Levels that have good quality and are worth playing.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Tue Mar 01, 2016 9:43 pm
This is my C12 level and will be updated with the results get posted. The custom Playable Graphic over Peach will be included when it is done.

Download Link that was judged in CC12:
Download Link that should be used in the Episode that CC12 will be
Valtteri wrote:
Tier 8
11. MECHDRAGON777 - Nuclear Facility (7.76/10)
Chad (9.0/10)
This is an amazing level. The radiation/health system is wonderfully implemented and clearly explained, and it's actually not too difficult to work with. The added focus of keeping an eye on that balances really well with the difficulty of the level itself to create an overall moderately-hard and fair experience, with some generous accomodation for mistakes. You do have to babysit the meter a lot, but not so much that it felt invasive, although the high readings can creep up on you suddenly especially in more tense areas. In general, the construction of the level is beautiful and complex, but also pretty easy to navigate. Enemies are clever and events are brilliant, with an excellent length and pace. It's especially impressive how even entire sections repurpose themselves. However, I find the decoration to be a bit too heavy on the eyes. I think the level would have benefitted a lot visually from not being filled with BGO tilesets, or at least darken them to about the extent as the background. It made it a little hard to see what was going on at points, especially where projectiles are concerned, but it wasn't unbearable. Another thing I found to be needlessly obscuring was the glow just above the radiation-lava, which made it hard to see and trust enemies and sometimes-required platforms. The moon coins were fun to hunt for, especially given their inventory permanence, but the switch pertaining to the second one didn't explain itself well and going down to where the actual coin was felt like a leap of faith where not much appeared to have changed.
ElTipsta (8.0/10)
This is a really impressive, well decorated nuclear facility level that is distinctively Sednaiur. I really liked how you had to return to rpevious areas after the nuclear waste had been lowered therefore making the repetition enjoyable. I liked the idea of the radioactive gimmick and with some refinement it could be excellent, however the bar takes too long to deplete if you wait in the safe zones, plus it is hard to identify where these 'safe zones' are in the level, so it becomes very much trial and error where the waiting points are. It's a shame as this level loses a lot of it's enjoyability. Still, it's good to see that another veteran designer is trying something with LunaLua and it's commendable.
Quill (5.5/10)
Oh, MECHDRAGON777, what are we going to do with you?  Firstly, this is a BIG improvement over Sanctuary Fortress 2, so props for that. However, there are some pretty major flaws. I think the concept of radiation is super neat, but the way it is executed is... strange. It's weird that you have to be next to a wall for it to refill and it refills super slowly too. Another issue is that even with the arrows guiding the player, it's still pretty easy to get lost. At one point, the arrows just stopped and I ended up going into circles. It wasn't always that clear. The fact that the arrows are present shows that the level is simply too big. Overall though, this is a good improvement. Just keep working on it.
Shinbison-Kof (8.3/10)
Oh no, a radioactive place, I'll get cancer! This level is very creative. The battery meter is very creative and kind of stressful. I like the use of lunalua. You collect batteries to keep the shield up. If the radioactivity meter goes all the way up, the player dies instantly. At first the meter going up was scary because it wasn't clear where you'd be safe from the radiation. The level design is good. I like the secrets and the way you have to deactivate radioactive substance from the path but some parts are annoying and cramped which isn't good especially for this level because you need to avoid the radioactive stuff. The npc/powerup placement is good. The end part is unnecessary. You walk on the platform and touch the radioactive substance and the radiation bar fills so fast. The graphics look great but are very confusing. You don't know where you can jump. There should be some color differences between the solid blocks and the BGOs. Overall it's a creative and challenging level. Good job!
Valtteri (8.0/10)
I like this concept! You navigate through a radioactive facility and use some sort of battery-powered radioactivity shield. It's unique. A notable issue with this level though is that the diffence between BGOs and solid blocks is so slight in appearance (the BGOs are only a tiny bit darker) that you will end up falling in the glowing thing at the bottom many times because you can't tell the floor from the decoration.
Last edited by MECHDRAGON777 on Mon Jul 04, 2016 1:58 am, edited 6 times in total.
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PixelPest
- Link

