Level Contest 9: First Place

Official community level contests.
Valtteri
Van De Graf
Van De Graf
Posts: 2150
Joined: Sun Dec 01, 2013 1:16 pm

Level Contest 9: First Place

Postby Valtteri » Mon Oct 27, 2014 8:46 pm

Continues from http://www.smbxgame.com/forums/v ... =59&t=5637

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We decided on making this contest seasonal. A new one is hosted every three months. This one is the Autumn contest. It's been three months since I posted Level Contest 8 so you could say that was the Summer contest.

All the results are finally here! Congratulations, Shinbison-Koff, the judges totally loved your level! Darkonius64 also! And thanks again to our excellent judges, you did a great job! Thanks to DarkMatt for donating a prize, too! And finally I would like to thank everyone who participated. Because of you this contest was able to become the second largest SMBX level contest yet, the biggest being Level Contest 7! The bother-Quill-about-Tower-of-Biased-8-constantly period begins now.

How it will be run

You'll submit a level (that meets the criteria stated under Rules) before the deadline, and after that the judges will take a week or so reviewing them. Each level will have a score on a scale of 0.00-10.00 and will be given a short review from all the judges. To make sure everyone gets the same amount of reviews, I will act as a back-up judge who will judge the levels that one of the judges can't review for some reason. The development of Tower of Biased 8, the episode that connects every submission, will also have started at this point. DarkMatt will give the winner a couple of Steam games again because nobody claimed them in the last contest.

Rules
  • You may only submit one level.
  • You must submit the level before the deadline.
  • It has to be made by you and you alone.
  • The level must be complete and completeable.
  • The level has to end with a Star (or the exit can be anything but a Star must be obtained in order to reach it). It can have an additional secret star but no more than two stars in total. This is for our convenience when we build Tower of Biased.
  • The level can't end the game.
  • Do not use music that goes beyond 6 minutes.
  • You may not reveal any details about the level to the public before the judges are done judging all the levels. This includes showing screenshots of the level prior to this announcement. You may not submit a level that you've posted screenshots of, or videos for that matter.
  • Don't put your name on any of the files.
  • LunaDLL isn't allowed as it's still a bit too complicated to the majority and those who know how it works would be in an advantage.
  • By submitting a level you agree that it will be in Tower of Biased 8.
And yes, as long as the level meets these criteria, you may submit a level that you prepared earlier. Participants who fail to obey these rules will be disqualified.

And don't forget to test your level. You have no idea how many submissions with incorrect start positions and warp directions we get every time! And make sure you don't place the (optional) secret star in the same section as the exit star. One section can only have one star or only the other one will add to the star counter. You may update your submission (send it to me again) until the deadline.

How to submit a level
  • Put your level in a ZIP along with the optional custom graphics folder and custom music.
  • Please don't put the files in another folder before archiving because I will have to move them out afterwards and that's more unnecessary work for me.
  • You may include a readme with tips if you want. But please put credit files in the graphics folder, I only want critical info regarding the gameplay next to the levels themselves.
    • LIKE THIS

      ImageImage
    • Archive your level as shown above. Don't put the level, music or the possible readme inside the custom graphics folder as I have to move it out and it slows down the process unnecessarily. Make sure the custom graphics folder and the level have the exact same name as otherwise the custom graphics won't display in the level.
    • Give your level a unique name. Don't name it "Level" or "Contest" as that just makes organizing the levels a pain and at worst levels will get overwritten because they have the same names.
    • Name the custom music as shown above. Here's an example. If it's the desert theme from New Super Mario Bros. Wii, don't name it "Desert" or "Custom music" because it could overwrite an existing custom music with the same name when I pack the levels for the judges. Renaming songs and then making sure they still work in the correct levels is extremely time-consuming. So do this instead: name it nsmbw-desert.mp3. That's a great way to prevent overwrites, and if somebody happens to use the same music, the overwrite is actually beneficial as the double song will be eliminated and the package size will be reduced.
    • Don't name your readme just "Readme" either because, again, that'll definitely cause overwrites. Put the name of your level in the beginning of the name as shown above.
    • Please name the .zip after the level, too.
  • Please make sure none of the NPC codes have decimal values. They cause problems and slow down the judging/TOB progress significantly.
  • Send your level to me in a Private Message. I will direct them to the judges.
The deadline

October 13th, 22:00 GMT/UTC.

Judges

Will bold those who have submitted their reviews.
  • Chad
  • Bomber57
  • Quill
  • TNTtimelord
  • zlakerboy357
Participants

Those who submitted are bolded.
Spoiler: show
Valtteri
Bomber57
Chad
Quill
TNTtimelord
zlakerboy357
Darkonius64
Frozen
GMarinaX
KoolKat
GLD4
DimitrisPowerSeven
Christian07
Nien
Ragont
Little Boo
SuperMario7
TheUltimativeKyogre
ap3jmpt
SnifitGuy
fireflowerhour
moemoe02
SuperYoshiRex64
Murphmario
MECHDRAGON777
Mask_Of_Hope
Ignoritus
sezixor
Knux
Blueoak
Radishl
mariogeek2
GameClip477
Epoch
Pivot40Channel
qig
ElTipsta
Super Maks 64
AirSeus
Valtries the Fox
Shinbison-Kof
8flight
Vinyl Scratch
Mista Epic
Thetoxicminecrafter1
HarrisonTheKitsune
RarePairGaming
Dragonmaster146
TheTurnipLord
MrCrackerpants
Schm2000
Dollarluigi
Devixicus
DarkMatt
elitalianoverde
giocrom
litchh
Waddle Derp
116taj
as303298
Miles Troopa
Ace
Blck_Guy
Mario
PaperPlayerX
Luigifan2010
dragonfan96
jetace98
XuticX
Phazon1111
Arale
HealthyMario
LuigiGamer
MyNameIsEric52
DoctorShemp
Willhart
Zant
SuperWingedYoshi
YoshiGo99
h2643
Jack Goff
Turtwig
HenryRichard
DatDude
krazybluemonkey
Blue Bomber
BlimpFruit
RubberParasite
andregemeo23
Superiorstar
Fwusha medias
meowflash
Zyglrox Odyssey
Kep
Coll4040
Getlucky12341
Trace42
Kooper
Razpup09
Vanishing Bulborb
bulletbill43
Antiginger
Wind
TangledLion
Magibowser
Sux
The Results

Tier 1 Places 71-76
Spoiler: show
76. Arale - Memo - 0.04/10
  • Bomber57 (0/10)
    • No.
    Chad (0.2/10)
    • Yeah, um. No. You can have .2 for an interesting background, though.
    Quill (0/10)
    • LunaDICK
    TNTtimelord (0/10)
    • Butthurt much?
    zlakerboy357 (0/10)
    • no
75. 8flight - The Easiest Boss Fight Ever - 0.08/10
  • Bomber57 (0/10)
    • Impossible to beat.
    Chad (0.4/10)
    • Oh man, I am just so blown away by how easy and actually finishable this boss is! Truly, I am experiencing the utmost amazement upon witnessing this creation.
    Quill (0/10)
    • Oh, okay.
    TNTtimelord (0/10)
    • I SOMEHOW survived that all and managed to get the star.
    zlakerboy357 (0/10)
    • indeed it is easy
74. Kep - A Pyramid Switch Puzzle with an Uncreative Name - 0.41/10
  • Bomber57 (0.25/10)
    • Argh! You fooled me with such a promising first screen! Then it turned out to be a joke level. Oh well, the effort in the first screen and the great joke song choice nets you 0.25 points. Better luck next time.
    Chad (1/10)
    • Oh man, ladies and gentlemen welcome to "you totally tried", the level. It actually looked pretty promising on the first screen, aside from excessive scenery placement that almost blends in with the solid blocks and some generally cramped design. It had a strong initial feeling of being lost in a tomb and preparing the player for a pyramid adventure. I have a feeling that such a first impression was intentional though, as almost immediately after the level begins to scroll, it... falls apart. Quickly. If it's any consolation though, if this were a "remind the player of He-Man" contest, you'd get a 10/10 from me! Also, there's no star. But at least we have an obligatory life/powerup-farming level for the hub now, I suppose.
    Quill (0/10)
    • This level upsets me. Starts off with a huge amount of potential, then the creator reveals he does not give a crap anymore and puts in random garbage. "CUM BAK 2 THIS LVL EVGERTYM U NEED 1ups AND POERUIPS" Since you said that, I'm going to exclude this level from Tower of Biased 8. By the way, I'd suggest working on your humour. Swearing five times in one sentence isn't funny unless you're a 10 year old.
    TNTtimelord (0.8/10)
    • Gay jokes I could have said: 5

      The he-man song counts as 3 reasons itself.
    zlakerboy357 (-0/10)
    • ?
      Guess: Kep
73. DoctorShemp - Philosophical Introspection - 0.6484138/10
  • Bomber57 (2/10)
    • An actually entertaining joke level. Good job on the timing.
    Chad (0.7/10)
    • That sure was... something. It must have taken some testing to get the dogs to spawn with timing that matches whatever was playing, but this isn't really a level.
    Quill (0.042069/10)
    • .
    TNTtimelord (0.5/10)
    • Nicely timed events. (Also WOOF)
    zlakerboy357 (0/10)
    • the dogs are so cute <33
72. knux - Epic Dank Level 420 - 0.98/10
  • Bomber57 (1/10)
    • A joke level. I'll at least give a point for it being slightly entertaining.
    Chad (2.6/10)
    • Well, um. This level happened. Clearly not a serious effort, and the design reflects this as well. It was goofy, but goofiness alone does not score points here. It does deserve some points for at least playing somewhat like a serious level, though. Kind of. A little bit. Wow, that empty grass section went on forever, though. I actually turned on sonicstooslow in there after a while.
    Quill (0.5/10)
    • What a beautiful story. Mario is madly in love with Peach, and tries to prove himself to her, only to end up in one simple fight that results in murder. She hates him for his demonic actions, leaving Mario to go on a quiet stroll in the woods where he can reflect on what he has done. After eons of walking, he finally realizes something. He doesn't need a girl, he has his bros. Bros before hoes.
    TNTtimelord (0.8/10)
    • Even though I kind of liked the music choice, the design doesn't take itself seriously.
    zlakerboy357 (0/10)
    • wat?
71. meowflash - Run while You Still Can - 1.16/10
  • Bomber57 (01/10)
    • Difficult and lazy. The player runs right and avoids tons of enemies. Nothing more to it.
    Chad (2.8/10)
    • This is just a really long red donut block bridge with occasional clusters of enemies. That's literally it. Granted, there is some challenge and staying on red donut blocks at least engages the player somewhat, but it's still a pretty effortless level.
    Quill (0.5/10)
    • Not sure what the purpose of this level is. It's not fun. There's enemy spam. It's just lazy.
    TNTtimelord (1/10)
    • One lazy long run to the right on red donut blocks while dodging cheaply placed enemies.
      I don't have anything else to say about this other than it's... not good at all. It really seems to me you spent maybe 20 minutes on this.
    zlakerboy357 (0.5/10)
    • It would be cool if you did this in a bonus instead of the entire level.
Tier 2 Places 61-70
Spoiler: show
70. Zyglrox Odyssey - Akihabara - 1.2/10
  • Bomber57 (0.5/10)
    • Oh boy, a kaizo level. My favorite. I don't really want to write a review about this. I suck at kaizo and am not a fan. Maybe if this were a kazio contest you would've scored higher. Half of a point for effort.
    Chad (1.5/10)
    • A kaizo level is really, really asking a lot from the judges. I can't even begin to figure out what this one expects of me, but even if I could, completing kaizo levels requires so many failures that it becomes insanely frustrating and just not fun.
    Quill (3/10)
    • I'm not a person patient enough to play kaizo levels, but have some points for the effort. Kaizo levels just aren't suitable for a level design contest.
    Valtteri (1/10)
    • After eleven minutes I have figured how to get on top of the mushroom. I'm sorry but I'm not going to waste my time on this. The level is like a secret code. If there is a way to complete this level, only the author knows it. And even then it's ridiculously difficult.
    zlakerboy357 (0/10)
    • why are you doing this to me :(
69. HarrisonTheKitsune - Casino Moon - 1.8/10
  • Bomber57 (2/10)
    • Starting off, the level has no background (I had to go find it for you) and the custom music wasn't set up properly (which I ALSO fixed). I don't even know what happened with this level, jungle background and tileset with some pieces of the casino tileset makes for a shitty casino, or should I say, NOT A CASINO IN THE FIRST PLACE. There are two keys at the start, one of which you use in a second section. Issue is if you forget to bring that key you can't go back to grab it, trapping the player. The star is in a rather deadly location and the level doesn't technically end on a star but allows a player to exit through a door with a 1 star requirement. Did you not realize this would be put into a project?
    Chad (2/10)
    • There's very little going on in this level. It's mostly just a few isolated and seemingly-random block formations. You have the player take a couple of keys to a couple of locks, and that's it, you're done. The gameplay is extremely minimal and brief, and the visuals are pretty much the same. There isn't a lot to give points for, I'm afraid.
    Quill (2/10)
    • What an odd level. It's really simple and really short. I'm not really sure how to comment on it. It's just... lacking in everything. There's nothing special.
    Valtteri (1.5/10)
    • This is a really inadequate level... And yet there's so much you could do better. The first section lacks enemies. You just walk through the section twice, which is boring and slightly frustrating, and if you enter the door under the floor without the second key, you're stuck! Then you need to dodge a couple of Grinders and grab a Star and enter a door and that's it. The level needs to be longer, and it could really use a background, too.
    zlakerboy357 (1.5/10)
    • There's no background. The level had a weird use of the casino tileset. The Tanooki Stone Blocks wasn't really needed since you could've used normal blocks instead. I really find the Zelda 2 BGOs, the SMB3 Fortress BGOs and the glowing object in the start of the level unfitting. I can't really say I enjoyed the deisgn since the level was very short and nothing really special :/
68. Coll4040 - Contest Level 2 - NOT A SEQUEL - 2.22/10
  • Bomber57 (1.5/10)
    • I don't even know what to say about this level. Is it a joke? Is it serious? I can't tell. Sloppy design, overly difficult parts, and a bossedit8 advertisement. These points given are all effort points, folks.
    Chad (4.2/10)
    • This level felt rather odd. It doesn't really follow any sort of theme, both graphically and in its overall structure. None of the visuals really fit together, and the layout is generally very empty. The block placement's a bit messy as well, but it does at least accomplish what it attempts to do concerning the gimmicks and overall gameplay. The level gives the player a good variety of tasks like suddenly submerging a room followed by reversing that, grinder-jumping, giving Blue Yoshi some rare use (although now people can just use him in the hub and break other levels), note block jumping, and duck-hopping up walls. The level pulls these things off minimalistically, but still does an okay job of it. However, the wall-duck-jumping gimmick is broken by the ability to phase through them when you turn around. I also found the big plants in the submerged room to be tediously and restrictively precise to swim around, and the bullet generators are a big difficulty spike. Requiring death to get a star is a bad idea as well. Overall, this level tries to do a lot and functionally suceeds in some areas, and that makes it somewhat pleasant to play for what it is, but it's very unrefined in a lot of core aspects.
    Quill (3/10)
    • What a bizarre level. Not sure if this is the creator's first level or not. If so, you didn't do a bad job. Try to keep to one theme and not have loads of blind jumps and plain randomness.
    TNTtimelord (1.4/10)
    • This level is such a mess. Honestly, what kind of theme were you trying to get at here? It switches from so many different styles, games. It's pretty obvious this is a first level here. Try sticking to a solid theme next time.
    zlakerboy357 (1/10)
    • Pretty bad level. The aesthetics here are bad cause of the bad because ya used GFXs that didn't fit well together. The level has a lot of issues with the deisgn and gameplay because most of the stuff didn't even make sense. I mean it was random! How are you even suppose to get the first star of the level?
67. MyNameIsEric52 - Crisis at Blue Island - 2.24/10
  • Bomber57 (0.5/10)
    • A short level with an unfair gimmick. You have to press a time freezing switch while some barrels are shot out of cannons. You must pause at the right time to be able to cross a pit. Unfortunately, all the barrels aren't on the screen at the same time (since it won't fit your screen) making it literally impossible to complete.
    Chad (3.2/10)
    • This was a really short level. It has a decent start, with good terrain and a few obstacles to get over, but the timestop part was weird. It was really surprisingly difficult all of a sudden, and half the generators won't work because they're offscreen when you hit the switch. At least you can bounce off the fish in the somehow-unswimmable water to get across, though. After that, springboard, vine, and you're done. It was kind of an odd experience, but the gameplay isn't unpleasant other than the weird timestop part. You were nice enough to warn the player about it too, which was pretty convenient. In general though, the level doesn't make you do much, and then it just ends.
    Quill (3.5/10)
    • Dude, extend this level! I was somewhat interested, especially since you used the time-stopping switch which is super rare to find. You had a decent beginning, you should have expanded. What exactly was the crisis? A random tank and an airship?
    TNTtimelord (2/10)
    • Well, that was a stupidly short level. It lasted for one rather irritating gimmick and then it ended abruptly. First off I would suggest finding some new graphics to go over those darker airship tiles because the ones that go up and down have an awkward lighting error. Get rid of the rupees altogether. Try making the generator warp out instead of blast out because then it makes it annoying to time just right so the player can go across without having to deal with crazy jumps. And last, but most important, MAKE THE LEVEL LONGER. This level was so short to the point I could barely start to enjoy it.
    zlakerboy357 (2/10)
    • A short level. I can't say I was impressed to be honest since I couldn't see any new gameplay elements. The Rupees doens't fit since the level is Mario based and not Zelda. The Question Mark Blocks should've had the same colors as the Blocks. The idea of stopping the time so you could jump on them was a cool addtion though. Overall I don't have nothing else to say.
66. Magibowser - SMB3 Showdown - 2.28/10
  • Bomber57 (3/10)
    • The level might've been alright if it wasn't about ten seconds long. Ah well.
    Chad (3.3/10)
    • It's basically a SMB3 overworld, but incredibly short. It's around 30 seconds long and contains 5 enemies. But what this level does within those 3 screen widths, it at least does decently enough and looks nice. It's standard Mario gameplay with nothing to really complain about other than that it ends as soon as it begins.
    Quill (1/10)
    • Super Easy Road's little brother. Not quite tall enough yet.
    TNTtimelord (3.6/10)
    • This level is really intense! It's got 2 goombas and three koopas in them, and one is a whopping GREEN SHELL parakoopa! Wow man, the way you placed them, it was intense, and I could barely get past them! This level also had amazing length, and it took me a total of 15 seconds! That's way too long of a level.

