EseTomate's level collection [New level: Operation Information 2.0]

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EseTomate
Bob-Omb
Bob-Omb
Posts: 20
Joined: Fri Aug 26, 2016 10:20 pm

EseTomate's level collection [New level: Operation Information 2.0]

Postby EseTomate » Mon Aug 29, 2016 9:44 pm

Hi! Welcome to the EseTomate's level collection! Here are random levels by me

Image

Coral Beach: Episode 1
STORY:
Spoiler: show
The goombas have been causing problems at Coral Beach, your mission is to kill them, there are a total of 6 goombas. You have to pass through the little grassy plains, the sightseeing, the mysterious cave, the underwater zone, etc...
REVIEWS:
Spoiler: show
youngtomlin wrote:Here is a review of Coral Beach

Design
The level looks nice. I love the different areas of it and how you can go through the cave, into the sky and swimming. It's nice to see a change with all the different scenery. The music fits perfectly with the Beach theme, so no problems there. It's nice to look at and I really enjoyed how you made the level look. The are some level design problems though. In the cave area with the shells. The Goomba falls down the ladder and gets stuck on two mushrooms. You then can't kill the Goomba without taking damage. This is really annoying especially when there is only 1 Fire Flower in the whole level. Also Coins are really good to make a level more complete. I would add more coins as there are not many around here. No the main problem with the level is that I couldn't complete it. I not the person to say it's broken because I'm probably missing something but the ocean Goomba is under a wooden panel which is on a conveyor belt. The wooden panel does not move out the way which means I can't access the Goomba. I really like the idea of killing all the Goomba's however I'm not really sure in how to complete this. Also, I'm not a fan of enemies in blocks. I don't see the point and especially in the sky area where you jump on the blue Goomba which activates the block to another block which has a Goomba in it. What was the point? Enemies were used but there were areas where there were lots and some where there were none. If you could fix this level or tell me where I am going wrong, I would love to play it again.

Difficulty
The level is pretty easy and has no secrets from what I can see or what I played. There are enemies but some places there are none and it's very easy to navigate. I would love to see more. There are not many power-ups and the debugger only says there is 1. I would add more, to contrast adding more enemies maybe add 1 more power-up. I like the idea of going over the level and finding all the Goomba's and it reminds me on a Galaxy level. Most of the Goomba's are very easy to find though and none are particularly hidden. Then I'm not sure what the rest of the level is like since I can't finish it.

Enjoyability
I was really enjoying the level, until I could not finish it. I don't see killing a certain enemy to proceed that often in most levels and was very fun to play. Even though most were in plain sight and the level was not very difficult, I did enjoy hunting for them until I got stuck.

Overall
The level is very nice to look at, music fits well. It's uses a very nice feature to proceed however I can't complete the level at the moment and if It's my fault then I will change this review. Until then, I will have to give it a score for not being completable. Would like to see this fixed or me probably told where to go so I can complete.

5/10
SCREENSHOTS:
Spoiler: show
Image
Image
Image
Image
Image

I have been just spoiled all the entire level LOL

Image

TOTAL DOWNLOADS: 30 [3/9/16]

Image

Dusty Dessert 1:
STORY:
Spoiler: show
Mario has going to exploration in the Dusty Dessert. He will find traps and hidden things.

Tileset by Prox.
FUN FACT:
Spoiler: show
The level has a secret ending, try to find it! PS: I added more difficulty to the game, please let me know what do you think, greetings.
REVIEWS:
Spoiler: show
[quote="youngtomlin"]Review on Dusty Desert.

Design
The level looks very nice and I loved the desert theme. You added a lot of objects that make the level look better than most Desert levels and it really looks quite nice. The cave area however confused me as it took away from the desert theme and it seemed to me that you just added that section in for fun and to add difficulty. It has not reference to the original desert design and I think you should add more decorations and scenery in that area to make it look more desert-like. There was a secret area at the start of the level which has a LOT of coins and a P-Switch. I have no idea what the switch is for because when you hit it the coins turn to blocks and you can't proceed without waiting. Also, you can't fall down the area you came up as you will die. I made that mistake the first time. The hidden area is just a way to collect a lot of coins. In the first desert section there are a lot of items that make the area very easy. There is many areas that take away from the desert style and I think you could add to them. The only major problem I have with this level is the spike trap running section. There are a lot of enemies and hazards to dodge while platforming which makes this area quite unfair. The end of this area is extremley difficult as you need to fall down small layers looking like this
[spoiler]Image
That is very difficult and maybe almost impossible to do as the speed of the wall is very fast and you will get crushed. I couldn't get past that section so I used debug code to test the rest. The hidden star requires you to navigate an area with blue blocks and spikes which is not too bad. The level's start was good but the cave sections let it down.

