Levels that have good quality and are worth playing.
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Kazzoo
- Koopa

- Posts: 17
- Joined: Thu Feb 06, 2014 3:15 pm
- Pronouns: he/him
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Contact:
Postby Kazzoo » Sat Feb 08, 2014 2:40 pm
Hello! I'm here uploading a recent level I just done in these days. It's called Star Mountain.
Features things like ParaBiddybuds and Glass Pipes.
Screens!
It's a mountain/athletic level (athletic from section 2)
There are 5 dragon coins to collect and NO secrets:
Link: http://www.sendspace.com/file/id40ez
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HeroLinik
- Larry Koopa

- Posts: 3464
- Joined: Fri Dec 20, 2013 1:28 pm
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Postby HeroLinik » Wed Feb 12, 2014 2:18 pm
Level Review #4: Star Mountain by Kazzoo
Reviewed by castlewars.
Level Design: 7.06/10
In its simplest terms, this level was basically a simple run 'n jump platformer, without any real gimmicks that would make this level feel too advanced, with some elements of nonlinearity in it. Although they were present, they weren't really that much as affecting the level. It was quite linear despite scrolling in all directions. However, I actually liked playing it through. What I particularly liked was the transparent pipes and the way they were used - even I thought that I had to warp through the pipe, and the way you used them was masterful. Also, the SMW cave tiles, despite not being used as part of a cave, were used very well. Then, they were combined with the cloud tiles, which is quite an unusual combination, yet pulled off really well. However, there were a few places, particularly at the start, which felt cramped, particularly the area after warp 2 into the bonus section. To make matters worse, two Koopa Troopas are headed in the player's direction, and it's not easy to knock them out without using the slopes, particularly with an upgraded form. The same was true just before the first vine, with the line of Para-Biddybuds that the player needed to jump off to progress, although it is possible, the player will have to duck, which I don't normally like to see in a level. I'll elaborate on this point further throughout the review.
Music: 8.6/10
Quite an average-rated selection of music to use in a level, but the reason I was tempted to push the score up higher was because you used different versions of the same soundtrack in different sections of the level, as the player gets higher. It tends to get more upbeat the closer the player is to the end of the level, and I liked how that could also represent the thoughts going through the player, as if reassuring them that they can keep going, to the end of the level.
Graphics: 8/10
I was going to say that you did an excellent job with the level's graphics until...I see something that clashes with the SMW style of the level: SMB3 bushes. The palette used in the SMB3 bush doesn't match with the SMW palettes nor could really fit in a night level; they fit classic overworlds, much like 1-1 of SMB3. If you recolor them using the SMW palette then it won't clash and would actually add to the level's aesthetics. Speaking of aesthetics, you did a good job pulling 'em off, partly with the transparent pipes I talked about earlier. Another combination is present in this level as well; the combination of the SMW bush with Valtteri's cave stalagmites and stalactites. Despite the fact they come from entirely different environments, they fit really well together. There were no cut-offs either, which makes the level appear to be more consistent, but there is some kind of cut-offish problem that seems to be too preventative of its kind: it seems as if you've held the Down key for too long when creating the right-hand side barrier of the checkpoint. This has actually been done to prevent cut-offs, yet that barrier is actually foregrounded, giving a weird impression on the level. In fact, when I removed the surplus bits of barrier, there wasn't any cut-off at all!
NPC Placement: 7.5/10
When you place your NPCs, try to bear this in mind, and do it when you're making future levels: always test the level. Testing helps see what it's like when you place something new down, and I think that the lack of level-testing seems to be a problem. This is evident in the fact that there are parts of this level in which Koopa Paratroopas seem to be dropping out of nowhere without any warning. The problem with this is that the player isn't expecting it, and there is a risk that even after a few playthroughs, the player is still going to get hit and damaged. When using NPCs on slopes, be careful with your placement. However, I liked the skillful use of two items in the level, the springboard and the Yoshi Egg. Just after the first vine, I liked how springboards had to be used in conjunction with the transparent pipes in order to collect a Dragon Coin, and the fact that they existed added replay value, but not a lot, because warp placements make backtracking impossible. The Yoshi Egg, on the other hand, seems to be being used like a Piranha Pipe, but a minor inconvenience is having to keep running back and forth; I would say scrap the Yoshi Eggs and use a Piranha Pipe instead, as they're getting quite rare in levels. Another skilled use of an NPC that I liked was the Kamikaze Koopa (Rainbow Shell). It was quite a nice gimmick using it as a means to keep hitting a coin block, and having to use one to obliterate a colony of Para-Biddybuds was quite interesting. However, cramped tunnels seem to be popping up again as an issue. If the Koopa Troopas were removed from the cramped tunnels then it would be safer to navigate.
Overall Result: 7.79/10
I would rate this level as a standard good level, with the flaws that need fixing, such as the cramped tunnels, which is a must, as well as the random Koopa Paratroopa ambushes. Also, I would recommend fixing the SMB3 bushes by recoloring them into the SMW style so they don't clash.
Level Status: APPROVED
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Wed Feb 12, 2014 2:21 pm
Whoa, did you finally make the real glass pipes in SMBX? I like the Biddybud graphic, I remember it from your GFX pack XD
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Kazzoo
- Koopa

