I made my own Very Hard Level

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PopYoshi
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Re: I made my own Very Hard Level

Postby PopYoshi » Sun Nov 05, 2017 6:19 am

CD20Superness wrote:Yeah, i always make mistakes :( i hope i dont get banned.
Just try to avoid that

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Re: I made my own Very Hard Level

Postby PixelPest » Sun Nov 05, 2017 11:22 am

CD20Superness wrote:Yeah, i always make mistakes :( i hope i dont get banned.
Just be more aware of your posts. Ask yourself, "Is this really contributing to the discussion," and, "Has anyone posted since the last post I made," and you'll be fine

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Re: I made my own Very Hard Level

Postby PopYoshi » Sun Nov 05, 2017 11:33 am

PixelPest wrote:
CD20Superness wrote:Yeah, i always make mistakes :( i hope i dont get banned.
Just be more aware of your posts. Ask yourself, "Is this really contributing to the discussion," and, "Has anyone posted since the last post I made," and you'll be fine
You missed the "don't make too short/one word posts"

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Re: I made my own Very Hard Level

Postby CD20Superness » Sat Nov 11, 2017 6:06 am

PixelPest wrote:
CD20Superness wrote:Yeah, i always make mistakes :( i hope i dont get banned.
Just be more aware of your posts. Ask yourself, "Is this really contributing to the discussion," and, "Has anyone posted since the last post I made," and you'll be fine
Yeah im fine. Thats the reason why im not active in this forum for a week, im afraid if I might get banned here. :(

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Re: I made my own Very Hard Level

Postby Turret 3471 » Sat Nov 11, 2017 11:43 am

CD20Superness wrote:
PixelPest wrote:
CD20Superness wrote:Yeah, i always make mistakes :( i hope i dont get banned.
Just be more aware of your posts. Ask yourself, "Is this really contributing to the discussion," and, "Has anyone posted since the last post I made," and you'll be fine
Yeah im fine. Thats the reason why im not active in this forum for a week, im afraid if I might get banned here. :(
Haha, don't worry. You would have to do something extreme to get banned. As far as I know, you're perfectly fine. =)

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Re: I made my own Very Hard Level

Postby ElectriKong » Sat Nov 11, 2017 12:03 pm

CD20Superness wrote:
PixelPest wrote:
CD20Superness wrote:Yeah, i always make mistakes :( i hope i dont get banned.
Just be more aware of your posts. Ask yourself, "Is this really contributing to the discussion," and, "Has anyone posted since the last post I made," and you'll be fine
Yeah im fine. Thats the reason why im not active in this forum for a week, im afraid if I might get banned here. :(
If you are really paranoid about being banned then it is a sign that you may need to alter your behavoir. Activity is not going to affect the chances of being banned. Your behavoir will.
And as Turret said, only severe or repeat offences will warrent a ban.

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Re: I made my own Very Hard Level

Postby CD20Superness » Tue Nov 14, 2017 4:22 am

Electriking wrote:
CD20Superness wrote:
PixelPest wrote: Just be more aware of your posts. Ask yourself, "Is this really contributing to the discussion," and, "Has anyone posted since the last post I made," and you'll be fine
Yeah im fine. Thats the reason why im not active in this forum for a week, im afraid if I might get banned here. :(
If you are really paranoid about being banned then it is a sign that you may need to alter your behavoir. Activity is not going to affect the chances of being banned. Your behavoir will.
And as Turret said, only severe or repeat offences will warrent a ban.
Yeah, I will avoid those mistakes and I will start to become as a brave user. ;)

PopYoshi
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Re: I made my own Very Hard Level

Postby PopYoshi » Tue Nov 14, 2017 6:00 am

CD20Superness wrote:
Electriking wrote:
CD20Superness wrote:
Yeah im fine. Thats the reason why im not active in this forum for a week, im afraid if I might get banned here. :(
If you are really paranoid about being banned then it is a sign that you may need to alter your behavoir. Activity is not going to affect the chances of being banned. Your behavoir will.
And as Turret said, only severe or repeat offences will warrent a ban.
Yeah, I will avoid those mistakes and I will start to become as a brave user. ;)
Hope you manage to become a brave user, I'm still trying to not commit mistakes :lol: (as far I know I haven't done something bad in a time... "I guess")

