Description

~ LOOK! ~
"In anticipation of Super RMN World 2: Bro-shi's Island (or whatever it will be called), I'm taking it upon myself to issue a call to all potential SMBX devs! Even if you've never touched the engine, now's the time to give it a shot!"
It's like what Isrieri said, and I'm saying the same thing for this sequel to the Castles Masterpiece Set!

Time to give SMBX a shot and make a level!


Sign Ups: 4/02~4/05
Development: 4/05~5/05
Compilation: 5/05~5/08
Release: 5/09

~ Hey, Listen! ~

This is important, as it'll affect what your levels are!

All levels must be made as if a part of one continuous castle. The continuous castles themselves each have their own theme and hub, five in total.

  • Shroomland ForestThis area's castle has many plants, especially mushrooms, and many piranha plant enemies! The foundation of this castle is blue-green bricks.

  • GreyOcean Ravine
    This area's castle has lots of water and grey-blue bricks.
    Many fish enemies should be used, remember your level doesn't have to be completely submerged, just use water!

  • Redbrick Desert
    This area's castle is basically dry, sandy with red-ish bricks for the foundation. Dry Bones (SMB3 Version/Resized SMW Version), cacti and various other Desert enemies should be here!

  • Sky Domain
    This area's castle is A giant floating castle, include many clouds and grey to white bricks! (SMW Castle tiles would work fine here)
    Enemies should consist of lakitus, parakoopas, bullet bills (Restrict the amount of homing koopas) and various other flying enemies.

  • Industrial Zone

This zone is to have aztec like bricks with many metal frameworks around it, this is because toadly is there, and he like steel.
Oh, and he also likes poison mushrooms, Mind-controlled toads and various spike traps, but that's just him.
Yes you must include those, if you want the graphics download them here:
http://rpgmaker.net/media/content/users/17331/locker/Industrial_Zone_enemies.zip



The first four areas listed are all avalible from the starting point, so you can do them in any order. Keep this in mind! This means that each continuous Castle needs to have easy and hard levels, not one or the other! If there are too many easy levels in a castle, we'll force the new additions to be harder, and vice-versa!

The exception to this rule is the fifth Overall Castle, the Industrial Zone. You should make your levels for this area more on the difficult end, as this area is only unlocked by completing the other four.

Fitting into the theme is not enough for the level to be accepted! Levels must have:

Be saved with THIS naming theme:
<dev>_<zone>_<level>_<diff>_<version>
Example:Ratty524_3_PursuitPalace_4_2

The Difficulty section is assumed to be out of 5, do not put 6 here (you might even want to refrain from making a 5 until the "Industrial Zone"

  • One checkpoint, and only one.
  • The game will only utilize Mario and Luigi as characters
  • All water must be swimmable. Waterfalls must not be.
  • An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
  • The game wont be 2-player, so don't focus on it, but make sure it is at least possible for 2 players.
  • No secret stars.
  • At least two power ups, one at the start and one at the checkpoint.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.
  • THE LEVEL MUST END IN ONE SMB3 STAR
  • THE LEVEL MUST CONTAIN 5 DRAGON COINS!
  • LEVELS CANNOT CONTAIN BOSSES-Mini bosses are okay, however. Just make sure that they are indeed mini!
  • LEVELS CANNOT HAVE: SMW Dry Bones (This is due to a height issue, if you fix this issue you may use them) SMW Bowser Statue. (This is again because of a height issue, if Mario st0od on top of the statue when it fired, Mario would get hurt.) Wall Zipping, this is when you have a 1-tile high hallway, super mario ducks and enters, and when you stand up you "Zip" through the wall. It's Extremely glitchy and can often break your level.


A participant can only submit up to 5 levels, 1 level for each Overall Castle.

~ WATCH OUT! ~
The story of this event is simple: You've received a letter from someone by the name of Mr. Zoad, an Archaeologist! He has asked you to explore a small but diverse island in search of an ancient relic. He warns you, however, that his competitors might be after the same thing.

You must explore the four ruined castles to find the whereabouts of this ancient relic, and be paid in big coins by Mr. Zoad!

