This level was created just for fun, really, that's why it's in this forum setcion
Anyway I didn't saw an SMBX level that used the screen of SMBX in a creative and at the same time weird way, so I decided to create it. The final result sure is odd...
You can't really see the gimmick of the underground section, so I suggest you to play the level to actually see it.
Video (recorded by me):
The level isn't too long nor it's too short (at least that's what I think), so I'm sure you'll have good time playing it. Contains 5 Dragon Coins and a secret SMW Star, which appears when you collect all the Dragon Coins. Mole King from my CC9 level is back too!
This is also a third level from me to have an H2643 room...
This is a super neat idea for a level. It's communicated nicely, the design is kept simple enough that it can be reasonably navigated, and it still gets a little trickier as it goes on without being overkill. It strikes an excellent balance. Sometimes it seemed like there was less vertical space than there was, but other than that it's pretty well done and the appearing coins are a nice touch. The cave section is an interesting variation, too. It probably didn't need the lengthy explanation, as I feel it's pretty self-explanatory, but it's a nice change of pace while keeping with the theme. The boss being a few waves of enemies is a good idea, but I don't think Ludwig Mole was necessary especially with that room's darkness gimmick being introduced very suddenly. Other than that, this is very cool idea and I highly enjoyed it.
ElTipsta (6.0/10)
This level is basically a SMW take on Mirror Tower, and it's a pretty nice level. The concept is expanded so it's both vertical and horizontal sections, which is great though I think it's execution would better have been served for a fortress or ghost house as having a visible grassland on one side of the screen and the invisible terrian on the other side looks a bit weird. Just me though. The challenge is fair and very fun if a bit easy at times, however I had issues getting the music for the cave and boss to play as my editor couldn't find them. Might be me though, so no point deductions.
Quill (7.2/10)
I actually kinda wish you kept with the initial gimmick. I felt like there's plenty more potential there. The level being covered in darkness and then revealing itself briefly was fine, but the highlight of this level was the initial sections.
Shinbison-Kof (6.5/10)
The mirror gimmic is a cool idea, but perhaps better used in only some sections. The level design is good. I like the idea of the divided sections where the other side serves as a guide the player, but it gets cramped sometimes. The cave section has a creative gimmick. The blackout was very well made. The npc placement is good. The boss is only decent though. Overall it's a very different level!
Valtteri (7.0/10)
That's an odd gimmick indeed. I have to say while it can be very disorienting it's executed about as well as imaginable. Maybe the concept just isn't that perfect. The boss room going blank every couple of seconds was totally inexcusable though. That was plain unfair and rendered the boss near impossible.
I thought we will never see the Mole king ever again, he was quite an overused Ludwig replacement back then, but it died really quickly.
Also, one of the screenshots aren't added correctly, so it dosen't show up.
King Mole is my favourite custom boss in SMBX so far, that's why I keep putting it in almost every CC levels of mine. Oh and I don't know man, all screenshots show up just fine for me.
Also, forgot to say, but you need LunaLua to play this level!!
Strange, it works now.
Anyways, I'm definetely going to play this.
Love the mirror gimmick in this, I love it when people do this in Lunalua that smbx can't do.
Eternity wrote:I think I saw a pretty similar gimmick in some random SMW hack before, actually
Well, you're actually right. I saw a similar gimmick being used in Banzai Mario World, so I decided to build my CC12 level upon it. I also added lots of stuff that wasn't present in the original level from the hack (like the underground section, or even that vertical invisible section!). Some of the GFX come from the same hack as well, with the exception of a Dragon Coin outline which I ripped from JUMP So, uhm, yeah...
Level is updated. Added a message box in second cave section regarding the boss, a missing disco ball in H2643 room, and, probably the biggest change, changed red border from a block to foreground BGO in the cave section! That way the level is a bit easier now.