WerewolfGD's Old SMBX levels (Back???)

Share your own SMBX levels and play others' too.

Moderator: Userbase Moderators

Alagirez
Ludwig von Koopa
Ludwig von Koopa
Posts: 3621
Joined: Tue Dec 02, 2014 2:28 am
Flair: Legalize Awooo!
Pronouns: He/Him/That wolf
Contact:

WerewolfGD's Old SMBX levels (Back???)

Postby Alagirez » Tue Aug 16, 2016 2:23 am

No, I'm not really back, i'm just post some old levels because imma bored rn.
Welcome to my wolf cave of levels! Here you can ealk around the cave and play all my levels from 2014 until now. Feedback is appreciated :P
PS : Sorry if the level has switch blocks. You know i was a fan of switch blocks, but now i'm not.


2014 levels (Warning : Crappy levels):
Light Blue Mountainshrooms
Spoiler: show
Image
Image
Image
'
Download

Cotton Sky Collosus (MAGLX2 75th Place) (I Actually made this level in 2014, but i released this level in 2015 so...
Spoiler: show
Image
Download

Subcon Masquerade
Spoiler: show
Image
Image
Download

2015 levels (Warning : Switch Blocks)

Outline Woody
Spoiler: show
Image
Download

Sweet Lemonade Rockgrass
Spoiler: show
Image
Image
Download

Pale Peppermint River
Spoiler: show
Image
Image
Download

Foggy Cotton Gemini
Spoiler: show
Image
Download

Skypiea Castletop
Spoiler: show
Image
Download : Download

Renzor Subconpolis
Spoiler: show
Image
Image
Download

Colorless Bramble Swampy
Spoiler: show
Download

Aqueduct Maze
Spoiler: show
Image
Download

PGE Pendulum Fissure (CC11 18th Place)
Spoiler: show
Image
Reviews
Spoiler: show
18. andialifbatara Harvey36Dice Camacho - PGE Pendulum Fissure (7.76/10)
  • Bomber57 (8.0/10)
    • 8.5/10 too much GREEN. No seriously, literally every NPC is now GREEN, and this makes it hard to see them sometimes against the GREEN background and the GREEN BGO. What bothers me the most is that you made the fireballs GREEN because why not. This made them hard to see against the background and BGO, which is worse considering they are projectiles. Abundance of GREEN aside, this was a pretty nice level. The water appearing and disappearing gimmick was pretty cool towards the end, and the way you made it transition smoothly was nice. The second pipe elevator in the last section basically trapping the player if they fall down after raising it is a design flaw, and could be fixed by removing the hole to the lower area after the pipe elevator. The level was pretty nice, but next time please cut down on the GREEN.
    bossedit8 (8.0/10)
    • Lovely forest type level with variety, nice designed areas and several gimmicks to spice it up. Everything was a relatively nice designed but sometimes I find your enemy placements rather annoying to deal with especially unreachable enemies but still be able to attack you... since the flames are green they can be difficult to see at times since the level is also mostly green based. I don't like that once you defeat the platform that replaces a "ripper" that you can get stuck there... at leadt make sure that once you defeat it, make standable platforms appear so you won't get stuck there anymore that easily. Other than that I liked this level and good secrets involved.
    Chad (8.0/10)
    • This is a great level! It has a really mystical feel to it, with a lot of variation in the design and hazards. I especially like the climbing areas and those where you have to avoid Munchers, and the way Section 2's path overlaps itself and reuses the elevator is clever. You also make great use of the floating water, and the expanding/contracting effect you gave it is not just visually impressive, but functions well as its own gimmick. I wish that was used in more places. However, I don't like the moving spike platforms. If the level's progression is strongly reliant on that in some spots, making it something you can kill with a thrown object is way too fragile. I don't understand why you didn't just use a moving layer. Also, the first one makes you wait a long time if you miss it. The visuals, though really nice as a whole, are confusing at points. The sizables are nearly identical to the ground, and the green fireballs blend in with everything, making it really easy to get hit from something you couldn't see. The second star is also poorly placed, because players are given no reason to check a previous area. It felt like there wasn't thought put into its placement beyond that it'd be somewhere unexpected.
    Quill (7.3/10)
    • The atmosphere here was super nice. I wish there was less "hit the thing and go back as something new is there" as this is a common theme in the level and it gets pretty boring after a while. The overall design was fairly good, so good job with that. The level doesn't really have too many flaws, it just needs that extra mile to make it really outstanding.
    Valtteri (7.5/10)
    • This is a cool forest level. I appreciate the in-dept instructions throughout the level but you shouldn't have to explain things like hitting switches to the player.
Download

Electrical Enchanted
Spoiler: show
Image
Download

Morning Kingdom
Spoiler: show
Image
Download

Woddy Sub-Crunchy Apple
Spoiler: show
Image
Download

Unearthly Stomatches (Sorry for rip-off ;-;)
Spoiler: show
Image
Download
If the file is invalid, try this one.