Difficulty
This level's difficulty is unbalanced. The first desert section is good difficulty and fun to play adding a lot of challenge with the platforming even though there are a lot of power ups which you might want to remove a couple of. The cave sections though ramp the difficulty to Max and I could not traverse that section without taking damage and I would always get crushed by the spike wall at the end. I was really enjoying the first section only to be let down by the cave section.

Enjoyability
The level' has a lot of secrets and I like searching for them. The cloud area is fun to run through even if I don't full understand what the P-Switch is for. The level has a very hidden star that took a while to find and I rather enjoyed navigating through the desert area. Once the cave section came I was getting quite frustrated as the wall always was crushing me and I eventually had to give up.

Overall
I really would enjoy the level if the cave area was fixed a little bit. The desert section was fun and I really like that. Overall, the final area just needs a bit of tweaking and maybe remove a couple power-ups and the level would be pretty decent. If you wan't to keep the cave areas make sure to add some decorations and scenery to make it more desert like.

6/10[/quote]
[/size][/b][/spoiler]

SCREENSHOTS:
Spoiler: show
Image
Image
Image
Image
Image
I have been just spoiled all the entire level LOL

Image

TOTAL DOWNLOADS: 18 [3/9/16]

Image

Operation Information 2.0:
STORY:
Spoiler: show
Mario is in the year 2020, the computers have been in developement years ago, now we can connect each other with our minds! Sadly, a Information Center has been hacked by a trojan virus, your mission is to destroy the virus!

Tileset by Prox.
REVIEWS:
Spoiler: show
No reviews yet, be the first one!
SCREENSHOTS:
Spoiler: show
Image
Image
Image
Image
Image
I have been just spoiled all the entire level LOL

Image

TOTAL DOWNLOADS: 0 [3/9/16]

Image

Last edited by EseTomate on Sat Nov 26, 2016 6:06 pm, edited 18 times in total.

youngtomlin
Level Reviewer
Level Reviewer
Posts: 33
Joined: Fri May 20, 2016 7:22 pm

Re: Coral Beach: Episode 1 [My first level!]

Postby youngtomlin » Tue Aug 30, 2016 3:51 am

Here is a review of Coral Beach

Design
The level looks nice. I love the different areas of it and how you can go through the cave, into the sky and swimming. It's nice to see a change with all the different scenery. The music fits perfectly with the Beach theme, so no problems there. It's nice to look at and I really enjoyed how you made the level look. The are some level design problems though. In the cave area with the shells. The Goomba falls down the ladder and gets stuck on two mushrooms. You then can't kill the Goomba without taking damage. This is really annoying especially when there is only 1 Fire Flower in the whole level. Also Coins are really good to make a level more complete. I would add more coins as there are not many around here. No the main problem with the level is that I couldn't complete it. I not the person to say it's broken because I'm probably missing something but the ocean Goomba is under a wooden panel which is on a conveyor belt. The wooden panel does not move out the way which means I can't access the Goomba. I really like the idea of killing all the Goomba's however I'm not really sure in how to complete this. Also, I'm not a fan of enemies in blocks. I don't see the point and especially in the sky area where you jump on the blue Goomba which activates the block to another block which has a Goomba in it. What was the point? Enemies were used but there were areas where there were lots and some where there were none. If you could fix this level or tell me where I am going wrong, I would love to play it again.

Difficulty
The level is pretty easy and has no secrets from what I can see or what I played. There are enemies but some places there are none and it's very easy to navigate. I would love to see more. There are not many power-ups and the debugger only says there is 1. I would add more, to contrast adding more enemies maybe add 1 more power-up. I like the idea of going over the level and finding all the Goomba's and it reminds me on a Galaxy level. Most of the Goomba's are very easy to find though and none are particularly hidden. Then I'm not sure what the rest of the level is like since I can't finish it.

Enjoyability
I was really enjoying the level, until I could not finish it. I don't see killing a certain enemy to proceed that often in most levels and was very fun to play. Even though most were in plain sight and the level was not very difficult, I did enjoy hunting for them until I got stuck.

