Emerald Ruins (CC8 Entry Level)

Levels that have good quality and are worth playing.
GameClip477
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Emerald Ruins (CC8 Entry Level)

Postby GameClip477 » Fri Aug 01, 2014 10:16 pm

Here my level I made in for level contest 8. Feel free to criticize it if you like or wait until the Tower Biased 7 comes out.

CC8 Results:
Spoiler: show
36. GameClip477 - Emerald Ruins - 6.735/10
bossedit8: 7.375/10
This Level was very nice designed. We are at the Ruins somewhere at the Jungle with Vines hanging around and Builded up Stones as decorations. To search for three different locaded Keys is a nice concept but it can be a bit too much due to not seeing very well at the bottom of the screen once you are trying to get another Key. Enemy placements where alright but sometimes it is a bit too much for the player to handle. Those Panzers (replacing SMB Hammer Brother) are kind of annoying because not only that they are throwing diagonally up and then down like the original Hammers but once you encounter more than one, that means it gets kind of annoying to get through it. They are already throwing at random point so why having more than one? That is too much. There is a random Midboss while you are getting a Key and that is just multiple giant Plants with little Plants that spits you. Not hard and leads to a nice Challenge. The Vines are kind of confusing if which one can be climbed and others not even if there is a Sing that tolds you already. Later on you will not really notice because they look pretty much identical and it is kind of annoying which one can be climbed and other not due to the color usage. After the Key search you shortly entering the Ruins with Lava and a Skull Raft. Not that hard, just avoiding Podoboos, hitting Switches and so on but at the end you can glitch through the blocks while the Skull Raft is pushing againt the Wall. Make sure that the Skull Raft does not get stuck at the Wall or else it can be either buggy or very hard to jump out of it. After that you have the Midpoint set and you encounter the Boss. Kind of hard because you are fighting a Snake that replaces Wart. You have to fight him two times however but once you defeated the second form, you can go to the next room and Exit the Level... ...but wait. Where is the Exit? I can't see the Exit anywere. All I see are broken Emerals that you can and cannot collect them but the Exit is not there. Well, guess what. There is a NPC that is supposed to trigger a Event that the Star should appear but it is not there what so ever in the Game and even on the Editor. Well, a NPC Code prevents it from showing it. Yes. As I can see of one of the NPC Codes, one of them has "width=51" on a NPC Number 196. You really should not use any code numbers on the size that has 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, ... (and so on) because that makes the NPC disappear no matter what. Overall I really liked that level but not with those flaws I have pointed out.

Chad: 7.3/10
This is a pretty good level. The design is quite excellent, with a lot of exploration and discovery involved with locating the keys. The level offers the player a lot of variety given that you have to climb, ride on platforms and dodge Lotuses, and avoid Panzers in order to unlock the way forward. The Panzers are a bit overkill, though, as there usually isn't enough space around or between them to pass them efficiently. The interior sections are rather nice, though, having a lot of detailed block placement and enjoyable swimming areas. However, the midpoint should be before the lava, as dying to that sudden difficulty increase means redoing a lot, and the boss isn't long enough to justify having the midpoint there. I didn't really care for the boss itself, either. When I saw the arrows at the start of the second phase, I thought that center platform was going to collapse, so I went to the sides. Instead, I got glitched through the new Munchers and got stuck in the wall. The Spiny Eggs are also unreasonable to deal with from the platforms extremely close to their generators. The boss setup certainly had a lot of potential, though. Aside from those things, I liked the arenas, and the first phase is fine.

Emral: 4/10
Em(e)ral(d) Ruins

Oh man this level caused me so much trouble for some reason. Which is sad as it's not a bad level. The key hunt to fill in the unfitting keypads was somehow a pain to me as I kept encountering the glitch that I freeze a piranha plant which then slides offscreen and can't be killed, rendering me stuck. The key in the ice flower section also took me far too long to find. I already went on to defeat all the enemies before I found the little patch of grass.
The checkpoint would've been better off placed when you enter the Emral temple, as you can die when falling down towards the skull raft and hugging the left wall (but not the right wall!). The boss was made too easy given the power of the billy gun and the fact that the second phase only shoots left and you can use the right platform.
Design wise this level was fine. I can't say I found anything which stood out to me so I'll leave it as is.
But there's one thing wrong, asides from the weird graphical choices like dark climbable vines and light un-climbable vines.
This level is unbeatable. You might've forgotten to place a NPC as I did find all the events needed in order to beat the level, but I ended up in that empty section with some Emrals I could and some I could not collect. No escape. Even after revisiting the level; there's just nothing after the boss fight.
Guess: No idea. Sorry.

Quill: 8/10
This was an interesting level! I loved the atmosphere and the exploration you added. The keys were pretty easy to find although the cave one gave me some trouble as I didn't realise it was buried. The Piranha Plant section was also a little weird and out of place but the way of defeating the plants was interesting if you didn't have a fire flower. I enjoyed the temple section a lot and you made a generic lava ride somewhat unique and interesting. The atmosphere of the temple is also gorgeous! The boss was pretty lame as the first phase is over quickly and I thought the arrows meant something bad would happen to the ground I was happening on, not that that ground was safe. I also suggest putting the checkpoint at the start of the temple.

TNTtimelord: 7/10
This level was pretty good, however, get rid of the fairy, Max, and the emerald GFX and ask for someone to do them for you, because they are absolutely horrid and they all singlehandedly drop down the level quality by a ton.

On the good half, this level is beautifully designed by gameplay, NPC placement, scenery, and choice of graphics. It all look amazing, nothing clashes, minus the GFX I listed above (they have 1x1 pixels, which look bad with SMBX's 2x2 pixels). The boss is also pretty good, but you can break it by standing right next to him, as he's wart and will stop attacking when he's attacked. Try your best to prevent nerfing by using bombs or shy guys, but not koopa shells, because they will break the boss as well.
Screenshot:
Spoiler: show
screen4.png
Download: http://www.mediafire.com/download/pgaym ... +Ruins.zip
Last edited by GameClip477 on Wed Aug 13, 2014 10:42 am, edited 1 time in total.

zioy
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Re: Emerald Ruins (CC8 Entry Level)

Postby zioy » Fri Aug 01, 2014 10:42 pm

This looks like a good level. I might review it or something


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