MECHDRAGON777's Level Factory (New Level 29.04.2021)

Share your own SMBX levels and play others' too.

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MECHDRAGON777
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MECHDRAGON777's Level Factory (New Level 29.04.2021)

Postby MECHDRAGON777 » Tue Aug 16, 2016 4:31 am

Welcome to my level factory, here you can play some of my older , as well as some of the newer ones I make. Starting with Nuclear Facility, all of the new will be posted starting from the top up; casual at the bottom. I hope you all enjoy them.
Lava Harbor: show
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This is a level that was formally from my episode. The file name gives away how far it is into the episode. The level will be remade at a later date for the episode. The alternative names this level can use include:
Japanese: ようがんのみなと
Portuguese: Porto de Lava
נמל הלבה
French: Quai de Lave
Spanish: Puerto de Lava
Download: Lava Harbor
Elemental Wind; Factory of Atmospheric Anomalies MK II: show
Icy Mix: show
Download: Icy Mix
Videos can be found on speedrun.com
FFB.lua test level with no name.: show
Download: Test
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Klonoa;Raocow: show
Download: Klonoa;Raocow
Stars: 1
I: Jump in the pit at the end of the level and hit spot on.
Video by Eclipsed: [N/A]
Video by Self:
Video by Raocow: https://www.youtube.com/watch?v=37Gn8R_ccc8
This level was made for Raocow for Christmas for 2017, but now, I have fixed the bugs he spoke about in his video.
WARNING: This level uses a Custom npc-n.lua file and those do not work if a Semicolon (;) is in the folder name. The folder and level have had it replaced with a Space, however, the level name is officially "Klonoa;Raocow" and NOT "Klonoa Raocow".
Frozen Fissure (Nova Contest 2019): show
Download: Frozen Fissure
Stars: 2
I: Beat the Level
II: Beat the Level without collecting a Single Coin. (Can not start at the checkpoint.)
Video by Eclipsed: [Deleted]
Video by self: (Will come after MaGLXIII and MaFABII entry are submitted on the 31st)
Icy Mix Xtended Part II: show
Not sure if this counts as new or not, but here:
Icy Mix Xtended Part II
I am splitting IMX into two parts. This is based on where the checkpoint is in the original level. This is mainly giving more people to opportunity to play the second half since the farthest a person got in the full thing was 5%. I will post Part I when I get a video of it.

Original Link: https://www.youtube.com/watch?v=7D_MdMxujJM
Castle of Sorrow: show
Castle of Sorrow (2016)

Original Link: https://www.youtube.com/watch?v=rb_5qbR8DdQ
This is a level I made back in 2016 and just forgot to post.
はかいとこんとんのほうしゃせんぎゃくさつ: show
Icy Mix Xtended Make a Good Kaizo Level X 2 Judge level: show
Community Contest 12; 11th Place, Nuclear Facility Remake/SMBX 2 compatible: show
Community Contest 12; 11th Place, Nuclear Facility: show
This is my C12 level and will be updated with the results get posted. The custom Playable Graphic over Peach will be included when it is done.
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Download Link that was judged in CC12:
https://www.mediafire.com/?0fgbb58qhanznzs
Valtteri wrote: Tier 8
11. MECHDRAGON777 - Nuclear Facility (7.76/10)
Chad (9.0/10)
This is an amazing level. The radiation/health system is wonderfully implemented and clearly explained, and it's actually not too difficult to work with. The added focus of keeping an eye on that balances really well with the difficulty of the level itself to an overall moderately-hard and fair experience, with some generous accomodation for mistakes. You do have to babysit the meter a lot, but not so much that it felt invasive, although the high readings can creep up on you suddenly especially in more tense areas. In general, the construction of the level is beautiful and complex, but also pretty easy to navigate. Enemies are clever and events are brilliant, with an excellent length and pace. It's especially impressive how even entire sections repurpose themselves. However, I find the decoration to be a bit too heavy on the eyes. I think the level would have benefitted a lot visually from not being filled with BGO tilesets, or at least darken them to about the extent as the background. It made it a little hard to see what was going on at points, especially where projectiles are concerned, but it wasn't unbearable. Another thing I found to be needlessly obscuring was the glow just above the radiation-lava, which made it hard to see and trust enemies and sometimes-required platforms. The moon coins were fun to hunt for, especially given their inventory permanence, but the switch pertaining to the second one didn't explain itself well and going down to where the actual coin was felt like a leap of faith where not much appeared to have changed.
ElTipsta (8.0/10)
This is a really impressive, well decorated nuclear facility level that is distinctively Sednaiur. I really liked how you had to return to rpevious areas after the nuclear waste had been lowered therefore making the repetition enjoyable. I liked the idea of the radioactive gimmick and with some refinement it could be excellent, however the bar takes too long to deplete if you wait in the safe zones, plus it is hard to identify where these 'safe zones' are in the level, so it becomes very much trial and error where the waiting points are. It's a shame as this level loses a lot of it's enjoyability. Still, it's good to see that another veteran designer is trying something with LunaLua and it's commendable.
Quill (5.5/10)
Oh, MECHDRAGON777, what are we going to do with you? :P Firstly, this is a BIG improvement over Sanctuary Fortress 2, so props for that. However, there are some pretty major flaws. I think the concept of radiation is neat, but the way it is executed is... strange. It's weird that you have to be next to a wall for it to refill and it refills slowly too. Another issue is that even with the arrows guiding the player, it's still pretty easy to get lost. At one point, the arrows just stopped and I ended up going into circles. It wasn't always that clear. The fact that the arrows are present shows that the level is simply too big. Overall though, this is a good improvement. Just keep working on it.
Shinbison-Kof (8.3/10)
Oh no, a radioactive place, I'll get cancer! This level is very creative. The battery meter is very creative and kind of stressful. I like the use of lunalua. You collect batteries to keep the shield up. If the radioactivity meter goes all the way up, the player dies instantly. At first the meter going up was scary because it wasn't clear where you'd be safe from the radiation. The level design is good. I like the secrets and the way you have to deactivate radioactive substance from the path but some parts are annoying and cramped which isn't good especially for this level because you need to avoid the radioactive stuff. The npc/powerup placement is good. The end part is unnecessary. You walk on the platform and touch the radioactive substance and the radiation bar fills so fast. The look great but are very confusing. You don't know where you can jump. There should be some color differences between the solid blocks and the BGOs. Overall it's a creative and challenging level. Good job!
Valtteri (8.0/10)
I like this concept! You navigate through a radioactive facility and use some sort of battery-powered radioactivity shield. It's unique. A notable issue with this level though is that the diffence between BGOs and solid blocks is so slight in appearance (the BGOs are only a tiny bit darker) that you will end up falling in the glowing thing at the bottom many times because you can't tell the floor from the decoration.

