Sky Mountain ( SMBX 1.4.4 ) ( BUGS FIXED! ) ( Tips! )

Share your own SMBX levels and play others' too.

Moderator: Userbase Moderators

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

Sky Mountain ( SMBX 1.4.4 ) ( BUGS FIXED! ) ( Tips! )

Postby BluZombie » Mon Jan 15, 2018 6:25 pm

so uh this is my first time publishing something on here and I decided to make a level

Tell me what you all think about it, criticism is allowed.

http://www.mediafire.com/folder/p19kkh2 ... tain_Level

If you have any ideas, lemme know. Sandbox-ing is really enjoyable to me, and I need ideas.

Image


you'll have to play to see more >:D

the music I used for the final boss is https://www.newgrounds.com/audio/listen/1500

Tips:

Rex Battle 1:
Phase 1 - Rex will jump around screen in his first phase. He usually sticks to the bottom of the battlefield, so you only have to stay on top for the first part.
Phase 2 - Upon knocking Rex's wings off, he will remain in a constant, brisk sweeping motion left and right on the bottom of the screen. It shouldn't be too hard to hit him.
Phase 3 - Rex's final phase occurs when he's partially crushed. His speed is doubled, meaning you have to time your hops just right to land on him and finish him off.

Airship:

Main Airship - Upon entering, jump IMMEDIATELY to prevent being hit by a low-lying Bullet Bill. There are 2 rooms to go through before reaching the next section:
Red Switch Ship: This room is on the top right when you enter. It is the only one open besides the entryway. Upon weaving around 2 Bullet cannons and 2 Red Koopas in a small airship, you can hit the Red Switch, thereby opening the red doors.
( Tip: Upon hitting the Red Switch, if you have any shells on the platform, use them to kill the Thomp over the yellow bridge. This makes an easy pathway to the second section. )
Yellow Switch: This room is right above the entryway, and is doubly locked by a Green and Red block door. Three Green Koopas reside in the Green room, along with 2 Bullet cannons and the Yellow Switch, which is required to move to the next section.

Cross the bridge made of yellow bricks ( follow the yellow brick roaaddddd ) to enter the next section:

Airsurf - This section is the less difficult of the two. It requires you sit on a moving Airship NPC block for at least a few minutes while you're bombarded by Bomber Lakitus, Green Paratroopas, and a few Bullet Bills.
( Bombers, while not very dangerous on their own, can become lethal when in groups. Use Green Shells or their own bombs against them to prevent a potential hazard! )

Rex Battle 2:
This battle plays out a little differently than last time. There are solid platforms and Bullet Bill cannons on the bottom row, making it even harder to hit Rex when he's in his final phase.

Foo Section: Towards the end of the level, Foos will start appearing out of nowhere and covering the screen in white, while Fire Piranha Plants, Paragoombas, and Green Koopa Troopas attack you from who knows where. It's best to take out the Foos before you progress.

Final Boss:

no hints here haha
Last edited by BluZombie on Mon Jan 15, 2018 9:51 pm, edited 4 times in total.

WildW
Rocky Wrench
Rocky Wrench
Posts: 676
Joined: Thu Dec 14, 2017 2:21 pm
Flair: C# more like Db
Pronouns: he/him

Re: Sky Mountain ( SMBX 1.4.4 )

Postby WildW » Mon Jan 15, 2018 8:43 pm

I played this and it's not the best but pretty well done for a first level and I love how you used the SMW tree branchs on the smb1 sizables but the airship section is really cluttered and has lots of clash (ex: smw background + smb3 airship. But overall not terrible, you seem to have a basic understanding of events and the first boss used a pretty unique command however would be better if you just hid the layer after you beat the underwhelming boss. Rex was a easy boss but at least it wasn't a bunch of false bowsers. Overall 6/10 average
Edit: also in the start the bushes cover the platforms I think getting rid of them is a good idea

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

Re: Sky Mountain ( SMBX 1.4.4 )

Postby BluZombie » Mon Jan 15, 2018 9:04 pm

( In response to WildWEEGEE )

Thank you for your feedback! I made a few minor changes and fixed a few bugs here and there ( the final boss warp got deleted on accident ). I understand the airship level is difficult, but this level was made to be a late-game level ( world 6 or something ), and I had no idea what to use in the background for wood ( so I used Ghost House bricks ).

