Yogi's Pikanik Basket-o-Levels

Share your own SMBX levels and play others' too.

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Yogi_Bear
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Yogi's Pikanik Basket-o-Levels

Postby Yogi_Bear » Mon Aug 15, 2016 7:11 pm

Apparently Now all our levels are to be posted in one thread now. So, here goes!

Yogi's Levels!

If there is no "Reviews/Ratings" section, that level is "as is" and can be treated as a casual level.

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Spinblock Mountain: An autoscroll level with multiple paths and secrets.

Download V1: http://www.mediafire.com/download/5bq2p ... ht_Jog.rar (The original)
Download V2: http://www.mediafire.com/download/xya9c ... 282%29.rar (The updated, slightly longer version.)
Download V2.1: http://www.mediafire.com/download/t5pdu ... stajog.lvl (Just the .lvl for V2, with the Keyhole Exit added)

Screenshots:
Spoiler: show
Image
Reviews/Ratings:
Spoiler: show
For V1:
Linik wrote: This level keeps its premise as being full of spin blocks, but I must say, for an autoscrolling level, this level has some pretty intriguing design almost reminiscent of some of the Special World levels in SMW, and it stretches the autoscroll to its limits with the differing paths mechanic. This mechanic is handled quite well when you factor in that all the routes come together in the end so it doesn't make a major difference, and different rewards can be found if the player luckily picked a good route, while if you went another route a player could find that there are no powerups at all. This further increases the replay value when the player will want to find all the rewards from taking different routes, and can also act as a difficulty setting where certain routes will be harder than others. This also adds on to the fact that there are Dragon Coins as well to further boost the replay value. The level is also rather well decorated despite the fact that the same bushes are getting overused, and the tileset you used blends well with the background, bringing out the feeling of night. While the level is predominately SMW styled, the Lakitu's Shoe sticks out like a sore point because it's in SMB3 style, and thus doesn't look sightly, so restyling it to SMW would be a better choice. Your music choice is also rather unfitting, because it's too wacky-sounding for a mountain trek, and for this kind of level, it's pretty short, and could do with a bit more lengthening and more secrets.

So the level's quite good, but it just needs a bit of fixing with the Lakitu's Shoe graphic, and also a bit of expansion would be welcome. This gets a 6.2/10 from me.
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The Adventure of Nothing: A short 2-Player level that showcases what a 2-Player episode could be!

(Not a WIP, however, due to lack of interest)

Download: http://www.mediafire.com/download/xo3ob ... othing.rar

Screenshots:
Spoiler: show
Image
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Quake-Quake Caverns: A Vanilla SMW Cave with moving sections.



Download: https://www.mediafire.com/?t44xtdp951eeo33

Screenshots:
Spoiler: show
Image
Reviews/Ratings:
Spoiler: show
youngtomlin wrote:Decided to do a review on Quake-Quake Caverns, as it has not got a review yet.

Design
There are two types of design that I wan't to note for this review. Level Design and Aesthetic Design. This level exceeds great at the former but lacks at the latter. I get it cave levels are hard to look pretty but it's the standard BG from SMW's caves. There are nothing else that makes the level good to look at. It's not bad to look at but it's nothing amazing. The level design in this one however is a completely different story. The way all the "chunks" of ground are moving makes this level really awesome to play. The pieces move in a way where it's more random than having a pattern which really emphasises on having a "Quake". Level Design has tops marks on this one.

Difficulty
This level is actually quite difficult. I found all the Dragon Coins but I know where the key is, which has a great hiding place by the way. However the key is impossible to get to the keyhole as you can't leave the door and hold the key at the same time. I don't know if this is purposeful or not. The enemies play a great part in making this difficult. The Thwomps are placed in such areas were you need to wait for the split second so you can jump and get past. The Spinies are waiting for you on the other side to also deal damage. With the moving floors the enemies really make this level a good challenge. With the addition of Dragon Coins also, it's great to go out of the way to find them. The second one took me some time. The great level design makes this level challenging.

Enjoyability
This level is quite fun. I love the use of the moving platforms and I really like the difficulty. Adding side things to do always makes a level fun and enjoyable unless it's tedious. Dragon Coins are great as they make you explore a level to find them. The coins were placed in great areas and I really felt on edge trying to just avoid a Thwomp to grab a coin. It really was a good time. The key took me a while to find but I found the "secret" while messing around the pipe area. Maybe a tad short but that could be worked on. A great level overall!

Overall
A tad short and bland on the aesthetic sides of things, but amazing great fun to play and challenging too. Can't wait for more levels.

8/10
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The Shadow Temple: A level from my episode, slightly edited but still a puzzle/castle



Download: https://www.mediafire.com/?7w7bn4nfcglkoh1

Screenshots:
Spoiler: show
ImageImage
Reviews/Ratings:
Spoiler: show
None :(
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The Ancient Colossus: A large castle with 3 stars to find. Potentially the ending, or near the ending, of a short episode I might do some day.



