Stoneshift Tower

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goldmelonmaster
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Stoneshift Tower

Postby goldmelonmaster » Fri Jul 08, 2016 2:54 pm

]A level that took 6-7 hours to make... :shock:
Difficulty is around medium
Fortress GFX by Valterri, Dragon Coin by me
http://imgur.com/a/Y3DeX

https://www.dropbox.com/s/9n3n1ktyo1dkr ... r.zip?dl=0

There is an easteregg hidden in this. Can you find it?

Emral
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Re: Stoneshift Tower

Postby Emral » Fri Jul 08, 2016 4:07 pm

Have you actually beaten this level?

PixelPest
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Re: Stoneshift Tower

Postby PixelPest » Fri Jul 08, 2016 4:30 pm

It is possible to beat however it has some major issues:
  • Moving layer speeds aren't exact enough and end up producing a messy look, especially the checkpoint.
  • The styles in this level don't really fit in some spots (SMB3 + SMW).
  • Power-up placement is okay, however coin placement needs a lot of work; coins are especially needed in the last section before the boss.
  • I couldn't actually get the Dragon Coin in the secret room after the checkpoint due to the length of the blocks and the moving layers and the player cannot even exit that room anyway.
  • You can make the boss fall off of the platform at the end.

JupiHornet
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Re: Stoneshift Tower

Postby JupiHornet » Sun Jul 31, 2016 1:06 pm

UNOFFICIAL REVIEW of STONESHIFT TOWER by GOLDMELONMASTER

Gameplay (60%): 1/10
I have the same question as Enjl here. Have you actually beaten this level? Actually, a better question is "have you tested this level?" Because it sure doesn't seem like it.
The first section is overall very boring because it's just waiting for a bunch of platforms to move, with a lot of timed jumps you have to make from platform to platform. And like PixelPest said, the Dragon Coin in the secret room is impossible to get (and the secret room is impossible to exit).
The second section is just annoying. Having to jump from a space that's only 2 blocks high is bad enough, but having to do it while the platforms you're jumping from are moving AGAINST you? Nearly impossible to do, and it just feels like it's there to pad out the level length. You can fix this by making each platform one block shorter than the last. So instead of this:
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You have this:
-------
--------
---------
----------

Doing this makes the section a lot more managable, and it feels less like artificial length.
There's also a boss at the end, which is just a standard Larry Koopa fight. Problem is, it's way too easy to make him go off the platform, which makes the boss impossible to beat and forces you to kill yourself.

Graphics/Atmosphere (30%): 3/10
This...just doesn't look good. Having the moving stone blocks be SMW while everything else in the level is SMB3-styled...it doesn't look right. Speaking of SMB3 styled...this tileset just looks horrendous. It basically looks like the hub world of Tower of Biased 5, except worse >__>
Moving on to the moving blocks themselves. Like PixelPest said, the movement layer speeds aren't correct. The moving block that holds the checkpoint stops one or two pixels above all the other blocks, which makes me think even more that you rushed/didn't test the level.

Replayability (10%): 0/10
Definitely not. Sorry, but his level feels too rushed and lazy to be worth playing again.

SCORE CALCULATION

Gameplay: 6/60
Graphics/Atmosphere: 9/30
Replayability: 0/10

Overall Score: 15/100 = 1.5/10 (The Trash Can)
This level clearly wasn't tested enough. Listen to my and PixelPest's suggestions, and go back to apply them in the editor. You'll be surprised at how much the level will change!


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