I also changed the first 2 Rex Boss pipes, so they're affected by layers now.

WildW
Rocky Wrench
Rocky Wrench
Posts: 676
Joined: Thu Dec 14, 2017 2:21 pm
Flair: C# more like Db
Pronouns: he/him

Re: Sky Mountain ( SMBX 1.4.4 )

Postby WildW » Mon Jan 15, 2018 10:56 pm

BluZombie wrote:( In response to WildWEEGEE )

Thank you for your feedback! I made a few minor changes and fixed a few bugs here and there ( the final boss warp got deleted on accident ). I understand the airship level is difficult, but this level was made to be a late-game level ( world 6 or something ), and I had no idea what to use in the background for wood ( so I used Ghost House bricks ).

I also changed the first 2 Rex Boss pipes, so they're affected by layers now.
Nice

Hope you have a good time on the forms

Westretroman
Eerie
Eerie
Posts: 704
Joined: Tue Mar 29, 2016 6:50 pm

Re: Sky Mountain ( SMBX 1.4.4 ) ( BUGS FIXED! ) ( Tips! )

Postby Westretroman » Tue Jan 16, 2018 1:43 pm

This level is good but here's some complaints:

It's 1.4.4: As soon as I enter the first Rex boss section that is deemed to be "difficult", the winged Rex "unfairly" zooms across the room like a chicken with it's head cut off, I don't see how this is a boss if it's just unregulated non-sense, try making the boss slower or at least replacing it with a "actual boss fight".

It was made to be a late game level: I can see that it was, but the airship section with the bullet bills is too difficult, first of all, you have these bullet bills which in 1.4, spawn a lot faster, and go all over the place, this makes it difficult to do even the simplest of tasks, I say reduce the amount of bullet bills, because harder doesn't always mean good level design, it''s cruel and unfair.

And finally: The Bob-omb Lakitu area is pretty fine, as it's fair enough to survive and withstand, but once we endure the dreaded pain known as the dry bones section, we reach the second boss fight. The second boss fight is pretty much the same, fast rex with wings with bullet bills added in a cramped room, the cramped room is not a good idea, as it can put players to a disadvantage when fighting the boss and the bullet bills just add to it, just enlarging the area if you are gonna add bullet bills and the rex.

The Toad Hotel is pretty good, my only complaint is that the hotel rooms expand a bit too huge but that's just minor, all in all, this is a good first level, it could of been better if you tested this again and actually polished up the problems, this level faces.

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

Re: Sky Mountain ( SMBX 1.4.4 ) ( BUGS FIXED! ) ( Tips! )

Postby BluZombie » Tue Jan 16, 2018 6:29 pm

Westretroman wrote:This level is good but here's some complaints:

It's 1.4.4: As soon as I enter the first Rex boss section that is deemed to be "difficult", the winged Rex "unfairly" zooms across the room like a chicken with it's head cut off, I don't see how this is a boss if it's just unregulated non-sense, try making the boss slower or at least replacing it with a "actual boss fight".

It was made to be a late game level: I can see that it was, but the airship section with the bullet bills is too difficult, first of all, you have these bullet bills which in 1.4, spawn a lot faster, and go all over the place, this makes it difficult to do even the simplest of tasks, I say reduce the amount of bullet bills, because harder doesn't always mean good level design, it''s cruel and unfair.