Old
1-C: Castle of Greed: show
This is 1-C of my episode, Castle of Greed! The video is uploading while I make this post and it is entirely typed out on my phone, all links, bcc, etcetera! The video shows it is possible with !



Download
Factory Contest First Place (Witchking's Factory): show
Okay, I made the level original for a contest two years ago and never submitted it. Later, The Thwomp King hosted a Factory Contest around July or August, 2015 that I won first place in with this level! lua does help, but it does include a few jokes. (Most of these jokes are attached to the stars and were to make a judge give a biased score in my favor, but never reviewed). Anyway, here is the level, enjoy.

Download: https://www.mediafire.com/?10f6eapt10fdzdu

Thromp King's Review

8.5/10

Overall great job everybody. Music was executed in everyone's pretty well, and it was nice to have you all participate. I expect great things from all of you in the future.

The King of Boo's Review

Entry 5:

10/10 Nothing needs to be said.

RESULTS

1st Place: MECHDRAGON777 (Entry 5) 9.25/10
2nd Place: Andialifbatara (Entry 2) 7.66583333/10
3rd Place: litchh (Entry 1) 6.3/10
4th Place: RoundPiplup (Entry 3) 6.20833333/10
5th Place: BlazingZtar755 (Entry 4) 1/10

Congratulations to MECHDRAGON777 for winning this contest!!!
as303298 wrote:My Review:

Atmosphere [5/5]
For one, actually name your level. The best part of a level is comparing how the level acts to the way it is named. The fact this has no real name aside someone's name kind of disappointed me. However, being an electric

Level Design [2/5]
This level fell short in quite a few ways. For one, the level holds you hand with platforms with arrows on it, which are also not used correctly, yet they don't actually seem to help you anyway. I highly suggest removing these platforms or at least getting rid of their arrows if you have no intention on using the as moving platforms like Chad did.

Next, the water. You used Fusion Sector 4's gimmick of having electrified water. However, this isn't conveyed graphically in the correct manner. You would've had a much better chance having a re-textured water graphic in which the meniscus of the water is being electrified rather than having the water flash. Having the water flash is also pretty bad in case someone is not very good at dealing with flashing colors, such as myself. Also, the water itself is setup in a way where it is only in the way, yet the methods to avoid it are a lot more dangerous than being inside of it. Take for example a lot of the "air" pockets in the later part of the level. A good chunk of these areas have koopas or "Water" bars which only hurt the player if they stand in it too long. It is much faster to simply take the hit from the electricity and gain some progress instead of waiting around to get smacked in the face.

Lastly, if you level is going to incorporate secret stars, have the individual sections for these stars be a bit more immersive. Having just a single 1-screen room is really a let down considering actually getting to these rooms doesn't require much skill to being with. Also, I really feel like the level ended off on a poor note, especially considering how weird the rest of the level was (weird in a good way). Ending in a flag pole AND star is rather...weird, I highly suggest removing one of these.

Graphical Continuity [4/5]
My issues rest in the water itself. I highly suggest having electrical nodes in the water to signify the reason WHY it is being electrocuted to begin with. Also, electricity flows along moving water as well, meaning waterfalls will still conduct electricity. So, in a section where two pools exist in the same vertical area, don't have water pools leading to the next one. This just makes no sense scientifically.

Then there is also the platforms with arrows on it. I commend you for using these as signs for the player, but after playing one of Chad's I must say your usage of this graphic is poorly executed. I recommend just removing the arrows since they serve no real purpose.

BGO Placement [4/5]
The BGOs you used were pretty well used, although some pieces of the BGO look like regular blocks and can end up tricking the player. Plus, on top of this, the later parts of the stop using support beams entirely in favor of just using chains and lamps, which I find incredibly weird. It is almost as if the last part of this level was incredibly rushed, and the ending is only more evidence on the fact.

