Levels that have good quality and are worth playing.
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Man1234FK
- Blooper

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Postby Man1234FK » Fri Jan 02, 2015 7:29 pm
So i made a new level! It's for Turtwigs Mushroom Kingdom Diametric episode, but i decided to upload it because i think it's really cool
!! Director's Cut now available !!
-An extended and more difficult version of the level.
Director's Cut Screenshots:
So, as the name suggests it's a switch puzzle type level, which made the level relatively long (Now even longer with the Director's Cut)
But without further ado, here are the download links:
https://www.dropbox.com/s/1w0eiwywa16lr ... 0.zip?dl=0 (Cliffside Switch Cave)
https://www.dropbox.com/s/8y3os5ajggh87 ... t.zip?dl=0 (Cliffside Switch Cave: Director's Cut)
Credits for the gfx are in the main folder! Thanks to the people who made them!
--UPDATES--
-There is a checkpoint now!
-Level ends with a normal SMW exit (still kind of lame but it doesn't feel odd)
Thanks to Turtwig and Imaynotbehere4long for reviewing the level! Very much appreciated!
Screenshots!
Cliffside Switch Cave Pic 1.png
Cliffside Switch Cave Pic 2.png
Cliffside Switch Cave Pic 3.png
Last edited by Man1234FK on Wed Jan 21, 2015 11:31 am, edited 7 times in total.
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underFlo
- Wart

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Postby underFlo » Fri Jan 02, 2015 7:37 pm
This looks pretty cool, I'll review it tomorrow.
I just feel like you shouldn't have used so many tilesets, but I'll see once I play it.
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Man1234FK
- Blooper

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Postby Man1234FK » Fri Jan 02, 2015 7:39 pm
Nickname wrote:This looks pretty cool, I'll review it tomorrow.
I just feel like you shouldn't have used so many tilesets, but I'll see once I play it.
Thank you! And yeah i understand but i liked them 
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JupiHornet
- Boom Boom

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Postby JupiHornet » Fri Jan 02, 2015 10:36 pm
Nickname wrote:This looks pretty cool, I'll review it tomorrow.
I just feel like you shouldn't have used so many tilesets, but I'll see once I play it.
I suppose I should review this because it is for my episode lol
Review will come tomorrow, level is downloaded.
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Man1234FK
- Blooper

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Postby Man1234FK » Fri Jan 02, 2015 10:39 pm
Turtwig wrote:Nickname wrote:This looks pretty cool, I'll review it tomorrow.
I just feel like you shouldn't have used so many tilesets, but I'll see once I play it.
I suppose I should review this because it is for my episode lol
Review will come tomorrow, level is downloaded.
Haha yeah  Awesome!
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JupiHornet
- Boom Boom