And finally: The Bob-omb Lakitu area is pretty fine, as it's fair enough to survive and withstand, but once we endure the dreaded pain known as the dry bones section, we reach the second boss fight. The second boss fight is pretty much the same, fast rex with wings with bullet bills added in a cramped room, the cramped room is not a good idea, as it can put players to a disadvantage when fighting the boss and the bullet bills just add to it, just enlarging the area if you are gonna add bullet bills and the rex.

The Toad Hotel is pretty good, my only complaint is that the hotel rooms expand a bit too huge but that's just minor, all in all, this is a good first level, it could of been better if you tested this again and actually polished up the problems, this level faces.
I see your point, though there are very simple ways to avoid all the difficult things mentioned above.

For one, Rex can be OHKO'd. Just spin-jump on his head to knock him out. This applies to the second fight aswell, but even more so since Rex never leaves the bottom and gets himself trapped plenty of times, meaning the bullets are not a problem.

The airship, yes, I admit, is really difficult. There are, however, "easy-way-outs" at that section too. For one, you can kill the Thwomp on the Yellow Bridge using a shell ( which can be acquired from the small ship directly above him, allowing passage past the first guarding Thwomp and most of the Koopas located on the Bridge.

However, I do see your problems and will note them in my future levels. I'm currently at work on Rex's Revenge as we speak.

Cya~~

Westretroman
Eerie
Eerie
Posts: 704
Joined: Tue Mar 29, 2016 6:50 pm

Re: Sky Mountain ( SMBX 1.4.4 ) ( BUGS FIXED! ) ( Tips! )

Postby Westretroman » Tue Jan 16, 2018 8:13 pm

Thank you, I know Rex can be OH-KO'd but it's just his speed that makes him feel cheap, making him a annoying boss, and when he gets trapped on the second fight, you have to time your stomp ( unless you have a shroom) before the bullets hit you. The bullets aren't a problem but the fight itself needs fixing, As for the Thowmp, you are more likely to be slain by the onslaught of Bills before you even reach it.
Thanks for fixing it, as usual, harder does not mean fun.

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

SMBX 1.4.4 The Sawmill

Postby BluZombie » Sun Jan 21, 2018 7:17 pm

My second-ever public level. This level will be featured in my upcoming Episode, Rex's Revenge.

The Sawmill features an old, abandoned sawmill in the middle of Hunter's Woods. The power is hardly functional, resulting in power outages at certain points in the level. There is a secret key somewhere in the Sawmill...

Difficulty Rating: This level is not easy for beginners ( though near impossible if you have the brightness on your device turned down really low ). The only way to see the platforms is by the pitch black shadows, which can be subtly distinquished from the background.

Download: http://www.mediafire.com/folder/i249t16 ... mill_Level

Note: This level requires the graphics that go with it to work correctly.

Also Note: The saw can be spin-jumped on, which is the only way to bridge the gap halfway through the first section of the Sawmill.


Screenshots:
Spoiler: show
Image
Spoiler: show
Image
Spoiler: show
Image

FireyPaperMario
Toad
Toad
Posts: 6206
Joined: Sat Sep 27, 2014 1:39 pm
Flair: 90's kid born in late 1993 ^_^"
Pronouns: He/Him
Contact:

Re: SMBX 1.4.4 The Sawmill

Postby FireyPaperMario » Sun Jan 21, 2018 7:24 pm

You must have gotten inspiration from the horror film, "Cabin in the Woods" to make this level

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

Re: SMBX 1.4.4 The Sawmill

Postby BluZombie » Sun Jan 21, 2018 7:36 pm

MarioRPGExpert93 wrote:You must have gotten inspiration from the horror film, "Cabin in the Woods" to make this level


Actually, I haven't seen that horror film yet.

OlieGamerTV
Spike
Spike
Posts: 273
Joined: Sun Nov 26, 2017 7:23 am

Re: SMBX 1.4.4 The Sawmill

Postby OlieGamerTV » Mon Jan 22, 2018 6:07 am

downloaded it and trying it now, just one thing, no one likes downloading the files 1 by 1, how about packing them all in the one zip, that way, its faster to download than downloading every file separately.

