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Green Grasslands

Posted: Tue Aug 19, 2014 1:28 pm
by Storm Destructor
This is my first level. It's pretty simple, probably I will remake it and add gimmicks.

Screenshot:
Spoiler: show
Image
Credits:
Sednaiur

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Re: Green Grasslands

Posted: Tue Aug 19, 2014 1:33 pm
by zioy
This looks really good for a first level. I might give it a go in the next couple of days and review it.

Re: Green Grasslands

Posted: Tue Aug 19, 2014 1:48 pm
by zlaker
You must provide a download link.

Re: Green Grasslands

Posted: Tue Aug 19, 2014 1:49 pm
by zioy
zlakerboy357 wrote:You must provide a download link.
Good catch

Re: Green Grasslands

Posted: Tue Aug 19, 2014 3:00 pm
by Storm Destructor
zlakerboy357 wrote:You must provide a download link.
Oh yeah, I forgot it...
Download link added...

Re: Green Grasslands

Posted: Tue Aug 19, 2014 7:49 pm
by Socknic
On first glance, the level appears to be a classic SMB1 grassland level, and upon further inspection, it remains so. It's not at all bad and provides a short, but sweet throwback to the the classics. The graphics, since they are all SMB1-themed, have great synergy and suit the level well. The only things that were a bit out of place were the giant koopa. I didn't feel as though giant enemies belonged in a classic 1-1, but maybe that's just me. Honestly, I would have preferred a more classic tune opposed to the NSMB theme you used, but it fits the level well enough. The level design was simplistic, but remained relatively solid throughout. It wasn't anything special, but it was fun. Overall, Green Grasslands is a simple level that captures the SMB1 magic pretty well. I look forward to seeing more from you in the future.

Graphics: 7/10

Gameplay: 6/10

Design: 6/10

Overall Level Score: 6.3/10

Re: Green Grasslands

Posted: Wed Nov 12, 2014 2:34 pm
by Imaynotbehere4long
Well said, Socknic. This is yet another very basic, simple, and easy level that leaves me with little to say about it, with the exception that it is the very embodiment of an average level. I will say, I think you're not supposed to have exit pipes where venus trap pipes are, because that risks a run-time error. Also, the giant NPCs seemed...off. Anyway, I'd say that this deserves a 5/10; it's a good start, but try to experiment with the editor more.