Great Cracky Crushdown
Spoiler: show
Image
Download

Floral Flirt Volcanic (Sorry for rip-off ;-;)
Spoiler: show
Image
Download

Wendy's Volcano Paradise
Spoiler: show
Image
Download

Rotten Flesh Spell
Spoiler: show
Image
Download

Nostalgia Beats
Spoiler: show
Image
Download

Cotton Sky Collosus 2 : Wintry Hybrid Collosus
Spoiler: show
Image
Image
Full
Image
Download

Boiler Blizzard Peaks
Spoiler: show
Image
Download

Hoppy Cloudy Aftergrounds
Spoiler: show
Image
gdi cedrik u deleted the video again
Full image -> http://i.imgur.com/iXwMbhk.png
Download

Subcon Of Everything (This one supposed to be the next sequel of Subcon Masquerade) Download

2016 Levels (Now with LunaLua)
Daredevil Chillycloud (CC12 9th Place)
Spoiler: show
Image
Image
If you wondering why didn't i take a bigger screens? because i'm in a hurry so pls understand <3 <3 <3
Reviews
Spoiler: show
9.Harvey36Dice Camacho - Rinkas;Daredevil Chillycloud (7.86/10)
  • Chad (8.0/10)
    • I really adore the design in this level. The jagged construction makes the level seem like it was all cut from one big glacier, and the use of detail is excellent. The slope-based platforming is intriguingly tricky, exploration is heavy but not excessive, enemies are nicely arranged, and there are a lot creative cinematic events that happen on the fly to make the level change around you. Launching arrows and floating water are implemented cleverly as well, as well as occasional switch that's not too out of the way.' However, I didn't care much for how the difficulty just before the midpoint was handled. The Toothy segment is made excessively difficult by the overabundance of unbreakable blocks, which make it difficult to move and predict not only when exactly some enemies will be freed, but how they will interact with the surrounding solid blocks especially when all this is within range of a fire Piranha. The Springboard/Muncher section is also an unnecessary difficulty increase that doesn't even remain for the rest of the level, it just gives me an unexpected death due to precision failure in a spot where the midpoint is practically within sight. Other than that, great level. Runs on a tiny bit long, but not too much.
    ElTipsta (8.5/10)
    • This is a really atmospheric ice level that has clearly had a lot of work put unto it, judging by the multiple tilesets and BGOs. It helps to make the level really fun to play thanks to it's mostly easy difficulty. There are overworld and underground sections each with their own gimmicks giving each part it's own feel. I wasn't a fan of the usage of switch blocks when removing the green one would hacve been fine as well as changing the other ones to events. It's all about psychology, see? (and not getting heavily marked down by Quill) Nice level otherwise though.
    Quill (7.8/10)
    • I enjoyed the variety in this level. The different parts of the water rising and descending was especially interesting. Most of these cool little gimmicks were kinda underused though. Once you saw them once, that was kinda it. The variety in design overall helped keep this level fresh and it was entertaining.
    Shinbison-Kof (8.0/10)
    • It's so cold...This level has a nice atmosphere with a nice transition from the cave to the exterior. The level design is pretty interesting. There are exploratory elements and I like the secrets. Sometimes the running back and forth for the switches gets exhausting. Some short cuts would be nice. The gimmicks were very well done. I like the way the moving blocks and water appear. Some parts are cramped, especially in the cave. I don't like the red coins because when you catch one water appears in one place and disappears elsewhere and I die because of the crampedness. Some other parts are annoying annoying too with the water platforms and npcs that are difficult to dodge. The npc placement is ok except for the Venus Fire Traps which were annoying as you couldn't kill them. This level was a bit long. Overall, a good ice level.
    Valtteri (7.0/10)
    • This is a cool ice level. It's exciting and pretty to watch too, although the decorations go maybe a little over the top. The path goes all over the level which brings great variation and the enemy placement is well thought out. The level is really busy with moving layers and flying water. The paths that appear upon approaching are a nice touch although they're getting pretty common among levels these days. I find the "balanced" water pillars fascinating. You know, the ones where one pillar would fall and another would rise simultaneously. They served no purpose at all but they looked really cool despite the clunkiness. The background ice blocks are kind of weird. They're just black ice.
Download!