      In all seriousness, put more effort here. It's way too short. It looked fine, but it was way too short.
    zlakerboy357 (0.5/10)
    • Easy and short level. Can't complain about the placement or how the level looks, but I find the Orange Desert sizeable block unfitting. It would be cool if this was lengthed.
65. TheTurnipLord - Beetle's Domain - 2.32/10
  • Bomber57 (1.5/10)
    • I literally couldn't beat this level without godmode. You can literally die within seconds of starting the level, and it gets worse from there. The level from then on is a constant bombardment of buzzy beetle themed enemies, mostly Jumping Cheep-Cheeps. The boss was a giant pixelated Buzzy Beetle chase, which also seemed nearly impossible to complete without getting hit or dying. The final section is then a climb on a ton of flying Buzzy Beetles while outrunning lava that ran a little too fast. I guess having a level with Buzzy Beetle themed enemies was neat, but the result left much to be desired.
    Chad (2/10)
    • WAY too many NPCs. Just the first milliseconds have beetles swooping down and killing you, and you almost can't avoid them in your tiny little starting corner unless you know they're coming and react perfectly. The remainder of the level is this at every possible step, where pretty much every screen has an enormous cluster of enemies at once. Even in God Mode I didn't get very far, because the beetle carrying the pipe actually turns around before you can reach the checkpoint platform, making it impossible to progress. The only reason I'm giving it any points is because it's at least designed like a somewhat serious level.
    Quill (3.5/10)
    • I like the idea of bats swarming the player, but there are far too many enemies on screen at once. Both on land and in the air. It makes this level virtually impossible and makes the level look lazily made due to the overload of enemies. The design is simple and doesn't work well for the player either.
    TNTtimelord (2.6/10)
    • Wow, and I mean wow. It couldn't be more obvious you didn't test to make sure your level is possible. There is an unbelievable amount of buzzy beetles attacking you all at once RIGHT when you start the level, and there isn't much room at all to try and avoid them. There aren't enough coins, lives, or power-ups to stay alive for long in this level because the sheer amount of enemy spam is unbelievable.
    zlakerboy357 (2/10)
    • The level's concept is basically the variation of Buzzy Beeltes. Firstly I'd like to point out that the death effect for most of the Buzzy Beetles are missing and a lot of them has cutoff as well. Second thing is that this level has probably one of the worst NPC placement is the world. The first section starts off by a unexpected Para Beetle Swarm coming at ya and I really find that unfair. The pipe gimmick in Section 2 is pretty cool, but again it was pretty hard have a good gameplay experience when a swarm of Para Beetles is coming at ya. And when you're warping out of Warp 2 you can obviously see the SMB1 Axe as it doesn't fit to the environment of the level, while though it's pretty obvious it's suppose to activate an event. The boss chase in the level was quite fun though. Having Buzzy Beetles Shells jumping at ya seems pretty cool. The only problem I saw in the chase was the boss music since I really think it doesn't fit well with the GFXs of the level. Speaking of the GFXs of the level I didn't find the mushroom BGOs good-looking with the tileset since the shading it's completely different than the tileset. The music isn't exactly my taste and it didn't fit with the GFXs you used. The design wasn't that impressive. I couldn't really enjoy it due of the huge amount of enemies you used in the level.
64. Jack Goff - JG Third Level - 2.81/10
  • Bomber57 (3.75/10)
    • A pretty decent level. The inside castle section had some neat ideas, such as the ice bricks maze. The last section was a little tough because at the top it was hard to avoid some of the red donut blocks above head. It had some fun challenges as a basic level.
    Chad (4.3/10)
    • This level doesn't have a lot going on for it, honestly. It's a short grassland, then a difficult castle. There is some variety, like really tricky donut blocks and blue bricks. People don't usually use them that way, I'll give you that, it's not often done, so it felt a little different. However, the design is pretty bare. It felt really flat and empty, for the most part. The gameplay's fine, the obstacles are decently placed, but the level didn't have the feeling that a lot of effort was put into it, as it's not much to look at. It's not awful, just not particularly interesting either.
    Quill (3.5/10)
    • If this is your third level, it isn't that bad I suppose. Try to stick to one theme and not have so many random and unfitting elements in your level. For example, the flying koopa troopa overload just after the start was really not needed and can be annoying to deal with.
    TNTtimelord (1/10)
    • This was a short and lazily made level. All the gimmicks involved the player destroying their own path, which is kind of something the player does NOT want to do just in case they mess up without dying. Also, the things a regular level needs, like coins and items, are only at the beginning. Try spreading them out equally.
    zlakerboy357 (1.5/10)
    • Hard level ya got there pal. I liked the idea of jumping on a Koopa Paratroopa, but I hate it when it's a million of them in a group. The Ice Block thing you did in Section 2 and halfway through Section 3 was a cool idea, but the lava part in Section 2 looked pertty awkward. The level also had a lack of BGOs in the castle area. The grassland part in Section 1 had BGOs that doesn't fit very well together. And please don't use Red Donut Blocks as a challenge as they fall quickly. Use the regulars one instead.
63. Kooper4 - The Puzzle That Be - 2.84/10
  • Bomber57 (3.5/10)
    • A neat little puzzle. Too bad this wasn't a puzzle contest.
    Chad (3.5/10)
    • The puzzle is interesting, but you basically have to perform it just right or you're dead. It's not all that fun, because it doesn't really take skill, but rather dying a bunch of times until you get it right through luck. Relying on those bouncy blocks just makes it worse, because it's invisibly solid on the bottom, which will repeatedly screw you over at just about every step. The worst part is when this happens as you try to bounce up the Goombas. Go slightly too far left or right, and the Goomba or Muncher will kill you, but any less and you'll hit the underside of the block. You don't allow even the slightest error with those jumps. But even if this was handled more intuitively, it's still super short. A single screen with a few enemies and blocks doesn't feel like it accomplishes much.
    Quill (4/10)
    • This is a nice little challenge, but it suffers from a few problems such as the colision with the note block replacements ruining some runs. The idea with the red koopa landing on the blocks is neat. It's sometimes difficult to hit the yellow switch due to it hitting the note block instead.
    TNTtimelord (2.7/10)
    • Very clever puzzle, but did you really mean to send something THIS short to the contest? There's hardly anything here!
    zlakerboy357 (0.5/10)
    • Bad level. The concept wasn't really bad to be honest. It was just badly made and designed. The SMB3 Grass was unfitting in my opinion. The level could've been lengthed a lot :/
62. Turtwig - Cookie Land - 3.02/10
  • Bomber57 (2/10)
    • A land full of cookies. Design was bland, and collecting all the dragon coins didn't seem to do anything at the end of the level (where a 2nd star should have appeared). Also, six dragon coins is an odd number to have. Anyway, 2/10 wouldn't eat again.
    Chad (2.8/10)
    • Sorry, but this really isn't a good level. The design feels kinda sloppy, alternating frequently from flat expanse to tricky cramped jumping. The rolling cookies are way too fast, often going ahead of you when you need to jump over a bullet. The swimming area's too flat and open, and the bridge afterwards has excessive flying fish and doesn't make much sense in a cave with no more water. The level just throws things at the player that aren't really connected in any way, with difficulty that's constantly changing. It doesn't function very well as a whole or end up being very enjoyable, as the gameplay consistency is just not there. Also, don't put two stars in the same section, as it'll only count one. Using invisible floors is also not very nice, because it expects the player to stand on what looks like death.
    Quill (5.5/10)
    • Interesting level. I liked the cookie gimmick at the start where you pulled it out and used it to progress. That was pretty unique. That's unfortunatly the only thing that stood out about this level. In Section 3, give some more indication that the land above the dragon coin is actually able to be stood on, as when you play, it looks like you could fall and die.
    TNTtimelord (2.3/10)
    • This level had a little bit of something going for it towards the very beginning, but then things started to go all over the place and the level ended up not being very consistent. NPCs seemingly came in waves, I didn't see very many coins or question blocks at all, and graphically, it really didn't look all that appealing to me. The music was a rather enjoyable choice though.
    zlakerboy357 (2.5/10)
    • An okay level I guess. I really didn't like the idea of having SMW Cloud background with a cookie tileset. The level had a lack of BGO variety and some parts had a lack of BGOs. Moving onto the gameplay and design I felt it wasn't mind-blowing or anything new as I didn't quite see any gameplay elements or any new to this level. However I liked that you added Dragon Coins as it would allow replay-value. Other than the level was badly designed.
61. Bj007pro - Deep Dark Forest - 3.48/10
  • Bomber57 (1.5/10)
    • I think this level is actually incompletable. I searched everywhere for the second switch block, but it was nowhere to be found. Besides that, the level is incredibly hard and even has an impassable pit. There are some obscure spots where you can go through pipes, and you can climb some vines and can't climb others (they all look the same). In many locations where you have to use bombs the bombs don't respawn, so it may lead to the player becoming stuck. There is a section with a ton of bullet bill launchers that is also absurdly hard.
    Chad (2.4/10)
    • Honestly, this level was just highly unenjoyable. It did numerous fundamental things in wrong or irritating ways that just made it a pain to play. I see you went out of your way to have elaborate design, but it's impossible to appreciate that when the gameplay is just unfair in nearly every way. Like, don't have surprise shell-kickers everywhere that kick the instant you see them so you can't react, while the shell trajectories are impossible to anticipate, with venus traps on top of that. Don't require things to be destroyed with bombs unless you put them on a generator. You did that near the end, but there's a wall at the start that you're only given one bomb to blow it up with. Miss, and that's it, you have to kill yourself. Don't put nearly all of the powerups in invisible blocks where players have no reason to jump to, or have invisible blocks in pointless areas that could actually result in damage. Don't have one vine be climbable while the rest aren't, but they all look the same and the player is never told. Don't have nonsolid pipes that are identical to the solid ones with, again, no indication. Don't put warps on venus trap pipes, because that risks a run-time error. Don't have bullet-bouncing mechanics that make you fail unless you do it absolutely perfectly, and even then you're going to take multiple hits trying. Don't make your passageways severely narrow to the point where you almost can't move. Most importantly, don't have warps that go all the way back to start which require you to do pretty much all of the items listed above, all over again, repeatedly. Some of the above things only lead back to start anyways. Nothing about this level is reasonable, explained, fair, or designed with other players in mind. I'm sorry, but many of the ideas in this level need serious work.
    Quill (4/10)
    • This is a... really strange level. I'm really unsure how to describe it. There's all sorts of weird stuff going on. Taking one path just loops you to the beginning which was super annoying and I've managed to run time error myself three times since each warp seemed to have a piranha plant right on it. That's just no fun.
    TNTtimelord (4/10)
    • I'm really digging that Space Junk Galaxy remix. Everything else... definitely not. You've got me going all over the place, avoiding shells and various other enemy spam in tight little spaces, bombing areas in those tight little spaces, and the list goes on. You may have been mildly forgiving when it came to coins and question blocks, but the general quality of the level was really dragged down by all the very irritating obstacles and deaths I'd endure. Also, but I got some infinite amount of lives when I got the star at the end as you seemed to have put a ton of Venus Fire Traps over each other on the ending pipe. I'm not 100% sure how you managed to do that.
    zlakerboy357 (5.5/10)
    • Simple forest level. I really think you should some more BGOs since it has a lack of them. Same thing goes with Coins and enemies. There were pits that was too long and you didn't give the player enough space so the player could run and jump. The Eeries was out of place in my opinon and there were certain places that was too narrow for the player.
Tier 3 Places 51-60
Spoiler: show
60. krazybluemonkey - Cake Walk - 3.79/10
  • Bomber57 (4.75/10)
    • As the name implies, the level is a Cake Walk. Unfortunately, cake came at a price. Large portions of the level were empty, I guess so it was "easy". Not much to say, just a basic level.
    Chad (5.3/10)
    • This level's kinda bland, honestly. The sweets theme is cute and all, but the level doesn't give you a whole lot to do. Yeah, there's jumping on enemies and over pipes and such, but that's about it aside from some empty areas with almost no enemies. It felt like half the level was made up of such emptiness. More enemies and pipes would have been good, because the design as it is now would support that rather well. At the very least, this might be manageable for a beginner, though.
    Quill (4/10)
    • This level is far too simple. It needs a ton more variety. There are segments that are just too empty or flat and look lazily made. Add more variety in terrain, enemies, you name it.
    TNTtimelord (3.4/10)
    • Ah, what a cute little FORGETFUL candy and cake styled level. Literally, there's the very standard of standard Super Mario enemies used, almost no question blocks (which isn't a problem considering this level is not just literally, but figuratively, a cake walk) and a short flat level to speedrun. This level has so many empty spots where you could have at least made an attempt to put an obstacle there. Down to the bottom line, it's not a horrible level, but it's so... eventless.
    zlakerboy357 (1/10)
    • A long, long linear cake level. Extremely long and boring. There was a lack of BGOs in most of the areas in this level and the tileset had a lack of shading. Same goes with the BGOs. The NPCs was badly placed cause you placed too far away from each other. There were almost no Question Mark Blocks. Only thing I can say is that the level has a lack of literally everything you would expect from a SMBX level.
59. Mista Epic - An Autumn Stroll - 3.94/10
  • Bomber57 (5/10)
    • A pretty average level. Not much to say about it, but putting an invisible note block above the other note block above one of the pits was unfair as it'd cause the player to be knocked down into the pit. I'm not a fan of you using world map music in this level, but I won't remove points for that.
    Chad (5.2/10)
    • This one disappointed me a little. It started out as a simple little forest level, but it quickly becomes really demanding. Nearly every Pidgit is strategically placed to make avoiding them quite a pain, especially when paired with bouncing across singular note blocks. And while the readme does explain that the secret star involves invisible blocks, it doesn't excuse the first one being a kaizo trap. Invisible blocks aren't very good for secrets anyways, because they're placed where players have no reason to deliberately jump, which comes across as thoughtless placement for a luck-based reward. But aside from that irritant, the core design isn't bad. It doesn't have a lot going for it though, as it's mostly just bland ground with pits. Aside from the somewhat cruel placements of things, the level's pretty average to me.
    Quill (4.5/10)
    • This level isn't bad, it's just far too generic. Add in a lot more variety. Terrain, enemies, scenery (especially the trees, they make me cry. They need a lot more variation!). Anything that comes to mind, add it to the level.
    TNTtimelord (3/10)
    • Holy crap all those note block jumps had me cringing every single time.
      This was a very short, but pleasant level. The atmosphere stayed mildly in place, but the mass amounts of pidgits started to really ruin the level's quality. There was hardly any coins outside the bonus sections as well. Albeit it was flat and short, I still someone enjoyed it, and the note block jumps had me on the end of my chair. The things wrong with the level are REALLY big things though (coin blocks, overusage of pidgits, barely any coins, mediocre NPC placement).
    zlakerboy357 (2/10)
    • I really dislike having the theme of Forest of Illusion playing throughout the level. Since the level is autumm-themed I would go with some autuum-themed music. During the playtime of the level I was able to see certain cutoffs on the BGOs like the trees and the bushes. Moving on onto the NPC placement I really felt it had a lack of them. There was a part of the level of the level where you ONLY suppose to dodge Pidgit Bills which I really find boring. Rexes or Spinies would be nice to have here since it's boring only killing Koopas and Galoombas. The design was pretty straight forward and I couldn't find any cool concepts about this level :/
58. Antiginger - Five Trials - 4.02/10
  • Bomber57 (3.5/10)
    • An interesting concept, but I wasn't a fan of it. Most of these trials felt like excuses to spam enemies, honestly. The fourth and fifth trials were the worst. The fourth was a large water section that was swarming with cheep cheeps. The fifth was a big vertical spinjump challenge to escape rising lava. The ideas presented were kinda unique but they just didn't work too well. The dead end on the second trial was mean because the player had no way of fixing their mistake at that point and it came with no warning.
    Chad (6.2/10)
    • Oh man, you know that Peach gets kidnapped way too many times when the Toads are so unconcerned now that they make a game out of it. Nice idea. I've always thought that a distinct sequence of different challenges was a fun concept for a level, and you have some pretty good ones. The P-switch run is tricky but gives you enough time (although the big Boos are a little much to get through), and the pain trial is interesting because although it makes you take damage repeatedly, it also gives you health repeatedly. Normally forced damage is a no-no, but with all the Fire Flowers everywhere, I think I can let this one slide. Although, this makes it not so much of a challenge as it is just a proof-of-concept thing. Unless you try to travel low, then that might push it to the other extreme, as you have to re-travel a route that no longer has Fire Flowers and you might not realize there's a dead-end until you get there. I like the Flamethrower challenge, because I personally like destroying waves of enemies with powerful weapons. The Banzai Bills are a pain though, because they're clearly placed with the Flamethrower in mind, but they're immune to it. The background also bugs out at the end. The swimming challenge is... eh. It's not particularly bad, but it's kind of the same thing the whole way down, especially since you can avoid 90% of the fish merely by steadily descending on the right side. The spin-jump one is quite good, though. The Thwomps and Grinders are placed extremely effectively for this task and the lava's speed is perfect. I really enjoyed that part and it was a great final challenge for the level. However, I do think that the overall structure of the level is somewhat lacking. A lot of surfaces have weird edges and some rooms are just a rectangular frame layout and not much else. Some scenery and uneven ground could have looked nicer. Other than that, not bad. What the level sets out to do, it does a decent job at.
    Quill (3.5/10)
    • Unsure if this level is completely serious or not, but it has some cool moments and some not so cool moments. All the trials except Trial 2 were pretty garbage. Trial 2 was surprisingly interesting though. The luna checkpoints were a nice addition, but I'm not sure if they were completely needed as the trials are mostly short.
    TNTtimelord (1.9/10)
    • I'm going to assume this is a first level just judging by the things you used and the inconsistency the level had and all the things you tried out. Coins and items came in waves and enemies really weren't used consistently either. Now I'll go into a little bit of detail about each trial:
      1. It's really hard to not get damaged and get to the door in time to survive the bridge because there are way too many boos and eeries in the way to maintain any sort of power-up for very long. If you're going to make a bridge to get across, make a few enemies, but mostly twist the bridge into a tunnel almost so the player has to wind around.
      2. Clever concept, but it's a HORRIBLE concept. Forcing the player to constantly take damage like this is, in my eyes, one of the worst things a designer can do to a player.
      3. Although this was a fun section, enemy spam should not be used as a trial or a kind of gimmick. At least you were nice enough to give us the propeller flamethrower so the player can kill every enemy, including the lakitus.
      4.This was basically a swim down into a cheep cheep spam filled with spikes. Also, the water is set rather high on the water as the game registered me in water before I even stepped off the platform into the hole.
      5.Now the thwomp ladder escalating onto grinders was a hell of a challenge but also a very interesting concept.
      The extra stuff in the ending section, to me, was very unnecessary and you could have just placed a star in an empty room. I would have been much more welcome to that instead of toads, items at the very end of the level that I could have used earlier, and a friendly larry koopa.
    zlakerboy357 (5/10)
    • Cool level. The level had 5 different types of trials, but non of them wasn't well made though. The first one was trying to get to a door and avoiding Boos and Eeriesa and it was extremely hard. The second was clever, though you don't have invincibility frame when you get the same item over and over. I must also say that you used alot unfitting GFXs and the level had a lack of BGOs. Otherwise good job.
57. Phazon1111 - Big Boo's Mansion - 4.19/10
  • Bomber57 (4.75/10)
    • Oh boy, a ghost house level. Actually, the puzzles weren't very convoluted. I rather enjoyed the puzzle where you had to pick the right path or else you'd loop back to the start of the section. Straight from the final castle in NSMB, but still pretty neat. Not much else about this level was outstanding though.
    Chad (5.4/10)
    • This level's not really bad, but not all that good either. The first area's ripped off from the first SMW ghost house (with solid slopes that you die to if you aren't expecting that, and entering a door while the vine grows can break it), the next one feels like a copy of one of the early NSMBWii castles, the one after that comes from a later ghost house, and the Big Boo boss is also a carbon copy. This level's basically a compilation of near-exact things from other games, which doesn't make it feel like much creative effort was put into it. However, you did do a fine job on executing the fake path gimmick, the Boo fight is at least an interesting variant, and the copied designs in general are faithful, in that they're decently made.
    Quill (4/10)
    • This is not a good ghost house. The puzzles aren't fun and there is hardly any indication on what you have to do, especially with the section where you have to pick 1 of 3 paths. It's trial and error which is also frustruating since it takes you right back to the beginning of the section if you mess up which just wastes the players time. Whenever there isn't a trial and error puzzle, it is painfully obvious what you have to do. There's never a puzzle in between, which is what ghost houses should have.
    TNTtimelord (3.8/10)
    • This was rather mediocre. It had it's shining moments with the hallway trick, somewhat similar to the classic SMB1 castle gimmick, but other than that there really isn't anything special about this level. There's hardly any door puzzle, ghost house enemies, coins, or scenery to lighten things up. Without the ghost house part, it would just be a bland platform level.
    zlakerboy357 (3/10)
    • Pretty much the easiest Ghost House level I've played I must say. This level is pretty easy and the puzzles are easy to solve. I dislike the idea of having lava inside a Ghost House. Nothing else to say. This was quite boring to be really honest.
56. moemoe02 - Sidestepper Shoreside - 4.32/10
  • Bomber57 (3.5/10)
    • I guess it was an alright level, but it was LONG. Most of the time it was running right with very little opposition. Though, in the first section (when you EVENTUALLY get there) there is a part where you can't progress without the jump cheat. Then there is a water section half as long as the first, and then you FINALLY get to the CHECKPOINT. I was about to kill myself realizing that was only half of the level until I found out the second section was much shorter.
    Chad (6.3/10)
    • This is an alright level. It's a nice beach scenario with some pleasantly simple difficulty, and there are quite a few creative SMB2 enemies here. The cherry is put to interesting use, and I like the idea of Panzers becoming Fire Flowers when you beat them. The design is okay, it's not particularly bad but it felt very flat and empty most of the time. The gameplay for the most part is decent, though. You're given plenty of obstacles to get over and enemies to defeat with the occasional swimming area. However, you make it difficult to get back up from the water after the checkpoint if you fall in. There are also a few Trouters that would leave you completely stuck and forced to die if you killed them by mistake, and the checkpoint is extremely late into the level. Other than those minor issues, the level's fairly good.
    Quill (5/10)
    • This is a nice level, it has a nice theme and I liked some of the design. To improve, work on your length. The checkpoint is like 80% through the level. Shorten all the stuff before it as a lot of areas are really dragging on for a while without any variety in design or obstacles. It was becoming more of a chore than anything.
    TNTtimelord (4.8/10)
    • If this level was about half the actual length, I would have liked it a lot more than I did. This is a very long, very flat, very redundant level. It wasn't that it was bad, because it at least had everything a level needs. After about the first minute, I realized it was the same screen (not literally) for pretty much the entire level. If you're going to make a level this long, be sure to constantly add clever new things along the way so you don't lose the player.
    zlakerboy357 (2/10)
    • Wow I've never seen a SMB2 beach level before. I would add alot of BGOs in this level since it had a lack of them. The level also had a lack pf Coins, gameplay elements and etc. I really didn't enjoy the underwater section since it was easy and tedious. The level can really get improved :/
55. Murphmario - Great Cloud Athletics - 4.46/10
  • Bomber57 (2/10)
    • This level was pretty plain to say the least. The parabuzzy beetles aren't interesting in how they are placed and have a few tricky jumps. One point is basically waiting on a slow moving parabuzzy and jumping occasionally. Once you get to the checkpoint you are met with a problem: there is no warp for the pipe. Honestly I didn't feel like putting in a warp because that's the level maker's fault and looked at the second section (which is even shorter) and still wasn't very impressed.
    Chad (4.8/10)
    • It's... okay. It's a short and simple little cloud hopping Parabeetle run, not much to it other than that. The placements are good and the generator and Lakitu liven things up, but it's pretty standard stuff. Not a lot of design going on, just clouds. It's decent enough to play, though. However, it's sometimes difficult to tell which clouds are solid or not, and the pipe at the checkpoint doesn't have a warp. I had to die on purpose and add it in manually.
    Quill (5.5/10)
    • The warp pipe linking sections 1 and 2 doesn't exist! Oh no... Anyway, I added it in myself and played the level fully. It's alright, I like the part at the start where you ride the beetle. It added something unique to the level. The rest is pretty ordinary, there's nothing else that stands out. It's not bad, there's just little special about this level. There's also a tile missing in Section 1 causing some cut off.
    TNTtimelord (5/10)
    • You're missing the warp from the first section to the second section, so thanks to you I had to make an effort do fix it myself! Darn You!
      In all seriousness, that's a major flaw and it shows you didn't test your level well (although I won't take off much as I've had issues with warps where they'd do that too). The level is somewhat short and not very generous with items and coins. The para-beetle jump right at the beginning is damn near impossible if the player doesn't have a leaf. Hell, this entire level is like that.
    zlakerboy357 (5/10)
    • Easy and a simple level. The level had a good amount of BGOs and a good placement of Coins and enemies. The design was linear though so it made it really boring. It would be more fun it was non-linear instead.
54. jetace98 - Bowser's Tank Brigade - 4.64/10
  • Bomber57 (5.5/10)
    • I really liked the SM3DW inspired tileset for this level. It was pretty short and, unfortunately, didn't function like a proper tank level. The least you could've done was add some sort of a cool motion effect to the ground, but that's just griping. The level is pretty basic otherwise. Also, the Bowser Jr. fight at the end is incredibly easy because the player can just sit atop the bullet bill launchers and wait for a chance to strike, avoiding most of the hazards.
    Chad (6.2/10)
    • Fun little short run. The blocky setup of the tanks is a great design for them, and the level does a fairly good job at presenting a moderately difficult enemy setup. It doesn't offer much more than simple platforming, but it does that well enough. The boss is irritating, though. The pipe spits you out right in the midst of the projectiles in a lousy spot, but at least after the almost-forced hit, you can just hide at the upper-right until you can attack again. You almost have to, because being on the ground will force you to duck between bullets, and that space will be occupied by Jr's flames. These issues about the boss, plus its exploitability and the room's empty design, lead me to believe it was hastily made. The rest of the level is fine, but doing something similar with a better difficulty balance would have been nicer. Also, the brick background could be confused with solid tiles given how much it stands out.
    Quill (4.5/10)
    • Well, that ended suddenly. I liked your beginning. The level looked nice and something about it stood out from other tank levels. Then there was a random boss and it just ended. Add more stuff! I was kinda interested. Oh well.
    TNTtimelord (5/10)
    • This should really be Bowser Jr's* Tank Brigade, because I fought Bowser Jr. at the end and not King Bowser himself. Since I'm talking about that, I'll start on the fact the battle isn't that hard or eventful, but the bullet bill cannons are placed in just the right spots that it's damn near impossible for mario to avoid them, even while jumping on Bowser Jr.'s whirling shell. Graphically, it didn't really feel like a tank level at all. Now, coin and enemy placement was ok for the most part, but random bullet bills, one right above the other, appeared in the absolute worst spots and I nearly always lost either a life or a power-up. I'd definitely replace those random bullet bills with actual bullet bill launchers. I'd also put in some custom pipe cannons that shoot cannonballs to create less of an idling tank kind of feel the level actually portrayed. Everything looked fine, but the design really destroyed the atmosphere you were trying to convey.
    zlakerboy357 (2/10)
    • I opened this level and I expected to be similar to the tank level in NewerSMBWii, but guess: it wasn't! What makes me mostly wondering why this level isn't auto-scrolling since it's, y'know, a tank level. You know, the levels in SMB3 where they were auto-scrolling. An since it's a tank level, where are the cannonballs, Rocky Wrenches and the other typical tank enemies? And having Koopas and Gooombas in this kind of level is a bit awkward. The boss was easy to beat, since you could've stand on the Bullet Bill Lanchers and avoiding the Bullet Bills.
53. TangledLion - Woods of Wonder - 4.74/10
  • Bomber57 (5.5/10)
    • Jesus christ, is the world spinning a little too fast? All the goddamn leaves in Autumn are falling at once here. Anyway, basic level, basic design. Not much to say.
    Chad (5.5/10)
    • It's an okay level. It's rather short with design that feels a bit flat, but it's not too bad and the gameplay's fairly standard. The level doesn't make you do very much aside from hopping over some enemies and pits and then you're done, but enemy placements are decent. However, there are way too many falling leaves. You could get rid of about half the generators and space them out somewhat. Also, you require a yellow switch to get the second star, but there doesn't seem to be one in the level at all.
    Quill (5/10)
    • Fairly basic. The overload of leaves was kinda pointless and not nice to look at. Slower generators that each have different speeds would have been suitable. The first half was fairly basic, but it ended up turning into completely basic sections with enemies added. Lots of flat land, nothing much done with it. Add in some variety.
    TNTtimelord (3.7/10)
