2-1 Labyrinth Lump

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

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AirShip
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2-1 Labyrinth Lump

Postby AirShip » Fri Mar 06, 2015 8:04 am

Labyrinth Lump is the first level of the second world SMMP, a few months ago I was not satisfied with the quality of the levels that I was producing, so I'm redoing all levels of the zero.

Cinnamon:
Spoiler: show
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Last edited by AirShip on Mon Mar 09, 2015 12:01 am, edited 1 time in total.

Witchking666
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Re: 2-1 Labyrinth Lump

Postby Witchking666 » Fri Mar 06, 2015 1:37 pm

You nailed it
Those 2 screenies are so awesome!!!
I am really looking forward to the release of your episode

silent_
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Re: 2-1 Labyrinth Lump

Postby silent_ » Fri Mar 06, 2015 2:35 pm

There are waaaaaaay too many BGOs. You added one on, like, every block. Looks fine otherwise. A bit more enemies would be nice, though.

Alagirez
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Re: 2-1 Labyrinth Lump

Postby Alagirez » Fri Mar 06, 2015 11:32 pm

wow.. the GFX... is cool. I like the GFX. Looks like sonic 1 zone 4...
i'll download this (and i'll give you a small review)

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Re: 2-1 Labyrinth Lump

Postby Mario_Maker » Sat Mar 07, 2015 3:24 am

OMG your illusions freakin' caught me by surprise so many times! By the way, good level. I don't understand why you can safely touch the top of a red fish, but not so with a green fish, though. Another thing about the fish is that the red ones cannot be killed with fire, but the green ones can. As for the statues, the fire doesn't actually come out of their mouths. Also, a gray mask for the water instead of a black-and-white checkered mask would give it smoother translucency.

AirShip
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Re: 2-1 Labyrinth Lump

Postby AirShip » Sat Mar 07, 2015 9:07 pm

Kep wrote:There are waaaaaaay too many BGOs. You added one on, like, every block. Looks fine otherwise. A bit more enemies would be nice, though.
I agree with that, I have a habit of wanting to fill every empty space with something.
Mario_Maker wrote:OMG your illusions freakin' caught me by surprise so many times! By the way, good level. I don't understand why you can safely touch the top of a red fish, but not so with a green fish, though. Another thing about the fish is that the red ones cannot be killed with fire, but the green ones can. As for the statues, the fire doesn't actually come out of their mouths. Also, a gray mask for the water instead of a black-and-white checkered mask would give it smoother translucency.
I had not noticed these errors, thank you for letting me know, I will fix them.

About the water, I prefer to leave it as is.

Erik
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Re: 2-1 Labyrinth Lump

Postby Erik » Sun Mar 08, 2015 9:00 am

This level was pretty cool, I love the aesthetics and it was really enjoyable.

AirShip
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Re: 2-1 Labyrinth Lump

Postby AirShip » Mon Mar 09, 2015 12:06 am

witchking666 wrote:You nailed it
Those 2 screenies are so awesome!!!
I am really looking forward to the release of your episode
andialifbatara wrote:wow.. the GFX... is cool. I like the GFX. Looks like sonic 1 zone 4...
i'll download this (and i'll give you a small review)
Ludwig von Koopa wrote:This level was pretty cool, I love the aesthetics and it was really enjoyable.
Glad to know that you guys liked the level.

Also, I made some little modifications to the level.

Imaynotbehere4long
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Re: 2-1 Labyrinth Lump

Postby Imaynotbehere4long » Mon Mar 09, 2015 1:52 pm

AirShip wrote:Also, I made some little modifications to the level.
Cool; that was what I was waiting on.
AirShip wrote:Cinnamon:
SMQI's "CreamShot" worked as a pun in English, but that one doesn't make sense.

Anyway, my review:

This level isn't too bad. The level's most prevalent issue is that SMBX slows down when the screen is nearly filled with the water foreground images. If you had them swap the ghost house railings instead (background-49), which are also foreground images, this would cut the number of BGOs onscreen in half while still giving the water a foreground effect. Another big problem with the level would be the overall lack of power-ups. Not only are there are only two in the entire level, but they're both fairly close together as well as placed about 1/3rd of the way through the level. Plus, the second one is a stock mushroom rather than a fire flower in a ? block, meaning that even if the player still has the first power-up when he/she reaches the second one (though, like I mentioned earlier, the distance between the two isn't much), the player isn't rewarded with an upgraded power-up. The only way to get a fire flower is to intentionally skip the first power-up, grab the mushroom, then backtrack, which is unintuitive for first-time players. On top of the lack of power-ups, the Thwomp in Section 3 is placed in an unfair spot; not only is the player moving up in this section, but the Thwomp is partially masked by a foreground pillar, meaning the player won't see it until it's too late. Of course, the lack of power-ups wouldn't be as big of an issue as it is if it weren't for the fact that there's no midpoint. I had gotten all of the shiny stars and made it just before warp 5/6, but I bounced too high on the Paragoomba, got caught in the ceiling, lost my momentum, fell onto the spikes, died, and had to start from the beginning of the level, which was really annoying. Speaking of, why are warps 5 and 6 even in the level? All they do is move the player 2 units to the right and break the flow of the level; they, and their pipes, should be removed.

Also, the fire still doesn't come out of the statues' mouths. To fix this, make only the bottom-half of the face sprite-swap the Bowser statue, then make the back of the top of the face sprite-swap a block and the front of the top of the face sprite-swap a background image. If necessary, place an invisible jump-through-able block under the Bowser statue to prevent the nogravity=1 slow-fall bug.

Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-Block placement is good.

BAD:
-Foreground-water spam.
-Lack of power-ups.
-Unfair Section 3 Thwomp.
--NO MIDPOINT.
-Pointless warps.

In conclusion: This level has potential, but there are a few pretty big oversights in the level as well. I'd say this deserves a 5.5/10.

P.S. Do you have a hidden sheep-block in all of SMMP's levels?

(Also, I know this is off-topic, but what happened to your fourth contest? Did nobody else send in reviews? I remember that I sent you mine)

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Re: 2-1 Labyrinth Lump

Postby AirShip » Mon Mar 09, 2015 4:26 pm

Imaynotbehere4long wrote:Coment
Well, now that I read your review, I agree with much that you said, but I think you gave a very low score for these errors.

The errors are not as severe as well, I do not think the level deserve a note like this, at least I expected a note 7.

Yes, every level has a hidden sheep.

Imaynotbehere4long
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Re: 2-1 Labyrinth Lump

Postby Imaynotbehere4long » Mon Mar 09, 2015 6:41 pm

AirShip wrote:I think you gave a very low score for these errors.
You have no idea how annoying it is to make it 75% of the way to the end, only to make a minor mistake and be forced to re-do the entire level because of it. Sure, the level may not be as long as most others, but most others have a midpoint, or more than two power-ups. Each error might be minor individually, but the whole is greater than the sum of its parts.

P.S. Do you even know what happened to your fourth contest?


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