A "New" New Road (Graphics Update)

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Guyin
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A "New" New Road (Graphics Update)

Postby Guyin » Wed Sep 24, 2014 12:26 am

A level that would probably be found at the start of a savanna and waters type area. It combines enemies and blocks from SM2/3. Its intentionally not too difficult as to be a starter level.

Screenshot:
Spoiler: show
Image
A "New" New Road (version 4--newest!)
A "New" New Road (version 3)

Graphics: Mudkip, Natsu, Me: the wooden bricks and tree branches!

Thanks to everyone who posted for all the great suggestions!
Last edited by Guyin on Sun Sep 28, 2014 8:24 pm, edited 10 times in total.

Cloth pocket
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Re: A New Road

Postby Cloth pocket » Wed Sep 24, 2014 1:49 pm

I can see straight from the screenshot that you have used
SMB1, SMB2, SMB3 and SMW, You can use that, but I don't think it looks good
and when using background objects (Like water)
it can be placed behind tiles. Apart from that, it looks
ok. :)

silent_
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Re: A New Road

Postby silent_ » Wed Sep 24, 2014 2:01 pm

Unfortunately, this doesn't look that good. But don't feel bad; I'll explain why. Firstly, SMB1, SMB2, SMB3 and SMW don't look great together, and the combination of these is called "clash". I would recommend you either stick with only SMB2 and SMB3 since those don't clash, or find a recolored version of everything here to SMB3 or SMW. Also, I dislike how you have a bunch of floating skeleton-thingies in between the donut blocks. Conclusively, there is small cut-off under the background objects used here. This is because you didn't use "auto-align" to place them. Not to mention, there's a small cut-off under the SMB1 pipe, too. I don't feel like explain how to fix this at the moment, however. Sorry to be unhelpful.

HenryRichard
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Re: A New Road

Postby HenryRichard » Wed Sep 24, 2014 4:10 pm

Really I only have two things to say: That the SMB2 bones look horrible across the doughnut block area, and that the underground section uses 8-bit music. Don't use the "Underground" under the SMB1 tab, use the one under SMB3 (that's the one that was actually used in SMB1). In my personal opinion, the graphics in this level don't look that nice, but it's an opinion (though it's shared by many other people as well).

Guyin
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Re: A New Road

Postby Guyin » Wed Sep 24, 2014 6:52 pm

Kep wrote:Unfortunately, this doesn't look that good. But don't feel bad; I'll explain why. Firstly, SMB1, SMB2, SMB3 and SMW don't look great together, and the combination of these is called "clash". I would recommend you either stick with only SMB2 and SMB3 since those don't clash, or find a recolored version of everything here to SMB3 or SMW. Also, I dislike how you have a bunch of floating skeleton-thingies in between the donut blocks. Conclusively, there is small cut-off under the background objects used here. This is because you didn't use "auto-align" to place them. Not to mention, there's a small cut-off under the SMB1 pipe, too. I don't feel like explain how to fix this at the moment, however. Sorry to be unhelpful.
Thanks for checking it out. And not at all... a lot of what I was doing was just going for placement, I definitely know that I used standardized blocks. But you think the skello-bridge looks bad? I thought it was sorta unique, but maybe its just because its not a specially made graphic for the effect of a rib-cage crumbling under Mario as he crosses it?

I did use auto-align on everything to my knowledge, but could have possibly used the various start middle and ending SMB2 ribcages instead of just using the one over and over. I see the thin sliver under the pipe, it would be pretty easy to just use SMB2/3 music and blocks if it clashes less. I thought of it more as a set of parts, not parts that have a predetermined expectation based on episode. (Actual SMB1 blocks/pipes don't look like this! So there is definitely some SMBX polish already added) Thanks for the ideas.

Guyin
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Re: A New Road

Postby Guyin » Wed Sep 24, 2014 7:09 pm

HenryRichard wrote:Really I only have two things to say: That the SMB2 bones look horrible across the doughnut block area, and that the underground section uses 8-bit music. Don't use the "Underground" under the SMB1 tab, use the one under SMB3 (that's the one that was actually used in SMB1). In my personal opinion, the graphics in this level don't look that nice, but it's an opinion (though it's shared by many other people as well).
Thanks for the idea on the music! Good point there. Its ok, it's just one of my first tries. IMO I like playing levels made by gurus and novices too because I like seeing random ideas :)