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Postby JupiHornet » Sat Jan 03, 2015 5:03 pm
UNOFFICIAL REVIEW of CLIFFSIDE SWITCH CAVE by MAN1234FK
This was a rather nice switch level. I enjoyed this.
Design (9.75/10)
For a switch level, this one has a really nice flow to it. One switch leads to a pipe that leads to another switch. It isn't tedious, like most switch levels. I also like how you put a slope near the purple switch so that the shell wouldn't hit the switch over and over when you kicked it. That was clever of you. Aside from this, the level was pretty straightforward and linear. And that's a very good thing in a level like this. The only thing keeping this from a 10 is the random Boom Boom battle. It is unnecessary and out of place. But that is only a minor flaw and aside from this, it was pretty much perfect.
Atmosphere (5.5/10)
Now this is where the level fails a bit in my opinion. The level starts off in a beach with a nice tileset that leads to a normal SMW cave. That's fine. After you hit the orange switch you leave the cave and go back to the beach. That's also fine. But then when you need to hit the blue switch, you go up to the SKY?!?!?!? Just why? This makes absolutely no sense and doesn't fit in with the level at all. Afterwards you leave the SKY and go back into the cave again. In addition, the recolored enemies look bad inside of the cave, as the cave is vanilla. The cave probably needs a custom tileset along with the beach.
Other Comments: Uh...I think I have said all I can about this level and I can't think of any dumb jokes so...yeah.
Overall 7.625/10 (Pretty Good)
Aside from the strange atmosphere, this was a highly enjoyable level and will be a great addition to my episode! 
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Man1234FK
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Postby Man1234FK » Sat Jan 03, 2015 5:15 pm
Turtwig wrote:UNOFFICIAL REVIEW of CLIFFSIDE SWITCH CAVE by MAN1234FK
This was a rather nice switch level. I enjoyed this.
Design (9.75/10)
For a switch level, this one has a really nice flow to it. One switch leads to a pipe that leads to another switch. It isn't tedious, like most switch levels. I also like how you put a slope near the purple switch so that the shell wouldn't hit the switch over and over when you kicked it. That was clever of you. Aside from this, the level was pretty straightforward and linear. And that's a very good thing in a level like this. The only thing keeping this from a 10 is the random Boom Boom battle. It is unnecessary and out of place. But that is only a minor flaw and aside from this, it was pretty much perfect.
Atmosphere (5.5/10)
Now this is where the level fails a bit in my opinion. The level starts off in a beach with a nice tileset that leads to a normal SMW cave. That's fine. After you hit the orange switch you leave the cave and go back to the beach. That's also fine. But then when you need to hit the blue switch, you go up to the SKY?!?!?!? Just why? This makes absolutely no sense and doesn't fit in with the level at all. Afterwards you leave the SKY and go back into the cave again. In addition, the recolored enemies look bad inside of the cave, as the cave is vanilla. The cave probably needs a custom tileset along with the beach.
Other Comments: Uh...I think I have said all I can about this level and I can't think of any dumb jokes so...yeah.
Overall 7.625/10 (Pretty Good)
Aside from the strange atmosphere, this was a highly enjoyable level and will be a great addition to my episode! 
Thank you! i have gotten 3 pretty good ratings now, and i have only released 3 levels  i'd say that's. Pretty Good
and yeah i understand that it feels out of place to go up to the sky from the cave but i thought it'd be nice since it's like a mountain  I might remove the boss since i understand how it feels weird but i'm not sure yet, anyway, thanks a lot for the review  and i'm very happy that you accept this as an addition to your episode! 
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Sun Jan 04, 2015 6:40 pm
Nickname wrote:This looks pretty cool, I'll review it tomorrow.
Posted two days ago. I think it's safe for me to review this.
Man1234FK wrote: unfortunately, made the checkpoint kind of useless since you have to hit the switches all over again if you die.
Here's a simple fix: move the checkpoint to Section 4, then add the previous two switches along with the block indicator things beside it. BOOM! The checkpoint is no longer useless.
And now, my review:
I agree with Turtwig; this is a pretty good switch level, except for the aforementioned useless midpoint, as the level is a bit too long not to have a useful one. However, despite the level having a decent challenge, it wasn't so difficult that the useless midpoint was that big of a deal. The block placement is well done and there's a good variety of NPCs. There are even a few clever secrets in the level that will reward the player with a star coin if he/she figures out how to get them. Of course, this leads to the minor oddity of there being eight star coins in the level, but this is a minor issue. I also didn't mind the variety in locations that the player explores; in fact, I actually welcome variety in any SMBX level as long as it is done well, and in this case, it is. However, in contrast to the level's initial variety is the generic Boom Boom battle at the end; not only is it unnecessary and out of place, it's also boring and a lazy design choice. Remember: never use one of SMBX's pre-programmed bosses unless you do something unique with them; never just throw one of the bosses in an empty room with the player because it makes you look lazy. Another thing you did that's annoying is having the Message Block's event play the message sound effect; the message plays the sound effect by itself, so having the event play the sound effect as well means the player will hear the sound effect twice, and this is just unnecessary for the level and annoying for the player.
Summary:
GOOD:
-Graphic choices aren't terrible.
-Music choices work well with the level.
-Block placement is well done.
--VARIETY OF ENEMIES.
-Certain star coins are cleverly hidden.
-Decent challenge despite the useless midpoint.
BAD:
-Useless midpoint.
-Lazy Boom Boom battle.
-Message event plays the message sound effect.
In conclusion: This is a really well made level, and if it weren't for the first two bad points, this could have gotten a higher score. Heck, if you manage to make an impressive custom boss for this level, you may even make it into The Best. Until then, I'd say this deserves a 7/10.
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Man1234FK
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Postby Man1234FK » Sun Jan 04, 2015 6:57 pm
Imaynotbehere4long wrote:Nickname wrote:This looks pretty cool, I'll review it tomorrow.
Posted two days ago. I think it's safe for me to review this.
Man1234FK wrote: unfortunately, made the checkpoint kind of useless since you have to hit the switches all over again if you die.
Here's a simple fix: move the checkpoint to Section 4, then add the previous two switches along with the block indicator things beside it. BOOM! The checkpoint is no longer useless.
And now, my review:
I agree with Turtwig; this is a pretty good switch level, except for the aforementioned useless midpoint, as the level is a bit too long not to have a useful one. However, despite the level having a decent challenge, it wasn't so difficult that the useless midpoint was that big of a deal. The block placement is well done and there's a good variety of NPCs. There are even a few clever secrets in the level that will reward the player with a star coin if he/she figures out how to get them. Of course, this leads to the minor oddity of there being eight star coins in the level, but this is a minor issue. I also didn't mind the variety in locations that the player explores; in fact, I actually welcome variety in any SMBX level as long as it is done well, and in this case, it is. However, in contrast to the level's initial variety is the generic Boom Boom battle at the end; not only is it unnecessary and out of place, it's also boring and a lazy design choice. Remember: never use one of SMBX's pre-programmed bosses unless you do something unique with them; never just throw one of the bosses in an empty room with the player because it makes you look lazy. Another thing you did that's annoying is having the Message Block's event play the message sound effect; the message plays the sound effect by itself, so having the event play the sound effect as well means the player will hear the sound effect twice, and this is just unnecessary for the level and annoying for the player.
Summary:
GOOD:
-Graphic choices aren't terrible.
-Music choices work well with the level.
-Block placement is well done.
--VARIETY OF ENEMIES.
-Certain star coins are cleverly hidden.
-Decent challenge despite the useless midpoint.
BAD:
-Useless midpoint.
-Lazy Boom Boom battle.
-Message event plays the message sound effect.
In conclusion: This is a really well made level, and if it weren't for the first two bad points, this could have gotten a higher score. Heck, if you manage to make an impressive custom boss for this level, you may even make it into The Best. Until then, I'd say this deserves a 7/10.
Thank you so much! Especially for telling me about the checkpoint fix! i'll get to updating right away! Also i have been working on an alternative ending without any boss battles. Should come soon.
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Imaynotbehere4long
- Boomerang Bro

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Postby Imaynotbehere4long » Fri Jan 16, 2015 10:55 pm
Man1234FK wrote:
Also, if anybody wants, they can review the Director's Cut version!
Just so you know, if you wanted the level to be re-reviewed, you should have followed the directions in the re-reviewing topic. However, if you wanted to update the level without risking ending up in a lower sub-forum, I understand.
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Man1234FK
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Postby Man1234FK » Sat Jan 17, 2015 2:44 am
Ah okay! Thanks!
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