Page 1 of 3

Electriking's Powerline [NEW LEVEL 28/9/20]

Posted: Sun Dec 11, 2016 11:54 am
by ElectriKong
This is the thread where you can find levels that I have made. Note that this post will only include levels made from 2020 onwards. For older levels released December 2018 onwards, you can find them all here (along with the levels in this post). For descriptions and screenshots of older levels (and links to levels released before December 2018), you can find them here.
I will be using Super Mario Maker's difficulty system to indicate difficulty:
Easy: Should be accessible to almost everyone
Normal: The average player should not have too much trouble with this one
Expert: Most players will have some trouble beating this level
Super Expert: The most difficult levels, only beatable by the best and post patient players (and possibly also the luckiest)

Bowser's Castle - 35 Years Later
Information: show
Description: The 35th Anniversary of Super Mario Bros is also the 35th anniversary of Bowser. To celebrate, I combined the castle levels from the original Super Mario Bros and Super Mario Bros Special. I didn't do the Lost Levels. Why? I didn't feel like it. I also made a few changes, mainly out of laziness (would have taken additional time to implement things that would make the level more accurate to the originals) or for no reason at all (although after 35 years you can't expect everything to have stayed the same anyway). Oh, and did I mention the level is only available until March 31st 2021, so hurry.
Requires SMBX2 beta 4 patch 3
Image
Difficulty: Expert
Released: 28/9/20
DOWNLOAD
DO NOT CLICK THIS SPOILER: show
Bowser's Castle
Information: show
Description: My first level of the 20s here. Also it has been way too long since my last level. Definitely nothing special about this one tho ... definitely not.
Requires SMBX2 beta 4
Image
Difficulty: Super Expert
Released: 1/4/20
DOWNLOAD

Re: King of Eterity's Castle full of levels

Posted: Sun Dec 11, 2016 1:41 pm
by RhysOwens
You should probably make the The Adventure Begins type Overworld/Underground because it has an Underground section.
Does the * mean it was included in your episode?

Re: King of Eterity's Castle full of levels

Posted: Sun Dec 11, 2016 2:07 pm
by ElectriKong
RhysOwens wrote:You should probably make the The Adventure Begins type Overworld/Underground because it has an Underground section.
Does the * mean it was included in your episode?
It means that you won't require LunaLua.

Re: King of Eterity's Castle full of levels

Posted: Sat Apr 08, 2017 4:29 pm
by TDK

Re: King of Eterity's Castle full of levels

Posted: Sun Apr 09, 2017 2:30 pm
by An Untaken Username
lookin' good!

Re: King of Eterity's Castle full of levels

Posted: Mon Apr 10, 2017 2:03 pm
by Kley
An Untaken Username wrote:lookin' good!

Substance and constructive criticism is key!

Re: Electriking's Shocking Levels

Posted: Sun May 28, 2017 3:04 am
by ElectriKong
OK guys, got a new level that needs a few reviews.

Re: Electriking's Shocking Levels

Posted: Sun Jun 04, 2017 3:34 am
by ElectriKong
I will bump this because I need some reviews on what is good and bad about the new level.

Re: Electriking's Shocking Levels [Switch-it Plains added]

Posted: Mon Jun 05, 2017 5:36 pm
by ElectriKong
OK, new level added, please check it out as well as the others.

Re: Electriking's Shocking Levels [FEEDBACK WANTED]

Posted: Sat Jun 24, 2017 8:01 am
by ElectriKong
New level has been released but it is Nintendo Switch Plains, so yeah

What I actually want is feedback on my actual levels.

Re: Electriking's Shocking Levels [MORE FEEDBACK PLEASE]

Posted: Wed Jun 28, 2017 11:12 pm
by regret-index
War of the Heated Lake

Here's the death effect for SMB3 Hammer Bros from the community graphics pack.
Spoiler: show
Image
Image
Solid, if a little short and plain. Despite being a flotilla in a desert there's not much that distinguishes it as either instead of an airship with a different background and no pits, beyond the Dry Bones- it feels like either element could be emphasized some more through, uh, Sidesteppers, or Snifit-sprite-swap Cobrats, or Nat the Porcupine's Fire Snake / Blockhopper lua, or even essentially-harmless Bloopers between the ships? Not to assert the level should change too wildly, of course, and possibly the main project's desert world has its own reasonable bits (though most other desert-like enemies don't quite fit the airship lake here).

The part right before the first Hammer Bros is a little awkward, as placing the enemies directly on the ship sends them walking rightwards on a long flat section and thus easily scrolled offscreen if one waits. I guess they should be above the ship? There's a few glaring expanses of flat ground, really- a slope or a block on the front of the Bom-omb ship would at least provide a little hesitation there, and a block between the first two Thwomps would differentiate the two instead of being just a generous lead-in for the denser Thwomp part.

Each new level piece mostly gets discrete spacing, and while this keeps the level simple and easy enough for an early airship it also feels like the level just ends without exploring them much. The Bom-omb cannons and Thwomps only appear once, with the former not even getting anything particularly noticeable in its usage, while there's some basic iteration for Hammer Bros and Bill Blasters- if nothing else, putting a Bom-omb cannon at the lip of the final ship and a Thwomp right before the door feels like it gets a little more use and combination of the elements. Could also put another Bom-omb cannon on the ship introducing them right by the block, since one might need to double-back there.

Morton's earthquakes and asymmetric arena are nice for trying to introduce a little complication to the standard basics Koopaling fight, but the steps on the right side of the arena allows easily avoiding him hiding in his shell- more wooden slopes instead of steps would help Morton some more. The fight also might benefit from the boat still moving while inside it, or a Bill Blaster, or some other just-barely-further mechanical complication. Pushing just a little further describes what the whole level could use, really- this feedback has mostly ended up being what I'd do to give it more texture because there's not much to critique or highlight. It's there, it isn't too much, it has a little variety and some competence, and that's it.

