For the levels that stand out among the rest.
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Chad
- Ripper II
- Posts: 330
- Joined: Sun Mar 02, 2014 3:22 pm
Postby Chad » Wed May 14, 2014 2:42 pm
Yup, I'm doing this too. Again.
This level scored 2nd place in CC7 with an overall score of 8.9075/10. The level is a mystical castle enhanced by Magikoopa magic (or at least, that's supposed to be the idea) that features Magikoopas, disappearing blocks, possessed scenery, lots of moving layers, and a unique but straightforward boss. There's only one star which is given after beating the boss, and the length is about average for one of my levels.
I was actually going to make something like this for a contest last fall, but inspiration died and I scrapped it halfway through because I didn't like what I had. It's nice to be able to finish something after having restarted its design completely, especially since it's been sitting in my mind for nearly a year.
Hope you enjoy it!
Screenshots:
Download here! A credit file is included.
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Shinbison-Kof
- Volcano Lotus
- Posts: 527
- Joined: Tue Jan 21, 2014 6:56 pm
Postby Shinbison-Kof » Wed May 14, 2014 4:45 pm
WOW, This level is really amazing, I love each details, layes and events, graphics, and gimmicks is unique! I really thought of you used the "Luna", but no. This level has a good size. I do not have no complaint. good work
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Beyond
- Blooper
- Posts: 191
- Joined: Fri Dec 20, 2013 10:16 pm
Postby Beyond » Wed May 14, 2014 7:19 pm
Fantastic level. I loved that, personally. The background, gimmicks, graphics, atmosphere. I don't liked the music (personal opinion), but it is good for the mysterious atmosphere. And with a difficulty not exaggerated, but with some tricky passages. Good work.
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Cacazk
- Monty Mole
- Posts: 147
- Joined: Sun Mar 09, 2014 10:27 pm
Postby Cacazk » Wed May 14, 2014 7:48 pm
In my opinion, this level would be the winner! (This level gives ma a little afraid :3)
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FanofSMBX
- Mouser
- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Thu May 15, 2014 12:43 am
I've started to play it, but I'm getting dizzy. The background and the moving layers are way out of sync. The background is choppy but the layers are not.
Also why do the Kameks not face you but the magic follows you? And why are they vulnerable to fire but not ice? And there's like a shield in front of them - it absorbs fireballs and iceballs.
I like the reappearing floors.
Also I suggest jumphurt=0 on the light boos.
I like how short it is!
It's pretty clever how the rotating spikes don't give you score.
Same background dizzy applies to the boss background.
Red Kamek has an awesome sprite, but his death effect looks really faked. Sure he would be teleporting for the other hits, but why does he go to the center of the room?
The bomb effect needs to be recolored.
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Chad
- Ripper II
- Posts: 330
- Joined: Sun Mar 02, 2014 3:22 pm
Postby Chad » Thu May 15, 2014 1:43 am
Thanks for your comments, FanofSMBX! And nice playthrough, bossedit!
FanofSMBX wrote:I've started to play it, but I'm getting dizzy. The background and the moving layers are way out of sync. The background is choppy but the layers are not.
Sorry about the visual problems. I didn't want to remove the background, as it would kill much of the atmosphere. I tried darkening it, but that made it nearly invisible. It wasn't supposed to specifically match the moving layers, though.
FanofSMBX wrote:Also why do the Kameks not face you but the magic follows you? And why are they vulnerable to fire but not ice? And there's like a shield in front of them - it absorbs fireballs and iceballs.
The answer to all of these involves the magic being made of Rinkas. If the Magikoopas turned to face you, the magic would keep appearing behind them instead of in front, which would look even worse. If the Magikoopas could be frozen, the magic would still generate. The fireballs and iceballs get blocked by the magic, too. I didn't want it to be that easy to destroy.
FanofSMBX wrote:I like the reappearing floors.
FanofSMBX wrote:I like how short it is!
It's pretty clever how the rotating spikes don't give you score.
Thank you! Length is something I've been meaning to work on, as I acknowledge that my levels can be a little insane. Score=0 felt perfect for the spikes, especially since the life counter would affect other levels in the contest.
FanofSMBX wrote:Also I suggest jumphurt=0 on the light boos.
Good idea, although don't think the player would expect to jump safely on a Boo without some indication.
FanofSMBX wrote:Red Kamek has an awesome sprite, but his death effect looks really faked. Sure he would be teleporting for the other hits, but why does he go to the center of the room?
I guess I could have attached the death effect's layer to his final hit. Good point on that.
FanofSMBX wrote:The bomb effect needs to be recolored.
I could, but I don't think it'd make enough of a difference to really matter.
