Re: Level Contest 7 - Topic 2 - RESULTS 3
Posted: Sat May 10, 2014 7:32 pm
I really can't believe I actually made it past tier 3, with a level I made in, say 5 days, maximum. Let's see how far I actually get.
Forums for SMBX
https://www.smbxgame.com/forums/
SMBX version compatible with lunadll didn't exist until like a week before MAGL deadline was up, so it's unlikely anyone would use it.Horikawa Otane wrote:You were allowed to use LunaDLL in MaGL X, but no one did.castlewars wrote:Apparently you couldn't use LunaDLL in this contest, which could explain it. A few MAGL X participants probably did use LunaDLL, but I'm not really sure on what happened.
Thanks, I tend to like making the general linear type level. I'll probably change the skull switches to ? switches in the future. May also try to put some sort of clues for the note blocks. As I felt myself they were a little too "luck based" hidden.castlewars: 7.2/10
This was a nice, casual and linear level - a nice reprieve from the amount of nonlinear levels the community gets all the time. The gentle, rolling hills make it seem like this so the level isn't too flat, and the bubbles were interesting as well, as I haven't seen them used that much before. As well as providing some interesting backdrop, they can also hinder the player's jumps as well because if they strike an enemy they'll be damaged, and I also liked the use of the Skull Switches, so that hitting one triggers the other. There were a few SMW items placed into the mix as well, but they clash quite badly because they're too vibrant, which doesn't fit in with the darker SMB3 items. However, still talking of this, the tree bark provided a nice backdrop, and some of the bark can hide secrets, including stars, but they require the player to figure out where to jump because the Jump Blocks aren't placed where the player is expecting them to be, so there is a small deal of guessing in this level, while the rest is just in the player playing it like a Mario platformer.
'Chad: 7.1/10
The design is pretty good and has enough variation to keep things interesting. The terrain is constantly changing and there's a lot of underwater obstacles mixed in with the platforming. It looks rather nice as well, although I think more effort could have been put into the interior decoration. Great focus on bubble enemies/items above and fish below, as they made for interesting maneuvering through those areas. The stars are placed well, but the necessity of invisible note blocks for one of them isn't good, as it makes it luck-based. Nice application of the skull switch, though. This is a relatively standard level, but I really like how it's laid out.
Yeah, I was wondering if there would be a little clash since I used the smw trees. Tried to recolor them to match a bit better. I guess they would need re-shading to really blend in.Firespike33: 6.5/10
While linear, it was a pretty fun level. The enemies were well-placed, the music and graphics were pretty good, and my favorite part was looking for secrets. They were pretty well-hidden, utilising things like hidden blocks, and I felt smart when I found them. There is a bit of clash between SMB3 and SMW elements, though, and it was still really a very simple level.
Hehe, I tend to put a lot of sprites to keep things lively. Though when you do that it's hard not to overdo it. I'll probably put some kind of clue for the note blocks.Quill: 5/10
What a cute little level! I actually quite enjoyed it. I didn't like how there were invisible note blocks in some places and they were required to find to get a star, I found all of them by complete luck. It'll be annoying for other players since there is no indication like a coin that they're there. The star in the tree should have been a SMW star, as it was right near the end and having to play the level all again would be irritating. I also felt there was a lot of enemy spam towards the end. Overall it's a decent level, nothing spectacular, but I still had fun playing it.
Yeah, I usually go for that "simplicity, but somewhat detailed" feel. Sorry about the decimals error. Is there anything that you can put a decimal as? I'll have to change quite a few Blue Koopas. I'm also gonna have to mod some mushrooms in certain levels.(Lava reasons lol)Valtteri: 7/10
Level crashes on load with error 13. It's because the blue Koopa has speed=1.5 applied. By removing that I can play the level just fine. This level is simple but fun. I didn't find enything in particular to complain about. It isn't very original but it's still pretty enjoyable. The design is reminiscent to that of Super Mario Bros. 3 and Super Mario World.
Same, except I made mines in three hours.Natsu wrote:I really can't believe I actually made it past tier 3, with a level I made in, say 5 days, maximum. Let's see how far I actually get.
This is not a correct english you dongo.Kep wrote: Halleluiah.
I made mine in a month, working on it numerous hours a day. It was exhausting work, so I hope it pays off into at least tier five, even though that may be asking too much.Natsu wrote:I really can't believe I actually made it past tier 3, with a level I made in, say 5 days, maximum. Let's see how far I actually get.
Today.Christian07 wrote:When will be posted results 4?
Better be endurance because the next Tier release is maybe at the same time of day like yesterday.Christian07 wrote:When will be posted results 4?
How about you stop ignoring what everyone says? It's 1 tier per day.Christian07 wrote:When will be posted results 4?
I was offline.Emral wrote:How about you stop ignoring what everyone says? It's 1 tier per day.Christian07 wrote:When will be posted results 4?
That might be a typo.HealthyMario wrote:Kley got 7.6 and Christian07 got 7.08
Why does Christian07 got higher than Kley?