silent_
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Re: A New Road

Postby silent_ » Wed Sep 24, 2014 7:10 pm

Guyin wrote:But you think the skello-bridge looks bad? I thought it was sorta unique, but maybe its just because its not a specially made graphic for the effect of a rib-cage crumbling under Mario as he crosses it?
I will admit, it's rather unique, but the reason I dislike it is because it creates excessive cut-off and it clashes with the grassy atmosphere.
Guyin wrote:I did use auto-align on everything to my knowledge
I'm afraid you're confusing auto-align with something else, because
A) You didn't use auto-align on anything here to my knowledge since there's tons of cut-offs with the background objects on the SMB3 grass tileset
B) You never use auto-align on "everything" unless you have tons of patience. I mean, you only use auto-align on background objects to prevent cut-off, or you could use auto-align to place enemies but it's not recommended.

By the way, I'll give an in-depth review for this level later.

Guyin
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Re: A New Road

Postby Guyin » Wed Sep 24, 2014 7:45 pm

Kep:

The only auto-align I know of is the little check box to the right of the Water tab. Its sort of like a grid-snap. Maybe thats forcing the blocks too far apart...?? Its surely fun to be critiqued.

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Re: A New Road

Postby HenryRichard » Wed Sep 24, 2014 7:52 pm

@Guyin: He means to have auto-align turned off.

@Kep: You mean to have auto-align turned off. If it's on, then everything auto-aligns itself. If it's off, then it doesn't auto-align.

silent_
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Re: A New Road

Postby silent_ » Wed Sep 24, 2014 8:05 pm

Yeah, what HenryRichard said is what I mean, Guyin. Sorry to confuse you. Basically, if you didn't know, the effect of having auto-align turned off is being able to move things more freely so you can prevent cut-off, etc. Sorry if that was worded confusingly, but I think you get the general idea.

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Re: A New Road

Postby Flying Brick » Fri Sep 26, 2014 7:21 am

I'd describe this level as functional, but generic. There's nothing that truly sets it apart from the rest, but the gameplay is solid enough. One thing I liked is your consistency with that secret underground area. By that I mean you made the player go back, and as such, the exit took you to an earlier point in the level. Nice work on that, but as a whole, there's room for improvement.

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Re: A New Road

Postby Blck_Guy » Fri Sep 26, 2014 9:39 pm

To me, it is full of clash! Clash! Clash! EVERYWHERE!
God it kinda does look very hack.
And the pipe at the end, if you go in the up-facing pipe you'll come from a pipe that is not actually there!
Didn't like how you every 'type' GFX, like I did say... Clash! Clash! EVERYWHERE!

3/10



Last edited by Blck_Guy on Mon Oct 27, 2014 5:28 pm, edited 1 time in total.

Guyin
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Re: A New Road

Postby Guyin » Sat Sep 27, 2014 12:58 am

Blck_Guy wrote:To me, it is full of clash! Clash! Clash! EVERYWHERE!
God it kinda does look very uhck.
And the pipe at then, if you go in the up-facing pipe you'll come from a pipe that is not actually there!
Didn't like how you every 'type' GFX, like I did say... Clash! Clash! EVERYWHERE!

3/10
LOL! Well I guess I do deserve that. I'm working on fixing it up! I was torn between SMB1 which feels like its "the beginning" to me, and SMB2 which has cool blocks and SMB3 which has some enemies I like such as Nippers. Awesome that you made a play-through video. Thanks!

Blck_Guy
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Re: A New Road

Postby Blck_Guy » Sat Sep 27, 2014 1:09 am

Guyin wrote:
Blck_Guy wrote:To me, it is full of clash! Clash! Clash! EVERYWHERE!
God it kinda does look very uhck.
And the pipe at then, if you go in the up-facing pipe you'll come from a pipe that is not actually there!
Didn't like how you every 'type' GFX, like I did say... Clash! Clash! EVERYWHERE!

3/10
LOL! Well I guess I do deserve that. I'm working on fixing it up! I was torn between SMB1 which feels like its "the beginning" to me, and SMB2 which has cool blocks and SMB3 which has some enemies I like such as Nippers. Awesome that you made a play-through video. Thanks!

Your welcome!

Do you like the Thumbnail?

Guyin
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Re: A New Road

Postby Guyin » Sat Sep 27, 2014 5:33 am

Blck_Guy wrote: Your welcome!

Do you like the Thumbnail?
Which thumbnail is that? The insane grinch-avatar looking thing? Yea its gonna give me nightmares.