NPC Placement [1/5]
So let us go into debugger mode....there are exactly 3 coins. THREE? And after looking into this more, they are just the dragon coins too, which there should always be 5 of these little guys, not three. The only enemies you used were koopas, easily avoidable, and water bars, incredibly difficulty. The fact these two don't mix at all was incredibly annoying...having such a major gap in how they were used. The water bars themselves are only used in order to kill the player rather than be creative and use them to force the player to do something else. I would've loved if these water bars were attached to blocks via layer attachment. This way you could've had some cool level design choices open up if you experimented with them like this.
Lastly, these cursed water bars are placed in such annoying spots. In fact on portion of the level requires you to jump out and back into 2 water pools with only one air gap in between these two pools. In this gap, of course, is an unavoidable water bar just ready to smack you in the face. I assume you expected the player to never get hit once and only use the statue's ability to avoid it, which is a weird assumption but it's the only one I possess.

Difficulty / Replayability [4/5]
The difficulty is unreasonable at times, but I probably play this level again. I have no other comments other than fix the issues from above.

Overall Score: 20/30
Final Score: 6.6/10
Judgement: Pretty Good
Video:
Community Contest 8; 57th, Kampfschiff - 1K: show
Kampfschiff - 1K


Hello, this is my Community Contest Level for Community Contest 8, or CC8 for short! I already know a few people did not like it, but I will let the judges decide for that! I believe part of the rules said to post the review from all of the judges in this section as well, so hear:


http://www.brosx.org//viewtopic.php?f=74&t=4297
Valtteri wrote: Judges

Will bold those who have submitted their reviews.
bossedit8
Chad
Emral
Quill
TNTtimelord
57. MECHDRAGON777 - Kampfschiff 1K - 5.3/10
SPOILER: HIDE
bossedit8: 9/10
Man, this Level was very huge. Took me over 20 Minutes to beat. Now the whole Level is based on a giant Airship with a lot of going on. You can walk around searching for everything for progressing further but to gaining exploration with different usage of Characters is a nice idea. Decorations and Events are strong but it is very high that tends to get a bit laggy by events triggering due to huge amount of Stuff going on on this Level. At least every Obstacles and so on were nice and exploring isn't all that tedious to go through but still it is very large to encounter most of the Areas. There are also places where you can Glitch it in order to gain other/different Stuff like Items and/or Power Ups. At least it isn't "Forceful" to glitch through certain Areas like this. Later there is even a Boss, Lemmy Koopa. He is extremely Glitchy when you jump once on Lemmy and then fall through the Spiked Floor. That way you can became Stuck so you have to force to kill yourself. If you don't jump on him he instakills himself on the Spiked Floor at the bottom. Is it supposed to do that? After that your Goal is there. Overall it was a very constructive Level Design but lag can be occuring and kind of Glitchy at the Boss.
Chad: 4.5/10
This level is impressively elaborate in every single way, with astounding detail and complexity. However, I really couldn't enjoy it very much. The level's full of countless different paths, many of which lead to dead-ends either because of a player block wall, or because nothing's there at all. The blocks would have been nice at the start of their paths, but since they're really far into each one, that means an enormous amount of backtracking with no accomplishment to it. I went everywhere in the level I possibly could, but very rarely did I feel like I was on any sort of correct path. Many dead-ends just warped me back to the start, creating the feeling of wasted effort, countless times. Also, the quicksand screws gimmick is incredibly precise and tedious. It takes forever, and if you miss a jump even a little bit or jump into one above you, you're as good as dead. But this already hopelessly-complicated and long level has that in spades, and you're frequently required to go through the same ones many times. I eventually got tired of pointlessly wandering around and started cheating through, and even then I could barely figure out the main path. The level probably took me a good 15-20 minutes to beat. I did manage to figure out the Rosalina key thing legitimately in the first half, but that still took a lot of backtracking and getting lost. The rest of it, I was fed up with. I did read the readme before starting the level, but I missed the part that talked about a map. But even knowing that it's there, I don't want to do this again. If you need to give the player a map, that's a clear indication that there's too much going on, because you don't even expect them to figure it out in the level itself. And honestly, the fact that you planned on doing even more with this frightens me. I didn't even find the second star, because I'm not about to rely on glitches on top of everything else, not to mention constant lag in every area. Sorry, but I enjoyed this very little. It does way too much, with way too little to make the player understand or make it fair.
Emral: 6/10
I actually liked the idea that you can choose your character, but there's not much more I liked about this. Of course, the overall section you move in was incredibly spread out and confusing at first, but I quickly realized that 70% of that is just secrets. They weren't even hard to get. You said every skull switch was a star. They're not worth stars. Maybe dragon coins but not stars. After getting used to this level I quickly noticed that it's actually not complex at all. There's a clear, short path through this which leads directly to the boss who, first of all, immediately commits sudoku. YAY EASY.
Anyways, I normally would like the idea of having one short path with multiple secrets, trust me, I would. If it wasn't for the horrendous NPC placement, especially coins, and screws which I absolutely hated.
You should try making a level like this again some time in the future, when you got better at NPC placement.
Guess: MECHDRAGON777, if you participate in an anonymous level contest, don't hint at your 450 star episode in both the readme and the level itself.
Quill: 2/10
I'm sorry, but this level really needs some work. The opening scene makes no sense and half of the coins aren't even collected. The gimmick with the screws is terribly executed as well. Why on earth did you decide to make it quicksand? It makes no sense and it's a pain to deal with. It's difficult to find out what switches even do in this level, and bringing you back to the start every now and then just to change your character gives the illusion that you haven't done much progress at all. It's a little annoying. The boss is fantastic though, as it killed itself within five seconds, allowing me to beat this level quicker and never look back.
TNTtimelord: 5/10
This level is so confusing. I admire that you had to switch between characters to get to certain areas, but not every user who plays your level may be willing to do that. I'd have to say the least, this level is really widespread and the cusotm airship fit really well with the darker airship set. Enemy placement and choice was decent for the airship level and some obstacles work pretty well in this level as well, notably the platforms that rotate up/down and you can only walk on them when they are straight up. Other obstacles are really annoying, like the way you used the screw platform. I'd almost suggest tainting the SMW springboard and the player specific blocks since neither of those go well with the color scheme. Since it's really widespread and a massive level, and uses an unusual gimmick, I'll guess this is Mechdragon's level.
Screen Shots:
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This is pretty much a Giant Airship Hanger, where the mane gimmick is to use the Character swap Blocks to change between: , Luigi, Rosalina [Re-skined Peach], and Toad in order to get to all of the Switches in order to get the Secret Star. Both the Secret Star and the Main Path both require some slight Puzzle solving, but in Tower of Bias 7, it is recommended to skip this level due to difficulty; I would like to see someone do a video on this level! I have already seen bossedit8 do a video on it in his play-though of Tower of Bias 7! I wish you all luck in the level!

