Ludwig's Dark Dungeon (CC11 24th place)

Levels that have good quality and are worth playing.

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Witchking666
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Ludwig's Dark Dungeon (CC11 24th place)

Postby Witchking666 » Tue Sep 29, 2015 9:42 am

hey guys
here is my cc11 entry!
i know it's a bit late for this but i didnt knew if i wanted to post it or not, well, here it is!
screen:
Spoiler: show
Image
download:
http://www.mediafire.com/download/hjga6 ... ungeon.zip

and since we are all pretty lazy around here, reviews
Spoiler: show
24. witchking666 - Ludwig's Dark Dungeon (7.46/10)
Bomber57 (8.75/10)
This was a real strong level, even though it didn't end with a boss due to time constraints. A few things didn't fit well, like the green SMB3 pipes which wound up being a bit of an eyesore. This level has some cool concepts, and I like what you did with the chain platforms and the magic sparkles indicating what they do. Though, this level has a common glitch with the chain platforms. Chain platforms will slide mario around when there are other moving layers. A way to prevent this is to change the chains into BGO and use invisible vine NPCs as the climbable part. This will prevent the glitch. This level also implements the bowser laser statues pretty nicely by having them switch on and off on a set timer.

bossedit8 (7.25/10)
Liked the level with the whole dark atmosphere throughout the level and for sure I liked the obstacles and I do like the variety like gimmick wise and such. I do find some of the areas empty though like enemy placements for example. Some secrets involved for sure but there's one secret that's filled with cheese... hehee. The rest is just average castle area but it was pretty decent. There's no boss for ya though but at least there's a star for you to collect before the boss room.

chad (7.0/10)
This level is entertainingly tricky, requiring some careful lava jumps and statue dodging from the player while offering some really neat gimmicks with the fences. The layout of the level is rather intricate, and the enemy placement is generally pretty good, so the level offers a good experience in terms of its core design and gameplay, and you did a nice job of setting up the lasers. However, there are a few aspects which feel somewhat off, such as the moving layer bug with the fences being a recurring theme in the second half of the level once you pass the area with the floating land. If you put invisible vines in front of the fences, you could have negated that problem. The absence of a midpoint is also somewhat of an issue, because the level has no real reason not to have one. It would have been easy to just stick it next to the sign that explains the gimmicks. The presentation was a bit weird too, because practically everything (solid or not) is almost the same color and brightness, making everything sort of blend in with each other. Well, except for the pipes and fences that are somewhat painfully bright by comparison.

Quill (7.8/10)
I thought this was neat! The variation with the nets was an interesting mechanic. It was simple enough and it would have been nice to see more elaborate uses for it for an alternate route or something. This level stood out and really clicked with me. I thought it was fun!

Valtteri (6.5/10)
This is an okay castle level. I kind of like the magic thing at the second half where there were different types of magic moving objects or something.

PROX
Van De Graf
Van De Graf
Posts: 1974
Joined: Sun Jul 06, 2014 8:50 pm

Re: Ludwig's Dark Dungeon (CC11 24th place)

Postby PROX » Tue Oct 06, 2015 5:17 am

PROX's Unofficial Review:
Spoiler: show
A dark themed castle with both interesting and rather strange gimmicks.

Design: The design was ok, I liked what you did with the climbable fences. I did see some cutoff with one of the lasers and background tiles. Speaking of background tiles, there were some background tiles that had slightly brighter colors compared to others (I did fix the download link, and I understand that you overlooked it, but even so, it is a pretty easy fix). The moving platform gimmick required a lot of waiting and it kind of killed the mood a bit. Also you forgot to set Mario back at the beginning of the level. He was pretty much halfway through the level at first. I find that there wasn't all that much NPC variety in the level either. Also since the contest is over now, why didn't you include the boss?
Score: 4/10

NPC Placement: The placement was ok, although there were some sections in your level with no power-ups. Also there was a pretty questionable star coin placement. Most players (like me) will try to go under the thwomp to get the star coin and end up taking a hit or dying. I'm pretty sure that hardly anyone would think to spin jump on the Thwomp to get the star coin. Speaking of star coins, there was only one in your level(at least, I only found 1). The coin placement was ok. I also didn't agree with the area with 3 Thwomps and a Bowser statue right next to them. It seemed a little excessive.
Score: 6/10

Atmosphere: The atmosphere was ok. I find that there were certain graphics that didn't really fit with the level such as the Ludwig painting (maybe make the painting darker and lower the saturation a bit) and the grey pipe. Also why were the Bowser laser statues making Mario jumping sound effects when they fired? Also you forgot to turn the smoke off during the layer triggers for the lasers. The music was ok although I probably would have used a different theme for it. Also the level seemed a bit bland as well.
Score: 5/10

Overall Score: 5/10 The level had some cool things, but it seemed rushed and unfinished so-to-speak. Since the contest is now over, why not improve this level since you have more time to do so now?

Witchking666
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 1769
Joined: Mon Dec 15, 2014 10:47 am

Re: Ludwig's Dark Dungeon (CC11 24th place)

Postby Witchking666 » Fri Oct 30, 2015 6:59 am

PROX wrote:Since the contest is now over, why not improve this level since you have more time to do so now?[/spoiler]
because the level won't be used in my episode anyways
its for the mystery of bowsers castle, and i dont make bosses for that

and i did fix the climbable net bug the judges mentioned aswell as the climbable fence bug!


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