    • I don't know why but I found the fact the leaves are falling a shear load on every screen really funny. The generator is set WAY too fast and there are too many of them. I can say they do give the level a little bit of excitement, because the rest of the level is completely bland and filled with an occasional goomba and subcon enemy. Try expanding and adding a little bit more than just an overload of leaves I can't grab.
    zlakerboy357 (4/10)
    • I really dislike having a million of Super Leaves falling down from the trees. The level had a lack of BGOs, NPCs and wise gameplay stuff, which amde the level really boring. I wasn't impressed by the design here either since it was linear and not really fun.
52. PaperPlayerX - Euphoric Everymart - 5.03/10
  • Bomber57 (6.75/10)
    • The Mushroom Kingdom's Megamart has an issue: too many enemies! Well, actually, the goal is vague at first, but it boils down to getting to the end of each isle and hitting a switch so you can progress to the "attic" (what supermarket has an attic?). I found this level to be a unique concept, especially the hall of endless knick-knacks. The level had good humor. Some areas were really tough, especially the pets section (even with Yoshi!) but I might just suck. The boss was a little lazy, unfortunately. A pretty unique idea that was executed well.
    Chad (7.4/10)
    • This certainly was different! I figured this was just going to be one of those shop or town levels that doesn't really have much going on except for talking to people and a couple items, but instead I found legitimately fun gameplay and some intriguing difficulty. The level also injects some humor while having serious design, by giving the Toads funny things to say (like that jab at clash) and making each section of the store its own matching form of danger. Even the changing landscapes fit with the level in this context. However, I didn't care for the produce section's lower-right-corner pipe having that little step that implies there's more down there, or a way back up. Very easy way to trick the player into getting stuck without Yoshi, especially with the Toad down there to motivate you into checking. Also, the second half of the level was incredibly underwhelming. I know it's an attic, but the room could have been given more effort than that. I do like how you're only required to do two of the store sections to proceed, though. It lets players choose their adventure, somewhat. The second star is very well placed, and it really makes you work for it without it being excessively difficult if you know what's expected. The fake star preceding the Boom Boom fight should be friendly though, because it'll tell the hub there's a third star when there technically isn't. Overall, this is a really original idea, and I quite enjoyed how it was pulled off. It's silly, but maintains a solid design and theme.
    Quill (8/10)
    • Really creative level. I love the variety and creativity in each section. My only real problem is how the switch blocks are used. The first and third rooms have the same switch block to find while the fourth lacks a switch block at all. Make it clearer to the player what they exactly have to do to progress and make sure each section has some sort of purpose too. The final room was pretty bland and the boss was generic and didn't fit with all the creativity shown in the earlier sections.
    TNTtimelord (2/10)
    • You clearly didn't test your level. The design is impossible for Mario throughout the majority of the level unless you have a yoshi, which is very dimwitted design plans.
      Coins and items are plentiful, but that's all bounced back by horrible NPC placement and virtually no room to work in. The player NEEDS to be fire mario to proceed through most of the level, which is also dimwitted design. Think more about who ELSE is playing your level.
    zlakerboy357 (1/10)
    • Weird level to be really honest. Alot enemy spam and unfitting GFXs like SMB2 Veggies. Couldn't really see any cool gameplay elements and it did have alot of Coins and alot of enemies. Can't really say I liked the level.
51. 116taj - Dungeon of Doom - 5.06/10
  • Bomber57 (5.5/10)
    • A surprisingly short level. There were a few spots in this level where things were just plain unfair for the player. At the very start there is a Thwomp in a narrow passage with a bullet bill launcher. You have just enough time to get by the Thwomp when it starts to go up again. The first switch room also had too many enemies. The boss was the most unfair. Avoiding two bowser statues at the right height for Mario's jump while dodging a Ludwig reskin is really difficult. And you have to do it in three phases. The boss was simply uneccessarily difficult.
    Chad (6.1/10)
    • Good little castle level. The design is decent enough with plenty of well-placed enemies and obstacles to get around. I like the bit of exploration you have to do to find the switches, as it makes you search without investing a ton of the player's time. I felt like some of the switches were redundant though, and there isn't a nice indication that you have to take the lower route first. If you go up first, you make the player backtrack needlessly. I also found a couple the Thwomp and Bullet Bill at the start to be poorly placed, as it's a really narrow space to avoid both simultaneously. The boss is a bit overkill, too. Bowser Jr. with a couple flame statues? Cool, and a fair challenge. Second phase of this with a couple extra enemies? Fine. Lotus on a platform that Jr. bumps into when he jumps? Excessive, and the projectiles become spammy and overly difficult to predict. But other than that, this is a fun little level. It's nice and short with some pleasant gameplay and moderate difficulty.
    Quill (6/10)
    • I liked how you used the switches in this level. It wasn't too special, but it was an interesting way to use them. The level is fairly basic, but kept me entertained. The boss was a chore as you had to fight the same boss 3 times with really small adjustments each time. That wasn't really fun.
    TNTtimelord (4.7/10)
    • I'd say this was rather a sub-par level. The design wasn't all that bad, but the 4x4 block were clearly seen and eventually the fill area looked really lazily done. There also wasn't a single BGO from what I saw and it made the castle look really bland. NPC placement wasn't all that bad and from what I experienced, question blocks and coins were pretty generous here. The Boss fight, although kind of regular, had a pretty nice touch with the double bowser statue and a slight arena layout change every time one of his phases went by.
    zlakerboy357 (3/10)
    • Pretty bad level to be really honest. It had a lack of BGOs and music wasn't really fitting. I didn't really like having enemies in different types of styles like SMW Boos, SMB2 Bombs, SMB3 Goombas and SMB1 Hammer Bros. I would go with one style instead. The NPC placement was pretty bad as well and same goes with the gameplay and the level design. The boss was badly made as well. It was extremely boring and pretty boring.
Tier 4 Places 41-50
Spoiler: show
50. Trace42 - Fire Castle - 5.13/10
  • Bomber57 (2.75/10)
    • Alright, this level had tons of issues. In the first section, the lava rises and falls too fast. This isn't an issue at first because all the platforms are far above the lava. Then you suddenly get a platform that is not even a whole block above the lava when the lava is at it's lowest point. The same goes for a climbing chain next to it. You can easily avoid this with the leaf block at the start, but if you start as small Mario there is no way for the player to get it unless they hit an invisible mushroom block at the very left of the starting screen. How was the player supposed to find THAT? Anyway, once you are actually inside the castle you are greeted by an absurdly hard podoboo shoe/lakitu shoe section with a checkpoint. One hit means death in these, and there is plenty to hit the player. After that you have to go on a rising platform. This section isn't too bad except toward the top there are several Volcano Lotuses that will get pulled onto the platform and will be nearly impossible to avoid. On the section before the boss, you have to deal with a firing line of Bowser statues and a Lakitu in close quarters. The boss is a giant pixelated Bowser. It wasn't bad save for the fact that his large sprite was hard to dodge and could be obscure in how large the hitbox is. Once you make him fall through the floor. Nothing happens until the player realizes they have to jump down, only to be greeted by Giant Bowser next to a star. Seriously? You couldn't have just made an event where once the Bowser NPC is dead a star appears? I died to this when I hopped down, which was very cheap.
    Chad (6.4/10)
    • Pretty good atmosphere for the castle and its exterior. You set a nicely dark scenario for the level, especially when you first enter the castle and the lava's inside the walls. I also like that the design is fairly tricky and precise without being murderously difficult, just enough to keep players on their toes and require a lot of caution and planning. The lava at the start is excessively close, though. There's like no time at all to land on the really low platform, so you have to perfectly Podoboo-jump. Lava's hitbox is way too sensitive for that. The leaf is helpful though, except nobody's going to think to look for that invisible block. Even if they do, the Mushroom will likely just go offscreen immediately. Good usage is made around lava-themed gimmicks such as the skull raft and special boots though, except you made it possible for a Luigi player to bring the Lakitu's Shoe into the hub to break levels with. Also, one might accidentally grab the shoe as Mario, change to Luigi, then it's gone and you're forced to die. I really liked the elevator section, as its hazards are rather effectively placed to provide optimal challenge in there. The Lotuses are overkill, though. Pretty much every possible gap was covered by a fireball. I'm really disappointed by the boss, though. Making the arena extra wide to accomodate giant Bowser is nice, but sometimes the room to dodge him and his fire is simply not there. Either the fire will be over you and there's not enough room to duck, or the fire will be moving at just the perfect speed so that jumping over it makes you hit the back of it, or you do successfully jump over it but then Bowser's enormous hitbox flings at you with breakneck speed. And when the boss is troublesome like this, it doesn't need a second phase. Fortunately, I didn't have to fight it because the star's layer was enabled by default. Overall, fairly nice and interesting level overall, but the boss isn't as fun. It might have helped if the checkpoint was closer, because it is a bit early in the level. You do offer the player two Fire Flowers though, which is somewhat helpful.
    Quill (6/10)
    • Thanks for a good amount of variety in this level. Much appreciated. The lava at the start is kinda annoying, as there are places you have to land that are only safe for a mere second. The elevator section glitches the player at the very end if they stay still. The boss fight needs some tweaking. For example, pillars end up floating if the bricks they are on are destroyed. Bowser himself looks hideous and the fight isn't fun.
    TNTtimelord (6.5/10)
    • Although it was a nightmarishly hard level, I thought it was rather intricately designed. The way you detailed the level really wouldn't have been the way I did it considering most of it doesn't fit well with the SMW castle and lava, but it nonetheless fills up the level with something. Every section was very difficult, as it's tough to avoid the enemies and their projectiles, but it was JUST enough to the point where it wasn't quite enemy spam. I also would have settled for a few more coins set out in various places. By the way, hasn't someone made a giant SMB3 Bowser that is NOT pixelated like the one you used? It really bugged me how people today still use pixelated graphics with the sheer amount of users AND graphics who wouldn't make that a problem.
    zlakerboy357 (4/10)
    • Alot ofthe GFXs you used in this level wasn't a great choice as they all have different types of shading and styles. I'm recommending going with only one style. The level had a boring design as it didn't introduce any new gimmicks or gameplay elements. Some parts of the level was pretty hard due of the large amount of eneimes you used. And boss wasn't that impressive as I though it would cause it basically a gigantic Bowser which is a cliche to be really honest.
49. DatDude - Relentless Fortress - 5.2/10
  • Bomber57 (5.5/10)
    • Eh, this level was okay. It's generally flat, and enemies like to appear in conga lines at points. You don't get a powerup until pretty far into the level, and then the level practically throws powerups at you. The first bowser fight at the end was rather difficult, but not too bad if you played right. Though, the second one was hard. Dodging both his fireballs and the bullet bills was a little too much, and with how long it takes to kill him with bombs the fight could've both been easier and had a checkpoint before it.
    Chad (6.2/10)
    • Not bad. It's a relatively short castle run with a lot of tricky difficulty, but within reason. The design is comfortably narrow so that you still have to move with some precision, but without it being too restrictive. Except perhaps for the part with the Thwomps and Podoboos. The bosses are pretty good, they're simply made but good challenges. A midpoint before Dry Bowser would be nice though, as well as a few powerups going in. Also, having powerups be invisible is lame, because you reward the player with life only for being lucky. There isn't one at the start, so unless you know they're there, you don't get anything for most of the level. In fact, there are only two visible powerups in the entire level. The level's alright other than that, but definitely work on powerup distribution.
    Quill (5.5/10)
    • It's an alright level. There's a nice use of enemies, but some more variety would have helped a little. The background object bricks should be darkened, as it's easy to confuse them as solid blocks. I wandered around for ages only to find out that the barrier blocking me was actually a background object, and since I didn't realize this completely at the time, I fell in lava and died. The end bowser fight drags on and isn't that fun.
    TNTtimelord (5/10)
    • This was a very flat and somewhat boring level. Not very many items or coins from what I saw, and I personally thought the second boss would have needed one or two mushrooms, because just a double projectile seems to play a huge role in the difficulty of that boss. Also, the gray goomba is missing its death effects. Other than these issues, it's a fine level, the design is subpar
    zlakerboy357 (3.8/10)
    • I really recommend adding BGOs outside of the castle as it looks pretty bad. The design was pretty bad and the NPC placement wasn't really great either. Another thing I don't like is that the grey Goombas are missing a death effect. The bosses were simple and I dislike the Bullet Bills because they can kill the player after you've finished the boss which is unfair. :/
48. DarkMatt - A Field of Vicious Trappers - 5.3/10
  • Bomber57 (6.5/10)
    • First thing I have to say about this level is that I absolutely loved the music. The calming acoustics and soothing beat really reminded me of a warm summer evening and generally made me feel good. This was a pretty nice and straightforward level. A few areas had enemy overcrowding, especially with the Nippers that could jump up the platforms. This level has a rather interesting easter egg that I won't detail. Go find it yourself, players!
    Chad (7/10)
    • This was interesting. I like the gradual transition from simple grassland to dangerous Muncher field. It's a good introduction to the level. Once there, the design and gameplay become entertainingly tricky and keep you on your toes. Enemies in the second half are a little excessive, though. Once you begin stacking things with that many enemies around, they start bouncing off of each other unpredictably. That's a minor gripe, though. This was an enjoyable challenge, and it was short enough to not be stressful or overstay its welcome.
    Quill (5/10)
    • This isn't a bad level in the slightest, it's just very generic and plain. There's an overload of enemies too and many areas felt cramped which is unfair to the player. Add some more variety in terms of terrain and choice of enemies to make this level better.
    TNTtimelord (4/10)
    • There are TOO MANY enemies in this level to the point I can't even survive more than 10 seconds, or unless I'm lucky. Cut the amount of enemies you have in this level in half before it becomes mildly enjoyable and not a spamfest of enemies.
      *gasp* on a less raging note, I thought the level was true to it's name. It wasn't atmospherically pretty in any way at all as there was game mixing up the ass (almost as if it was intentional) and for the most part it didn't look all that great. Also, what's with the graphic folder? Pretty sure you didn't take this seriously.
    zlakerboy357 (4/10)
    • This is a level with GFXs that doesn't fit very well. This level doens't look very pleasant since most of the graphical stuff you added here doesn't fit very well. There are SMB2 Shy Guys, SMW Propeller Plants, SMB3 Goombas, SMB1 Question Mark Blocks and even more. None of them didn't even blend well together. The design was kinda tricky due of the amount of NPCs and Muchers that was placed throughout the level. I suggest decreasing the number of NPCs and Munchers cause it makes the player very frustrated and it's extremely unfair. The design of the level was pretty straight forward and I didn't really enjoy it. I didn't really see any gimmicks or gameplay-wise stuff.
47. Zupermariobros - Volcano Madness - 5.36/10
  • Bomber57 (5.5/10)
    • AAAAH MY EYES! Seriously, every contest. EVERY SINGLE CONTEST has the BRIGHT RED VOLCANO. The level was very brisk, and didn't have too much to offer. I liked how you made the skull rafts go through the pipes using BGO rather than solid block. The boss was odd, in how you lose if you let it leave the screen rather than dealing with it attacking you (there's a giant podoboo dispenser on the right, though). Not much else to say, just use a less retina-destroying tileset next time, PLEASE.
    Chad (6/10)
    • Decent level. It's a somewhat short and linear run with reasonably difficult enemy placement and well-designed skull raft segments. Pokeys don't work on slopes very well, and it's a little excessively cramped in a few places, but otherwise the design's alright. It's a fairly average setup, but it's not bad. The boss is somewhat interesting though, especially the health bar at the top. It introduces the new idea in a fair way that the player can reasonably grasp.
    Quill (5/10)
    • This is a fairly short level. Seemed to be over before it begun. The skull ride was pretty ordinary but since it went through the pipes it added something a little extra. I'm not sure why you gave the player 2 powerups and 2 lives when the boss is fairly easy. The podoboo also has a broken death effect. This level is nothing too great, but it doesn't do much wrong either.
    TNTtimelord (5.7/10)
    • Man, that bright red and orange just kills my eyes. It's not that badly designed of a level, but the color palette you used is just absolute murder on my eyes. Coins and items were good, NPCs placements were also good. Some parts were a little cramped, like the part with the single skeleton pokey and even a couple of the skull raft areas after that. The boss was kind of awkward and easy to nerf. It was also possible to stomp on the podoboo and see it's Banzai Bill death effect, so I'd suggest you fix up that.
    zlakerboy357 (4.6/10)
    • I dislike the SMB3 Fire Flowers and the SMB3 Mushrooms since most the level is SMW styled and it doesn't look good to me to be honest. The design was okay, can't really complain about it than it was kinda boring due of the lack of gameplay elements the level had. The boss was very easy and not very original. I can say it didn't stood out compared to the most of the bosses I've seen.
46. dragonfan96 - The Sands of Time - 5.37/10
  • Bomber57 (5.75/10)
    • I'm gonna start off by saying that on the top of the block tower at the start, if you carefully relocate two pokey segments you can reach the secret star right above. I'm pretty sure this isn't intended. Anyway, the sections outside of the pyramid are pretty fine, but inside the pyramid things get...unique. You switch between Mario and Link as you play inside the pyramid. The only problem is that there are thwomps on the stairs. They are no problem for Mario, but they can be a hassle for Link. I also feel like parts of this level aren't tested. There's a quicksand pit that you can just fall straight through. There is also a locked door you can walk through as if it weren't. A lot of the areas inside the pyramid are cramped.
    Chad (5.2/10)
    • I didn't really have fun in this one. There are some good ideas for puzzles here, and it uses a variety of switches, doors, and passageways to pull it off, and the level certainly has a complex layout to do it with. However, I just don't feel like it was handled well. For instance, the interior sections are restrictively narrow, so moving around is a pain, while surprise Thwomps in the upward stairs will come down at you before you see them. There's also sky warp that will actually kill you because the directions are set incorrectly and will glitch you through the pipe. The P-switch bridges are designed somewhat well, but you should really have a few consistent switch generators rather than multiple singular instances that make you do more planning on the fly than you really have time for. The checkpoint area has too many enemies, the door beneath it is in fake quicksand that kills you if you aren't aware, the timestop run is easily broken because pressing the P-switch while time is stopped will have no effect, and the last few parts make you spend way too much time in quicksand. The Thwomps in the yellow swich room are placed somewhat cleverly, though. But overall, while I like what this was going for, a lot of it could have been executed better.
    Quill (6.5/10)
    • Interesting level. I like that you have to switch between using Mario and the elf. It's kinda neat. The inside of the temple is sometimes too cramped and it's hard to figure out what exactly is going on at times too. I'm not a big fan of how you used the keys and locked doors either especially initially as the keys took me a while to find. That might be just me though.
    TNTtimelord (5/10)
    • How dare you use Gerudo Valley before I get a chance to! I was going to use it too eventually! ;-;
      This level would have been a really fun pyramid level, but it is WAY too cramped and I could hardly avoid a single hit, nonetheless thwomps all over the place. I'm also not a huge fan of constantly switching between Mario and Link just to get through the maze of a level, and the music also sounds absolutely hideous inside the pyramid. The outside desert areas were nice and tranquil. The death effect for the goomba is also missing.
      Also, the pipe on the secret exit goes the wrong way, and this ends up killing the player.
    zlakerboy357 (4.4/10)
    • Okay level. I really found the quicksand BGOs a bit confusing as some of it acted like quicksand that you could sink through, while the other one was basically on the floor. The design was boring since I really found the challenges boring and not fun. The level looked pretty bad, graphically since most of the GFXs doesn't blend very well.
45. MECHDRAGON777 - Regen Gefüllt Plains - 5.43/10
  • Bomber57 (4.25/10)
    • While the atmosphere for this level is rather nice, the gameplay is rather lacking. The section with the checkpoint is horribly cramped, both with enemy placement and block placement. The secret is really oddly handled. Some of the moon coins are impossible to get. The sign after the first star is also confusing, as no path seemed to have opened after you got it. I also don't understand the random secret exit. I assume that, because of that secret exit requiring a Tanooki Suit that was never in the level to begin with, that this level was pulled from a project not yet revealed.
    Chad (5.5/10)
    • An okay level. It's a short and easy run with some standard platforming, as well as secrets to be found if you're inclined to look. It's a decent setup with some nice atmosphere and detail, and the design matches the theme of the level rather well. The layout of the checkpoint area's sort of squished, though. I kept hitting my head on the tiny alcove where the red shell is because there's little room to move, and I had difficulty telling what's a warp and what isn't (as well as getting caught between them because of entrances/exits in the same spot). Other than that, the main route's decent. However, the methods that you chose for the secrets are a little broken. The Moon Coin halfway through the first section is completely inaccessible, there's no indication to the player that the coin in the (ambiguous) slope pit is accessible later, and the star is already there whether you get the coins or not. There's also a keyhole exit, which is both irrelevant to a hub setup and blocked off by Tanooki/Hammer bricks that you aren't given a suit to break. The second star's good, though. It's gently hinted at and easily missable if you're not paying attention, which is good for a secret. Overall, it's a small standard level with some decent platforming and a few odd design/secret choices, but the basic gameplay works for what it is.
    Quill (6.5/10)
    • This level was surprisingly interesting. It's somewhat generic, but adds in several creative elements are a pleasant surprise for a 1-1 level. The terrain is constructed in an odd but interesting way too, although sometimes it was difficult to land especially with the one tile wide ground. Advancing beyond Section 1 was a little confusing as it wasn't obvious that there was an instant warp in the gap. A pipe would have worked better there. The super long checkpoint isn't really needed and it doesn't look good at all. This section also suffers from the odd instant warps too. Not sure what the Moon Coins actually do as all the stars seem to be enabled. It's also difficult to understand how you actually get some of them too.
    TNTtimelord (5.5/10)
    • I'm really not sure at all how I'm supposed to get all the luna coins since there's giant unpassable holes to most of them. Also, the star at the end is possible to get anyways so the luna coins are completely unnecessary. Enemy placement is fine, but get rid of the 2x2 spaces because that's near impossible to avoid an enemy on. I do think everything lookd nice as well, and the atmosphere is played out pretty decently with the SMW remix of a DKC song (sounds very nice) and someone dull, gray, rainy tileset and background.
    zlakerboy357 (5.4/10)
    • Cool grassland level. The BGOs and the BG blended perfect together and the power ups inside the tileset was a cool touch. The level was sad-looking in my opinion and the music made it sound sad as well. The SMW Blocks though wasn't a great choice though. They were SMW styled and I felt they didn't fit there. Same with the waterfall background, but the The Moon Coin thingy you did though was a cool addition, though some of them were inaccessible and I had trouble reaching them. And the part where you were suppose to get through the Hammer Blocks (the blocks that can only get destroyed by hammers or by running into it with the Tanooki Suit while being a statue) was inaccessible
      as well since there wasn't any Tanooki Suit or Hammer Suit available. Moving onto the design of the level; it was okay, though it had some flaws like the small tall size tables. The level also had a lack of enemy variety. There were Goombas, Koopas and Piranha Plants, however I expected more enmies to be in the level. The only And lastly the pipe in the start of the level can confuse the player since it looks identical like the solid pipes.
44. RubberParasite - Ghost's Vine Puzzle - 5.45/10
  • Bomber57 (5.5/10)
    • This level had a pretty solid puzzle going on. It really required the player to look around and pay attention to the room. I also found that it was neat that each time you extended the vine, in a way. The level suffers from horrible enemy placement, specifically the Bots. They will almost always hit you if they jump at you while you are on the vine. There's also the Spark generators that will hit you instantly once you exit one of the REQUIRED AREAS. Anyway, the boss is pretty simple, but once you kill it you get a sudden surprise chase scene! It's a little too tough, with poison mushrooms and the like thrown at you while you have to run at essentially full speed.
    Chad (3.5/10)
    • Yeah, didn't like this one. The idea is great, I'll give you that, but it's honestly handled poorly. It does manage to be quite puzzling in true ghost house fashion, and I like the way you have to unlock each floor. The respawning vine block is quite clever and important for this level's purpose (although the sign should say "reset", not "delete"). But what ruins this level is the enemy placement. The generators are difficult to avoid, and you expect the player to go in the pipe for one of them. Another one is a blind jump through a floor that could easily lead to falling and dying. The main path is a narrow upward passage that the vine is to occupy, and you placed blend-in enemies that fall down onto you with little chance of avoiding them. The worst part is the boss, though. The chase sequence is not designed with other players in mind, because you have to be on the right edge of the boss arena ready to run as fast as you can before you can even expect anything to happen. That's the only chance of surviving, and you aren't given a midpoint so inevitably dying to that means redoing the entire level. The concept of the level is nice, but most aspects need a lot of work. Also, you can skip the last switch by jumping over the wall next to the boss door.
    Quill (7/10)
    • This was actually really cool. The whole vine idea is very unique, though the rooms you enter to access further areas are pretty bland. You can also access the boss door a little early since you can just jump over the barrier instead of deactivating it. The boss is generic, but the chase was pretty intense though it was a little short.
    TNTtimelord (4.5/10)
    • Very confusing puzzle level. It's all based on trial and error and I found that, after a while, tedious, but it stayed faithful to the trial and error gimmick, and it even was pretty good. Now the Big boo, boss battle (sort of a battle, more of a small fight then a chase) wasn't somewhat decently executed. The overall design, though, was kind of annoying and really all over the place.
    zlakerboy357 (6.75/10)
    • Nice little ghost house level. I liked the idea of trying to find switches so the vine could get higher. The block that restarts the block that contains the vine spawns a Ninjis. Instead I think you should've used another type of block. I really disliked having lava inside Ghost Houses though. The boss was well made, however you could see the death effect of the invinsible Pow-Blocks. The boss's pace could've been shortend in my opinion. Overall good job.
43. Blue Bomber - Arid Chambers - 5.61/10
  • Bomber57 (5.25/10)
    • This level was about as arid as it can be. And by that I mean not very. A third of the level was a water section. I don't have a major issue with that, just something I wanted to point out. Anyway, at points the layout felt a little flat. I wasn't a fan of the cramped water section with haphazardly placed Jelectros (that people seem to think is "good water level design") and I also felt that the fake star joke was a little mean as the player had to go out of their way to get to it. Nothing special to say about the secret since its a "collect the things to make a thing appear" type of deal.
    Chad (7/10)
    • Interesting desert level. The desert mountain and deep cave are set up pretty well, with both offering exploration in different ways suited to each environment. The desert is an open climb while the cave is a network of tunnels and a fun little swimming segment. You forgot to make the water swimmable in the second cave though, and it's a bit cramped in there with obnoxious enemies. Great job on both the Dragon Coin mission and its riddle, and the moderate length/difficulty of the level make both objectives fun and manageable. However, the congratulatory message can mess you up if the last coin you get is the Paratroopa one. The fake star's unnecessary too, and the Lakitu Muncher's fireball graphic really did not turn out well.
    Quill (6/10)
    • Interesting level. I liked some of the variety. The riddle isn't really a riddle, as it basically just tells you what happens. It's still nice to tell the player what exactly happens when the dragon coins are collected. The fake star really isn't needed. There's no reason to tell the player that the star used to be there and is now somewhere else. The thing that the lakitu replacement throws doesn't look good and it's not animated either.
    TNTtimelord (5.7/10)
    • I didn't really expect a desert mesa/mountain type of level to also have a hybrid of an underwater cave. The design was somewhat decent, but I think there should be a few more coins. Even though the underground water section of the level really didn't fit, it had a pretty decent atmosphere to present itself with, and it even ends up outshining the desert sections. If I were to name this level, I'd much rather have it something along the lines of "Underground Desert Springs" because "Arid Chambers" is anything this level isn't when it comes down to atmosphere.
    zlakerboy357 (4.1/10)
    • I really like the musical choices in this level. The level was kinda boring to be really honest. I really didn't like the way you used the tileset since the fill was extremely bland. Another thing is that the level has a lack of BGO variety. The cave part of this level only had waterfall BGOs and the desert part only had cactuses and bones. It also had a lack of enemy variety. The Coin placement was also bad here. I can't really say I enjoyed the level, though i liked the part with the fake star.
42. Thetoxicminecrafter1 - Cold Autumn's Night - 5.69/10
  • Bomber57 (5.25/10)
    • A basic forest level. Some parts felt a little barren in terms of scenery. I dunno if this was the intended effect or not, though. Enemies such as the Wiggler and the running Axe Bro weren't unfair. The player doesn't realize the Wiggler will kill them if they jump normally when they turn into their angry form and can only be dispatched with a spin jump. The same goes for the Axe Bro. A few of the throwing Axe Bros. were put in spots that weren't as fair, such as the one in the switch section that the player was forced to tackle from above in tight quarters. Otherwise, the level was average.