Switch-it Plains

Oh, this sort of set-up. Hrm. The default SMW tracks are really muted compared to the constant (possibly too loud) switch sounds- custom samples of all of them might be reasonable. The enemies here feel quite sparing at the start, even if that's rather reasonable for the gimmick presented here in a first-world set-up. If nothing else, at least a few more Galoombas in the midpoint section would make sense.

These graphics are, uh. A little much, honestly. Curiously dense and thick textures for background elements, used much too close to one another- less is more when it comes to decoration, and there's kind of a lot packed into the main section here. Everything from flowers to hills to berries are a little too visually close to one another and static for rather plain sections. One egregious part:

Image

If nothing else I kind of find the static berries uncanny and the hills much too filling. The majority of decorations disappearing in the second half would look better relatively-speaking if not for giant smiling static berry trees being the main decoration. The thin dirt terrain feel almost too thin, too, for some the irregular shapes- like, visual crinkle or something. Even if it's more generic, making parts like the cliff near the midpoint and around the pipe in the section following it thicker would look less off, I think.

The star room puts the complicated and dangerous part after the star, which is surely self-evidently weird (even if it obviously takes not getting hit to spin-jump onto it). The midpoint just floats in the air- placing it on the ground or rotating the midpoint graphics for the level to place it on the wall would look better. The 1UP part in the same section (and the very final part of the level, really) feels far too difficult relative to the rest of the level due to being based on abusing an ambiguously-activated flaw inherent to the mechanic's implementation, and I'd rather have normal alternating sections (or more falling platforms) instead.

Also, the final section having no switch blocks in sight makes sense in terms of a mechanical break but looks odd in not having any visible blocks reacting to the sound of the switch.

The second half in general makes things quite hostile, really- the single blocks out-of-place show some teeth. Overall there's a lot of decent iteration on the switch-jump mechanic, since that's a driving focus for the level compared to e.g. that airship. The level is quite nice in that fashion, mechanically coherent and diligent enough for a presumably early level's introduced mechanic, though there are a lot more details I'd nitpick. It still spares a little room for moving layers and Parakoopas despite such an investigation, too.

Re: Electriking's Powerline [NEW LEVEL]

Posted: Thu May 03, 2018 12:43 pm
by ElectriKong
I have release my SMBX All-stars Contest, which got 8th place and a score of 70.3/100. Download is in the OP, so be sure to check it out.
Also, there is a new indicator for what version to play a level in (which can be seen in the key), so you know which version to play in.

Re: Electriking's Powerline [NEW LEVEL - FEEDBACK WANTED]

Posted: Sat May 05, 2018 7:37 am
by ElectriKong
Due to spoilers being broken, I have removed them and changed the screenshots to links to the images and removed the descriptions. If you want to see the descriptions, they are in a spoiler titled 'Normal post format' so you will either have to open that (if you can) or quote the OP so you can see the things inside it.

Anyway, I would like some feedback on the new level.

Re: Electriking's Powerline [NEW LEVEL - FEEDBACK WANTED]

Posted: Sat May 05, 2018 2:00 pm
by glitch4
Review of Switch-it up Desert

I like the main gimmick, but its use was just done simply. Even though the level design is good, the gameplay was mainly just jumping from a block to the other block, which in my opinion removes the feel of challenge, I would like to see more variety of this gimmick. Also the level was kinda short - only one horizontal section, completing in 2-3 minutes. As for aesthetics, it was nicely decorated and it didn't had anything empty. Pretty good graphic use, but for the theme, it looked more of mountain-styled than desert. Overall, nothing to say about, it was just a decent level that it could expend more with variety of gimmick use. 5.5/10

Re: Electriking's Powerline [NEW LEVEL]

Posted: Fri Dec 21, 2018 2:03 pm
by ElectriKong
I have released a new level. Find it in the first post.

Re: Electriking's Powerline [NEW LEVEL]

Posted: Fri Dec 21, 2018 7:04 pm
by MECHDRAGON777

Original Link: https://www.youtube.com/watch?v=Ak85P0Nm6jY
Original Link: https://www.youtube.com/watch?v=0kcSfYK9UHU
Not THAT difficult, and while playing it, I thought it would need a five on your scale, but after playing it, I would say more of a two or three? However, I would place this as a three and a quarter/twenty on my own scale. It has a three tricky jumps in all, but besides that, not that bad. It also was quite fun, so yeah. Keep up the good work. Thanks for the play.

Re: Electriking's Powerline [NEW LEVEL]

Posted: Tue Jan 15, 2019 5:42 pm
by Archived
Archived

Re: Electriking's Powerline [NEW LEVEL 15/4/19]

Posted: Mon Apr 15, 2019 12:54 pm
by ElectriKong
I released a new level. Hope you have SMBX2 MaGLX3 because you are going to need it.

Re: Electriking's Powerline [NEW LEVEL 15/4/19]

Posted: Mon Apr 15, 2019 7:47 pm
by MmmMario
Hmm, for the new thwomp level, was that tileset in PROX's thwomp ruins, or somewhere else completely?

Re: Electriking's Powerline [NEW LEVEL 15/4/19]

Posted: Tue Apr 16, 2019 5:38 am
by PROX
MmmMario wrote:
Mon Apr 15, 2019 7:47 pm
Hmm, for the new thwomp level, was that tileset in PROX's thwomp ruins, or somewhere else completely?
he used my old pyramid tileset