off the !@#%ing charts.

Gimmick Technique: 10/10
Gimmick Variety: 10/10
Gimmick Uniqueness: 5/5
Score: 25

that was one heck of a level yah, S guaranteed. Like, in the beginning, was some sort of introduction of the unique gimmick hashtag get rekt you fool. This makes a heck of entry like all the rest of the other entries, this one is one that I'm pretty impressed the most. The gimmick here is to like glitch through the one ways. Looks like some sort of joke but It actually works. Lmao. On first thought, I felt like there are too many pipes to know which one is accessible but until then, by just knowing the size of the pipe was a good move and kill. C'mon and seduce me, dude. I also realized that some areas could have some coin placements on where a blind on switch is but... WHO CARES ANYWAY?? Another unique thing used here is that you can jump off screen reaching a new platform which everyone knows that they can do that. I liked how you used multiple gimmicks and I WAS gonna plan on perfecting the score to those who are doing it. Like the @$!#!! So many unique hot Sas that you used on challenges, it's like there's some organization to fix that @$ ASAP Dude. And then, the half-section starts to involve some @#!#@# Scroll which makes this entire level realistic as hell. It's like it forces me to max the score of this. I liked the ending section of it and its an amazing way to finish that realistic Orange tack(Special Mention) like level. Anyways, that's it for now. I'd like to see you rekt by TFD's Review.

Final Score: 100 (103)

07/24/19 at 9:38 PM

MrGerund | 57/100

Note: This rate is a contest review and does not effect the level score.

Thank you for your entry, it will be rated in 2 segments, i think its quite clear seeing everything below, so... your trial BEGINS!

Unique Gimmick
As for the unique gimmick, it didn't impress me too much; chucks and oneway gates. You didn't use this gimmick to its fullest potential, you mainly crammed it in the level at certain spots to get your normal gameplay out without a scrath, "the gameplay has an unique gimmick, so i can make sections with no gimmick at all". The chuck oneway gate gimmick could've given a lot of puzzle potential and well... you made a puzzle near the end, but it didn't feel as living up to the gimmick as your level missed a constant flow of gimmicks.

You used a second gimmick though: OT's gravity changer, one of my... least favourite gimmicks. The challenges made surrounding this didn't feel clever and mainly were a lot of waiting, combined with the first gimmick it even created a hellish challenge to deal with.

9/25 points

In depth Review
The introduction to the mechanic was quite nice, maybe the deathblocks werent the most fair thing to deal with in the first run, but ok. Using the chuck to get up was 100% fair and ok with hitting the chuck, but i do think the reset pipe should've restocked a powerup seeing the difficulty of the level and the fact restarting was a much better choice here because lost hp wouldn't be regained. The placement of the bullet bill cannon was poor; it couldnt hit you unexpectedly while jumping off of the chuck, making for a cheap hit, the cannon also poorly lined up with the spinner, making for a bad "firstcycle or wait" challenge, this bullet bill also obstructed the way for the following dropdown, causing a huge hiccup in the gameplay. In the challenge that followed, the piranha plants killed momentum and wasnt needed at all, same for the second flamethrower after the wallrun, due to your cluttered and mixed tiling, you often had to stand still to capture whats going on, especially for the spike at the roof, because if you didn't, you'd hit it by trying to flow through the level.

Following into a drop with a switch, not my favourite, but ok. the cannon had a bad placement as to where it could hit you while falling, hitting the bricks was ok with the whole getting up dealio, mushroom was at a good spot, but the descend felt a bit wait intensive on the first few runs due to having to figure things out, the blocks in the section after that were distraction and even easily costed a hit trying to get a coin, it also took a run to figure out you had to dump the shell below and how to properly stop it, the reset warp helped but... seeing how many reset warps there are... a life pool would've been useful here, especially since once you get the chuck... its pathing is odd due to the platforms used and causes a cheap hit quickly. once you used him to get through the gate, it isnt clear what to do and i made him follow him inside while standing on the donut, which clearly was wrong, afterward i figured i had to bring him in after i let the donut fall, but then... then the moment stopped where i couldn't keep retrying. this setup was so awkward it was unbelievable. you had to somehow jump on that chuck in a cramped space and make it across the line... i gave it as many tries as possible until i just cheated this bit as it was extremely unfair. challenge after that was simple; useless falling spike, then no indictors for the thwimp. next part piranha plant didnt feel right due to waiting, chuck into gate felt obnoxious to do, i kept falling in that gap by accident due to the tile clutter.

checkpoint! the mechanic wasnt used well, you instantly made it speedrun only, if you tried to figure things out, you had to wait, mushroom is nice but can use less surrounding scenery. next jump should've had a guard rail, bullet bill bro wasnt engaging during wait, wait for gravity at cannon is boring. next part was ok, then an obnoxious unneeded piranha plant came which was cheap hits galore and waiting. chuck after that didnt lign up properly and you had to juke a rotation without indication, jump up the second oneway was an awkward setup. got better after that though, besides obnoxious cannon placement and precise troubleshooting... and more gravity waiting.

I liked the following puzzle, but the cannon served no purpose at all and only made the puzzle obnoxious; problem solving while taking cheap bullets to the face. The highest point of the level had been reached by that point, as you threw in more filler challenges; a rex, timed cannon and goomba (waiting challenge), some climbing with waiting and a ninja without actual purpose in the level itself. it ended up making your level feel a bit dull; you had your concept, but you left it off at a regular level with these bits, making it as long and difficult as possible, but sometimes cutting things short with not a 300% usage is better.

48/75 points

Final Score
9+48 = 57

07/24/19 at 9:38 PM

LaserTrap_ | 92/100

Note: This rate is a contest review and does not effect the level score.