Well you inspired me to do a version 3 of this thing...

(Oh that 1-up?, yea ruffies are banned in the mushroom kingdom...)

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Re: A "New" New Road (Graphics Update)

Postby Flying Brick » Sat Sep 27, 2014 5:47 am

NOW we're talking :D a little bit of cutoff here and there aside, the new version is looking great! Don't see the need for all those dragon coins at the end, though, but this is definitely an improvement!

Guyin
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Re: A "New" New Road (Graphics Update)

Postby Guyin » Sat Sep 27, 2014 5:54 am

Flying Brick wrote:NOW we're talking :D a little bit of cutoff here and there aside, the new version is looking great! Don't see the need for all those dragon coins at the end, though, but this is definitely an improvement!
Thanks! I played several levels after school, and perhaps took some notes from the gurus. The coins...lol well I guess I just wanted to give a reason to hop all the way to the tree tops. You know, it would be nice if SMBX had an 'inventory' like SMB3 to store rewards level to level...

zioy
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Re: A New Road

Postby zioy » Sat Sep 27, 2014 11:05 am

Guyin wrote:
Blck_Guy wrote:To me, it is full of clash! Clash! Clash! EVERYWHERE!
God it kinda does look very uhck.
And the pipe at then, if you go in the up-facing pipe you'll come from a pipe that is not actually there!
Didn't like how you every 'type' GFX, like I did say... Clash! Clash! EVERYWHERE!

3/10
LOL! Well I guess I do deserve that. I'm working on fixing it up! I was torn between SMB1 which feels like its "the beginning" to me, and SMB2 which has cool blocks and SMB3 which has some enemies I like such as Nippers. Awesome that you made a play-through video. Thanks!
Download the SMB3 Reshaded pack by legend-tony980.
It allows you to use all of these options at once.

zioy
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Re: A "New" New Road (Graphics Update)

Postby zioy » Sat Sep 27, 2014 1:21 pm

A New Road v3 - by Guyin
Reviewed by KoolKat

First Impressions
When I first downloaded the level and saw the initial screen, it looked pretty balanced. For a first level, the design didn't look to bad. I will say a few coins and more decoration in the first screen would certainly help the aesthetics, but other than that it didn't look too bad.

Gameplay
The level played out fairly well, no major gameplay errors existed. I will say, however, that the design felt too flat most of the time, and the tileset could have been utilized more fully, using slopes. The theme was really good, but it wasn't utilized to its fullest. The enemy placement was virtually perfect, I see no flaws in it. I liked the gimmick of the tree branches being platforms, it certainly felt unique and creative. Overall, I think this level played out like an average newbie's first level.

Atmosphere
The graphics mostly fit together, and I liked the idea of the wooden bridges. The half-water level theme seemed to go away by the end, but it didn't feel rushed here. I will say that the brick blocks clashed horribly with the rest of the level, I would replace them with SMB3 brick blocks. The music also didn't fit. I'd go for something along the lines of the SM3DW Savannah Theme. I would also like to point out that the background didn't fit too well either, but I didn't notice that at first. I'd change the background to fit the tileset and overall theme of the level. Again, the tree branches being walkable added to the level's atmosphere, as it made the level more interesting to explore to find the Dragon Coins. Speaking of the Dragon Coins, I found them somewhat clashy. I'd use the Ace Coins from the UCGFX pack, as they would fit much better.

Bonus Points
-I really, really liked the placement of the Dragon Coins, and the gimmick of the tree branches.
-The wooden bridges were really cool and added to the atmosphere of the level.
-I say add more slopes, fix the brick blocks, and change the music, and this level will be 8+/10 content!

Overall Score: 6.3/10

Guyin
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Re: A "New" New Road (Graphics Update)

Postby Guyin » Sat Sep 27, 2014 5:33 pm

Kool Kat wrote: -I really, really liked the placement of the Dragon Coins, and the gimmick of the tree branches.
-The wooden bridges were really cool and added to the atmosphere of the level.
-I say add more slopes, fix the brick blocks, and change the music, and this level will be 8+/10 content!
Overall Score: 6.3/10
Woot!
I wanted to try a concept of Wooden Bricks that you can smash like normally, not sure if anyone has tried that look yet--with a wood grain on the brick. I do see what you mean though, I probably should've based them on the SMB3 brick instead of SMB1. I'll definitely keep working on GFX and Sound. Thanks for checking it out!


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