Flaming burrow

Levels that have good quality and are worth playing.
Superiorstar
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Flaming burrow

Postby Superiorstar » Sat Aug 09, 2014 2:02 pm

This is my test level for SDG. Since I haven't gotten feedback I might as well release this to the public.
Spoiler: show
Image
https://www.sendspace.com/file/9uls3y
Last edited by Superiorstar on Sat May 09, 2015 7:00 pm, edited 4 times in total.

Beyond
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Re: Flaming burrow

Postby Beyond » Sat Aug 09, 2014 2:13 pm

I can't download that.

Superiorstar
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Re: Flaming burrow

Postby Superiorstar » Sat Aug 09, 2014 2:16 pm

Beyond wrote:I can't download that.
EDIT: try again.
Last edited by Superiorstar on Sat Aug 09, 2014 2:24 pm, edited 1 time in total.

Beyond
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Re: Flaming burrow

Postby Beyond » Sat Aug 09, 2014 2:19 pm

I still can't. Can you upload that again pls? I will do a review. By the screens, seems impressive.

Superiorstar
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Re: Flaming burrow

Postby Superiorstar » Sat Aug 09, 2014 2:33 pm

Try again.
Edit: double post. Can't delete.
Last edited by Superiorstar on Sat Aug 09, 2014 3:38 pm, edited 2 times in total.

Beyond
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Re: Flaming burrow

Postby Beyond » Sat Aug 09, 2014 3:22 pm

Review coming:
Spoiler: show
It's pretty unique and cool, using a desert tileset + cavern blocks + lava in a level with uses the rotating platform trick (which is fine). I really enjoyed that, but I think it's a really hard level. But, with the autoscroll system, I can't predict what will happen next. Principally in the rotating platforms part (with lava below Mario). It's not a cool thing and it's difficult to perform that jumps without a Leaf. About the power-ups: I think it's a cool idea put a red coin to indicate a "?" block, but you can put a advice like: "Look for red coins!" or something like this.

Design - 3.25/5
It's a good linear autoscrolling level. I really liked that, but it's very hard. I think you can make some parts easier than that. There are challenging parts, but exist those that are almost impossible. Like the red pipe with jumping lava balls and a Chomp-Chomp replacing a Hammer Brother part. It's probably impossible to pass without losing a power-up. And the rotating platforms part is good, but the timing to jump to another platform it's small. I think you can look for some cut-offs during the level too and fix them.

Placement - 3.20/5
A lot of enemies. It's not good. Some parts have a lot of them and this isn't very good to the level. This makes the level really hard. And not a challenging and good difficulty. It's an annoying difficulty. I think you can remove some of them. We have a lot of Parabeetles here too. Unnecessary. I think you can remove some of them too.

Atmosphere - 3.85/5
Pretty unique, since using a tileset from the original SMB3 and with some recolors of the SMW. But this level really have a good ambient. The autoscroll gives excelent vibes to this yet. If this have a better level design/placement, this can have a better vibe.

Aesthetics - 3.55/5
This level needs a polishment. You need to fix some cut-offs, redistribute the NPCs /rotating blocks/some coins, arrange the graphics (I really don't liked that red desert tileset inside the normal desert tileset). But the main word it's: Polishment. It's a good level, but needs to be easier and with a less number of NPCs. And needs to have the design reorganized.

Overall - 13.85/20 or 6.925/10

Warlock
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Re: Flaming burrow

Postby Warlock » Sat Aug 09, 2014 3:25 pm

I know this is a bit offtopic, but: What is the bullet Bill icon next to this thread?

Mable
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Re: Flaming burrow

Postby Mable » Sat Aug 09, 2014 3:29 pm

Bullet Bill= Thread Moved

Warlock
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Re: Flaming burrow

Postby Warlock » Sat Aug 09, 2014 3:29 pm

Thanks!!! Again sorry for going off-topic.

Superiorstar
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Re: Flaming burrow

Postby Superiorstar » Sat Aug 09, 2014 8:20 pm

Beyond, did you really expect this level to be easy with super meat boy music in the background?

as303298
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Re: Flaming burrow

Postby as303298 » Sun Mar 15, 2015 3:06 pm

Could've sworn I gave you feedback for this level. Not really a full on review, but I did love this level, although I cursed your name to the heavens many-a-time.

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Re: Flaming burrow

Postby goombaguy » Sun Mar 22, 2015 1:45 pm

The background is very amusing, and really fits the level. The tile sets are very cool, and work really well in the layered form. It adds some reality this level, and strengthens up the feeling of playing. I love how the pipe is stuck in the ground, and doesn't stop. There are a few things I think should be fixed, but is very optional. The second hill is too close to the bushes, giving the feeling of tightness while playing. All you need to do is just move it a couple spaces. The bricks and "?" block have less shading than the other materials in the level. Also, the flying beetle like creatures (I completely forgot what they are called) are a bit too high, making them almost worthless at low floor. Otherwise, I think this is a very great level. This name of the level fits perfectly.

