Beetle Block Burrow
Posted: Sat Mar 15, 2014 6:52 pm
by MrPunchia
A level I made for fun.
Screenies
Graphical Credits:
Emral
Smwmegafan
Sakke
Valtteri
megamario
Download:
http://www.sendspace.com/file/e3h00n
Re: Beetle Block Burrow
Posted: Mon Mar 17, 2014 1:48 am
by Enjl
Alright, not gonna release Red Beetle Burrow in the next couple of weeks.
I might play this later, but I wanted to commend on it nontheless since you seem to have taken most of your inspiration from me.
The level looks fun and pretty different from my Red Beetle Burrow from what I can tell, but there are two things which bug me when I first saw it:
-you're using SMB2 Bridge tiles in Screen 3 (thx again for the infection, Val)
-wouldn't a ceiling make sense for a cave level? I'm sure right now you could slap a hills background behind it and nobody would notice.
Re: Beetle Block Burrow
Posted: Tue Mar 18, 2014 11:04 am
by Kyogre
Re: Beetle Block Burrow
Posted: Tue Mar 18, 2014 12:45 pm
by HeroLinik
Level Review #9: Beetle Block Burrow by Aeon Wisp
Reviewed by castlewars.
Level Design: 7.5/10
Once again, it's one of those levels that has this casual run 'n jump feel to it without any quirkiness such as layers and events and nonlinearity. The level actually felt very "true to SMB3" and I liked the way in that the level started out like a typical cave but then started showing off some simple gimmicks, and I liked the fact that the player had to hit a switch in order to complete the level. These simple gimmicks like these can give a simple linear level things like backtracking, which is an aspect of nonlinearity. Although not pertaining to this, the Hammer Bros. and the bomb idea was going to be skilfully executed, if it weren't for the low ceilings. The fact that the ceilings are low, plus the fact Mario can be upgraded, can make the area nearly impossible to get past because the bombs can explode on the ceiling and damage the player. The level also managed to feel atmospheric as well: the tilesets used gave out the feeling that the player was actually inside of a cave. However, I found that the ceiling edges weren't bricked up to two blocks higher, so there is the chance that if possible (which it is not) the player can end up on top of the ceiling, which can seem silly in levels that don't have secrets exploited using this, so brick up ceiling edges two blocks higher whenever you can! Also, I would take Emral's advice and add a ceiling, because it's a cave and it will prevent this problem. Finally, the last section also felt really bland despite the fact that it was the final section of the level. In fact, a final section should still be treated and designed like any other section, with all the blocks, BGOs and sometimes NPCs.
Music: 8/10
The level that I seem to be reviewing is a very defaulted level, and that includes the music selections. Everything was taken from the default selections. This is not a rant about using custom music wherever applicable, but the music goes well in synergy with the graphical choices and all that shiznit, even though there's no real issue with something such as "musical clash" when the music clashes with the graphics, well, not as much as graphical clash.
Graphics: 7.7/10
You did a slightly above-average job with the graphics. Although you're not expected, or really meant to, find wood tiles inside a cave without causing a clash, colouring the tops in red will allow them to blend in with the surroundings. And while we're on the topic of clashes, I did find a few clashes inside of the level - the Bob-ombs and jumping Paragoombas are too light and stick out like a sore point rather than blending in with the surroundings, and using darker shades will fix this clash. The SMB2 bomb blocks also clash as well for the same reason, not because they're from SMB2, and so darker shades will fix this. The next thing I found was that I actually liked the "mini SMB3 exit" checkpoint graphic, which I haven't seen before and so I wasn't expecting to find a checkpoint there in my first playthrough of the level. However, the small zigzags used to house the checkpoint seem to have crept up again at the end of the level, where they are strangely inappropriate - the normal sized zigzag BGOs would work. The level is very decorated as well, particularly in section 4, where the sizables seem to be acting as a block and as a BGO, while the bush BGOs can give the area more ambiance and appeal. However, it turns out that there's little variety in the BGOs you're using for the cave and a lot of them seem to be reused something like 14 blocks later. I do know that there's little variety when it comes to the bushes, but it is possible to simply make a bush yourself and replace another graphic. The Ultimate SMBX CGFX Pack has ideas you can use.
NPC Placement: 7.6/10
Strange enemy gimmicks are surfacing in this review, and at this point in the review. Just look at the way the sole Nipper in the level jumps up in Podoboo-fashion as the player waltzes over the bridge. That was a very interesting gimmick that caught me out as I first played the level. However (and I know I should have talked about this in Graphics), the Piranha Plants are too lightly-shaded, and so, once more, darker shadings will fix this. Valtteri's Piranha Plant pack contains some red Piranha Plants that you can use. Asides from that and the really interesting gimmick, there was a lot of NPC variety throughout the level, ranging from Buzzy Beetles to Spinies and even to that weird checkpoint. However, you were a bit sparse when it came to the powerups. There were just two powerups (Fire Flowers) and they were placed right at the start of the level - but the player got no more after that, amounting for a hard level. If more powerups were added this would make the level easier. Also, there weren't many coins in section 4 when compared to section 2. Adding coins will probably help.
Overall Result: 7.7/10 (Level Status: Pretty Good)
The 45th level that is destined for Pretty Good has landed in Pretty Good. First off, fix the ceiling issues, and think about adding a ceiling because it's a cave, and what's a cave without a ceiling? Clash, as well. Darken the shades of anything that sticks out like a sore point and you should be good to go.