Share your own SMBX levels and play others' too.
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ElectriKong
- Bowser

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Postby ElectriKong » Sun Dec 03, 2017 11:39 am
PixelPest wrote:Can you try packaging it again? When I tried to extract it 7-zip errored
It worked for me, so I don't know if it is on your end or he updated the link.
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Great_Papyrus123
- Tweeter

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Postby Great_Papyrus123 » Sun Dec 03, 2017 1:40 pm
PixelPest wrote:Can you try packaging it again? When I tried to extract it 7-zip errored
Uh try downloading it again, It worked for someone else so maybe it's your problem
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Great_Papyrus123
- Tweeter

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Postby Great_Papyrus123 » Sun Dec 03, 2017 1:44 pm
Electriking wrote:PixelPest wrote:Can you try packaging it again? When I tried to extract it 7-zip errored
It worked for me, so I don't know if it is on your end or he updated the link.
If it worked for you i have a question..
Did you like it?!?!?
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Great_Papyrus123
- Tweeter

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Postby Great_Papyrus123 » Sun Dec 03, 2017 6:00 pm
PixelPest wrote:Can you try packaging it again? When I tried to extract it 7-zip errored
Can i know if it worked and if you liked it?
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PixelPest
- Link

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Postby PixelPest » Sun Dec 03, 2017 6:17 pm
Great_Papyrus123 wrote:PixelPest wrote:Can you try packaging it again? When I tried to extract it 7-zip errored
Can i know if it worked and if you liked it?
Tried it twice with no luck
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Warlock
- Eerie

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Postby Warlock » Sun Dec 03, 2017 6:44 pm
Seems decent for your third level.
Nice job 
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Great_Papyrus123
- Tweeter

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Postby Great_Papyrus123 » Mon Dec 04, 2017 5:27 am
Warlock wrote:Seems decent for your third level.
Nice job 
Thank you!
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Great_Papyrus123
- Tweeter

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Postby Great_Papyrus123 » Mon Dec 04, 2017 7:59 am
Hey i just made a level it's short it's my fourth level it isn't that crazy like the title says but yeah it's a 3/10 hard but yeah
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Great_Papyrus123
- Tweeter

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Postby Great_Papyrus123 » Mon Dec 04, 2017 10:47 am
PixelPest wrote:Great_Papyrus123 wrote:PixelPest wrote:Can you try packaging it again? When I tried to extract it 7-zip errored
Can i know if it worked and if you liked it?
Tried it twice with no luck
drop box download worked tho?
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PixelPest
- Link