Overall
The level is very nice to look at, music fits well. It's uses a very nice feature to proceed however I can't complete the level at the moment and if It's my fault then I will change this review. Until then, I will have to give it a score for not being completable. Would like to see this fixed or me probably told where to go so I can complete.

5/10

Iko
Shy Guy
Shy Guy
Posts: 9
Joined: Mon Aug 29, 2016 4:32 pm

Re: Coral Beach: Episode 1 [My first level!]

Postby Iko » Tue Aug 30, 2016 10:21 am

I completed the level, using SMBX 1.3 with no LunaLua, I had no problems with the level not being completable (there is a blue block inside a pipe at the end of the level that moves the wooden wall away and gives you access to the last goomba).
I agree with the level design problems, I would add a couple of things, like the crabs at the beginning of the level that aren't moving and it's not really clear that they are enemy (usually stopped sprites like that are used for NPCs that you can talk with), and the difficulty is not very balanced, it's pretty easy but there is a difficulty spike at the middle of the level when you are forced to run and jump on a couple of 1 block platforms over a bottomless pit.

It needs some fixes but it's still a good entry for a first level IMO.

youngtomlin
Level Reviewer
Level Reviewer
Posts: 33
Joined: Fri May 20, 2016 7:22 pm

Re: Coral Beach: Episode 1 [My first level!]

Postby youngtomlin » Tue Aug 30, 2016 2:37 pm

Yeah, I saw that block. When I hit that, I't didn't move the wall.

PixelPest
Raccoon Mario
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Contact:

Re: Coral Beach: Episode 1 [My first level!]

Postby PixelPest » Tue Aug 30, 2016 9:26 pm

Your format is okay, just make sure that you post all of your levels in this thread and please remove the small bits of text from the spoilers. (In this case you really only need them for the screenshots and review)

EseTomate
Bob-Omb
Bob-Omb
Posts: 20
Joined: Fri Aug 26, 2016 10:20 pm

Re: EseTomate's level collection

Postby EseTomate » Fri Sep 02, 2016 10:05 pm

New Level added! Dusty Desserto 1
PS: Thanks for the reviews, i really appreciate it, i can do better levels with your opinions.
Last edited by EseTomate on Sun Sep 04, 2016 12:16 am, edited 1 time in total.

EseTomate
Bob-Omb
Bob-Omb
Posts: 20
Joined: Fri Aug 26, 2016 10:20 pm

Re: EseTomate's level collection

Postby EseTomate » Sun Sep 04, 2016 12:16 am

New level added! Operation Information 2.0

youngtomlin
Level Reviewer
Level Reviewer
Posts: 33
Joined: Fri May 20, 2016 7:22 pm

Re: EseTomate's level collection [New level: Operation Information 2.0]

Postby youngtomlin » Sun Sep 04, 2016 8:25 am

Review on Dusty Desert.

Design
The level looks very nice and I loved the desert theme. You added a lot of objects that make the level look better than most Desert levels and it really looks quite nice. The cave area however confused me as it took away from the desert theme and it seemed to me that you just added that section in for fun and to add difficulty. It has not reference to the original desert design and I think you should add more decorations and scenery in that area to make it look more desert-like. There was a secret area at the start of the level which has a LOT of coins and a P-Switch. I have no idea what the switch is for because when you hit it the coins turn to blocks and you can't proceed without waiting. Also, you can't fall down the area you came up as you will die. I made that mistake the first time. The hidden area is just a way to collect a lot of coins. In the first desert section there are a lot of items that make the area very easy. There is many areas that take away from the desert style and I think you could add to them. The only major problem I have with this level is the spike trap running section. There are a lot of enemies and hazards to dodge while platforming which makes this area quite unfair. The end of this area is extremley difficult as you need to fall down small layers looking like this
Spoiler: show
Image
That is very difficult and maybe almost impossible to do as the speed of the wall is very fast and you will get crushed. I couldn't get past that section so I used debug code to test the rest. The hidden star requires you to navigate an area with blue blocks and spikes which is not too bad. The level's start was good but the cave sections let it down.

Difficulty
This level's difficulty is unbalanced. The first desert section is good difficulty and fun to play adding a lot of challenge with the platforming even though there are a lot of power ups which you might want to remove a couple of. The cave sections though ramp the difficulty to Max and I could not traverse that section without taking damage and I would always get crushed by the spike wall at the end. I was really enjoying the first section only to be let down by the cave section.

