Super Pipe Maze

They're not that bad, but they're not that good either.

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SuperMarioBuilder16
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Posts: 187
Joined: Sun Jun 15, 2014 7:23 am

Super Pipe Maze

Postby SuperMarioBuilder16 » Sat Aug 23, 2014 8:32 pm

Guess what?? Another One!! Theres 3 more coming!!
Super Pipe Maze is now in order!!
Screenshot:
Image
Download:
https://www.mediafire.com/?ykvp5jykcehkijq
Last edited by SuperMarioBuilder16 on Sun Aug 24, 2014 7:14 am, edited 1 time in total.

Storm Destructor
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Re: Super Pipe Maze

Postby Storm Destructor » Sat Aug 23, 2014 9:00 pm

You forgot the CGFX.

SuperMarioBuilder16
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Posts: 187
Joined: Sun Jun 15, 2014 7:23 am

Re: Super Pipe Maze

Postby SuperMarioBuilder16 » Sun Aug 24, 2014 7:12 am

Storm Destructor wrote:You forgot the CGFX.
Whoops! Thanks 4 reminding me!

Imaynotbehere4long
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Joined: Thu Jan 23, 2014 3:00 pm

Re: Super Pipe Maze

Postby Imaynotbehere4long » Wed Nov 12, 2014 10:21 pm

Wow, this is...much shorter than I expected. This isn't a maze; this barely had a branching path! Speaking of, if the player loses the mushroom before bringing the spring back to the brick ceiling, the level becomes impossible to beat and the player has to commit suicide. After that, you have moving pipe blocks, but they move so quickly that it's difficult to time moving past them, especially underwater. Plus, you have their event cycle make sound effects; you shouldn't do this, since the sound effects play constantly, no matter where the player is in the level. Also, there was no purpose for the Toad at the beginning.

In conclusion: Make longer levels, and make sure that the player can continue if he/she loses a power-up. Also, don't make hazards needlessly difficult to avoid, like the moving pipes. I'd say that this deserves a 4/10.


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