Share your own SMBX levels and play others' too.
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Brainwhress
- Shy Guy

- Posts: 6
- Joined: Mon Sep 14, 2020 10:31 pm
Postby Brainwhress » Tue Sep 15, 2020 10:40 pm
Welcome to my level collection!
Here is a pair of levels to choose from:
Lunar Corruption
The level should be relatively difficult. The level, if ever, made into a game, would be a pretty late level.
Images:
Credits:
Graphics:
The only graphics I made was a rabbit, and the boss
I don't know who made the other graphics, but here are the list of games I took them from:
- The New Great Castle Adventures
- Mario and Luigi's Delightful Adventures
Music:
Devastation's Doorway by OCRemix
The Sea Where One's Home Planet Reflects from Touhou 15
Run! by WaterFlame
Level Download:
Made very minor edits to level, nothing changed gameplay wise:
https://drive.google.com/file/d/1N0GIK6 ... sp=sharing
Mistical Winter
Crappy pun, I know. Pun aside, the level is easy with powerups. It looks like a generic ice level because it is a generic ice level.
Images:
Credits:
Level Download:
Update: Underwater section foregrounds removed
A lot of foreground removed in general or changed
https://drive.google.com/file/d/1TRfh41 ... sp=sharing
Mistless Version(If the first one still sucks):
https://drive.google.com/file/d/1r2D8ZB ... sp=sharing
Last edited by Brainwhress on Thu Oct 29, 2020 10:38 pm, edited 9 times in total.
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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 » Wed Sep 16, 2020 5:58 am
Pretty interesting 1.3.0.1 level you got right here fam, and you know that SMBX2.0 can play original 1.3.0.1/1.3.0.2 levels.... But besides that, I ought to try it when I get the chance!
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FirestarPlays
- Chain Chomp

- Posts: 301
- Joined: Tue Feb 28, 2017 1:26 pm
- Pronouns: he/him
Postby FirestarPlays » Wed Sep 16, 2020 8:50 am
Maybe tone down the number of enemies in screenshot 2? It looks kind of spammy.
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Emral
- Cute Yoshi Egg

- Posts: 9868
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Sep 16, 2020 9:28 am
FirestarPlays wrote: ↑Wed Sep 16, 2020 8:50 am
Maybe tone down the number of enemies in screenshot 2? It looks kind of spammy.
Have you played the level or are you guessing the gameplay in a screenshot without knowing the context?
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Brainwhress
- Shy Guy

- Posts: 6
- Joined: Mon Sep 14, 2020 10:31 pm
Postby Brainwhress » Wed Sep 16, 2020 11:52 am
FirestarPlays wrote: ↑Wed Sep 16, 2020 8:50 am
Maybe tone down the number of enemies in screenshot 2? It looks kind of spammy.
Most of the enemies there are friendly, besides the hammers. I tried it with less hammers, but I thought it was too easy, so I added a bit more. If more people think it's spammy, I'll remove some hammers. The camera is stuck in place, so there should be a pattern when it comes to dodging.
Just to note: the hammers are rinkas
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Marshio
- Goomba

- Posts: 2
- Joined: Sat Oct 03, 2020 5:19 am
Postby Marshio » Sat Oct 03, 2020 5:29 am
FirestarPlays wrote: ↑Wed Sep 16, 2020 8:50 am
Maybe tone down the number of enemies in screenshot 2? It looks kind of spammy.
havent played but pretty sure they are only placed for the sake of being a scene
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Brainwhress
- Shy Guy

- Posts: 6
- Joined: Mon Sep 14, 2020 10:31 pm
Postby Brainwhress » Thu Oct 29, 2020 10:57 am
Just finished a new level. Would love to hear some constructive criticism. 
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Archived
- Birdo

- Posts: 2166
- Joined: Tue Mar 13, 2018 6:15 pm
Postby Archived » Thu Oct 29, 2020 3:11 pm
Archived
Last edited by Archived on Mon Jan 30, 2023 11:40 pm, edited 1 time in total.
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Brainwhress
- Shy Guy