Details

Registration

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Posts

author=Davenport
A few necessary changes and updates were made to each level. (Version2)

I don't see any levels in your slot. Did you forget to upload the new ones after deleting the old ones?
I just updated my levels including their names and correct format. (Version2)
A few adjustments were made overall.
Ratty524
The 524 is for 524 Stone Crabs
12986
Submitted my second entry for the Shroomland Forest area: Bolete Bastille

Also updated Pursuit Palace:

> Moved the hint sign closer to the gate at the start of the level, to better draw the player's attention.

> Lowered the speed of the lava in sections 1 and 3 by a point to give Luigi players a chance.

> Repositioned and extended the narrow platform Jak was talking about in Section 3.
Ratty: Pursuit Palace

- I'm still gonna push you to change those metal blocks at the start.

Ratty: Bolete Bastion

- That final vine section with the paragoomba and four hoopsters is EVIIIIIIL
- I didn't find any other problems, I was too busy enjoying the level

Dave: Sunken Castle

- The levels good to go, but could I just bug you to lower the star

Dave: Tower of Peril

- There's no spawn
- That jump into the area with spikes before the checkpoint is impossible
- This level is WAY too easy and boring for the first half, you need to get some enemies and spikes in there.
- So since the spikes are gone, that first 1up is stupidly easy.

Dave: Brownstone Castle

- Have you even seen my review for this
- Have you even changed this?

Dave: Fiery Castle

- Still the same name, huh? I would suggest Brimstone Barracks.
- The Spike Top at the collapsing section is still jumping on me, remove it.
- Still lava on the ceiling in that last room
- Those floating ledges in tke last room still don't have edges
- Those blocks are still pink (instead of red)

We're getting somewhere Dave.
Ratty524
The 524 is for 524 Stone Crabs
12986
Some advice to the other judges, here: We might want to indicate whether a level is approved or not in our feedback. After all, even if we have some personal gripes on a level, that comment may not be grounds for a complete denial.

author=Jackalotrun
Ratty: Pursuit Palace

- I'm still gonna push you to change those metal blocks at the start.

I don't know, man. I took a second look at them and they don't look TOO out of place. The colors fit with the rest of the level and they also stand out with a purpose in mind: To indicate that it's a door which will disappear after hitting the equally metallic switch block.

author=Jackalotrun
Ratty: Bolete Bastion

- That final vine section with the paragoomba and four hoopsters is EVIIIIIIL

In what sense? Do you think it needs to be changed or is the challenge fine by your standards?
author=Ratty524
Some advice to the other judges, here: We might want to indicate whether a level is approved or not in our feedback. After all, even if we have some personal gripes on a level, that comment may not be grounds for a complete denial.

author=Jackalotrun
Ratty: Pursuit Palace

- I'm still gonna push you to change those metal blocks at the start.

I don't know, man. I took a second look at them and they don't look TOO out of place. The colors fit with the rest of the level and they also stand out with a purpose in mind: To indicate that it's a door which will disappear after hitting the equally metallic switch block.

author=Jackalotrun
Ratty: Bolete Bastion

- That final vine section with the paragoomba and four hoopsters is EVIIIIIIL

In what sense? Do you think it needs to be changed or is the challenge fine by your standards?


- Oh fine, but at least change the ? block to the same colour as the metal wall
- It's too hard, i'd recommend making it hoopster, no hoopster, hoopster, no hoopster.
masterofmayhem
I can defiantly see where you’re coming from
2610
It's time I submit my first level.
Ratty524
The 524 is for 524 Stone Crabs
12986
AlexanderXCIII
Skull River
- The Dragon Coin at the lava tide section is kind of hit-and-miss. You have to count on activating the skull raft at the right time in order to have any chance.

+ That's my only nitpick for this level. Consider it approved.

Current Status: APPROVED


Jackalotrun
Forest Caldera
- I am still adamant about that outside section. You have little to nothing going on there, and the meat and potatoes of your level lies right inside the castle. You can keep the screen with the first Dragon Coin and the player's starting position, but I'd get rid of everything else in between the entrance to your castle.

- You know that the ghost house brick isn't solid, right? I'd use something else or reskin a solid block as one of those bricks. I shouldn't be able to wall zip at the start of the castle because of this incorrect tile usage.

- For both your skull raft segments, put a pit at the end of the raft's path so that they don't stack into each other and make it near impossible for the player to jump off of. Even if it's not a HUGE problem with this level, it just looks glitchy and bad.