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

Re: SMBX 1.4.4 The Sawmill

Postby BluZombie » Mon Jan 22, 2018 5:52 pm

OlieGamerTV wrote:downloaded it and trying it now, just one thing, no one likes downloading the files 1 by 1, how about packing them all in the one zip, that way, its faster to download than downloading every file separately.

well I am a noob at this lol

okay, I'll start doing that in the future

erkyp3rky
Ninji
Ninji
Posts: 934
Joined: Fri Apr 15, 2016 1:41 am
Flair: formerly theloaflord

Re: SMBX 1.4.4 The Sawmill

Postby erkyp3rky » Tue Jan 23, 2018 4:30 pm

BluZombie wrote:
OlieGamerTV wrote:downloaded it and trying it now, just one thing, no one likes downloading the files 1 by 1, how about packing them all in the one zip, that way, its faster to download than downloading every file separately.

well I am a noob at this lol

okay, I'll start doing that in the future
It's pretty easy. Just make a file, name it your level name and stuff (Put it in downloads), right click, click "Send to", and then compressed file.

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

The Flying Factory

Postby BluZombie » Sat Feb 03, 2018 4:55 pm

A metallic, explosive take on your everyday airship, this factory is not to be messed with.
Constant Bob-Omb manufacturing has resulted in a fearful guard to the factory, standing and keeping watch over the actions of the Koopa Troopas that serve on the ship.
If anything were to slip by and try to take over, Sector Code 183 would be involved...

Inexperienced plumbers beware!

http://www.mediafire.com/file/re5g8mi2i ... zombie.zip

Spoiler: show
ImageImage

IAmPlayer
Volcano Lotus
Volcano Lotus
Posts: 560
Joined: Sun May 21, 2017 3:36 am
Flair: I'm a hellspawn.
Pronouns: he/him
Contact:

Re: The Flying Factory

Postby IAmPlayer » Sat Feb 03, 2018 7:40 pm

First thing to be noted here, is make a folder of that level, then you can put the graphics and more. It's annoying that i have to create a new folder. I'll test the level now.

EDIT : Greeeat. Now Runtime-error 13. Is this made in v.1.4?

erkyp3rky
Ninji
Ninji
Posts: 934
Joined: Fri Apr 15, 2016 1:41 am
Flair: formerly theloaflord

Re: The Flying Factory

Postby erkyp3rky » Sat Feb 03, 2018 9:17 pm

[center]Review of The Flying Factory[/center][/i][/b]

Alright, starting off, I really love the idea of a completely airborne factory. It's a pretty cool idea. However the SMB3 dungeon background was an eyesore, often for me confusing me between solid and non solid. However, it became obvious which was which. It was still an eyesore however.

The green pipes you had placed around that were supposed to dispense Bomb-Ombs did not dispense Bomb-Ombs. In fact, they were in a layer for some reason. When I checked the events I discovered that none of your events actually occurred in game. Anyways, it was nothing too devastating.

Moving on, we have a strange Red Koopa Troopa stuck in quite a strange situation. He seems to be stuck on a out of view platform underneath this flying vessel.

Image

I was very confused why he was down there. I came to the conclusion he might be some sort of aesthetic, but it would be a strange choice for decoration. Moving on, we have the ? Mark Goomba. Once again, he isn't moving, and is strangely flashing. This is the second level I've seen have this issue and I am very confused. Walking into the side of them will injure you. Most players won't know this, and might die to an unfair death.

Image

Moving on, about 10 blocks later we have a very, very tight jump. This jump caused me to die a few times.

Image

After this, we have 2 more ? Mark Goombas glitching out. It's also a tight jump to get past these guys, because they only leave 2 blocks space to jump over them. After you manage to survive the section, we go indoors. But before we do that, I want to speak more about the first section.

