Default Mario

This is the place to post levels that are made just for fun.

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dragonfan96
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Default Mario

Postby dragonfan96 » Sat Feb 21, 2015 11:06 pm

This Level is a parody For the game "Default Dan" if you've ever heard of it if u haven't its a great game.. *ahem* Anyway i did do some....Subtle Changes to how u "normally" play a Mario Level and Tweaked it a little and i think u'll find it interesting..

Also Keep in Mind This level is to be played as the character Toad(at 2HP)

WARNING: Not responsible for any Rage-quits or Rage-inducing incidents as this might be frustrating to play at first..

ScreenShots:
Spoiler: show
ImageImageImage
GFX used from Red Yoshi's GFX Pack 3.0


Download Link:

http://www.mediafire.com/download/tl2j2 ... ad+Day.zip

underFlo
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Re: Default Mario

Postby underFlo » Sun Feb 22, 2015 5:21 am

Your level needs working screenshots. Locked.

Screen provided, unlocked.

BlimpFruit
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Re: Default Mario

Postby BlimpFruit » Sun Feb 22, 2015 3:50 pm

*Googles Default Dan*
Well, uh I think I can guess how this level's going to work.
Edit:Well, I went and played it , and... uh... it wasn't that good. First of all the level looks bad. It's filled with cutoff, and in the underground section you randomly have both the SMB1 and SMB2 underground tilesets. Also, the overworld tileset is way too dark, and would fit better in a forest, than a bright sunny plain. Also, the gimmick wasn't bad, but the execution wasn't very good. The opening is way too hard, and doesn't prepare the player for the gimmick very well. Also, why do springs and spikes still function normally? Shouldn't they switch behavior? The last thing is that the goomba next to the pipe to the undergrouns section isn't set to friendly, which killed me in an already difficult level. The music was okay, I guess.
I know this is just casual levels but eh, whatever, I'll give it 3 out of 10. This isn't a bad idea, but the level needs some work.

dragonfan96
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Re: Default Mario

Postby dragonfan96 » Mon Feb 23, 2015 5:37 pm

BlimpFruit wrote:*Googles Default Dan*
Well, uh I think I can guess how this level's going to work.
Edit:Well, I went and played it , and... uh... it wasn't that good. First of all the level looks bad. It's filled with cutoff, and in the underground section you randomly have both the SMB1 and SMB2 underground tilesets. Also, the overworld tileset is way too dark, and would fit better in a forest, than a bright sunny plain. Also, the gimmick wasn't bad, but the execution wasn't very good. The opening is way too hard, and doesn't prepare the player for the gimmick very well. Also, why do springs and spikes still function normally? Shouldn't they switch behavior? The last thing is that the goomba next to the pipe to the undergrouns section isn't set to friendly, which killed me in an already difficult level. The music was okay, I guess.
I know this is just casual levels but eh, whatever, I'll give it 3 out of 10. This isn't a bad idea, but the level needs some work.
I Actually tried to switch the spring and spikes to further fool the player, the goomba near the pipe was my fault i was switching from the coin layer,and default layer and forgot to set it to friendly

Lastly the Clashing... Honestly i have no clue as to what clashes and what doesn't :| i just choose two things together and and see if it fit :|

I'll try Fixing somethings here and there


Also I'd like more feedback if u have played this please :) [sub]If u want to that is...[/sub]

Imaynotbehere4long
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Re: Default Mario

Postby Imaynotbehere4long » Thu Feb 26, 2015 7:07 pm

I pretty much agree with what BlimpFruit wrote; if you're going to do a role-reversal, go all the way. Make the air solid, the ground swim-able, and the water send the player falling. Have Super Mushrooms sprite-swap the Poison Mushroom and vice-versa; have the lava sprite-swap the 1-up mushroom and vice-versa; etc. If the level is made so that nothing acts as its supposed to, then having stuff that acts normally (like dragon coins, the checkpoint, and the SMB3 Roulette) is bad design. Remember: above all else, never make a level that's inconsistent with itself.

Anyway, my review:

So, right off the bat, the level is off to a bad start since the ground tile-set is jagged rather than smooth; while there's nothing inherently wrong with a jagged tile-set, it creates cutoff with all of the background images and pipe blocks juxtaposed to it, making the level seem amateurish, especially since there are sprite-swaps of background images to remedy the cutoff with the pipe blocks. The beginning obstacle (where the player has to jump into the pit) is unnecessarily difficult (especially compared to the rest of the level), mainly because the top of the section's boundary is above the top of the screen, meaning the screen jumps when the player enters the instant warps. The screen-jump disorients the player (more than intended) and makes avoiding the mushrooms even more difficult than it should be. Plus, that's the only pit in the level, so rather than being a meaningful addition to the level, it just feels gimmicky. I recommend removing the pit and the instant warps entirely. By the way, both of the Goombas beside the pipe to the underground section aren't friendly, not just one. Plus, the underground section can be skipped entirely by using the springs to jump over the wall. Also, the invisible blocks around the coins in the latter half of the outside section was also random and gimmicky since the coins were already established to kill the player (rather than act like blocks) and since there's nothing else to distinguish those coins from the ones earlier in the level.

In conclusion: The only good thing about this level is the concept; the execution leaves something to be desired and the custom graphics don't compliment the level design (spikes are still spikes (among other sprites), the blocks create cutoff with background images, and even the player sprite-swaps don't quite work in certain cases: Super Mario's ducking sprite cuts through the ground and small Toad's jumping sprite is just small Mario's walking sprite). I'd say this deserves a 1/10.

dragonfan96
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Re: Default Mario

Postby dragonfan96 » Thu Feb 26, 2015 8:51 pm

@Imaynotberhere4long
@BlimpFruit

I thank you for urs and Blimps Feedback to the level and will remake this and have it Re-Reviewed soon..


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