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Re: I made my own Very Hard Level

Postby IceQracker92 » Sat Nov 18, 2017 9:10 pm

IceQracker92 Reviews...
I Made My Own Very Hard Level by CD20Superness

First thing I want to tell you is that I have played Mario games for over a decade and a half, but nothing comes close as intriguing as what it expected to be. Rather than giving you a rating right out of the blue, I need to point out quite a lot of mistakes that are found in the level itself.

There were tons of challenges that seem redundant, the creativity inside the feel of the game were mediocre. Starting off in the first section of the level itself, you seem to bunch Mario with a thwomp. The only way possible to beat the very first part of the level is making a tight spin jump with low clearance from the blue block. I understand that it may be unfair, but I don't really understand why the thwomp would be placed in an area where Mario almost dies. Sometimes, I would face some leaps of faith, or lethal circles of fire. Sometimes, most NPCs you've placed seem to be unfair, or poorly placed. There's an area as I progress the first section after the banzai bill and the platforms, and it was pretty bad to switch characters from Mario to Link and back to Mario; that just to get past the tan "!" blocks.

Section two was just an awful waste, where you have another leap of faith to a boss door, and then to the lakitu area throwing bombs. Lakitu is only known for throwing spinies as NPCs, not bombs.

Returning to section 1 after the third warp, there is a fire bar without a present solid block. Then there are hidden blocks, for some oddball reason that it only frustrates a player to the point it can impede the ability to make more leaps of faith. On the top of the section after the mushroom hidden block, there were overloaded fire blasters.

From the third and final section of the level itself, I just hated that area because it's hard judging from when the spinies fall gracefully down until it's too late. You have to have power-ups to actually survive the section and beat the level! The P-switch run was mediocre, but it did last the whole duration of about ten seconds of blazing fast game feel. There is nothing really good to talk about in the level, but refer to some SMBX video tutorials on YouTube. Maybe Bossedit8 has some good videos of what NOT to make in a SMBX level.

For the background, I don't really want to say something nasty about it, but honestly, it could have been better with the creativity. Cramming the styles into the level can cause the level itself to possibly look unappealing. I highly recommend making a level without custom backgrounds for right now, but then again, a custom background was not as expected. Then there are mushrooms that aren't on stem tiles, or there is lava cut off due to poor layering from that and the pipe.

Overall, this level, with the best of the efforts and the creativity, gets a 1/10. Not really up to my expectations, but there has to be drastic improvements. Fix the scnery, fix the tiles placed in the level, and make your aesthetics much better than that.

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Re: I made my own Very Hard Level

Postby ElectriKong » Sun Nov 19, 2017 5:37 am

IceQracker92 wrote:Lakitu is only known for throwing spinies as NPCs, not bombs.
And why exactly are you viewing this as a negative? If we are only supposed to do what Nintendo has already done in Mario level editors, then why do they exist? Who cares that the lakitu is not throwing spinies? Why should he not be allowed to make Lakitus throw other NPCS (except other Lakitus, probably should not do that)? The thing about SMBX is that you can do almost anything you want (you do have some limitations but 2.0 will be removing a lot of those in the future) that even Nintendo would not think to do. While making Lakitus throw NPCs that are not spinies is not that creative, there is no reason to criticise it. The rest of your review was valid and the level is bad overall though (although it is probably a joke level anyway).

