So this is a level that i've been working on for a few days and it has some gimmicks that i haven't tried before, i also tried to make it a bit more difficult than what my levels usually are.
!! Updates: !!
-Added more powerups
-The dino-riding koopas will no longer move out of frame.
-Gave the Hoopsters a SMB3 recolor (thanks to Legend-tony980 for that!)
-Better invisible block placement
-Removed the key segment
-Added a warning about the brambles (Didn't want to remove them since it took out a large part of the jungle feel)
-Koopa's bandanas/feathers? have a mask now.
Credits for the GFX are in the folder!
(I did my best to find and give credit to everybody who deserves it but if you notice that somebody wasn't credited please tell me so i can fix it ASAP!)
If you'll let me nitpick based on the screenshots, the SMB2 Hoopster and SMW Piranha Plants clash with eachother and the general atmosphere, and jungle Goomba in the last screenshot has 1x1 pixels.
Thank you so much for the nice comments everybody! and yeah i know there's a lot of clash in this level but i wanted to stuff it full of jungle-ish enemies and didn't really worry about it. Also the goombas were made by me so there probably is going to be some problems with them. Thanks for the feedback
andialifbatara wrote:Great level! Especially the overworld section.
I'm sorry I can't review your level because i'm not a level judge.
KEEP THE GOOD WORK!
You can review the levels if you want. I review all the time and I'm sure not a level judge, nor is Choco.
dangit valtteri when are you gonna come through for me ;-;
Turtwig wrote:You can review the levels if you want. I review all the time and I'm sure not a level judge, nor is Choco.
Exactly.
Turtwig wrote:dangit valtteri when are you gonna come through for me ;-;
Well... I talked with Joey and TNT, they're always looking for level judges... Just send them two of your best reviews and they'll consider you. I've actually been doing that.
And I did a playthrough.
choco made a channel
what has the world come to
Review is coming soon...
Last edited by Choco on Sat Jan 31, 2015 11:08 am, edited 1 time in total.
Anyway...
UNOFFICIAL REVIEW of DEPTHS OF THE JUNGLE by MAN1234FK
Neat level! I actually really enjoyed this.
Design (8.5/10)
This level flowed rather nicely. Going into a pipe and coming back out with a key to unlock a door is a design tactic that is used a lot, but it is also a very clever one, especially the way you pulled it off. HOWEVER, this level is fairly difficult and there is a lack of powerups (I found 3) and the thorns were not helpful in this matter. Which brings me to...
Atmosphere (9.5/10)
This level looks pretty amazing! Every graphic looks fantastic and the tribal enemies really drive home the "jungle" feel. However, there are two things I didn't like here. The first is the aforementioned thorns. They are pretty hard to distinguish from the regular vines and killed me more than once when I was putting the key in the door. The second thing is that you go into...a cave in the middle of the level? The cave still looks awesome, but to be honest most of the second half of the level is inside the cave, so the level name doesn't fit very well.
Other Comments:...so who is this Urg guy anyway?
Overall 9/10 (The Best)
This level has its flaws, but it is still good enough to get this score! Good job!
Anyway...
UNOFFICIAL REVIEW of DEPTHS OF THE JUNGLE by MAN1234FK
Neat level! I actually really enjoyed this.
Design (8.5/10)
This level flowed rather nicely. Going into a pipe and coming back out with a key to unlock a door is a design tactic that is used a lot, but it is also a very clever one, especially the way you pulled it off. HOWEVER, this level is fairly difficult and there is a lack of powerups (I found 3) and the thorns were not helpful in this matter. Which brings me to...
Atmosphere (9.5/10)
This level looks pretty amazing! Every graphic looks fantastic and the tribal enemies really drive home the "jungle" feel. However, there are two things I didn't like here. The first is the aforementioned thorns. They are pretty hard to distinguish from the regular vines and killed me more than once when I was putting the key in the door. The second thing is that you go into...a cave in the middle of the level? The cave still looks awesome, but to be honest most of the second half of the level is inside the cave, so the level name doesn't fit very well.
Other Comments:...so who is this Urg guy anyway?
