Share your own SMBX levels and play others' too.
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OlieGamerTV
- Spike

- Posts: 273
- Joined: Sun Nov 26, 2017 7:23 am
Postby OlieGamerTV » Thu Dec 07, 2017 6:20 am
I may try this later.
even with bad level design
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FireyPaperMario
- Toad

- Posts: 6206
- Joined: Sat Sep 27, 2014 1:39 pm
- Flair: 90's kid born in late 1993 ^_^"
- Pronouns: He/Him
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Contact:
Postby FireyPaperMario » Thu Dec 07, 2017 7:04 am
I guess the level is so bad, there's no screenshots to show how bad it is.
No seriously, where's the screenshots?
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KekBrother
- Koopa

- Posts: 15
- Joined: Tue Oct 17, 2017 1:34 pm
Postby KekBrother » Thu Dec 07, 2017 10:40 am
Shouldn't there be screenshots first?
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Radiance
- 2025 Egg Hunter

- Posts: 1354
- Joined: Thu Dec 10, 2015 7:53 am
- Pronouns: he/him
Postby Radiance » Fri Dec 08, 2017 5:31 pm
Looks good. I'll review this within a couple of days.
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SergioST
- Spiny

- Posts: 29
- Joined: Sat Nov 04, 2017 11:49 am
Postby SergioST » Fri Dec 08, 2017 5:39 pm
6/10 Good
Its OK
Need help?
Custom graphics made in 2.0,Are infinite custom graphics
Last edited by SergioST on Sat Dec 09, 2017 1:31 pm, edited 1 time in total.
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PopYoshi
- Charged Spiny

- Posts: 1808
- Joined: Sat Jun 07, 2014 12:48 pm
Postby PopYoshi » Fri Dec 08, 2017 8:27 pm
SergioST wrote:3/10 Regular
Its OK
Need help?
Please don't tell me you judged the level for the screnshots
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Radiance
- 2025 Egg Hunter

- Posts: 1354
- Joined: Thu Dec 10, 2015 7:53 am
- Pronouns: he/him
Postby Radiance » Fri Dec 08, 2017 8:34 pm
SergioST wrote:3/10 Regular
Its OK
Need help?
Can you please give an explanation why you scored it 3/10?
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Kley
- Edge

- Posts: 694
- Joined: Mon Feb 24, 2014 11:00 am
- Flair: Robot
Postby Kley » Sat Dec 09, 2017 10:09 am
sheepsaren1ce wrote:]i'm bad at level designing
Judging by screenshots purely, it doesn't look too horrible. Don't sell yourself short.
MarioRPGExpert93 wrote:I guess the level is so bad, there's no screenshots to show how bad it is.
No seriously, where's the screenshots?
Hey now. No need to be over-dramatic.
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CopyLeft
- Volcano Lotus

- Posts: 539
- Joined: Mon Feb 10, 2014 2:47 pm
Postby CopyLeft » Sat Dec 09, 2017 7:47 pm
You said that you were a bad level designer. It's quite rude to give false expectations. Anyway, this was fun to play, though there were several small errors. For one, graphically, this level hit and missed. The level clashes very badly in the cave bonus section, the charging chucks look a little out of place, and there were a few small errors, such as the ceiling-ground at the end having two misplaced tiles and the pillar at the beginning being on top of the tree. Speaking of pillars, what was the deal with them? They are all at different levels, so they couldn't hold a structure up, there's flowers growing out of them, and they aren't anywhere else in the level! However, in the style mixing in the main section, while the SMB3 wood and SMB2 vases look slightly out of place, I love the style mixing! Usually, you only see one style used in the entire level, but this gave almost an Invasion 2 vibe. Lastly, to the left of the SMB3 wood was a tree on bricks. Firstly, how can that be, and second, by breaking the brick, the tree doesn't fall down. Moving on, what was the deal with the invisible bridges? They aren't a hugely interesting gimmick (as far as I can think). and adds more cutoff throughout the level. Furthermore, the dialogue in this level was interesting to say the least, praising me for exploring, telling me a 9-digit passcode and one that mysteriously states "No. Not yet." (though it becomes far less mysterious when you see it's called "trollmessageblock1" in the events). I assume it's part of an episode, as this is 1-1 according to the .lvl file, and if so, don't you think it's a bit tough for 1-1? The difficulty isn't much of a problem, aside from the softlock obtainable by falling to the Dragon Coin between the SMB3 wood tiles without breaking the bricks. Despite the enemy spam, it wasn't an extreme amount, made me think and panic a little bit, and I would say only increased the quality of the level by how they were placed. Unless, of course, this is a challenge episode, which would explain only mushrooms in the level. I applaud you for the 1-up hidden in the red coins, they made me think I had to collect all the red coins for the prize even though the answer was right in front of my eyes the whole time. I also like the ceilings at the top of the level a little bit, you have to blind jump on top of them, and if you fall, you must decide between pressing on or going back, but going back probably means going through the enemies you skipped. The music is also broken, though I'm not sure why (I moved the music to the same area as the level and it was still silent). Despite all these flaws, I enjoyed the level. I'd give it a solid 7/10. 
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sheepsaren1ce
- Cheep-Cheep

- Posts: 11
- Joined: Wed Aug 16, 2017 2:05 am
Postby sheepsaren1ce » Sun Dec 10, 2017 2:07 pm
perhaps wrote:You said that you were a bad level designer. It's quite rude to give false expectations. Anyway, this was fun to play, though there were several small errors. For one, graphically, this level hit and missed. The level clashes very badly in the cave bonus section, the charging chucks look a little out of place, and there were a few small errors, such as the ceiling-ground at the end having two misplaced tiles and the pillar at the beginning being on top of the tree. Speaking of pillars, what was the deal with them? They are all at different levels, so they couldn't hold a structure up, there's flowers growing out of them, and they aren't anywhere else in the level! However, in the style mixing in the main section, while the SMB3 wood and SMB2 vases look slightly out of place, I love the style mixing! Usually, you only see one style used in the entire level, but this gave almost an Invasion 2 vibe. Lastly, to the left of the SMB3 wood was a tree on bricks. Firstly, how can that be, and second, by breaking the brick, the tree doesn't fall down. Moving on, what was the deal with the invisible bridges? They aren't a hugely interesting gimmick (as far as I can think). and adds more cutoff throughout the level. Furthermore, the dialogue in this level was interesting to say the least, praising me for exploring, telling me a 9-digit passcode and one that mysteriously states "No. Not yet." (though it becomes far less mysterious when you see it's called "trollmessageblock1" in the events). I assume it's part of an episode, as this is 1-1 according to the .lvl file, and if so, don't you think it's a bit tough for 1-1? The difficulty isn't much of a problem, aside from the softlock obtainable by falling to the Dragon Coin between the SMB3 wood tiles without breaking the bricks. Despite the enemy spam, it wasn't an extreme amount, made me think and panic a little bit, and I would say only increased the quality of the level by how they were placed. Unless, of course, this is a challenge episode, which would explain only mushrooms in the level. I applaud you for the 1-up hidden in the red coins, they made me think I had to collect all the red coins for the prize even though the answer was right in front of my eyes the whole time. I also like the ceilings at the top of the level a little bit, you have to blind jump on top of them, and if you fall, you must decide between pressing on or going back, but going back probably means going through the enemies you skipped. The music is also broken, though I'm not sure why (I moved the music to the same area as the level and it was still silent). Despite all these flaws, I enjoyed the level. I'd give it a solid 7/10. 
thanks. 
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