    Chad (6.8/10)
    • Good forest level. The atmosphere's great for a night level, and the general gameplay is simple and pleasant. The enemy placement is nice and easy and the platforming is calm and enjoyable. Nice job transitioning from simple linear run to a downward climb for a switch, too. However, the Axe Bro preceding the switch is cruelly placed, and the Wigglers are broken. Jumping on one normally will force you to take damage, while spin-jumping kills it instantly. Other than that, a fun standard run with not a lot to complain about.
    Quill (6.5/10)
    • This was actually a fun level. There's nothing too special that blew me away, but I did like how open the level was. It really helped the atmosphere and gave that cold night feel, which just so happens to be in the name of the level. You made a good attempt to add in some nice variety in terrain and enemies too. There's really nothing bad about this level, it's just fairly basic and plays it safe, which is fine, but I would have liked to see some more special things that would make this level more memorable.
    TNTtimelord (6.8/10)
    • What a nice and tranquil autumn styled level. The music reminds me of some Donkey Kong Country game. The design is really spread out and it also has a plentiful of coins. Everything graphically fits, except for the wiggler, who still has a Rex's death effect. Enemy placement is great, as it's simple, but equally spread out so the player doesn't end up walking in a barren area. There isn't much for scenery but the atmosphere doesn't seem to require a lot of scenery to make it work. Although, I don't personally think the mushrooms fit all that well.
    zlakerboy357 (3.1/10)
    • A basic forest level. The level was went basically staright forward and I couldn't really see any gameplay elements here aside the switch block. I really didn't like aesthetic's eithe due of the lack of BGOs this level had. I can't say much about this level rather than it was linear and extremely boring.
    41. Vanishing Bilborb - Time to Visit Grassland Village - 5.74/10
    • Bomber57 (7/10)
      • Hey, Animal Crossing graphics! OH GOD THE NPCS ARE HORRIFYING ABOMINATIONS AAAAAH. This level was pretty nice, and the music fit a calm and relaxing midsummer day. Well, parts of the level have a sinister undertone, like how there are BONES at the bottom of their pond!?!? I also thought collecting all the apples was the secret/sidequest star, but it was actually the main star! The level was a little plain at points, but I really liked how the Megaman style appearing and disappearing blocks worked. Not much else to say, but the sudden difficulty increase at the end in that strange area wasn't really needed.
      Chad (7.7/10)
      • This is an enjoyable village level! I like how it manages to be a town with residents while also involving an explorative scavenger hunt, a variety of settings, and some elaborate design and gameplay. Every section has something different, which keeps the level feeling fresh. I particularly like the disappearing blocks, and how some houses have some interesting things to give you if you can complete their individual challenges. Providing a shortcut back to the person offering you a star is also quite thoughtful. The second star's a bit of a difficulty spike and I don't care for the Cheep Cheeps swimming directly where some of the apples are, but other than that the level's pretty good!
      Quill (7/10)
      • Cute little level. Basing a Mario level on Animal Crossing is pretty unique. Collecting the apples was fun, but there could have been more to do in each section. The disappearing and reappearing blocks were a neat idea; some more gimmicks like that would have been awesome. More secrets could have easily been hidden overall too. It was too easy to finish up everything. Add some exploration! I loved what all the villagers had to say, though. Captured the Animal Crossing feel well.
      TNTtimelord (4/10)
      • I can't tell if this was supposed to be an Animal Crossing styled level. It really shifts from a lot of different themes but it still seems to stick to the same old theme. I really didn't like the tileset or many of the graphics you used, so I didn't really feel much of a strong atmosphere. I thought it was a pretty interesting little gimmick with the platforms that would appear and disappear, though.
      zlakerboy357 (3/10)
      • Boring and clashy level. I found the design extremely boring and pretty weird. I coudn't really see any cool gameplay stuff and I think you should reduce the amount of enemies.
Tier 5 Places 31-40
Spoiler: show
40. Valtries the Fox - Munchers Galore!!! - 5.81/10
  • Bomber57 (5.25/10)
    • Munchers!!! A pretty average level where the theme is, well, lots of munchers. The level felt short and a little plain, but it wasn't too bad. I think the location of the secret star was hidden too well and I never would have guessed where it was if I didn't look in the editor.
    Chad (6.3/10)
    • This was rather fun. It's a fairly standard run, but it looks nice while doing so and makes creative use of Munchers and involves the Kuribo's Shoe. I like the layout of the level, and the difficulty's pretty tame. The secret star has a clever location, although a slight indicator would be nice as you basically find it by falling to your death but getting lucky. Also, if you only give the player one shoe, that might be a good place for a checkpoint. Otherwise, this is fairly good.
    Quill (5.5/10)
    • Fairly fun level. It's fairly basic, yet kept me interested enough to continue. Could do with a little more variety. Talk about anticlimatic with that end though. As soon as you get to the whole 'munchers galore' part, the level just ends. Extend that, dude!
    TNTtimelord (7/10)
    • Nice and easy short level! It uses the pleasant little flower tileset with the flower BGOs and, as the name suggests, munchers galore. Coins and NPCs were placed around in well done fashions. Even though it was an incredibly short level, I got a chance to feel the nice and easygoing atmosphere and the music is also pretty nice. I'm still trying to understand why people are putting munchers on the giant stalks like that, but I thought that was a nice touch, so there's nothing wrong with that.
    zlakerboy357 (5/10)
    • I really feel using Shikaternia's Flower Grassland in a beach level is pretty disturbing. The level had a good amount of BGOs which was cool, though it unfitting since the level is a beach level. The design was pretty broing as I couldn't see any cool gimmicks or gameplay elements. The level was short and it could've been lengthed.
39. SuperWingedYoshi - Oldschool Metal - 5.89/10
  • Bomber57 (5.25/10)
    • This level was a nice little SMB1 Castle. Unfortunately, it had a few points that brought it down. The first is the placement of firebars. A good amount of the firebars placed are in unfair positions where it is really tough to avoid them. Another issue is the switch block puzzle room. If you fail the puzzle, there is no way of resetting it, forcing the player to suicide. And conisdering it is, well, a puzzle, you likely won't get it on your first try or within the 10 seconds the game gives you the solve it. The boss was alright.
    Chad (4.6/10)
    • I didn't find myself enjoying this one very much. There are a few cheap shots, like being forced to figure out a complicated switch puzzle in 10 seconds. This is one of those things that the designer (who made the level and knows how it works) can figure out pretty easily, but other players don't have that luxury. Fail that one chance test, and that's it, you have to intentionally die. Even once you get it right, it's hard to tell if the shell's going to fall into the pit or not. Also, the enemies in the first key room aren't placed well, with Koopas bouncing around unpredictably in a narrow space and being on top of you within seconds with Hammer Bros close by. The shell generator in the second half is cruelly placed, and the vines felt weirdly restrictive since they're confined to the upper boundary. The upper platforming of the second half is actually fairly decent though, and a reasonable challenge (other than the aforementioned shells). The boss is actually pretty good too, having a lot of projectiles while still being manageable. However, those are about the only things I enjoyed. Everything I mentioned is pretty much the level in a nutshell, and considering all of the above, the level overall felt sort of messy and strangely difficult, like it wasn't consistent or made with other players in mind. I'm sorry you didn't have a whole lot of time to test, but if you're going to undergo the creation of a level, you've got to be prepared to give it the attention it deserves.
    Quill (6.5/10)
    • Hey, jackass. Metal music is the shit. Anyway, calm the fuck down with those firebars. They're as big as Ridley. Nice level overall though, has some nice creativity in there. The switch puzzle is pretty unforgiving as one mistake causes you to remain stuck, right before the checkpoint too. If it was after the checkpoint, it wouldn't be as bad. The boss was a little annoying as there was far too much going on at once and it was easy to pick up vegetables instead of bombs.
    TNTtimelord (5.9/10)
    • First off, freaking props to you for finding and using an 8-bit cover of a METALLICA song!
      Although the music was great, the design was just okay. It didn't really feel at all special when it came to anything innovative, other than the beatboxes. Coin and items were generous though, and that's usually a good thing. The boss was also clever. The player has to destroy the leader beatbox. even if "Pauline is dead anyways."
    zlakerboy357 (7.2/10)
    • Cool level. I liked the NES atmosphere here and the level is desinged differently than most NES levels. The NPC placement was pretty good, and the level's start was pretty silly. Section 4 was pretty cool, however I disliked the idea that you had to restart the WHOLE level to progress through that section if you failed. The boss was a bit hard and I recommend reducing the enemy number.
38. Wind - Snowflake Valley - 5.91/10
  • Bomber57 (5.75/10)
    • I think this was a nice little level. It was rather short, sadly. I really can't say much else on this.
    Chad (6.1/10)
    • A short, but somewhat charming level. I like the serene atmosphere and the falling snow. The sizables and enemies are nicely placed, and there's a lot of hills to traverse. The level doesn't have a lot more going on than that unfortunately, but it's got some nice standard gameplay going for it. Nothing's particularly bad about it, it's just a somewhat simplistic run, yet good for what it is.
    Quill (6/10)
    • Fairly short level but it's pretty sweet. The level is fairly basic, but it has a pleasant atmosphere which adds to the experience a bit. Good job on that. Try adding some more variety in terrain and enemy usage to improve. Add in some more gimmicks or something to make the level stand out more. The snowflake weather is probably the most memorable thing about this level and it doesn't even change the gameplay in the slightest.
    TNTtimelord (7.2/10)
    • This is a nice, cheerful little short level. It really didn't many HIGH quality things about it, and some of the graphics used here didn't really fit all that well either. Nevertheless, I still seemed to enjoy it. I really loved the little snowflake effect you did and even if they are 1x1, they still fit very well. NPC placement was just fine and items were plentiful.
    zlakerboy357 (4.5/10)
    • I don't like when people are mixing styles. It looks bad in my opinion. The level had alot of unfitting GFXs like the SMW Diggin' Chuck, the SMB2 Snifit and lots of SMB3 GFXs. The snowflakes was great addition though. It made the level feel like a true snow level. The NPC placement was really bad to be honest and the design was really boring and pretty bad as it didn't have any cool gameplay-wise stuff :/
37. litchh - All Night Biased Hills - 5.92/10
  • Bomber57 (6/10)
    • This seemed like a pretty basic SMB1 level until the last section. I guess the random Redigit NPC should have been a hint. I think my favorite part was probably the SMB1 Castle section. It was very reminiscent of the original castles, right down to the invisible block bridge puzzle! The final section really did come out of left field, but I suppose it was good enough.
    Chad (6.5/10)
    • Good usage of SMB1 design conventions in this one, and it's pretty atmospheric on top of that. The level provides a good challenge and really makes you think before you act. Not sure what the deal is with the enemies though, or why it suddenly became Terrarialand out of nowhere. Those don't really hurt the score too much, but it's better to stick with a consistent theme. Otherwise, the level's layout is pretty much standard-fare for something SMB1-themed.
    Quill (5/10)
    • This level seemed to have little purpose in everything. It made no sense. Only redeeming thing was a Terraria-Gandalf fight at the end. Actually wasn't that redeeming. This level is too generic and plain. Add in a lot of variety please.
    TNTtimelord (6.5/10)
    • I love the first section's music. Just thought I'd throw that out first.
      The design throughout the entire level (Even the Terraria crossover part, actually, ESPECIALLY the Terraria crossover part) stayed really solid. Graphically, everything held together really well. The NPCs were highly amusing, and were all even placed rather well. I was hoping there'd be a few more coins and a few less poison mushrooms in the first half, but that's mostly my opinion. I also love the boss of the level.
    zlakerboy357 (5.6/10)
    • A simple SMB1 based level. The NPC placement is pretty good and I didn't really spot any bad placed items or enemies in the levee, however I felt the level has a lack of enemy variation. Moving on the level is pretty basic as it gets due of the lack of gameplay-wise stuff I didn't see here, although the idea of making a path to one of the two doors you were suppose to pick was the only cool thing I liked. The boss was pretty easy though and I don't nothing else to comment.
36. Dragonmaster146 - Waltz in the Autumn Woods - 6.08/10
  • Bomber57 (5.5/10)
    • The level had some nice graphics and nice design. A few parts were unfair, mostly the venus fire traps on the SMW line platforms. It's pretty basic otherwise.
    Chad (6.2/10)
    • This is a pretty little forest level. The layout's simple and short, but the land has a nice shape to it, making the enemy placements nice as well. There's some good alternation between platforming and swimming, and I like that the second half gradually introduces some slightly harder difficulty with the higher number of enemies and pipes. It was short, but fun. However, putting a warp below the section boundary is a little cheap. The coins don't indicate it as much as they just look like things to collect while riding on the platform.
    Quill (7/10)
    • Talk about short and sweet. Good job with the atmosphere here, it felt really calm and relaxed as it should. There's some nice variety in this level too, though some terrain was oddly shaped and at points there was an overload of enemies. Good job, though! It kept me fairly entertained.
    TNTtimelord (6.1/10)
    • This was a nice and actually kind of challenging autumn styled level. The music and color palette gives off a real tranquil and lush autumn forest and all the SMW enemies go very well together with the tileset, that actualy isn't even SMW styled or colored (this comes to trump some clash theories). For the most part, the NPC placement is great, but there were a few points where it felt like there were sudden waves of them, making unfair difficulty spikes. The bonus section is also in a very dumb spot where no one would have seen it. Move it to a less completely veiled, under the map, pipe to go to.
    zlakerboy357 (5.6/10)
    • Nice little autumm level. I liked the scenery you used in this level and I really find the tileset great-looking. The design was pretty boring and not really unique since some parts required to kill certain enemies to progress through. Didn't really see any cool gamplay elements either.
35. Pivot40Channel - Bowser's Sky Tower - 6.11/10
  • Bomber57 (6.75/10)
    • This level was pretty neat. I especially liked how at some points tilesets mixed together, especially for the indoor sections. The level had a few issues, such as the first Banzai Bill launcher being in an unfair location as the player would easily be hit by it as the moving platform rises upward. Another issue is how it is mandatory to climb up an annoying "block tower" where you have to inch around the edge. The two bowser fights were neat, the first a little more original than the second. I also think that giving the player an ice yoshi along with the star and 1-up at the end is a little much, but that's just me.
    Chad (8/10)
    • This was a fun one. The atmosphere is intended to build up to a final showdown with Bowser, but the difficulty remains moderate. It's a good balance, as it lets you enjoy the scenario without it being ruined by stressful difficulty, but there's still some slightly challenging obstacles and jumps everywhere. There's a good mix of arsenal enemies at strategic positions that make you plan out your moves without it ever being overkill. The SMB3 Bowser fights are interesting as well, because it takes the default AI and formula and puts a slight variation on it, twice. Buried bullet generators are a very efficient way of fighting him, and putting some breaks between the destructable blocks did a good job of making it feel different. The only things that bothered me are that the indoor sections don't fit graphically with the outdoor ones, and the door effect. The design, however, is nothing for me to complain about.
    Quill (5/10)
    • This was an alright level. There's nothing too special about it to be honest. It doesn't do much bad, but there's very little that wows me. A lot of the sections seem to be very similar to each other, try adding some more variety in obstacles to improve this.
    TNTtimelord (7.8/10)
    • As strangly as the design was in this level, I seemed to like it. NPC placement was nice and fair, the tower based gimmick was great, and even coins were fine for me. The Bowser fight was... okay. The blue blocks part of it didn't really appeal all that much. The graphic tended to shift all over the place when it came to castle tilesets, but nothing seem to stick out like a sore thumb. Needless to say the second Bowser fight was rather disappointing after the rest of the level. I'd also like to know why the roto disc doesn't have it's trailing animation because it looked rather awkward (although this is a nitpick and you won't lose any points for that). Where this level really shined though was the music. I LOVE the Road to Bowser songs you shifted back and forth from SMG1 to SMG2, and it all sounded great. Nice job on this level for it's unique yet appealing design!
    zlakerboy357 (3/10)
    • A pretty basic Bowser Castle level. I really find the GFXs in this level really bad as most of them had a lack of shading. The tileset combination in this level is terrible since none of them didn't blend well together. Another thing is that the enemies in this has different styles. The Banzai Bills and Bullet Bills were SMW styled while the Koopas and Bob-Ombs was SMB3. The design was pretty boring to be really honest as I didn't see any cool gimmicks or spectacular about it either. Same thing goes with the bosses. The NPC is bad as well I really think having Koopas and Goombas in a castle level. Dry Bones would be nice though. Otheriwse good job I guess..
34. Radishl - Mushroom Lore - 6.12/10
  • Bomber57 (5/10)
    • This level was another level that I consider nearly impossible to beat. The difficulty was in that you need the Fairy Amulet to cross a pit, except you can't reach the amulet unless you grab a seemingly pointless springboard from earlier in the level. Above the Fairy Amulet is also a pipe that leads to a different star in the level. There were areas in the first section that were unfair, such as the little bit where there was a Hammer Bro, Chargin' Chuck, and a Chasing Parachomp on the screen at the same time. This is a lot for Mario to dodge. There is a section that is an insta warp up, but most of the time when you try to go back down you die as if you fell off the screen. If you continue right you go through some more plain level and get to Peach's castle. After an obscure cutscene where some weird villain is released you get the other star.
    Chad (6.2/10)
    • Well this was a neat little grassland. It's nice-looking with some fairly good design and some nice difficulty from the Hammer Bros, Chucks, and Chomps. There's also a bit of tricky platforming and Koopa-hopping, and the exclamation point warnings are nice (although only really necessary for the chasers). I like the cave area as well, as it has some nice exploration and conveniently short switch hunting along with some spiky maneuvering and platform riding. The second star's hidden well, in a section with some good challenge to it. It's a pleasant level with a decent variety of minor gimmicks, so I enjoyed it. There are some small issues, like the fairy powerup being excessively difficult to reach, an implied sliding spot in the cave leading into a Spiny, several places underground where you can duck-glitch, and line platforms not syncing up well so you have to wait for a while. But other than those, the level's alright. At least, this far in, anyway. After that, it gets a little weird. All of a sudden the level injects some random story. After an incredibly short miniboss with a really abrupt start that puts you facefirst into a bullet launcher, suddenly you're navigating Peach's castle. The castle looks somewhat nice I suppose, but you no longer have anything to do aside from talk to Toads and listen to long story that's full of unnecessary things like Toadsworth in a dress. There's also some crossover with Starfy and a villain being awoken from a slumber. Now, that could actually serve a grander purpose in a project or something, but it really doesn't mean anything in the contest because the level ends after the story. The cutscene is well-executed, I'll give you that. The event/layer usage to tell the visual story certainly works for what it is, but honestly, I would have scored this somewhat higher if you just put the star piece at the end of the cave. The level just really did not need what came after, because the experience was lessened by waiting for the story to end.
    Quill (6/10)
    • So uh... that's an interesting level. It's fairly basic and stuff but dear lord that ending. I'm not really sure what to say about it. Anyway, the leaf replacement looks dreadful and if you fly up in some areas you'll find cut off. The secret you can find with the fairy can glitch out since the instant warps overlap and the player can accidentally die. I'm not sure what all the exclamation marks are all about. They seem to warn the player about the chain chomps which are pretty useless since they're easy to avoid.
    TNTtimelord (6.7/10)
    • Most of the design in this level felt... awkward. Everything when it came to items, question blocks, and NPC placement (except for the death effect for the para chomp) felt right, but the design just felt sub-par. The koopa fight had half of the sky and ground gone and in black, which made no sense, and the very ending sequence just felt really out of place. It was a great sequence, and I have an obligation to feel that this takes place at the beginning of an episode. I think you should set all the NPCs in the last section to friendly because I ended up accidentally eating peach, toadsworth, and one random toad.
    zlakerboy357 (6.7/10)
    • Nice little grassland level. I liked the tileset you used in this level, but some parts in the level had a lack of them. The Shikaternia's Woodwork tileset was a great addition, however some of the ladders had a cutoff because they didn't have an ending there. The design was okay and the gameplay was fairly good, however some parts had a lack of Coins. Overall good job.
33. Superiorstar - Invasion on Destruction - 6.12/10
  • Bomber57 (4.5/10)
    • This level is simply too difficult. I had to godmode through this, and getting past the first screen it seemed as if the level only got harder. A neat concept, but try to make it less brutal next time please.
    Chad (5.3/10)
    • I really like the apocalyptic atmosphere this level has, and the gimmicks involving the Bully layers and airship moving overhead are rather cool (although you can enter the warp before the airship even comes in). The lava switch is an interesting idea and the design as a whole is fairly elaborate and good looking, but the difficulty is just too severe. A good general rule for autoscrolling would be to reduce the amount of hazards of that section a little bit compared to the others, because the autoscroll makes it harder by itself. At the very least, give players space to control what they're doing, because the autoscroll is so fast that you basically have to move as fast as possible, which comes completely at the cost of the player's ability to actually maneuver around things. It made it feel like you planned the enemy placement and autoscroll independently of one another without measuring the result when combined. All this, and no powerup given until the scrolling stops. However, the difficulty does get somewhat better after the autoscroll because the land is now holding still and you actually have time to decide how to avoid everything. The projectile fish cannonballs are unnecessary, though. They have big hitboxes, really abrupt spawning and high speed, and there's an annoying cluster of them. The sections after this are a little better, although the Swooper and cannonball generator at the top of the second area are also pretty sudden. Third section's all right, but the bullets are similarly hard to anticipate. Also, don't have required items (lava switches) be in randomly-placed invisible blocks that take luck to find (and pain if you hit it while trying to jump over something). Overall, this level could have been a pretty fun challenge if you just toned some things down. You can still have a difficult level while letting players see and react. Have a few more powerups (especially at the start) and put the checkpoint somewhere in Section 2. Because even with a boss, the level wouldn't be that long, but where it is makes you redo a lot.
    Quill (7/10)
    • Man, what an intense beginning. Really gets the player's attention and motivation. Loved the use of attached layers here, really added a lot. Jesus christ, some of that momentum was insane. I didn't like the P-Switch > Lava parts as sometimes the P-Switch would be hidden in an invisible block that wasn't always obvious where it was. Instead of Bowser's Ship appearing, you should have just put the star there if there was going to be no boss.
    TNTtimelord (8/10)
    • This level had a hole shitton of epic things going for it before I got those damn runtime errors, so I'll judge what I was able to play.
      First off, I can safely say in my entire time with SMBX I have NEVER seen an autoscroll level going upwards where you had to shift back and forth across the section and rendezvous slowly to the top like that. Next, the P-Switch/lava gimmick was also totally ingenious and would have been executed perfectly if you didn't make the P-Switches come out of invisible blocks.
    zlakerboy357 (5.8/10)
    • Oh my god please reduce the amount of enemies ya got in this level. It's so freaking hard. The level's first section was pretty okay, however I recommend not using sideways trees unless the level has some gravity gimmick. I really dislike hiding the L-Switches in Hidden Question Mark Blocks as it makes the player belive the player can't progress. And since most of the GFXs was recolored a bit darker I suggest doing it with the player as well.
32. BlimpFruit - Mouser's Brigade - 6.18/10
  • Bomber57 (6.5/10)
    • I never thought I would see a SMB2 Tank level. These SMB2 tanks look pretty nice, and it works well for the level. Though, the only issue this level has is a major flaw that many of these kinds of levels suffer from: the pacing. This level is so sloooow. And it's worse because if you die to the somewhat difficult Mouser boss you get to ride the whole level again. I feel you could have at least put a checkpoint before the boss or somewhere. A well, good work anyway.
    Chad (6.5/10)
    • Pretty good tank level. The difficulty, scrolling speed, and enemy placement really capture the essence of one, and an SMB2 version is quite unique. This was legitimately really challenging, but remained fun and wasn't irritatingly long in the process. I'm not sure why the wheels are lavalike either, because don't the normal tank wheels crush NPCs? I suppose this is a good way to keep players from duck-glitching, though. Also, putting a venus trap on a warp is a bad idea because it risks a run-time error. The boss is pretty decent, though. Short, but slightly difficult. Nice job on this.
    Quill (6.5/10)
    • Nice level. It was fun and dramatic, but suffered from something a lot of tank levels suffer from. There needed to be more stuff going on. There were far too many times where I was standing around just waiting for the screen to continue on. Add in some more enemies and more complex tank design. The boss was neat as he was fast as heck, but other than that it was pretty generic.
    TNTtimelord (6.5/10)
    • This was a nice SMB2 tank level, as I've never seen one like that before. It had anything a tank level would need, with the wheels that destroy the bombs, a heavy calvary of Bob-Ombs and pidgits ready to fly at the player, projectiles everywhere, and ungodly slow auto-scroll. I wouldn't have minded this tank level too much but the auto-scroll is SO SLOW. I liked how the mouser was kind of walking really quick though, as little things can be appealing like that.
    zlakerboy357 (4.9/10)
    • The level is basically a SMB2 styled level with inspiration from SM3DW's World 2-Tank. The level has a lack of BGOs and I really feel the tanks should've been moving since it looks weird when they stand still. I was expecting them moving or something. I really find it weird having the right end tank tile behind the tank cannon. Same with having vases above the SMB2 Bomb Block. If I remember correctly the Bomb Blocks were the one who generated the Bob-Ombs, not the vases. The boss was tediously made and pretty bland to be really honest.
31. GLD4 - A Small Quest - 6.34/10
  • Bomber57 (6/10)
    • Exactly what it says on the tin. A short SMB1 styled level that is pretty decent. I like how there was a little bit of exploration to do in the level, but the reward for exploring isn't really worth the time. Using the NSMB Overworld for the bonus section was an odd choice and doesn't really fit it very well. No issues with the castle. A good level overall.
    Chad (7.4/10)
    • This was fun! The design is both polished and charmingly simplistic. It does a nice job at serving its purpose without doing much that's especially fancy. The main route is easy and pleasant, while the secrets are minor to reward explorers. They may just be mostly coins, but the side passages required to obtain them are extremely short, which is fitting for the prize given and they don't take up a lot of time. The little intro at the start does a good job at easing the player into the level, too. You also did well at making the level look nice, using little water areas and even Paratroopas for decoration. Aside from the ambiguous Munchers and occasional low ceiling, this is a pleasant level.
    Quill (5.5/10)
    • The odd thing about this level was that it was difficult to figure out what exactly the level creator wanted this level to be, at least in my opinion. There were segments that felt a little overloaded with enemies and it seemed chunks of lands were just randomly placed to further extend a section. The alternate path was neat, but I didn't like that to get to the switch to open the path in the first place, you were sent right to the beginning of the level again. I liked the transition to the castle though, it didn't really look that great with the background, but it was still neat. The switch in the castle shouldn't even be there, as the blocked off path is literally right next to it.
    TNTtimelord (6.4/10)
    • Very nice and expansive SMB1 styled level. I'd say you did a great job taking full advantage of Sednaiur's SMB1 pack. The design was pretty solid for the most part (but in section 5 you have a missing block somewhere in the middle), as the NPCs, coins, etc were all great. The bonus room felt rather too rewarding for pretty much being wide open and obvious for the player to travel to. The castle area, starting in section 5, kinda started to destroy the cheerful atmosphere as it kind of transforms into a messy combination of grass and castle. The inside of the castle felt really wavy and had more of a "tunnel" feel than a corridor and passageway feel a castle should have. I thought it would have been a real nice touch if the Bowser fight had changed to boss music considering it's the BOSS of a level. It would have also been really cool it you attempted to pull off the bridge destroying gimmick like in the classic SMB1 games. I would have given you major praise for being able to pull that off. The toads in a cage and the village at the beginning hinted in a purpose for fighting Bowser as well. The level had it's strong and weak points overall.
    zlakerboy357 (6.4/10)
    • This is a nice little SMB1 level. The idea of letting the player choose character in the start of the level was pretty nice. The variety of NPCs and BGOs was pretty great. However I feel the level had a lack of them. The level wasn't that detailed as it should've been and the music in Section 2 wasn't really a great choice in my opinion. The design in this was pretty fun though and the secrets was great placed. The bonus room was too much though as it had a lot of coins and it was extremely easy to find. The NPCs in the level was greatly placed and I loved amount of variety them, though the Buzzy Beetles was out of place as they don't fit in the environment of the grassland. The castle section did have some unfitting like clouds and the grassy platforms. The level's boss was exactly like the one in SMB1, but the music doesn't change at all. Having castle music playing while fighting a boss is kinda weird, but overall good job!
Tier 6 Places 21-30
Spoiler: show
30. LuigiGamer - Bowser's Final Castle - 6.37/10
  • Bomber57 (4.75/10)
