Grassy Landscape

Levels posted here need a lot of work before they're ready to be played.

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Paulie880
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Grassy Landscape

Postby Paulie880 » Sun Nov 09, 2014 2:21 pm

bandicam 2014-11-09 14-02-43-380.jpg


Epic landscape!

SMW styled level!
Enjoy!


WITH DAY & NIGHT!


Download: http://sharesend.com/5uq6fuqg

Zeldamaster12
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Re: Grassy Landscape

Postby Zeldamaster12 » Sun Nov 09, 2014 3:26 pm

Review #3 (Unofficial)

Looks/Atmosphere
The bush scenery added an overall great feel to the level. Fitting for a grassland. After a while, though, it got quite repetitive. Not a ton, but still repetitive. However, at different points, it did get quite bland, because the scenery suddenly stopped coming. As for the terrain, it was really, really flat, especially in the nighttime zone. A very long stretch without hills or anything, and this occurred quite a bit. Add some more slopes to fix this problem. As for cutoffs, I spotted a lot. For example, look at this image:

Image
Where the slopes were, you didn't place the under-slope tiles under these kind of slopes, which caused a pretty big eyesore. And this occurred throughout the whole entire level. Watch out for these. Another cutoff I spotted was this:

Image
Look under the pipe. It is cutoff there, due to a round-shaped tile under the pipe, rather than a completely linear 4x4 tile.

Cutoffs are a major deal when it comes to the looks department, so watch out for them. Anyways, now to talk about coins. They were placed decently, but not best. The ending part was probably the biggest coin error, because you placed so many of them at once, and even then in an un-orderly fashion. The moon 3-up, I don't really see a point in it. It's extremely easy to access, and it's honestly unneeded.

3/10

Level Design/Gameplay
Classic SMW level. I like the level idea. However, the idea wasn't really implemented the best way. Not only the scenery was repetitive, but the gameplay. The whole thing consisted of simply jumping over the same NPCs throughout the whole level, nothing really that unique. Vary your NPC use, because all I saw was Koopas and Goombas. Rexes and Piranha Plants would've been fitting for this level, using those would've been nice. Anyways, what I said about flatness earlier occurs in this aspect, too. Going through long flat stretches felt pretty boring, when you're just avoiding NPCs through the whole stretch. Anyways, another flaw I spotted was with the powerups. Yes, the mushroom is okay to have (wouldn't necessarily put it that early in the level, since it's really easy anyways), but when you pick up the fire flower, you're basically invincible, making this level extremely easy, since you can just shoot fireballs at every single NPC. As for the P-switch part, I would've liked a P-switch run, but instead, there's nothing unique or challenging about it. You just activate the P-switch, and you gain instant access to the pipe. If you do this, then there isn't really a point to doing the P-switch obstacle, since you can get to the pipe the same exact way if you were to simply keep the land going. Anyways, in the nighttime zone, I felt like you placed the midway point way too late in the level. By the time you reach the midway point, you're pretty much already at the goal point. I recommend placing the midway point earlier on, maybe perhaps before the pipe you enter to get to the nighttime zone. Now, about the music. I didn't really feel like it was fitting for this type of level, the regular grassland theme would've been much more fitting, since this isn't really an athletic level.

2/10

The level wasn't bad, but it did have quite a bit of flaws that need improved upon next time, so watch out for these flaws that I mentioned.

Overall Rate: 2.5/10


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