[Desert/Oil] Sizzling Sands

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Daring Tombstone
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[Desert/Oil] Sizzling Sands

Postby Daring Tombstone » Mon May 20, 2019 9:37 pm

A pretty straightforward desert level. My first time using MAGXL3 so if anything is buggy let me know. Level uses 1.1 devkit which includes the spawnzones, jumpblocker, and platform summoner blocks. Hope you enjoy.

Difficulty: Medium/Hard
Exits: 1
Dragon Coins: Yes
Players: Default
Powerups: Default

Edit: Did some fixes that was suggested. New download link includes these changes.

Download
https://www.dropbox.com/s/j4r6qgs5ipz0t ... s.rar?dl=0

Screenshot
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Image

Guess I should add what music was used. Slightly edited to loop properly.

Music Used
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(Yes another mystery dungeon track. I couldn't help myself.)
Last edited by Daring Tombstone on Sun May 26, 2019 11:22 pm, edited 1 time in total.

Emral
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Re: [Desert/Oil] Sizzling Sands

Postby Emral » Tue May 21, 2019 1:13 am

It seems you are using NPCs not present in tileset itemboxes by default (smb1 fire spewing piranha plant, maybe more?). NPCs that cannot be found in tileset itemboxes, as described in the handbook, are unfinished and subject to change in major ways.

Added in 11 minutes 43 seconds:
Nice rompy desert level overall. Large difficulty spike between dolphin segments and the rest. All non-dolphin enemies are trivial to skip over and often placed in a flat-surface environment. Sumo Bros suffer most from this, posing no threat at all throughout the entire level. I died an insane amount of times in this level, but always while dolphin bouncing. 2nd half much harder than 1st half, but powerups would scarcely help because you die in one hit.

Small personal nitpick: Level uses bottomless pits as well as oil instakill. Why not stretch the oil as a foreground instakill element throughout the entire level?
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Image
After jumping this gap I realized what the shells were for. Oops.


E: sorry for the super brief and hacky response but I was under strict time constraints. Typing from the train to let you know that more specific suggestions are coming later.

E2: As promised, some more specific suggestions.
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Image
I've recently started noticing a tendency people have to stretch setups out for a few blocks longer than they ever need to be. I've started combatting this urge in my own design only recently and noticed quite a few instances of it here. You'll notice my suggestions are often shorter than the original.
Feel free to take as little or as much as you want from these. The areas I highlight can be changed in a multitude of ways (or can be kept as well) and I merely highlight the one that came to mind for me.

Daring Tombstone
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Re: [Desert/Oil] Sizzling Sands

Postby Daring Tombstone » Sun May 26, 2019 1:37 pm

Haven't been able to look at this for past few days.

Maybe leaf powerup would help with dolphin segment. It seemed easy to me which is why it's tough for me to gauge difficulty in levels.

I thought about stretching oil as foreground across the whole level when I was like 3/4's done with it. I believe some parts of the level go below that oil level though.

Turtles in first gif with npc remover bg is set that way so the player can throw a shell without being hassled by a turtle coming from behind. The way you did it (just jumping on the platform blocks instead) was actually intentional as indicated by the 3-up moon. Choosing to do it that way will reward you.

Sticky blocks on sumo bros were made that way to prevent the player from just jumping on the sumo's platform then just jumping over him.

Npc parade was for potential 1-up with first turtle. Also didn't know you could just straight up place the platforms from the summon blocks instead. I'll check that out later.

And so ends my excuses for some of the design in this level.

The smb1 firespitting plant I should probably remove though. I'll probably make some changes in those screenie shots but my level design is just bad sometimes.

Edit: I've fixed most of what was suggested and removed the smb1 fire plants. Hopefully it's better than it was before. Also, thanks for playing.


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