Download:
https://www.mediafire.com/?2jw5al16yg0a3wt

Sednauir made the by the way!

Edit: I added a Full Level Screenshot! This was hard for people because they got lost! The Screenshots also serve as a map!
Community Contest 9; 45th Place: 1-1 Regengefüllte Ebene: show
This is 1-1 of the project I am making! although this has the "Deutsch/German" level name, it is in fact the "Englisch/ENglish" Version!

I will upload the other language translations after I get a few more done, and send my "Translators" the level, but meh.

1-1 Regengefüllte Ebene
1-1 Rain filled Plains

As one can see, LunaDll is used in this level, but under no means is it required to play, the only thing LunaDll uses the: Timer, and Custom Sector names

Other then that, the Custom hud is not completely done yet until DarkShadeX helps with the Script for that! (I can only get it to work for , and There is no Reserve Box, or Health Count when I do this) So, that is the only flaw I know of! This is slightly different from my "CC9" level as this is the version I am allowed "three Stars" in!

Video


Link
https://www.mediafire.com/?jvwvu1mieh395au

Results of the Original level:
Valtteri wrote:45. MECHDRAGON777 - Regen Gefüllt Plains Regengefüllte Ebene - 5.43/10
Bomber57 (4.25/10)
While the atmosphere for this level is rather nice, the gameplay is rather lacking. The section with the checkpoint is horribly cramped, both with enemy placement and block placement. The secret is really oddly handled. Some of the moon coins are impossible to get. The sign after the first star is also confusing, as no path seemed to have opened after you got it. I also don't understand the random secret exit. I assume that, because of that secret exit requiring a Tanooki Suit that was never in the level to begin with, that this level was pulled from a project not yet revealed.
Chad (5.5/10)
An okay level. It's a short and easy run with some standard platforming, as well as secrets to be found if you're inclined to look. It's a decent setup with some nice atmosphere and detail, and the design matches the theme of the level rather well. The layout of the checkpoint area's sort of squished, though. I kept hitting my head on the tiny alcove where the red shell is because there's little room to move, and I had difficulty telling what's a warp and what isn't (as well as getting caught between them because of entrances/exits in the same spot). Other than that, the main route's decent. However, the methods that you chose for the secrets are a little broken. The Moon Coin halfway through the first section is completely inaccessible, there's no indication to the player that the coin in the (ambiguous) slope pit is accessible later, and the star is already there whether you get the coins or not. There's also a keyhole exit, which is both irrelevant to a hub setup and blocked off by Tanooki/Hammer bricks that you aren't given a suit to break. The second star's good, though. It's gently hinted at and easily missable if you're not paying attention, which is good for a secret. Overall, it's a small standard level with some decent platforming and a few odd design/secret choices, but the basic gameplay works for what it is.
Quill (6.5/10)
This level was surprisingly interesting. It's somewhat generic, but adds in several creative elements are a pleasant surprise for a 1-1 level. The terrain is constructed in an odd but interesting way too, although sometimes it was difficult to land especially with the one tile wide ground. Advancing beyond Section 1 was a little confusing as it wasn't obvious that there was an instant warp in the gap. A pipe would have worked better there. The long checkpoint isn't really needed and it doesn't look good at all. This section also suffers from the odd instant warps too. Not sure what the Moon Coins actually do as all the stars seem to be enabled. It's also difficult to understand how you actually get some of them too.
TNTtimelord (5.5/10)
I'm really not sure at all how I'm supposed to get all the luna coins since there's giant unpassable holes to most of them. Also, the star at the end is possible to get anyways so the luna coins are completely unnecessary. Enemy placement is fine, but get rid of the 2x2 spaces because that's near impossible to avoid an enemy on. I do think everything lookd nice as well, and the atmosphere is played out pretty decently with the SMW remix of a DKC song (sounds very nice) and someone dull, gray, rainy tileset and background.
zlakerboy357 (5.4/10)
Cool grassland level. The BGOs and the BG blended perfect together and the power ups inside the tileset was a cool touch. The level was sad-looking in my opinion and the music made it sound sad as well. The SMW Blocks though wasn't a great choice though. They were SMW styled and I felt they didn't fit there. Same with the waterfall background, but the The Moon Coin thingy you did though was a cool addition, though some of them were inaccessible and I had trouble reaching them. And the part where you were suppose to get through the Hammer Blocks (the blocks that can only get destroyed by hammers or by running into it with the Tanooki Suit while being a statue) was inaccessible
as well since there wasn't any Tanooki Suit or Hammer Suit available. Moving onto the design of the level; it was okay, though it had some flaws like the small tall size tables. The level also had a lack of enemy variety. There were Goombas, Koopas and Piranha Plants, however I expected more enemies to be in the level. The only And lastly the pipe in the start of the level can confuse the player since it looks identical like the solid pipes.
This is slightly different from the contest level I submitted, So do not place it in "Pretty Good" or "Average" just yet, but actualy, I would like a re-review of this, since I have actually made a MAJOR change and some of the judges said it was impossible to actually get the moon coins, well, this is the real intended level! the Video shows all three stars, and the secret exit!
Community Contest 10; 36th Place: Fabrik im Raum: show
This is my CC10 Level, Factory in Space, and I provide a 100% Video to go with it! THis is the exact same file I sent to Valtteri!

