King Boo's labyrinthic forest

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Frenzis
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King Boo's labyrinthic forest

Postby Frenzis » Sun Nov 09, 2014 8:38 am

Hi guys, this is the first level I've ever posted in this forum. Let me explain something about. First of all, this level is SMW styled. This level has three parts, the first part is the forest, the second part is a ghost house and the final part is a boss battle. This level is full of puzzles and tricks, so be sure to check everything if you want to reach King Boo.

Here's some screens of this level (3):
Spoiler: show
ImageImageImage
Credits:
Spoiler: show
the graphics for: King Boo, the Boos carrying a block, King Boo's portrait, the floor and the pillar both destroyed are made by Nova-.
Download link: I only tested this level with Mario. Luigi, Peach and Toad will certainly work, but I doubt it's beatable by Link. I didn't test the Two-Players feature as well, but the entry point for the second player is still there. Enjoy

The version 1.2 of the level is now available! This version includes some improvement about the level. See the changelog below
Changelog:
Spoiler: show
Version 1.2


1) The fake blocks in the Rainbow Shell's puzzle now are transparent

2) King Boo's theme has been added again

3) There's some extra pipes in the level. Their function is to bring you at the start of the puzzles' sections

Version 1.1


1) The pair of pipes at the end of the second, third and fourth section has been reduced to only one pipe

2) Coins now are SMW styled

3) The door used to solve the first puzzle changed his position

4) The lenght of the fifth section has been reduced a lot

5) The doors of the Ghost House that lead you to the first hall have been removed

6) The part of the boss when he spits fireballs over rinkas has been replaced by an invisible Wart "inside" King Boo

7) King Boo's platform has been extended

8) The Spiked Balls thrown by King Boo's shadow attack no longer move horizontally

9) The fire barrier of Rinkas created by King Boo every time he gets hit has got a lot more fireballs

10) King Boo's portrait has been darkened

11) The arrow that appears when King Boo is going to shoot his lightning has been replaced by a "!".
Spoiler: show
Oh, and by the way, the Yoshi fruits aren't just for decoration. You can eat them with Yoshi. That being said, Enjoy the level.
Last edited by Frenzis on Wed Oct 14, 2015 12:40 pm, edited 12 times in total.

KateBulka
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Re: King Boo's labyrinthic forest

Postby KateBulka » Sun Nov 09, 2014 8:43 am

oh man, this looks nice from 1th face. i will unoffical review later...

Waddle
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Re: King Boo's labyrinthic forest

Postby Waddle » Sun Nov 09, 2014 9:02 am

1th face?
On topic, this looks good, although the painting in the boss screen looks too bright, and I recommend using SMW coins, and not the smb3 ones. Ill try it out!

Frenzis
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Re: King Boo's labyrinthic forest

Postby Frenzis » Mon Nov 10, 2014 2:27 pm

Waddle Derp wrote:1th face?
On topic, this looks good, although the painting in the boss screen looks too bright, and I recommend using SMW coins, and not the smb3 ones. Ill try it out!
I see... I will fix it later. Thank you!

Imaynotbehere4long
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Re: King Boo's labyrinthic forest

Postby Imaynotbehere4long » Mon Nov 24, 2014 8:14 pm

Oh man, this level definitely has potential. The forest sections were well designed, but it was annoying to find out that I chose the wrong pipe because they send the player all the way back to the first section. Perhaps you could make those sections linear as opposed to being a split path, remove the warps that send the player back to the beginning, and move the P-Switch layer to the third section. The ghost house sections were also well made; the puzzles were tricky to solve without being unintuitive, but it was still annoying being sent back multiple sections if I accidentally went in the wrong door. As for the boss, this is where the level falls apart. The concept is definitely impressive, but the invisible Lakitu has no precedent, meaning the player won't easily be able to figure out that he/she is supposed to use the spike-balls against the boss. On top of this, even when I knew what I was supposed to do, it's extremely annoying to get the invisible Lakitu to throw the spike-ball just right in order to hit the boss. Also, when the arrow appeared, I thought that it indicated safety (and so will most everyone else who plays this level), but it actually indicates where the platform will collapse. I recommend using a flashing ! instead of an arrow, because that is a more intuitive way to indicate danger. Finally, since the midpoint is in section 6, the player has to go through the entire ghost house again if he/she is killed by the boss. I either recommend the removal of the boss, or the removal of the forest sections (and that you move the midpoint to section 11) and the addition of something that will clue the player in as to how to defeat the boss.

In conclusion, this is almost a pretty good level, but it's too long and the boss is too unintuitive, although I do admire your effort to make a unique boss. I'd say this deserves a 5.5/10.

Danny
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Re: King Boo's labyrinthic forest

Postby Danny » Mon Nov 24, 2014 8:18 pm

I literally just downloaded this level to review it. :P

Frenzis
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Re: King Boo's labyrinthic forest

Postby Frenzis » Sat Nov 29, 2014 5:10 pm

The version 1.1 of the level is now available! This version includes a lot of improvements about the level, such as decreased difficult, the SMB3 coins has been replaced by the SMW ones and much more!

Imaynotbehere4long
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Re: King Boo's labyrinthic forest

Postby Imaynotbehere4long » Sat Nov 29, 2014 9:32 pm

@ TheLoquendoPlayer00:

If you want this to be re-reviewed, you should follow the directions in the "Re-Reviewing" topic.
m4sterbr0s wrote:In order for your level to be considered for a re-review, you will need to PM a Level Judge. In the PM, you say what was changed and include a new download link. DO NOT DO THIS IN THE TOPIC.


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