Page 1 of 1
Mouser's Fort
Posted: Tue Aug 05, 2014 6:17 pm
by Chip Potato
Woah, I actually made a level that's nonlinear in design? Get out of here with your witchcraft!
So yeah, I got up one day and decided I was going to make a level based off of Super Mario Brothers 2, but not EXACTLY like it. I mixed in some SMB1 and 3, as well. There's two boss battles, one star, five ace coins, and custom graphics out the wazoo. I recommend playing as Toad, to get that authentic SMB2 experience.
Download;
http://www.mediafire.com/download/xrssa ... s_Fort.zip
Feedback is always appreciated!
Version 1.1 is out! Here's what's new;
- - New little places to explore
- A new area
- Fixed the fireballs to not go at impossible speeds
- Fixed the platform glitch by turning it into a disappearing door
- No random critical hits
Version 1.2 is has been released. None shall escape its wrath. So
- - Fixed the yellow Beezos
- Fixed the vase entrance and exit
Re: Mouser's Fort
Posted: Wed Aug 06, 2014 12:29 pm
by antoinefunbros
Nice level ! I enjoyed play it (with toad :p) and graphics creates a good ambiance !
Re: Mouser's Fort
Posted: Wed Aug 06, 2014 2:34 pm
by Marina
Mouser's Fort
Gfx: 8/10
This had really nice dark greenish gfx that gave the level a cold and gloomy atmosphere, similar to the towers from NSMB. Everything was in SMB2 style or recolor, but the tileset still had a unique color, to not make it look like the ususal SMB2. There were some interesting design choices made in this level, for example the idea with hiding one of the dragon coins in a wall that the player can actually go through, but still have it look like a normal wall. This made me think there could be more secrets hidden in the walls, this made the level more fun to explore. I also liked the boxes that
Music: 7/10
The music used in this level was SMB2 cave music, which is maybe a bit overused, but overall fits the level. What really surprised me was the music used in the room before the boss, which I think was from SMA? It wasn't the best quality, but it worked it's charm in telling the player that there was a boss nearby. The boss fight then used the SMB2 boss music, which I think was ok.
NPCs: 7/10
The level used basic SMB2 enemies like Shy Guys, Snifits and Tweeters, but also enemies like Beezos and SMB2 Flamethrowers.
I also liked the mini boss fight to get the first dragon coin.
There were enought power-ups to make the level, altough only mushrooms, in the old SMB2 fashion.
Gameplay: 8/10
This was a good level, there were many sidepaths to explore and secrets/bonus stuff to discover. I especially liked the koopa shell that opened up a bonus room when it hit the switch that was, once again, inside a wall.
The boss fight was also styled creatively, there were moving platforms, the floor consisted of a conveyor belt, there were bob-ombs coming out of a pipe and Mouser was on a high platform. All this made the fight more challenging and interesting than the ususal Mouser fight.
Over all, this was a good level, enjoyable to play! 7.5/10, moved to Pretty Good.
Re: Mouser's Fort
Posted: Wed Aug 06, 2014 4:56 pm
by Chip Potato
GLuigiX wrote:This would've been nice, if the speed of the flamethrower's flames hadn't been messed up and made them travel by the speed of light
... Crap, I must've accidentally set the speed to that in the NPC Editor. I'll work on fixing that problem, as well as the others you mentioned.
Re: Mouser's Fort
Posted: Thu Aug 07, 2014 5:44 pm
by Chip Potato
I've updated the level, so hopefully it's a little bit better.
Re: Mouser's Fort
Posted: Thu Aug 07, 2014 6:38 pm
by Marina
Ok, I just replayed the level and updated the review.
Two things that I didn't want to put into the review now: The yellow beezos are broken, they don't fly, they just fall, I guess you forgot nogravity=1 into the NPC code.
The other part, also in the new section: The warp into the vase is broken, when you enter it the game breaks and you die.
Would be great if you could fix these two things, and I'll give you a new score.
Re: Mouser's Fort
Posted: Thu Aug 07, 2014 10:04 pm
by Chip Potato
GLuigiX wrote:Ok, I just replayed the level and updated the review.
Two things that I didn't want to put into the review now: The yellow beezos are broken, they don't fly, they just fall, I guess you forgot nogravity=1 into the NPC code.
The other part, also in the new section: The warp into the vase is broken, when you enter it the game breaks and you die.
Would be great if you could fix these two things, and I'll give you a new score.
I fixed the things.