Woodfall Breeze(SVLC 2016 1st Place)
Spoiler: show
Outdated screens, don't complain about the cloud spam because i already fixed it. Download the low detail version if you don't trust me.
ImageImage
Reviews
Spoiler: show
Bossedit8 - 8.75
I like that level. Woods in the sky with a decent amount of moving platform variety going on. Enemies were alrightly placed throughout the level and the power up placements, were a bit too many (for 2 players it would of been far more suitable for sure) but it wasn't too bad either. About the concept, pressing switches to let red blocks disappear, was ok then a random spiderweb appeared, acting as instant warps to another spiderweb... pretty weird I must say for a sky level haha. There's a secret star aswell if you backtrack to that one point after you pressed the switch... wasn't too bad at least since you even get a Tanooki Suit by that. At the end, the star is for you after being at the wooden clouds with random spiderwebs acting as teleporters and moving wooden platforms on lines or no lines aswell.

Wraith Adamknight - 8.20
I liked what this level did with the “spider portals.” It really helped reduce the amount of time wasted running back and forth. I can foresee this becoming a staple in designing, should it be as well received as I wish it to be. This still doesn’t take away the fact this level was constructed with artificial extensions. Meaning, you are intentionally keeping the player from going forward just to waste their time.
I recommend adding in an entirely separate side-path in order to help the fact the level is so linear. Outside of this, I really don’t have any other suggestions.

Zipper - 8.70
Oooooh, that fresh new sky feeling. I do like how this level was structured. Bizarre wood buildings hanging in the sky, tied by thin ropes. It's a treat to carefully traverse from island to island, while being very careful to avoid the huge pits scattered throughout. The level has a focus on tight and sometimes very dangerous jumps, and it shows right from the start with 1-block platforms laid in front of you. Overall, I found platform placement done extremely well. Hanging blocks that are spread apart well, moving platforms that circle around in a difficult but acceptable pattern, koopa-troopas spaced between jumps. I'm also glad you provided portals that return you to the point you went into a split path from, really saves time and risk that could otherwise be troublesome. The ice flower was a godsend here, being able to create platforms out of enemies, and taking out more dangerous enemies like buzzy beetles and munchers. The music blocks were a nice touch as well. If there's one thing I'd like to point out, it's that a more dynamic level would've taken this level from great to godlike. Some moving platforms, some more lifts and you got a flawless formula going.

Chad - 6.70
This is a great visual style for a level! It's a very elaborate and polished form of SMB3 athletic that's actually pretty creative. The gameplay is solid and makes clever use of pipes, switches, line platforms, moving layers, and a unique warp system. It takes you in all directions to give a feeling of exploration as well. It ran on a bit long and sort of repeated the same stuff after a while, and interactions are mostly standard, but it's pretty well-made and I had a good time with it.

ElTipsta - 9.00
A really impressive sky level. The amount of depth present in the visual design is impressive. Not many custom graphic levels use the wood blocks in such a way. It's clear you put a lot of work into this and it shows. The design itself is also grand, the portals were very creative idea in terms of the execution. I hope this level does well, I have no issues with it.
Dwwnload

Waterfall Spring Melody
Spoiler: show
support airship
Image
Image
Note : Please Don't use the Camacho Sprite.
Download.

Okiba Magmafall
Spoiler: show
support darkmecha
Image
Image
Download

Flower Frolic
Spoiler: show
ImageImage
Editor screen
Image
NOTE : The cutoff at the BG will not visible during gameplay.
Download

(NEW) My LCJ ENTRIES
Spoiler: show
Image
Image
Image
Download Here

Howl every full moon night Awooo~
Last edited by Alagirez on Sat Aug 26, 2017 7:14 am, edited 11 times in total.

HeroLinik
Larry Koopa
Larry Koopa
Posts: 3464
Joined: Fri Dec 20, 2013 1:28 pm
Contact:

Re: Camacho's Wolf cave of Levels

Postby HeroLinik » Tue Aug 16, 2016 6:27 am

I think I'd better review Rotten Flesh Spell because I wanna get this really scary one out of the way!