It's actually possible to skip this entire segment by getting on top of the roofs of these flying vessels. Not sure if it's intentional or not but it makes this level literally 100 times easier. You also gave out wayyyyyyyy too much Power-Ups. You gave players 5 Mushrooms in the first segment. Keep in mind the first segment is quite short, too. But it's nothing too big.

Ok, so, inside section. I really have no issues in here except the Bomb-Ombs in here. They seem to glitch out when they come into my view, literally flying across the map instantly until they fall into a pit. Which leaves only the bullet bills to deal with.

Now we have the mini boss, Boom Boom. He isn't too bad, but those pesky Piranha Plants were quite a challenge. Beat him, and a magical door floats before you.

Now we come to a strange room, with a very highly suspicious Axe sitting there, waiting for Mario to grab. But of course, it's a booby trap! This is my favourite part of the level, the "Escape" segment.

Remember when I said none of the events worked? I spoke too soon. They actually do work. Anyways, when we come out of the door, we get another checkpoint. However, there is invisible quicksand here? I don't know why, but it was quite annoying.

Image

Once we get through that invisible quicksand, we have a very, very confusing background. I kept mistaking the shaking platforms in the background for actual platforms and it didn't help very well. After making it through with our eyes still somewhat in tact, we come to another strange and uncalled for quicksand passageway. These are very annoying and slow down gameplay pace by a huge amount. At the end of the passage we have some spawn camping Lakitus that keep building a wall of bombs to block Mario off. I had to cheat my way out of this segment because the quicksand slowed Mario's pace making it impossible to time getting past it.

Image

Once I survived the spawn camping Lakitus we go a little longer and finally make it to the exit star.

Overall the level was mediocre at best, with a lot of aspects not working or not executed well. The theme is a very good theme, but could have been more factory like. Conveyor belts, anyone?

Overall score: 6/10


Tomex7
Monty Mole
Monty Mole
Posts: 113
Joined: Fri Nov 03, 2017 9:40 am
Flair: I like comic books.

Re: The Flying Factory

Postby Tomex7 » Sun Feb 04, 2018 5:31 am

So, quick question. Which version is this on?

erkyp3rky
Ninji
Ninji
Posts: 934
Joined: Fri Apr 15, 2016 1:41 am
Flair: formerly theloaflord

Re: The Flying Factory

Postby erkyp3rky » Sun Feb 04, 2018 5:32 am

Tomex7 wrote:So, quick question. Which version is this on?
SMBX 1.3 I'm pretty sure.

The Dwarven Digger
Lakitu
Lakitu
Posts: 484
Joined: Sun Oct 30, 2016 11:17 am
Pronouns: they/them

Re: The Flying Factory

Postby The Dwarven Digger » Sun Feb 04, 2018 5:46 am

By comparing your screenshots to the OP, those ? Goombas are meant to be the red fire(?) bros. Looking in the 2.0 editor, we see that they are in fact not listed. Indeed, the fire bros. are a 1.4 enemy, meaning this is a 38-A level. So, the reason for those ? goombas and maybe some other oddities is that you're using the wrong version, but I don't blame you. The OP lacked the (very important) version details.

BluZombie
Spiny
Spiny
Posts: 27
Joined: Mon Jan 15, 2018 6:00 pm
Flair: gwa gwa
Pronouns: any/all
Contact:

Re: The Flying Factory

Postby BluZombie » Sun Feb 04, 2018 11:11 am

The Dwarven Digger wrote:By comparing your screenshots to the OP, those ? Goombas are meant to be the red fire(?) bros. Looking in the 2.0 editor, we see that they are in fact not listed. Indeed, the fire bros. are a 1.4 enemy, meaning this is a 38-A level. So, the reason for those ? goombas and maybe some other oddities is that you're using the wrong version, but I don't blame you. The OP lacked the (very important) version details.
Correct, this is 1.4.

And I'm sorry if the background was confusing during the final stretch, I was just trying to make a dynamic background but failed.


Return to “Levels”

Who is online

Users browsing this forum: No registered users and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari