Levels posted here need a lot of work before they're ready to be played.
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Moco64
- Guest
Postby Moco64 » Sun Aug 30, 2015 4:20 pm
Hey everyone, I'm new here and this is my first post. I was fooling around with the SMBX level editor and decided to make a level that I would then convert into Mario Maker when it is released. I would like some feedback please, what should I do? Make it longer or harder? Etc. You do need SMBX to load it which can be found here:
Download Link:
http://www.mediafire.com/download/r3h33 ... orld11.lvl
Screenshots:
https://www.mediafire.com/folder/brwkca ... ebp/shared
Note* Screenshots are outdated, grass hav been replaced by smb1 themed floors
Thanks
Updated: 5:25PM EST 9/3/15
Last edited by Moco64 on Thu Sep 03, 2015 5:23 pm, edited 1 time in total.
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DarkWolf658
- Snifit

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Postby DarkWolf658 » Sun Aug 30, 2015 4:49 pm
This isnt bad, but
you mixed smb 3 grass with smb blocks, enemies and background, that a community no-no. 
you put smb blocks and enemies, smb 3 ground, and smw pipes in the same section. Thats the biggest smbx no-no. 
Negativity aside, this actually wast a bad level. I wouold change the background to smb 3 blocks, the enemies and blocks to smb 3 blocks and enemies, and the smw pipes to smb3 pipes. Or you can just make it smb styled. Here is a helpful link to a helpful thread. http://www.smbxgame.com/forums/v ... 675#p82579
or http://www.smbxgame.com/forums/v ... =81&t=5871
These helped me a lot.
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underFlo
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Postby underFlo » Sun Aug 30, 2015 5:07 pm
Gonna move this to Levels because you want feedback.
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Emral
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Postby Emral » Sun Aug 30, 2015 5:14 pm
DarkWolf658 wrote:
you mixed smb 3 grass with smb blocks, enemies and background, that a community no-no. 
you put smb blocks and enemies, smb 3 ground, and smw pipes in the same section. Thats the biggest smbx no-no. 
u wot
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Murphmario
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Postby Murphmario » Mon Aug 31, 2015 4:03 pm
DarkWolf658 wrote:This isnt bad, but
you mixed smb 3 grass with smb blocks, enemies and background, that a community no-no. 
you put smb blocks and enemies, smb 3 ground, and smw pipes in the same section. Thats the biggest smbx no-no. 
Negativity aside, this actually wast a bad level. I wouold change the background to smb 3 blocks, the enemies and blocks to smb 3 blocks and enemies, and the smw pipes to smb3 pipes. Or you can just make it smb styled. Here is a helpful link to a helpful thread. http://www.smbxgame.com/forums/v ... 675#p82579
or http://www.smbxgame.com/forums/v ... =81&t=5871
These helped me a lot.
The biggest SMBX no-nos are joke levels with lots of clash and cutoff.
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LordYoshi999
- Spike

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Postby LordYoshi999 » Mon Aug 31, 2015 5:56 pm
Okay, first off, the first hidden 1-up, near the start is WAY to hidden, I mean, how would anyone find that without randomly jumping?
Another big problem is using SMB 3 grass with other games, this is called Clash, avoid this at all costs.
Next is the pipes, any pipe in this level is slightly floating above the grass. This problem can be fixed with a block that doesn't cause pipes to float.
Enemy placement is also quite bad near the area with the coins where you kinda have to do a blind jump, the goomba's and Koopa make it so you have to make sure your jumping over them, other wise, you'll get hit. Also the coin amount could have been lowered. And, some enemies have NO point at all, like the enemies in the holder made out of Smb1 blocks, and the 2 goombas on the SMB1 blocks that you jump on. Same goes for the koopa, to make him hover up and down, open the NPC menu and go to Advanced, then when you have the para-koopa, go over to para-koopa AI, and change it to hover up - down. I recommend a power up like a fire flower in stead of a mushroom on a platform where it can fall off. Also don't spam 1 block jumps, their annoying and tedious. There is no ending npc, so you have to exit the level your self, which is kinda weird. Also writing END with coins is not a good idea. Anyways, the castle is floating off the ground slightly, you can fix this by turning Auto-Align off, which is found beside the water menu, then just place the castle only enough in the ground so it's not floating. Also, your missing background objects like tree's and bushes, but they would float as well, so use the auto-align thing I was talking about before. And the cave is extremely bland, and WAAAAY to many 1-ups.
Overall, it's okay for a beginners level.
SCORE:
3.2/10
Final Note:
clash. is. bad.
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Emral
- Cute Yoshi Egg

