HVMetal's Cold Levels

Share your own SMBX levels and play others' too.

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HVMetal
Snifit
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Posts: 234
Joined: Tue Dec 29, 2015 9:44 am

HVMetal's Cold Levels

Postby HVMetal » Wed Aug 17, 2016 9:35 am

Storming Airships
Spoiler: show
Hello everyone!

Here comes another level, this time featuring airships and scrolling backgrounds.
Informations:
Length - Medium
Difficulty - Hard/Harder GD ^^
Boss - Yes
Screenshots:
Image
Image
Download Link:
http://www.mediafire.com/download/f7qt3 ... rships.zip
I hope you'll like it.

Note: This level doesn't requires LunaLua to be played

Credits: Sednaiur for some airship tiles
Cloud FGOs from Betwixt Clouds ( CC8 )
Airship Flame, Background, NPCs from RedYoshi + supermarioman GFX Pack
Music - Apocalypse Storm by Anth0n

Have a nice day!
Mazeish Wildlands
Spoiler: show
Hello everyone!
This level was made by me a few months ago.
It's based on the original Mario Forever World 5-1 when bullet bills and paratroopas are introduced in the game.
Altough, there werent any fireplants there or "chompers", this level has them.
It's not so long and don't expect any super original gimmicks.
And don't worry, there won't be any pipe mazes. ( Only some tricky jumps )

Screenshot:
Image

And download link:
http://www.mediafire.com/download/7zxpq ... dlands.zip
Credits in the folder.

Have a nice day!
Fiery Maze Undergrounds
Spoiler: show
Hello!
This level is originally made for my episode's remake.
This level has it's own "world map" since there are 2 levels connected to each other.
So what type of level is this? Here are some screenshots:
Image
Image
Image

Note: there is a known bug when the platform disappears. Just go back a little bit and it will appear again. This bug only happens if the main game and the level editor is working at the same time, so I recommend you to avoid this from happening.

Download link:
http://www.mediafire.com/download/7a2v6 ... d+Boss.zip

Credits: SMB1 styled platforms, Piranha plants(recolored) from Valtteri's Gfx pack.
Nokobons, Orange clouds , the Background2, the Lavafall and the Orange/Red(recolor) trees and grass from Redyoshi + supermarioman's gfx pack

Other gfx are recolored by me or they are vanilla gfx.

Comment any bug found in the level or any recommandation ( to decrease the difficulty for example )
Have a nice day/a good night!

New download link added because I had to fix a minor bug

Also, I recommend to play it trough the main game since there are 2 levels connected to each other and it will not work in the level editor.
Molten Madness
Spoiler: show
Hello everyone!
Here comes another level which I've been working for a while.
As the title says, it's all around lava in some way.
Its not very long, neither short.
Screenshot:
Image

Difficulty: Medium/Hard

I hope you'll like it.
And the download link:

http://www.mediafire.com/download/kzpok ... adness.zip

Credits:
Underground tileset and ? Sign by Valtteri
Rocks, Platforms, Playables and Piranha plants from the SMBX GFX PACK by Red Yoshi + supermarioman
Bridge parts by bossedit8
Lava Tileset and Player Blocks by Sednaiur
Lavafalls by KFCMARIO

Have a nice day!
Big Bertha's Revenge
Spoiler: show
Hey guys!
This is level was originaly made for the Underwater Contest by The Thwomp King and I got 3rd place with it.
Some info:
The difficulty is Medium - Hard
I'm pretty sure that some people from the contest tought I will simplify it, and yes, so I here is the original level:
http://www.mediafire.com/download/lj3as ... ontest.rar

And here is the simplified: ( some enemies got removed, but the boss is just the same :) )
http://www.mediafire.com/download/wcb6c ... ied%29.zip

Screenhots:
Image
Image
Image
Image


Just another note: I tested this level LITERALLY thousands of times, but if you find any bug or glitch or cut-off then tell me in the comment.
Tip: Yeah, In my opinion you will need this:
1st Tip: Dont rush, both in section 1 and section 2. You have enough time, dont to rush and get killed by a fish or a jelectro. If you see a fish between a lot of jelectros, wait until he goes away, time is plenty.
2nd Tip: Be patient, mostly in section 2. Well the second section is a maze so you need to pay atention to a lot of things. This is something important.
3rd Tip: Pay atention to the behavior of the different types of fishes.

This level isnt easy, strangely I find it that, but it's pretty challenging tough since this is a game of timing, patience and atention. This level was used to be in a special world maybe even harder then the last world.

Credits: Most of the gfx are from RedYoshi + supermarioman's gfx pack except the background and the seaweed which are from Valtteri's gfx pack.
CC12 The Ceiling Of Doom
Spoiler: show
Hello!
As the title says this was my CC12 Entry and I got 66th place with it. (3.94/10)
This is a little SMB1 autumn/pipe world styled level, piranha plants as the main antagonists.
There is a little big hazard, the ceiling.
I highly recomend you to read the ReadMe because there are a lots of informations about this level.
This level is based on a fangame called Mario Forever.

Screenshots:
Image
Image
Image


Reviews:

66. HVMetal - Ceiling of Doom (3.94/10)
Chad (2.0/10)
A standard SMB1 overworld with similar design conventions, except with a spike ceiling crashing down at random intervals where only some spots are safe. An interesting idea certainly, except the safe spots are very few and very far between. You have to move really quick to get from one to the next, which would be fine if not for the fact that the block and enemy arrangements are actually pretty tricky by themselves. The level is one big speedrun, but no part of the design is actually suitable for a speedrun because most enemies and jumps require some careful action. The layout doesn't even seen to be made with the ceiling in mind, it just feels like a gimmick that was tacked on later and assumed to work. The level would have been decent without it, but the added gimmick makes the difficulty unreasonable.
ElTipsta (4.0/10)
Firstly, I really like the idea and the music and graphics compliment it well. However, there are issues with the execution of this concept. For example, how does the player know which areas are safe? How do they know how far the ceiling goes down? There are no visual indicators. The evnt itself also stops at an odd point, perhaps a couple of microseconds earlier and it would mean that the player is able to crouch on ground that is two tiles high. And some of the NPCs do not help either, meaning the timing has to be very tight, like the first goombas by the first hole. They aren't needed. Take them out. The player will need to do a LOT of trial and error in order to do this level. It's actually very unfair. I never finished this level as it's very frustrating.
Quill (5.3/10)
I really think the space between the zones needs to be shortened. Sometimes, I only just barely get there. That doesn’t even take into account that if I do reach the spot, it’ll usually be flooded with goombas and if I jump, I die.
Shinbison-Kof (3.4/10)
It's creepy how when the smash blocks appear and you're running, you don't have much time to escape them. The smash blocks are an interesting gimmick, but you need to put some warnings where you have to react quickly. The speed of the smash blocks and the npc placement are the biggest problems. There's piranha plant spam which makes it difficult to dodge the smashers. The background has bad quality if you look closely. The big piranha plants are very hard to dodge. Overall it's a strange level. It reminds me of mario forever.
Valtteri (5.0/10)
At first it isn't clear what parts in the level are safe. Other than that it's an okay level. The crushing ceiling is pretty original.


Download link: http://www.mediafire.com/download/idy2d ... f+Doom.zip

Credits also in the readme folder.

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