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Re: I made my own Very Hard Level

Postby IceQracker92 » Sun Nov 19, 2017 8:04 am

Electriking wrote:
IceQracker92 wrote:Lakitu is only known for throwing spinies as NPCs, not bombs.
And why exactly are you viewing this as a negative? If we are only supposed to do what Nintendo has already done in Mario level editors, then why do they exist? Who cares that the lakitu is not throwing spinies? Why should he not be allowed to make Lakitus throw other NPCS (except other Lakitus, probably should not do that)? The thing about SMBX is that you can do almost anything you want (you do have some limitations but 2.0 will be removing a lot of those in the future) that even Nintendo would not think to do. While making Lakitus throw NPCs that are not spinies is not that creative, there is no reason to criticise it. The rest of your review was valid and the level is bad overall though (although it is probably a joke level anyway).
I can understand what you're saying. I also understand it's a joke level too. Nothing wrong with what you're saying about other NPCs thrown by lakitu.

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Re: I made my own Very Hard Level

Postby PixelPest » Sun Nov 19, 2017 9:28 am

IceQracker92 wrote:The only way possible to beat the very first part of the level is making a tight spin jump with low clearance from the blue block. I understand that it may be unfair, but I don't really understand why the thwomp would be placed in an area where Mario almost dies.
It's placed there to provide a challenge and the way you mentioned is not the only way to get through there; there's a significantly easier way.
IceQracker92 wrote:Section two was just an awful waste, where you have another leap of faith to a boss door, and then to the lakitu area throwing bombs. Lakitu is only known for throwing spinies as NPCs, not bombs.
There's no reason you can't make Lakitu throw a different NPC. That's why the feature is the in the editor and it can be used in a variety of creative ways. I really hope you didn't drop points for this in your review.
IceQracker92 wrote:Returning to section 1 after the third warp, there is a fire bar without a present solid block.
Sometimes this works. You don't always need a solid block to use a firebar. Your review seems to be a lot based on "how does this level not look like a Nitendo level?" which is honestly probably not the best way to go about reviewing.
IceQracker92 wrote:From the third and final section of the level itself, I just hated that area because it's hard judging from when the spinies fall gracefully down until it's too late. You have to have power-ups to actually survive the section and beat the level!
Not true. The enemies fall at regular intervals and it's not that hard to time. By no means do you need a power-up. Yes this section is tricky, but it's not nearly as bad as you're making it out to be.
IceQracker92 wrote:There is nothing really good to talk about in the level, but refer to some SMBX video tutorials on YouTube. Maybe Bossedit8 has some good videos of what NOT to make in a SMBX level.
Very little of what was in this level (if anything) appears in that video. It would be more useful to refer someone to a positive tutorial for level design, like this one: viewtopic.php?f=69&t=19069.
IceQracker92 wrote:For the background, I don't really want to say something nasty about it, but honestly, it could have been better with the creativity. Cramming the styles into the level can cause the level itself to possibly look unappealing. I highly recommend making a level without custom backgrounds for right now, but then again, a custom background was not as expected. Then there are mushrooms that aren't on stem tiles, or there is lava cut off due to poor layering from that and the pipe.
I don't see how this has to do with creativity, only with understanding what fits together and what doesn't. Also this level doesn't need custom graphics. Whether you use custom graphics or not, if you don't understand what is and isn't aesthetically appealing you won't be able to create a level that is successful in this way.
IceQracker92 wrote:Overall, this level, with the best of the efforts and the creativity, gets a 1/10. Not really up to my expectations, but there has to be drastic improvements. Fix the scnery, fix the tiles placed in the level, and make your aesthetics much better than that.
You said above that there was nothing good in this level. Shouldn't it be 0/10 then? There's really no indication as to where this final score comes from. You also shouldn't go into a review with expectations or you'll come out with a significant bias.

Also in general, try not to trash the level in your review, saying things like "hated" and "awful waste", as that'll often make some people you encounter shut down and no longer be interested in reading your review. Especially don't call things a joke level when the creator says it's not. And really, don't call a level a joke level unless the creator calls it that themself explicitly. I've learned that the hard way. Be more constructive with your review as well and maybe suggest ways to improve certain section instead of just listing off the things that are made, for example the Thwomp in the first section, if that was poorly placed, how would it be better placed? Does it need to be moved up higher so that the player has more time to go under it? Is it just too cluttered to begin with in that area and it needs to be removed?

