The Ghost House

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

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Chicken_Suit
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The Ghost House

Postby Chicken_Suit » Wed Oct 15, 2014 1:55 pm

I'm new to the forum and want to post my first level, he's on a ghost house and is hard find the secret exit.

Pictures:
Spoiler: show
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Download
Last edited by Chicken_Suit on Thu Oct 16, 2014 4:20 pm, edited 1 time in total.

DimitrisPowerSeven
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Re: The Ghost House

Postby DimitrisPowerSeven » Wed Oct 15, 2014 2:57 pm

This looks very nice ghost house level,sure i will play it.

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Re: The Ghost House

Postby Warlock » Thu Oct 16, 2014 2:12 pm

This looks impressive, I might play this later.

AirSeus
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Re: The Ghost House

Postby AirSeus » Sat Oct 18, 2014 9:03 am

This is what a ghost house level should be! Great work, seriously!

RudeGuy
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Re: The Ghost House

Postby RudeGuy » Sat Oct 18, 2014 11:54 am

Level Review: The Ghost House by Chicken_Suit

Before starting the review, can I ask you why the level was started in section 3? Just wondering. This obviously won't affect your score.

Design Usage and Gameplay
I liked the design usage of this level: it was classic, but was well made too ad you managed to have a good design without using not much slopes or steps. I liked also the gimmick with the propeller block into the house, the way how you prevent to make a blind jump and, when you have to get the exit, you have to press a switch and get the door before those earies hits you. By the way, in his part there was a bug: you made so the propeller block hides when you press the switch, but, since it only hides and not disappear at all, Mario still have the propeller block in his hands, even though it's invisible. I suggest you to fix that, because it seems strange. There were some invisible blocks in the level, but I see that those were above some pits and the only way to get them is only jumping on the birds you put there, which replaces the flying goombas, so it's impossible get the power-up inside the blocks. I saw that you put a secret path, but I didn't really get how you can get it, other than using 2 players (the secret exit have to be opened pressing the switch I mentioned earlier, but then you have to go down, which is impossible), but I'm gonna judge it too. First off, you put some blocks only for make a kaizo trap. Don't do that anymore when making levels like this one. I liked the way it was made this secret path, but I didn't like that there were so many chasing enemies. Having 5 chasing enemies on the screen with a lakitu too? Really? Also, I couldn't find the key. Have you forgot it or what? There was a secret boss in this level, and honestly, the idea of the boss was good, but the execution wasn't very well made. In fact, when one of the big boo disappear and reappear, it comes with full health. At least the time was enough to beat both 2 the big boos. By the way, why after the battle, you have to go up and see 2 beach koopas kicking 2 ice blocks? Just wondering.
Summarizing, This level has a good design and good gameplay ideas, even though some of them were executed well.
Score: 6.

Atmosphere and music choice
I liked that there were some outside parts which have more than 1 or 2 screens, since it's rare seeing them in a ghost house level. The tileset used for them was good in my opinion. I'd use a better tileset for this place, though, I don't think those you used were good. I felt the background was a bit empty, I'd like if you use the one with stars, I know there is it and you even used it in your level, at the end. The level still had a ghost feel, though. The tileset used inside the house were classic, but they were good for the section and you made a good use of the graphics inside the house. I liked the BGOs used, they were fitting for a ghost house level, but there was lack of them sometimes. In the boss' room, there are some ice blocks which doesn't fit well with the SMW ghost house theme in my opinion and I suggest to use a graphic for them. The music was the SMW Ghost house music and it was fitting in my opinion, as this is a SMW ghost house level.
Overall, you did a good job with the atmosphere, even though there are some little flaws.
Score: 7.

NPC Placement
I felt the NPC Placement was a bit random in some places, but it was still good and also I liked the enemy variety. I'd like to point out 2 things which really bugs me:
-In this place, that bird enemy is very bad placed, as you can't see him when it falls and it can cause an unfair hit/death to the player.
-Inside the house there is a place where there are some rats. The rat replace the nipper, so when I am near them, they starts to jump and block all the way and I can kill them only with a leaf power-up. I suggest not make this anymore.
Aside from those 2 things, the NPC Placement is fine, at least in the main path. As I said earlier, there were many chasing NPCs in the secret path and some of them are even near each other. I see that this level is easy for the most part, so why did you make this? Especially when there are only 2 power-up in that section, one in an invisible block and one difficult to obtain. The NPC Placement wasn't very good in the secret path, honestly.
Overall, there was a good NPC Placement in the main path, but there are those flaws which brings it a bit down; there wasn't a good NPC Placement in the secret path, though.
Score: 4.

