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TheWarpyro's Levels

Posted: Mon Aug 15, 2016 7:12 pm
by TheWarpyro
All done in SMBX 1.3

(Still a WIP, more comming soon)

Cube Mania! (completed)
Spoiler: show
Basically, this is a level with tons of snow, ice, and snow themed enemies.
Watch out for flurries, koopas, autobombs and walruses down this iced road!
I appreaciate constructive criticism and feedback, so, if you want to give me some feedback, you're more than welcome to comment your POV of my level!
Report me of any bugs or anything in the level, i DID test it, but just in case.

Download Link:

http://www.mediafire.com/download/kehre ... +Mania.rar

Screenshots:
Image

Image

Re: TheWarpyro's Levels

Posted: Tue Aug 16, 2016 8:31 am
by HeroLinik
Here's my review of Cube Mania:

This level sticks to its premise very well, being full of cubes, and the snow theme is brought out very well with the combination of the SMB2 and SMB3 styles. In fact, I liked how the cubes of the level's title are weaved into the tileset as a decorative feature as well as a platform. As for the gameplay, it's pretty standard as far as gameplay goes, without any fancy layers or events, but the selling point is the ice cube mechanic, where the player has to pick them up and throw them, and while it was taken further with the walrus enemies that throw the cubes at you, as well as having to lift them up to collect a Star Coin, that's as far as it got, and didn't really see any expansion other than that. Speaking of Star Coins, they helped to increase replay value, but I felt that they were placed in pretty predictable spots. What I found was quite weird about the level was that if you went to collect the 1-Up at the end of the level you'd hit the Giant Gate and automatically end the level, then get stuck walking behind an ice cube. This seems to be an indication that tells me that this part wasn't tested well. And while the level was decorated and while there are no major graphical flaws, the decorations got a bit repetitive because it was the same tree being used over and over. In fact, there were some parts of the level that were pretty flat and didn't have much variance in the landforms; the part leading up to the checkpoint and up to the Giant Gate are examples of this.

To conclude, this level had some interesting ideas, but it was pulled back by some flaws like the flat ground. In future, please test your levels very thoroughly to prevent any mishaps like that 1-Up thing. This gets a 6.1/10 from me.

Re: TheWarpyro's Levels

Posted: Wed Aug 17, 2016 8:49 pm
by TheWarpyro
Spoiler: show
Linik wrote:Here's my review of Cube Mania:

This level sticks to its premise very well, being full of cubes, and the snow theme is brought out very well with the combination of the SMB2 and SMB3 styles. In fact, I liked how the cubes of the level's title are weaved into the tileset as a decorative feature as well as a platform. As for the gameplay, it's pretty standard as far as gameplay goes, without any fancy layers or events, but the selling point is the ice cube mechanic, where the player has to pick them up and throw them, and while it was taken further with the walrus enemies that throw the cubes at you, as well as having to lift them up to collect a Star Coin, that's as far as it got, and didn't really see any expansion other than that. Speaking of Star Coins, they helped to increase replay value, but I felt that they were placed in pretty predictable spots. What I found was quite weird about the level was that if you went to collect the 1-Up at the end of the level you'd hit the Giant Gate and automatically end the level, then get stuck walking behind an ice cube. This seems to be an indication that tells me that this part wasn't tested well. And while the level was decorated and while there are no major graphical flaws, the decorations got a bit repetitive because it was the same tree being used over and over. In fact, there were some parts of the level that were pretty flat and didn't have much variance in the landforms; the part leading up to the checkpoint and up to the Giant Gate are examples of this.

To conclude, this level had some interesting ideas, but it was pulled back by some flaws like the flat ground. In future, please test your levels very thoroughly to prevent any mishaps like that 1-Up thing. This gets a 6.1/10 from me.
Thanks for your review, Linik, i'll try to stick up to your advice, i think i used too much smb2 blue tress because i had a limited idea of frozen tress at the moment, but in future levels for this "world" (ice world, for now) i'll try to make the Star Coins harder to find and the levels not so flat. ^^

Re: TheWarpyro's Levels

Posted: Sat Aug 20, 2016 1:48 pm
by aero
Cube Mania LIVE Review:


Re: TheWarpyro's Levels

Posted: Wed Aug 24, 2016 7:33 pm
by TheWarpyro
Okay, i see many things from the reviews, and i'll try to fix them when i make new levels and when i fix Cube Mania:
-The graphics: they could have been better, but i didn't find any other ice based that could fit the theme of the level.
NOTE: I tried making some "bright" ice blocks so people could identify wich ones were grabbable.
-The phisics: the ice was to add some extra diffculty to the level, as it's part of a world im making, and it's one of the last worlds' levels.
-The Mushroom coins (dragon coins): must make it way more diffcult to get.
-Difficulty: Must make levels a bit less harder, atleast for the first levels.
NOTE: the part with the ice spikes was meant to be passed by "riding" over the flurry, since you can stand on top of it.

In conclusion: I'll make a level that comes before Cube Mania, that uses other graphics, and i'll remake or fix Cube Mania, probably a remake with the original desgin but different graphics.
I'll try to keep working on an upcoming level with graphics made by me (NPCs to be exact), but i'll take care of all the tips you all gave me.