    • More like Bowsers overused soundtrack castle *snorts 494564 times in 1 second*. Anyway, the level started off alright until the midpoint section. Then it just got unfair. After the checkpoint it requires the player to go through four different rooms and get to the end to progress. Each of these rooms are incredibly difficult (and not good difficulty, but UNFAIR difficulty), especially the Bullet Bill room. It also offers 5 red coins in these rooms which, if you get, gives you a secret star. These red stars are also difficult to get. After that, the level continues to be lackluster until the boss, which is essentially Bowser with more room for him to fall and a darkness effect that flashes every couple of seconds that doesn't really influence the fight at all.
    Chad (6/10)
    • Final castle? Welp, I guess Bowser won't be making any more castles. Take note, level designers! No more Bowser castles! =P Joking aside though, I like what this level tries to do. It has a lot of interesting events to make little parts of the castle change as you travel through it, and once you reach the room split at the midpoint, it gives you a large amount of hazards to overcome. Each one ends with a switch, which unlocks part of the main pipe's seal. It's a really good overall setup. The two pipes splitting and joining as a central one is bizarre, but interesting. The level does a lot of good in its presentation, and there's a nice mix of different challenges. However, where this level falls short is how the gimmicks are pulled off. Up until the checkpoint, they worked well, and even the commonly-irritating laser statues work properly. But after that, the rooms become insanely difficult. The rising lava starts so fast that you're only given an instant to figure out what to do, the spike ceiling moves slowly enough that it made me think I had to rush through instead of wait for it to rise, and the moving bullet launchers are impossible to predict while requiring damage. The Roto-disc room is good though, and I do like each room except for the bullets aside from the aforementioned issues. The cutscene where Bowser "kills" you is interesting, and the boss is an extra long ordinary SMB3 Bowser battle. The level's overall good, but the switch rooms are much too demanding, and the red coins are even worse, as they often require you to perfect-run it. Also, dying at any point during/after the switch rooms means redoing a giant majority of the level. This would have scored higher if the difficulty in those rooms was more reasonable.
    Quill (7.5/10)
    • This was surprisingly cool. The creator of this level clearly put a lot of effort into this level. All the sections were enjoyable even though some places needed improvements in enemies or obstacles. Loved the variety in this level though, it was all fun. Loved the little secrets where coins would come down, that was pretty cute.The boss was pretty generic, the darkness part was nice, but didn't really add that much.
    TNTtimelord (7/10)
    • Very unique approach with moving layers and laser statues in this level. It felt legitimately like a Bowser Castle because of them and the upward moving lava was also a nice touch. Design overall in the level was pretty good, albeit incredibly difficult because the lava rises to near impossible levels and the spikes in that particular section move in such a small space that it's hard not to get smashed because there's even less room to move around in that section than the rest of the level (believe me, there isn't much room to avoid hazards in this level). There's also a lack in coins throughout the level. The events made up for this to an extent and I also loved the music. The fake death was strange though, and I don't really see a point for it.
    zlakerboy357 (6.6/10)
    • Pretty good level. I liked the movement of the Coins in Section 1. The Red Coin idea was a neat addition. The challenges in this level was pretty basic. I really feel you could make more room to the player since the sections was extremely narrow and it makes it pretty hard to get through the level.
29. Fwusha medias - The Floating Cargoship - 6.53/10
  • Bomber57 (7.25/10)
    • An actually good autoscroll! Well, only the first section is an autoscroll. The scroll moves a little faster than I would have expected, but the level balances that out by not having a plethora of different enemies attacking from all directions or something. The second section was pretty nice too, but the part with the bombs shooting out of the pipes wasn't cool because you had to kinda scramble around with no break for a little bit.
    Chad (7.4/10)
    • This is a really good airship level. The designs of the ships are particularly nice-looking and all of the hazards have excellently challenging placements. The gameplay and appearance strongly resemble the classic airships on SMB3 while being somewhat of an upgrade from that. The inside has some quality design as well, with intriguingly tricky conveyor and spike usage. Rushing across those bomb generators was intense. However, using the SMB3 Bob-omb to break open walls is a bit tedious, especially when some of the lower portions can't be broken, and the springboard is capable of despawning when you check out the bombable wall to the left. Also, it'd be good to warn players about jumping on the diagonal cannonballs, as not everyone may be aware of their limitations. An extra powerup or two in the first section would be preferred, too. Otherwise, I rather enjoyed this quite a bit.
    Quill (6/10)
    • Interesting level. The start is pretty basic but the auto scroll keeps things interesting. The second section is also basic but I liked the usage of bombs to blow up bricks which is usually a common thing, but combining it with using a springboard made it more unique. The boss seemed like a Boom Boom but it didn't jump? Kinda confused me there, but it was kinda cool. Really easy though compared to the rest of the level.
    TNTtimelord (6/10)
    • This was a rather short level that completely switched themes and tilesets on me in the second half. First it was a grayish tinted airship with SMB3 cannons you somehow managed (Although they weren't stompable, if they were stompable, I would have really been impressed). The second half really did feel a lot more like a cargo ship, and it was actually a really good implementation of Natsu's airship tileset. The boss reminded me of the waddle dee boss from Kirby Super Star, and I wouldn't consider that a good thing.
    zlakerboy357 (6/10)
    • Cool level. The first part of the level where the player was on the airship was kinda cool. I liked the Cannonballs that got shot out of the cannon. The design was pretty much staright-forward and pretty basic. Didn't really see any cool gameplay elements. The boss was pretty easy and very boring since it was very easy and not very unique.
28. KoolKat - Larry Koopa's Blazing Fortress - 6.58/10
  • Bomber57 (6.5/10)
    • This level was a little shorter than I would have liked it, but I actually had a little bit of fun playing this one. The draining lava section was cool, but the koopa spawns were a little much. I felt that the spike hall before Larry was a little lazy in design, and could have used a power block before the boss too. The Larry boss wasn't too bad either.
    Chad (6.6/10)
    • Pretty alright level. It has a unique visual atmosphere to it and an intriguing layout. Each room is a little different, starting off simple and linear for a moment before getting into tricky and precise jumps, a lava descent, and a spike hall. It's a good variety, and you pull off each one rather well. It both looks and plays nicely. Even the boss is pleasant. Three phases of Larry Koopa with slightly different projectiles ended up being a good challenge, because usually I'll see people getting really unfair or excessive with that, but this one stays manageable. The only thing that particularly bothered me was that the sinking lava section made the generating Koopas highly difficult to avoid. Falling enemies are hard enough to avoid as is, but you're only given narrow sets of donut blocks to do so with. They could have been replaced with something a bit easier.
    Quill (6/10)
    • Alright level. This castle was fairly ordinary, though the lava lowering and the player having to be patient and not fall was kinda neat. The rest of the level didn't have anything too special and the boss was pretty annoying as it was the same boss three times with little changes.
    TNTtimelord (7.2/10)
    • This was a very enjoyable, somewhat shorter level. Everything except the lava and items were tinted a great looking dark gray color. Coins and items were plentiful and NPC placement was all near perfect. the Lava moving down section was a very nice touch and was a great leading-up moment to the fight between Larry Koopa. The actual fight between Larry Koopa was rather mediocre though, as it just adds more irritating NPC projectiles with Larry Koopa in a low ceiling environment, which caused some issues for me. Music was pretty grandious though, and I did like that.
    zlakerboy357 (6.6/10)
    • Nice level. The level was quite decorated and most the GFXs was recolored here while though the Donut Blocks could've been recolored. The NPC placement here was quite good and it had a good amount of them, however Dry Bones would be nice here. The design was quit good as well, but there weren't any cool gameplay elements here to be really honest. The sinking lava part with the Donut Blocks was good, however when you reached the end of it you could see the top lava tile inside the fill of the sinking lava which looks extremely weird. The boss was well made however the part where you was suppose to dodge the Bullet Bills and fight the boss had one flaw and that was could dodge the Bullet Bills by standing on the launchers. Otherwise the level was quite good.
27. RarePairGaming - Snow Brick Fortress - 6.58/10
  • Bomber57 (7/10)
    • I really enjoyed the Crash Bandicoot inspired element in this level, being the warp between the section where you grab the key. The section even played the right music! This level stayed rather similar throughout, being long halls with various enemies. It's better than it sounds though, and I was entertained playing this level. The boss is a little tough but fair. Good level!
    Chad (7/10)
    • There's some fairly good design here, and although it's mostly one big tunnel with the occasional break, there is some variation to its structure and the layout's enjoyable to traverse. Enemies are excellently placed throughout the level for a nicely moderate difficulty. I like how those ? platforms work, and the boss is a decent way of making Boom-Boom a little harder. The level does get mildly repetitive as it's mostly a hallway with enemies, but it's nothing too serious and still quite fun. The visuals are really nice too, especially the torch windows.
    Quill (6/10)
    • This is a decent level. I like the moving thing, the way it flows is pretty nice, though since it's right before the checkpoint I initially ignored it to get the checkpoint and ended up missing a ride that never came back. I had to kill Mario and restart for it to come back. The level design isn't too special but it's still nice to play and look at. The boss was pretty meh since it's the same boss 3 times with minor adjustments which is more annoying than anything else.
    TNTtimelord (7.9/10)
    • I don't really know why, but the first word that comes to mind when I first played this is "trippy."
      It's overall a very nice level. There's a fair amount of items, but I think a few more coins would be good. The NPC placement started to get really predictable after the key section. The platform raising me up and taking me down to the areas I need to go were done nicely with the moving layers, but if I'm left behind by one of them, I can't proceed to the next part of the level, not even with cheats, and that is a rather large flaw. Try making sure I can get up to those areas.
    zlakerboy357 (5/10)
    • Nice little Ice castle. I liked the tileset combination you did in the start of Section 1 and it would be cool if you did troughout the whole level. The design was boring to be really honest since it's boring to go straight forward troughout the whole level, and the NPCs was badly placed. The level had a good amount of BGOs and I liked them. The boss was easy and really boring, but great job on the level.
26. Zant - Toads Gone Rogue - 6.59/10
  • Bomber57 (6.25/10)
    • Eh, this level was short and didn't have too much special about it. If you are gonna use koopas (or toads) please make sure they are one kind. Some red toads went into their shells while some were launched out like a SMW koopa. Also don't start a section with a blue koopa (toad) kicking a shell (mushroom) at you. The secret star location was unfair and I never would've guessed it unless I had a fetish for jumping around aimlessly on top of every question block in the level. The boss was also pretty meh.
    Chad (6.6/10)
    • Neat concept. The atmosphere is suitably dark for this kind of level and I like the strategic placements of the Toads. The difficulty is a fair and moderate challenge, with a decent layout to navigate. The level's mostly enemy evasion and obstacle jumping for a short while, but it does these things pretty well. I quite enjoyed the boss, too. It's a good way to spice up a Ludwig fight without being overkill, so nice job on that. However, the second star's somewhat lazily hidden. Using invisible blocks just makes it a luck-based secret, and it's not likely that someone will check up there, as you're not given much reason to. Overall, this is a fun level. The design is relatively standard, but the idea behind the gimmick is somewhat unique.
    Quill (6/10)
    • Interesting level. The concept is somewhat unique and it was clear what each enemy did which is rare to find with custom enemies. Good job with that. The secret star is ridiculous to find. That's a bad secret. The boss was pretty generic, but good job for spicing it up a little with bullet bills to watch out for.
    TNTtimelord (7.4/10)
    • Very interesting concept. It was a short level, but with those weird ass toad sprites, I think making it a short level was good enough. It was also a fun level, killing all those toads for a fun reason. The boss was also a clever replacement over Ludwig and reminded me of like a "mecha-toad." Coins and items were done right, so I'd consider this a decent level.
    zlakerboy357 (6.7/10)
    • Wow Toads is against Mario. That's pretty cool. The level had a great amount of BGOs was pretty good. The SMB2 waterfall isn't really a great choice in my opinion. The design was linear, but it was quite fun. The boss was okay since it wasn't really special or stood out to most bosses. Overall cool level.
25. Frozen - Underground Street - 6.61/10
  • Bomber57 (6.25/10)
    • I enjoyed the Wario Land tileset and graphics in this. Unfortunately, it made it hard to tell what enemies you could jump on or not in this level and thus I got hit a few times. The level felt a little empty at a few points, but was otherwise pretty solid. Good work.
    Chad (6.3/10)
    • Not bad. I like the graphical theme, and it's got a fairly interesting layout and quite good enemy placement. I like how you've placed the little secret rooms, too (except that the last Dragon Coin is unreachable). Gameplay's pretty normal, it gets the job done and I don't really have anything to complain about regarding that. The Spike Top/Hoopster replacements change it up a bit, too. Sonic's climbing is really messed up, though.
    Quill (6.5/10)
    • What a bizarre level. The whole play as Sonic thing threw me off a little (there's no death effect for that, by the way). The level was kinda interesting and open, allowing for some exploration which I appreciated. Some enemies were difficult to deal with as it was hard to tell at first what exactly they replaced. Some were more obvious than others.
    TNTtimelord (8/10)
    • The first thing that appears is a very nice Wario Land looking level. Other than a few random SMB3 aspects and ESPECIALLY the fact that I was Sonic, I felt this stayed true to a Wario Land styled level, as it all looks really nice. NPC placement and variety is great and items to have were all over the place, so dying here is not an option (not literally, I'm just saying it's an easy level). Anyways, I say you did a nice job here.
    zlakerboy357 (6/10)
    • GOTTA GO FAST!!11 Nah just kidding with ya. Cool Sonic level. The level had some good looking GFXs, but some parts had a lack of BGOs. I disliked the cut off on the Shikaternia's Woodwork Ladder as it doesn't look good. The design was kinda confusing since some of the doors led me to the same exact place. Some unfitting GFXs I forgot to point like the SMW Checkpoint and the SMB1 Poinson Mushroom. The gameplay can't be said much about since the level had a lack of wise gameplay stuff. Overall good level I guess..
24. Sux - Scarlet Spatial Sewers - 6.66/10
  • Bomber57 (5.5/10)
    • I don't even know what this level was trying to be. It's both an airship and a lava sewer and a water sewer IN SPAAAACE. The level has unfair difficulty. There is a large concentration of hazards in small, cramped areas, and powerups are far and few. Hell, the debugger says there is 4 and I only found 2! I guess some of the gimmicks were neat, but try to make the level less hellish next time?
    Chad (6/10)
    • A cosmic sewer amongst airships and lava is certainly a unique scenario, and the level has a lot of tight jumps and tricky obstacles to make it a legitimately challenging experience. The lava and water toggling is neat, and the timed skull raft switches and bouncing skulls are interesting elements as well. However, several things about the level are obnoxious. I honestly could not understand the hint about the skull rafts crossing over to new lava layers as you hit the switches, because the sign was barely readable and I only realized what it meant once it happened the hard way. Section 2 has some extremely sudden and unpredictable cannonballs, like the one by the Dragon Coin that's essentially a trap, and the two at the end of the section that basically depend on where you are horizontally as you swim upward. The water hitboxes are strangely small, which leads to uncontrollable death when you expect the player to jump perfectly from one. If you fall into the water on the lower-right of the checkpoint area, you're as good as dead, because nobody's going to look for an invisible block there but the water actually looks escapable until you go in. The checkpoint section desperately needs a powerup, but doesn't have one. Putting Big Boos in ambiguously small water hitboxes is unreasonable, as is having a Boo home in on your location while you're coming out of a pipe, or making fire instant-kill. This level would be a lot more enjoyable if it weren't for those annoyances. Structurally, the level isn't bad, and the visuals are pretty good too, it's just that the gimmicks and placements just aren't done well. Some minor adjustments all over the place could make it great.
    Quill (7/10)
    • Really neat level, but it suffers from small problems that keep adding up. On the plus side, there's a ton of awesome variety in design, gimmicks and enemies. Great job with that! The atmosphere is also good too. My problems begin at the start. The idea with the rising lava and the skull rides is really unique, but it's incredibly hard and frustruating to pull off correctly as most of the time it'll be too far away for you to make the jump. The water is very annoying to deal with as the actual swimmable parts don't fully cover all the water, sometimes leading to unfair deaths such as the start of section 5. Speaking of section 5, that same water requires you to make a jump to a platform above which is impossible with Mario at least as it is too high up and water makes you jump lower. I cheated past this part and continued on and found the level ended really anti-climatically and randomly which was a shame. Overall, good job. Just work on these problems and fully test your level.
    TNTtimelord (6.5/10)
    • This is easily the strangest combination of level themes I have ever seen.
      Right off the bat, this LOOKS like it would be a really good level, but the skull raft gimmick you used where the lava comes WAY up after you hit the switch, is very flawed. It requires nearly perfect timing to make this passable, and most people don't have the patience to do that part over and over again. You really don't give the player a second chance here as well, and that's a huge mistake.
      Once I get past that nightmare of a gimmick, the rest of the level itself isn't that bad. Everything when it comes to basic level needs is all done right and it still stays faithful with the space/sewer/lava atmosphere. The music doesn't really transition all that well, but at least after the first section, the level got a lot more fun to play.
    zlakerboy357 (8.3/10)
    • Amazing level! I loved the tileset combination in this level alot as they all blended well. The design was fun as well and I really liked lava gimmick in Section 1. The water/lava gimmick has been used alot of times and it was a bit badly used since it was a bit hard to jump out of the water and reach the ledge. Overall great job.
23. Little Boo - Death Valley - 6.96/10
  • Bomber57 (7.5/10)
    • Ooh, SMB1 graphics. All the recolors and redesigns looked pretty good in this level and fit the lava wasteland theme pretty well. I thought the giant goombas that became small and fast after you stomped on them were pretty neat. Though, I felt parts of this level were a little unfair, specifically the two big skull raft sections. Even with the size of the rafts, the barrage of enemies is tough to avoid. Throwing shells on the skull rafts when they rise and fall is also difficult because the shell will bump off the raft and go back towards Mario rather than treating it like a slope. Also, the barrage of bullet bills at the very end of the level was sudden and impossible to avoid.
    Chad (6.8/10)
    • Nice apocalypse grassland level you've got here! You did an excellent job at taking a simple SMB1 theme and giving it really lively design and challenging hazard placements. The platforms and enemies have strategic placements that made the level really fun to progress through. The skull rides are expertly made and that bit with the falling platforms after one of them was particularly neat. However, pretty much the entire second half of the level takes a turn for the worse. The checkpoint is actually a distinct line between "this level's really good" and "okay this is a bit much". I enjoyed the DKC-esque gimmick where you ride on a raft with enemies dropping down from overhead, and that first bit is good. But once the layer-attached blocks got involved, it became really messy. Not only do they make it difficult to maneuver by themselves, but the number of enemies multiplied on top of that. It was major overkill, and those blocks are capable of counting as a crushing hazard if you're unfortunate. The layout of the second half is still a great structure for the level and it still looks nice, but the enemies are downright spammy. A powerup right at the checkpoint would have been extremely nice too, as you give the player a lot to redo while being one hit from death. Also, I loved that giant block meteor! I would have liked to see more use out of that and have it fulfill an actual purpose.
    Quill (7/10)
    • Nice level. I liked the whole SMB1 apocalyptic theme. Very unique. Really awesome atmosphere in this level too. The gameplay was also pretty fun and there was a good amount of variety. The latter half was a little bit of a let down as there was a lot of skull rides and enemies started to overwhelm the player who's focusing on staying on the platform to live. It's a bit too much.
    TNTtimelord (6.9/10)
    • This is actually the first time I'm seeing a real good taste of what Sednaiur has to offer in his SMB1 Pack and I'd say you did a really good job showing off for him. The level atmosphere definitely conveys a lava filled wasteland and it really helps in making this level seem more fun and unique. You also tried a few new things with the skull raft I've never seen before and I personally think you executed them out really well. The major issue with this level is the fact there isn't a single coin or question block for the rest of the level after the beginning, and both are necessary, especially in a somewhat difficult level like this. All in all, the level did incredibly good on what it DID do good, but it has a couple things that really drag down the quality in other ways.
    zlakerboy357 (6.6/10)
    • An okay easy level. The music and the GFXs was fitting well together and I liked amount of BGOs you used. The level did a have a lack of Coins though. Suprisingly the were only 2 Dragons Coins I think it should've been 3 or 5. The Skull Raft was pretty fun as well, but a bit gltichy. Overall, great job!
22. ap3jmpt - Deepsea Ruins - 7.06/10
  • Bomber57 (8/10)
    • This was a very great level. It implemented several elements from NSMB for the Wii U. very well. The first section was pretty normal, the sheet ghosts that turned into different enemies were cool. Then when you got to the underwater section, a lot of the cool custom enemies showed up. The light jellyfish, the jumping skeleton sharks, and the giant angler fish were pretty cool. I wasn't too much of a fan of the monochrome blue for the overworld tileset, the blue tones didn't stand out against each other too well in the grass. I also wasn't a fan of how the switch block to the secret star is located before the checkpoint, so you have to basically do the whole level without dying. This can be tough in the second section, where there are a good number of a variety of enemies after you. The difficulty felt fair, but parts of the vertical section with the checkpoint were a little too tough. A well done level overall.
    Chad (6.2/10)
    • I had a lot of fun with the first area. It's a nice remake of NSLU's underwater ruins theme with a similar design style and atmosphere, with a complex layout and nice enemy placement/variety. Aside from the water limiting the Lotus fire and the Eerie you can't even spin-jump on for some reason, the first part of the level is great. But after that, things started getting rough. The darkness section ends up being luck-based when you're not under the jellyfish, and excessively cramped on top of that. The checkpoint should probably be before that section rather than after. I liked the Blargg/shark things, though. Blarggs work surprisingly well underwater, it seems. However, the checkpoint section is too narrow, like the section before it. The lantern fish make it near-impossible to pass without damage (although those parts would be fine without them), and the Thwomps are completely unindicated as such. I liked the Fishbone Rinkas and mini-Lotuses, though. Overall, the idea behind this level is a great one, but it needs some fine-tuning in terms of narrowness and enemy placement in order to be more enjoyable.
    Quill (7/10)
    • Interesting level! I loved the atmospheric, it was really cool. The stone statues were a little weird as when they are sideways, it's like the player is floating on them. This applies to enemies too. The underwater section with darkness is really cool as I haven't seen that gimmick in an underwater environment before. To improve it, make the place you enter illuminated as I struggled to find where I was initially and feared I would fall off screen. This also applies to the pipe you enter at the end as it took me a while to find it.
    TNTtimelord (6.5/10)
    • This is a fine level. Everything is tinted a dark blue and it doesn't look too bad. The background doesn't really give much of a "Deap sea" type of feel as it moreso gives a swampy ruins type of feel, at least until the ACTUAL underwater sections. The dark underwater section is really hard to navigate, especially if you're like me and you accidentally kill a jelectro. The second underwater section is, to me, the highlight of the level. It looks absolutely great, and the giant NPCs made by Squishy Rex really help to give it a deep underwater feel. If the space givesn was a bit larger, it would have been tons nicer.
    zlakerboy357 (7.6/10)
    • Cool little level. I liked the Stone Heads ya used and the level had cool sections. The complaint I got is that the Boos doesn't really fit. :/
21. Christian07 - This Level Has Extended Castle Graphics - 6.55/10
  • Bomber57 (7.25/10)
    • Keep up your attention! This was a pretty nice SMB1 castle level. It had some difficulty issues at points, but was pretty solid. The boss was hard unless you had a fire flower, and the same could be said for the first aquatic section. Poor obstacle and enemy placement was also an issue. At one point you had two spinies, a paragoomba, a fire bar, and a venus fire trap all near each other.
    Chad (7.5/10)
    • Wow, the design is pretty polished in this one! The uneven and complex layout is really effective for tricky enemy placement and jumps, and that's exactly what this level does. Great use is made of fences, firebars, extra effective Hammer Bros placement, line platforms, and a generally wide variety of SMB1 enemies. What impressed me most in this level is how deliberate every part of the layout seems to be, because the level manages to have optimal challenge in most areas. At least, usually. There are some isolated incidents that I felt were a bit much, like the cramped space around the 1up (and how touching the edge of the ground counts as lava due to its height), the surprise Firebar next to Section 2's Hammer Bro (it's right where you need to rush to in order to avoid it while being just outside the camera until you get there), some excess firebars at the end of the first underwater section, and the boss is basically "rush through and take a hit to win". But overall, I really liked the difficulty and structure of the level. Even the issues I pointed out aren't really serious (except perhaps for Bowser), and they're still doable. Good work on this.
    Quill (7/10)
    • Interesting level. It's a little on the lengthy side and some elements are repeated a bit, but the variety is still pretty cool. The sections with the climable net were pretty fun. The boss is hard to get past since the gap is so narrow and there's also a firebar there too.
    TNTtimelord (6.2/10)
    • The text boxes have some pretty amusing things to say. The last one also says LIES.
      Anyways, I can safely say you were not being very nice to the player when you made this level. It has a lot of VERY difficult aspects to it but it's also fair enough to where it doesn't get super frustrating. The spaces throughout the castle tend to be rather cramped in several areas. The platforms were a nice touch, but the lines have a slight bit of cutoff on them. I find it impossible to keep a powerup when you try to pass Bowser at the end, and I think that's a really stupid flaw.
    zlakerboy357 (8.1/10)
    • Great SMB1 castle level! I loved the atmosphere here as the level has alot of decoration. The design was non-linear and pretty fun. Some parts was too narrow like the first underwater section and a bit tricky. I really dislike the idea of having firebars underwater and riding platforms all the way is kinda boring. Otherwise great job!
Tier 7 Places 11-20
Spoiler: show
20. TheUltimativeKyogre - The Lava Sky - 7.26/10
  • Bomber57 (7/10)
    • This was a pretty nice level. Parts of it were cramped, and I was confused by the slippery mushrooms before I realized it was some sort of ash I guess. Slippery ash B). Anyway, there was one jump I had a lot of difficulty making because of a low ceiling. It was a little shorter than I expected, but I enjoyed playing the level.
    Chad (7.2/10)
    • This was good. The landforms and mushroom tiles are laid out nicely for some intriguing design and challenging jumps, while the level features gimmicks like excellently-placed cannons and disappearing platforms. The platforms are something I don't often see in levels, and you did them well, except that the sequences of 3 after the checkpoint are a bit hard to follow and result in jumping that feels slightly blind. There are also a few jumps toward the end that are slightly demanding because you have to perform them almost perfectly, and I would have liked to see a powerup at the start. Overall, this was a nice run. I liked the precision challenges and it's a comfortable difficulty and length.
    Quill (7.5/10)
    • I actually liked this level. It's fairly basic, but the disappearing and reappearing platforms added a lot of depth surprisingly and there was quite a bit of variety to back it up. It was sometimes difficult to predict where they would appear but most of the time they followed a clear pattern. Near the end, there's a tough jump that can easily be missed which is especially annoying as it's literally right before the star. The atmosphere was pretty nice overall though. Overall, you did a good job.
    TNTtimelord (6.8/10)
    • This is a rather unique take on Sednaiur's SMB1 lava land tileset I wasn't really expecting anyone to use, or at least as well as you did. All the NPCs were laid out just right so it was easy enough, and the items were set around very well. However, there are hardly any coins outside the item blocks, and the goomba doesn't have a death effect. This level also twists around a lot and I believe at one point there's a forked trail that ulimately leads to the end. Even though that happens, I would have appreciated an indication on where to go.
    zlakerboy357 (7.8/10)
    • What a fun SMB1 level. The was a lot of potential in this level. Most of NPCs had a missing death effect which look awkward. I find the SMB3 Mushroom disturbing as well. The design was really fun though as the level had some cool gimmicks. Some parts was a bit too narrow though, but overall great job on the level!
19. as303298 - Volcanic Caverns - 7.46/10
  • Bomber57 (5/10)
    • The level looks rather nice, but the gameplay falls rather flat. You manage to give the caves a good natural look in terms of form, but the actual level design has some issues. There were a few cramped areas. At the bottom of the 2nd section with the rising and falling lava there were very few safespots. In the lava chase section, if you start at the wrong time the rising and falling platforms will be out of reach and will lead to your untimely doom. Also the level doesn't end in a star.
    Chad (9.4/10)