Just wanted to help improve your reviews and ideals around what should and should not go into them

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Re: I made my own Very Hard Level

Postby ElectriKong » Sun Nov 19, 2017 1:13 pm

PixelPest wrote:You said above that there was nothing good in this level. Shouldn't it be 0/10 then? There's really no indication as to where this final score comes from. You also shouldn't go into a review with expectations or you'll come out with a significant bias.
On Pouetpu-games (the SMF site) you can't rate 0/10 and I believe that is also true for Level Palace (though ot would be 0/100 although they are the same thing), so maybe he did it on a 1-10 scale rather than a 0-10 scale. He also said that there are not really any good things, which has a slightly different meaning to a straight up 'there are no good things', and suggests that there may be one or 2 good things, so he increasde the score based on that, although he still does not indicate in his review any good points.

Also, I did forget that he said that it was not a joke level, so my bad for saying it probably is one.

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Re: I made my own Very Hard Level

Postby Toadette012 » Mon Nov 27, 2017 11:16 am

CD20Superness My computer won't let me download it :(

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Re: I made my own Very Hard Level

Postby ElectriKong » Mon Nov 27, 2017 11:31 am

Toadette012 wrote:CD20Superness My computer won't let me download it :(
What are your specs?

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Re: I made my own Very Hard Level

Postby OlieGamerTV » Mon Nov 27, 2017 5:07 pm

i just tried your level, just gave up as i died on the 1st part around 40 times

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Re: I made my own Very Hard Level

Postby CD20Superness » Mon Aug 12, 2019 10:02 am

IceQracker92 wrote:
Sat Nov 18, 2017 9:10 pm

IceQracker92 Reviews...
I Made My Own Very Hard Level by CD20Superness

First thing I want to tell you is that I have played Mario games for over a decade and a half, but nothing comes close as intriguing as what it expected to be. Rather than giving you a rating right out of the blue, I need to point out quite a lot of mistakes that are found in the level itself.

There were tons of challenges that seem redundant, the creativity inside the feel of the game were mediocre. Starting off in the first section of the level itself, you seem to bunch Mario with a thwomp. The only way possible to beat the very first part of the level is making a tight spin jump with low clearance from the blue block. I understand that it may be unfair, but I don't really understand why the thwomp would be placed in an area where Mario almost dies. Sometimes, I would face some leaps of faith, or lethal circles of fire. Sometimes, most NPCs you've placed seem to be unfair, or poorly placed. There's an area as I progress the first section after the banzai bill and the platforms, and it was pretty bad to switch characters from Mario to Link and back to Mario; that just to get past the tan "!" blocks.

Section two was just an awful waste, where you have another leap of faith to a boss door, and then to the lakitu area throwing bombs. Lakitu is only known for throwing spinies as NPCs, not bombs.

Returning to section 1 after the third warp, there is a fire bar without a present solid block. Then there are hidden blocks, for some oddball reason that it only frustrates a player to the point it can impede the ability to make more leaps of faith. On the top of the section after the mushroom hidden block, there were overloaded fire blasters.

From the third and final section of the level itself, I just hated that area because it's hard judging from when the spinies fall gracefully down until it's too late. You have to have power-ups to actually survive the section and beat the level! The P-switch run was mediocre, but it did last the whole duration of about ten seconds of blazing fast game feel. There is nothing really good to talk about in the level, but refer to some SMBX video tutorials on YouTube. Maybe Bossedit8 has some good videos of what NOT to make in a SMBX level.

For the background, I don't really want to say something nasty about it, but honestly, it could have been better with the creativity. Cramming the styles into the level can cause the level itself to possibly look unappealing. I highly recommend making a level without custom backgrounds for right now, but then again, a custom background was not as expected. Then there are mushrooms that aren't on stem tiles, or there is lava cut off due to poor layering from that and the pipe.

