Generic SMB2 Level

They're not that bad, but they're not that good either.

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zioy
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Generic SMB2 Level

Postby zioy » Tue Jul 29, 2014 10:47 pm

I've never really liked SMB2 levels, but recently I've been trying them out and I felt like making one. This one is based off the first level of SMB2 for some reason, and I personally don't like this level (lazy checkpoint, difficult-to-obtain power-ups, etc.) but I'm releasing it because I don't think I'll be able to fix it past how it is currently without outside help. This level may be flawless, I have no idea. Just give feedback so I can figure out how to make a good SMB2 level. If this one isn't. I honestly have no idea.

Screenshots:
Spoiler: show
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Download (extract to a folder before dumping this in the worlds folder, Mediafire was throwing a temper tantrum)

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Re: Generic SMB2 Level

Postby bossedit8 » Thu Aug 07, 2014 8:42 pm

@bossedit8's Review - Generic SMB2 Level - Level Created by @KoolKat

Design Usage:
The design criteria of this Level was very decent enough for a SMB2 Styled Level. The whole remixed SMB2 Music was nice and fitting for it's Theme. At the beginning, you pretty much coming out from a black square which I found this weird because a Door would of be more benefitable for this instead of a black square for no reason at all. While adventuring the first Section you have to actually destroy every Enemies in order to get further on on this Level. A strange Setting for a SMB2 Level I would of say. There is a horrible Error/Glitch/Bug though but that will be mentioned later. There are multiple Areas where your regular jump is not reachable unless you get at least a few objects arround. It can be a good idea at first but later on there is a place where you can actually stuck but again, will be mentioned later. I really like that you placed a lot of backgrounds arround the Area even inside the Underground Section but at the end in the Birdo Fight Room there was very low amount of background objects for whatever reason. At least the whole Section was differently designed so it isn't all that the samething to do like going to the right all the time which was good. There were no real secrets to discover though. It was somewhat Challenging I give it that.

NPC Placements:
The whole NPC placements was just ok. It was just as in SMB2 but much more to handle in this Level right here. By Coin placements, it was very decent enough to have. Power Up placements was nice enough to have but I shouldn't advised to merge two SMB2 Mushrooms each other what I saw at the beginning at the second Section. Enemy placements however was a bit too much especially already at the first Room once you Start the Level and at the Midway Point. About the serious Error/Glitch/Bug, if you destroy every Enemies but those bullets/projectiles from these Snifits are still on the Screen and after it goes away it won't trigger the "No Objects in Layer" Event because the bullets/projectiles aren't on the same Layer as the Snifits. They are on the Default Layer. You should never use Snifits on "No Objects In Layer" kind of deal or you get this horrible Error/Glitch/Bug. At the Midway Point there are just too many Ninjis to deal with as they are jumping on higher Areas which is also a very annoying feature because once you are like inbetween those two higher placed Woodpillar without destroying those Ninjis it will become very, very Difficult to jump out. Don't overuse them espcially if they are very hard to Avoid if you are more at the bottom. Once you are futher up at the same Section where the Midway Point is, there are Ninjis that are absolutely required to even get up here in order to go further on on this Level. This basically a Design flaw since once you destroy every Ninjis (and maybe anyone else) Enemies on the same Section it is physically impossible to get further on. Not cool what so ever. Not much to say about the whole placements on the Enemies until you hit at the Boss. You throw SMB2 Bombs at the Wall and then throw either Bombs or Eggs at Birdo herself and then that is it. It was nice but I saw smokes up there that they are normally shooting something from the Sky but for some reason it doesn't appear in-play. This is because the Generator of these SMB2 Bombs at the top where a bit off the screen so that makes them not appear.

Overall Rating Score: 5.875

Average

It was a very decent SMB2 Level with some nice challenge into it but the whole issues was not suitable for this.

zioy
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Re: Generic SMB2 Level

Postby zioy » Thu Aug 07, 2014 10:51 pm

Thanks for the review :) ! The goal at the midpoint was for the player to use the Ninjis to the left to kill the Ninjis on the right to proceed easier.

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Re: Generic SMB2 Level

Postby bossedit8 » Fri Aug 08, 2014 4:03 am

KoolKat wrote:The goal at the midpoint was for the player to use the Ninjis to the left to kill the Ninjis on the right to proceed easier.
Well, yeah but the Problem is that in SMBX, Enemies do not respawn unlike what SMB2 did so if you actually destroy them it is physicaly Impossible to get up and you pretty much have to restart this Level (or back at the Midpoint) by pressing Esc or lose a 1UP which is not good what so ever.

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Re: Generic SMB2 Level

Postby zioy » Fri Aug 08, 2014 11:03 am

Weird, I managed to get up after killing all the Ninjis at the bottom. The second floor is where you're supposed to use the Ninjis to get up.

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Re: Generic SMB2 Level

Postby bossedit8 » Fri Aug 08, 2014 12:21 pm

Image

Yeah. That can explain. Players can jump over 4 Blocks, with running he/she can jump 5 Blocks but to get up there it requires 6 Blocks to get further on on this Level. Accidently defeating Enemies that are required to get further on on this Level is normally a bad advantage to it's design. You can make sure that if you defeat them, some blocks will appear so you can get up there without these Enemies.

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Re: Generic SMB2 Level

Postby zioy » Fri Aug 08, 2014 12:25 pm

Yeah, that part becomes impossible with all enemies destroyed. However, the player should figure out what to do at that point, but I see the concern. I'll fix this in a future update, if I make one. If the Ninji becomes misplaced, instead of killed, there's a solution, which is to place the Ninji under the first blue vine and jump up there.


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