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Postby PixelPest » Tue Mar 01, 2016 9:46 pm
This looks pretty bare and the checkpoint is not very far from the starting position. Is there some special gimmick that makes it more interesting?
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Tue Mar 01, 2016 9:54 pm
PixelPest wrote:This looks pretty bare and the checkpoint is not very far from the starting position. Is there some special gimmick that makes it more interesting?
Yes, and you will see when you play the level. I do not want to say the gimmick until the level is reviewed by a Level judge (Hopfuly as303298) or revealed in the CC12 roster. I still think this will get tier 2 though...
I forgot to mention I think I beat the level under 200 seconds, but I do not remember...
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RoundPiplup
- Dolphin

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- Joined: Sun Jun 15, 2014 12:03 pm
Postby RoundPiplup » Tue Mar 01, 2016 10:36 pm
The gameplay design in the first screen looks a lot like my level in general except with more slopes and (uh...) stuff, in it. Pretty sure that this level will score higher than my level. Probably tier 3 depending on how fast the score goes from tier 2 and onward.
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Alagirez
- Ludwig von Koopa

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Postby Alagirez » Tue Mar 01, 2016 10:39 pm
Why did you release your CC12 level?
Your entry isn't revealed yet....
The level looks nice and detailed, I like the nuclear atmosphere! Looks better than my CC12 level.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Wed Mar 02, 2016 12:53 am
RoundPiplup wrote:The gameplay design in the first screen looks a lot like my level in general except with more slopes and (uh...) stuff, in it. Pretty sure that this level will score higher than my level. Probably tier 3 depending on how fast the score goes from tier 2 and onward.
I do not see it going far, but you said it i better than yours. Did you even play it?
Harvey36Dice wrote:Why did you release your CC12 level?
Your entry isn't revealed yet....
The level looks nice and detailed, I like the nuclear atmosphere! Looks better than my CC12 level.
Emral released his (in casual) but still, I can not see the day I make a level better than you.
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Cheeyev
- Blooper

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Postby Cheeyev » Wed Mar 02, 2016 9:09 am
PixelPest wrote:This looks pretty bare and the checkpoint is not very far from the starting position. Is there some special gimmick that makes it more interesting?
Actually, upon playing it, the checkpoint only appears on your second revisit to the first room. I don't want to reveal much (As MECHDRAGON777 doesn't want it to be revealed, but I think you should at least say a tiny bit about it), but the level gimmick involves radiation and lowering the toxic radiation "liquid" via special blocks.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
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Postby MECHDRAGON777 » Wed Mar 02, 2016 9:19 am
Cheeyev wrote:PixelPest wrote:This looks pretty bare and the checkpoint is not very far from the starting position. Is there some special gimmick that makes it more interesting?
Actually, upon playing it, the checkpoint only appears on your second revisit to the first room. I don't want to reveal much (As MECHDRAGON777 doesn't want it to be revealed, but I think you should at least say a tiny bit about it), but the level gimmick involves radiation and lowering the toxic radiation "liquid" via special blocks.
The only thing I will say is you have to delete a certian file in the graphics folder if you want to reply it from scratch.
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PixelPest
- Link

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Postby PixelPest » Thu Mar 03, 2016 4:49 pm
The Lua file in the episode version has some issues in it. You should fix them as they cause errors.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
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Contact:
Postby MECHDRAGON777 » Thu Mar 03, 2016 5:14 pm
PixelPest wrote:The Lua file in the episode version has some issues in it. You should fix them as they cause errors.
That is the one I am still updating (I am trying to add a custom playable without causeing errors when you grab things a small mario and that does not cause lag, and addin a few achivements to the level. The thing will work before I send it to Valtteri before Tier 8 is revealed.
Those errors is why I refuse to use "elseif"
Edit: I can not use the intended custom playable for this since using it messes up everyone but Peach's grab hitbox.
Edit 2: I am working on getting my level to work. I can beat it in less than 140 seconds, so the "Speedrunner Dev" achievement is possible. My level will be updated when I finish the achievements and the achievement detection system.
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Willhart
- Banned
- Posts: 368
- Joined: Thu Apr 10, 2014 2:18 am
Postby Willhart » Fri Mar 04, 2016 7:16 pm
I think the use of the tileset looks very nice. So does the glowing effect there. It has some nice layering on the background too.
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Lukas Old Account
- Snifit

