Explorative Plains

Levels that have good quality and are worth playing.

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diamantico21
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Explorative Plains

Postby diamantico21 » Sun Feb 21, 2016 12:26 pm

Hey! I spent an entire day on a single SMB1 styled level beacuse i didn't know what to do! Cool!
Down And Load It! now I updated it!
Screenshot
Spoiler: show
Image
I encourage you to explore the level, try going into pipes, into doors and so on! ;)
Last edited by diamantico21 on Mon Feb 22, 2016 8:47 am, edited 1 time in total.

CopyLeft
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Re: Explorative Plains

Postby CopyLeft » Sun Feb 21, 2016 4:10 pm

Not bad.

The Goods

I was honestly surprised. You had great NPC placement, coin placement was great, solid powerup placement, sticking to the theme. Backgrounds going along with the size of enemies. This was perfect in every way, almost.

The Bads

The secrets were pretty cool, but there were, as I felt, too many, and for most, I had to look in the editor to see where they were. The music for the main section felt a little too calm for the level as well. The large bullet bills went way too fast, and the large Piranha Plants were unnecessary, because they go in and out of the pipe too fast. There were also some weird things, like how giant green paratroopas are immune to fireballs.

This level's main problem is NPCs. There were points, like Section 4 and the spiny part had way too many NPCs. It felt too crowded and too difficult. The Yoshi Coin you get from entering Warp 10 had no way of leaving that area. Section 4's ways out were bad. You could either go back in the level, or take the secret way, which the two which lead to Bowser Castles left you no way of knowing how to get to the secret, let alone knowing its existence.

Unused Content

Nothing important here, as you just copied and pasted Sednauir's SMB1 Expanded pack.

Final Score

A 7 or so/10.
Some flaws, but amazing level.

diamantico21
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Re: Explorative Plains

Postby diamantico21 » Sun Feb 21, 2016 11:27 pm

EpicMarioBro wrote: This level's main problem is NPCs. There were points, like Section 4 and the spiny part had way too many NPCs. It felt too crowded and too difficult. The Yoshi Coin you get from entering Warp 10 had no way of leaving that area. Section 4's ways out were bad. You could either go back in the level, or take the secret way, which the two which lead to Bowser Castles left you no way of knowing how to get to the secret, let alone knowing its existence.
Wow... I thought I modified the Txt file of the NPCs you pointed out...
Anyway, I'm going to fix the NPC and stuff ad soon ad possible!

diamantico21
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Re: Explorative Plains

Postby diamantico21 » Mon Feb 22, 2016 8:48 am

Level updated! ereased from existance some of the spikes enemy and updated some txt files... also I can't slow down the pirhanna plants

as303298
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Re: Explorative Plains

Postby as303298 » Wed Feb 24, 2016 2:40 am

My Review:

Atmosphere [4/5]
Now I really liked this level, but one thing threw it way off. Why did you switch to using giant enemies and then not make the tileset or blocks to match the giant portion of the level?
You really could've expanded on this idea and I was really sad to see it fall short like it did.

Level Design [3/5]
Note, I am judging mostly off of Section 1. After looking into the level some more I can see there are a lot of side paths, but there are quite a few issues tied to it.
First we will talk about these side paths:
-A majority of the warps reside in a piranha plant's pipe. There is an unspoken rule that if there is an enemy or generator tied to a pipe, then it isn't important to our progression. A typical player will not waste their time checking every single bloody pipe for something as silly as a dragon coin's placement.
-Entrance to Section 3 is completely uncalled for. Do you really expect the player yo randomly jump in this hole and fall down here? Only to be met with a completely pointless section, based off of my playthrough.
-The level is cute, don't get me wrong, but it is so linear that I died out of boredom most of the time. You kept things fresh but used the same design style throughout the level which defeats the purpose of throwing a new gimmick or obstacle at me. I highly recommend restructuring the main section to incorporate all of these interesting side paths in a more constructive manner rather than place them in random pipes.

Graphical Continuity [4/5]
The point deducted stems from two issues, lets start with the less important one.
-Why don't the clouds animate? I found it incredibly annoying to see a static cloud in the sky. While not a big issue I still fail to see why this was a persistent BGO if it...didn't even animate.
-Your bomb's graphic and AI is incredibly misleading. They look like SMB3 bombs but act like SMB2. Meaning they blow up if you hit them from underneath, which only kills the player because of your poor graphical choice. As for their AI, why the hell can't I jump on these things? I legit don't get why you put this in its coding...just remove it.

BGO Placement [5/5]
No issues whatsoever.
I would suggest retexturing SMB3 algae so you can have something in Section 2. But since I did not come across this section, I couldn't care less.

NPC Placement [4/5]
My only issue still stem from these irritating bombs. A lot of them are placed in areas where you want to hit a block or need to land where they are. Considering they hurt you when you jump on them, I find this to be a big issue. I highly recommend, yet again, remove that code.

Difficulty / Replayability [3/5]
I would play this level again if it wasn't so irritating trying to figure out where the secrets are. Looking everywhere and having to enter every single pipe is nothing short of tedious in my eyes. Have them either be slightly mandatory with easily recognizable entrances, or simply make the side paths a little easier to see them to begin with.
In any way, I highly recommend reviewing you design choices again and try restructuring this level.

Overall Score: 23/30
Final Score: 7.6/10
Judgement: Pretty Good

TDK
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Re: Explorative Plains

Postby TDK » Sat Feb 27, 2016 2:46 pm

diamantico21 wrote: I encourage you to explore the level, try going into pipes, into doors and so on! ;)
I've only played the original version, so this could have been updated.
However a big problem with this level is this:
Image
Basically one of the dragon coins is impossible to collect (once you enter the area with the dragon coin, you can't get out, as the door is only one way). At this point I've realised that you didn't bother to test that all dragons coins are collectable, so I stopped bothering to collect the dragon coins. Which kinda ruins the main point of this level considering it's about exploring.

diamantico21
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Re: Explorative Plains

Postby diamantico21 » Sat Feb 27, 2016 5:13 pm

TheDinoKing432 wrote:
diamantico21 wrote: I encourage you to explore the level, try going into pipes, into doors and so on! ;)
I've only played the original version, so this could have been updated.
However a big problem with this level is this:
Image
Basically one of the dragon coins is impossible to collect (once you enter the area with the dragon coin, you can't get out, as the door is only one way). At this point I've realised that you didn't bother to test that all dragons coins are collectable, so I stopped bothering to collect the dragon coins. Which kinda ruins the main point of this level considering it's about exploring.
Already fixed it :/

TDK
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Re: Explorative Plains

Postby TDK » Sat Feb 27, 2016 5:17 pm

diamantico21 wrote:
TheDinoKing432 wrote:
diamantico21 wrote: I encourage you to explore the level, try going into pipes, into doors and so on! ;)
I've only played the original version, so this could have been updated.
However a big problem with this level is this:
Image
Basically one of the dragon coins is impossible to collect (once you enter the area with the dragon coin, you can't get out, as the door is only one way). At this point I've realised that you didn't bother to test that all dragons coins are collectable, so I stopped bothering to collect the dragon coins. Which kinda ruins the main point of this level considering it's about exploring.
Already fixed it :/
Oh, like I've said I've only played the original version, so it's good to know it's been fixed.
Overall, apart from that it's a solid level.


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