World 0-1: Mushroom Expressway

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

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Lord Nagaviper
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World 0-1: Mushroom Expressway

Postby Lord Nagaviper » Wed Mar 25, 2015 5:02 pm

Hi everyone, this is Mushroom Expressway.

This is the first level in a project that I've been working on in my free time. It's probably the 15th time I've recreated it, and I really like this one the most. It's an SMB1/SMB3 styled level, with elements from both games. A simple outdoors level with a secret hidden somewhere in it. At the end, you enter the warp pipe to Bowser's Castle.

Most of the graphics came from the SMBX GFX Pack, but I got the midway flag graphic from Mushroom Robbers Revisited by Valtteri, and the water graphic is from LeGeNd Of MaRiO by Phil.

Screenshots:
Spoiler: show
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Download Mushroom Expressway
Last edited by Lord Nagaviper on Sat Mar 28, 2015 6:19 pm, edited 2 times in total.

dragonfan96
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Re: 0-1 Mushroom Expressway

Postby dragonfan96 » Wed Mar 25, 2015 6:32 pm

Just by looking at the screenshots the level looks really nice atmosphere for a Level 1 start

I just finished the playing the level and it was overall pretty fun to play the music was fitting and was a simple level design
There's not much i can say that would be a negative about it. but if i had to nitpick, i'd add a few more coins here and there but thats just me.
Its all up to you on that.

I'll let the Level Mods do the scoring, but i will say i'm sure it'll be a "Pretty Good/The Best" Level section of score for me

Squishy Rex
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Re: 0-1 Mushroom Expressway

Postby Squishy Rex » Thu Mar 26, 2015 7:16 am

Judging by the name, I was kind of expecting (and hoping) for a Train level, that and they are such a rarity in SMBX. Despite this, it doesn't have marks taken off because of that. I quite like the look of the level, it appears to be very open and breezy, while having different types of areas to explore aside from the basic grassland theme. The block placement in the first screen is cool, I always like it when tilesets are "blended to give a more 3D effect. It adds that much more depth to the level as opposed to a simple flat landscape with a platform stacked on top. The third screen looks a little bare though and could use something extra to give it a bit of "jazziness" unless, being an in-game screenshot, you've already collected coins or defeated enemies before taking the shot.

Lord Nagaviper
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Re: 0-1 Mushroom Expressway

Postby Lord Nagaviper » Thu Mar 26, 2015 4:22 pm

Thanks for the feedback, I've been working on this level for quite a bit now and I'm glad to see you guys enjoy it.

About the third screenshot, there's supposed to be some coins but I collected them before taking the screenshot.

H-pyttoSS
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Re: World 0-1: Mushroom Expressway

Postby H-pyttoSS » Tue Mar 31, 2015 4:00 pm

Gameplay: 39/40
Gameplay means how fun the level is to be played. Creativity, size, secrets and NPC placement are the main aspects which define it. This level has a great gameplay, not too much flat and adequate for a project's first level. Its NPC placement makes it very fun, there's no overloads or lacks. But something you should do is to set those fish near the checkpoint as 'jump', not 'swim left/right'. Sorry but I'm taking a little point for this, my reviews are harsh.

Scenery: 30/30
The scenery is something that the player's eyes miss, when it lacks. But this level has a great scenery placement, and the fact that you used SMB3 styled SMB1 graphics makes it look even better than it should be as normal. No areas lacks scenery, from the start of the level to its end, and the bonus zone in the sky also rocks with those SMB3 styled SMB1 clouds. Keep this and your levels will be very interesting for looking, even through only the screenshots.

Creativity: 30/30
I love levels with creative ideas and challenges, as every player would. This level got some creative ideas, and one is the fact that you placed walkable blocks inside other solid blocks, even if they can't be accessed, they are "sceneric". I also like what you made at the end of the level, a koopa useful to break blocks containing coins that can't be breaked simple hitting below them.

Overall: 9.9/10
This level is awesome! I couldn't find the smallest specie of flaw in it (unless the fish near the checkpoint)! Congratulations! If you keep your levels this way, I'm sure your project will be very, very good, probably featured! :)

Villager103
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Re: World 0-1: Mushroom Expressway

Postby Villager103 » Thu Apr 02, 2015 11:01 pm

Okay, so just by looking at the screenshots, I can tell this looks like a great level. Nothing looks out of place, everything non-SMB3 has a recolor to avoid clash, and even after playing it, this level's difficulty is in-line with many official Mario games. The level design is great and the level feels very alive.
My Overall Rating: 9.5/10.

Gameinsky
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Re: World 0-1: Mushroom Expressway

Postby Gameinsky » Mon Apr 06, 2015 1:36 pm

The level looks pleasing and is easy enough to play for a first level.
The way the level is made out gives it a good non-linear feel and the scenery is nice too.

It does feel a bit too short and could do with more question mark boxes though.
I'd rate it 7/10 how it is right now.
Good enough, but doesn't do anything spectacular.

Imaynotbehere4long
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Re: World 0-1: Mushroom Expressway

Postby Imaynotbehere4long » Fri Apr 10, 2015 9:22 pm

It always bothers me when someone releases a first level like this in the main Levels sub-forum. On top of having sparse NPC placement and not having much NPC variety, they're the most common type of level made and barely stray from being anything other than a Basic Grass Level, if at all; they are, by definition, average.

Plus, there really isn't much to say about these kinds of levels since they don't even really try to do anything unique in terms of level design, making them all samey and boring. Sure, there was the effect with the water being in front of the blocks, as well as the blocks overlapping each other, but those are purely decorative and don't affect how the actual level is played. The only part of the level that's noteworthy (without being purely decorative) is the secret, which can only be reached by hitting the ? block with a Koopa shell (though since there's a Paratroopa right afterward, it doesn't take much thought or effort to reach). The secret-within-the-secret was also a nice touch.

Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-Neat decorations.
-The secret was implemented decently.

BAD:
--LITTLE NPC VARIETY (ONE NIPPER DOESN'T COUNT).
-Sparse NPC placement.
-Level is short.

In conclusion: it's average. There's really not much else to say. 5/10.


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