Enjoyability
The level' has a lot of secrets and I like searching for them. The cloud area is fun to run through even if I don't full understand what the P-Switch is for. The level has a very hidden star that took a while to find and I rather enjoyed navigating through the desert area. Once the cave section came I was getting quite frustrated as the wall always was crushing me and I eventually had to give up.

Overall
I really would enjoy the level if the cave area was fixed a little bit. The desert section was fun and I really like that. Overall, the final area just needs a bit of tweaking and maybe remove a couple power-ups and the level would be pretty decent. If you wan't to keep the cave areas make sure to add some decorations and scenery to make it more desert like.

6/10

aero
Palom
Palom
Posts: 4787
Joined: Fri Mar 28, 2014 2:51 pm

Re: EseTomate's level collection [New level: Operation Information 2.0]

Postby aero » Wed Sep 07, 2016 7:45 pm

Dusty Dessert has a ton of problems. First of all, a desert is spelled with one s and dessert, like cake and ice cream, is spelled with two. Also I took screenshots of areas that were particularly bad and I'll discuss them below:
Spoiler: show
Image
It's best to have blocks and platforms three to four blocks high. Here is a five block jump up to the platform, where the blocks are only two blocks above that. Since this is the first power up in the level, it shouldn't be that difficult to retrieve. This starts the level on the wrong foot, but there's more to follow.
Spoiler: show
Image
This Ghost House block doesn't need to be here.
Spoiler: show
Image
Spoiler: show
Image
This is just flat out bad design. The difficulty is completely unbalanced, and is just hard for the sake of being hard. The level should get difficult gradually, but this is too much. There's no gimmick or trick, it's just trial & error until you make it past this section. Also when you enter the section for the second screenshot, it's possible to walk over the level so you should extend your walls and ceiling above the top of the level boundary. Also since the moving spike wall is way too fast and is relatively short, if (when) you die you can see it cut off when the whole layer passes by.
Spoiler: show
Image
Spoiler: show
Image
This isn't fun, and should never be done.
Spoiler: show
Image
This is pointless platforming and it just gets in the way. These platforms shouldn't be there.

Check these links and apply them to SMBX, and play more levels before making more levels to pick up on better design:
http://marioleveldesign.com/
https://www.youtube.com/watch?v=e0c5Le1vGp4

Overall this level just isn't fun, and really isn't worth playing. Try and make levels that you would likely see in a Nintendo game to get a better grip on level design.



Operation Information 2.0 is marginally better. I like the concept and it was well put together, however there are some serious problems. If you defeat the green goombas out of order, it is not possible to progress because that green platform will activate and then despawn. Also this thwomp automatically dies:
Spoiler: show
Image
Since this is a relatively short level that's all I have to say about the general design, but the boss design was terrible. You have three Rinka spawners firing off which - more often than not - kill the koopas thaw spawn infrequently that are supposed to be used on a moving mother brain. The player should never have to rely on AIs to progress in a level, and that's the only thing to do in this boss fight. Other than that there's minor grammar problems (I know you did the l33t speak on purpose that's not what I'm talking about) with the signs. This level definitely needs fixing up and would be much much better if other things were thought through.



Coral beach is okay for a first level, but again there's serious problems. First of all after completing the mission I jumped, accidently went to an instant warp, got warped, and the section I warp to has an exit warp going downard, but you didn't put instant warps along the bottom so I missed the bottom warp and just died for jumping. I wish I had a gif of how silly that looked. Also there's areas where you can walk above the level like here:
Spoiler: show
Image
There's a glitch with a goomba that just gets stuck here resulting in an unfair death/hit:
Spoiler: show
Image
Lastly, the color switches were pretty much pointless especially for this part:
Spoiler: show
Image
This is now sort of a meta-review, but your level design quality is all over the place and you should really practice more and try to spot these flaws before submitting them. I hope this review helped and you're able to fix your levels up.
Last edited by aero on Wed Sep 07, 2016 9:00 pm, edited 1 time in total.

EseTomate
Bob-Omb
Bob-Omb
Posts: 20
Joined: Fri Aug 26, 2016 10:20 pm

Re: EseTomate's level collection [New level: Operation Information 2.0]

Postby EseTomate » Wed Sep 07, 2016 8:50 pm

Thanks for your reply :)
I can do better levels with your opinions, thanks


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