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A simple level

Posted: Sat Feb 13, 2016 2:59 am
by rckrdan
http://www.mediafire.com/download/8fuob ... emake3.lvl

So, tell me what you think and where it can be improved :)

Re: A simple level

Posted: Sat Feb 13, 2016 3:00 am
by Alper0022
Upload screenshots, quick!

Re: A simple level

Posted: Sat Feb 13, 2016 1:38 pm
by diamantico21
You're using smw tilest background and smb3 BGOs amd npcs in the same area...
that makes the level not enjoyable to watch, just stick with a theme and use it for the entire level, don't mix them.

Other things to improve:
Spoiler: show
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The blocks are just too near to the ground, and the blue block (the one that makes the wooden platform move (thanks for not insererthing smw classic platform)) is too far from the moving layer.
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If marioslides here istant death will reward him.

Re: A simple level

Posted: Sat Feb 13, 2016 5:38 pm
by J-Dub34
And I couldn't agree more than what diamantico just said.

I don't have any screenshots, and based off of the level I've played thoroughly, it was basically not as great. Where you had the blue switch to turn the moving platform on, you basically had the tiles placed too close to the ground. That leaves barely enough room for the mushroom-size player. Also, the orange pipe on the bottom left a gap when it reaches its apex. Thirdly, I find the terrain tiles prior to the blue shells being kicked by the naked koopa as death tiles. Heck, I'ved tested it out to see if it's death, and death is what I had to pay. Last thing to mention, the warp behind the Toad ally leads me back to an area already discovered, and once I try to get back where I left off, there's no way I can beat it now.

I also forgot to mention that SMB3 and SMW do not mix together, no matter what you use; BGO, NPC, or music choice. Try to stick with one theme, nothing else.

Re: A simple level

Posted: Sat Feb 13, 2016 6:14 pm
by YellowMe
J-Dub34 wrote:I also forgot to mention that SMB3 and SMW do not mix together, no matter what you use; BGO, NPC, or music choice. Try to stick with one theme, nothing else.
They can look good together. All styles can look good put together if they look similar and are organised. SMB3 and SMW have the same black outlines ( with SMB3 having gray outlines for NPCs ) and similar shading. SMB3 has less saturated colors though, as you can see comparing the SMW grassland tiles and the SMB3 BGOs in this level.

Re: A simple level

Posted: Sat Feb 13, 2016 6:23 pm
by as303298
My Review:

Atmosphere [4/5]
Yes, a grass level. That was really all that I took from the level. I didn't see any elements that really spoke to me as being designed by your specific standards. But given it is "A Simple Level" I can't really complain, but it didn't leave a long-lasting impression as well.

Level Design [2/5]
For one, there is no midpoint whatsoever. The red coins are in nice spots, but the player doesn't exactly have a means to reach a few of them without putting themselves in instant death pits or running around looking for an invisible block with no indication whatsoever. Then there's the pipe where the Red Coin's death event activates: the pipe out spits you almost to the beginning of the entire level. This means that if the player didn't care about Red Coins and just wanted to see what this random pipe was...then they are punished by having the replay 90% of the level again.

Lastly, the level itself is pretty linear. With the DarkMatt concept of "Hold right and occasionally jump" method ringing true here.

Graphical Continuity [2/5]
Pick a game style and stick with it. SMW tiles, SMB3 Tiles, SMW Enemies, SMB3 Enemies, SMW Background, SMW Blocks & Coins, SMW BGOs, SMB3 BGOs and finally a moving pipe that doesnt extend to the bottom of the screen creating huge cutoff.

I know clash is something people hate to hear, but if it exists than it can't be disregarded. Pick one type of graphical style and stick with it, otherwise you have a mix-mash of just..everything.

BGO Placement [3/5]
One point is deducted from mixing two different styles of grass hills.
The more important point taken away is from the lack of a long-lasting impression. While writing this section I had to check the level two times just to refresh my memory if BGOs were even used. I recommend trying to use trees or maybe having a forest sub-section instead of a cave section. This way things some seem to flow inconsistently.

NPC Placement [5/5]
As much as I would like to find something wrong in this field, I legitimately cant. While NPCs were used very sparingly, I would have to say they were used rather well. I would highly recommend you try to expand your experimentation with NPC usage since you do seem to get the right idea on where and when to use an npc, although rather sparingly like I said.

Difficulty / Replayability [1/5]
Sadly, due to the incredibly linear aspect and lack of a long-lasting impression this level made I would rule this to be rather low in terms of replayability. Now, this doesn't mean someone should avoid this level, that isn't true. This level is perfect for a World 1 level, but its too straightforward by common SMBX Designer standards and leaves nothing to the imagination or leaves an impression afterwards.

Great experimentation level, but you should expand on a less linear design and try to stick to just one type of graphical style.
[Extra] I do have to give you kudos however. I RARELY see a purely vanilla level, which I must give you props for. Nowadays everyone uses at least a custom soundtrack; whereas this level went completely pure.

Overall Score: 17/30
Final Score: 5.6/10
Judgement: Average
Video: https://www.youtube.com/watch?v=yTpwp-20KGs
Spoiler: show

Re: A simple level

Posted: Sat Feb 13, 2016 10:37 pm
by rckrdan
Thanks for the feedback everyone, I'll put your criticism into my next level and see if I learned anything from the tips ;)