Deep in the Sea

They're not that bad, but they're not that good either.

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braineat
Monty Mole
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Deep in the Sea

Postby braineat » Sat Oct 10, 2015 8:56 pm

Hello, today I decided to share with you one of their old levels. It is quite large, and the music in it is very strange. But I hope you enjoy.

Screenshots:
Spoiler: show
Image
Image
Image
Download MEGA:
https://mega.nz/#!a0hH2YAL!Eh4NA8_lfuTf ... ynk5C-eNIs

Credits:
Spoiler: show
Gfx:
-Question block's, bricks and switches by Braineat.
-Sea background by Braineat.
-SMB3 Custom exit by Braineat
-All other custom stuff from SMBX GFX PACK.
Music:
-Rayman Legends Music- 20,000 Lums Under the Sea
-Rayman Origins Music- Sea of Serendipity ~ Lums of the Water

Alagirez
Ludwig von Koopa
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Re: Deep in the Sea

Postby Alagirez » Sun Oct 11, 2015 9:29 pm

judging for the screens, it looks pretty nice and well designned. Good beach and factory(?) level.

braineat
Monty Mole
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Re: Deep in the Sea

Postby braineat » Mon Oct 12, 2015 4:04 am

Harvey36Dice wrote:judging for the screens, it looks pretty nice and well designned. Good beach and factory(?) level.
Underwater base.
And thanks.

Witchking666
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Re: Deep in the Sea

Postby Witchking666 » Wed Oct 21, 2015 2:35 am

Yeah i could see it was a Underwater base but there is one thing i am wondering, Why are you using the 1x1 pixel variant of your custom ?-blocks set?

The design looks pretty nice tho!

ShadowStarX
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Re: Deep in the Sea

Postby ShadowStarX » Fri Oct 30, 2015 6:15 am

Deep in the sea review

Design & Gameplay: 5.5/10 (counts 70%)
This level had medium fun factor. It's fun to play sometimes, but it's also boring at some points. The general design (NPC placement, block placement, etc) is okay, usually it was a bit above average when it came to quality, but I've found some flaws that I'll mention later. The difficulty was usually fair, true the curve is a bit bad.
One of the biggest flaw is the lack of powerups/bad powerup placement. It's good to make some powerups placed in alt. non-exit routes for non-linear levels, but don't make them long all the time, only once or twice. The second big flaw in the level is the backtracking pipe trap in the water section. The backtracking pipe is after the checkpoint, but it takes you to a part before the checkpoint, and the player also needs to hit the green switch again unless he didn't die after the checkpoint yet.

Atmosphere & Visuals: 4.5/10 (counts 30%)
The music fits in the underwater sections in my opinion. The style mixing also turned out surprisingly well and I didn't find cutoffs either.
There is a bit too high amount of BGOs in the overworld sections.
The music in the overworld sections isn't just unfitting, but it's also annoying at some points. Having differently colored upside down and normal munchers is a bad idea too. There are also broken masks in the level.
Image

Score: 5.2/10
An okay beach level with some major flaws
Moved to 'Average'

Mable
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Re: Deep in the Sea

Postby Mable » Fri Oct 30, 2015 9:09 am

ShadowStarX wrote:One of the biggest flaw is the lack of powerups/bad powerup placement
I mostly only use 3 powerups or 1-2 it's more challenging for the player and not really a flaw.


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