Wario's Castle (soon-to-be level pack)
Posted: Sat Aug 23, 2014 4:22 pm
by Herobrine8219
Well, I had this really old crappy level (yes, crappy even by my standards) and I decided to remake it. These levels are supposed to be at least somewhat hard. The first in the soon-to-be pack is Wario's Castle.
Download:
https://www.mediafire.com/?3b2k6teyl33pp17
I'll upload a zip soon.
Re: Wario's Castle (soon-to-be level pack)
Posted: Sun Aug 24, 2014 6:46 am
by Warlock
Okay, let me just make some comments.
The first screenie is REALLY bland. I'd reccomend making some BGOs that go with the lava's colors
The second screenie: same as above, but I don't know how you can prevent that.
Overall, the level is OKay, like the CGFX, but some major improvements need to be made.
Valtries out.
Re: Wario's Castle (soon-to-be level pack)
Posted: Sun Aug 24, 2014 1:56 pm
by Herobrine8219
Valtries the Fox wrote:Okay, let me just make some comments.
The first screenie is REALLY bland. I'd reccomend making some BGOs that go with the lava's colors
The second screenie: same as above, but I don't know how you can prevent that.
Overall, the level is OKay, like the CGFX, but some major improvements need to be made.
Valtries out.
I cannot make any sort of GFX at all. And could you be a bit more specific, please? Like, umm, what kind of GFX, and what improvements; Just in BGOs, or in level design..?
Re: Wario's Castle (soon-to-be level pack)
Posted: Thu Nov 13, 2014 10:37 pm
by Imaynotbehere4long
This level was...okay. The player has to spin-jump across some saw blades, jump past some Bullet Bill Cannons and get past a skull-raft section before being able to get the only two power-ups in the entire level. Despite the lack of power-ups, this wasn't a very hard level. Although there's a relatively challenging area in section 1 where the player has to avoid saw-blades while on climbable fences, the rest of the level either had sparse enemy placement or repeated the exact same layout to the point where it actually got kinda boring (like the Bullet Bill Cannons in Section 2 or the Thwomp row in Section 3). Having to climb up Thwomps to progress is a neat idea, but you didn't do anything more with the concept; it's just kinda there.
Your bosses are a joke; not only are they all just sprite-swaps of pre-programmed AIs, but you didn't do anything unique with them (except one, which I'll get to later). The Wart sprite-swap was literally just in an empty room with a bomb generator, and the SMB3 Bowser sprite-swap can be broken by simply staying on the upper platform while it breaks the bricks on the lower platforms, only needing to move a bit if it stops breaking bricks (that is literally how I beat it, and it was on my first try, too). For the secret boss, you have to time jumping across yellow switch blocks as a projectile generator shoots bombs at a yellow ? switch, but this segment is extremely short, and once the player hits the green ? switch and frees the boss, it just becomes another boring Ludwig fight, except the player can break the boss by standing on the platform above the yellow ? switch and simply wait for the boss to become stompable again. Speaking of, there's barely any indication that there's a secret in this level at all; the only reason I noticed it is because I noticed that you used three custom songs, but I only encountered two of them in my initial play-through. Maybe you could add something to the level or the first post saying that there's a secret somewhere in the level? Also, I recommend having an up arrow appear after the P-Switch is hit.
In conclusion: I'd say that this deserves a 4.5/10. The level design is a bit repetitive at times and the bosses are incredibly bland, but at least it doesn't have any major problems.
Re: Wario's Castle (soon-to-be level pack)
Posted: Thu Nov 13, 2014 11:26 pm
by crusher169
the first screenshot looks a bit repetitive and lacks bgos, same with the second one.