This level was ORIGINALLY going to be for the contest, but I didn't get it in since I thought the due date was on the 28th and not the 21st
If the due date was on the 21st, I would've honestly never been able to get the level in time, not because of time constraints, but because there is shit happening to me irl where I cannot do a lot of things because of it, everyone who keeps track of me knows what is happening, and if you don't know, I won't tell you here
This level is inspired off of, well, Temporal Tower from Pokemon Mystery Dungeon: Explorers of Time/Darkness/Sky
I told SilverDeoxys during one of my streams that they used Temporal Tower music and that I would love to have a level in SMBX based just on Temporal Tower, and then he said he could make it and submit it to the next contest
Ever since he left the community though, I decided I would take this into my own hands and make this level myself, so this one goes out to SilverDeoxys, I hope I did you proud...
Only one screenshit because I'm too lazy to take more pictures of it:
The level was quite nice and well made. The use of the Wall jumping was quite nice as well, but the Split path has it ups and downs. If you take the lower route, you are saver, but get less coins, and if you take the top path, it is more dangerous with Bowser there. If you have split paths, should they not be of the same length to give the player the felling that they add up? Either way, this was a very well made level and if it was in the contest, I am sure it would of made the top teir.
Music: 10/10 The music was very fitting since it was based on the game the music came from. Hard to down grade something from its original source. Atmosphere/realism: 10/10 The felling of the Tower collapsing like it was from the actual game is a plus and is quite challenging. The place is based on a Tower that is falling apart as time is as well. When time falls apart, it pretty much does not flow. when time does not flow, things can not fall. This is greatly shown by the floating blocks after the tower falls. Game-play: 9.9/10 I can not tell what you were aiming for with the up-side-down Spines, but If you replaced them with Spike tops, just to show gravity was no in the correct way, then could you not have added Cliffturn=1 and fireproof=0? Other than that, the level was great and fun to play. The fire was a problem in the star but, that was my own fault for not noticing. Hiding things in the wall with background was also nice little thing I have not seen anyone else do, so You have more positive things then negative. Architecture: 10/10 The building was falling apart and the events on this is nicely showed when you you showed it collapse. The occasional background pillars and the darken tiles also show that this place is somewhat structurally sound. Graphics/appearance: 9.5/10 The graphics, I have no complaints or comments about. The Metroid tiles in the secret area are out of place is all. Gimmicks: 10/10 This level had quite a few gimmicks and they all impressed me, since only one has ever been done to my knowledge. The Wal jump and hidden path was also nicely executed. Level-Design: 10/10 I had fun the entire time I played this level. Even after I watched a video on this level, Played it a few days after and was still impressed. Boss: 9.5/10 It was nicely made and the falling blocks also added to the difficulty. The only issue I see is that he or she puts flames every where, but they do not disappear over time, and you have to use the glitch with holding a NPC next to Mother Brain to defeat it. Very Nice boss however, but Dialga would of been better. Bias Percentage: 1% I loved the game, but this had little to do with it. I know little of you to be exact, so I can not say anything bad about it or good about it just because it is you.
Total: 78.9/80 or 98.625% Unrounded Final Score: 9.8625/10 Clean Final Score: 9.9/10
Re: Temporal Tower
Posted: Fri May 09, 2014 6:28 pm
by Magus
damn son u make me wanna play cave story again
cba to play the level myself, based on what I saw in bossedit's vid, here a few notes:
- you might want to fill some voids here and there, as sometimes there are segments where there are no enemies or gaps or anything dangerous on screen whatsoever, which is kind of a pity
- some spaces look very cramped, ESPECIALLY on the part with the tower moving down just before the checkpoint (by the way, the tower moves a little too fast, so that in conjunction with all these cramped spaces makes it seem to me like it's way harder to complete that section than it should be (and not having a checkpoint before it doesn't help your case either)
- it can be pretty unclear where you can walk thru walls and where you can't imo, you might want to cleverly place some coins to give the player just a tiny bit more of an indication as to where he can walk thru these walls
- the boss fight is quite an anticlimax: the sprite is kinda awful (spotting many 4x4 pixels here, might need some smoothening), it just spams fireballs like there's no tomorrow (which don't seem to disappear, even once the boss is dead), you can kill the boss way too easily because it keeps on getting damaged when you hold the mushroom in its hitbox (try veggies > mushrooms, iirc veggies don't trigger such an effect on the mother brain npc) and the rocks falling from the ceiling is a nice idea, but currently they just seem to spawn from nowhere.
- more of a personal preference maybe, but I'd focus a bit more on the ruined aspect of your level. Add some more broken tiles, make it seem like it's truly crumbled
As for the positive parts: I'm definitely seeing a lot of interesting ideas going on here. The post-checkpoint part with the platforms going sideways was a nice touch, I would've personally explored that idea even more if I were you. The crumbling tower part might require some improvement, but it's definitely a cool idea. The level isn't bad at all, it's just that there's some tweaking to be done here and there and it'll be a damn solid level imo
Re: Temporal Tower
Posted: Tue May 20, 2014 4:32 pm
by Vinyl Scratch
Ey m8, can someone fucking review dis level already and move it before I decide that I want to update it or not
Re: Temporal Tower
Posted: Tue May 20, 2014 4:39 pm
by Magna DominXus
God, I wish I could still play SMBX. That level reminds me a lot of that level submitted for TI3. I think I have nostalgia for SMBX,
Re: Temporal Tower
Posted: Mon Jun 02, 2014 2:12 am
by Danny
Thanks, I had fun.
I really enjoyed the wall-jumping mechanic, I honestly haven't seen it in any other levels I'm played through so far. It was pretty cool. I really did enjoy the graphical style, though there were some places where I thought the floor was the background. I did enjoy the part where I got to flip the entire tower around, that was neat.
I did experience a bug during the tower collapse part. I was riding on Yoshi, and I went to jump to avoid a bob-omb, but for some reason the falling tower instantly killed me. I only experienced this once in my playthrough, though. One thing the level lacks is some scenery, which would have been nice to see in this level. I had some troubles with the boss, but after I got his attack pattern down somewhat, he was a good fight.
Overall, this was a nice level, it seemed a little short to me, but it was still good. I don't have much else to say here.