Overall 9/10 (The Best)
This level has its flaws, but it is still good enough to get this score! Good job!
Thank you so, so much! very much appreciated!
Also, i named the level DEPTHS of the jungle because of the cave, but i understand if it's not fitting but i'm really happy that you liked the cave nonetheless since i wasn't really sure if people were going to like it or not!
Urg had a small mishap with the vines and purple water...
EDIT: oops, forgot to add that i'm going to fix most of the flaws ASAP!
Choco wrote:
And I did a playthrough.
choco made a channel
what has the world come to
Review is coming soon...
Awesome!
Last edited by underFlo on Sat Jan 31, 2015 11:36 am, edited 1 time in total.
Reason:Double Post
Alright Turtwig, I found a few more issues then you it looks like.
Depths of the Jungle Unofficial Review
Design/Gameplay - 6/10
Turtwig nailed most of the points down pretty hard, but I found a few issues. For example, as you saw in the video - the hitbox on the thorn platforms made me lose a powerup. They appear to be at the bottom of the platform, but they really are a block under, which caused me to lose the mushroom. Also (this happened in an earlier playthrough), when I was climbing that third vine, this happened...
I'm not going to take off points for that, as it's pretty hard to reproduce. Just thought I'd let you know.
Now, you put the whole forest part in one single section. So when I entered the pipe next to the Venus Fire Trap, it's fireball continued to fly, all the way to the other end of the pipe. I only barely managed to (somehow) avoid it, which was almost unavoidable damage.
I actually had fun with this level, until the cave part. For starters, this is a jungle level, and more than half of the level is cave. Intentional or not, there were two invisible blocks that were near-death traps. One was above the two Spinies, and one was next to the entrance. You're giving us a powerup on the Spiny one, but if you're Small Mario, you are going to die anyway. On the first... elephant-koopa thing, it will walk out of the level so you can't get to it anymore. I actually had to use "wingman" to get through that part.
Now, I liked the level. I wouldn't have given this a 6 if I didn't. It was a fun and nonlinear level for the most part, with decent difficulty. It could use one more powerup though. The gimmicks worked well, good job.
Graphics/Atmosphere - 7.5/10
I liked your graphical choices on this level. You actually took the time to make (or find, whatever) graphics that were recolored and restyled to mix the tileset. Onto the tileset, it was very nice. I feel that in a few points of the level, you had a few clashing styles. You mixed SMB3 everything with SMB2 vines and Hoopsters. SMB3 + SMB2 is normally a big no-no. Otherwise, good choices on your part. But I feel like the cave tileset wasn't the best option to fit with the jungle above it. Sure, it was overgrown, grassy, and dark, but it gave off more of a "dark grassland/grassy mountain" vibe. Nonetheless, I still applaud you on your graphical choices. The level was very appealing to look at, and you avoided cutoff really well.
Other - 7/10 Music - 8/10
Good choices, but I feel that the jungle theme you used is better for one that's more open. Level Name Adherence - 6/10
I think I said this already, but a mostly-cave level just doesn't fit "Depths of the Jungle". It sounds more like the deepest, thickest part of a jungle, which the first half of the level hits perfectly.
Overall Score- 6.83/10
Good level, but it had a few flaws that Turtwig didn't really cover. This would put your level in the "Pretty Good" section.
Choco wrote:Alright Turtwig, I found a few more issues then you it looks like.
Depths of the Jungle Unofficial Review
Design/Gameplay - 6/10
Turtwig nailed most of the points down pretty hard, but I found a few issues. For example, as you saw in the video - the hitbox on the thorn platforms made me lose a powerup. They appear to be at the bottom of the platform, but they really are a block under, which caused me to lose the mushroom. Also (this happened in an earlier playthrough), when I was climbing that third vine, this happened...
I'm not going to take off points for that, as it's pretty hard to reproduce. Just thought I'd let you know.
Now, you put the whole forest part in one single section. So when I entered the pipe next to the Venus Fire Trap, it's fireball continued to fly, all the way to the other end of the pipe. I only barely managed to (somehow) avoid it, which was almost unavoidable damage.