- In the last skull raft segment, raise the Parakoop up by a tile, or slightly raise it with the "auto-align" checkbox turned off. The reason is that it stalls/clips when it touches the skull raft itself.

- This level overall is pretty bare-bones and boring. Sorry I didn't mention it sooner. You could add some secrets with the vines you have everywhere, instead of just leaving them for decoration. Try some pipes that lead to secret rooms, or just SOMETHING to spice this level up a little bit more.

+ At least the name is better.

Current Status: DENIED

Masterofmayhem
Fungal Fortress
- The visuals in this level are appalling. You mix many different spriting styles and most things have the same type of saturation/value, which also hurts the design of the level. You got SMB1 brick backgrounds that actually look like solid objects, green Bots that blend in too well with the environment, and moss scattered about random stuff.

- For the moss on the SMW castle bricks in particular, remake those SMW sections so that they appear more "brick" like, and layer the moss on top of the brick, as oppose to just outlining the border and using the "fill" tool. That's actually how those tiles are supposed to be used.
Example:


- You've really abused Poison Mushrooms, here. Not only are they everywhere (which is fine as long as you are actually competent about how they are placed), they are put in spots where I, as a player, would expect a real power-up to appear. Ledges that are hard to reach with a normal jump, for instance, or spots that look out of the way of everything should NOT be where you place those items. You even have them in the HIDDEN BONUS ROOM. Seriously? You can make them work if you restrict them to more "general" spots in the level, that way the player at least has a hint as to how to find the real power-ups. Otherwise, just get rid of poison shrooms entirely.

- There are waaaaay too many platforms that require precise jumps to reach, particularly with those max-jump-height mushroom and brick platforms. My general methodology in regards to knowing how many tiles should be spaced between platforms is that by distance, they shouldn't be larger than 4 tiles apart if you want that section cleared with a regular, non-running jump. By height, don't go more than about 3 tiles if you want the upper tile to be jumped on normally.

- Lastly, make the last section, before the star room, safer for your springboard. Consider that the player might drop it right into the pit of 1,000 chompers.

Current Status: DENIED

Davenport
Brimstone Barracks
+ The new name is better

- Why did you get rid of the animated background in your first section? I liked that. :(

- Okay, on to the real critique. You hardly fixed the core problems with this level. Section 1 is THE least fun section of your level because of the very few safe spots the player can stand on. Fortunately, I DID figure out that the key to getting past that long section with the sinking rocks was to stand on ONE particular rock that didn't sink all the way. That still doesn't make it better, as that solution is poorly clued, considering that every other platform sinks all the way to either the very top or the bottom of the surface of lava. Just put a NON-MOVING castle brick in that spot's place and it'll be fine.

- Section 3 could have a wee bit more room for error. Raise some of your platforms a tile or so higher to give the non-SMBX pros a chance.

+ Section 4 is a LOT better. I say that part of the level is solid.

Status: DENIED (fix the issues of Sections 2 and 3 and It'll be on its way)

Brownstone Castle
- The entrance still doesn't look good. Why not something similar to a real SMW castle, like this:

Obviously, use the brown bricks you have in your level and make sure the door can actually be entered through.

- Thanks for taking my advice on the thwomp section, except you didn't. Having to do those slight jumps just to bait the thwomp gets tedious if it's done so many times. Come on.

- The ?-blocks near the checkpoint are still too high up.

- You made a good step in getting rid of the blue switch block at the crush section, but still, why did you get rid of the pipe at the ceiling altogether? Your level could use a secret bonus room, and that would be a good place to put it, albeit a little closer to the right.

- Why does this level have 6 dragon coins?

- Your last section (the roof of the castle with the star) nearly put me in an unwinnable state because of the switch blocks. Stop with the switch blocks, seriously. This level doesn't need them, and here they create more problems than they do good. Rework that part of the level, please.

Status: DENIED

Sunken Castle
- Didn't address the screen sides issue. You ARE reading my comments carefully, are you?

- Still didn't replace the mushroom-only blocks with real power-up blocks.

+ To say something good about this for once, the Dragon Coins and other bits really add to this level. Fix the above issues and you'll have my okay.

Status: DENIED

Tower of Pain
+ Visuals and wall speed are much better, but you should decrease the time of the PAUSE between each wall by a notch so that the player doesn't have to spend so much time waiting for it to move.

