Awesome logo by Intuition (Gary the Goomba) and slightly edited by me.
Hello, and welcome to my very own Super Duper Awesome Wacky Pipeline of Levels! Here, I'll post the levels I make, just like everyone else does! So, lets-a-go see the levels, shall we?
Be aware that most of my levels are kinda vanilla and simple, so if you're expecting huge, gimmicky and eye pleasing levels, then you've come to the wrong place I'm afraid.
Feel free to make a review if you enjoyed one of my levels! I love getting support from you guys!
Vanilla Valley
This was my SVLC 2016 Entry, aswell as the first level I ever finished and uploaded! It scored a decent 12th place, which is a pretty impressive place for my first level!
It's a relatively standard Vanilla SMW Level, with a few twists along the way to make things interesting! There are 2 Hidden stars, can you find them all?
The new version removes the water in the P-Switch section, aswell as adding a ceiling and sizeables in that section! (I thank Chad for pointing these flaws out!)
Bossedit8 - 8.50
Very nice SMW styled level. I like as of how the level is structured and as of how you get to the secrets in this level but after you actually failed the P switch area in the underground, you have to swim back till the first area which takes some time to go back to it. Enemy placements were pretty, power up placements were alright, secrets were nice like after you press the switch you have to go back to get the other secret star in this level and it also indicates as of where it is... at least. The rest was pretty nice for an average SMW styled level so good job on that.
Wraith Adamknight - 5.70
Nothing to really say about the level. It was just really generic and bland. Even by SMW standards, this level didn’t really do much with the assets you had available. I did appreciate the use of moving layers in the cave sections. Overall, just experiment some more, as this level was just kinda “meh” in terms of replayability and longevity.
Zipper - 5.20
A decent overworld level. It's really nothing special, using piranha plants, galoombas and koopas we all know and love. The second half taking place in a cave was atmospherically a breath of fresh air, though it didn't introduce anything new other than the bats. However, the bats themselves proved to be at LEAST a decent challenge, so it'd be a lie for me to say that it was completely unchanged compared to the overworld area. What caught my eye in this level is the secret stars. They're both hidden behind mini challenges that are not time consuming and yet still rewarding. The first one is a (surprisingly) hectic P-Switch run that really pushes you to go fast while still leaving some room for breathing. The second one is slightly less appealing, being that you have to backtrack after reaching the end. However, the area was short enough that I didn't really find this to be an issue, as backtracking can still make someone feel like they're treading new ground as long as it's not TOO long. Yeah, I'd say the secrets were the main strength in this level. Using ideas for those in the main path would really spice things up, ASSUMING they're used sparingly.
Chad - 6.00
Pretty good SMW overworld/cave stage. The construction feels classic, natural, and deliberate. Blocks, sizables, and enemies are arranged for a somewhat varied platforming experience as well as good visuals, especially underground. Placements are good throughout, and it plays like a solid level, even if it is relatively standard. The red switch was a bit lame though, given that you don't have to work for it in the slightest, and the backtracking it requires betrays the general straightforwardness of the rest of the level. The P-switch room felt incredibly lazy too, because the terrain in there just ends, and the water is extremely time-consuming to escape if you fall in. Better to just have a pit and a solid ceiling, along with cave sizables much like how Section 3 used them because that looked nice.
ElTipsta - 6.00
A pretty okay level as well. It's a faithful SMW cave level with decent enemy variety and length. The P-Switch challenge is a bit too difficult for a hidden star in a W1 level IMO. Other than that, nice job.
This is a rather easy going traditional Mario level that focuses around wooden platforms, including moving ones! Watch out for the paratroopas and venus fire-traps as you ride up and down and all around though this funky forest!
I enjoyed Vanilla Valley overall, but there's some things that are wrong with the level that the SVLC judges already pointed out that still carry over to the new version: the P-Switch room being lazy, the red switch block being a bit pointless, and not using everything to its full potential. Really though there's things missing such as Dragon coins, and there's not real gimmick to this level other than rolling hills. There's nothing necessarily wrong with plain rolling hills, but there's nothing more to it than that which is what's lacking.