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Postby PixelPest » Tue Dec 05, 2017 6:03 pm
This is my first attempt at reviewing a level with a highly-structured rubric I created.
Review of: "The crazy parkour challenge" by Great_Papyrus123
0 (Doesn't meet standards listed below)
1-2 (Insufficient): There are significant design flaws that negatively impact the player's experience, though the level is completable, despite consistent poorly formed terrain (lack of appropriate variation, overly flat or rectangular/unnatural, cramped, etc.) and/or unintuitive (not well-thought out) placement of enemies, hazards, etc. and/or a lack of significant, consistent progression
3-4 (Somewhat evident): There are some design flaws that are not optimal, such as terrain that may lack some appropriate variation or appear at times to be cramped or unnatural and/or there is little evidence of intuitive (well-thought out) placement of enemies, hazards, etc. and/or there is some progression evident, but it may be minimal or slightly inconsistent
5-6 (Significant): There are few noticeable design flaws and those evident have very little, if any, effect on the player's experience. The terrain is appropriately varied and feels natural and there is evident intention behind the use of various assets in the level, not limited to enemies and hazards, and those that are placed show evidence of intuitive decisions made by the creator to contribute to the player's experience and possibly challenge the player and there is a significant and consistent progression present
Notes: There is very little variation and the level is extremely repetitive. There was very little evidence of any kind of progression, though there was some intuitive placement of enemies. There was also a large issue that if the player doesn't grab the SMW star at the midpoint (which I didn't do upon respawning) they are forced to commit suicide as they can't get in the pipe. The boss fight at the end contributed nothing to the level and the placement of the 1-up also seemed very random and uncalled for in the main path of the player. Placing two power-ups before a very simple boss fight was also unnecessary
0 (Doesn't meet standards listed below)
1-2 (Insufficient): The level is not enjoyable due to a significant instance of or consistent lack of flow and/or the level is uninteresting and unchallenging and/or the level is of unreasonable length for what it has to offer (too short or too long)
3-4 (Somewhat evident): The level is mostly enjoyable, but may have unenjoyable parts or is overall unentertaining, due to some issues with flow and/or the level is pushing a reasonable length for what it has to offer (almost too short or almost too long)
5-6 (Significant): The level significantly appeals to the player and is enjoyable, interesting, entertaining, and may also have significant replay value (though not required). This is due to consistent flow and a reasonable length for what it has to offer and evidence of significant thought put into the experience of the player
Notes: There wasn't much to this level in terms of gameplay and it didn't offer much. It was quite short and just wasn't fun to play. There were some unnecessary precision jumps near the beginning that were inconsistent with the flow of the rest of the level. It also felt somewhat disjointed
0 (Doesn't meet standards listed below)
1-2 (Insufficient): The graphics used have instances of incongruity (don't fit) with each other and/or at least one part of the level is bland, overworked, or incongruent with the theme or atmosphere, where applicable and/or the graphics are used in a way that is inappropriate and does not look appealing and/or the graphics chosen have outstanding technical issues (shading, etc.)
3-4 (Significant): The graphics used are harmonious (fit together) with each other throughout the level; there may be small instances of incongruity (where the graphics don't fit) or issues with the graphics themselves, however these are minimal and don't significantly take away from the level
Notes: The level itself was consistently bland and underdeveloped in terms of its aesthetics, despite the fact that all of the graphics fit together
0 (Doesn't meet standards listed below)
1 (Insufficient): The atmosphere has little evident development and/or has development but is inconsistent and may have incongruous elements (don't fit together)/be unfitting for the level
2 (Significant): The atmosphere has significant development of a logical nature that adds to the overall experience of the level and all parts are harmonious (fit together)
Notes: There is no development of an atmosphere
0 (Doesn't meet standards listed below)
1 (Appropriate): The level’s difficulty is consistent or of logical progression
Notes: The difficulty curve is inappropriate (the level gets significantly easier)
Music and Sounds (1/1): show 0 (Doesn't meet standards listed below)
1 (Appropriate): The use of any elements of sound are fitting with the level, including its theme/the theme of the section, graphics, and atmosphere, where applicable
Notes: The music choices were justified and worked with the various sections of the level
0 (Doesn't meet standards listed below)
1-2 (Insufficient): Shows little creativity and innovation, such as through the use of an overused gimmick or idea and/or no evident gimmick or idea (romp) and/or little to no development of the chosen gimmick or idea, or its development is of an illogical progression, yet evident
3-4 (Significant): Shows a significant amount of creativity and innovation, such as through the use of a new, underused, or an existing gimmick or idea that is significantly modified and shows significant development of the chosen gimmick or idea with a logical progression
Notes: There is almost no progression in the gimmick or idea consistent throughout the level which is extremely simple, unthoughtful, and used repetitively in the same way over and over again
8/24
< 12 → Needs Significant Improvement
< 16 → Satisfactory
< 20 → Good
≥ 20 → Excellent
Last edited by PixelPest on Fri Dec 08, 2017 10:05 pm, edited 1 time in total.
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FireyPaperMario
- Toad

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Postby FireyPaperMario » Tue Dec 05, 2017 6:14 pm
This parkour challenge level doesn't feel like a parkour level if the challenge is getting a little easier as you progress... 
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Kley
- Edge

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Postby Kley » Sat Dec 09, 2017 10:32 am
Great_Papyrus123 wrote:Warlock wrote:Seems decent for your third level.
Nice job 
Thank you!
Please stop your habitual double/triple/quadruple posting. Pretty sure you've been warned about this already, and I don't want to have to tell you again...
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Shadow_Flame
- Level Reviewer