    • Great lava level! This level features expert Podoboo and Lotus placement and an interesting reliance on Purple Yoshi consistently. It's rare, but nice to see gimmicks involving him. The rising and falling platform layers have excellent execution and indication, requiring precise maneuvering in a fairly challenging way. The eruption area is similarly nice to play, as while the section does make you wait for some platforms, the lava's at the perfect speed to give you time to get there. It's still fast enough to make you rush, and it does allow some time for player error, so you really couldn't have picked a better speed for the lava in this area. The layout of the level is fairly complex as a whole, enabling exploration and looking detailed while doing it. Each area is structurally fitting for the task at hand, and the enemy placement is overall quite good. The only thing I'd complain about is that Purple Yoshi shouldn't rely so much on duck-jumping, as rocketing downward into the lava is not a fun way to end one's life. You can technically do the level without that, but then you might die from hitting your head on the ceiling and wrecking your jump that way. I still really like the precision in this level, but it deserves mild adjustment. As a whole though, I'm impressed with how this is laid out. You forgot to end the level in a star, however.
    Quill (7/10)
    • Neat level. It's fairly generic, but the design was pretty good and kept me interested. I liked the use of the Purple Yoshi in the level, it added something unique to the experience. I also liked the platforms that shaked before sinking, that was a pretty nice touch. They were used effectively in the lava rising segment, though the rest of that section was pretty easy.
    TNTtimelord (7.9/10)
    • I'd say this probably wouldn't have been a very exciting level, but I was really into how you used the moving layers on the red platforms, as if they were shaking and breaking apart into the lava.
      This was a decently decorated level, with enough coins and items to keep the player happy. The enemies also fit very well and the atmosphere really seemed to give off an actual evil vibe to this level, and I thought it worked out very well. Some parts in the level, however, were kind of cramped, like towards the beginning with the moving up and down lava. The moving upward section was a very nice touch and I liked it a lot, but I timed out at it because of power ups hitting lava and all that. Stilll a pretty decent level.
    zlakerboy357 (8/10)
    • Cool lava level. I liked the Purple Yoshi gimmick in this level and how you used it. The level has a great amount of BGOs and a teriffic musical choice. The design was non-linear and really fun. The level had a lack of enemy variety though. Otherwise great job!
18. bulletbill43 - Bowser's Furious Volcano - 7.46/10
  • Bomber57 (7/10)
    • An interesting yet basic Volcano level. I liked how grabbing the red coins revealed hidden areas. The level was fair throughout except for one point where there was a jumping paragoomba in a very cramped spot. It was practically impossible to dodge unless you could kill it with a fire flower. This level is also severely lacking in Bowser unfortunately. No, that wasn't a serious criticism. Good level overall.
    Chad (7.8/10)
    • Great volcano! It's really tricky as to be expected of a lava level, and it's full of a lot of interesting stuff like moving parts, exploration, difficult jumps, secret areas, and a ton of expertly-designed skull raft runs. That last one especially is done extremely well here. I also enjoyed the secret star, as it's difficult to keep a springboard through a path like that. It's a fair challenge, and you're properly rewarded for it. Apart from the gimmicks, the core layout of the level is great. It's got a nice shape to it that's very well suited for the challenges in each area. One thing that bugged me, though, was the placement of jumping enemies and Swoopers in the final room. Low ceilings and jumping enemies mix really badly, requiring you to either take a hit or wait for an opportunity to get through when the skull raft doesn't allow you enough time for that. The Swoopers there are also placed so that whenever you jump up onto a new chunk of land, there's one ready to hit you right in the face. That area would have been better if you stuck to just walking enemies. But overall, this is enjoyable and well-made.
    Quill (7/10)
    • Neat level. It was pretty fun. The alternate paths seem a bit pointless as the left one doesn't actually lead you anywhere apart from a dragon coin, at least from what I saw. Most of the design is fairly generic; there's lots of reused enemies and lots of skull rides. Try to spice things up a little bit. The bit at the end with the changed music is odd as you'd think lava would be chasing you or something, but there's none, unless I really outsped it.
    TNTtimelord (8/10)
    • Nice level. The music fit pretty well, everything graphically looked great. The design was decent overal, although the skull rafts were murder, especially coupled with the lag from my terrible computer. There were also a couple leap of faiths towards the middle of the levels that both got me. The last thing you want to put in front of a player in a lava based level is a leap of faith. For the rest of the regular sections, I absolutely loved the design, and it even reminded me of some of the levels in Chad's episode! The space in the tunnels was just right, the red coins concealing buried areas was great, and the general standards of a level, like coins and question blocks, were all placed perfectly. Overall, this is very fine level indeed.
    zlakerboy357 (7.5/10)
    • Cool lava level! I liked the challenges and the events here was well used! I liked the idea of the Red Coins reveling secrets. The level had a good amount of BGOs and they were all a great choice and I really liked the music here as well. The NPC placement was pretty cool and I liked the challenges here. They were secrets and collectibles here which was nice. This is a pretty good level and I didn't find any flaws, however the level didn't have any mind-blowing stuff.
17. Waddle Derp - Athletic Adventure - 7.46/10
  • Bomber57 (7.5/10)
    • This level looked nice and felt real nice to play. Sadly, it is actually pretty short. I found the Plane Guys to be a real neat concept. I'm not entirely sure what the idea behind the secret star was, as getting it wasn't hard. I guess there might not have been a trick to it. The boss was alright, just a plane guy that drops bombs. It's rather high up, so it's real hard to get to with the bombs. There are two platforms below the boss that Mario can't get up to, so I assume they exist to block the bombs. The third phase has the boss shooting bombs instead of dropping them, meaning the player has to catch them in midair. Or, this would be the case if not for the fact that the boss can shoot the platform and kill itself.
    Chad (7.4/10)
    • This is a pretty good level. The theme is charming, and I like the nonessential exploration. You let players choose whether they want to wander to collect more items, or just go straight to the next area. The level's pretty simple and the secrets aren't hard to find, but it's a nice tradeoff for the platforms being interestingly spread out, in a scattered way that suits a sky theme well. It presents a pleasant difficulty while still keeping the player engaged. The applications of the YI ? clouds and blue bricks are good, and the boss is fun as well. I like how the bombs he drops change the firing method at the end of the battle, as it's a subtle difference but an important change in how you have to react. The level's comfortably short, so this would be a great choice to play if you feel like playing something that isn't stressful or time-consuming, but also gives you some minor challenge and exploration. However, I do think the boss should look different from a normal enemy, but that's a minor gripe, as it still functions great. Nice work on this.
    Quill (6.5/10)
    • This was a neat little level. It was pretty short and ended before it had really begun, but what I played offered some nice variety. The boss was surprisingly fun, though when the bombs turn into projectiles, it becomes much more difficult to grab them. I ended up waiting around for a while as when the bomb hit the cloud, the explosion managed to kill the boss which was kinda funny. That should be fixed though.
    Valtteri (8/10)
    • This is a neat level, albeit quite short. It's beautiful and I can't come up with any particular game play flaws. The boss isn't too special but it works.
    zlakerboy357 (7.9/10)
    • Great level! The atmosphere in this level is amazing as it had moving fogs, the BG looked beautiful and the level. The clouds you could stand on looked beautiful and the music was great! The grass tileset doesn't really fit in my opinion. The gameplay and design was pretty cool and the idea of the Red ?-Clouds and the green was a great addition. The design wasn't straight forword (linear) as the player had to go all kind of directions. The boss in other hand needed to be improved as it stood out. The boss was basically just to throw bombs at him. Overall great job!
16. fireflowerhour - Forest of Oinks - 7.48/10
  • Bomber57 (7.5/10)
    • This was a really good level! I liked how you mixed the castle tileset with the overworld tileset. I was also a fan of the little side areas you added within blocks for details, just various enemies hanging out in some scenery. The gameplay was pretty good throughout. The only thing that bothered me with this level was the arena section. It acts as an alternate path, except when you are dropped in there is no message or explanation as to what you were just put into. The arena is also a little slow, and honestly it is longer than the alternate path! Ah well, no major issue otherwise. Good work!
    Chad (7/10)
    • This is a charming little level. I'm liking how it's sort of a hybrid of forest and castle parts, with a lot of neat interior details and lively design. The difficulty and gameplay are pleasant, and the climbing and line platform sections are quite well made with an intriguing challenge to them. The overall structure is narrow, but not restrictively so. It requires some precise maneuvering in nice moderation. The kill room is interesting, but sort of time consuming. The generators are really slow, and once the Buzzy Beetles start coming out, you can just keep a shell moving through the middle. Boom-Boom's starting position isn't very good, because if you happen to be on the right, that's an instant hit. You don't know he's coming, so you can't anticipate it. He could generate from where the pipe was, then the generator could shut off once he's out. The room didn't really build up to anything, either. I would have expected a second star or something. Also, the instant warp near the start isn't hidden in a very good way. That type of location usually doesn't mean anything, especially since there are more places like that which aren't significant. Overall though, it's a pleasant level. It's got pretty decoration, fun platforming, and a fairly good layout.
    Quill (8.5/10)
    • This level is strangely amazing. I don't know how to really describe it, but the way this level is crafted is superb. I really liked the areas hidden away within the ground, those were a super neat touch. Some parts felt a little too plain though and the lakitu was a little annoying to deal with. That might just be me though. Overall though, good job! I really enjoyed it.
    TNTtimelord (7.4/10)
    • This was a pretty amusing level. With all the piggies from Angry Birds, the level name was not only clever and somewhat funny but also relevant. There wasn't too much consistency to it, especially with all the random castle areas that didn't contribute much to the FOREST part of the level, but those parts still stayed high up in quality. The design and NPCs all themselves weren't that bad and I thought the coin and dragon coin placements were all nice and fair.
    zlakerboy357 (7/10)
    • Nice little forest level. I liked the BGOs you used, expect for the SMB2 waterfalls though. Same goes with the SMB3 Cave BG in Section 2 and the SMB3 Airship tileset. Some parts of the level had a lack of BGOs though. The design wasn't really special as I couldn't really see any cool gameplay elements. Otherwise good job!
15. Valtteri - Skyward Castle - 7.62/10
  • Bomber57 (7.6/10)
    • I found that I liked the indoor sections more than the outdoor one. It was mostly because they looked nicer and weren't so hard. The outdoor sections either had difficult enemy placement or too many enemies at once. Otherwise, the level was pretty average. I don't have much else to say about it really.
    Chad (6.510)
    • Interesting level. I really like its structure, as the general upward climb and platforming were pretty fun and quite well made. Its layout and visuals make it feel nicely polished, and I like the consistent alternation between clouds and fortress. There's a good variety of enemies, and I especially liked the parts with the Nippers, as they made their areas entertainingly tricky. The general difficulty of the level is very inconsistent, though. One minute you're just having an easy time with Goombas and Koopas, and the next you're avoiding homing Bullet Bills, Roto-discs, and venus trap fireballs all at once. There were also a few annoying hazard placements as well, like when you put a Firebar and Roto-disc in the same vicinity as each other, or have extremely unnoticeable falling spikes that require instant reactions while you're dealing with other hazards. You even put those on a generator during the (otherwise good) boss. Overall, I like the design, but the enemy placements and difficulty could use some fine-tuning.
    Quill (7/10)
    • Nice level. I liked some of the alternate paths available, it gave a more open and explorative feel to the level. I liked how it kept switching from inside to outside the castle, that a unique touch. Cut down on the roto-discs and firebars, there seemed to be a huge amount of them. The boss was pretty ordinary, nothing too special. Overall, decent level.
    TNTtimelord (8/10)
    • Very nice job giving the level a classic SMB3 styled kind of feel to it. Although I was lost most of the time, this was still a nice, fun, expansive level to play. Although the NPCs were kind of all over the place on placement, I thought it had a fair difficulty to it. There's plenty of coins and items so the player should be able to stay alive pretty well. I was rather disappointed when I couldn't destroy the SMB3 outside brick castles, as that carnage would have been so much fun to create (I'm not taking any points off for this though)!
      The inside castle parts were nice enough, but the music didn't really transition well from the tranquil cloudy outside.
    zlakerboy357 (9/10)
    • An amazing level. I loved the extenstion of the SMB3 Cloud tileset and the BGOs in the castle was amazing. I really dislike using the NSMB Overworld theme in the cloud area The placement of everything was pretty neat as well. Some collectibles would be nice though as it would've added some replay valvue. One last complaint is that the I really dislike having Piranha Plants inside the castle. Otherwise great job!
14. HenryRichard - Moonwalk Cola - 7.71/10
  • Bomber57 (7.5/10)
    • This is an entertaining level where all of the enemies infest a Coca Cola building and moonwalk. Some parts were a little tough, specifically those involving the antigravity cola. Otherwise, the level was pretty straightforward with a nice theme and some good humor too! I can't figure out the puzzle for the hidden star for the life of me, but trust me when I say it didn't affect the score at all.
    Chad (8.3/10)
    • This was an amusing and really fun level! The gimmick is silly, but the design is serious. It takes serious skill to walk backwards but still turn around at edges. I really like how the level starts you at a door, and the lively construction of the inside looks and plays quite nicely. The swimmable parts are cool and strategically placed. I like how the level gives you items when defeating each boss to unlock previous areas, and the level's not long enough for that to be tedious. The second star is quite cleverly hidden, too. I didn't especially care for the surprise shell kicker, though. It happens very instantly with almost no reaction time. Also, the crates look solid when they're not, and the item blocks blend in with the background a little. I also thought the checkpoint was a level-end sphere, so I avoided it needlessly because I wanted to explore more. I think a different graphic should have been used. Otherwise, pretty interesting and funny level. The only issues present are minor and it was otherwise quite enjoyable!
    Quill (7/10)
    • Really unique level. The moonwalking thing didn't really add much, but I noticed it did make me a think a little more to make sure I was acting correctly. That's pretty cool. In the section where you have to disrupt the turn block, it's possible to get stuck once you go down and exit through the pipe again if you lack a key. Aw.
    TNTtimelord (8.3/10)
    • I was actually laughing at the backwards NPCs. There was absolutely no reason behind that, but it was absolutely hilarious! All the boss battles were kind of unnecessary but nonetheless they graphically fit and they were decently laid out. The bosses themselves couldn't be broken, but if you had a yoshi the player can talk to the koopa on the top and trigger the event to spawn the items he gives to you. The SMB2 recolored SMB3 stuff looked pretty good with the exception of the hills, which looked rather ugly and awkward with the bad shading.
    zlakerboy357 (7.45/10)
    • Silly little level. The idea of making mostly every enemy moonwalking was pretty cool to be honest. Most of the GFXs was SMB2 recolored and I'm pretty impressed. There are some flaws with the moonwalking enemies and some of the GFXs wasn't SMB2 recolored and I really feel it doesn't fit with the level's enviormment or style. The SMB2 recolored SMW Blue Beach Koopa kicked the shell from the back and it looks extremely weird. The design was pretty cool though and I liked music ya used here. Great job on the level!
13. zlakerboy357 - PGE Flagship - 7.73/10
  • Bomber57 (7.25/10)
    • Wow, simply wow. This was such an amazing level. The graphics are beautiful, and the design is great. Well, mostly. There are several glaring flaws that this level has. The first is the distance between the start and the checkpoint. It isn't an issue since the first two sections aren't too bad if you take your time, but it's hard when the third section has such precarious jumps. Then comes the biggest flaw in the whole level. There is a section where you are chased by a Lakitu that launches Thunder (bombs) at the player, who is standing on breakable platforms. The section is full of enemies and pits, and to progress they must collect a large number of red coins in this section to open a barrier at the end. There are literally no safe points between the start pipe and the end pipe, so the player has to keep moving to avoid enemies and explosions. The yoshi section was pretty strong, but after eating the three golden fruits there seemed to be no way to get to the secret star. Finally, the boss is unbeatable. When you beat the third wave of enemies, nothing happens. It seems to be an error in the events, which I am NOT going to waste my time fixing for you. In the end, it was a good level brought down by flaws and missed potential.
    Chad (6.4/10)
    • This is an incredibly ambitious level, with some immense and complicated design and an enormous amount of gimmicks. The Berry Blocks are great ideas, the Lakitu bosses are impressively creative, the line-guided fences are neat and well-placed, the P-switches have unique applications, the Gold Berries are unusual secrets, and the lightning bolt generators are a really good hazard for this place. The layout of the level is overflowing with detail and complexity, and a ton of variety. What this level sets out to do is really impressive, and has a lot of creative ideas. The structure of the level is gorgeous, too. But sadly, this is way, way too much. It felt like it tried to be several levels in one. It just kept pushing and wouldn't stop. The level honestly could have ended just fine after the red coins, because I really enjoyed that idea and everything up to that point, and it would have finished on a high note. Deleting everything after it would probably eliminate the Section 3 lag, too. The Yoshi section is similarly laggy, and since those two sections are the largest, it felt like 90% of the gameplay was lag. Disabling frameskip did help though, as my pace would be very consistent (even if super slow), but you'll make players quit out of the game to disable it. Yoshi is also given way too many berries to eat, and a hurtful type is unnecessary. I didn't like the one-chance P-switch run, or the second one that required incredible speed and precision at the same time. If you haven't gotten all 3 Gold Berries for the secret star before entering the boss pipe, then you miss your chance to keep trying, because you can't go back. But even if you do get all of them, the star appears in an undisclosed location that is actually unreachable because you can't eat the purple berries down there. The last boss is insanely difficult, while also being repetitive because there are too many waves of Super Koopas (that often despawn), and killing the last wave doesn't even do anything. You are unable to finish the level. If you die, all of this must be repeated because the checkpoint's super early in. I'm sorry, I just couldn't enjoy this. It tried way too hard and the overall execution is just unpleasant. This would have scored much higher if the length, difficulty, and gimmicks were all more reasonable and if the stars were actually possible to collect.
    Quill (6.5/10)
    • I don't know why you submitted this level if you knew Section 3 was broken as hell. You need to find what's causing the lag and fix it. I'd say it might be the massive overload of moving and attached layers in that section. From what I played, it's a good level, but this ruins it quite a bit for me.
    TNTtimelord (8.5/10)
    • This level does a flawless job conveying a real true SMW feel to a level. It's got just about everything a SMW level needs, graphically, design wise, and item wise. Different colored coin tricks, the use of yoshi to eat berry blocks and advance, and a really annoying thunder lakitu. The design to this level is truly fantastic and damn near winner material. There's literally only one problem I have with this level, but it's also a really big problem: the boss. It goes on for way too long and it's not even completable anyways because the super koopas despawn and I can't find them all to kill them, not allowing me to advance into the next phase. I'd like to give this a 10, but that's a real major issue that I can't even beat the boss because of that.
    Valtteri (10/10)
    • This level is filled with creative mechanics! The storm clouds, the lightnings, the fences attached to those line machines from SMW... Clearly a course in Mario Kart 8 inspired this level and it works really well! I like it very much. The level is built most artistically, too. It looks gorgeous. I jumped on a random platform and a 1-up came out of a pipe. Just ingenious, I thought that was awesome! And the Lakithunder miniboss was really creative, I'm speechless. The boss or the secret star clearly weren't tested properly but I'm willing to forgive you, they're easy to fix. Keep up the splendid work!
12. GameClip477 - Blue Desert Dunes - 8/10
  • Bomber57 (7.5/10)
    • This was a pretty nice desert level. The monochrome blue placed on every graphic was soothing to the eyes and went rather well with the music. I enjoyed the small side sections in the first stretch of the level. The ruins part of the level was alright. I had issues with the rising spike section because, even though you know what is coming, it is rather sudden. Also, the jumps toward the top of that section are very difficult and you could easily hit your head as big mario and fall into the rising spikes. The boss was annoying because of the Shy Guys in the second phase. You had no good position to stand that would allow them to spawn and allow you to get to them in time before they walked off into the quicksand. Also, if you stood on the middle two platforms in that phase the boss couldn't attack you because it would be floating in the ceiling blocks, preventing it from throwing fireballs at you. A good level with an alright second half and boss.
    Chad (7.6/10)
    • Great level! It introduces itself like a standard desert level with a deep atmosphere, but it gradually unfolds into a little story, with mystery-themed gimmicks and treasure hunting. The level design does a great job of transitioning the player into this, by starting off simple and linear with a few minor bonus rooms, then adding some exploration and puzzle-solving, until you finally end up inside a temple that's filled to the brim with various traps and obstacles. The interior sections are my favorite part, as they have the most going on for them. A door maze, rising spike trap, secret door leading to the final boss, plus some precise and tricky but reasonable climbing are all a great variety. The cutscenes are nicely done, too. One aspect of the level disappoints me though, and that's the boss. It's a good idea, and I like how the arena's set up and how it changes, but it's made unenjoyable by the Shy Guy generators. Each one dies extremely fast after it spawns, so you have to react perfectly in order to grab one. That's extremely difficult to pay attention to while Fiery Wisp is flying just overhead. Even if you do manage to grab one, sometimes a fireball will kill it in your hand. If all you did was set Shy Guy to turn around at edges, this boss would be so much better. Also, because of the ceiling, sometimes Wisp will just stop throwing fire for a while. The checkpoint should also be closer to the boss, and I also didn't care for how abruptly the spike trap starts. The speed is fine, but you need to initially react really fast. Other than those though, this was a pretty impressive level.
    Quill (8.5/10)
    • Wow, what an amazingly atmospheric level. You really nailed that mysterious feel, especially with the puzzles, though the 4 doors one was more trial and error than anything else and I didn't see any indication to what doors you had to pick. Overall though, great job. There's a lot of variety. The boss is pretty good, but the shy guys are a pain since it's so easy for them to fall in the quicksand as you don't have much time to react and pick them up. Other than that, good job!
    TNTtimelord (8.5/10)
    • Great monotone level! It has a deep icy, cold desert feel to it and it gets even better when you start implementing the ruins atmosphere, because that works even better! Coin placement is great, NPC placement is great, and the monotone really helps make the SMB2 styled stuff fit in well. The level had a great length, design, and gameplay. Although, one of the issues I had was awkward placement of nippers. I also had trouble distinguishing what quicksand I could get stuck in and what was just regular BGOs. The boss was also rather boring because the generator was moving ungodly slow and it was very easy to dodge the projectiles. Nice attempt though as it still fits with the entire atmosphere. One more thing: Max looks a lot better now! ;)
    zlakerboy357 (7.9/10)
    • Cool level. Everything was recolored blue and the level was pretty looking. It had a good amount of BGOs and the NPC placment was pretty good as well. The level had a lot of potential as there were challenges in most of the sections. The boss was well made as well. I got some complaints though. The pipes had a different type of colors than the most of the GFXs in the level. And I did see soem cutoffs in Section 17. Otherwise great job on the level.
11. SuperMario7 - Pirate Paradise - 8.13/10
  • Bomber57 (9.25/10)
    • Astounding. This level really gave me the feel that I was going around a pirate cove. Even though the enemies weren't really pirate themed, the level sure felt like a place pirates would reside. The sections and enemy placement were really good. The level was nice and relaxing, but parts were a little hectic and even a little more difficult than they should have been, such as the part where there are both bombs firing at a fast pace and fire to worry about. Then comes a really innovative Lakitu Shoe section, which functions like the Rocket Barrels from DKCR (and even has the music to boot!). At first I found the muncher tunnels a little unfair, but that was before I realized I could just slide over the bottom munchers since Mario was in, well, a shoe. Great level, and great job!
    Chad (8/10)
    • I liked this level. It's a pleasant, but reasonably tricky grassy island level that's an interesting blend of ordinary enemies and ship attacks. The geysers and Munchers are good features to liven up the gameplay, too. It features some nice exploration and great overall detail and structure. The second half is a pretty creative and involves an impressive and unique gimmick. It's essentially a flight autoscroll mechanic, and it's quite well done. Putting the checkpoint just before it and having the level end after it is thoughtful too, because introducing a new idea like that probably does deserve to be its own half of the level. Only issue with that though is that players can use it in the hub to break other levels. But as a whole, this was a really nice level to play.
    Quill (7.5/10)
    • This is a good level. Sections are nicely designed and switch blocks aren't much of a hassle to find. My big issue is that a lot of the sections look and act the same. They have the same type of terrain, the same enemies, the same hazards etc. Add some more variety to these sections. The Lakitu's Shoe section was a creative idea, but I think it went a little too fast.
    TNTtimelord (7.4/10)
    • Beautifully designed level. Every single BGO fits perfectly in the environment, and it feels like just about every single one is placed in JUST the right spot. NPC placement, coins and items, all done very well. I didn't see much of a purpose for the giant cheep cheeps sitting on the top of the geisers, though. The pirate ships and the cannon pipes were a nice touch considering it's a pirate styled level and they do fit very well in with the atmosphere. The Lakitu Boot ending felt very out of place, and it wasn't even that exciting to play considering for the most part all I did was press one button as the momentum kept me going the entire way, and pretty slowly as well. The entire atmosphere also got COMPLETELY trashed when the water geisers started taking damage like mother brain when I sent a shell through them.
    zlakerboy357 (8.5/10)
    • Decent level. The level looks amazing as it has alot decoration. The music was a great choice as well and the BG as well. The tileset was looking great as well so I'm guessing SuperMario7 made this level. Anyway the design was cool however I couldn't see any new gameplay elements here to be really honest. The projectiling bombs was a cool idea though. Overall cool level!
Tier 8 Places 3-10
Spoiler: show
10. h2643 - PGE Woody Forest - 8.19/10
  • Bomber57 (8.75/10)
    • What an enjoyable level. The graphics had a cartoony theme and looked real good. The level design was also really great, but I got lost real easy. A lot of the jumps were also pretty distant, and you had to jump just the right way to make it. I also wasn't happy that getting to the puzzle area for the secret star required a couple blind drops to find the pipe tucked away somewhere. The puzzle itself was done pretty well, except for the fact that the log under the house didn't seem like you could lift it. The bosses of this level were fine. Pretty nice level overall.
    Chad (7.3/10)
    • Pretty good stuff. The atmosphere is gorgeous, and I like how the level goes from simple linear platforming to an open swamp that you explore from top to bottom. There's definitely some interesting challenge in each part, although I didn't care for the projectile bone fish or falling moles in upward platforming areas. Both are extremely sudden surprise enemies, especially on the branch raft where one flies up at you the second you land on it, or when one launches into you as you're performing a long jump. Surviving on the raft basically requires constant spin-jumping as you wait for it to reach its destination. Springboarding to the distant island is also a considerable leap of faith, and the note block that follows will force you to die if the Paratroopa there's dead. The secret star is pretty cleverly devised, though. The puzzle there is quite tricky to figure out, and it feels rewarding when you finally do. However, the grabbable block really threw me off. It just looks like an ordinary block, so I looked everywhere for a switch until I finally just grabbed it in the editor to see what it even was. Having the P-switch generate would be helpful, too. Also, the jumps involved with reaching the general area really have to be perfect, and that's a bit too demanding. The bosses are excellent, though. Moderately difficult, but within reason and not too long. The shortcut back to the main boss from the cave is nice, too. Overall though, this is a good level, just with some inconveniences here and there with enemy placements and jumps, as well as that unindicated block leading to the second star.
    Quill (7.5/10)
    • Nice level. There's quite a nice and cheerful atmosphere in this level. I liked how you advanced up and unlocked new areas of the tree, though falling down is very costly to the player since you lose a ton of progress especially if you do not have the checkpoint. The boss is kinda meh and not that interesting. I don't think the boss fits the level either. I liked the alternate paths you offered through the level. There were some nice secrets to find too. Overall, good job.
    TNTtimelord (8.9/10)
    • Very nice job on keeping a happy forest kind of atmosphere in here. I especially love the SMW redrawn graphics as they fit very well in the style. Coins and items are plentiful in the level, which is good because I lost them and needed to replenish quite a bit. The inside tree sections were a very smart addition and they also were great! Towards the end, it felt pretty obvious you were running out of time and rushed it, however.
    zlakerboy357 (8.5/10)
    • Cool level. This level took alot of inspiartion from TSRPR2 and the atmosphere was pertty great as the level had alot of BGOs and a great musical choice. I've seen the idea of Poison Water before insta-killing the player, HOWEVER you were able to make it hurt the player. The design was pretty fun and the gameplay was pretty neat. Coin Placement was pretty good, but the boss was tediously made. I really found it easy and boring. Overall great job!
9. Blueoak - Cyber Maze - 8.32/10
  • Bomber57 (7.5/10)
    • I really enjoyed this level. The idea of switching between the lava and water sections to progress was pretty neat. My favorite part was probably the memory leak after the checkpoint. Some parts of that last segment were a little unfair, such as the swimming podoboos and no clear definition of where the water started and ended. Also, the Jelectro hallway to get the switch is unfair because it basically requires the player to be small mario, and is even then unfairly difficult. A pretty good level overall.
