Spike's Steep Sierra [Lunalua]

Levels that have good quality and are worth playing.

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CraftedPbody
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Spike's Steep Sierra [Lunalua]

Postby CraftedPbody » Tue Dec 08, 2015 10:02 pm

This level was made to showcase my Spike. I made the graphics for it (Updating Spike and his palette), and TheSaturnYoshi programmed him to work properly. I was heavily inspired with Newer Super Mario Bros Wii with this level.

Please do not use my Spike until I release my pack. Thank you.

Screenshots:
Spoiler: show
ImageImageImageImageImageImageImage
Download: Credit:
Spoiler: show
Nintendo
The Newer Team: Music & Base Tileset
Me & TheSaturnYoshi: Spike and Spike Balls
Sednaiur: Pow Block
Yoshigo99: Newer SMB Wii Japan Tileset
(Please inform me of any other names I'm missing so I can add them!)

Reiuji Utsuho
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Re: Spike's Steep Sierra [Lunalua]

Postby Reiuji Utsuho » Wed Dec 09, 2015 8:05 am

I shall review your level tonight. ^_^

MarioboyFan602
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Re: Spike's Steep Sierra [Lunalua]

Postby MarioboyFan602 » Wed Dec 09, 2015 8:47 am

Im Going to Play your Level too. Cos i wanna see how good it is

Emral
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Re: Spike's Steep Sierra [Lunalua]

Postby Emral » Wed Dec 09, 2015 9:01 am

SMB2 Bridge Piece 0/10

Seriously though, this level was fairly enjoyable for being a tech demo for one enemy. I wish it had a bit more variety in terms of enemies, maybe some airborne ones which can avoid the murder spikeballs of doom.

Seeing it as a level, rather than a showcase, it does get kind of stale due to the low enemy variety. Introducing a destructible bridge might have made for more interesting gameplay than two small puddles of water. Overall quality also dropped significantly near the end of the level, with it being largely empty until you get ambushed by a few spikes right at the end.

I mistook the thin bamboo for background objects until I died once and then accidentally grabbed one, it would be nice if there was some indication for them to be climbable, as previous levels with this tileset featured them as background objects.
Lastly, I would've wished to see some bonus areas or Dragon Coins. For a level inspired by NSMBW, it fell really short on the reward for exploration.

6/10

MarioboyFan602
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Re: Spike's Steep Sierra [Lunalua]

Postby MarioboyFan602 » Wed Dec 09, 2015 9:19 am

(Deleted)
Last edited by MarioboyFan602 on Mon Feb 29, 2016 9:58 am, edited 1 time in total.

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Re: Spike's Steep Sierra [Lunalua]

Postby SanicHegehog » Wed Dec 09, 2015 9:30 am

I see it is a tech demo, and as a tech demo for that enemy I actually liked it, it did what a tech demo should do. As a level, it is... pretty cool, kinda okay.
There is not much enemy variety. But I thought it was funny when I finally discovered that those bamboos are like ladders, i thought they were part of the background :lol:
6.8/10

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Re: Spike's Steep Sierra [Lunalua]

Postby TheSaturnyoshi » Thu Dec 10, 2015 1:45 pm

Oh man who made that ai it sure is terrible.

But seriously, this is pretty good, but it needs more pipes, bricks and ? blocks.
Also, the only secrets in the whole level are 1-ups!
And hey, uh, you set up the timer wrong, you don't need to copy any of the files into the level folder, but instead you need to edit the lunadll.lua and add this;

Code: Select all

timerApi = loadAPI("leveltimer");

function onLoad()
     timerApi.setSecondsLeft(300); --Set to whatever time you want
     timerApi.setTimerState(true);
end

CraftedPbody
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Re: Spike's Steep Sierra [Lunalua]

Postby CraftedPbody » Thu Dec 10, 2015 2:39 pm

TheSaturnyoshi wrote:Oh man who made that ai it sure is terrible.

But seriously, this is pretty good, but it needs more pipes, bricks and ? blocks.
Also, the only secrets in the whole level are 1-ups!
And hey, uh, you set up the timer wrong, you don't need to copy any of the files into the level folder, but instead you need to edit the lunadll.lua and add this;

Code: Select all

timerApi = loadAPI("leveltimer");

function onLoad()
     timerApi.setSecondsLeft(300); --Set to whatever time you want
     timerApi.setTimerState(true);
end

lol, thanks, both for the ai of the spike and also thanks for the tip with the timer. I didn't know how to set it up, but I didn't care to try looking any further on how to fix it.

Cedrik
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Re: Spike's Steep Sierra [Lunalua]

Postby Cedrik » Wed Dec 23, 2015 2:33 pm

The level is like a 16-bit version of world 4-1 from Newer Super Mario bros wii.
I think of it, because the bambus.

Emral
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Re: Spike's Steep Sierra [Lunalua]

Postby Emral » Tue Feb 09, 2016 4:26 pm

I've glanced over my previous review of this level, and, while I find it to be a bit short, I still agree with what I said.

This is an enjoyable, short level made to showcase the special Spike enemy. It does what it needs to do, which, while not being a lot, is enough to create a pleasant level for the player to stoll through. Like Cedrik mentioned, it does feel like a New Super Mario Bros level, which is something we don't see around here often enough.
I have moved this to "Pretty Good", keeping the score I have previously given. (6/10)


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