I actually had fun with this level, until the cave part. For starters, this is a jungle level, and more than half of the level is cave. Intentional or not, there were two invisible blocks that were near-death traps. One was above the two Spinies, and one was next to the entrance. You're giving us a powerup on the Spiny one, but if you're Small Mario, you are going to die anyway. On the first... elephant-koopa thing, it will walk out of the level so you can't get to it anymore. I actually had to use "wingman" to get through that part.
Now, I liked the level. I wouldn't have given this a 6 if I didn't. It was a fun and nonlinear level for the most part, with decent difficulty. It could use one more powerup though. The gimmicks worked well, good job.
Graphics/Atmosphere - 7.5/10
I liked your graphical choices on this level. You actually took the time to make (or find, whatever) graphics that were recolored and restyled to mix the tileset. Onto the tileset, it was very nice. I feel that in a few points of the level, you had a few clashing styles. You mixed SMB3 everything with SMB2 vines and Hoopsters. SMB3 + SMB2 is normally a big no-no. Otherwise, good choices on your part. But I feel like the cave tileset wasn't the best option to fit with the jungle above it. Sure, it was overgrown, grassy, and dark, but it gave off more of a "dark grassland/grassy mountain" vibe. Nonetheless, I still applaud you on your graphical choices. The level was very appealing to look at, and you avoided cutoff really well.
Other - 7/10 Music - 8/10
Good choices, but I feel that the jungle theme you used is better for one that's more open. Level Name Adherence - 6/10
I think I said this already, but a mostly-cave level just doesn't fit "Depths of the Jungle". It sounds more like the deepest, thickest part of a jungle, which the first half of the level hits perfectly.
Overall Score- 6.83/10
Good level, but it had a few flaws that Turtwig didn't really cover. This would put your level in the "Pretty Good" section.
Okay, thank you very much! The reason why i chose the SMB2 vines over the SMB3 ones was just that i thought they fit the jungle theme better. I fixed most of the flaws already (powerups and the dino/elephant koopa going out of the frame) but i'll work on the other flaws as well, also do you think i should just get rid of the hoopsters or try to give them a SMB3 recolor or something?
Choco wrote:Alright Turtwig, I found a few more issues then you it looks like.
Depths of the Jungle Unofficial Review
Design/Gameplay - 6/10
Turtwig nailed most of the points down pretty hard, but I found a few issues. For example, as you saw in the video - the hitbox on the thorn platforms made me lose a powerup. They appear to be at the bottom of the platform, but they really are a block under, which caused me to lose the mushroom. Also (this happened in an earlier playthrough), when I was climbing that third vine, this happened...
I'm not going to take off points for that, as it's pretty hard to reproduce. Just thought I'd let you know.
Now, you put the whole forest part in one single section. So when I entered the pipe next to the Venus Fire Trap, it's fireball continued to fly, all the way to the other end of the pipe. I only barely managed to (somehow) avoid it, which was almost unavoidable damage.
I actually had fun with this level, until the cave part. For starters, this is a jungle level, and more than half of the level is cave. Intentional or not, there were two invisible blocks that were near-death traps. One was above the two Spinies, and one was next to the entrance. You're giving us a powerup on the Spiny one, but if you're Small Mario, you are going to die anyway. On the first... elephant-koopa thing, it will walk out of the level so you can't get to it anymore. I actually had to use "wingman" to get through that part.
Now, I liked the level. I wouldn't have given this a 6 if I didn't. It was a fun and nonlinear level for the most part, with decent difficulty. It could use one more powerup though. The gimmicks worked well, good job.
Graphics/Atmosphere - 7.5/10
I liked your graphical choices on this level. You actually took the time to make (or find, whatever) graphics that were recolored and restyled to mix the tileset. Onto the tileset, it was very nice. I feel that in a few points of the level, you had a few clashing styles. You mixed SMB3 everything with SMB2 vines and Hoopsters. SMB3 + SMB2 is normally a big no-no. Otherwise, good choices on your part. But I feel like the cave tileset wasn't the best option to fit with the jungle above it. Sure, it was overgrown, grassy, and dark, but it gave off more of a "dark grassland/grassy mountain" vibe. Nonetheless, I still applaud you on your graphical choices. The level was very appealing to look at, and you avoided cutoff really well.