Overall
The level was decent in term of the design, gameplay and atmosphere, but not really good in the NPC Placement.
Score: 5. An average level. Don't be fed up, though, this level was decent for a first level.

AirSeus
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Re: The Ghost House

Postby AirSeus » Sat Oct 18, 2014 12:50 pm

You gave him/her a 4 for npc placement becuse of two small problems and the average score would be higher than that
6,7 and 4 would not make a average of 5, it would make around about: 5.9, to 6.9.
Plus, shouldnt their be more than 3 things to judge? music, gameplay, design, difficulty, npc placement and overall, they should not be combined like gameplay/design: 6, you score each seperate.

RudeGuy
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Re: The Ghost House

Postby RudeGuy » Sat Oct 18, 2014 1:20 pm

AirSeus wrote:You gave him/her a 4 for npc placement becuse of two small problems and the average score would be higher than that
Read another time my review.
AirSeus wrote:6,7 and 4 would not make a average of 5, it would make around about: 5.9, to 6.9.
Joey wrote:Scores will be rounded down (e.g. 8.9/10 = 8/10) when determining placements.
Also, 6+7+4/3=5,7 (rounded)
AirSeus wrote:Plus, shouldnt their be more than 3 things to judge? music, gameplay, design, difficulty, npc placement and overall, they should not be combined like gameplay/design: 6, you score each seperate.
One judge (GMarinaX) told me that design can be seen also as a part of the gameplay; the difficulty shouldn't be judged apart of when the level is very hard or very easy, in my opinion. Also, do you know what overall means?
Last edited by bossedit8 on Sat Oct 18, 2014 1:22 pm, edited 1 time in total.
Reason: More organized

Chicken_Suit
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Re: The Ghost House

Postby Chicken_Suit » Sat Oct 18, 2014 2:57 pm

Thanks for the review, I will try to fix the failures in my next level. Besides this, is possible to get the secret exit with a single player, you should take the key and the propeller block to the top, and the trigger button with the propeller block.

AirSeus
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Re: The Ghost House

Postby AirSeus » Sun Oct 19, 2014 4:43 am

Well, if the avarage was 5.7, do you know you ether round it up to 6 or leave it, not round it down, do you know how to round numbers? Because it looks like you dont.

RudeGuy
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Re: The Ghost House

Postby RudeGuy » Sun Oct 19, 2014 4:50 am

AirSeus wrote:Well, if the avarage was 5.7, do you know you ether round it up to 6 or leave it, not round it down, do you know how to round numbers? Because it looks like you dont.
Joey wrote:Scores will be rounded down (e.g. 8.9/10 = 8/10) when determining placements.
And this is a rule, so I have to do it.

Marina
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Re: The Ghost House

Postby Marina » Sun Oct 19, 2014 4:56 am

AirSeus wrote:Well, if the avarage was 5.7, do you know you ether round it up to 6 or leave it, not round it down, do you know how to round numbers? Because it looks like you dont.
Yes, normally in maths this would be the case. But in this case, it gets rounded down. Imagine it like a scale. Your level is at 5.7 and has not reached 6 yet, so it doesn't get moved to Pretty Good.


Also Christian, if you want this review to be approved I can put it in the Review thread on the Level Judge forum for you.

RudeGuy
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Re: The Ghost House

Postby RudeGuy » Sun Oct 19, 2014 6:27 am

GMarinaX wrote:Also Christian, if you want this review to be approved I can put it in the Review thread on the Level Judge forum for you.
I would have my review aproved, so yeah.
Last edited by bossedit8 on Sun Oct 19, 2014 7:06 am, edited 1 time in total.
Reason: Fixed and more organized

Yugioer
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Re: The Ghost House

Postby Yugioer » Sun Oct 19, 2014 12:03 pm

Christian07 wrote:
GMarinaX wrote:Also Christian, if you want this review to be approved I can put it in the Review thread on the Level Judge forum for you.
I would have my review aproved, so yeah.
Your review gives a pretty good insight into what the level is like and I liked reading it. :)
I'll definetly try the level for myself now.

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Re: The Ghost House

Postby bossedit8 » Sat Oct 25, 2014 6:08 pm

Since there is already a Review on this Level, I might only show off my playthrough of this:



Original Link: http://www.youtube.com/watch?v=bEKIKqT7HHE

SMBXxer
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Re: The Ghost House

Postby SMBXxer » Sat Feb 07, 2015 12:11 am

Question, is there a credits file in the download?
I'm asking because you used my Cyan Boo in the level.
If there is no credits they would be very appreciated.

EDIT: Nevermind, I don't think the o.p visits the forums anymore.


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