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Blood Skies Armada

Posted: Wed Jul 08, 2015 3:20 pm
by SecondScolipede
This was an interesting level to make. I actually chose the music first before I even started making it. I feel like it turned out okay, even with hardly any custom graphics.
Image Image

Download Link: https://www.mediafire.com/?g8n0p4nrfv224qj

Re: Blood Skies Armada

Posted: Wed Jul 08, 2015 3:57 pm
by glitch4
I felt this level looks too bad because of the NPC placement and bad, various design lack, which didn't fit. The castle part is pretty empty (bad). The boss battle is too fking difficult, seriously, just remove the rinkas and it would be okay.

Re: Blood Skies Armada

Posted: Wed Jul 08, 2015 4:05 pm
by CopyLeft
Alright, this is my first time judging a level. Well, I'm not a Level Judge, but you get the point.

Firstly, this level NEEDED more swaps. It has good potential, but the fact that it is using the vanilla tileset (except the background), doesn't make it look very good. Swaps aren't required, but you are not using the Vanilla Tileset very well, since there are enemies and backgrounds from about every category.
Secondly, the tanks were just unnecessary and trollish. The first one wouldn't be so bad if there wasn't a Bomb-omb right there, which is near guaranteed to hit/kill you. The second one is near-impossible without the Ice Flower, since the tank is a hair too high. The third one is just pointless and unneeded.
Thirdly, the part with the switch was stupid. You just hit the switch, wait for the Parakoopas to fall in the lava, and continue on. Unneeded area.
Fourthly, the boss fight. It's main flaw was that the ceiling was too low, causing Bowser to land near immediately. I couldn't get past that part without cheats. And not a single gimmick! (and no, those things that protect mother brain are not gimmicks)
Fifthly, in the area with all the ladders, there is so many SMB3 throwable blocks, but so few NPCs.
Sixthly, why did you bother putting that Bonus section? It's impossible to get to without cheats/level settings.
Seventhly, why did you need to put that invisible block in the beginning? It serves no purpose.
Eightly, so much clash. SO. MUCH.
Ninethly, you had too much of a variety of NPCs. You have SMB3 and SMW Ice Flowers in blocks, SMW Red and SMB1 Green Parakoopas, and so on.
Tenthly, cutoff.
Eleventhly, how are we supposed to know about that first Yoshi coin?
Twelthly, you put Swoopers in very trollish locations.
Thirteenthly, a very odd overuse of SMW platform-turn-arounds backgrounds or whatever you call them.
Fourteenthly, I looked around a bit in the Editor, and I noticed some random tanks on top of the castle. Why did you even bother?
Fifteenthly, clash.
Sixteenthly, clash.

I can go on and on. This level is very bad in my opinion. Did I say very bad? I meant horrible.
Not to mention, this level is really hard! I couldn't get past it without using a Super Mushroom in the beginning.

Also, what on earth is going on here?
Spoiler: show
Image

Re: Blood Skies Armada

Posted: Wed Jul 08, 2015 4:54 pm
by Mable
EpicMarioBro wrote:Firstly, this level NEEDED more swaps. It has good potential, but the fact that it is using the vanilla tileset (except the background), makes it look very unprofessional.
Uh theres nothing wrong using the vanilla tilesets. Custom tilesets don't make a level look better or professional.

Re: Blood Skies Armada

Posted: Wed Jul 08, 2015 4:59 pm
by CopyLeft
Sinem wrote:
EpicMarioBro wrote:Firstly, this level NEEDED more swaps. It has good potential, but the fact that it is using the vanilla tileset (except the background), makes it look very unprofessional.
Uh, there's nothing wrong using the vanilla tilesets. Custom tilesets don't make a level look better or professional.
Got a little caught up in my wording there. :p

Re: Blood Skies Armada

Posted: Wed Jul 08, 2015 7:53 pm
by Emral
Why do you hide a dragon coin in an area you think only cheating people can get to? Apart from the fact that this level only has 3 dragon coins, of course.

By the way I found the area by just riding the platform in the very beginning. You don't even need to go out of your way to find it.

Re: Blood Skies Armada

Posted: Wed Jul 08, 2015 11:09 pm
by SecondScolipede
Let's just say that this is my first level, and i'll definitely take this "Constuctive" critisism into account. I did have a few reasons for my actions, such as the invisible block at the beginning to prevent the goomba from entering the small start room, or the awkward use of backgrounds. I know mario games are known for environment, but I now realize that I put way too much into crappy decoration rather than level design. My main issue is that I try to use multiple tilesets to create a new environment (Since i'm not the greatest at pixelart) so maybe next time i'll stick to one tileset. The secret room wasn't really a big part of the map, but apparently the line i added with toad seems to have everybody's jimmies in a rustle. I didn't intend for players to cheat, nor did I expect them. It was simply just me saying something stupid.

please excuse the idiocy

Re: Blood Skies Armada

Posted: Wed Jul 08, 2015 11:22 pm
by CopyLeft
SecondScolipede wrote:Let's just say that this is my first level, and i'll definitely take this "Constuctive" critisism into account. I did have a few reasons for my actions, such as the invisible block at the beginning to prevent the goomba from entering the small start room, or the awkward use of backgrounds. I know mario games are known for environment, but I now realize that I put way too much into crappy decoration rather than level design. My main issue is that I try to use multiple tilesets to create a new environment (Since i'm not the greatest at pixelart) so maybe next time i'll stick to one tileset. The secret room wasn't really a big part of the map, but apparently the line i added with toad seems to have everybody's jimmies in a rustle. I didn't intend for players to cheat, nor did I expect them. It was simply just me saying something stupid.

please excuse the idiocy
It's fine. Just don't put too many tilesets, since it creates clash, and try to limit the amount of NPCs you put down. You can put down as many as you want, just don't put, let's say, SMB1 Koopa and SMW Koopa in the same level (unless your doing some kind of wierd gimmick).

Just go to the 'graphics' forum and download some graphics there, and don't be afraid to ask for tips. Here's a little thingy user bossedit8 mode.



While it provides some overexaggerative examples, the things he says not to make in the video are the most key things to SMBX levels.

Re: Blood Skies Armada

Posted: Sun Jul 12, 2015 7:41 am
by drmario1
i think the level looks REALLY hard