Other - 7/10 Music - 8/10
Good choices, but I feel that the jungle theme you used is better for one that's more open. Level Name Adherence - 6/10
I think I said this already, but a mostly-cave level just doesn't fit "Depths of the Jungle". It sounds more like the deepest, thickest part of a jungle, which the first half of the level hits perfectly.
Overall Score- 6.83/10
Good level, but it had a few flaws that Turtwig didn't really cover. This would put your level in the "Pretty Good" section.
Okay, thank you very much! The reason why i chose the SMB2 vines over the SMB3 ones was just that i thought they fit the jungle theme better. I fixed most of the flaws already (powerups and the dino/elephant koopa going out of the frame) but i'll work on the other flaws as well, also do you think i should just get rid of the hoopsters or try to give them a SMB3 recolor or something?
I think a SMB3 recolor would be the best option. I liked them in the level.
Choco wrote:Alright Turtwig, I found a few more issues then you it looks like.
Depths of the Jungle Unofficial Review
Design/Gameplay - 6/10
Turtwig nailed most of the points down pretty hard, but I found a few issues. For example, as you saw in the video - the hitbox on the thorn platforms made me lose a powerup. They appear to be at the bottom of the platform, but they really are a block under, which caused me to lose the mushroom. Also (this happened in an earlier playthrough), when I was climbing that third vine, this happened...
I'm not going to take off points for that, as it's pretty hard to reproduce. Just thought I'd let you know.
Now, you put the whole forest part in one single section. So when I entered the pipe next to the Venus Fire Trap, it's fireball continued to fly, all the way to the other end of the pipe. I only barely managed to (somehow) avoid it, which was almost unavoidable damage.
I actually had fun with this level, until the cave part. For starters, this is a jungle level, and more than half of the level is cave. Intentional or not, there were two invisible blocks that were near-death traps. One was above the two Spinies, and one was next to the entrance. You're giving us a powerup on the Spiny one, but if you're Small Mario, you are going to die anyway. On the first... elephant-koopa thing, it will walk out of the level so you can't get to it anymore. I actually had to use "wingman" to get through that part.
Now, I liked the level. I wouldn't have given this a 6 if I didn't. It was a fun and nonlinear level for the most part, with decent difficulty. It could use one more powerup though. The gimmicks worked well, good job.
Graphics/Atmosphere - 7.5/10
I liked your graphical choices on this level. You actually took the time to make (or find, whatever) graphics that were recolored and restyled to mix the tileset. Onto the tileset, it was very nice. I feel that in a few points of the level, you had a few clashing styles. You mixed SMB3 everything with SMB2 vines and Hoopsters. SMB3 + SMB2 is normally a big no-no. Otherwise, good choices on your part. But I feel like the cave tileset wasn't the best option to fit with the jungle above it. Sure, it was overgrown, grassy, and dark, but it gave off more of a "dark grassland/grassy mountain" vibe. Nonetheless, I still applaud you on your graphical choices. The level was very appealing to look at, and you avoided cutoff really well.
Other - 7/10 Music - 8/10
Good choices, but I feel that the jungle theme you used is better for one that's more open. Level Name Adherence - 6/10
I think I said this already, but a mostly-cave level just doesn't fit "Depths of the Jungle". It sounds more like the deepest, thickest part of a jungle, which the first half of the level hits perfectly.
Overall Score- 6.83/10
Good level, but it had a few flaws that Turtwig didn't really cover. This would put your level in the "Pretty Good" section.
Okay, thank you very much! The reason why i chose the SMB2 vines over the SMB3 ones was just that i thought they fit the jungle theme better. I fixed most of the flaws already (powerups and the dino/elephant koopa going out of the frame) but i'll work on the other flaws as well, also do you think i should just get rid of the hoopsters or try to give them a SMB3 recolor or something?
I think a SMB3 recolor would be the best option. I liked them in the level.
Awesome! Update 2 is done now, just have to wait for it to sync with dropbox.