Download
https://www.mediafire.com/?15cbvfy0cckzltt

Video


Original Link: https://www.youtube.com/watch?v=RayGG5Kw6_o

I hope the video is working by the time I post this thread, as I have a video that has been proccessing for a week now, and It is stuck at 95%! This level uses Opperation Star Snatcher's tile set made by Sednauir, You already know the Symbol used in the Danmaku room is used by bossedit8, and the Rosalina Playable is by Hunter2258, Elitalianoverde, and the last few things is made by me!

Almost All Gimmicks I used were inspired from Sednauir!

Reviews:
Valtteri wrote: MECHDRAGON777 - Fabrik in Weltraum (5.4/10)
Bomber57 (4.0/10)
Well, we all knew it was coming folks. This level is the Operation Star Snatcher clone. And one heck of a clone it is. This uses nearly every gimmick from that level right down to the walk-through walls. Except instead of the walk-through walls being a little thing for the side star, the walk-through walls are a major gimmick in this level. Specifically, having to deactivate a laser barrier by happening upon a hidden wall and flipping the switch there. That aside, there are many other issues I would like to talk about. First is enemy placement. There are sections where there are swarms, and I mean SWARMS of flying robots while is on a line platform. This can be tricky to avoid, especially over pits and around other harmful objects. The outdoor space sections also didn't add much to the level and simply felt like an excuse to have slippery physics for the hell of it. A thing I have the biggest issue with in this level is the overall layout of it. In Operation Star Snatcher, the level was put into various distinct areas to give the level a sort of atmosphere and also help the player when navigating around the facility. Here it feels very messy. I also don't like how later on there are some doors that will take you to the start and then you can't go back to where you were, meaning you have to cross back over a chunk of the level again. Hidden walls seem to be a large thing throughout the entire level actually. That means that the player has to hug every wall and jump up and down mashing your face into the cold metal surface hoping you'd find the hidden switch or barrier to let you progress. Then there is a final section where you have to go around hitting four switches, and this section has all the bad parts of the level in one. Enemy spam, poor enemy placement and choice, random and unecessary slippery physics, hidden areas that are hard or impossible to reach (I had to use shadowstar at one point), and obscure puzzles that the player could never solve. Again, this level has the serious issue of puzzles that the level MAKER could solve, but the PLAYER could never figure out. I find this level to be a rather disappointing use of the marvelous Sednaiur made for Operation Star Snatcher.
Chad (4.0/10)
This level asks way too much of the player. It offer a massive amount of variety, interesting event execution, and intriguingly complicated design all the way through, but this level just had no idea when to stop. It takes at least 30 minutes to complete, and that's just if you don't die. On top of that, you're expected to find 4 hieroglyphs (and the midpoint's useless when it comes to this), most of which are hidden in secret passageways that look exactly like the rest of the tileset, so there's really no way to find them except by luck. I managed to find 3 of them, but ironically the one I missed was right at the start and I couldn't go back. You do offer a door back to the start in one area, but I didn't want to redo everything before I was even finished. Most of the gimmicks are annoying along the way, such as Rinkas with no warning, clusters of flying enemies, timed platforms that are difficult to keep track of while watching everything else, and electricity that spends way more time on than it does off. Also, apparently you have a Touhou spellcard segment at the end of the entire hieroglyph run alongside some electricity, and quite frankly I'm not subjecting myself to that. The level already feels like many crammed into one before that. The only things I can really say positively about this level are that the visuals are excellent, the overall structure of the level is astoundingly complex, and the amount of effort put into this level is clearly immense. It's just that nearly everything about the gameplay and length is handled poorly to the point that it just isn't fun.
Quill (7.0/10)
I dunno man. This just feels too similar to a previous contest level. It doesn't really add much to the table, either. It's not that bad by any means, but it drags on for quite a while while offering only some variety.
Layla (5.0/10)
I'm not sure what went through your mind to made one block high platform areas, tunnels with no indication that they are there inside the filler walls, several annoying platform havens, mandatory to hurt yourself to hit a switch, tedious waiting for blue lazers to turn off, and all of this in one insanely long maze of a level. I am happy to see this great lab tileset by Sednaiur used again, and I'm going to admit you did it some justice, but there are too many issues with the level that I had a very hard time enjoying it. I will say I liked the small elevator element towards the beginning and the amount of power-ups and coins are decent.
Valtteri (7.0/10)
Please don't make the player look for invisible paths inside the walls... Luckily I was able to find them fairly easily and got out of the level relatively fast. Besides that, it's an okay level. I don't have much to say, it's pretty simple really if you take out the laser beams and whatever you took from Sednaiur's level for the 8th contest.
Community Contest 11; 77th Place Sanctuary Fortress 2 (Version 2.0): show
Here are the original scores!

