Blocks Below Hell (Update--Extended)

Levels that have good quality and are worth playing.

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Blocks Below Hell (Update--Extended)

Postby PixelPest » Thu Dec 10, 2015 8:21 pm

This is my first Kaizo-esque level that isn't really Kaizo. It has fair, puzzling challenges that aren't really unfair but are tricky. That isn't to say that the level lacks a few tough spots. May update this later with a longer version if anyone shows interest since it is pretty short (about a minute and a half after you figure it out). The level isn't full of clash and spam like other Kaizo levels. Good luck!
Update: Tweaked a few sections to make them be played the original way I intended and fixed some other issues. Increased length by a bit, but not too much longer since I still want it to be a bit fun and not just annoying when you die within view of the star.

Screenshot:
Spoiler: show
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New Version
Old Version

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Re: Blocks Below Hell

Postby MECHDRAGON777 » Wed Dec 23, 2015 6:29 pm

I know 8flight recorded this level,but here is my run.
Original Link: https://www.youtube.com/watch?v=VZKYYVlpjJ4

Anyway, for a Kaizo level, it is not all that difficult, but it is quite fun. I think it deserves a 4/10 for what it is worth! The fact that it can be broken takes away from one of the only two difficult things in the level.

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Re: Blocks Below Hell

Postby Fuyu » Wed Dec 23, 2015 7:00 pm

@MECHDRAGON777: Kaizo levels are well known for being way too unfair imo, the fact that he abused the bugs was a neat idea, for a Kaizo level that is.

As for the level, I got frustrated with the switch part and the spikes, the rest just kinda flew away smoothly. I've gotta say the feeling of accomplishment of beating this level is outstanding. I'd say you give it a shot and make an even longer Kaizo level. But please have mercy and abuse easy to avoid bugs from now on please. :(

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Re: Blocks Below Hell

Postby PixelPest » Wed Dec 23, 2015 7:13 pm

What bugs are you referring to? Since it is short and I've received some positive feedback, I'll extend it. Other LJs, please refrain from reviewing this for the moment, or I'll just have it re-reviewed. It will be updated in a few days. Will work on it some more tonight. Mechdragon777: It's not supposed to be really tough, unfair Kaizo. It's more intended to be a difficult and fun level at the same time. Thanks for the vid. One thing that I'm going to fix is remove the grabtop=1 from the propeller block so that the level can be played the way I intended it. I'll also do some more fun stuff with the skull raft parts.

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Re: Blocks Below Hell

Postby Fuyu » Wed Dec 23, 2015 7:21 pm

I meant that you can hardly hit the switch on the ceiling because your hitbox makes you unfairly hit the spikes.

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Re: Blocks Below Hell

Postby PixelPest » Wed Dec 23, 2015 7:26 pm

I'll consider fixing that. Thank you.

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Re: Blocks Below Hell (Update--Extended)

Postby PixelPest » Thu Dec 24, 2015 12:56 pm

Update: Tweaked a few sections to make them be played the original way I intended and fixed some other issues. Increased length by a bit, but not too much longer since I still want it to be a bit fun and not just annoying when you die within view of the star.

New Download: http://www.mediafire.com/download/5trq4 ... tended.zip

The level is now ready to be reviewed anytime.

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Re: Blocks Below Hell (Update--Extended)

Postby Fuyu » Thu Dec 24, 2015 3:55 pm

Played it, loved it, want more.

When you said you were going to extend it I thought you were going for a much longer version than the one I've just played. I would love this level to last forever ... and have a checkpoint, obviously. Maybe try something new, not related to switches or propeller blocks but rather skill, like true Kaizo mario levels do.

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Re: Blocks Below Hell (Update--Extended)

Postby PixelPest » Thu Dec 24, 2015 5:57 pm

Natsu wrote:Played it, loved it, want more.

When you said you were going to extend it I thought you were going for a much longer version than the one I've just played. I would love this level to last forever ... and have a checkpoint, obviously. Maybe try something new, not related to switches or propeller blocks but rather skill, like true Kaizo mario levels do.
Okay. I'll work on another level. This was actually quite fun to make.

