Page 1 of 1

Beware the forest's warfare

Posted: Mon Mar 14, 2016 5:49 am
by Bowser is ded
Autoscolling tank level
Contain 2 exits

Screenshots
Spoiler: show
Image
Image
Image
Credits
Spoiler: show
the invasion 2 - Gfx
RednGreen - Cursed Cathedral
https://www.youtube.com/watch?v=k3YbXgb ... 021kx7wYLA
Buziol - Apoplexy tanks
https://www.youtube.com/watch?v=ScbxP7lGnXE
Download
Spoiler: show
tank you for playing.

Secret exit
(dont look here if you want to find it by yourself i am telling you because there's an entire section there i dont want you to miss it)
Spoiler: show
go in here
Image

Re: Beware the forest's warfare

Posted: Mon Mar 14, 2016 7:08 am
by ShadowTreecko
This level was very challenging and that's what I love about some of these levels, they make you pick up the pace. The only problem with this level is sometimes when you go through the first pipe the music doesn't play.

8/10

Re: Beware the forest's warfare

Posted: Mon Mar 14, 2016 7:14 am
by Circle Guy
It's very flat in some areas and clashes. You should fix that. Also, I wouldn't suggest giving the player two random fire flowers. :idea: At least put them in ?
blocks!

Re: Beware the forest's warfare

Posted: Tue Mar 15, 2016 10:02 am
by Bowser is ded
Circle Guy wrote:It's very flat in some areas and clashes. You should fix that. Also, I wouldn't suggest giving the player two random fire flowers. :idea: At least put them in ?
blocks!
i want to do that. but all the ? block graphic was taken by the moving tank wheels gfx. all of them.

Re: Beware the forest's warfare

Posted: Wed Mar 16, 2016 12:59 pm
by Emral
Reviewed on request.

I don't see many tank levels around and would consider them to be almost as difficult to design well as underwater levels. This level does a lot of things well, while having these one or two things which drag it down for me. Let me go over the positives first though, because that's how I roll.

While the atmosphere in this level is nothing outstanding, it's exactly what it needs to be: A bit dreadful, dangerous, and definitely tense. The level throws a large array of obstacles at the player, ranging from cannons to lakitu, and it feels like the level is seperated into different sections giving each different obstacle its own time to shine. While one might argue this would make the level seem a bit jumpy and disharmonic, I think it works well in the context of a tank level, as it helps memorise the layout of each area in case the player dies, and makes them more memorable overall.

The enemy variety encompasses your standard arsenal type enemies, apart from maybe snifits or dry bones, though the focus seems to be largely on bullet bills. I think they're the most common enemy I found. As I don't have much more to say about "generally very good tank level type geometry and design" I'm gonna use this as a segway into the first issue I have: There's a bit of an unbalance resulting from the npc placement coupled with the fast autoscroll. I think if you slowed down the scrolling by ~0.3 and removed an enemy or two in largely cramped areas (cramped due to a lot of enemies) (example: you don't need two lakitus, 2 hammer bros and a dozen billy guns at the very end), the difficulty in this level would feel much more fair. As it stands now I often found myself in a position where I'd value taking a hit over risking to fall behind and hoping no difficult spot would come up until the next fire flower. Speaking of powerups, the way they're laid out makes progressing in the later parts of the level a bit frustrating if you're not a good player. I think the two fire flowers in the end section might aswell be moved to somewhere in the previous section where there's a particularly large gap between powerups.

The second issue I'm having is a technical one which you're not really at fault for. If you look at this gif: http://i.imgur.com/7qFxvRS.gif
What I did was wait for 2 minutes for the autoscroll to progress on its own. This is an issue with internal smbx, I'm aware, but by injecting luna-steroids in form of a lunadll line or lunalua code which activates/simulates autoscroll once the player enters section 2, it can easily be fixed.

The last thing I want to address is more of an inconvenience rather than a real complaint. While I find the secret star to be a fair addition to the level, I think it's weird how the key is locked behind a keypad, creating an awkward yet easy escort mission for a 2nd key to open the keypad to get the door open with the other key. It just feels weird and could be pulled off in a more natural way with top-solid blocks, switches or even by omitting the key and keypad and just having the escort mission.

Overall this was a pretty good tank level. I like the way it was laid out and the secret star. While it doesn't do anything truly amazing, it's still overall enjoyable. The difficulty is a bit on the unfair side thanks to the fast autoscroll, to the point where you had to counterweigh it by using frequent powerup supply throughout the level. By slowing down the level and removing a hammer bro here and there, I feel like this could be easily fixed.

6.9/10
Moved to "pretty good".

Re: Beware the forest's warfare

Posted: Wed Mar 16, 2016 1:17 pm
by Bowser is ded
thanks for the review mate. this is actually my best level to date.


ha 6.9