77. MECHDRAGON777 - Sanctuary Fortress 2 (3.26/10)
  • Bomber57 (4.0/10)
    • I thought that I would eventually complete this level. I told myself I would, but I lied. I couldn't. I spent an hour wandering around this hellish maze and didn't get any results. This is true madness, knowing that there might have been some minuscule detail you overlooked. Trapped forever. No seriously this level has two maps, and then a dark with another two maps. Your first goal is to get the morph ball so you can climb around and get lost some more. So when I finally found it I felt I was in the home stretch, but that was only the beginning. You then have to go all over the level and get items (bombs I guess) that destroy walls. You don't know what destroys what wall and where, so it's a huge toss up. You also gotta find the missile so you can go into these red doors, but I got what I believe was the missile and none of the red doors seemed to let me in. I went down paths expecting progress and instead got useless collectibles (and not the good kind). I just, went in circles forever, and when I finally found a new zone it said "collect the 3 dark keys to enter the dark temple". I groaned, weary from my journey, ready to collapse and give in. So I explored for another 10 minutes. Finally, in a desperate attempt to get some progress, I went through the door at the very start of the level, which ended the level. I stared at the screen in disbelief of what had just happened. An hour of my life, wasted. I'm going to imagine that walked in the level, took one look at the maps, said "A-fuck this a-bullshit." and then turned around and left through the door. At least that gives me some securing thoughts. Other things to note: This level was crowded with enemies, and had a lot of low ceilings around spikes. And by low ceilings I mean LOW.
    bossedit8 (3.0/10)
    • Ufff... this level drives into the limits! For sure it was well designed like the atmospheric part of the whole level but as for the rest like gameplay wise, some enemy placement and such is just overkill. On top of that, it's a maze where you easily can get lost in this area... and no, the map in this level doesn't really help all that much even though it's kinda cool that you went through the effort to make one for both the light and the dark sections for each outside and inside of it. Enemy choicements were ok but sometimes they're getting kinda cluttered with it like some of them are just hard to avoid on a small area, some of them you have to be quick to realize after you exit from a warping position or else you gain a hit and there's even enemies that are offplaced and others looks like that they're walking in the air inside the floors... what's up with the spammy enemies inside the walls anyway? I do know for the fact that they're here for solely eyecandy but sometimes they're also so strangely placed that leads me to questions as of how they even survive inside these blocks... oh well. Coin placements were ok but sometimes they're relatively difficult to collect them all. Your midboss, although it's nice how it was done, this entire midboss section can be laggy at times and there's even areas where you can glitch through the wall if done correctly. During the 3rd phrase of the midboss, this is the point where everything gets incredible laggy like even for having a high powered PC like me, my SMBX lags just because of looping events throughout the rest of the level until I die just once and then it doesn't lag again. That's tecnically a bad sign right there. Gimmicks were ok. The boss as the level calls is unfinished but also this overexceeds the limit of SMBX if you put the boss right there and even you can jump over the wall without hitting the switch and then you can get stuck at the bottom of the area. After that you have to evacuate this place, basically and then the whole level is done with some rewards on your place to get. Overall, this level was nicely designed with the whole atmosphere but the gameplay, some enemy placements, the lag and the length was just incredible overkill!
    Chad (1.5/10)
    • I really have to admire the effort and massive amounts of complexity and detail that went into this level, but... it's beyond unreasonable. I spent a good hour and a half on a single attempt, aimlessly going from door to door (in slow-mo due to lag), grabbing the three keys of unexplained purpose, before I finally gave up because I couldn't figure out where the end was. I'd beaten the miniboss (which is largely a waiting game) and enabled myself to climb the spider ball tracks fairly early into my experience, but every area looked very much the same and every door practically felt random, so finding my way around seemed useless. There is a map (which, if you ask me, should never be needed in a level), but I had such a difficult time memorizing all of the different areas in the level and how they connected that it was basically meaningless to me, especially with so few places to access it from. The switch-like events were unhelpful as well, because they triggered things that were completely unindicated and I wouldn't even have noticed what changed when I reached the relevant areas. The only thing I can really appreciate is how it looks visually, which is fantastic but doesn't make the experience fun at all.
    Quill (3.8/10)
    • Oh boy... I'd like to start by saying that I can really see the amount of love you put into this level. It's obvious how much work went into the design and aesthetics of the level. I have to give you major props for that. That's where most of the praise ends though. This level is too big. It's ridiculously easy to get lost and there's even a map to help you, which I only found vaguely useful in finding the Dark Temple Keys, which you aren't actually told to get at all until you happen to come across the area where they are slotted in. I've played Prime 2 and didn't even notice which might have been bad play on my part, but I'm sure a lot of people playing your level haven't played Prime 2, so some indication that there are keys to collect would have been nice. The portals were a great idea, I liked the variety between the light and dark sections, but one thing that was frustrating was that when you entered a portal, you weren't able to go back if you happened to be warped to an area you had already been in. The missile and green missile features were also annoying, as you had very little indication to what they opened up. It wasn't fun running around in circles trying to find which red door had opened, it's complete bullshit. If the boss was finished, that would have been interesting to see, though it just would have added to the level's frustration. The SMW Star that lets the player no longer need to find the keys is useless as you get it literally at the end anyway. The escape sequence was pretty poor and seemingly rushed as it was over very quickly. But boy was I happy when this level finally ended. It took me about an hour to complete this level. Half of that was spent backtracking. This did help familiarize myself with the level so I had a rough idea what led where, but it was still pretty confusing. Overall, your idea was awesome but executed poorly.
    Valtteri (4.0/10)
    • The level is based on Prime 2 where the planet Aether is divided into two dimensions, Light Aether and Dark Aether, that the player has to constantly switch between during the game. This gimmick opens interesting gameplay mechanics but can also make the level extremely confusing. This level unfortunately did the latter. I could not for the life of me find my way out of the level. This is a type of level that REQUIRES constant hints as to where the player should GO. The level meritoriously tells the player what to DO, but where to GO, the player has to figure by themselves. Exploration works in Prime 2 as the different areas are highly distinctive making navigating a lot easier. In this level though, the different rooms are too similar and telling them from each other is tough. The level also has BGOs that look like blocks and that's confusing, too. I do like the , though. And the fact that the level is compatible with all five players.