AeroMatter wrote:I enjoyed Vanilla Valley overall, but there's some things that are wrong with the level that the SVLC judges already pointed out that still carry over to the new version: the P-Switch room being lazy, the red switch block being a bit pointless, and not using everything to its full potential. Really though there's things missing such as Dragon coins, and there's not real gimmick to this level other than rolling hills. There's nothing necessarily wrong with plain rolling hills, but there's nothing more to it than that which is what's lacking.
Thanks for your semi-review Aero! Glad you enjoyed the level! Also, I have a few comments here:
1. I did plan on adding Dragon Coins, but I wasn't sure exactly where to put them.
2. Huh? I only thought the P-Switch room was lazy cause there was a lack of BGO's. Could you maybe tell why you think it's lazy?
3. Yeah, I agree on the red switch block being pointless! It was a last-minute addition just for the purpose of having another star in the level
4. I wasn't really going for a gimmick-based level, and more for a very basic 1-1 esque level, since I didn't really have any ideas for gimmicks at the time! I tried implementing a sorta-gimmick with the orange moving pipes, but that was very minimal and not really a main-gimmick thingy. Also, what do you mean with rolling hills? Do you mean the ones from NSMBWII, cause I don't remember those being in the level at all!
I'm glad you could find some enjoyment over my very first level! I agree with the level being kinda lacking in terms of unique ideas, and I'll try to use your, aswell as the judges critisism when designing my next level, and I've already got an idea for it!
Another funky screen from the coolest duck around!
It looks quite nice.
Although the only complaint I have with it is the enemy placement. It kinda feels a little empty towards the end. The first half of the level had plenty of goombas, but towards the second half, it's like they've completely disappeared.
Another funky screen from the coolest duck around!
It looks quite nice.
Although the only complaint I have with it is the enemy placement. It kinda feels a little empty towards the end. The first half of the level had plenty of goombas, but towards the second half, it's like they've completely disappeared.
Although all of this is my opinion.
Keep up the good work.
Te´he reason there's not so mayny goombas is because alot of the level consists of floating platforms, and since the goombas don't turn on ledges, they would likely fall off befire the player could get to them, so they don't put up a challenge at all! Although I'll probably edit the level design later!
amine_retro wrote:goomba rasicm is not appreciated in the SMBX forums.
What.
amine_retro wrote:Are those gfx made by someone else? make sure you give credit.
Especially in just a level thread like this, as long as you're taking credit for the graphics, I don't think it's really necessary to credit all of them; I rarely see any other thread do that
Another funky screen from the coolest duck around!
It looks quite nice.
Although the only complaint I have with it is the enemy placement. It kinda feels a little empty towards the end. The first half of the level had plenty of goombas, but towards the second half, it's like they've completely disappeared.
Although all of this is my opinion.
Keep up the good work.
Te´he reason there's not so mayny goombas is because alot of the level consists of floating platforms, and since the goombas don't turn on ledges, they would likely fall off befire the player could get to them, so they don't put up a challenge at all! Although I'll probably edit the level design later!
Recolor the red variants into the original brown variant and add cliffturn=1 to them.
OR
It's better if you used SMB3 Goombrats (The type of goombas that turn cliffs). (I'm not sure where to find them though)
That background must not be tiled, then you must have disabled "tiled background" flag. Tiling of background is needed on a case is background is repeatable vertically (for example, temple walls).If background still is tiled in editor, you are used background which configured to be "tiled in editor" and you can use another background-id where background is not repeating vertically (empty space is filled with left-top pixel color) or make simple background2-*.ini (like NPC.txt) which will disable tiling and put it into level folder:
That background must not be tiled, then you must have disabled "tiled background" flag. Tiling of background is needed on a case is background is repeatable vertically (for example, temple walls).If background still is tiled in editor, you are used background which configured to be "tiled in editor" and you can use another background-id where background is not repeating vertically (empty space is filled with left-top pixel color) or make simple background2-*.ini (like NPC.txt) which will disable tiling and put it into level folder:
An improved version of the 2nd area, now with moving platforms instead of boring, slow falling platforms! The section to the right is still w.i.p. though, and I don't really know what to put there, so suggestions would be nice! (Also, the starting point is just for testing purposes!)