If there was a way to make a level incredibly scary, then this level would be it. The music gives off an unnerving creepypasta vibe, and the choice of graphics you used only helped to amplify this, with the blood stains on just about everything and the skulls in the ground. Even I got scared playing the level, which is a testament to how the level nails its intentions. The length of the level would be perfect, if a little on the short side, and the difficulty is moderate enough to keep things enjoyable (yet scary!), but at its very heart, this level is based on altering lava formations in order to proceed, with some other things thrown into the mix to prevent the level getting too boring, like a fairy flying part. The mix of gameplay was interesting, and the clever uses of the Skull Raft made things even more interesting, as alongside just riding them over lava, there is also a cool gimmick involving having to stay on it as long as possible as a platform rises. However, one problem is with the Skull Rafts. Some of them end at a wall, meaning if you try to jump off them while stopped, the player will be thrown through the wall in the same direction of the raft movement, possibly dying. As well as this, there are too many free powerups given away, making it really hard to die.

I understand this is an old level, but it could do better with less powerups and having the Skull Rafts descend into the pit instead of hitting a wall. This one gets a 7.7/10 from me.

Alagirez
Ludwig von Koopa
Ludwig von Koopa
Posts: 3621
Joined: Tue Dec 02, 2014 2:28 am
Flair: Legalize Awooo!
Pronouns: He/Him/That wolf
Contact:

Re: Camacho's Wolf cave of Levels

Postby Alagirez » Tue Aug 16, 2016 7:36 am

Hey, thanks for the review, is that your review in ttk's haunted level contest, right? ;) Anyway i'm planning to remake RTF.

HeroLinik
Larry Koopa
Larry Koopa
Posts: 3464
Joined: Fri Dec 20, 2013 1:28 pm
Contact:

Re: Camacho's Wolf cave of Levels

Postby HeroLinik » Tue Aug 16, 2016 8:04 am

Camacho wrote:Hey, thanks for the review, is that your review in ttk's haunted level contest, right? ;)
Not a copy-paste, it's been elaborated on a little.

MrDaniel
Spiny
Spiny
Posts: 28
Joined: Wed Aug 17, 2016 2:39 am

Re: Camacho's Wolf cave of Levels

Postby MrDaniel » Fri Aug 19, 2016 5:43 pm

Review: Flower Frolic

This level definitely tries to introduce a lot of new things. However, it fails to provide any meaningful challenges.

Graphics

This is where it seems most of the attention was put in this level. There are a lot of neat little graphical touches going on, such as different colored piranha plants and a foreground layer. However, you may want to check your mountains, as they are transparent! I couldn't help but feel taken away from this natural setting upon seeing through the mountains, and it doesn't make a whole lot of sense no matter how you slice it.

I'm also not a fan of the Mario head Koopas, since they seem oddly unfitting in this natural looking level. The bill blasters as well seem quite out of place graphically, since artillery doesn't really belong in a peaceful area such as this.

Level Design

Level design seems to be where big improvements can be made, I'm afraid. The biggest problem is that the gimmick of this level doesn't appear until halfway through the level. The first half of this level is an enjoyable romp, but it is quite forgettable. Once the gimmick is introduced (the platforms with the Goombas), it doesn't do a good job of teaching the player. The first goomba platform should be forgiving if you kill the Goomba. When I played through this level the first time, I killed the Goomba before reading the sign, which resulted in my death. The first demonstration of the gimmick should always be in a safe environment, where there's no consequence of death.

The gimmick is barely developed; at no point did I feel the goomba platforms get more difficult, nor did I feel them become interesting at any point. For some reason, you abandon the platform gimmick before the end of the level. This was a mistake. If you're going to introduce something like that, you need to develop it, and then add a twist at some point, but you just flat out abandoned it. Instead, there's an unsatisfying section near the end where you stack blocks until you reach the star. It's very simple and there's not even any risk of getting hurt while doing it.

Gameplay

There is an unnecessarily large variety of enemies, with many of them only appearing once throughout the entire level. There's a ninja, a charging chuck, a volcano lotus, and a fuzzy, all of which appear once. There are also very few bill blasters, which makes me wonder why they were included, since they don't really fit in such a natural level as I mentioned before. Most of these enemies could be replaced by the standard enemies in the level; koopas, piranha plants, etc. It comes off as highly unnecessary, and most players will notice this. At best, you surprise the player with a new enemy, but at worst, the player will see the level as ill-thought-out and unpolished. I would recommend choosing several enemy varieties and sticking with them for a single level.