One-way gates aren't a gimmick you'd expect to see, so you earn respect for the uniqueness here. I don't usually like the gimmick utilizing gimmicks but this one's a bit more simple, and it works pretty well actually. Obviously this kind of gimmick calls for a pretty complicated design to avoid the cheese spots, but I found no errors with your structure. The only thing I didn't like with the gimmick was actually the glitchiest part, being the chucks. In some sections it was a little frustrating, in particular when trying to avoid taking damage.
Well. This level certainly has a lot going for it, doesn't it? I'd call it a fairly unique theme, and it's wonderful to see in this kind of theme that I don't see so often that you used challenges that I don't see so often either (or ever, in the case of the chuck glitches). Most of the level was a very reasonable level of difficulty, the easiest to enjoy in my opinion. There were a couple of challenges that I didn't enjoy so much, so allow me to point two in particular out to you now. Firstly, let's go to x:1700 and look at the venus fire trap. This fella gives a good extra challenge (and one I frustratingly overlooked a lot!) when dealing with the koopa and chuck, but when you come out of entrance 4, you kind of have to just wait for it to do its thing, and then you drop down onto a reset warp anyway, which makes me wonder a little bit why you placed entrance 4 where you did. Just a little puzzling thing for me. The other area I'd like to point out is the the A3 section. Well, not all of it. If I'm being really picky there's some waiting around throughout the section but I'd like to draw attention to the lava lotus at x:2500. If we're talking about waiting, this guy can really force you to wait for a long time. Only after numerous attempts of clearing and dying to something else forcing me to redo this challenge did I realize that you probably played through this quickly, knowing what to do as the creator, so didn't catch that the A3 can force you to wait for a really long time to avoid the fireballs. I have only one more complaint now, and that's seen at x:4500 where it looks a little messy and was not my favorite to figure out.
My rate for the gimmick presented is 22/25;
My rate for the overall level presented is 70/75;
Therefore my final score for "One-Way Night Skyline" will be 92/100.

07/24/19 at 9:38 PM

JetWing34 | 100/100

Note: This rate is a contest review and does not effect the level score.

I just barely beat this level with limited help from the video provided on YouTube. Played the level itself and beat it in a matter of hours. As far as the gimmicks went, you did exceptionally well with the unique challenges, where the chucks force you through the gate doors. Also, you did exceptionally well with the challenges involving gravity-defying A3. This is something to never forget when playing this level for the contest.

25 (Gimmicks)

As always, most people can hardly beat your level and they watch your YouTube videos to witness how truly epic the level turned out. Having played the level AND beat it, your level has perfect tile placement and scenery. The monsters and sprites (hurting the player) were all fantastic. A level 100% tested and proof it is possible to beat it? This is the reason why I think you might win the contest.

75 (Main rate)

TOTAL - 100

07/24/19 at 9:38 PM

awesomeness777 | 100/100

I ended up just going through the reset pipe over and over again and I guess that was fun so auto 100/100 easy difficulty :thonklenny:

07/13/19 at 1:18 PM

IggyHopxD | 100/100

Sorry for rating this some weeks later, I wasn't able to be online here for quite a few time and I missed a lot of the contest levels :P

Well, that was a great level. I liked the challenges you've added here, and what specially made them more interesting is that a lot of them have to be solved with strategies you wouldn't normally think about doing, such as Chuckya clip, Springboard upward kicking, and even adding an HP mode to make it even more interesting and difficult! And for the design, what can I say? It was awesome!

So, overall, this was a good level, as well as a good entry for the contest, and I'm really hyped to see what other cool levels you're gonna make. I give you a 100% and a Hard difficulty. Also, idk if the results for the contest are already out or not, but in case they aren't yet, all I can wish you is very good luck! I really think you're gonna get a really high rank!

07/12/19 at 7:39 PM

Lyric_TheLegend | 100/100

Cool but why

07/05/19 at 3:48 AM

Brawler Day | 100/100

100% Possible, 100% Creative. definitely the clear winner of the contest if not top 5 no debating. top 5 top 5 top 5.

07/05/19 at 3:02 AM

cgdbec111 | 100/100

This user did not provide a review.

07/04/19 at 2:19 PM

solidfire | 100/100

This user did not provide a review.

07/04/19 at 9:49 AM

Adyj | 100/100

Well, if other levels are as good as this one, then RIP any hope of me winning an award for the LP contest. Better make sure to put this into a one screen puzzle and launch another cramped miserable level upon the LP community.

Translation: Awesome level!

07/04/19 at 12:27 AM

bananaramen | 100/100

This user did not provide a review.

07/03/19 at 7:54 AM

RacerJ4KE | 100/100

A brilliant level which I couldn't have dreamt to complete, no flaws found.

07/01/19 at 3:06 PM

Nuozzu4 | 100/100

---Before play---

Me: Lazor posted a new level, I bet it will be great and very well designed.

---After play, look at the editor, watch the video---

Me: O_O

Well, very nice designed, the challenges looks too hard to me. Funny to play. Excellent job! Good luck in the contest, I hope you win, at least, second place. (Because the first place will be me lol)

07/01/19 at 2:08 PM

DragonHeart | 100/100

I'm not sure how to find anything wrong with this, the gimmick and gameplay of it is pretty fun and I enjoyed it because I made a lot farther than I usually do on extremes. The only thing I didn't like was the fact that the whole chuck bouncing thing made me rage a little, but even if I were to want to subtract points for that (it would be a bit unfair) than something else would definitely make up for the lost points.

07/01/19 at 2:01 PM

NESFilipGamer | 100/100

I couldn't beat it so I watched the video so by watching it, the level looked quite fun and hard to play. Good luck on winning!

100/100 (Extreme)

07/01/19 at 1:46 PM

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