Accending to Decline
Design:
The structure of the cave looked pretty good, it could have used more background objects, but it used the tiles nicely, although the beginning was kind of a waste of time, since you just had to jump from pipe to pipe (which was something obnoxious that was encountered later on the level), there was also a strange warp placement with the pipes, as in
http://prntscr.com/2wtike, they looked strange (since it didn't have the rest of the pipe), and it also made no sense on how you traveled from entering a pipe to another one that wasn't connected in any way to the first one; The overworld part was pretty good, then when the last section (the "sky" part) came in was kind of linear, as in you just walked in a straight line hitting blocks.
2/5
Creativity:
The concept of the level wasn't too great, while the connection between the sections was smoothly done (from underground to the surface, to the sky) the design felt like a typical smb3 level (sure, that was the theme, but you could have mixed up the design)
There were also not many interesting gimmicks (asides the elevator section).
2/5
Npc placement:
to be honest, the npc placement in the underground section felt kinda dull, there wasn't any challenge in dodging the enemies, and some of them just kind of fell into botomless pits when you encountered them, and, when you were about to reach the sky section, the paratroopa placement was kind of obnoxious, as you either got hit by them, or you conveniently dodged them out of luck, and it wasn't a plausible option to just kill them, as there was a high chance of fucking that up (since, you know, you were trying to kill flying enemies while on a moving platform) the other sections (grassland and sky) had a decent npc placement, you actually did some effort into getting past them.
2/5
Fun factor:
This level was honestly "meh" tier, there were some obnoxious parts and there wasn't really any "fun" parts, you just kind of jumped from place to place, and there wasn't many challenges
2/5
Final score: 10/20
Marios adventure
Design:
Ok i really shouldn't be covering all of the aspects of the level, it was a sad attempt of a joke level, princess peach apparently asks you to save her when she's right there, the tiles looked awful, and it was just bad
1/5
Npc placement:
literally all of the npcs were friendly, except for some dumb bob-ombs, and the boss fight with bowser literally had him float over lava so he just instantly died
1/5
Creativity:
You fucking suck at making joke levels, even cool hills had a more interesting design.
1/5
Fun factor:
Nothing about this level can be praised, although i have to admit that it was kind of cool watching the uh, i'm gonna call them "rainbow rotating spheres", be shot by a projectile type spawner, so they just kind of formed a wheel.
1/5
final score: 5/20
Overflowing caves:
Design:
The design felt kind of straight, as in you just walked in a straight line and you beat the level, the level felt empty, and the part where you had to dodge the yellow brick walls while standing on the platform would have been challenging, if falling down didn't matter since you could just chase the platform, get onto it, and end the level
2/5
Creativity:
There weren't any interesting ideas, the part where the water rose would kind of been good, but it just felt that the section instantly swapped to an underwater section.
2/5
NPC placement:
I gotta admit, the npc placement wasn't bad, it was geniuinely challenging, it was placed in a way that it was fairly difficult to go through some npcs, but it was possible (this can be seen in the rising water section)
3/5
Fun factor:
The level was below average, the design wasn't too exciting, the npc placement kind of salvaged that though, as it was pretty good.
2/5
Overall:
9/20
Stone tower of the desert:
Design:
The design was pretty good at first, but then the pipes came in, which became an obnoxious chore as you had to go through each pipe to luckily arrive to the pipe where you wanted to go, and then there was the backtracking, there was a lot of backtracking in this level, not to mention, on the situation on which you unlocked the left switch after the right switch, you actually had to backtrack to go to the other pipe, since the friendly toad was blocking the pipe entrance (since you always talked to him instead of going inside the pipe) The boss section had a good atmosphere, although the walls were pretty thin so it looked strange.
3/5
NPC placement:
The npc placement was pretty good, it wasn't too difficult to get across them, but you actually noticed they were there, and they were placed in clever ways to synergize with the level design.
4/5
Creativity:
The concept was pretty good, the gimmicks were interesting (such as the moving pipe, and the moving clouds), although the idea of having to go through the desert to find a switch was poorly done since it forced backtracking, this is gonna take away some points as this was the major gimmick of the level.
3/5
Fun factor:
The level was fun, the placement of stuff was done well, then i'm back to bringing up the backtracking, which i wouldn't have minded if it wasn't done for most of the level.
3/5
Overall: 13/20
Under-w-Forest
Overall:
It's a shame that i have to think that this level disqualified, i played through it and it was really good, the design was alive, the npcs were placed in a good way, but you used music that wasn't from smb3, and some npcs that were smw styled.
Sorry
(If this somehow gets past, my score is 16/20)
Wet savage grasslands:
Design:
The design was straightforward, it was done simplisticly (which isn't a bad thing) and the scenery was placed nicely, the problem is the fact that the level was too short.
3/5
NPC Placement:
The npc placement was good, it wasn't placed in a way that you would say "oh how am i supposed to not get hurt", then the lakitu came into play and you realized that you were fucked, as there was only one powerup that was in your reach, the other one was difficult to get as the lakitu already started chasing you, not to mention, since you have to dodge shit incoming from the water and shit incoming from the sky, you're gonna have a hard time on this.
2/5
Creativity:
There wasn't any innovation, nor any actual gimmicks so it kind of fell down in that, it felt like an average level straight out from smb3
1/5
Fun factor:
Like i said, it was fun at first, but then it became an obnoxious chore to get past the lakitu part, as there was a 90% chance of you dying, it wasn't too creative, nor there wasn't any particularly interesting parts.
2/5
8/20
Design:
The design was done in a pretty good manner, it was nicely structured and everything synergized with the npc placement, the difficulty was constant (as in, the beginning wasn't easier than the end and stuff like that)
and the level felt alive.
4/5
NPC placement:
It was done in a pretty good way, you didn't see many npcs just kind of jumping off the cliffs, and ther eweren't any obnoxious parts, the powerups were placed in an intelligent manner, and it was just good, while i do have to add that the green spiky balls were kind of annoying
4/5
Creativity:
There wasn't much innovation, nor any interesting gimmicks, the pipes moving up and down were kind of nice, but everything felt unoriginal.
2/5
Fun factor:
The level was pretty good, it was nice, fairly challenging and it's designed with good synergy in everything.
5/5
15/20
Mysteries of the abyss:
Design:
The level was designed in a "meh" manner, while it looked good and it had a good atmosphere, some of the tiles were strangely placed, not to mention the level was kind of long, and the fact that the level was long and your movespeed was hindered since it was an underwater level, it kind of got annoying.
3/5
NPC placement:
It was good, you weren't destined to die to each blooper that appeared, and the enemies didn't just flat deny you from going through a section
4/5
Creativity:
There were interesting gimmicks in this level, such as the moving pipes which you encounter early on, and the movement of the jellyfish was interesting, plus it had a good concept.
5/5
Fun factor:
Like i said before, this level started being fun, then you realized that the level was pretty long and that picking the red coins was kind of annoying, it was a decent level, but it required lots of patience
3/5
15/20
Boom-Booms Armada
Design: The design was somewhat generic, nothing too special to be honest, though it was kind of bland, which i i didn't actually appreciate. 2/5
Creativity: not many gimmicks, and the theme wasn't too special. 2/5
Use of NPCs: There were like a bazillion bullets, not to mention the fact that the boss fight consisted of 3 boom booms, which was honestly pretty dumb 3/5
Fun factor: To be honest, for all its design flaws, it's kind of fun. 3/5
10/20