- Posts: 227
- Joined: Sat Mar 28, 2015 3:01 pm
Postby Lukas Old Account » Sat Mar 05, 2016 7:13 am
Man, I loved this level so much! The usage of the radioactive damage is unique and your npc placement also has improved alot. Overall it was pretty great tbh.
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h2643
- Reznor

- Posts: 2890
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Postby h2643 » Sat Mar 05, 2016 7:37 am
You really improved since Sanctuary Fortress, good job!  I like the tileset a lot, but didn't play the level yet.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
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Contact:
Postby MECHDRAGON777 » Sat Mar 05, 2016 12:03 pm
h2643 wrote:You really improved since Sanctuary Fortress, good job!  I like the tileset a lot, but didn't play the level yet.
Thanks I Guess since I passed Tier 5, but SF2 is supposed to be a recreation of a place in Metroid Prime 2. I am shocked how the terrible level made it as far as it did. I appreiate the kind words regarless.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Mar 05, 2016 1:51 pm
I gave this level a fair shot and can't see how people genuinely like this. The level is extremely cluttered and every attempt at pointing the player in a direction is arbitrary and ripped me straight out of the experience. I had a hard time keeping track of the radiation meter while distinguishing foreground from background and looking out for enemies and the seemingly random way in which the meter increases doesn't help one bit in that regard. Even when arrows were clearly pointing me in a direction I still had no idea where I was going, what I was doing and what I was trying to accomplish. The area with quickly increasing radiation at the end is also one of the biggest "fuck you"s I can imagine.
The sign at the very beginning likes to go on for hours trying to explain the mechanic for this level while it keeps out the most important part: Power cells scattered around the level which you can use to refill the battery which just kinda floats in the extremely cluttered HUD. I only started noticing these little orbs as collectibles after having already completed over half of the level and by that point I was going so fast I just ignored them.
In my opinion, this level has a chance to be good. And there's just one thing you need to make it good: Get rid of the radiation. It really, really, really counteracts the confusing layout of the level and does not work in conjunction with it. The level is structured in a way where the player needs to take their time and explore to figure out where to go. You're blatantly taking this freedom away from the player by applying a strict time limit and just adding arrows to tell the player where to go.
I did not enjoy this.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Sat Mar 05, 2016 4:26 pm
Enjl wrote:I gave this level a fair shot and can't see how people genuinely like this. The level is extremely cluttered and every attempt at pointing the player in a direction is arbitrary and ripped me straight out of the experience. I had a hard time keeping track of the radiation meter while distinguishing foreground from background and looking out for enemies and the seemingly random way in which the meter increases doesn't help one bit in that regard. Even when arrows were clearly pointing me in a direction I still had no idea where I was going, what I was doing and what I was trying to accomplish. The area with quickly increasing radiation at the end is also one of the biggest "fuck you"s I can imagine.
The sign at the very beginning likes to go on for hours trying to explain the mechanic for this level while it keeps out the most important part: Power cells scattered around the level which you can use to refill the battery which just kinda floats in the extremely cluttered HUD. I only started noticing these little orbs as collectibles after having already completed over half of the level and by that point I was going so fast I just ignored them.
In my opinion, this level has a chance to be good. And there's just one thing you need to make it good: Get rid of the radiation. It really, really, really counteracts the confusing layout of the level and does not work in conjunction with it. The level is structured in a way where the player needs to take their time and explore to figure out where to go. You're blatantly taking this freedom away from the player by applying a strict time limit and just adding arrows to tell the player where to go.
I did not enjoy this.
I was kinda forced to add arrows after CC11...
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Wind
- Chain Chomp

- Posts: 315
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Postby Wind » Sun Mar 06, 2016 4:05 am
If your levels need arrows in them for navigation, you know they're not well designed.
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__a
- Shy Guy

