Final Fiesta Castle

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SecondScolipede
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Final Fiesta Castle

Postby SecondScolipede » Sat Oct 31, 2015 5:45 pm

So, this is a castle level. It's not autoscroll, but it has a wall of lava that moves left to right at a high speed. (And another part where it moves upwards instead)
This is a very hard level, in fact, probably a Final-Level difficulty. Come in expecting rage.
Spoiler: show
Image
Image
EDIT: I updated the very last section. it was just a little bit too hard.
Download: https://www.dropbox.com/s/d0tl7ans60z31 ... a.zip?dl=0

ShadowStarX
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Re: Final Fiesta Castle

Postby ShadowStarX » Wed Nov 04, 2015 12:29 pm

Final Fiesta Castle

Design & Gameplay: 2/10 (counts 70%)
This level felt rushed to me. Putting enemies into 2 block tall corridors isn't a good idea usually, neither cheap thwomp placements. The level is also barely enjoyable. There also are some pointless enemies, like the ones between the walls. The level's difficulty is also p. random as I noticed during the playthrough. Also, if the player figures out that he can fly up to the top, which is lazily made as I saw, true I don't count this to be a big flaw. The level still didn't feel very good, though. Also, don't force the player to pick up a powerup IN A RISING LAVA SECTION because of Runtime Error 9 and that fire flower is just way too hard to reach.

Atmosphere & Visuals: 4/10 (counts 30%)
This level had a fair amount of decoration.
The music kind of fits the level.
Aside from the BGO amount, this level was graphically bad to look at. There are cutoffs (chains, rooftops) and clashy gfx (mixing 2 styles that are usually okay but now they didn't go well with the dark atmosphere.

Score: 2.6/10
This level has potential in it, but the placements just kill the whole experience
Moved to 'Trash Can' (I wouldn't call this level trash to be honest, it's not terrible)

mariofan 64
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Re: Final Fiesta Castle

Postby mariofan 64 » Sun Nov 08, 2015 12:27 pm

I may not be level judge, but I played it too, and my opinion is on a silver platter.
Here we have a final castle level, probably Bowser has finally been defeated, and now his Minions are unleashing the ultimate trap. :o
Graphics/Atmosphere:
Complimentary. It's a great castle level with the running lava and moving conveyor belts. Only the lava is chasing Mario and the conveyor belts are pushing him towards it. Not a bad thought on Bowsers part. The real troll at first is the Thwomps, which blend in a bit too well. (The Ultimate Trap, maybe? I died a lot to Thwomps alone, but I was rushing before, not after.) I noticed the second half was going up, assuming the lava overflowed and is now rising because the castle filled up too much and will now blow up if it goes too high. Surely the ultimate price, but why the lava stops after opening the wall to the Star is beyond me, but then again, it prevents dying after the fact, so, yeah. Also, nice optional areas. If you're fast enough. :p
7.4/10. No comment on double music which came from somewhere.
NPC/Other Placements
HERE'S A NEAT TRICK. WHY DON'T WE SEE THWOMPS TOO WELL? BECAUSE THEY BLEND. And blend they do. Anyone carrying 10 lives can lose them if they aren't expecting anything. The name and description of the level gives it away: This Level Is Castle, Hard, Maybe Final, And Moving Lava. Says It All Up There. Bowser may be having his revenge for being beaten again is what I would think, and the Thwomps in costume with the rest of the castle makes this difficult for first timers. Coins. Very large groups of Coins. Incredible groups of coins. Even Optional, Really Hard To Get Coins. Powerups are very close together in the first section, and hardly any after the checkpoint. At least there's a Fire Flower before those two thwomps, indicating something that wasn't even seen to begin with, ehh? Wigglers clash in style. (Or is it any other enemy?) I'm not really surprised about there being more than one way through the level, and I'm even more surprised about why there are snifits in the latter of the first section, unless you want the player to die by snifits instead of lava. And as for the enemies you put in unreachable areas: It's a lot better than putting regular ol' BGOs there, which I don't have much complaint on either, except for section 2.
6.7/10. There's an uneven score because I can't decide between one number or another, but this represents some things I may not have mentioned.
Overall Difficulty: Combined with Paragoombas and Bullet Bills, Lava and anything else.........First time players will see about 8.5-9.2/10 in hardness.
Not counting difficulty, the score from me is: 7.05/10. Slow the lava slightly, about 0.1 or 0.2 less in section 1, no speed change in section 2, and visualize the Thwomps a little more, especially if you would like a Fire Flower kept in section 2. Those two aren't even camo'd, or in sight at all. It's decent otherwise.
(Sorry for lack of screens, but I was having fun with it after the first few times. :) )


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