- You didn't set the player's starting position for this. TEST. YOUR. LEVELS!

+ The first part, before the checkpoint, is much better in my eyes. I liked the challenge it presented close to it's end!

- The second part isn't. While I'm glad you removed the elevator, this part of the level is a HUGE spike in difficulty and it's somewhat reliant on trial-and-error, since being at the wrong corridor at the wrong time leads to an inevitable death, but you don't really have any idea that you screwed up until it happens.

- Putting a pipe that leads to the water section, in a level like this, is a BAD idea. The animation for the transition between each end of the pipe is slow, and you have a high chance of getting hit by the wall or glitching through it while you can't do anything.

- I can't get past the part with the noteblocks on the green columns. That section is just impossible. Can YOU beat this level? I want an answer.

!> Does the moving spike wall NEED to be all over this stage? A work-around to your issues with the pipes and the note-block section is to create gaps between the moving spike walls, giving the player a chance to breath. Doing this, especially for the space before the noteblock-column section, would really tone down the insane difficulty of this section and add a huge plus to your level.

- In the water section with the jellectros, there is a small spot near the right that is missing a green "swimmable" block. Check the editor.

- I'm not convinced this goes in the Industrial zone. Maybe the Sky Domain would be fitting for it if you alter the visuals a little. Also, 2/5 in difficulty? The fact that your second-half of the level is unbeatable makes me question that as well.

Status: DENIED
masterofmayhem
I can defiantly see where you’re coming from
2610
author=Ratty524
For the moss on the SMW castle bricks in particular, remake those SMW sections so that they appear more "brick" like, and layer the moss on top of the brick, as oppose to just outlining the border and using the "fill" tool. That's actually how those tiles are supposed to be used.

Ha... I did not know that. Chalk that up to not having played SMW for several years.
Seiromem
I would have more makerscore If I did things.
6375
Crack down judges!

We need to be ready!

Also in davenports one level the fact that you enter the castle kinda defeats the purpose of the whole "Four different castles with different hubs" idea.
author=Ratty
Jackalotrun
Forest Caldera

- I am still adamant about that outside section. You have little to nothing going on there, and the meat and potatoes of your level lies right inside the castle. You can keep the screen with the first Dragon Coin and the player's starting position, but I'd get rid of everything else in between the entrance to your castle.

I'll get rid of the enemies then.

author=Ratty
- You know that the ghost house brick isn't solid, right? I'd use something else or reskin a solid block as one of those bricks. I shouldn't be able to wall zip at the start of the castle because of this incorrect tile usage.

- Yes, I know it's not a real block, and yes i'll get rid of this possible wall zip
EDIT: I can't find a wall zip.

author=Ratty
For both your skull raft segments, put a pit at the end of the raft's path so that they don't stack into each other and make it near impossible for the player to jump off of. Even if it's not a HUGE problem with this level, it just looks glitchy and bad.

- OK

author=Ratty
- In the last skull raft segment, raise the Parakoop up by a tile, or slightly raise it with the "auto-align" checkbox turned off. The reason is that it stalls/clips when it touches the skull raft itself.

- OK

author=Ratty
- This level overall is pretty bare-bones and boring. Sorry I didn't mention it sooner. You could add some secrets with the vines you have everywhere, instead of just leaving them for decoration. Try some pipes that lead to secret rooms, or just SOMETHING to spice this level up a little bit more.

- OK
author=Ratty524
Skull River
- The Dragon Coin at the lava tide section is kind of hit-and-miss. You have to count on activating the skull raft at the right time in order to have any chance.

I placed a hint to start the raft at the bottom, was it too subtle?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=jackalotrun
I'll get rid of the enemies then.

More specifically, I want you to get rid of the screens with the enemies, essentially making that section of the level 3 screens long: 1st screen with the dragon coin, 2nd the player's starting position, and 3rd the entrance to the castle.

author=jackalotrun
- Yes, I know it's not a real block, and yes i'll get rid of this possible wall zip
EDIT: I can't find a wall zip.


You can jump into the space circled here, even as Super Mario. Fortunately, a wall prevents it from leading to a death, but is it even necessary for that space to be there? This might be fixed by making those bricks impassible, though.

author=AlexanderXCIII
I placed a hint to start the raft at the bottom, was it too subtle?