- Posts: 7
- Joined: Sat Jan 23, 2016 3:31 pm
Postby __a » Sun Mar 06, 2016 11:37 am
I corrected these errors before the level could work.
These errors are mostly MECHDRAGON777 not knowing that 'end' ends an if structure and that 'elseif' continues an if structure
Error: ...games\SMBX\worlds\_download\Nuclear Facility\lunadll.lua:369:
'<eof>' expected near 'end'
Error: ...games\SMBX\worlds\_download\Nuclear Facility\lunadll.lua:544:
'<eof>' expected near 'end'
Code: Select all --TIMER--
if timer == true then
if timerdown == true then
if timera ~= 65 then
timera = timera + 1
end
if timera == 65 then
timera = 0
timerb = timerb - 1
end
if timerb == 100 then
Audio.playSFX("leveltimer/warning.wav")
end
Graphics.drawImageWP(clock1, 250, 65, 3.5)
Text.print(timerb, 300, 65)
if timerb == 0 and playerDead == false then
Player:kill()
end
--end MECHDRAGON777
elseif timerdown == false then
if timera ~= 65 then
timera = timera + 1
--end MECHDRAGON777
elseif timera == 65 then
timera = 0
timerc = timerc + 1
end
Graphics.drawImageWP(clock1, 250, 65, 3.5)
Text.print(timberc, 300, 65)
end
end
disgusting code
http://prnt.sc/abxrxe
after the corrections:
maybe level spoilers this level is kind of annoying with the foreground-background distinction and the obtuse gimmicks (radiation increases based off of the proximity to the waterfall bgos mostly + power cells + being able to freeze random blocks) but once you get pass that, its a cool level. the end of the level is not obvious and can be really annoying to figure out, but you can see how the maker is trying to explain his gimmicks because of the signs and text and arrows. also, you can get a radiation suit which mostly removes the radiation (gives cell regen + immunity to radiation below bright waterfall bgo level).
summary:
the problem with this level is overloading the player with gimmicks / mechanics before they can get used to them.
rating : 3 / 5 (cool level)
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Sun Mar 06, 2016 12:36 pm
__a wrote:I corrected these errors before the level could work.
These errors are mostly MECHDRAGON777 not knowing that 'end' ends an if structure and that 'elseif' continues an if structure
Error: ...games\SMBX\worlds\_download\Nuclear Facility\lunadll.lua:369:
'<eof>' expected near 'end'
Error: ...games\SMBX\worlds\_download\Nuclear Facility\lunadll.lua:544:
'<eof>' expected near 'end'
Code: Select all --TIMER--
if timer == true then
if timerdown == true then
if timera ~= 65 then
timera = timera + 1
end
if timera == 65 then
timera = 0
timerb = timerb - 1
end
if timerb == 100 then
Audio.playSFX("leveltimer/warning.wav")
end
Graphics.drawImageWP(clock1, 250, 65, 3.5)
Text.print(timerb, 300, 65)
if timerb == 0 and playerDead == false then
Player:kill()
end
--end MECHDRAGON777
elseif timerdown == false then
if timera ~= 65 then
timera = timera + 1
--end MECHDRAGON777
elseif timera == 65 then
timera = 0
timerc = timerc + 1
end
Graphics.drawImageWP(clock1, 250, 65, 3.5)
Text.print(timberc, 300, 65)
end
end
disgusting code
http://prnt.sc/abxrxe
after the corrections:
maybe level spoilers this level is kind of annoying with the foreground-background distinction and the obtuse gimmicks (radiation increases based off of the proximity to the waterfall bgos mostly + power cells + being able to freeze random blocks) but once you get pass that, its a cool level. the end of the level is not obvious and can be really annoying to figure out, but you can see how the maker is trying to explain his gimmicks because of the signs and text and arrows. also, you can get a radiation suit which mostly removes the radiation (gives cell regen + immunity to radiation below bright waterfall bgo level).
summary:
the problem with this level is overloading the player with gimmicks / mechanics before they can get used to them.
rating : 3 / 5 (cool level)
Umm, I just made a slight mistake in code. I am still working on the code of this level as in adding achievements... I will finish it by the time first place is revealed, and will be sent to Valtteri.
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ElTipsta
- Lakitu

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Postby ElTipsta » Sun Mar 06, 2016 12:47 pm
I'm going to confess something - I thought this level was desgined by Sednaiur because of the HUD and graphics style used in this level. Wouldn't surprise me if other judges thought the same.
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