Share your own SMBX levels and play others' too.
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vitzie629
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- Flair: I have greatly made levels!
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Postby vitzie629 » Sun Sep 01, 2024 5:55 pm
I have been waiting for the power-ups from SMBX-38A to come to SMBX2, and now it has come with the major power-up pack found here: viewtopic.php?t=29742! Apparently, there are a bunch of power-ups included in that pack, such as the frog, blue shell, propeller, and penguin suits, mini mushroom, along with others including the beetroot and jumping lui which they come from Mario Forever. With that, I have made levels with those power-ups where most of them have one individual power-up in there and some with multiple. So, I have made a collection of my levels with those power-ups!
Maze for the Mini
Waterfall Forest
Download link: https://drive.google.com/file/d/1gFnMNM ... drive_link
-- Frog Suit Power-Up Credits --
NPC by MegaDood
Mario and Luigi sprites edited by Murphmario
Toad sprites by Legend-tony980
Uses some code from Cpt. Monochrome
Uses some water running code by MrNameless
Blue Shell Beach
Icy Cold Waters
Download link: https://drive.google.com/file/d/1zNtCGZ ... drive_link
-- Penguin Suit Power-Up Credits --
NPC by Cpt. Monochrome
Converted to customPowerups by MegaDood
Sprite credits can be found at the top of the "ap_penguinsuit.lua" lua file.
SMAS SMB3 player sprites edited by SleepyVA
SMAS SMB3 Styled Penguin sprites by Jr.Master
Nightly Propeller Flight
Beetroot and Lui Field
Carrots Sky High
Flying P-Wing Ride
Space Buzzing
Golden Flower Cave
Download link: https://drive.google.com/file/d/15xsHOE ... drive_link
-- Golden Flower (Custom NPC) --
Emral - Explosion sound effect taken from anotherPowerup's demo + Mario's spritesheet
Shikaternia - Goldball sprites
Recoloured sprites for Peach and Toad by DisasterMaster (Luigi was recolored by Marioman2007)
Powerup made by Marioman2007
Spikeball Hills
Classical Desert
Download link: https://drive.google.com/file/d/1BLnZiy ... drive_link
NOTE: The level comes with five variants of the download, which include grayscale, Gameboy DMG, Pocket, and Light screen filters, and a full color SNES variant.
-- Superball Flower (Custom NPC) --
Sprites by AwesomeZack
NPC by MegaDood
SMM Superball ripped by RandomTalkingBush
Super Retro Throwback
Icy Hot Cavern
Wall Jumping Cave
Deadly Red Space Lasers
Acorn Land
Up, Up, and Away Clouds
Super Cape Plains
Fun on the Moon
Edamer Level Tsol A/A Lost Level Remade (Reversed)
Thunder Flower on a Rainy Night
Icy Lava Walk
Super Bowser Bros.
Karate Class
Bombs, Bombs, Bombs Away!
Ninja's Cave
Goombas, Thwomps, and a Wart
Download link: https://drive.google.com/file/d/1mBXyvo ... drive_link
-- Donkey Goomba --
Sprites by SleepyVA
Powerup by MegaDood
-- Thwomp Mushroom --
Sprites + NPC by deltom
-- Wart Suit --
Sprites + powerup by deltom
-- Cursed Wart Suit --
Both sprites and powerups by Marioman2007
Super Whippin' Fun Time!
CustomPowerups.lua (included in the power-ups pack), credit goes to: Marioman2007 and Emral
Last edited by vitzie629 on Tue Oct 15, 2024 3:27 pm, edited 10 times in total.
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Ness-Wednesday
- Purple Yoshi Egg
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Postby Ness-Wednesday » Wed Sep 18, 2024 5:35 pm
Maze for the Mini:
I was caught off guard by the custom camera size. I have nothing against it, I'm just surprised. Anyway, we begin by entering an underground pipe. A Toad tells you to use the mini-mushroom to enter the maze. I don't think the Toad is necessary because the player can already see that the maze is too small for you. Spotting the correct path is easy, but I find it charming seeing Mini Mario crawling through the level. Short, but reasonable length for a powerup showcase level, especially for a simpler powerup like the Mini Mushroom. I think a few paths could've utilized the powerup's wall-climbing ability. A tame, but cute level: A nice level you can play while taking a break.
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vitzie629
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Postby vitzie629 » Wed Sep 18, 2024 7:07 pm
Ness-Wednesday wrote: ↑Wed Sep 18, 2024 5:35 pm
Maze for the Mini:
I was caught off guard by the custom camera size. I have nothing against it, I'm just surprised. Anyway, we begin by entering an underground pipe. A Toad tells you to use the mini-mushroom to enter the maze. I don't think the Toad is necessary because the player can already see that the maze is too small for you. Spotting the correct path is easy, but I find it charming seeing Mini Mario crawling through the level. Short, but reasonable length for a powerup showcase level, especially for a simpler powerup like the Mini Mushroom. I think a few paths could've utilized the powerup's wall-climbing ability. A tame, but cute level: A nice level you can play while taking a break.
Well, I thought it would be a good idea to add Toad for that level in my opinion, but I can see that Toad isn't really needed for that level which Mario can already see the maze is made for being tiny anyway.
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cold soup
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Postby cold soup » Fri Dec 06, 2024 12:00 am
played through the levels included in the level of the month september pack (which is most of the levels up to Edamer Level Tsol A.). i also played the three latest(?) levels as well. reviewing each level individually would take a lot of time, so i'll review these levels as a collective and mention specific parts when i feel they're relevant
i appreciate how short and snappy these levels are, but i feel the main flaw of these levels is that they tend to be on the formulaic side. the levels mostly consist of walkers, piranha plants, and pits. enemy variety is a consistent gripe i have. it feels like most enemies you encounter are goombas or koopas, and the occasional other enemy types don't tend to have much impact. to be clear, the short level lengths and the fact that there's still platforming involved prevents these levels from getting tedious. however, the formulaic design still isn't ideal.
the power-ups do add some variety. they're only really used for star coins and bonuses at most (with the exception of Maze for the Mini and Flying P-Wing Ride, which require their respective power-ups), but my real problem is that their usage is somewhat standard. the setups with them are kinda tutorial-y, which is fine if that's what you're going for, but i feel they could be used in ways that feel less. default? for example, the spikeball suit is only really used for breaking blocks in its respective level, when i feel the way its spikeballs interact with slopes have potential that the level doesn't really tap into.
i would like to point out some things that i thought were cool though. Deadly Red Space Lasers is a highlight i feel. i feel the timed lasers complemented both the moving platforms and the red star, though i feel the level would have benefited from being designed entirely around the red star (at least for specific sections). there's other moments i liked including the moving platform setups in Space Buzzing and the way you had to ration your clouds in Up Up and Away Clouds.
finally i'd like to mention Super Whippin' Fun Time! as it's easily my favorite level here. there's a lot more enemy variety for one. the fire snakes and volcano piranhas add a lot, they make the level a lot more precarious and make keeping your power-up tougher. there's also some really smart platforming sections. i love the part where you can use a koopa's shell to kill a tricky fire snake on a small ledge, making it much easier to jump to the pipe that follows. it rewards precision and a player's awareness. more deliberate sections like the ones seen in this level, Deadly Red Space Lasers and Space Buzzing could have added a lot to the levels i was more critical of
while i definitely have problems with the levels in this collection, i feel there's lots of potential and room for improvement. keep making levels, and keep experimenting
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