Level Review: Lost Kingdom by Artemis008
Reviewed by castlewars.
Level Design: 5.6/10
Nice remake of D-4 from Lost Levels, and I like the fact that you're looking at the classic, more Mario-ish levels instead of the nonlinear, multiple-path puzzle levels that are churned out by most of the community, and I can tell that this could possibly be similar to the classic levels from earlier episodes. What's quite good about this remake is that you added in the SMBX-centric elements that weren't present in the original level such as the Donut Lifts and the chasing Paratroopas, and they're placed in well to give the player an extra challenge, and I like the idea of trick warps, which send the player back to the start of the level should they enter them. I also like how you tried to make the bridge break by using the axe, but it isn't really timed correctly, as triggering the event without setting a delay will make all the blocks disappear at the same time - setting a time delay between each one will fix the issue. However, unfortunately with what seems like a perfect level comes the drawbacks. This level, sadly enough, appears to suffer from first-level syndrome. It's not a bad thing, but it highlights the flaws of the level design and how it should be improved in future levels. First off, there's a lot of cramped tunnels in the final section before facing Bowser, which makes it tough if you're an upgraded Mario because there's not much space to move around, making the battle with Bowser harder. The second flaw is something really embarrassing to say the least. I laughed when I saw this:
Yep, you read it right, there's no pipe that goes into the section. The player just emerges from the top, even though they've entered through a pipe. I would add a pipe there if I were you so it doesn't look weird. But this level is also held back by the fact it's a remake of an existing level, and so it carries the flaws along with it, so overall the level's design is still kinda good even with the flaws. They can be fixed in later levels.
Graphics: 5.8/10
You did quite a good job with the graphics. You used a very fitting castle tileset to give off the Bowser vibe (it is a remake of D-4 anyway!) and these castle parts are really well decorated with the pillars and overhanging lamps. What I especially like is the fact that it's arranged in a way so it doesn't look too artificially-designed. The same goes with the overworld section as well - it kinda looks barren on the surface, but it's decorated quite nicely, but the desert bushes kinda clash - they don't fit in well with the environment - I would go for a bush that is coloured something lava-based, like red, so it fits. The final section with Peach in it is pretty barren as well, that could do with a bit more decoration like overhead lamps and pillars. Also, (this isn't really a nitpick as such because it's still lava), you used the wrong lava in the castle - the lava you used is block-459, and in SMW this is used for the Skull Raft rides in underground levels. The lava you really want is the one that has the bubbles in the editor, or block-404. In SMW this is the lava used when you're in castles. Alternatively you can just use the SMB3 lava. But aside from that (it can be fixed really easily!) this level looks kinda attractive graphics-wise.
NPC Placement: 5.3/10
Bearing in mind that this is supposed to be a remake of D-4 from Lost Levels, I kinda don't like the Bowser that's at the start of section 4, especially that you've placed the checkpoint shortly before it. If I were you I'd move the checkpoint or place a valuable mushroom in the bonus section 3 because as the player starts they'll soon be thrust into the battle without any powerups, and they'll probably lose, especially considering the chasing Paratroopas which will hinder the player. Speaking of powerups placement based on the fact that it's a remake of D-4 is perfect, but based on the level design it can still make the level a nightmare. The player might not see the mushroom and go on without any powerups as far as the checkpoint. The Piranhacus Giganticuses that form the Piranha Plants in the level kinda don't fit as well - simply using the standard SMB3 Piranha Plant and recoloring the head red will be better. The final topic to be addressed is about the Bowser at the end. In SMB1 his physics are different compared to SMBX Bowser physics. He just trots from left to right, and he jumps just as you're about to jump over him, making the boss fight slightly harder than in SMB1. Giving the player more headroom considering the area is pretty cramped will do the trick.
Overall Result: 5.6/10
Nice remake of D-4, to say the least. Just fix the flaws and you're good to go.