(That "Snake" is part of the story of the episode... though, i need that Snake's graphics! Go on the link in my signature if you want to help me with the GFX)
Now possible with both the brothers!
this has been Updated following Waddle Derp's review. i also fixed some bugs. Here is the complete changelog:
The Global difficulty has been lowered
Now it is possible with both Mario and Luigi
Bowser Battle has lower difficulty now and the room where you battle against him is bigger
First Thwomp Trap removed
Now you cannot get stuck anymore near the shell generator
Mini Boss improved
Last edited by RubberParasite on Sun Nov 16, 2014 10:41 am, edited 3 times in total.
It is Average-Hard, as my entire episode is supposed to be.
Tough, it is completely possible. for the puzzle you need things that you find in the level.
I would play this, but my SMBX has a huge tendency to lag really really badly, so I can't play this because i'd just keep dying cause of lag. Sorry. Looks good though
WADDLE DERP'S AWESOME REVIEW OF DOOM:
*Design*
this level was extremely hard, and it had some unfair things. let's start with the fact that the first thwomp CANNOT BE SEEN before he crushes your head. this also happens later in the level. I liked the little "useless loop" thing with the invisble coin blocks, but you should have warned the player they were there. I LOVED the mid-boss (dunno why), but the bowser boss was a bit too hard, again. now I may be a bit biased because I don't like super difficult levels, but you get a 6/10
*Atmosphere*
The music was.. okay. it had some weird, distracting noises in it (in my opninion). the castle did look good though, and the scenery was placed well. I also liked the fact that the lava moved up and down slowly. about the lava, though. The effect was missing, which made it look weird, and because the mushrooms don't have speed=0 they can crash the game. there was some cutoff here and there too. again, a 6/10
*FINAL SCORE*
I liked the bosses and some other things in this level, but there were some unfair enemies and traps.
In my opinion, this (duh) gets a 6/10, Pretty good
Design Usage:
This was relatively nice for a Castle Themed Level like this. Your Design of having regular Platform Area and even combined with a Puzzle like Concept in a Section was neat for this kind of Level. The Level itself was surely challenging but of course there are other places where it just gets annoying but we get to that later. There is a place where you have to build a invisible Bridge but even know that you hinted that Bridge a bit more with a lot of regular coins and a red coins at the top where it is gonna be, it still doesn't help the complete fact that if you are playing this the first time you have no idea what is going on in this Level so they most likely hit the near to first invisible block and fall off the platform very easily and retry the Level. Make sure at the beginning of the invisible Bridge there is no way to fall off the platforms that easily so the new players can not die that horribly especially for a beginner. What you have to do with the Puzzle is to bring a Springboard to the one Area and jump up there to destroy a Switch-Goomba. The Idea was neat but the Area feels a bit too small for defeating the Enemies at the top. After that and after the Bridge you get to a Thwomp that is placed in a cruel way since at the bottom there is only one block you can stand and that is where the Thwomp lands. This is also a very unnatural blindjump since the other 3 blocks are pretty much insta-kill for the player which isn't a good way to do. Don't make such blindjumps like that especially if there is a Thwomp placed like that. Make sure you have the ability to see the platform at the bottom if you are near at the Thwomp instead of having a blindjump scenario. Even that you can see the platform if you are more at the bottom where the Goombas are still doesn't help that for a new player to fall off blindly and die by an Acid. Speaking of Acid you forgot to make the "effect-13" to green since if an Object or Enemy lands on it the effect will be shown and it is red instead of the recolored version to green. At the other side where another Thwomp is, here you need either a Springboard or a spinjump on a Thwomp to get up which if you don't have those in mind by spinjumping you pretty much have to learn the spinjump for a beginner. Make sure there are no sections for your spinjump ability to get further on on your Level. Now to take a Shell to the Puzzel Room and do the rest of it but to do this you have to jump up with some extremely narrowed blocks to get up there which is a bad idea to do. Make sure that the Blocks are wide enough (like 3) for the player to jump up there instead of having it 2 Blocks wide or else the player has a hard time to get up there while being big. Trying to get further at the next Room where the Midbosses are is difficult for Mario since the Spike placements are 4 Blocks high which means you can barely reach the highest Spike Platform in this kind of Room. It is better for a greater challenge if you put Blocks instead of Spikes and having those spikes in the wall so the Player is unable to go too far at the left or right side while going up to the next room where the Boss it. At the Midbosses, I find it pretty nice that you put Warning Signs at the places where an Object is gonna be so I really like it. The Midboss itself has a nice challence into it. After that you get to a Room where the Main Boss is, Bowser. He is surely a difficult Boss to encounter for this Level but at least you gain Power Ups during the Boss Fight. After you defeated the Boss, make sure all the "Spawned NPCs" dissappear during the End while Bowser is falling. You can add "Spawned NPCs" on every Events while the Bridge is gonna fall down so the Player won't gain an unfair hit during that. After that you get the Star. The Music Choicements were relatively nice for this Level and the two Bosses. Point Rating: 3.75
NPC Placements:
Your NPC Placements were neat for this kind of Level. Enemies were ok to good placed out. Make sure that they are not in a small Areas for you to hit them at the top in the Puzzle Section as I said in the Design Usage Section. At the Boss, I noticed that Bowser throws SMB Hammers. Make sure they are SMB3 instead of SMB since you are normally at the SMB3 World. Coin Placements were relatively nice. Can't see all that wrong with it. Power Up Placements were also nice but a little bit more would of been appreciated during the regular Level since at the current state it is kind of low for getting a chance of a Fire Flower or anything beyond that because of a high amount of Mushrooms at the Boss Room. Point Rating: 3.5
Overall Rating Score: 7.25
Pretty Good
Very nice challenging Level but for sure there are issues encountered but that can be taken care off.