Page 1 of 2
Mice Mice Paradise 2.0
Posted: Fri Jan 01, 2016 11:12 am
by Witchking666
Hey guys!
You guys may remember that i made a cheese level called mice mice Paradise.
I decided to remake that level from scratch since i wasn't satisfied with the end result
And since i basically made a whole new level and not just a regular revamp, i decided to post a new topic
Screen:
Download Navi.
Enjoy!
Re: Mice Mice Paradise 2.0
Posted: Fri Jan 01, 2016 4:39 pm
by MarioHacker
I somewhat like this level, mostly for the cheese theme it adheres to. Mouse enemies are fitting for the theme, but they suffer some inconsistencies. Some mouses can be jumped on to be killed, while others require that you stand on top of them and pull. That's sort of confusing. The placement of quicksand is pretty much pointless, as they don't really display a real threat and is there purely for aesthetical purposes, but enemies can fall in it and be stuck in there forever, which isn't very pleasing to the eye. Another thing I like is the cheese that comes out of the question blocks and attack you. It is a really nice addition to the level that gives you a sense of doubt when hitting a question block. However it should be made so that the cheese looks more like it's poisonous, rather than a normal edible yellow color. My suggestion would be that you give it some green spots to make it look like it's been poisoned or rotten. One thing I didn't like is how there is little challenge to the level. Most of the hazards in the level entirely consist of avoiding ground enemies and the occasional poisonous cheese trap; not much else. The amount of moving platforms was very scarce, and there were little moments where the player was pressured to keep moving. More variations on the usage of the mice enemies would have been nice and would keep the player entertained for longer before getting bored with the level. There wasn't a particular gimmick in the level that started off simple and became more complex as the level carried on, which isn't good.
I give it a 6/10 (average)
It is great but could use some more work, specially on the level design part.
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 11:25 am
by Cedrik
This level is a ok/good cheese level.
I like the idea to use starcoins (a little bit like dragon coins, but it is more modern).
The rads are very good for the level. (rats+chease=

)
But there is nothink special in the gameplay (it do not must).
The level desing is ok, but not more.
You use gfx from a gfx pack from PROX (I'm not sure, but I think).
The backgrounds you use are good for chease levels.
But I don't want to downloard Navi, I want to downloard the level.

(funny joke)
AND READ THE REPLY OVER THIS. (I WROTE WHAT I THINK. LOOK AT THIS, THERE ARE TIPS AND INFORMATIONS!)
My score: 6p/10p.
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 3:47 pm
by Witchking666
MarioHacker wrote:I somewhat like this level, mostly for the cheese theme it adheres to. Mouse enemies are fitting for the theme, but they suffer some inconsistencies. Some mouses can be jumped on to be killed, while others require that you stand on top of them and pull. That's sort of confusing. The placement of quicksand is pretty much pointless, as they don't really display a real threat and is there purely for aesthetical purposes, but enemies can fall in it and be stuck in there forever, which isn't very pleasing to the eye. Another thing I like is the cheese that comes out of the question blocks and attack you. It is a really nice addition to the level that gives you a sense of doubt when hitting a question block. However it should be made so that the cheese looks more like it's poisonous, rather than a normal edible yellow color. My suggestion would be that you give it some green spots to make it look like it's been poisoned or rotten. One thing I didn't like is how there is little challenge to the level. Most of the hazards in the level entirely consist of avoiding ground enemies and the occasional poisonous cheese trap; not much else. The amount of moving platforms was very scarce, and there were little moments where the player was pressured to keep moving. More variations on the usage of the mice enemies would have been nice and would keep the player entertained for longer before getting bored with the level. There wasn't a particular gimmick in the level that started off simple and became more complex as the level carried on, which isn't good.
I give it a 6/10 (average)
It is great but could use some more work, specially on the level design part.
It's 2-2 so what would you expect? Kaizo?
Also, the fact that you say that all mice should be killable in the same way is just absurd. a goomba isn't killable the same way as a red goomba either.
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 3:55 pm
by MarioHacker
witchking666 wrote:MarioHacker wrote:I somewhat like this level, mostly for the cheese theme it adheres to. Mouse enemies are fitting for the theme, but they suffer some inconsistencies. Some mouses can be jumped on to be killed, while others require that you stand on top of them and pull. That's sort of confusing. The placement of quicksand is pretty much pointless, as they don't really display a real threat and is there purely for aesthetical purposes, but enemies can fall in it and be stuck in there forever, which isn't very pleasing to the eye. Another thing I like is the cheese that comes out of the question blocks and attack you. It is a really nice addition to the level that gives you a sense of doubt when hitting a question block. However it should be made so that the cheese looks more like it's poisonous, rather than a normal edible yellow color. My suggestion would be that you give it some green spots to make it look like it's been poisoned or rotten. One thing I didn't like is how there is little challenge to the level. Most of the hazards in the level entirely consist of avoiding ground enemies and the occasional poisonous cheese trap; not much else. The amount of moving platforms was very scarce, and there were little moments where the player was pressured to keep moving. More variations on the usage of the mice enemies would have been nice and would keep the player entertained for longer before getting bored with the level. There wasn't a particular gimmick in the level that started off simple and became more complex as the level carried on, which isn't good.
I give it a 6/10 (average)
It is great but could use some more work, specially on the level design part.
It's 2-2 so what would you expect? Kaizo?
Also, the fact that you say that all mice should be killable in the same way is just absurd. a goomba isn't killable the same way as a red goomba either.
No, I expected something more than just jumping on the same enemies over and over again. The challenge had no variation to it and made the level repetitive and boring.
The difference is that a red Goomba has wings, so at least there's that to excuse it from being different.
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 3:57 pm
by Mable
witchking666 wrote:a goomba isn't killable the same way as a red goomba either.
MarioHacker wrote:
The difference is that a red Goomba has wings, so at least there's that to excuse it from being different.
And both of you are wrong. You jump on both parts or do fireballs/hammers etc so there is no difference between those. Also there are brown goombas that have wings also so..
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 3:59 pm
by MarioHacker
Tinkerbell wrote:witchking666 wrote:a goomba isn't killable the same way as a red goomba either.
MarioHacker wrote:
The difference is that a red Goomba has wings, so at least there's that to excuse it from being different.
And both of you are wrong. You jump on both parts or do fireballs/hammers etc so there is no difference between those. Also there are brown goombas that have wings also so..
You're completely missing the point. You must jump on a goomba once to kill it, but you have to jump twice on a red goomba to do the same.
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 4:00 pm
by PixelPest
No you don't. Jumping on a red goomba once does the job.
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 4:01 pm
by Marina
Has ANY of you guys even touched the test function in SMBX once??
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 4:02 pm
by MarioHacker
PixelPest wrote:No you don't. Jumping on a red goomba once does the job.
He means the red winged goomba
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 4:02 pm
by PixelPest
Marina wrote:Has ANY of you guys even touched the test function in SMBX once??
I did

Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 4:04 pm
by Mable
MarioHacker wrote:PixelPest wrote:No you don't. Jumping on a red goomba once does the job.
He means the red winged goomba
No he said red goomba :D not red para-goomba so my point was true
/s
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 4:58 pm
by Creppersaurus rex
Marina wrote:Has ANY of you guys even touched the test function in SMBX once??
I did... Seriously, MarioHacker ? SERIOUSLY ?
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 5:19 pm
by MarioHacker
Creppersaurus rex wrote:Marina wrote:Has ANY of you guys even touched the test function in SMBX once??
I did... Seriously, MarioHacker ? SERIOUSLY ?
Wtf is up with you?
Re: Mice Mice Paradise 2.0
Posted: Sat Jan 02, 2016 5:20 pm
by CopyLeft
REVIEW OF MICE MICE PARADISE BY witchking666
GAMEPLAY 75% of grade
The level played very nicely. Great NPC placement, the Cheese Rinka gimmick was neat, and I had fun with it. I'm sure the Episode tells you the difference between Purple and Gold stars, so I won't mark you down for that. Your coin placement was great as well. However, there are areas lacking coins, and the first three coins are not placed well at all. There's only 3 Dragon Coins as well. For a level with pipes, there was a lack of secret areas as well. The first warp pipe's backgrounds made it look like there was obstacles there, causing confusion. That may just be me, so I won't mark you down there. Finally, the quicksand, while it looked good, it had nothing special about it and made the level take longer without it needing to.
7.75/10
It was very nice, but had flaws. The quicksand is what I mainly marked you down for.
EVERYTHING ELSE 25% of grade
First, the Music. The Music actually made the level better, in my opinion. If you had gone with a regular old overworld or desert theme, it would lose its festive-exciting feel to it, so good on you there. Your BGO placement is great, too. But, the signs had grammar errors. I'm not sure how I feel about the quicksand being background instead of foreground, as it helps and makes the level worse. There's not much else to say, because I haven't much criticism on the matter. Seriously, I've been looking through the level. I can barely find anything wrong with it.
9/10
Awesome.
OVERALL SCORE
8/10 Rounded from 8.375/10
Pretty Good
It had some flaws, but altogether, it was super.
Re: Mice Mice Paradise 2.0
Posted: Sun Jan 03, 2016 6:00 am
by Witchking666
MarioHacker wrote:PixelPest wrote:No you don't. Jumping on a red goomba once does the job.
He means the red winged goomba
No i dont!
i meant the fact that the red goomba's are supposed to be fireproof
i know they are both killable by jumping
Re: Mice Mice Paradise 2.0
Posted: Sun Jan 03, 2016 6:04 am
by Mable
Following that logic Mario shouldn't die in lava bc he has a red hat and red now makes you fireproofed.
So so should the zelda 2 one he's red why does he die.
Re: Mice Mice Paradise 2.0
Posted: Sun Jan 03, 2016 6:31 am
by RudeGuy
EpicMarioBro wrote:review
Based on your score both gameplay and other should worth 50%. Why did you say otherwise?
witchking666 wrote:
i meant the fact that the red goomba's are supposed to be fireproof
Red goombas aren't fireproof. The only reason of why they exist is because of the second paragoomba type.
Re: Mice Mice Paradise 2.0
Posted: Sun Jan 03, 2016 7:18 am
by TDK
RudeGuy07 wrote:
Red goombas aren't fireproof. The only reason of why they exist is because of the second paragoomba type.
He's right.
In SMB3 brown paragoomba could fly, while red paragoomba could only jump.
In SMBX the brown paragoombas have the same AI as koopa paratroopas, while red paragoomba can only jump.
Re: Mice Mice Paradise 2.0
Posted: Sun Jan 03, 2016 7:28 am
by Saltlord
The only difference between the red and brown goomba is that the red goomba doesn't fall off his platform, like red koopas™.