- Posts: 6
- Joined: Mon Sep 14, 2020 10:31 pm
Postby Brainwhress » Thu Oct 29, 2020 3:24 pm
Eclipsed wrote: ↑Thu Oct 29, 2020 3:11 pm
Brainwhress wrote: ↑Thu Oct 29, 2020 10:57 am
Just finished a new level. Would love to hear some constructive criticism.
This level is very unfun and frustrating to play, this is probably my least favorite level this month. The problem with this level is not anything about the level design but how the mist is placed. The level's theme around mist is fine, but the issue is the mist covers up a ton of important parts/blocks of the levels. There's been several times that I've jumped up to dodge an enemy thinking I had the entire space of Mario's jump height and then I hit a block lower then it which was covered by mist and then proceed to die as result. In essence, most of the deaths in the level feel unfair when they happen. The other half of the time enemies are spawned in the mist and as a result, there's zero indication where they are leading to more player deaths due to something that they had no clue about.
In its current state, to be blunt, I never want to play this level again.
Here's suggestions on how to update the level
1) Remove all of the mist bgos that cover blocks and enemies in the editor.
-- Note: For enemies, this includes enemies that are right next to the mist. The eyes of the player are focused on Mario so if something half of a screen away walks into mist, the player is not going to catch it.
2) Remove all of the mist bgos entirely. I know the level is themed around mist, but this change would make the level five times better than its current state and is the easiest one to do for PGE. Just right click all three tiles and press remove all BGO in level. Maybe make a version without any mist and upload that as a separate download.
Please tell me if you're planning on updating the level since either of these changes would make this level at least two times better.
Understandable, I knew I overdid it with the mist lol
I'll make an edit to the level itself later to keep the misty look of it. But for now, I'll put in a link without the mist.
Hope you'll give me a nod of the level design itself without the foreground bothering you anymore.
Link(Mistless Version): https://drive.google.com/file/d/1r2D8ZB ... sp=sharing
Last edited by Brainwhress on Thu Oct 29, 2020 3:31 pm, edited 1 time in total.
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Archived
- Birdo

- Posts: 2166
- Joined: Tue Mar 13, 2018 6:15 pm
Postby Archived » Thu Oct 29, 2020 3:30 pm
Archived
Last edited by Archived on Mon Jan 30, 2023 11:40 pm, edited 1 time in total.
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Brainwhress
- Shy Guy

- Posts: 6
- Joined: Mon Sep 14, 2020 10:31 pm
Postby Brainwhress » Thu Oct 29, 2020 10:43 pm
Well, a lot of foreground was removed as suggested.
All the underwater sections should have no foreground whatsoever
The foreground should be transparent to an extent, so blocks that it cover should be kinda visible
Download link:
https://drive.google.com/file/d/1TRfh41 ... sp=sharing
Any issues, post it and I might fix it
Hopefully the foreground won't be as bothersome, but still bothersome enough to give a cheap challenge.
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Archived
- Birdo

- Posts: 2166
- Joined: Tue Mar 13, 2018 6:15 pm
Postby Archived » Fri Oct 30, 2020 5:32 am
Archived
Last edited by Archived on Mon Jan 30, 2023 11:40 pm, edited 1 time in total.
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Brainwhress
- Shy Guy

- Posts: 6
- Joined: Mon Sep 14, 2020 10:31 pm
Postby Brainwhress » Fri Oct 30, 2020 7:49 am
Eclipsed wrote: ↑Fri Oct 30, 2020 5:32 am
Brainwhress wrote: ↑Thu Oct 29, 2020 10:43 pm
The foreground should be transparent to an extent, so blocks that it cover should be kinda visible
Blocks behind the foreground are still not transparent. If a block is behind a foreground, you can't see it at all.
By transparent did you mean that an entire row of blocks is no longer covered by the foreground since those mean different things.
It's not transparent but you should still be able to see the blocks. When I playtested the level, I could see what was behind the foreground.
But because it may still be problematic, I guess the level is better off without the foreground. But, I'll keep the one with the foreground for a sake of keeping the pun relevant.
Just gonna keep the note of never using foreground as an aesthetic, because it's a pain in the arse to place them and it makes the level worse for some.
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