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Postby Emral » Mon Aug 31, 2015 6:58 pm
I found this level to be enjoyable. My main points of criticism would be the overexcessive coin placement, and some unfair or useless enemies (some just fall to their death, others ambush you without you being able to see them coming).
Verdict: It's really short, but still a solid and enjoyable first level. 3.7/10
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Moco64
- Guest
Postby Moco64 » Tue Sep 01, 2015 9:39 am
Thanks for the feedback guys, I will remember all of it. The first 1-up actually has a coin right underneath it.
I now know how to make koopas fly but I still don't know how to make goombas not fall off ledges.
Also, I don't know how to make a level end, I need to look up some tutorials
Thanks again, this will make me craft better levels.
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Emral
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Postby Emral » Tue Sep 01, 2015 9:57 am
Moco64 wrote:Thanks for the feedback guys, I will remember all of it. The first 1-up actually has a coin right underneath it.
1-Ups are supposed to be hidden and a reward for exploration. I had no gripes with how it was laid out previously. It reminded me of the secret 1-Up in SMB1 1-1. One thing to keep in mind, though, is that a hidden 1-Up block should never be able to cause harm or death to the player. Unless you're trying to be a dick.
Moco64 wrote:I now know how to make koopas fly but I still don't know how to make goombas not fall off ledges.
You can create .txt files in the name of the NPC they're for. Those can change size and behaviour of NPCs. Here's a list of accepted codes.
Moco64 wrote:Also, I don't know how to make a level end, I need to look up some tutorials
There are some "Exit" NPCs which, when collected, end the level.
There's the SMB2 Orb exit, SMB3 Roulette, Orb and Star, SMW Goal Tape and Keyhole. You can also set a warp to exit the level in the warp settings.
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LordYoshi999
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Postby LordYoshi999 » Tue Sep 01, 2015 6:32 pm
but I still don't know how to make goombas not fall off ledges.
You can set the goomba to 'not move' it's on the left side of the NPC menu.
I will be sure to make a review for your next level!
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JupiHornet
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Postby JupiHornet » Tue Sep 01, 2015 7:22 pm
Tfw people don't realize that mixing tilesets isn't always a bad thing
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LordYoshi999
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Postby LordYoshi999 » Tue Sep 01, 2015 7:46 pm
Turtwig wrote:Tfw people don't realize that mixing tilesets isn't always a bad thing
And people probably never will......
In less if people somehow get smarter....
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Emral
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Postby Emral » Tue Sep 01, 2015 7:47 pm
LordYoshi999 wrote:Turtwig wrote:Tfw people don't realize that mixing tilesets isn't always a bad thing
And people probably never will......
In less if people somehow get smarter....
You know he was talking about you, right?
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LordYoshi999
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Postby LordYoshi999 » Tue Sep 01, 2015 7:53 pm
Enjl wrote:LordYoshi999 wrote:Turtwig wrote:Tfw people don't realize that mixing tilesets isn't always a bad thing
And people probably never will......
In less if people somehow get smarter....
You know he was talking about you, right?
1. It's only a good thing if you use them right.
2. Nope, I didn't :s
3. Why didn't he quote me then, :p
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PixelPest
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Postby PixelPest » Tue Sep 01, 2015 8:42 pm
LordYoshi999 wrote:but I still don't know how to make goombas not fall off ledges.
You can set the goomba to 'not move' it's on the left side of the NPC menu.
Do NOT set the NPC to "Don't move".
This will make it so that the NPC doesn't fall of the ledge, but it won't move at all either. This could easily be mistaken as a friendly NPC and would look really bad anyway. Create a .txt file and name it npc-#. Add "cliffturn=1" (no quotations) to the text document. This will make it so that no Goombas of that variety will fall of the edge.
This will look better but still not great, so I'd recommend you just use a red shelled koopa instead.
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JupiHornet
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Postby JupiHornet » Thu Sep 03, 2015 6:22 pm
Enjl wrote:LordYoshi999 wrote:Turtwig wrote:Tfw people don't realize that mixing tilesets isn't always a bad thing
And people probably never will......
In less if people somehow get smarter....
You know he was talking about you, right?
I was actually mainly referring to DarkWolf :V
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Mable
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Postby Mable » Fri Sep 04, 2015 11:41 am
LordYoshi999 wrote:3. Why didn't he quote me then, :p
Why should he do that in the first place
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LordYoshi999
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Postby LordYoshi999 » Fri Sep 04, 2015 7:42 pm
Turtwig wrote:Tinkerbell wrote:LordYoshi999 wrote:
3. Why didn't he quote me then, :p
Why should he do that in the first place
I was actually mainly referring to DarkWolf :V
BOOM
Anyways :p idunno
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ShadowStarX
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Postby ShadowStarX » Sun Sep 13, 2015 3:21 am
Moco64's review
Design & Gameplay: 2.5/10 (counts 70%)
First off, this level was unfun to play. The first half is easy but the second half is hard. There are also 2 blindjumps, you should mark the fallway with coins. The NPCs are also pretty sparse. The coin placement is also bad. (not terrible at least) Pixel perfect jumps aren't suggested either, I support take make the pits a bit shorter at the end. Well, in summary, this level has bad design but it's not terrible. (it's okay for a first level)
Atmosphere & Visuals: 3/10 (counts 30%)
There are no cutoffs in the level luckily.
The SMB3 coins are a bit out of place but I wouldn't say the clash hardly.
The music is unfitting, I think you should've had the SMB1 overworld instead of SMB2, since it's a SMB1 level. The level is also bland.
Score: 2.7/10
This level is unfun, but for a first level, it's not bad. If you'll improve your design, then you're going to be better.
Moved to 'Trash Can'
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