Here is my CC11 level that sadly got 77th place, but do you find it hard?


-------- Original Message --------
Subject: Fwd: Re: Community Contest 11 Version 1.5
Date: 14 Aug 2015, 17:34
From: MECHDRAGON777
To: Frozen Boo
MECHDRAGON777 wrote: -------- Original Message --------
Subject: Re: Community Contest 11 Version 1.5
Date: 03 Aug 2015, 20:24
From: MECHDRAGON777
To: Valtteri
MECHDRAGON777 wrote: Subject: Community Contest 11 - The judging has begun!
Version 1.5 https://www.mediafire.com/?taokkccp2c4ul7r

here is my Tower specific level for Tower of Bias where I fixed all of the bugs I did find after I sent it to you!
MECHDRAGON777 wrote:Speed Run of my CC11 level in 8:47.07

=== UPDATE ===
Version 2
https://www.mediafire.com/?9fudg20i5i12bld
changelog:
Version 2
Fixed the Mid boss again
Version 1.5
Fixed
Fixed the issues bossedit8 found (except length)
Version 1
CC11 Judging

Casual
Lava Test.lvl [No name puzzle level]
Spoiler: show
This was used to figure out a glitch a bit more! The glitch is just face away from a wall while an NPC is moving to it and jump while next to the wall! Other then that, the first step has to be quite fast, I will not spoil much more! It is only one screen long! I hope a video of the level is enough, but it is not that long of a level! You can move this to the Trash can if you wish, just used to test something or help my self! This level will not be any any projects of my own, and any one can use it in there own project if they so desire and if they ask here first and give credit, how ever, I doubt any one would!

Video:



Download: https://www.mediafire.com/?cxfaw0vw6rsxcov

Like I said, I hope a video counts as a screen shot!I would appreciate a rating, no matter how low I know it will get already!
Last edited by MECHDRAGON777 on Thu Apr 29, 2021 11:16 pm, edited 27 times in total.

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Re: MECHDRAGON777's Level Factory

Postby MECHDRAGON777 » Tue Aug 22, 2017 6:21 am

Remaster of my CC12 level to be SMBX 2 compatible.
https://cdn.discordapp.com/attachments/ ... atible.zip

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Re: MECHDRAGON777's Level Factory (IMX)

Postby MECHDRAGON777 » Tue Jun 12, 2018 5:37 pm


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Re: MECHDRAGON777's Level Factory (はかいとこんとんのほうしゃせんぎゃくさつ)

Postby MECHDRAGON777 » Sun Jun 17, 2018 2:43 am

はかいとこんとんのほうしゃせんぎゃくさつ: show

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Re: MECHDRAGON777's Level Factory (はかいとこんとんのほうしゃせんぎゃくさつ)

Postby FireyPaperMario » Sun Jun 17, 2018 2:47 pm

Stupid question, since you're a speed runner of SMBX...

Are these levels speedrunable?

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Re: MECHDRAGON777's Level Factory (はかいとこんとんのほうしゃせんぎゃくさつ)

Postby MECHDRAGON777 » Sun Jun 17, 2018 7:29 pm

MarioRPGExpert93 wrote:
Sun Jun 17, 2018 2:47 pm
Stupid question, since you're a speed runner of SMBX...

Are these levels speedrunable?
Any and every level can be speedran suggested it is not an auto-scroller. Even the two Kaizo levels up there can be speedran if you are good enough. RMoDaC is my easiest Kaizo level and IMX is my hardest. Both me and Eclipsed have speedran IM however and SF2 is hard to beat under 60 minutes, but two speedruns are on Speedrun.com which my WR is under six minutes.

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Re: MECHDRAGON777's Level Factory (はかいとこんとんのほうしゃせんぎゃくさつ)

Postby TheNewGuy » Tue Jun 19, 2018 6:33 am

Can't wait to use my infinite rainbow skills

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Re: MECHDRAGON777's Level Factory (Castle of Sorrow (2016))

Postby MECHDRAGON777 » Thu Dec 13, 2018 8:02 pm


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Re: MECHDRAGON777's Level Factory (Castle of Sorrow & IMXII)

Postby MECHDRAGON777 » Fri Dec 14, 2018 3:33 pm

Not sure if this counts as new or not, but here:
Icy Mix Xtended Part II
I am splitting IMX into two parts. This is based on where the checkpoint is in the original level. This is mainly giving more people to opportunity to play the second half since the farthest a person got in the full thing was 5%. I will post Part I when I get a video of it.

