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Cliffs of Subcon (Updated)

Posted: Sun Jul 20, 2014 3:25 pm
by underFlo
Spoiler: show
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I used Sednaiur's SMB2 Expanded GFX-pack.

At first, before someone rants about clash in the 5th screenshot, play the level, the reason for the clash is explained there.

It's intended as one of the first levels (if I'll ever make an episode, I might create one), so it shouldn't be too hard. It has two exits and a SMB3 Star.

I really hope you like it, and if you see something you don't like, feel free to point it out (except the clash in the 5th screenshot, again - this is intended clash).

Download (Updated version)

Music used:

Jungle - Newer Super Mario Bros. Wii
Sewer - Newer Super Mario Bros. Wii
Cavern - Newer Super Mario Bros. Wii
Shy Guy - Newer Super Mario Bros. Wii
Shy Guy Fast - Newer Super Mario Bros. Wii
Minimega - Newer Super Mario Bros. Wii

Re: Cliffs of Subcon

Posted: Fri Jul 25, 2014 5:05 pm
by GameClip477
This levels seems interesting of having level based on SMB2 and having 3 exits(including star) making this level be in a episode. I really like that pipe event where your escaping the dream. :D

Re: Cliffs of Subcon

Posted: Fri Jul 25, 2014 8:07 pm
by underFlo
GameClip477 wrote:This levels seems interesting of having level based on SMB2 and having 3 exits(including star) making this level be in a episode. I really like that pipe event where your escaping the dream. :D
Glad you like it! Any other feedback?

Re: Cliffs of Subcon

Posted: Fri Jul 25, 2014 8:49 pm
by GameClip477
Yea, when you have only one level you should only have graphics you use in your level because notice in the folder there were some graphics that weren't even used in the level. Also, if you didn't had the other 2 exits this could of been a really short level. But this is not bad for a first level.

Re: Cliffs of Subcon

Posted: Tue Jul 29, 2014 2:22 pm
by underFlo
As for the unused tiles, I originally wanted to do more but scrapped the idea. I didn't know it made a difference if there are unused things, but I'll make sure to not make this fault in future levels. As for the short length, I wanted to make it longer by giving the level multiple exits. I wanted to encourage some exploration, and wanted to put some different aspects in without making the level seem like you're going from one element to another in one playthrough.

Re: Cliffs of Subcon

Posted: Tue Jul 29, 2014 5:12 pm
by zioy
Nickname wrote:As for the unused tiles, I originally wanted to do more but scrapped the idea. I didn't know it made a difference if there are unused things, but I'll make sure to not make this fault in future levels. As for the short length, I wanted to make it longer by giving the level multiple exits. I wanted to encourage some exploration, and wanted to put some different aspects in without making the level seem like you're going from one element to another in one playthrough.
Well, the level has replay value. I played it 3 times, but only got 2 of the exits. I got the dream star and the SMB3 exit. And the rainbow nippers got me the third time.... that was evil.

Re: Cliffs of Subcon

Posted: Tue Jul 29, 2014 7:48 pm
by underFlo
Well, my intention was for the player to see the red Shy Guy fallig down and dying. I might place a generator then so it's easier to see that this is instant kill.

Re: Cliffs of Subcon

Posted: Tue Jul 29, 2014 9:45 pm
by zioy
A better way to show it would be having it earlier in the level as well, possibly with a friendly NPC referencing it.

Re: Cliffs of Subcon

Posted: Wed Jul 30, 2014 5:38 am
by underFlo
That might be the better solution. I'll see and then update it

Re: Cliffs of Subcon

Posted: Wed Jul 30, 2014 9:22 am
by zioy
It's just that SMB2 friendly NPCs are hard to come by :P

Re: Cliffs of Subcon

Posted: Wed Jul 30, 2014 9:38 am
by underFlo
So, I fixed about all the negative things you said. Things that got changed:
  • Removed unused files
  • Added an extra Section 7 where it's all about the special properties of SMB2 enemies and that introduces the rainbow munchers
  • Made the Key Exit harder to get - the entrance to the room where you can go there is the same, but the way how you get to the place where it is has been made harder
Download: Download

Section 7 is also pretty challenging at one particular part, so I added a midway point.

Re: Cliffs of Subcon (Updated)

Posted: Wed Jul 30, 2014 9:45 am
by zioy
I'm going to download this after I finish browsing the forums :P

Re: Cliffs of Subcon (Updated)

Posted: Mon Aug 04, 2014 2:15 pm
by underFlo
It'd be cool if I could get an review for this, I don't care too much if Level Judge or normal user.

Re: Cliffs of Subcon (Updated)

Posted: Mon Aug 04, 2014 2:16 pm
by zioy
I may review it, or maybe just make a playthrough.

Re: Cliffs of Subcon (Updated)

Posted: Tue Aug 05, 2014 7:06 pm
by Marina
Review time.

Cliffs of Subcon


Gfx & design: 6/10

The level used the whole SMB2 package, really nice. There was a replacement for every basic SMBX block and enemy, which was nice.

As for the design, there are some parts that I really liked design-wise, but there were also some parts that looked not so good in my opinion.

A good point was definitely that the level was semi-linear, as in, there was one main way that you could walk to the end, but there were many opportunities to wander around, explore, find a secret, maybe a second exit, and I don't think I've even found all the ways and secrets in this level yet.

One of the things I didn't like so much were how you styled the platforms and the ground. You tried too hard to make it look fancy while having few ideas how to do it, and so you ended up with platforms shaped in really weird forms.

Example:
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I advise you to look how other level designers use tilesets to create interesting patterns and still have it look good.


Music: 7/10


I really liked the main track and the music used in the vases, the underground track sounded a bit weird to me though, and the music used sections 4, 5 and 6 was just too much orchestral for me.


NPCs: 7/10

There were many SMB2 NPCs, some of them used in very creative ways, but over all it just felt like you tried to include every enemie at least once, and so it happened that I found a new enemie every two steps. Next time try to select a smaller range of NPCs to use in your level and be consistent with them.


Gameplay: 7/10

This was a nice level over all, altough a bit harsh in some places. For example getting a power-up if you die after the midway point is sheerly impossible because this guy is blocking the way.

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This is a really unfair move. Similarly hard, but not quite as impossible, were the beezos flying over the rainbow-pansers that were insta-kills.

I also liked the switch that made the ladders appear. A simple, yet effective gimmick that gave the level a sense of charm.

Like I already said, there was much to explore and many little bonus things and secrets. This kept the level interesting and made it fun to play.



This was a pretty good level, score's pretty good 6.75/10, moved to Pretty Good. :D

Re: Cliffs of Subcon (Updated)

Posted: Wed Aug 06, 2014 3:08 am
by underFlo
Thanks for the review! I'm happy with the score, and I tried to make it look like you're really in a dream, so that'd explain the weird platforms. I'll probably make it so the Ninji has more space to jump and you can sneak through easier.

Re: Cliffs of Subcon (Updated)

Posted: Thu Aug 14, 2014 4:33 am
by bossedit8
Playthrough Made:



Original Link: http://www.youtube.com/watch?v=djX6QmBV8NM

Re: Cliffs of Subcon (Updated)

Posted: Thu Aug 14, 2014 1:35 pm
by YoshiGo99
I just watched the video and the level does look nice. But I don't think the music fits, it just doesn't have that feel that the level gives. I am not saying you should use SMB2 music, but find something that fits the style.

Re: Cliffs of Subcon (Updated)

Posted: Sat Aug 16, 2014 10:09 pm
by Mista Epic
Dude! The graphics are awesome and the level is even better! It's so good!

Re: Cliffs of Subcon (Updated)

Posted: Sun Aug 17, 2014 4:34 am
by underFlo
Mista Epic wrote:Dude! The graphics are awesome and the level is even better! It's so good!
Thanks man!

As for the GFX, they were made by Sednaiur. I should have given credit in the OP.