Twisted Pipelines

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Aurora Starlight
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Twisted Pipelines

Postby Aurora Starlight » Sun Nov 05, 2023 11:03 am

Image

Short and difficult level taking place in a dark forest, intended as a bonus level for my project.

Screenshots

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Image
Image

Download

Credits
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FutureNyanCat2002 and MrNameless - noHitHelper.lua
Emral - spawnzones.lua
MrDoubleA - customCamera.lua
KBM-Quine - audioCutoffPrevention.lua
"Master" of Disaster, Marioman2007 and Radiance - lua help
Hooded Edge @ SMW Central - music port

the level background was made by me, feel free to use it as long as credit is given to me
Last edited by Aurora Starlight on Mon Nov 06, 2023 9:34 am, edited 1 time in total.

Emral
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Re: [Kaizo] Twisted Pipelines

Postby Emral » Sun Nov 05, 2023 11:22 pm

note: looks like you forgot to test to see if the start point was put in the correct position

pretty fun and challenging level. the first half is a bit harder than the second half, i think. i did the second half in 3 tries, and the first took me closer to 10.
the bonus coins were a neat extra challenge, especially how they force you to stick around a part of the level and how that gives obstacles more time to be dangerous.
i wouldn't go as to far as to call this "kaizo" personally, as the level is very honest in its challenge. there are no near pixel-perfect jumps, no traps and no unfair segments. it is pretty difficult, though. especially the grinder segment i can see people getting caught on if they try to rush it.

my one point of critique is that the camera zone focusing on the area before the checkpoint is a bit unfortunately placed. the first time i encountered it, i was surprised by it and fell into the pit, thinking an autoscroll was about to begin. it might also be nice if there was a sign pointing right on the other side, because i thought you had to enter the pipe the spinies come out from.

but all in all as a teaser for what your episode has in store (while it is a bonus level and i understand that makes it harder than ordinary content), design-wise, count me excited.

Aurora Starlight
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Re: [Kaizo] Twisted Pipelines

Postby Aurora Starlight » Mon Nov 06, 2023 7:37 am

Emral wrote:
Sun Nov 05, 2023 11:22 pm
note: looks like you forgot to test to see if the start point was put in the correct position
I must've hit save accidentaly while testing it the last time. Thanks for the heads up, it's fixed now.
Emral wrote:
Sun Nov 05, 2023 11:22 pm
pretty fun and challenging level. the first half is a bit harder than the second half, i think. i did the second half in 3 tries, and the first took me closer to 10.
I had trouble deciding where to place that checkpoint, originally it was intended to be right before the spiny cannon section, perhaps I should change it back.
Emral wrote:
Sun Nov 05, 2023 11:22 pm
the bonus coins were a neat extra challenge, especially how they force you to stick around a part of the level and how that gives obstacles more time to be dangerous.
Thanks! I wanted to be generous with lives, considering how tough these levels get, but I also didn't want to give too many away.
Emral wrote:
Sun Nov 05, 2023 11:22 pm
i wouldn't go as to far as to call this "kaizo" personally, as the level is very honest in its challenge. there are no near pixel-perfect jumps, no traps and no unfair segments.
I was a bit unsure about calling it kaizo too, it's barely even qualified for a lower difficulty kaizo level.
Emral wrote:
Sun Nov 05, 2023 11:22 pm
my one point of critique is that the camera zone focusing on the area before the checkpoint is a bit unfortunately placed. the first time i encountered it, i was surprised by it and fell into the pit, thinking an autoscroll was about to begin. it might also be nice if there was a sign pointing right on the other side, because i thought you had to enter the pipe the spinies come out from.
That's fair, I'll add a danger sign before the camera zone and an arrow sign on the other side.
Emral wrote:
Sun Nov 05, 2023 11:22 pm
but all in all as a teaser for what your episode has in store (while it is a bonus level and i understand that makes it harder than ordinary content), design-wise, count me excited.
That's really good to hear! Thank you for playing my level and giving feedback! I'm still a bit unsure about how the regular levels are going to be, but I'll try my best to put something out.

Emral
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Re: [Kaizo] Twisted Pipelines

Postby Emral » Mon Nov 06, 2023 7:55 am

I think the checkpoint placement itself is good! It comes right after a scary jump, and right before an introduction to a new type of challenge. The second half just has a lot of "hold right and spinjump across spinies", which makes it maybe feel easier than it really is, because the execution on that is semi-automatic. Perhaps changing one of those setups a little would alleviate that.

Aurora Starlight
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Re: [Kaizo] Twisted Pipelines

Postby Aurora Starlight » Mon Nov 06, 2023 9:02 am

Funnily enough, that section used to be at the first half, right before the spiny cannon, but I changed it twice to make it less infuriating. I guess I nerfed it too hard.


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