Other than that, the gameplay was a bit straightforward. It was mostly just avoiding enemies, and once you know about the goomba platform gimmick, there really isn't a whole lot to think about while going through this level. It's just a romp; there aren't any secrets like in the classic Mario games.

5/10


This level introduces an interesting idea, and doesn't do anything with it. It's introduced quite poorly, and the level would overall benefit from more thought and planning being put into it.

Alagirez
Ludwig von Koopa
Ludwig von Koopa
Posts: 3621
Joined: Tue Dec 02, 2014 2:28 am
Flair: Legalize Awooo!
Pronouns: He/Him/That wolf
Contact:

Re: Camacho's Wolf cave of Levels

Postby Alagirez » Fri Aug 19, 2016 5:59 pm

MrDaniel wrote:Review: Flower Frolic

This level definitely tries to introduce a lot of new things. However, it fails to provide any meaningful challenges.

Graphics

This is where it seems most of the attention was put in this level. There are a lot of neat little graphical touches going on, such as different colored piranha plants and a foreground layer. However, you may want to check your mountains, as they are transparent! I couldn't help but feel taken away from this natural setting upon seeing through the mountains, and it doesn't make a whole lot of sense no matter how you slice it.

I'm also not a fan of the Mario head Koopas, since they seem oddly unfitting in this natural looking level. The bill blasters as well seem quite out of place graphically, since artillery doesn't really belong in a peaceful area such as this.

Level Design

Level design seems to be where big improvements can be made, I'm afraid. The biggest problem is that the gimmick of this level doesn't appear until halfway through the level. The first half of this level is an enjoyable romp, but it is quite forgettable. Once the gimmick is introduced (the platforms with the Goombas), it doesn't do a good job of teaching the player. The first goomba platform should be forgiving if you kill the Goomba. When I played through this level the first time, I killed the Goomba before reading the sign, which resulted in my death. The first demonstration of the gimmick should always be in a safe environment, where there's no consequence of death.

The gimmick is barely developed; at no point did I feel the goomba platforms get more difficult, nor did I feel them become interesting at any point. For some reason, you abandon the platform gimmick before the end of the level. This was a mistake. If you're going to introduce something like that, you need to develop it, and then add a twist at some point, but you just flat out abandoned it. Instead, there's an unsatisfying section near the end where you stack blocks until you reach the star. It's very simple and there's not even any risk of getting hurt while doing it.

Gameplay

There is an unnecessarily large variety of enemies, with many of them only appearing once throughout the entire level. There's a ninja, a charging chuck, a volcano lotus, and a fuzzy, all of which appear once. There are also very few bill blasters, which makes me wonder why they were included, since they don't really fit in such a natural level as I mentioned before. Most of these enemies could be replaced by the standard enemies in the level; koopas, piranha plants, etc. It comes off as highly unnecessary, and most players will notice this. At best, you surprise the player with a new enemy, but at worst, the player will see the level as ill-thought-out and unpolished. I would recommend choosing several enemy varieties and sticking with them for a single level.

Other than that, the gameplay was a bit straightforward. It was mostly just avoiding enemies, and once you know about the goomba platform gimmick, there really isn't a whole lot to think about while going through this level. It's just a romp; there aren't any secrets like in the classic Mario games.

5/10


This level introduces an interesting idea, and doesn't do anything with it. It's introduced quite poorly, and the level would overall benefit from more thought and planning being put into it.
First, the mountain isn't transparent, i tested it many times, so did you install lunalua correctly?
Second, there is nothing wrong if the level doesnt have any secrets.
Third, after i read that ypu dont like the masked koopas, i realized that your review is biased.
Foutrh, this is an easygoing level so dont expect awesome and challanging gimmicks lol
Anyway thx for the review.

RudeGuy
Bowser
Bowser
Posts: 4994
Joined: Fri Dec 27, 2013 7:36 am
Flair: local guy

Re: Camacho's Wolf cave of Levels

Postby RudeGuy » Fri Aug 19, 2016 6:08 pm

Just because it’s an "easy going" level doesn't mean you can make it uninteresting and forgettable.

Waddle
Tellah
Tellah
Posts: 1583
Joined: Sun Sep 07, 2014 4:59 am
Flair: hi!!!
Pronouns: He/Him

Re: Camacho's Wolf cave of Levels

Postby Waddle » Fri Aug 19, 2016 6:12 pm

LOL
"I don't like one small graphical aspect of this level"

"Oh shit YOU MUST BE BIASED AND THE REST OF YOUR REVIEW MUST ALSO BE BIASED BASED ON THIS"


There are better ways of dealing with criticism.

zlaker
Reznor
Reznor
Posts: 2844
Joined: Fri Dec 20, 2013 1:46 pm

Re: Camacho's Wolf cave of Levels

Postby zlaker » Fri Aug 19, 2016 6:47 pm

Camacho wrote: Third, after i read that ypu dont like the masked koopas, i realized that your review is biased.
Are you fucking retarded? Just because he doesn't like one aspect of a level doesn't mean his whole review is biased. Instead of completely shoving his feedback away and ignore it like a fucking five year old would do, take it into consideration you fucko.

Emral
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 9891
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Phoenix

Re: Camacho's Wolf cave of Levels

Postby Emral » Fri Aug 19, 2016 6:53 pm

"Wait what he says I didn't do a perfect job? Better find excuses!"
Grow up. You've been rejecting any kind of criticism for a long time now, and continuing to do so will definitely not make you a better designer or a more respectable member of the community.

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: Camacho's Wolf cave of Levels

Postby aero » Fri Aug 19, 2016 6:55 pm

I mean honestly, Enjl and zlaker are right here. Settle down Camacho.

Marina
Cecil
Cecil
Posts: 2381
Joined: Sun May 25, 2014 7:01 am
Flair: everything's still romantic, right?
Pronouns: she/her/they/them

Re: Camacho's Wolf cave of Levels

Postby Marina » Fri Aug 19, 2016 6:56 pm

what enjl said

Mable
Luigi
Luigi
Posts: 5806
Joined: Sat Dec 21, 2013 4:23 am
Contact:

Re: Camacho's Wolf cave of Levels

Postby Mable » Fri Aug 19, 2016 7:00 pm

what Tinkerbell said
Last edited by Mable on Fri Aug 19, 2016 7:15 pm, edited 1 time in total.

zlaker
Reznor
Reznor
Posts: 2844
Joined: Fri Dec 20, 2013 1:46 pm

Re: Camacho's Wolf cave of Levels

Postby zlaker » Fri Aug 19, 2016 7:04 pm

And do you realize how fucking disrespectful you are when you're completely ignoring someone's review? How do you expect to improve when you shove people's feedback you spoiled worthless brat?

Alagirez
Ludwig von Koopa
Ludwig von Koopa
Posts: 3621
Joined: Tue Dec 02, 2014 2:28 am
Flair: Legalize Awooo!
Pronouns: He/Him/That wolf
Contact:

Re: Camacho's Wolf cave of Levels

Postby Alagirez » Fri Aug 19, 2016 7:09 pm

Ok i appreciate them. Thanks.

Ace
Volcano Lotus
Volcano Lotus
Posts: 579
Joined: Sun Mar 23, 2014 4:50 pm
Pronouns: he/him

Re: Camacho's Wolf cave of Levels

Postby Ace » Fri Aug 19, 2016 7:12 pm

zlakergirl357 wrote:How do you expect to improve when you shove people's feedback you spoiled worthless brat?
Too far.

Mable
Luigi
Luigi
Posts: 5806
Joined: Sat Dec 21, 2013 4:23 am
Contact:

Re: Camacho's Wolf cave of Levels

Postby Mable » Fri Aug 19, 2016 7:15 pm

Camacho wrote:Ok i appreciate them. Thanks.
Ignore the harsh posts dude.. I think Daniel was only trying to help you a bit, into what you could change and stuff.. sure it's not ok if you act like his review is bias but neither were some of these posts tbh. Just listen to the advice Daniel gave you and perhaps you can reach a better score by fixing those things.

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: Camacho's Wolf cave of Levels

Postby aero » Fri Aug 19, 2016 7:19 pm



this thread

zlaker
Reznor
Reznor
Posts: 2844
Joined: Fri Dec 20, 2013 1:46 pm

Re: Camacho's Wolf cave of Levels

Postby zlaker » Fri Aug 19, 2016 7:24 pm

Okay I talked to Camacho and apologized for what I said to him and gave him some tips on how to improve lol

TDK
Phanto
Phanto
Posts: 1440
Joined: Wed Nov 11, 2015 12:26 pm
Flair: Retired

Re: Wolf cave of Levels (rip)

Postby TDK » Sat Apr 08, 2017 4:31 pm



Return to “Levels”

Who is online

Users browsing this forum: No registered users and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari