Starlight Spectral Shrub (CC8 6th Place)
Posted: Thu Jul 31, 2014 7:40 pm
by ssumday
Hey guys, this is my level, I came in 6th place, this is a good place I think. The score of this level is 8.765/10.
Screenshots:

Download: http://www.mediafire.com/download/2ihmw ... ontest.zip
Reviews:
Enjoy! 
Screenshots:
Spoiler: show



Reviews:
Spoiler: show
bossedit8: 9.325/10
Ahh, what a very nice Level. We are inside a Forest at the Night with a bit of Ghosts terrorising our Adventure. I like the idea of popping out some Ghosts just from nowhere which is a nice Touch to this Level. The whole Design was great too. It gives out different Variety, although what I do not like is how you put '?' on hard to reach places. It is kind of Pointless because they contain a Coin anyway. Speaking of Coins, you also should not use Water Tiles replaced as Coins. Well, you can but it is better to replace them something different like those Airship/Tank Pieces but that is just my personal opinion so not that important. I like how your Events was placed out like a specific Forest goes away once you get near to reveal a secret, Coins appear, Clouds appear and Boos appear. This makes it you are feeling inside a Ghosts Curse (if I can call it that). Everything it well done. The end, however, is a SMB3 regular Exit, not a Star Exit.
Chad: 9.2/10
I really liked this detailed, atmospheric level. The design is great in every area, with decoration and tileset mixing that bring a lot of life to the level. The event sequences that move objects and make them appear/disappear are impressive, and really make the forest feel enchanted. They're also a little different in each area, so they don't get old. The length is suitable for the gimmicks, and the difficulty is moderate enough for the gimmicks to have their best effect. I especially liked that little area where the Boos move up into the clouds and you have to pass them when they disappear. My only real gripes here are that the Dragon Coin Boos are irritating, and the coin blocks will spawn water segments if playing as Luigi. Also, you forgot to end the level with a star.
Emral: 7/10
The level doesn't end in a star 0/10
Decent level. Nice atmosphere created, it reminds me a bit of the one from Forgotten Forest, which I literally just played. But it's darker. And so are the graphics.
Anyways, the main theme of this level is stuff appearing out of nowhere. It even warns you about appearing ghosts multiple times. Which is good. Had no problem with them. But they didn't warn me about appearing coins, water boxes, clouds and disappearing trees. With those I did have problems at times. The sign probably doesn't know anything.
While the design is actually really good for the most part, the atmosphere does set the gameplay back in a sense that some enemies are actually pretty hard to see. I jumped into ghosts multiple times because they were just camoflagued. Also, the giant arrows were a bit overkill. A trail of coins would've been enough to guide the way.
Overall, good level. Like I said, it kinda overshot the gimmick by making the level too dark and only warning about some things, but not others. While it was neat. Probably would've gotten 1 more point if that wasn't the case.
Quill: 8.5/10
If you're going to make a dark level, please darken the player graphics too. Overall, the atmosphere is amazing in this level, though the players being bright does break it a little. The level design is superb and the ghosts appearing as well as all the other things that appear or disappear really give that mysterious feeling that encourages the player to progress more through the level. The level did end somewhat anticlimatically though, it just ended at a random point I'd say.
TNTtimelord: 9.8/10
I seriously wonder how many invisible SMB1 axes you have sitting around in this level, because there are so many events invisibly triggered that move layers all over the place, and you know it's an astounding level when you have that kind of gimmick in it (because every level using it is amazing). It's not like it's only coins. It's also clouds appearing, tree leaves flying away, boos appearing randomly, etc. It's a real good thing you pointed out to caution the player of potential appearing boos so it then becomes the player's fault for not being careful enough. I really don't like the floating water physics though, I think it could have been just fine if you used more clouds or even mixing in the castle tileset in like you did with other parts of the level. The level design reminds me of sezixor's.
Ahh, what a very nice Level. We are inside a Forest at the Night with a bit of Ghosts terrorising our Adventure. I like the idea of popping out some Ghosts just from nowhere which is a nice Touch to this Level. The whole Design was great too. It gives out different Variety, although what I do not like is how you put '?' on hard to reach places. It is kind of Pointless because they contain a Coin anyway. Speaking of Coins, you also should not use Water Tiles replaced as Coins. Well, you can but it is better to replace them something different like those Airship/Tank Pieces but that is just my personal opinion so not that important. I like how your Events was placed out like a specific Forest goes away once you get near to reveal a secret, Coins appear, Clouds appear and Boos appear. This makes it you are feeling inside a Ghosts Curse (if I can call it that). Everything it well done. The end, however, is a SMB3 regular Exit, not a Star Exit.
Chad: 9.2/10
I really liked this detailed, atmospheric level. The design is great in every area, with decoration and tileset mixing that bring a lot of life to the level. The event sequences that move objects and make them appear/disappear are impressive, and really make the forest feel enchanted. They're also a little different in each area, so they don't get old. The length is suitable for the gimmicks, and the difficulty is moderate enough for the gimmicks to have their best effect. I especially liked that little area where the Boos move up into the clouds and you have to pass them when they disappear. My only real gripes here are that the Dragon Coin Boos are irritating, and the coin blocks will spawn water segments if playing as Luigi. Also, you forgot to end the level with a star.
Emral: 7/10
The level doesn't end in a star 0/10
Decent level. Nice atmosphere created, it reminds me a bit of the one from Forgotten Forest, which I literally just played. But it's darker. And so are the graphics.
Anyways, the main theme of this level is stuff appearing out of nowhere. It even warns you about appearing ghosts multiple times. Which is good. Had no problem with them. But they didn't warn me about appearing coins, water boxes, clouds and disappearing trees. With those I did have problems at times. The sign probably doesn't know anything.
While the design is actually really good for the most part, the atmosphere does set the gameplay back in a sense that some enemies are actually pretty hard to see. I jumped into ghosts multiple times because they were just camoflagued. Also, the giant arrows were a bit overkill. A trail of coins would've been enough to guide the way.
Overall, good level. Like I said, it kinda overshot the gimmick by making the level too dark and only warning about some things, but not others. While it was neat. Probably would've gotten 1 more point if that wasn't the case.
Quill: 8.5/10
If you're going to make a dark level, please darken the player graphics too. Overall, the atmosphere is amazing in this level, though the players being bright does break it a little. The level design is superb and the ghosts appearing as well as all the other things that appear or disappear really give that mysterious feeling that encourages the player to progress more through the level. The level did end somewhat anticlimatically though, it just ended at a random point I'd say.
TNTtimelord: 9.8/10
I seriously wonder how many invisible SMB1 axes you have sitting around in this level, because there are so many events invisibly triggered that move layers all over the place, and you know it's an astounding level when you have that kind of gimmick in it (because every level using it is amazing). It's not like it's only coins. It's also clouds appearing, tree leaves flying away, boos appearing randomly, etc. It's a real good thing you pointed out to caution the player of potential appearing boos so it then becomes the player's fault for not being careful enough. I really don't like the floating water physics though, I think it could have been just fine if you used more clouds or even mixing in the castle tileset in like you did with other parts of the level. The level design reminds me of sezixor's.