    Chad (8.7/10)
    • This is a theme I wasn't expecting to see return. The level is designed in a moderately tricky fashion which makes for some fun obstacles, but I was more impressed by the rooms that alternate between water and lava. That's fairly creative, and I like how each room changed pathways along with the theme but remained structurally the same. You pull this off with several different gimmicks, such as swimming around Jelectros and Podoboo-hopping, as well as toggling switches and generators. The second half was pretty cool as well, the visuals and gimmicks were all mixed around in ways that would be really unfitting and weird under any other circumstances, but it makes sense for essentially being inside a malfunctioning computer. The atmosphere backs up this logic, so the whole thing just works well. However, the double music start for that half of the level is unnecessary (even with that logic) and the swimming Podoboos kept bumping into each other and surfaces which made them impossible to pass without taking a hit. But other than that, I enjoyed this.
    Quill (7.5/10)
    • That was actually really creative. The lava <-> water gimmick has been overused to death, but having it activate by going through doors was oddly clever. I liked how they overlapped each other in the ending sequence and you went through past areas but they were different yet still recognisable. The doors were kinda hard to understand as doors of the same colour could go to the opposite version of the room or to another room entirely, which made things a little confusing. Overall, good job.
    TNTtimelord (8.5/10)
    • Wow, very interesting water vs lava concept you have here, going on in a cyber space type of environment. Everything looks great and the atmosphere is very strong, playing on the fact you're going through a program that shifts back and forth between water and lava in the black medium, and when the glitch occurs, the water and lava sections ingeniously clash together creating a couple amazing gimmicks that would be frowned upon in normal circumstances. Coins and question blocks were somewhat scarce and it was rather hard to dodge jelectros as Big Mario, but it was nonetheless a very enjoyable level.
    zlakerboy357 (9.4/10)
    • Neat concept ya got there! The idea of letting colors to choose what kind of gimmicks for each section is awesome! The music is a great as it gives the player this cyber atmosphere or whatever call it lol. The level is designed pretty as most levels I've seen, however thanks to the gimmick you introduced to the level you made it really fun to play. I loved the chase in the level, though some parts of the level is a bit too narrow and the tileset you used in the first doesn't really look good with the BGOs and the BG. Otherwise great job!
8. TNTtimelord - Forested Flight - 8.35/10
  • Bomber57 (9.75/10)
    • Frozen music 10/10 contest winner. That aside, this was a simply astounding level. The two tilesets mix together beautifully and the way the level is designed really gives the player the feeling of climbing around at a very high elevation. The level is pretty vast and has a lot of exploration, but sadly it's downfall is that there is no reward for exploring besides dragon coins. With the size of the level, I'm sure you could have put in a 2nd star for collecting things around the level. Ah well, this level was very well done.
    Chad (7.5/10)
    • This is a pretty gorgeous level! I like the tileset mix and decoration, as well as the overall elaborate design and layout. There's a bunch of switches that do some cool things like turn into platforms or toggle clouds, there's some nicely hidden secrets, the bubble items are a nice touch, and the general gameplay is quite pleasant. However, what I think might have been an oversight on your part is that the initial cloud layer settings are the opposite of what you may have intended, because layers 2 and 4 are active at the start while 1 and 3 are not. This often made the switches feel unnecessary, appear not to do anything, complicate the route, create blind jumps/dead ends, and just create a general feeling of wandering because the general path no longer made sense. Upon post-gameplay inspection, checking the starting layers and imagining them reversed really put all the pieces together. After the checkpoint, it seems to work fine, but before that was needlessly confusing. Also, the Hammer Bro/Hoopster combination in upper Section 2 is nearly unavoidable, and for some reason the level has a lag spike right at the very end when it otherwise plays really smooth. The level's quite good, but has a little bit of weirdness here and there.
    Quill (7.5/10)
    • Nice level. I liked the gimmick with the switches turning into platforms, but they were often difficult to land on with Mario. I liked the alternate paths, but most of the time they would lead to a powerup which wasn't worth it since it took so long to get to it. It's easy to mistake an alternate path for the normal route too. Some of the other switches which activated some more platforms were kinda pointless as they showed a layer which was next to the switch anyway. Why not just have the platforms available from the start? Hitting a switch to reveal them adds nothing. The music is incredibly unfitting and ruins the atmosphere completely. That song does not fit at all. Change it.
    Valtteri (8/10)
    • Excellent music choice. Frozen/10. I love the way this level is constructed. It plays well and it looks nice. My only complaint would be that it's a bit repetitive. Sometimes I got the feeling I had been to the place before. But it wasn't half too bad!
    zlakerboy357 (9/10)
    • Great level! The music and the GFXs was all a great choice and I loved it! The design was really fun as well and it was non-linear as well. There were some gaps that was too big for the player in my opinion. The level also had some cool gameplay elements like the blocks that turns into platforms when you hit them. Overall great job!
7. SnifitGuy - Exciting Expedition - 8.38/10
  • Bomber57 (7.5/10)
    • *groans* Touhou music... Anyway I found this level to be really nice. The graphics and design looked well and the airship section was unique. There were tons of cool gimmicks such as the storm clouds and the electric pipes, but sadly the storm clouds didn't get much of a spotlight. I found the little underlying story to be pretty neat and the pirate ship was another cool area. What I didn't like was the boss fight. The boss is incredibly hard to avoid and you can actually cause it to DESPAWN when the lava switches directions and you have to go back, essentially resetting the fight.
    Chad (9.2/10)
    • Awesome level! The mountainous design is high quality in this one, it's pretty elaborate and really detailed. The mechanical aspects are great, like the flamethrowers and levitating platforms, and especially the energy pipes. Even if the energy is essentially just brighter waterfalls, I still think they look great and serve a unique purpose. The level tells an interesting story as it takes you aboard huge airships with lovely layouts and appearances. I found it neat that the story explores the idea that yes, Bowser and his troops probably have a life outside of beating Mario and kidnapping Peach. The gameplay within the ships is just as good as the outside, with a moderate amount of exploration and switch-finding, along with being chased by a spike wall and some timing-based maneuvers. The idea behind the boss is especially impressive. The lava forces you to go back and forth across the room while being chased by a giant Podoboo. The way the fight is devised is quite clever and unique! There's a lot of potential for it being a thrilling yet balanced fight. However, I think it should have been tested a bit more. It's not terrible as it is, but it does have some issues. The boss despawns pretty easily, and sometimes you just can't get over or under it without taking damage. That second one's hard to avoid as it's mainly circumstantial, but you could provide a few leaves before the battle (and maybe slightly generated during, as they don't have the lava issue), as you almost need that to get over the boss sometimes. But other than that, great boss, excellent level. Also, it's worth noting that you don't have to hit the self-destruct switch, just take the pipe. It doesn't break anything, but it's a little silly!
    Quill (8/10)
    • Interesting level! I liked the battle between the airships. That was pretty cool. Giving you a small thank you for not making me fight a generic SMB3 Bowser. Thanks! The level design was fairly good, it has some nice highlights but it wasn't too special. I liked the boss though, but I think it would have been better if the lava didn't go back as it would take ages for you to get back to the bombs. I barely managed to beat the boss with my last bomb. Would have been annoying if I had to survive for a good minute before I got my projectiles back.
    TNTtimelord (9/10)
    • I cannot believe you used Star Wars music and made it fit hilariously well! This level was so much fun and it looked fantastic for the most part. The dark cloud, flamethrower, and electric pipes were fantastic gimmicks and all fit pretty well into the level's theme. The boss, airship parts also fit very well and made the level live up to its name. Coins and power-ups were aplenty and the different NPCs used for the different circumstances were also fantastic. Now you think that since I raved about everything else that there's no problem, right? WRONG! There were a select few very irritating jumps and the ending massive podoboo fight had WAY too little space for it to be fair considering there's the podoboo replacing mother brain set attached to a chasing koopa, and that was a complete nightmare to fight.
    zlakerboy357 (8.2/10)
    • The level was greatly made. It had a good amnout of BGOs and the music was pretty cool, though some cloud BGOs would be cool. The NPC placement was pretty well, however some arts of the level had a lack of Coins and some had a million of them. Another thing is that I really don't like having bushes inside caves like you did in the boss area. Both of the backgrounds there wa unfitting, but I really enjoyed the boss.
6. Bomber57 - Cursed Crater - 8.42/10
  • Chad (9.4/10)
    • Wow, this level is amazing! I'm really liking the haunted hell volcano theme you've got here. It's a unique hybrid of Mario themes, and I can't imagine better graphics and music to set the mood. The bones and enemies are really neat, and the decorative flames are great for the atmosphere of the level. The design is gorgeous as well, with plenty of variation in the landscapes and the offering of tricky enemy maneuvering. This is one of those levels where it's hard, but the placement of everything is just so carefully thought out that it really turns out fun. However, the level can really mess with the framerate at times, especially around the darkness area. I also don't care for forcing the player to be small during that, especially because I can't seem to make out what the reason is. The darkness gimmick itself is executed really well, though. It has a unique difficulty to it that requires some extra caution. The boss is excellent too, with a fight that matches the quality of this level's enemy placement. There's a lot of stuff coming at you from all sides, but there's also plenty of room to avoid them, which makes the fight a really well-balanced challenge. I was very impressed with this level.
    Quill (8/10)
    • Wow, this was a really good level! The design is fairly simple, yet there's lots of variety to keep every new section new and interesting. The dark section was super cool and it's a gimmick that's rarely seen. Good job for pulling it off, though you suggested small Mario makes it work better. Good job nevertheless. I especially liked how the lava was still visible. Nice touch. This might be nitpicking, but the section after that has completely flat lava. There's no variation despite the earlier sections having it. The boss was simple, yet interesting as you could jump on the enemies to get a better shot. The bob-omb spawns incorrectly and the boss could have used a few more attacks though.
    TNTtimelord (8.7/10)
    • Well this is definitely a new level, taking on the devious powers of Hellco! It was a fine level to play. The NPCs all stayed faithful to the quirky hellhole atmosphere. Mostly everything looked pretty good graphically and the design was unique because it took on a business corporation coming in and taking over the area. I'm so glad you made the lantern section incredibly easy because my FPS died more times than my character did (Which was none). I also liked the boss, though I kinda got irritaed by the beezos coming in at such a fast pace. Overall, it wasn't that hard of a level and it was really fun.
    Valtteri (8/10)
    • This is a really neat level with all the gimmicks like the lantern section. It's fun and interesting to play. My only complaint is the graphics. Frankly, I don't like them. Except for the pieces of flesh sticking out of pipes, those were cool. The things you chose to use just don't fit together. The sunglass Koopas seem random. And the outside background is ugly. Honestly the level would work so much better with a different set of graphics. But the gameplay's ok, so you're good.
    zlakerboy357 (8/10)
    • A decent level. The first half of the level is pretty much linear, but pretty fun. The level had alot of decoration like red bushes and bones. Great job on the dark area where you had to use the lamp to guide yourself through. The checkpoint though is a bit unbalanced as the first half of the level was longer than the second half. The boss was well made as well. However I really find it broring since it didn't have any phases. Otherwise cool level.
      Guess: Bluoak
5. GMarinaX - PGE Moonstone Inc. - 8.58/10
  • Bomber57 (8.25/10)
    • This level was really good. The barren moon surface felt really atmospheric, and I really loved how the story of the facility unraveled as you continued exploring. The level felt rather fair, but at one point I didn't realize that you had to go back to the biodome and go right to continue. Some of the enemies had poor placement in the icebox area. When I got to the final room the map graphic really gave the player the feeling that they are in a large facility, and you can easily recognize each room you have been through. The boss was alright, but a little unfair. In the first phase the player has to wait forever for the block to spawn, which can be a problem when the Green Holoboos (which take 3 hits) pile up. The second phase was odd. Once the first phase ended I wasn't sure if I should have jumped in the pit or not. Some arrows would have helped. The second phase of the boss was also difficult. It was hard to tell where the hitbox was for the graphic, and made it tough to maneuver around it. Besides these issues the level was quite good.
    Chad (8.2/10)
    • Wow, this level is amazing-looking! The high-tech computerized graphics are incredibly cool and the layout of the level matches gorgeously. I really like the super elaborate and complex design of the level, it really makes the place feel like a big and complete cyber fortress with a whole bunch of different themes. Unfortunately though, there were a few things that disappointed me. For one thing, enemy placement generally felt poor in some areas, like the basement and frozen storage area. There are frequently two or more enemies occupying a similar space in ways I couldn't reasonably avoid. The combined placements just didn't work at times, and part of the room would be too narrow for that. Outside these areas, the enemy placement is good and reasonably tricky, but it was a bit much in the aforementioned places. There's also no telling where to go next after you attempt to release the power source, leaving the player to essentially wander the entire level over again until discovering by sheer accident that part of the Biodome was unlocked. Then, there's the boss. The idea behind it is awesome, it's essentially a GLaDOS-type character that watches your every move and communicates with you throughout the level. The fights, however, aren't so good. The hitbox on the first phase is enormous, and you can't be sure if jumping in the required hole afterwards will result in death. The second phase is just standing by a tediously infrequent generator that's going to break the block against the Spark that you have no room to avoid. If you do succeed at beating the boss, it's still really time-consuming and repetitive. Unless you just hold it next to the boss, then the battle is pointlessly brief. No in-between. The cannons also kept throwing me off as scenery, and the coins and platform lines blend in with the white background. Overall, this level is graphically and structurally astounding! But it really does not handle some of its hazards well, and that brings it down somewhat.
    Quill (9/10)
    • Wow, great level! I loved the whole lore in addition to the overall design. It was very creative and I loved the logs too. They all added to the atmosphere a lot. The boss was pretty awesome, but it seemed to glitch out and it wasn't clear you had to follow him down. He's also really easy if you have an Ice Flower. Overall though, awesome job!
    TNTtimelord (9.7/10)
    • This is one hell of a level, and it's even required to explore the level, going back and forth to find the crazy security system. It's not nearly as massive as Flagship was but it's more "free to go anywhere" and you don't see that too often in a level, especially of one of this quality. Every single area looked a LOT like a legitimate lab, too, and the biodome was a very nice touch. The boss was also fantastic, but I really didn't like how there was no signal to go down the hole after the blocks break.
    zlakerboy357 (7.75/10)
    • Great level ya got there! Reminds alot of Sednaiur's CC8 entry Operation Star Snatcher. The level had alot of decoration however the YI Rock BGOs wasn't really a good choice. And I recommend use darker GFXs inside the moonbase. The level had good design and I enjoyed the cool gameplay elements ya added such as the Rinkar generater that follows ya. I really don't like having Giant Coins as a Dragon Coin though and having *BZZT* when you hit the explaination blocks. The boss was kinda cool, while the second part is pretty hard since the whole spider is covering the whole fence and it's not easy to get to the other side to attack the spider. And the misslie launchers didn't look like launchers. They looked like capules to me :/
4. Willhart - Fallout Wasteland - 8.73/10
  • Bomber57 (8/10)
    • I found this level really enjoyable. The SML styled graphics set the atmosphere flawlessly. The level manages to make so much out of so little. There are a few spots where the enemies were unfair, such as the random Skarmory Thwomp and the cramped area where you see the first Computer Birdo thing. The boss was simply astounding to look at, but fell short in terms of gameplay. The boss could literally kill itself with the bombs it shot and the Lairons that came out of its arms were tough to dodge. Also, considering the Pokemon enemies I know who made this level :>
    Chad (9/10)
    • Wow, this level felt so refreshingly different! It has such a unique and detailed style going for it, with impressively mazelike design that made the whole level feel like a fun puzzle. There's even a lot of effort put into the appearance of areas you don't really access. There was often some slight mystery involved in finding the next way to go, and the level is so elaborate about doing so. I also really like the simplistic colors and unique enemies, especially those Birdo-like things. Having the occasional hidden pipeline passage is also pretty neat, as it gives some added feeling of depth. The doors are a little hard to tell, though. The boss is also a bit of a pain. It's astoundingly detailed and neat-looking with an incredible animation, but the Lairon generators basically ruin it. One of them appears vaguely over your head, and there's little room to avoid them when you have the two generators going because you only have that little corner to avoid stuff in. It's also hard to predict where the boss's hitbox is, which doesn't help. If it was a singular instance spawning from towards the center, or if the generators were slower, it would have been a lot better. At least it sort of kills itself with its own bombs though, so I guess you have to survive long enough for that to happen. The Skarmory was annoying, too. It's a bird, it shouldn't come crashing down as a Thwomp. It's also unnecessary, being the only one of its kind in the level. I also noticed some ambiguity with which metal beams are solid and which aren't, as they have a similar width, but that's not too bad as it's not that difficult to tell and it's part of the puzzling aspect. So yeah, pretty impressive level, but the boss is completely unfun and even suicidal. Which is really too bad, because it would have been great if a couple things were adjusted slightly.
    Quill (9/10)
    • Well, this level wins in terms of atmosphere. It's really amazing. I loved how the level is almost like a puzzle, with small areas which you have to navigate correctly to find the door. It's really good. The boss looks amazing and that animation was jaw-dropping, though it's a bit dumb and kills itself over time. Oh well. Overall, good job! I really enjoyed it.
    TNTtimelord (8.9/10)
    • The freaking atmosphere in this level is just astounding and it REALLY made this very worthy of a high score. It flawlessly plays onto it's nuclear wasteland type of style and even though there are literally no coins or items here, I could tell this kind of style of a level really didn't need it. The greenish-gray monotone style, and so much more. The desolate industrial parts also looked fantastic, and the dead trees were also an amazing touch and fit perfectly, even if they were 1x1. Very unique level.
      However, the boss can hurt itself, if you didn't notice, so that amounted up to be an amusing but rather quality destroying end.
    zlakerboy357 (8.7/10)
    • Neat level. The atmosphere here was great and the level had a great amount of BGOs. The design was fairly non-linear and pretty cool as well. The idea of going through the pipes was cool as well. The boss in other hand was pretty bad as it could kill itself by shooting Bombs at himself. Otherwise great job! I loved the atmosphere here!
3. Chad - Celestial Starstorm - 8.93/10
  • Bomber57 (8.75/10)
    • This level was absolutely astounding. It looks very appealing to the eye and has a great theme. The red coins are placed in fair and even locations that were a little bit innovative. Some of the sections involving heavy amounts of lava, specifically the sections with the skull rafts, were a little more difficult than they should've been. Also in the very last section there were a few parts where you could be hit by the Venus Fire Trap in the center because you were waiting for the lava to rise and fall. This level was excellently crafted and the result certainly represents the time the creator put into it.
    Quill (10/10)
    • Oh my god. This is an amazing level! There's a huge amount of creativity and variety in this level. The atmosphere is amazing and it was just great to look at and play. You kept my full attention at all times. You used the lava so creatively and I was blown away by everything you kept throwing at me. It was amazing. I especially loved the end where the lava would rise and then sink again and you had to act fast to progress. It was super fun! The only improvement I can think to make is that in Section 3, the player is giving the illusion that there is a split path when in fact the left path is the right path and the right path leads to a red coin. Make it more obvious that the path to the right is for the coin. This is a really minor problem, however, and I think this level deserves the score I am giving it. Fantastic work!
    TNTtimelord (9.5/10)
    • Right from opening this level was I expecting it to be epic, because the music sounds downright badass. The tileset was the perfect choice, the moving layers done on some of the stars (although most of it was genius placing and rotating firebars). The use of the lava events (and not making them move incredibly slowly) and expanding and contracting the section was all done near flawlessly. The literal only thing I have to complain about this level is that there were several parts where an unfair difficulty spike came into play, and it cost me dearly. Other than that, I really don't have much other to say than this is a phenomenal level.
    Valtteri (8/10)
    • An interestingly designed and beautifully constructed level! The colors of the piranha plants really bother me, they look really ugly to be blunt. There was a part where you had to jump on a skull raft and quickly off of it because it would start moving the wrong way and there was very little vertical space for the jump and even a Piranha Plant coming out of the pipe in the ceiling. I thought that was pretty unfair. I like the star bars and the single stars that rotate a bit! The sequences where you'd press a switch and wait a while for some blocks to move out of the way felt kind of useless to me. I thought the part where you'd ride the lava back while it would descend revealing new stuff was really creative. I like the Bob-omb cannons but one of them is kind of poorly placed in my opinion. You have to place a stomped Bob-omb to the left side of a row of blowable blocks, or the cannon will fire a Bob-omb at it negating them both. It's not a huge waste of time but still a little bit so. Finally, I would apply nofireball=1 to the upside-down space helmet Goombas, unless you had a reason to make those vulnerable to fireballs unlike the walking ones. Overall, well done!
    zlakerboy357 (8.4/10)
    • This is a pretty darn good level. The level looks amazing and the music you used was a great choice! The BGOs was well placed and the tileset blended well with the BGO and BG as well. The level was fairly non-linear as you had to go and activate different Skull-Switches backward anfdforwards, however the Skull Switches weren't SMB3 recolored. Same goes with the SMW Coins and SMW Blocks as they don't fit very well with the other GFXs. The only problem is that you do that you only do that throughout the whole considering that the level doesn't have any sidequests like hidden collectibles or hidden bonus rooms. Section 4 in other hand is something different as you had to dodge the lava which I have to say not really original, but something different.
Final Two Final 2
Spoiler: show
2. Darkonius64 - Uprising Heights - 9.29/10
  • Bomber57 (9.25/10)
    • This was a splendid level. I think my favorite part was the boss, which was probably the best custom boss I have seen in this contest or probably in the majority of the whole community. It was simple yet very, very unique. The level itself was fun and managed to be both easy and a keep-you-on-your-toes type level. It looked nice and played nice.
    Chad (9.6/10)
    • Awesome level! The design is interestingly expansive, and built with excellent landform placements that are really fun to traverse. Enemies are similarly great, being simply manageable to get through but they're all nice obstacles for where they are. The atmosphere of the level is intense for a sky, providing a lot of detail and quality at every step. Placements of tricky enemies like cannons and Hammer Bros. are quite strategic, and the Lotus storm clouds are extremely clever! What impressed me most, however, was that platform gimmick. That's extremely original and you pulled it off incredibly! It's the perfect mix of making the player rush while requiring some precise caution, and it's really wise of you to introduce it right at the checkpoint and warn the player that the platforms are in fact finite. The boss has some interesting attacks that give the player ample room to prepare, while also explaining the mechanics of the fight nicely. The only things that really bugged me about the level are that when the boss fires the giant beam along the ground, it's just about impossible to get over. If it's doable, it requires a perfect jump that I couldn't manage to perform. If the hitbox of the blast didn't include the back part, or if the projectile itself was one tile lower, it'd be a lot better. I also felt that the lightning was a bit hard to see at times, and probably deserves an outline of some kind. Other than that though, I was thoroughly impressed with this level and those issues weren't major enough to hurt the experience much. Nice work.
    Quill (9/10)
    • Awesome level! I loved the atmosphere, the variety in the terrain as well as the overall design. The thunderclouds were a simple but really effective idea and I loved the second half where you had to be extra careful with the platforms. That was a really unique idea especially when you had to eventually go backwards towards the end. I can see why there is only a certain amount of platforms, but this could easily be extended but a lot and the warning can be removed. This will allow the player to hit blocks and take their time and not fear running out of time which is an easy fix. Amazing job with that section overallt hough. The boss was brilliant too. It had a variety of attacks that weren't easy to avoid but weren't too hard either. You nailed the difficulty right here. When he disappears, you seem to have no smoke ticked, which doesn't look too good in my opinion.
    TNTtimelord (9.8/10)
    • Wow, this is a very nice and rough, half-stormy grass/cloudy level. It All the scenery was very polished and mostly everything fit together very well. All the NPCs fit just right, although I would have preferred to see more sky-based NPCs over just regular ones like what you used. I also felt the clouds seemed a little square to be clouds, so I'd suggest puffing or rounding them out a little bit to look more natural. The little storm clouds were a very nice touch and they also proved to be a good challenge. In the last section before the boss, I'm honestly surprised at how long it must have taken to place all those platforms down to keep from running out.
      Speaking of the boss, you are definitely PRO at making bosses. The events done on this boss are absolutely fantastic and the weak spot pointed out helped make it a fair fight. Very nice job on this boss and this level!
    zlakerboy357 (8.8/10)
    • Decent level there. The level had a good amount of BGOs and the tileset was mixed well together. The Coin placement is a bad though as I really don't like having Coins on the ground. The NPC placemet was pretty good and the thundercloud that shoots out thunderbolt was neat as well. I loved the parallax cloud background. The complaint I got is the boss since it was extremely slow paced. Otherwise good job.
1. Shinbison-Kof - Tribal Moonlight Transition - 9.57/10
  • Bomber57 (9.75/10)
    • Wow. This level was just amazing. The various tilesets mixed well and had calm colors pleasing to the eye. I was impressed by the gimmicks of the three question block colors, even though the vegetable blocks were essentially useless. I loved the theme of the water and poison switching, and the purple ground and other environmental features being harmful. The level was beautiful, and the gimmicks and gameplay worked out almost flawlessly. Impressive work!
    Chad (10/10)
    • This level is absolutely stunning! There are so many different gimmicks in this one, and they all have brilliant execution. The timed poison is splendidly indicated and gives the player a great amount of time to work with, the poisoned grass that you can erase with a switch is an interesting little visual, and I like how parts of the level will change as you get near them. They make the level feel alive with parts that automatically transform a little bit. The tree sections are expertly made, too. The switches are cleverly used to make room for the vine, revealing a door by clearing away poisonous water is neat, and the springboard generator is a pretty unique application. I especially enjoyed the downward propeller section, as it is very carefully built. The Munchers are placed in a fairly difficult fashion, but every move the player needs to make is very clearly indicated with coin trails while still requiring the skills to pull it off. There's a unique variety of switches, and on top of everything else, the level is brimming with detail and complex design. Everything felt good about it, both playing and looking at it, and the level offers a complete experience that isn't lacking in any regard that I can see. Nothing felt unfair or excessive. Well done!
    Quill (8.5/10)
    • Dude, this is an amazing level. There is so much creativity here. The atmosphere is nailed perfectly and I loved how the overworld and caverns below are linked in one section, that's a really neat idea. The gimmick with the poison has been used before, but it's still used effectively for the most part here. I didn't like how going close to the poison would sometimes make it turn into normal water. The reason behind this is that in the first section, I went down a pipe and found a path covered by poison and assumed I had to do something else to remove the poison. I spent a good amount of time searching for a way until I went back and saw that going close to the poison opened the path. That was a little annoying. Overall though, great job!
    TNTtimelord (10/10)
    • Damn, whoever made this level knows how to make a level.
      This level looked absolutely gorgeous. The scenery, the tileset, the NPCs blended together flawlessly. The gimmicks and the flashy events were all flawlessly done. The two tilesets blended together VERY well and all the tileset mixing shows you know how to deal with graphics as well. Coins, items, all done perfectly as well! I would say though, the purple water that would turn blue only if you jumped into it was a rather cheap move, but that was made up very well with the section introducing it back and forth. I really wish the temple also would have been continued, but I have no problem seeing what I did, because that still looked amazing.
      Overall, I was astounded at this level.
    zlakerboy357 (9.6/10)
    • What an amazing level! The poison and water gimmick in this level is cool and novel! I loved how you did other stuff as well such as the SMW Blocks and the tileset itself. The level looked magical as well due of how amazing the tileset, BGOs and the BG was. Most of the GFXs was darken except for the fireballs which I really feel it should've been. The level's start is a bit messy to be honest since I was a bit confused what path I was suppose to go, otherwise I loved the level. Great job!
      Guess: Sux
Last edited by Valtteri on Sun Nov 02, 2014 5:19 pm, edited 14 times in total.

