Grain Silo Infiltration

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KingBowser24
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Grain Silo Infiltration

Postby KingBowser24 » Sat Feb 17, 2018 11:51 pm

As the name suggests, in this level you go on an excursion in the interior of an old Grain Elevator.

This level is part of the Episode I am currently working on, and it is only the second level in the whole episode, so it is supposed to be fairly short and relatively easy.

NOTE: Highly recommend using Link for this level. In the Episode this level is in, my playable uses Link as the base, and I made it so you can't stomp on most enemies, you have to downward thrust or attack normally! This is to add some extra challenge. ;)

Another note, the enemies all have that dark color scheme because of what happens in my episode. Youll prob see it when I finish the episode itself, though it may be a while

Download Link: http://www.mediafire.com/file/bip3bfaie ... ration.zip

Screenshots:
Spoiler: show
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IAmPlayer
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Re: Grain Silo Infiltration

Postby IAmPlayer » Sun Feb 18, 2018 12:17 am

From the screenshots, i can tell this map is a ghost map, and me playing this in SMBX 2.0, i can use Uncle Broadsword for this, it'll be fun!

Also, are you using SMBX 1.3.0.1? Because i can tell from the GIF images, which makes it heavy by whopping 40MB.

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Re: Grain Silo Infiltration

Postby ElectriKong » Sun Feb 18, 2018 6:04 am

1AmPlayer wrote: Also, are you using SMBX 1.3.0.1? Because i can tell from the GIF images, which makes it heavy by whopping 40MB.
How do the GIF images tell you he is definitely using 1.3? It only rules out 1.4. But he could still be using 2.0.

KingBowser24
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Re: Grain Silo Infiltration

Postby KingBowser24 » Sun Feb 18, 2018 3:59 pm

I am running SMBX 1.3. Pretty much the same one I've had since 2011. It might be the "slightly improved" one downloaded from this site though. And the large file size probably comes from the extended soundtracks ive been using.

KingBowser24
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Re: Grain Silo Infiltration

Postby KingBowser24 » Fri Jun 01, 2018 11:55 pm

I posted this a good while ago....

May I has level review pls?? When you guys have time of course

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Re: Grain Silo Infiltration

Postby TDK » Sat Jun 02, 2018 7:18 pm

I would like to say that you should have used a music shortener. It takes is simple google search and it's really short & easy to do. Also, many mp3 converter websites have a shortener included, so you don't have an excuse.

Here's my thoughts on the level.

First thing, the goombas are unstompable, which can easily throw off a player. You did mention that most enemies are unstompable (what enemies aren't in this level), but there should have been some sort of indication in the level (such as the goombas wearing spiky helmets). Maybe in the episode, there is one, but not for this level.
The NPC placement were fairly well, and the bats do make avoiding the ground enemies a bit more interesting. I do like how the bats from the lower floor will attack Link in the higher floor, which does reward the player for trying to kill the bats.
Another thing I liked is that the first heart is given to the player but later hearts are kinda out of the way. They're super easy to find, but it does feel like a reward regardless. And there's a nice rupee reward too, which is nice.
The detour to get the key was poorly done. The bat nearby blended with the latern a bit too well, but that could just be me being dumb and not paying attention. However the problem is that you're forced to redo half of the first section again without any changes. You could have placed a few triggers (i.e. invisible axes) around the key to change layout and added a few NPCs a bit so the retread could be less dull. This detour does give the player the impression that the level is going to be more non-linear than it actually ends up being.
There's 2 shortcuts in the level. One of them involves a pipe that puts Link right above a goomba (which is unstompable as I've mentioned). The other one is going above the level's boundary, which I'm not entirely sure if it's intentional but considering the other shortcut and that there's some blocks that are above the boundary makes me think that it is.
The second section first starts with the player avoiding the enemies on small platform which is a nice evolution from the first section, unfortunately there's not much development. You could have used the conveyor belts as an a way to develop this part further for example.
The second hammer bro encounter is a bit easier than the first ones, which could have been changed if the bat was placed closer to the hammer bro so the player had to deal with the hammer bro while avoiding the bat.
Finally, there's a mini gauntlet but it ends as soon as it begins. Which I could say about the second section overall, it does show some promise with its idea but it ends up not doing much with it. When I reached the end, I thought "was that it". Note that I don't mind short levels and they can be best kind of level done right, but this level just suddenly ended which is a shame.

Overall, I thought it was decent.

KingBowser24
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Re: Grain Silo Infiltration

Postby KingBowser24 » Sat Jun 02, 2018 10:55 pm

-You bring up a good point about the unstompable enemies. However, it was intended as a gameplay mechanic to add a degree of challenge and to encourage the use of Link's swordplay. Thats why i mentioned it in the post. In the episode this level is a part of, the only enemies that are stompable are winged enemies, so you can disable their wings, like with Paragoombas, etc.

-I could definitely execute the detour in the first section better than I did. I might take you up on that "invisible axe" idea.

-The level boundary shortcut was not intentional, I add some more blocks to prevent players from going on top of the level. As for the pipe shortcut, Ill move the Goomba so you dont fall right onto it.

-The main reason the level ended suddenly is because of a slight tweak I made to the submitted version of this level. in the Episode version, there's a miniboss battle in the last section that goes along with the story of the episode, so to avoid confusion i just removed the boss and added the exit. However, in retrospect I could have just kept the battle intact, just removed the events and dialogue that ensues.

Overall this level was intended to be relatively short and simple, its only the 2nd level in the whole episode. However, you brought up some good points and I greatly appreciate the feedback.


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