Score: 7.5/10

Superiorstar
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Re: Flaming burrow (Updated)

Postby Superiorstar » Mon Apr 06, 2015 1:26 pm

Update:
-Fixed cut-off
-better contrast on the red sand
-better difficulty

Imaynotbehere4long
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Re: Flaming burrow (reviewed)

Postby Imaynotbehere4long » Sat May 09, 2015 6:56 pm

Is this level still here? You know what, screw it; I gave the other judges plenty of time.

Anyway, my review:

This is actually a fairly well done auto-scrolling level; the speed isn't too slow nor is it too fast, and the waiting is limited to areas where the player can catch his/her breath before the next set of obstacles. There's even quite a variety of NPCs and obstacles. I especially liked the spinny things that turn into walls when they stop moving; I haven't seen that before and it's quite clever. The only complaint I have is regarding the part at the end of section 1: the flames are placed in just such a way that they make jumping to the next platform much harder than it needs to be. The player will be preparing to make a jump, but then the flame moves just over the platform he/she is standing on leaving the player with two options: 1) try to jump over the flame and quickly jump off before the platform begins spinning again, or 2) try to jump from the left edge of the current platform all the way to the next platform without a running start. However, due to the placement of the platforms and the flames, neither option will ever result in success. The only way I managed to make it past that part was by using the racoon leaf earlier in the level. Also, the entire second section with the Lakitu sprite-swap and nothing else is pointless; it would be more streamlined to have the exit at the end of section 1.

Also, you have a single, isolated green parabeetle, yet killing it does nothing. That's unintuitive and should be removed.

Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-Block placement is well done.
-NPCs are varied.

BAD:
-Intrusive flames.
-Pointless second section.
-Unintuitive green parabeetle.

In conclusion: Although the part at the end of section 1 is cruel to first-time players (and even second, third, fourth, fifth, etc.-time players) and should be fixed, this is still an enjoyable level overall. I'd say this deserves a 6/10.

So...why didn't you want me to review this?

as303298
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Re: Flaming burrow

Postby as303298 » Tue May 12, 2015 1:02 pm

I've got to say, I finally got to play this through (without godmode) and I have to say, I grew a distaste for the spam of fire "balls" in the level later on. Especially the chasing one (which I removed since you can't kill it, and barely avoid it which is highly unfair) I think you either need to lower the sheer amount of spam of these fire "balls" or change the color so you arent spending 20 minutes just learning what random direction each one is going. And dont get me started on how unrealistic flying balls of fire are...dont like that anyway.

Imaynotbehere4long
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Re: Flaming burrow

Postby Imaynotbehere4long » Tue May 12, 2015 1:21 pm

as303298 wrote:the chasing one (which I removed since you can't kill it
Spin-jumping on it will kill it. They fireballs are only Para-Koopa sprite-swaps, after all.

But yeah, this level's problem is the sheer number of flying fireballs on top of their unfair placements at the end of the section, and that should really be fixed.

as303298
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Re: Flaming burrow

Postby as303298 » Tue May 12, 2015 1:28 pm

Imaynotbehere4long wrote:
as303298 wrote:the chasing one (which I removed since you can't kill it
Spin-jumping on it will kill it. They fireballs are only Para-Koopa sprite-swaps, after all.

But yeah, this level's problem is the sheer number of flying fireballs on top of their unfair placements at the end of the section, and that should really be fixed.
Well considering they are made of god-damn-FIRE I didnt expect having the ability to kill it. I mean you just dont kill the wielder of the Mera Mera no Mi so easily..(sorry, im very tired right now)

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Re: Flaming burrow

Postby RudeGuy » Tue May 12, 2015 1:31 pm

as303298 wrote:Well considering they are made of god-damn-FIRE I didnt expect having the ability to kill it. I mean you just dont kill the wielder of the Mera Mera no Mi so easily..(sorry, im very tired right now)
Considering they chases the player like a paragoomba or a paratroopa you should've known very easily that they are paragoomba/paratroopa replacement.

as303298
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Re: Flaming burrow

Postby as303298 » Tue May 12, 2015 5:30 pm

I am known for altering a npc's code so you cant jump on it. I dont trust anything that LOOKS like it'll hurt me. I believe in a "controlled environment" kind of level design. This means that if you dont teach a player what can be done in a safe environment, they wont ever actually learn how to do it when the time calls for it.

Imaynotbehere4long
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Re: Flaming burrow

Postby Imaynotbehere4long » Tue May 12, 2015 6:44 pm

as303298 wrote:I am known for altering a npc's code so you cant jump on it.
Jumphurt=1 doesn't apply to spin-jumping, though. If an NPC can be spin-jumped on normally, it can be spin-jumped on with jumphurt=1 as well. The only way to get around this would be to make it friendly and attach it to a nohurt=0 doughnut block or something.

I can understand your confusion, however.


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