Maybe just a little. I didn't really interpret that sign as saying "jump on the raft when it's at this position" rather than "use this skull raft to go across this obstacle." You might want a second opinion on the matter.

author=seiromem
Also in davenports one level the fact that you enter the castle kinda defeats the purpose of the whole "Four different castles with different hubs" idea.

It's a castle... WITHIN A CASTLE!
Davenport - Brownstone Castle
* The castle as seen from the first outdoor section is still as bad looking as ever. You really need to rework that.
* The wooden stakes are still too slow in the first room; I think about half the time I spend in there is just waiting on the stakes to lower so I can continue.
* I see the secret pipe above the spiked ceiling was removed. I still think that would have been a great place for a secret, had the pipe actually worked and you could actually survive being up there (and the ceiling was easier to climb on top of…)
* The collapsing lava bridge is an improvement, but you can see blank space beneath the lower wooden stake where there should be lava. And the Blarggs are completely pointless.
* In the third room, a grinder will fall from the upper floor and fall straight into the pit with the springboard. I have to be use the springboard quickly to get through (not easy with the firebar there) or move backwards to despawn the grinder. I'd say remove the grinder entirely.
* Why, *why* do you have the question mark blocks on the roof set as switches? It's not even really a puzzle, and with both blocks used I'm forced to kill myself.
* REJECTED from me. You're making progress, but in a "two steps forward, two steps back" kind of way.

Davenport - Sunken Castle
* This level hardly seems to be changed since the previous version.
* It's still possible to swim underneath the ground (and over the ceiling, most likely). You should either block those off (just extend the walls two tiles after the edge of the map) or add some sort of secret for players who try this.
* For the 1-up block with the ball-and-chain attached to it, it's too difficult to grab the 1-up without taking damage because the ball-and-chain is ludicrously fast and too close to the block. I'd recommend extending the chain by one segment.
* I'm going to say REJECTED for now; I still think this is my favorite level from you, but you should look into the issues listed above, and it wouldn't hurt to add coins or other things to fill up empty space.

Davenport - Brimstone Barracks
* This level is still unreasonably difficult.
* However, I think that it can be improved by raising the moving platform layers in the first two rooms by one tile
* The powerup blocks with the Spike Tops guarding them are so difficult to access that they're just not worth it. I'd say remove them and move the actual powerup to the safe spot with the two coin blocks that look like they should have a powerup.
* In the final room, I recommend raising the low spike ceiling by one tile to allow for some more breathing room down there.
* Definitely still REJECTED, but if you make these adjustments then the level might have a chance.

Davenport - Tower of Peril Pain
* Just for fun, I'm placing my verdict here instead of at the end: REJECTED. Ignoring that you neglected to place start points for the player (forcing me to edit the level before I could even test it), the level is ludicrous in its difficulty, and I actually did not finish playing it.
* The spike walls look better now, but there's empty space behind them, which would allow me to slip behind and inevitably get crushed.
* I said that the walls were too slow before, but now they're probably too fast; I have with barely enough time to reach the other side while being careful enough to ascend without falling off.
* And then there are stretches taking place in the center of the tower, requiring me to be even faster to avoid being forced to backtrack or skewered against walls that now form a bottleneck.
* And that's just the first half. The second half introduces walls that split the tower into two halves, forcing me to quickly clear the segment within one cycle of the moving spiked walls.
* Later there's a segment where I climb a wall using music note blocks, but it's in the center of the tower, and the spike wall doesn't provide me with nearly enough time to clear it. This is the part where I just gave up.
* TL;DR: There's no way you could have expected this to be beatable by the average human player. Heck, I'm not even sure you can beat this level. I was even almost enjoying parts of it, but the parts listed above were just so unfair that they ruined the rest of the level.

Jackalotrun - Forest Caldera
* Nicely done with the decorations. The level definitely captures the feel of overgrown ruins. However, some of the vines on the ceiling bug me because you can climb them but they don't lead anywhere.
* For some reason the Blarggs aren't working right; a second pair of eyes just pops up a few blocks above the lava.
* At this point I would be willing to ACCEPT this level Actually, I'm torn between Accept of Reject; the zipping points at the beginning and end should be plugged, and I wouldn't mind seeing a graphic for the "missing" bricks that contrasts better with the solid ones to indicate they're fake. I still hold that it works as an early-game level, and it doesn't need to be overly difficult or densely designed.