Original Link: https://www.youtube.com/watch?v=7D_MdMxujJM

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Re: MECHDRAGON777's Level Factory (Castle of Sorrow & IMXII)

Postby Archived » Tue Dec 25, 2018 9:01 pm

Archived
Last edited by Archived on Sat Jan 28, 2023 1:17 pm, edited 1 time in total.

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Re: MECHDRAGON777's Level Factory (Frozen Fissure)

Postby MECHDRAGON777 » Wed May 29, 2019 3:32 pm

Download: Nova Contest Entry 1 - Frozen Fissure
Stars: 2
I: Beat the Level
II: Beat the Level without collecting a Single Coin. (Can not start at the checkpoint.)
Video by Eclipsed: [Deleted]
Video by self: (Will come after MaGLXIII and MaFABII entry are submitted on the 31st)

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Re: MECHDRAGON777's Level Factory (Klonoa;Raocow)

Postby MECHDRAGON777 » Mon Jun 03, 2019 2:55 am

Download: Klonoa;Raocow
Stars: 1
I: Jump in the pit at the end of the level and hit spot on.
Video by Eclipsed: [N/A]
Video by Self:
Video by Raocow: https://www.youtube.com/watch?v=37Gn8R_ccc8
This level was made for Raocow for Christmas for 2017, but now, I have fixed the bugs he spoke about in his video.
WARNING: This level uses a Custom npc-n.lua file and those do not work if a Semicolon (;) is in the folder name. The folder and level have had it replaced with a Space, however, the level name is officially "Klonoa;Raocow" and NOT "Klonoa Raocow".

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Re: MECHDRAGON777's Level Factory (Klonoa;Raocow)

Postby MECHDRAGON777 » Fri Jun 21, 2019 7:37 pm

This update to Klonoa;Raocow fixes a bug that was reported in the 3-Down Moon's script.

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Re: MECHDRAGON777's Level Factory (Klonoa;Raocow)

Postby Archived » Sat Jun 22, 2019 12:48 pm

Archived
Last edited by Archived on Sat Jan 28, 2023 4:17 pm, edited 1 time in total.

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Re: MECHDRAGON777's Level Factory (??? 27.6.19)

Postby MECHDRAGON777 » Thu Jun 27, 2019 10:47 am

I added the test level for my newest NPC pack here since it contains a .lvlx file.

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Re: MECHDRAGON777's Level Factory (Original Icy Mix 16.7.19)

Postby MECHDRAGON777 » Tue Jul 16, 2019 5:05 pm

Download: Icy Mix
Videos can be found on speedrun.com

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Re: MECHDRAGON777's Level Factory (Elemental Wind; Factory of Atmospheric Anomalies Mark Two)

Postby MECHDRAGON777 » Tue Dec 17, 2019 9:32 pm

This level was originally going to be used in Airship Attack II as a guest level from me as well as my Super Community Contest entry. I can admit it has some flaws though. I never got around to doing a video on it myself, and seeing as I was reminded it is currently the level of the current Speedrun discord server challenge, I thought I might as well make the release of the level public. This marks the first time this level has been available to the entirety of the forums without having to jump hoops to get it. The level's name is quite long and I had help when making this level by a friend of mine who goes by the name of "ComputerFreaker" who I met on Skype about a year or four ago. The "Mark 2" comes from how I wanted to keep the level name, but had to scrap my original level of the contest due to the person who was beta-testing my level getting banned before the contest started. (Level is completely scrapped, do not worry; factory reset took care of that.) Anyway, this level has two exits, and three Star/Moon Coins that replace dragon coins. This level also uses an Altimeter which took a while to code.

Download: Elemental Wind; Factory of Atmospheric Anomalies MK II
Video:
Original Links: Normal Exit (Eclipsed), Secret Exit (Eclipsed)

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Re: MECHDRAGON777's Level Factory (Elemental Wind; Factory of Atmospheric Anomalies Mark Two 17.12.19)

Postby MECHDRAGON777 » Sat Feb 29, 2020 3:34 am

I will be releasing Eight levels in the morning to celebrate Leap Day and then a ninth one if it is finished before Midnight.

Added in 7 hours 21 minutes 50 seconds:
Re: MECHDRAGON777's Level Factory (LEAP DAY)
どこようがんのうごきおするのでちきゅうます

Thunderstorm Tempo Temple
No Picture or Video yet. Currently top four of Mosaic Contest 3.
Pyro Peaks

Abyssopelagic Aqueduct (Bowser's Seven Sins 0-4 Normal Difficulty)
No Picture or Video Yet.
2 Player Connect Four
This does not require a Picture or Video.
Glacial Growth
(Bowser's Seven Sins 4-1 Easy)

(Bowser's Seven Sins 9-1 Normal)
Stellar Station
No Picture or Video Yet.
Time Relic Requirements for Stellar Station.
[Relic]
Developer_Time = 49.97 [3075]
Platinum = 51.8388 [3323]
Gold = 59.7480 [3830]
Sapphire = 1:07.5012 [4327]
Xenial Xeriscape
No Picture of Video Yet.

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Re: MECHDRAGON777's Level Factory (LEAP DAY)

Postby Yoshi021 » Sat Feb 29, 2020 8:39 pm

The tesla coils in the Stellar Station were a beta version. If you are interested in using the NPCs, download them from here

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Re: MECHDRAGON777's Level Factory (LEAP DAY)

Postby MECHDRAGON777 » Sat Feb 29, 2020 9:45 pm

Tesseract Redux
Sadistic level set to 19/39
Image


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