Choco wrote:Unless you're saying "I'll review this soon" or something.
That shouldn't be an exception, honestly. I have seen countless posts (some as far back as when Knux's forum was popular) where people
say that they'll review the level/episode in question, but then never do. Even if the person in question actually
does get around to reviewing the level/episode, the initial "I'll review this" post is useless since the level/episode creator, and even other potential unofficial reviewers, don't need to be warned of the impending review. It's not like saying that you'll review it beforehand will make your review any more credible. Heck, I'd be willing to argue that it's
more useless than "the screenshots look awesome" posts since at least those posts offer
some form of feedback.
In other words, if you're going to review a level, don't say that you'll review it; just review it. Actions speak louder than words.
@ PROX:
The music would have worked if you didn't move the level inside its folder. The reason it had "Ludwig's Flaming Fortress" at the beginning is because it was telling SMBX to look inside that folder for the music; since you moved the level inside the folder, it couldn't find the folder and therefore couldn't play the music. See this thread for more details:
http://www.smbxgame.com/forums/v ... =35&t=2579
Also, the part with the wooden platform bouncing out of the lava just requires a bit of timing; it's not like you can't make the jump when the previous platform begins moving left, or even before it begins moving down.
Anyway, my review:
Oh man, this was almost a Pretty Good level! For starters, PROX is right: a level this long should have a midpoint
somewhere. I recommend putting it in Section 9. Another thing PROX is right about is this part:
Like PROX wrote, the placement of the fire-bar almost guarantees that the player will get hit here. I recommend moving it (and its block) to the platform on the far right (the one Mario is standing on).

Another problem I found with the level is the lack of enemy variety. Sure, there weren't any Goombas or Koopas, but it seemed like there were SMB3 Bob-ombs, Dry-Bones, and fire-bars throughout the majority of the level, and in very similar positions, too (to be fair, the parts with the fire-bars on the climbable fence were unique additions). Plus, the level commits the laziest design choice in all of SMBX: the pre-programmed boss AIs are placed in empty rooms! Not only is that lazy for the designer and boring for the player, but due to the elevations on both sides of the room, the player can just stand on the elevated part and jump down to harm the boss when it's vulnerable, making it even more boring! The Ludwigs weren't as bad since they have Bowser statues in their boss room, but it was still quite simple to dispatch them. Lastly, the pipe in Section 1 should be moved since the player may think that it leads to a secret and get hit due to it being above a fire-bar.
Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-Block placement is well done.
-Fire-bars on climbable fences.
BAD:
--LITTLE NPC VARIETY.
--PRE-PROGRAMMED BOSS AIs IN AN EMPTY ROOM.
--NO MIDPOINT.
-The grinder and fire-bar at the top of Section 3.
In conclusion:
Like I said, this could have been pretty good, but the flaws are too great and numerous for this to be the case. I'd say this deserves a 5/10.
--EDIT--
One more thing: I'd advise against using graphically-resized Boom-Booms since their hit-box cannot be resized.