- Posts: 284
- Joined: Mon Mar 28, 2016 10:51 am
Postby Shadow_Flame » Thu Dec 14, 2017 6:25 pm
Hi there, Great_Papyrus123, I just played your level and here is what I think:
- It's not bad for your third SMBX level, although the level itself is very short indeed. Took me no more than 2 minutes.
- I like the fun mini-boss fight at the end even though it's really easy. Maybe you can make it more difficult by having something chase you (like a Boo?).
- There aren't any custom sprites and the layout was very flat. Try experimenting with different custom graphics and also use elevations and descents in the ground to make it more realistic (as no natural terrain in real life would be completely flat).
- I noticed cut-offs at the end where the Koopa kicking the shell stands.
- Some enemies feel a bit out of place and random (like the Thwomp and the Banzai Bill). Perhaps make the cave section slightly longer with more bats as enemies?
Overall, there's a lot to be required but as I said, it's OK bearing in mind it's your third level. I'd give this a 4/10 but don't let that discourage you. Keep creating new levels!
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PixelPest
- Link

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Postby PixelPest » Thu Dec 14, 2017 9:32 pm
Shadow_Flame wrote:Hi there, Great_Papyrus123, I just played your level and here is what I think:
- It's not bad for your third SMBX level, although the level itself is very short indeed. Took me no more than 2 minutes.
- I like the fun mini-boss fight at the end even though it's really easy. Maybe you can make it more difficult by having something chase you (like a Boo?).
- There aren't any custom sprites and the layout was very flat. Try experimenting with different custom graphics and also use elevations and descents in the ground to make it more realistic (as no natural terrain in real life would be completely flat).
- I noticed cut-offs at the end where the Koopa kicking the shell stands.
- Some enemies feel a bit out of place and random (like the Thwomp and the Banzai Bill). Perhaps make the cave section slightly longer with more bats as enemies?
Overall, there's a lot to be required but as I said, it's OK bearing in mind it's your third level. I'd give this a 4/10 but don't let that discourage you. Keep creating new levels!
Two minutes isn't necessarily short, if for the content that is available in the level that is all that is needed for the player to experience it without getting bored from it being repetitive, overly drawn-out, etc. and you provided basically no justification for the statement you made (or most of them). Your suggestion for increasing difficulty isn't great (uncreative and would likely be poorly implemented, adding very little to the battle itself). A level doesn't need custom graphics to be good either
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Shadow_Flame
- Level Reviewer

- Posts: 284
- Joined: Mon Mar 28, 2016 10:51 am
Postby Shadow_Flame » Fri Dec 15, 2017 12:54 pm
Two minutes isn't necessarily short, if for the content that is available in the level that is all that is needed for the player to experience it without getting bored from it being repetitive, overly drawn-out, etc. and you provided basically no justification for the statement you made (or most of them). Your suggestion for increasing difficulty isn't great (uncreative and would likely be poorly implemented, adding very little to the battle itself). A level doesn't need custom graphics to be good either
Yes, I can see your point about 2 minutes being a relative measure in terms of level length. For me personally, it did feel short, although I wasn't bored at any point whilst playing it.
Using custom graphics is not a requirement, I mentioned it as a future suggestion/tip. And that example with the Boo is of course quite basic in itself but I simply wished to use it as an illustration for adding elements to boss (or mini-boss) battles in general. No one is saying that it has to be set in stone...
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PixelPest
- Link

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Postby PixelPest » Fri Dec 15, 2017 6:51 pm
Shadow_Flame wrote:Two minutes isn't necessarily short, if for the content that is available in the level that is all that is needed for the player to experience it without getting bored from it being repetitive, overly drawn-out, etc. and you provided basically no justification for the statement you made (or most of them). Your suggestion for increasing difficulty isn't great (uncreative and would likely be poorly implemented, adding very little to the battle itself). A level doesn't need custom graphics to be good either
Yes, I can see your point about 2 minutes being a relative measure in terms of level length. For me personally, it did feel short, although I wasn't bored at any point whilst playing it.
Using custom graphics is not a requirement, I mentioned it as a future suggestion/tip. And that example with the Boo is of course quite basic in itself but I simply wished to use it as an illustration for adding elements to boss (or mini-boss) battles in general. No one is saying that it has to be set in stone...
If you weren't bored and could enjoy what the level had to offer, then isn't that a sufficient length? As I mentioned in the other thread though, as a Level Reviewer you should make relevant suggestions that someone could directly follow to improve their skills; solely adding a boo is likely not going to fix a bossfight. Likewise, custom graphics aren't needed to make a level good and from my perspective, when reading your review, your suggestion seems to suggest that they are needed to make the level good, which I'd suggest is most definitely not the case
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Shadow_Flame
- Level Reviewer