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Re: Blocks Below Hell (Update--Extended)

Postby MarioHacker » Thu Dec 24, 2015 9:53 pm

PixelPest wrote:The level isn't full of clash and spam like other Kaizo levels.
That's a pretty rude and mean thing to say

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Re: Blocks Below Hell (Update--Extended)

Postby Fuyu » Thu Dec 24, 2015 10:19 pm

MarioHacker wrote:
PixelPest wrote:The level isn't full of clash and spam like other Kaizo levels.
That's a pretty rude and mean thing to say
Not actually, because it's a fact. There may be some Kaizo levels out there that do not have clash or spam, but they'd probably be a minority, hence PixelPest's comment.

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Re: Blocks Below Hell (Update--Extended)

Postby MarioHacker » Fri Dec 25, 2015 10:38 am

Natsu wrote:
MarioHacker wrote:
PixelPest wrote:The level isn't full of clash and spam like other Kaizo levels.
That's a pretty rude and mean thing to say
Not actually, because it's a fact. There may be some Kaizo levels out there that do not have clash or spam, but they'd probably be a minority, hence PixelPest's comment.
So what if it's a fact? Just because someone is ugly for a fact doesn't mean you should be pointing it out verbally. You're still being rude and disrespectful. Some Kaizo level designers put a lot of effort into their levels and reading something like this comes off as extremely disrespectful.

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Re: Blocks Below Hell (Update--Extended)

Postby PixelPest » Fri Dec 25, 2015 10:51 am

There is a big difference between the way I described a portion of other Kaizo levels to calling an actual person ugly. Your argument is completely invalid. I never called the levels ugly and then you go compare a level to a person. Also, I never said anything about effort. Creators of normal levels put a lot of effort into them and sometimes they still don't look great; it's just that Kaizo levels are often unfair, rushed, and use techniques like enemy spam to make the level hard.

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Re: Blocks Below Hell (Update--Extended)

Postby Mivixion » Fri Dec 25, 2015 10:55 am

Yeah, but that's not specific to Kaizo- a lot of normal levels people make are pretty bad too.

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Re: Blocks Below Hell (Update--Extended)

Postby Saltlord » Fri Dec 25, 2015 11:09 am

Level that claim themselves to be Kaizo should still have good graphical design and be a bit original. Making some spiny-jump for 1 hour during a bullet bill storm is hard, but also rushed and uninspired. That's the way I'm thinking. You shouldn't argue"but it's meant to be hard, not well designed" if you're using floating munchers. Every normal level creator could also argue "muah level is meant to look good, not to have good gameplay". That's the worst possible argument.

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Re: Blocks Below Hell (Update--Extended)

Postby Fuyu » Fri Dec 25, 2015 11:29 am

Indeed. It's not the same. And if someone puts a lot of effort on a Kaizo level and it turns out to have clash and spam it's obvious that someone put effort into gameplay rather than visual appealing.

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Re: Blocks Below Hell (Update--Extended)

Postby MarioHacker » Fri Dec 25, 2015 11:52 am

PixelPest wrote:There is a big difference between the way I described a portion of other Kaizo levels to calling an actual person ugly. Your argument is completely invalid. I never called the levels ugly and then you go compare a level to a person. Also, I never said anything about effort. Creators of normal levels put a lot of effort into them and sometimes they still don't look great; it's just that Kaizo levels are often unfair, rushed, and use techniques like enemy spam to make the level hard.
Well let me put it this way: you said that other Kaizo levels are full of spam and clash. If this is not the same thing as calling them ugly or badly designed then I don't know what it is.

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Re: Blocks Below Hell (Update--Extended)

Postby Fuyu » Fri Dec 25, 2015 12:23 pm

It's not the same. Clash and spam are aesthetic-wise unappealing. Level design is more related to the way the level is presented to you, go there, do that, it's like in-between gameplay and aesthetics.

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Re: Blocks Below Hell (Update--Extended)

Postby MarioHacker » Fri Dec 25, 2015 12:24 pm

Natsu wrote:It's not the same. Clash and spam are aesthetic-wise unappealing. Level design is more related to the way the level is presented to you, go there, do that, it's like in-between gameplay and aesthetics.
I'm sorry but "aesthetic-wise unappealing" is the fancy way to say "ugly".

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Re: Blocks Below Hell (Update--Extended)

Postby Fuyu » Fri Dec 25, 2015 12:25 pm

MarioHacker wrote:
Natsu wrote:It's not the same. Clash and spam are aesthetic-wise unappealing. Level design is more related to the way the level is presented to you, go there, do that, it's like in-between gameplay and aesthetics.
I'm sorry but "aesthetic-wise unappealing" is the fancy way to say "ugly".
So? My point remains.


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