Master of Mayhem - Fungal Fortress
* Maybe it's because I had the volume turned up really high, but I found this rendition of Mushroom Hill Zone unpleasant to listen to. (And I feel like a hypocrite for complaining about this after I gave Seiromem a hard time for a similar complaint against my own level, but I think you should look for an alternate version of the song)
* The largest problem I have with this level is that it's a nightmare graphically. There's cutoff everywhere, especially with the moss covering parts of the castle blocks.
* The SMB1 castle tiles deserve special mention; not only are they horrendiously cut off everywhere, which just looks lazy, but they also have terrible dithering. Did you save the tiles in MSPaint?
* The poison mushrooms are very common, but I think that might be okay if you can find a way to telegraph them to the player. The poison 'shrooms in the bonus room, however, ought to go.
* I can get on top of the ceiling from the pipe that generates springboards; you blocked off the other side, but not this one…
* Final verdict: REJECTED. It's an interesting level, but the constant misuse of graphics ruins it.

Ratty524 - Bolete Bastille
* A very nice level aesthetically. I loved the ridiculously tall Goombas.
* The section at the end with the four Hoopsters back to back I agree with Jack is overkill. It's possible to cheese the enemies with a Fire Flower, but without it you're almost required to take damage (or quickly grab and toss away each one, which I didn't think to do until posting this).
* It's a very nice level, but I have to say REJECTED until you adjust that segment at the end.

Ratty524 - Pursuit Palace
* I don't think I would have found the 1-up at the beginning if I didn't see it in the editor.
* The 1-up at the end of the second room… doesn't crash the game? I waited for it to fall into the lava, but nothing happened (aside from me dying). Is that kind of 1-up "safe"?
* As it is, I'm ready to ACCEPT this level, though it probably wouldn't hurt to give a hint for the 1-up at the beginning.
Revision is in allready in progress. Thanks for the additional comments.
I'll be reading them more carefully.
Seiromem
I would have more makerscore If I did things.
6375
I forgot!
The main theme of the industrial zone was Toadly!
So, you know, where there's Toadly there is Mind Controlled Toads!


My apologies ;_;

I'll post the graphics

sometime
Ratty524
The 524 is for 524 Stone Crabs
12986
author=seiromem
I forgot!
The main theme of the industrial zone was Toadly!
So, you know, where there's Toadly there is Mind Controlled Toads!


My apologies ;_;

I'll post the graphics

sometime

You might want to update your event page with the specifics on each theme. :I
Shroomland Forest
This area's castle has many plants, especially mushrooms, and many piranha plant enemies! The foundation of this castle is blue-green bricks.

GreyOcean Ravine
This area's castle has lots of water and grey-blue bricks.
Many fish enemies should be used, remember your level doesn't have to be completely submerged, just use water!

Redbrick Desert
This area's castle is basically dry, sandy with red-ish bricks for the foundation. Dry Bones (SMB3 Version/Resized SMW Version), cacti and various other Desert enemies should be here!

Sky Domain
This area's castle is A giant floating castle, include many clouds and grey to white bricks! (SMW Castle tiles would work fine here)
Enemies should consist of lakitus, parakoopas, bullet bills (Restrict the amount of homing koopas) and various other flying enemies.

Industrial Zone
This zone is to have aztec like bricks with many metal frameworks around it, this is because toadly is there, and he like steel.

Perhaps the specifics for each world are a little... too specific? If every submission followed these guidelines, we'd end up with a lot of similar-feeling levels, which would get boring. I'd rather see the world themes loosely defined so that each level designer can provide their own interpretation.

And I still find the concept of an industrial area with "Aztec" anything to be really odd.
Seiromem
I would have more makerscore If I did things.
6375
I defined the color of the brick, and examples of enemies and scenery to be used.

That's it.

author=Alex
And I still find the concept of an industrial area with "Aztec" anything to be really odd.


Also, that's the point. You see these lovely aztec ruins and then like "What the hell, what's with the metal?"
If they're just suggestions, then that's alright, but you might want to indicate that in the description. I'm still in favor of encouraging people to be creative with the level themes.

And I somewhat doubt you'll surprise anyone who comes to the event page and sees "Industrial Zone" as one of the world themes.