- Posts: 284
- Joined: Mon Mar 28, 2016 10:51 am
Postby Shadow_Flame » Fri Dec 15, 2017 7:31 pm
PixelPest wrote:Shadow_Flame wrote:Two minutes isn't necessarily short, if for the content that is available in the level that is all that is needed for the player to experience it without getting bored from it being repetitive, overly drawn-out, etc. and you provided basically no justification for the statement you made (or most of them). Your suggestion for increasing difficulty isn't great (uncreative and would likely be poorly implemented, adding very little to the battle itself). A level doesn't need custom graphics to be good either
Yes, I can see your point about 2 minutes being a relative measure in terms of level length. For me personally, it did feel short, although I wasn't bored at any point whilst playing it.
Using custom graphics is not a requirement, I mentioned it as a future suggestion/tip. And that example with the Boo is of course quite basic in itself but I simply wished to use it as an illustration for adding elements to boss (or mini-boss) battles in general. No one is saying that it has to be set in stone...
If you weren't bored and could enjoy what the level had to offer, then isn't that a sufficient length? As I mentioned in the other thread though, as a Level Reviewer you should make relevant suggestions that someone could directly follow to improve their skills; solely adding a boo is likely not going to fix a bossfight. Likewise, custom graphics aren't needed to make a level good and from my perspective, when reading your review, your suggestion seems to suggest that they are needed to make the level good, which I'd suggest is most definitely not the case
I'm just giving my personal opinion about the level length. There is no set limit for how long or short they have to be. I would be curious to read what other people have experienced for this particular level's length and whether they find it short, long or reasonable...
And yes, I do realise my responsibilities as a Level Reviewer. I never said that a Boo in the mini-boss fight or custom graphics are needed to make the level good. That's entirely up to the designers themselves. It's hard for me to make proper suggestions for this particular level as I'm not quite sure I understand the functionality and the motivation behind that mini-boss fight.
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Shadow_Flame
- Level Reviewer

- Posts: 284
- Joined: Mon Mar 28, 2016 10:51 am
Postby Shadow_Flame » Sat Dec 16, 2017 11:37 am
Right, here's what I think after playing the level:
- It's extremely short! This makes the checkpoint kind of unnecessary...
- It doesn't provide the player with anything unfamiliar and it lacks originality (e.g. using standard SMB1 Bowser battle).
- After defeating Bowser and touching the axe, the chain is still there, just hanging in the air. Maybe you could create an event that makes it disappear as soon as Bowser is dead?
- The 2 platform sections feel a bit monotonous as they're pretty much a straight line. Try experimenting with lines: they can be vertical, horizontal, diagonal...
- I didn't see any coins, enemies or backgrounds, nor any custom elements (not that custom elements are needed though).
- Music is fitting as it's what you could expect in such a setting.
- Also, wouldn't SMB1 platforms make more sense in a SMB1-themed castle and thus clash less?
Overall, this level is very short, linear and provides no challenge for players. I give this 2/10.
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Great_Papyrus123
- Tweeter

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Postby Great_Papyrus123 » Sun Dec 17, 2017 9:16 am
Shadow_Flame wrote:Right, here's what I think after playing the level:
- It's extremely short! This makes the checkpoint kind of unnecessary...
- It doesn't provide the player with anything unfamiliar and it lacks originality (e.g. using standard SMB1 Bowser battle).
- After defeating Bowser and touching the axe, the chain is still there, just hanging in the air. Maybe you could create an event that makes it disappear as soon as Bowser is dead?
- The 2 platform sections feel a bit monotonous as they're pretty much a straight line. Try experimenting with lines: they can be vertical, horizontal, diagonal...
- I didn't see any coins, enemies or backgrounds, nor any custom elements (not that custom elements are needed though).
- Music is fitting as it's what you could expect in such a setting.
- Also, wouldn't SMB1 platforms make more sense in a SMB1-themed castle and thus clash less?
Overall, this level is very short, linear and provides no challenge for players. I give this 2/10.
smb1 platforms go up or down not left or right
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