Overall, this level, with the best of the efforts and the creativity, gets a 1/10. Not really up to my expectations, but there has to be drastic improvements. Fix the scnery, fix the tiles placed in the level, and make your aesthetics much better than that.
Good review, I usually make stylish suck levels, I tried my best.
PixelPest wrote:
Sun Nov 19, 2017 9:28 am
IceQracker92 wrote:The only way possible to beat the very first part of the level is making a tight spin jump with low clearance from the blue block. I understand that it may be unfair, but I don't really understand why the thwomp would be placed in an area where Mario almost dies.
It's placed there to provide a challenge and the way you mentioned is not the only way to get through there; there's a significantly easier way.
IceQracker92 wrote:Section two was just an awful waste, where you have another leap of faith to a boss door, and then to the lakitu area throwing bombs. Lakitu is only known for throwing spinies as NPCs, not bombs.
There's no reason you can't make Lakitu throw a different NPC. That's why the feature is the in the editor and it can be used in a variety of creative ways. I really hope you didn't drop points for this in your review.
IceQracker92 wrote:Returning to section 1 after the third warp, there is a fire bar without a present solid block.
Sometimes this works. You don't always need a solid block to use a firebar. Your review seems to be a lot based on "how does this level not look like a Nitendo level?" which is honestly probably not the best way to go about reviewing.
IceQracker92 wrote:From the third and final section of the level itself, I just hated that area because it's hard judging from when the spinies fall gracefully down until it's too late. You have to have power-ups to actually survive the section and beat the level!
Not true. The enemies fall at regular intervals and it's not that hard to time. By no means do you need a power-up. Yes this section is tricky, but it's not nearly as bad as you're making it out to be.
IceQracker92 wrote:There is nothing really good to talk about in the level, but refer to some SMBX video tutorials on YouTube. Maybe Bossedit8 has some good videos of what NOT to make in a SMBX level.
Very little of what was in this level (if anything) appears in that video. It would be more useful to refer someone to a positive tutorial for level design, like this one: viewtopic.php?f=69&t=19069.
IceQracker92 wrote:For the background, I don't really want to say something nasty about it, but honestly, it could have been better with the creativity. Cramming the styles into the level can cause the level itself to possibly look unappealing. I highly recommend making a level without custom backgrounds for right now, but then again, a custom background was not as expected. Then there are mushrooms that aren't on stem tiles, or there is lava cut off due to poor layering from that and the pipe.
I don't see how this has to do with creativity, only with understanding what fits together and what doesn't. Also this level doesn't need custom graphics. Whether you use custom graphics or not, if you don't understand what is and isn't aesthetically appealing you won't be able to create a level that is successful in this way.
IceQracker92 wrote:Overall, this level, with the best of the efforts and the creativity, gets a 1/10. Not really up to my expectations, but there has to be drastic improvements. Fix the scnery, fix the tiles placed in the level, and make your aesthetics much better than that.
You said above that there was nothing good in this level. Shouldn't it be 0/10 then? There's really no indication as to where this final score comes from. You also shouldn't go into a review with expectations or you'll come out with a significant bias.

Also in general, try not to trash the level in your review, saying things like "hated" and "awful waste", as that'll often make some people you encounter shut down and no longer be interested in reading your review. Especially don't call things a joke level when the creator says it's not. And really, don't call a level a joke level unless the creator calls it that themself explicitly. I've learned that the hard way. Be more constructive with your review as well and maybe suggest ways to improve certain section instead of just listing off the things that are made, for example the Thwomp in the first section, if that was poorly placed, how would it be better placed? Does it need to be moved up higher so that the player has more time to go under it? Is it just too cluttered to begin with in that area and it needs to be removed?

Just wanted to help improve your reviews and ideals around what should and should not go into them
Thank you also.

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Re: I made my own Very Hard Level

Postby MmmMario » Tue Aug 13, 2019 10:33 am

Damn that was one hell of a bump.

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Re: I made my own Very Hard Level

Postby Cedur » Tue Aug 13, 2019 10:47 am

Better late than never, right? Even if the addressees are already gone from the forum :>

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Re: I made my own Very Hard Level

Postby MegaDood » Sun Aug 18, 2019 2:59 am

Well it's always good to see people coming back even if its been a good while.


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