Download: http://www.mediafire.com/download/wdtw5 ... lossus.rar

Screenshots:
Spoiler: show
ImageImage
Reviews/Ratings:
Spoiler: show
None :(
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[center]Also check out my episode! The link is in the signature.[/center]
Last edited by Yogi_Bear on Thu Sep 22, 2016 10:44 pm, edited 13 times in total.

HeroLinik
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Re: Yogi's Level Board

Postby HeroLinik » Sat Aug 20, 2016 9:08 am

Well I have already reviewed this, but due to the fact it's on the requests pile, and the level's not been modified, I'm gonna copy and paste my older review:

This level keeps its premise as being full of spin blocks, but I must say, for an autoscrolling level, this level has some pretty intriguing design almost reminiscent of some of the Special World levels in SMW, and it stretches the autoscroll to its limits with the differing paths mechanic. This mechanic is handled quite well when you factor in that all the routes come together in the end so it doesn't make a major difference, and different rewards can be found if the player luckily picked a good route, while if you went another route a player could find that there are no powerups at all. This further increases the replay value when the player will want to find all the rewards from taking different routes, and can also act as a difficulty setting where certain routes will be harder than others. This also adds on to the fact that there are Dragon Coins as well to further boost the replay value. The level is also rather well decorated despite the fact that the same bushes are getting overused, and the tileset you used blends well with the background, bringing out the feeling of night. While the level is predominately SMW styled, the Lakitu's Shoe sticks out like a sore point because it's in SMB3 style, and thus doesn't look sightly, so restyling it to SMW would be a better choice. Your music choice is also rather unfitting, because it's too wacky-sounding for a mountain trek, and for this kind of level, it's pretty short, and could do with a bit more lengthening and more secrets.

So the level's quite good, but it just needs a bit of fixing with the Lakitu's Shoe graphic, and also a bit of expansion would be welcome. This gets a 6.2/10 from me.

Yogi_Bear
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Re: Yogi's Level Board

Postby Yogi_Bear » Wed Aug 24, 2016 3:19 pm

Thank you, Linik. I updated the level based on your recommendations, I like the way it turned out :D

youngtomlin
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Re: Yogi's Level Board

Postby youngtomlin » Wed Aug 24, 2016 5:21 pm

Decided to do a review on Quake-Quake Caverns, as it has not got a review yet.

Design
There are two types of design that I wan't to note for this review. Level Design and Aesthetic Design. This level exceeds great at the former but lacks at the latter. I get it cave levels are hard to look pretty but it's the standard BG from SMW's caves. There are nothing else that makes the level good to look at. It's not bad to look at but it's nothing amazing. The level design in this one however is a completely different story. The way all the "chunks" of ground are moving makes this level really awesome to play. The pieces move in a way where it's more random than having a pattern which really emphasises on having a "Quake". Level Design has tops marks on this one.

Difficulty
This level is actually quite difficult. I found all the Dragon Coins but I know where the key is, which has a great hiding place by the way. However the key is impossible to get to the keyhole as you can't leave the door and hold the key at the same time. I don't know if this is purposeful or not. The enemies play a great part in making this difficult. The Thwomps are placed in such areas were you need to wait for the split second so you can jump and get past. The Spinies are waiting for you on the other side to also deal damage. With the moving floors the enemies really make this level a good challenge. With the addition of Dragon Coins also, it's great to go out of the way to find them. The second one took me some time. The great level design makes this level challenging.

Enjoyability
This level is quite fun. I love the use of the moving platforms and I really like the difficulty. Adding side things to do always makes a level fun and enjoyable unless it's tedious. Dragon Coins are great as they make you explore a level to find them. The coins were placed in great areas and I really felt on edge trying to just avoid a Thwomp to grab a coin. It really was a good time. The key took me a while to find but I found the "secret" while messing around the pipe area. Maybe a tad short but that could be worked on. A great level overall!

Overall
A tad short and bland on the aesthetic sides of things, but amazing great fun to play and challenging too. Can't wait for more levels.

8/10

Yogi_Bear
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Re: Yogi's Level Board

Postby Yogi_Bear » Thu Aug 25, 2016 5:21 pm

The key not being usable is just an error, you shouldve been able to bring it into the room via the hidden door. If I ever update it or add it into an episode ill have to remember to fix it. But thank you very much for the review!

youngtomlin
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Re: Yogi's Level Board

Postby youngtomlin » Thu Aug 25, 2016 6:50 pm

No problem at all. Really can't wait for more levels :)

Yogi_Bear
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Re: Yogi's Level Board

Postby Yogi_Bear » Mon Sep 12, 2016 11:54 pm

Added at least a couple more since my last post, The Shadow Temple, and The Ancient Colossus. Enjoy!


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