Bomber57
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Re: Level Contest 9: The Winner

Postby Bomber57 » Mon Oct 27, 2014 8:47 pm

I hope you whiny shits will stop flipping out now.

116taj
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Re: Level Contest 9: The Winner

Postby 116taj » Mon Oct 27, 2014 8:48 pm

Yay! I'm not in tier 1! :D :D :D :D :D ( Lol, that was my goal)

Blck_Guy
Guest

Re: Level Contest 9: The Winner

Postby Blck_Guy » Mon Oct 27, 2014 8:49 pm

116taj wrote:Yay! I'm not in tier 1! :D :D :D :D :D ( Lol, that was my goal)

Nor am I YAY!!!


Bomber57 wrote:I hope you whiny shits will stop flipping out now.

Yeah, now I can load the Site properly now. it took a long time to load a page with all the people posting (Like Me! :P) in the previous Thread to this one.
Last edited by Blck_Guy on Mon Oct 27, 2014 8:51 pm, edited 1 time in total.

SuperWingedYoshi
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Re: Level Contest 9: The Winner

Postby SuperWingedYoshi » Mon Oct 27, 2014 8:49 pm

Yus, my level is not in Tier 1 at least. XD I don't mind whether I end up in Tier 2 again or make it to Tier 3 this time. I don't exactly like how my level turned out.

Superiorstar
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Re: Level Contest 9: The Winner

Postby Superiorstar » Mon Oct 27, 2014 8:50 pm

Damnit, Knux made another joke level again, I wish knux would make a decent level for once.

Magna
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Re: Level Contest 9: The Winner

Postby Magna » Mon Oct 27, 2014 8:51 pm

I bet 8flights level is single goomba.

FanofSMBX
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Re: Level Contest 9: The Winner

Postby FanofSMBX » Mon Oct 27, 2014 8:53 pm

"The Winner"? "Contest 9"?

Chip Potato
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Re: Level Contest 9: The Winner

Postby Chip Potato » Mon Oct 27, 2014 8:54 pm

Yay, I'm not in Tier 1! I can't remember if I was last contest or not, but meh.

Looking forward to Tier 2.

Dragonmaster146
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Re: Level Contest 9: The Winner

Postby Dragonmaster146 » Mon Oct 27, 2014 8:54 pm

Hooray for no being in last!

Marina
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Re: Level Contest 9: The Winner

Postby Marina » Mon Oct 27, 2014 8:56 pm

Kinda surprised I'm not in tier 1.

Cheers to Knux for blowing it three times in a row though (although last contest's level was pretty cool). At least it wasn't Block Bollocks again.
Last edited by Marina on Tue Oct 28, 2014 8:07 am, edited 1 time in total.

bossedit8
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Re: Level Contest 9: Tier 1

Postby bossedit8 » Mon Oct 27, 2014 9:01 pm

Still with the joke Levels I see eh? Wish the whole joke Levels just die off... really now.

Surprised by the beginning of the results by the way...

JupiHornet
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Re: Level Contest 9: The Winner

Postby JupiHornet » Mon Oct 27, 2014 9:02 pm

NOT TIER 1 YES
Thanks so much for finally uploading these:D
Also wtf was in the first level to make the judges just say "no?"
O_O
Last edited by JupiHornet on Mon Oct 27, 2014 9:05 pm, edited 1 time in total.

silent_
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Re: Level Contest 9: The Winner

Postby silent_ » Mon Oct 27, 2014 9:03 pm

wait no judges said ANYTHING about the screamer at the end of my level?????
Quill wrote:By the way, I'd suggest working on your humour. Swearing five times in one sentence isn't funny unless you're a 10 year old.
it wasn't even meant to be funny, i just made it because of the jumpscare at the end and the promising beginning

but yeah i admit my cursing was a bit excessive sorry

Valtteri
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Re: Level Contest 9: The Winner

Postby Valtteri » Mon Oct 27, 2014 9:05 pm

Kep wrote:wait no judges said ANYTHING about the screamer at the end of my level?????
oh, that. i got rid of it. you're lucky i didn't think to disqualify you.

Rare
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Re: Level Contest 9: The Winner

Postby Rare » Mon Oct 27, 2014 9:06 pm

Awesome i'm not in Tier 1. :D :D
Can't wait till Tier 2 (Let's not do the same thing we did last post)

Magna
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Re: Level Contest 9: The Winner

Postby Magna » Mon Oct 27, 2014 9:07 pm

Valtteri wrote:
Kep wrote:wait no judges said ANYTHING about the screamer at the end of my level?????
oh, that. i got rid of it. you're lucky i didn't think to disqualify you.
Whats going on...?

Did Kep put a shit-your-pants jumpscare at the end?

Panda
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Re: Level Contest 9: The Winner

Postby Panda » Mon Oct 27, 2014 9:07 pm

Valtteri wrote:
Kep wrote:wait no judges said ANYTHING about the screamer at the end of my level?????
oh, that. i got rid of it. you're lucky i didn't think to disqualify you.
I just wanna add jumpscares can do serious harm to people, Kep. Especially people with anxiety disorder(s).

JupiHornet
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Re: Level Contest 9: The Winner

Postby JupiHornet » Mon Oct 27, 2014 9:07 pm

Kep wrote:wait no judges said ANYTHING about the screamer at the end of my level?????
Quill wrote:By the way, I'd suggest working on your humour. Swearing five times in one sentence isn't funny unless you're a 10 year old.
it wasn't even meant to be funny, i just made it because of the jumpscare at the end and the promising beginning

but yeah i admit my cursing was a bit excessive sorry
>puts jumpscare in SMBX level
You evil person >:(
Jk jk
But did you really do that lol

Superiorstar
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Re: Level Contest 9: The Winner

Postby Superiorstar » Mon Oct 27, 2014 9:08 pm

Tier no one really didn't care about, Tier 2 is the one people get scared of.


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