- Posts: 17
- Joined: Thu Feb 06, 2014 3:15 pm
- Pronouns: he/him
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Contact:
Postby Kazzoo » Wed Feb 12, 2014 3:26 pm
castlewars wrote:Level Review #4: Star Mountain by Kazzoo
Reviewed by castlewars.
Level Design: 7.06/10
In its simplest terms, this level was basically a simple run 'n jump platformer, without any real gimmicks that would make this level feel too advanced, with some elements of nonlinearity in it. Although they were present, they weren't really that much as affecting the level. It was quite linear despite scrolling in all directions. However, I actually liked playing it through. What I particularly liked was the transparent pipes and the way they were used - even I thought that I had to warp through the pipe, and the way you used them was masterful. Also, the SMW cave tiles, despite not being used as part of a cave, were used very well. Then, they were combined with the cloud tiles, which is quite an unusual combination, yet pulled off really well. However, there were a few places, particularly at the start, which felt cramped, particularly the area after warp 2 into the bonus section. To make matters worse, two Koopa Troopas are headed in the player's direction, and it's not easy to knock them out without using the slopes, particularly with an upgraded form. The same was true just before the first vine, with the line of Para-Biddybuds that the player needed to jump off to progress, although it is possible, the player will have to duck, which I don't normally like to see in a level. I'll elaborate on this point further throughout the review.
Music: 8.6/10
Quite an average-rated selection of music to use in a level, but the reason I was tempted to push the score up higher was because you used different versions of the same soundtrack in different sections of the level, as the player gets higher. It tends to get more upbeat the closer the player is to the end of the level, and I liked how that could also represent the thoughts going through the player, as if reassuring them that they can keep going, to the end of the level.
Graphics: 8/10
I was going to say that you did an excellent job with the level's graphics until...I see something that clashes with the SMW style of the level: SMB3 bushes. The palette used in the SMB3 bush doesn't match with the SMW palettes nor could really fit in a night level; they fit classic overworlds, much like 1-1 of SMB3. If you recolor them using the SMW palette then it won't clash and would actually add to the level's aesthetics. Speaking of aesthetics, you did a good job pulling 'em off, partly with the transparent pipes I talked about earlier. Another combination is present in this level as well; the combination of the SMW bush with Valtteri's cave stalagmites and stalactites. Despite the fact they come from entirely different environments, they fit really well together. There were no cut-offs either, which makes the level appear to be more consistent, but there is some kind of cut-offish problem that seems to be too preventative of its kind: it seems as if you've held the Down key for too long when creating the right-hand side barrier of the checkpoint. This has actually been done to prevent cut-offs, yet that barrier is actually foregrounded, giving a weird impression on the level. In fact, when I removed the surplus bits of barrier, there wasn't any cut-off at all!
NPC Placement: 7.5/10
When you place your NPCs, try to bear this in mind, and do it when you're making future levels: always test the level. Testing helps see what it's like when you place something new down, and I think that the lack of level-testing seems to be a problem. This is evident in the fact that there are parts of this level in which Koopa Paratroopas seem to be dropping out of nowhere without any warning. The problem with this is that the player isn't expecting it, and there is a risk that even after a few playthroughs, the player is still going to get hit and damaged. When using NPCs on slopes, be careful with your placement. However, I liked the skillful use of two items in the level, the springboard and the Yoshi Egg. Just after the first vine, I liked how springboards had to be used in conjunction with the transparent pipes in order to collect a Dragon Coin, and the fact that they existed added replay value, but not a lot, because warp placements make backtracking impossible. The Yoshi Egg, on the other hand, seems to be being used like a Piranha Pipe, but a minor inconvenience is having to keep running back and forth; I would say scrap the Yoshi Eggs and use a Piranha Pipe instead, as they're getting quite rare in levels. Another skilled use of an NPC that I liked was the Kamikaze Koopa (Rainbow Shell). It was quite a nice gimmick using it as a means to keep hitting a coin block, and having to use one to obliterate a colony of Para-Biddybuds was quite interesting. However, cramped tunnels seem to be popping up again as an issue. If the Koopa Troopas were removed from the cramped tunnels then it would be safer to navigate.
Overall Result: 7.79/10
I would rate this level as a standard good level, with the flaws that need fixing, such as the cramped tunnels, which is a must, as well as the random Koopa Paratroopa ambushes. Also, I would recommend fixing the SMB3 bushes by recoloring them into the SMW style so they don't clash.
Level Status: APPROVED
Thanks! It's nice you really enjoy it!  Also where ae those SMB3 bushes? I don't remember where they are...
And for the flaws I would edit the level to make it better. and delete the koopa troopa ambushes. Or put a sign to advice.
Thanks for reviewing this level!
FanofSMBX wrote:Whoa, did you finally make the real glass pipes in SMBX? I like the Biddybud graphic, I remember it from your GFX pack XD
The real pipes, yeah. I use the SMW pallete and recolor the pipes. Also thanks! :3
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CaptainCalamity
- Spiny

- Posts: 27
- Joined: Sun Jan 05, 2014 8:43 pm
Postby CaptainCalamity » Thu Feb 13, 2014 11:22 pm
Ahoy thar'! I have t' agree, the music choice be average, but I have a question of it. Did ye make the other tracks yeself?
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Kingbowser112
- Nipper

- Posts: 400
- Joined: Fri Dec 27, 2013 6:09 am
Postby Kingbowser112 » Fri Feb 14, 2014 9:12 am
Good level! Especially I like your SMW tiles. However for me is a good level, the design is nice also the grapchics.
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Kazzoo
- Koopa

- Posts: 17
- Joined: Thu Feb 06, 2014 3:15 pm
- Pronouns: he/him
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Contact:
Postby Kazzoo » Fri Feb 14, 2014 1:48 pm
CaptainCalamity wrote:Ahoy thar'! I have t' agree, the music choice be average, but I have a question of it. Did ye make the other tracks yeself?
The music was inspiring :')
Aaaand no. The orchestal one (3° section) it's the performance of the Super Mario Galaxy orchesta with another one. And the cover one (2° section) it's from Youtube.
The last one it' from Champions Road from 3D World :3
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