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FanofSMBX
- Mouser
- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Thu May 15, 2014 1:46 am
Oh, I don't mean to remove the background, just make it less choppy.
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ssumday
- Bit
- Posts: 78
- Joined: Wed May 14, 2014 1:18 pm
- Flair: Nope
Postby ssumday » Thu May 15, 2014 8:22 am
Wow, this level is phenomenal. Graphics, design and gimmicks are very cool. I have no words. Good work!
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Raster
- Banned
- Posts: 798
- Joined: Fri Dec 20, 2013 12:35 pm
Postby Raster » Thu May 15, 2014 12:25 pm
What I liked
Good use of moving layers and effects. Looks like you put a lot of effort into making this level. I really like the multicolored tilesets and the enemy graphics. The atmosphere was well done. I liked the way you styled the level generally and the music was fitting.
The boss was great too.
What I didn't like
The Magikoopa should replace Birdo in my opinion. It's weird how the magic bolts are stagnant for a while before attacking the player. I also disliked the large amount of enemies in some areas; they weren't needed as I think this level's enjoyable because of its clever puzzles and design. I also think the animated background is derutating. The chasing lamp makes little sense; you could have just used boos instead or chasing fire enemies. There's just too much going on for the player to stay focused.
Other than that, good level. I'll give it a 8/10.
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Chad
- Ripper II
- Posts: 330
- Joined: Sun Mar 02, 2014 3:22 pm
Postby Chad » Thu May 15, 2014 1:09 pm
I don't think Birdo would be a good fit for Magikoopa, as the sounds and miniboss health would be odd. I might as well use a Snifit in that case, although the behavior would be better otherwise. I could have the magic replace something else, but not much else would aim for the player. I understand your other points, though. Thanks for playing it and giving it your thoughts.
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Mable
- Ludwig
- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Sat May 17, 2014 5:56 am
Why is this in pretty good? It placed second afterall... Imo top 5 should all be n The Best since they are the best out of the contest
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zlaker
- Birdo
- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Sat May 17, 2014 5:59 am
GrätselBüchner wrote:Why is this in pretty good? It placed second afterall... Imo top 5 should all be n The Best since they are the best out of the contest
Yeah I agree. Instead of using the score of the level, they should post the one of the judge's review.
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Erik
- Eerie
- Posts: 761
- Joined: Fri Dec 12, 2014 2:46 pm
Postby Erik » Tue Feb 17, 2015 7:28 am
Sorry for the bump.
Holy shit this level was awsome! I still don't know how this got 2nd instead of 1st. I mean, this level deserved the 1st place.
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underFlo
- Reznor
- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
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Contact:
Postby underFlo » Tue Feb 17, 2015 7:31 am
Ludwig von Koopa wrote:Sorry for the bump.
Holy shit this level was awsome! I still don't know how this got 2nd instead of 1st. I mean, this level deserved the 1st place.
Please be a bit more constructive then that.
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Superiorstar
- Van De Graf
- Posts: 2145
- Joined: Tue Jul 22, 2014 5:49 pm
Postby Superiorstar » Thu Feb 19, 2015 4:50 pm
I love the aesthetics in this level, the magikoopas could be better though, and the music is kinda unfitting for this level as well, but still a cool level.
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Blaze Moonspear
- Guest
Postby Blaze Moonspear » Thu Feb 19, 2015 8:17 pm
I went to download this and an ad said things:
"Mmm, full roasted fl-mmm, full roas-mmm, full r-mmm, ful-mmm..." etc. I think there may be a bit of an issue with that ad.
As for the level:
Not bad. The level design was great, you really seemed to think it through. I might have to use some of these gimmicks in ghost houses and the ztar palace in my game, they'd really work well. Also, what NPC was that magikoopa boss? It seemed kind of like a lakitu, but it took multiple hits, so...
Last edited by Blaze Moonspear on Fri Mar 06, 2015 8:24 pm, edited 2 times in total.
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Erik
- Eerie
- Posts: 761
- Joined: Fri Dec 12, 2014 2:46 pm
Postby Erik » Fri Mar 06, 2015 1:37 am
@Blaze Moonspear: The fact that it took multiple hits is powered by layers and events.
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Blaze Moonspear
- Guest
Postby Blaze Moonspear » Fri Mar 06, 2015 8:25 pm
Ludwig von Koopa wrote:@Blaze Moonspear: The fact that it took multiple hits is powered by layers and events.
Ah, ok, that makes sense.
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Dr Luigi
- Rex
- Posts: 39
- Joined: Sat Mar 14, 2015 1:03 pm
Postby Dr Luigi » Mon Apr 06, 2015 11:22 pm
Best level ever. that's all I could say!
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