Silver Cave

Levels that have good quality and are worth playing.
GameClip477
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Silver Cave

Postby GameClip477 » Tue Jul 29, 2014 1:14 pm

Hello everyone, I'm here to show you my second level which is a standard SMW cave level I made after the results for Tier 3. I wanted the tileset to be based on Mt.Steel (if you don't know) from Pokemon Mystery Dungeon.There's also a secret star exit.

Screenshots:
Spoiler: show
screen7.png
screen2.png
screen6.png
Credits: Chad, SilverDeoxys563( Mostly)
Xionix, Luffy

Download: http://www.mediafire.com/download/pxsch ... r+Cave.zip
Last edited by GameClip477 on Fri Aug 15, 2014 11:45 pm, edited 3 times in total.

Core
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Re: Sliver Cave

Postby Core » Thu Jul 31, 2014 11:21 pm

This good level, and i'm say this level and all well done! i know... this level Amazing i'm... i'm not have words... WELL DONE

underFlo
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Re: Sliver Cave

Postby underFlo » Fri Aug 01, 2014 2:50 am

MyNameIsEric52 wrote:This good level, and i'm say this level and all well done! i know... this level Amazing i'm... i'm not have words... WELL DONE
Didn't you say you hate SMW lol

Looks intresting with the vertical water section tho.

Beyond
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Re: Sliver Cave

Postby Beyond » Thu Aug 07, 2014 9:51 am

It's a review:
Spoiler: show
It's basically one SMW cave level. With the original SMW ambient (the music and the background). It's simple, it's regular, but I don't have so much fun with this. I can't have fun just with a typical design, parts who are tight and difficult to move, some small parts and with a lot of enemies, a "boring" switch system to advance... More of the same, and you did not use well this, in my opinion. Some parts due to little space and the large number of enemies, are complicated. You can adapt and polish to improve the capacity of this level.

Design - 2.90/5
It's basically a linear level, but with some alternative routes to find switches to return to the main way. It's not really cool because you don't used this system for your advantage. I can look for some problems yet, like the small platform parts or the tight parts with a lot of enemies but overall it is a very easy and boring level. I suggest you to look for some cut-offs in the blocks, I've found some of them in the first steps of the level.

Placement - 2.75/5
Some parts have a lot of coins; Some parts don't have coins. You exaggerate in the number of enemies, even in tight parts or in small platform parts. The Dragon Coins was easy to find. So much easy. And I think, for a small level, you can remove one or two of this power-ups. It's a lot of them in this level (three fire flower and two ice flower, as I can remember)

Atmosphere - 3.15/5
You tried to recriate a good SMW level, but you can't. This level have so many problems with design/placement and the good vibrations are mostly in graphics. The music don't help to recriate so much to recriate a new atmosphere inside the old SMW atmosphere. As I said, this level needs more polishing.

Aesthetics - 3.35/5
Beautiful recolor, but I think you can change the background. This black cave background don't match so much with the tileset. And I think this grasses don't are the best choice to the scenario. I think you can add scenarios who remind more a cavern ambient. Or matching with the color of the tileset. Moreover, as already mentioned, give a polishment at the level; That will improve the aesthetics.

Overall - 12.15/20 or 6.075/10

GameClip477
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Re: Sliver Cave

Postby GameClip477 » Sun Aug 10, 2014 9:10 pm

Beyond wrote:It's a review:
Spoiler: show
It's basically one SMW cave level. With the original SMW ambient (the music and the background). It's simple, it's regular, but I don't have so much fun with this. I can't have fun just with a typical design, parts who are tight and difficult to move, some small parts and with a lot of enemies, a "boring" switch system to advance... More of the same, and you did not use well this, in my opinion. Some parts due to little space and the large number of enemies, are complicated. You can adapt and polish to improve the capacity of this level.

Design - 2.90/5
It's basically a linear level, but with some alternative routes to find switches to return to the main way. It's not really cool because you don't used this system for your advantage. I can look for some problems yet, like the small platform parts or the tight parts with a lot of enemies but overall it is a very easy and boring level. I suggest you to look for some cut-offs in the blocks, I've found some of them in the first steps of the level.

Placement - 2.75/5
Some parts have a lot of coins; Some parts don't have coins. You exaggerate in the number of enemies, even in tight parts or in small platform parts. The Dragon Coins was easy to find. So much easy. And I think, for a small level, you can remove one or two of this power-ups. It's a lot of them in this level (three fire flower and two ice flower, as I can remember)

Atmosphere - 3.15/5
You tried to recriate a good SMW level, but you can't. This level have so many problems with design/placement and the good vibrations are mostly in graphics. The music don't help to recriate so much to recriate a new atmosphere inside the old SMW atmosphere. As I said, this level needs more polishing.

Aesthetics - 3.35/5
Beautiful recolor, but I think you can change the background. This black cave background don't match so much with the tileset. And I think this grasses don't are the best choice to the scenario. I think you can add scenarios who remind more a cavern ambient. Or matching with the color of the tileset. Moreover, as already mentioned, give a polishment at the level; That will improve the aesthetics.

Overall - 12.15/20 or 6.075/10
Thanks for the review, I'd try improving more....

GameClip477
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Re: Silver Cave

Postby GameClip477 » Fri Aug 15, 2014 11:43 pm

SnifitGuy wrote:This looks cool, but you might want to double check the name. You spelled it "Sliver" instead of "Silver".
Thanks for my spelling mistake, I just update it.


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