Yeah, I decided to get off my butt for once and make a level.
Some of you may recognise this one as my Nintendo Crossover Contest submission (yeah, it is the winning level) that I made. For this one, I was heavily inspired by the temples in Zelda 2 when I made this and I was originally planning to submit this for CC10, but it was taking too long so I decided to go back to my other level that I made originally for CC9. I'm pretty glad this actually won a contest as well, so I'll let you see how all of you handle it. Of course, being a Zelda 2 level, this level must be played as Link.
If you're using SMBX 2.0, some of the sounds have been replaced with adult Link's grunts and other sound effects from Ocarina of Time, but this level will still work with 1.3 and 1.3.0.1, just without the sound effects. Reviews would be greatly appreciated.
Design and Gameplay (weighed 70%): 8.4/10
Overall this level was really well designed and stuck true to the Zelda theme. NPC placement was fine throughout, although the section leading towards a dragon coin that requires the fairy to get over the lava would have been better with some kind of enemies to provide a bit more of a challenge. There was a good amount of rupees throughout the level, that could be obtained both through killing enemies and through blocks. Some of the design ideas in this level were very unique, played to the characteristics of Link, and kept the level interesting. The idea of having part of the level inside and some of it outside was also a smart idea and provided more variation for the player. The level also wasn't over-worked with BGOs nor did it lack them--it used a perfect amount that helped contribute to a really good atmosphere. There were a few parts that had a bit too much backtracking, it might be a good idea to show a new layer of enemies when the player returns back down the same passage, just to make it a little more interesting. There were also some really creative touches to the level, such as the change from day to night and the signs used in the level. The final boss battle was a bit disappointing though; it was quite boring, with a reskin of SMB3 Bowser for Shadow Link, that respawns again for a second phase after you beat him the first time. Unlike the rest of the level, this section was very uncreative and uninteresting, which kind of left the level off on a bad note, with the repetitiveness of the boss battle.
Graphics and Sound (weighed 30%): 9.0/10
This level used really nice graphics, that just like the design, mostly kept to the Zelda theme throughout the level. All of the music tracks fit well with the theme and the addition of sound effects for Link were another creative touch that added to the enjoyment of the level. However, the choice of the pink background and completely black, square blocks for the boss battle was an interesting idea, but didn't really fit with the rest of the level, which really stuck out as unattractive. Other than that, the choices graphics for the enemies, blocks, and BGOs in the level as well as the music was really well done.
Design and Gameplay (weighed 70%): 8.4/10
Overall this level was really well designed and stuck true to the Zelda theme. NPC placement was fine throughout, although the section leading towards a dragon coin that requires the fairy to get over the lava would have been better with some kind of enemies to provide a bit more of a challenge. There was a good amount of rupees throughout the level, that could be obtained both through killing enemies and through blocks. Some of the design ideas in this level were very unique, played to the characteristics of Link, and kept the level interesting. The idea of having part of the level inside and some of it outside was also a smart idea and provided more variation for the player. The level also wasn't over-worked with BGOs nor did it lack them--it used a perfect amount that helped contribute to a really good atmosphere. There were a few parts that had a bit too much backtracking, it might be a good idea to show a new layer of enemies when the player returns back down the same passage, just to make it a little more interesting. There were also some really creative touches to the level, such as the change from day to night and the signs used in the level. The final boss battle was a bit disappointing though; it was quite boring, with a reskin of SMB3 Bowser for Shadow Link, that respawns again for a second phase after you beat him the first time. Unlike the rest of the level, this section was very uncreative and uninteresting, which kind of left the level off on a bad note, with the repetitiveness of the boss battle.
Graphics and Sound (weighed 30%): 9.0/10
This level used really nice graphics, that just like the design, mostly kept to the Zelda theme throughout the level. All of the music tracks fit well with the theme and the addition of sound effects for Link were another creative touch that added to the enjoyment of the level. However, the choice of the pink background and completely black, square blocks for the boss battle was an interesting idea, but didn't really fit with the rest of the level, which really stuck out as unattractive. Other than that, the choices graphics for the enemies, blocks, and BGOs in the level as well as the music was really well done.
Overall: 8.58/10 (Pretty Good)
Thanks for the review man. The purple background on black blocks was deliberately intended as I was trying to recreate the final boss arena from Zelda 2, complete with Dark Link. As for the boss itself, I originally wanted to put in a third phase with two Dark Links but decided not to because it would be too tedious and most players aren't that good with Link in comparison to Mario or Luigi. Knowing this fact, I didn't want the boss battle to be too hard and force Link to be pushed to his very limits.
Design and Gameplay (weighed 70%): 8.4/10
Overall this level was really well designed and stuck true to the Zelda theme. NPC placement was fine throughout, although the section leading towards a dragon coin that requires the fairy to get over the lava would have been better with some kind of enemies to provide a bit more of a challenge. There was a good amount of rupees throughout the level, that could be obtained both through killing enemies and through blocks. Some of the design ideas in this level were very unique, played to the characteristics of Link, and kept the level interesting. The idea of having part of the level inside and some of it outside was also a smart idea and provided more variation for the player. The level also wasn't over-worked with BGOs nor did it lack them--it used a perfect amount that helped contribute to a really good atmosphere. There were a few parts that had a bit too much backtracking, it might be a good idea to show a new layer of enemies when the player returns back down the same passage, just to make it a little more interesting. There were also some really creative touches to the level, such as the change from day to night and the signs used in the level. The final boss battle was a bit disappointing though; it was quite boring, with a reskin of SMB3 Bowser for Shadow Link, that respawns again for a second phase after you beat him the first time. Unlike the rest of the level, this section was very uncreative and uninteresting, which kind of left the level off on a bad note, with the repetitiveness of the boss battle.
Graphics and Sound (weighed 30%): 9.0/10
This level used really nice graphics, that just like the design, mostly kept to the Zelda theme throughout the level. All of the music tracks fit well with the theme and the addition of sound effects for Link were another creative touch that added to the enjoyment of the level. However, the choice of the pink background and completely black, square blocks for the boss battle was an interesting idea, but didn't really fit with the rest of the level, which really stuck out as unattractive. Other than that, the choices graphics for the enemies, blocks, and BGOs in the level as well as the music was really well done.
Overall: 8.58/10 (Pretty Good)
Thanks for the review man. The purple background on black blocks was deliberately intended as I was trying to recreate the final boss arena from Zelda 2, complete with Dark Link. As for the boss itself, I originally wanted to put in a third phase with two Dark Links but decided not to because it would be too tedious and most players aren't that good with Link in comparison to Mario or Luigi. Knowing this fact, I didn't want the boss battle to be too hard and force Link to be pushed to his very limits.
The boss battle just isn't interesting though, and that third phase you suggested wouldn't really help imo. If you make a better, less tedious, repetitive boss battle and fix the other small things I mentioned, this would likely be able to be moved to the Best. It really is a great level