Abandoned Tower (Now with 100% correct starting point)

Levels that have good quality and are worth playing.
Enjl
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Abandoned Tower (Now with 100% correct starting point)

Postby Enjl » Sat Jan 25, 2014 12:51 pm

Here's a piece I started several months ago and completely redesigned last december.
It's kinda hard and kinda long but nothing too serious.
Spoiler: show
Image
http://www.sendspace.com/file/tidft2
Last edited by Enjl on Sun Mar 02, 2014 8:34 am, edited 1 time in total.

Firespike33
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Re: Abandoned Tower

Postby Firespike33 » Mon Feb 24, 2014 2:41 pm

Sound and Visuals
The level had a good, consistent theme. It starts off with a chocolate color and then gray colors in the upper level. I liked the BGOs like the lanterns, background blocks and Bowser head blocks. However, there were a few issues. The Goombas, Mushrooms and Hammer Bros. were SMB3 styled, but the rest of the level was SMB1. I suggest you change them, although it's not a big issue. Also, the mushrooms were too light-colored compared to the rest of the level. Some of the upside-down checkerboard tiles looked out-of-place, especially the one near the start of the level. Also, I find that the level looks...drab? The chocolate and gray visuals feel a little bland, and there could be a little more variety in colors while still keeping the theme. The upper level was a little better because it had both gray and chocolate tiles. The chunks of lava look a bit strange to me because the middle has no texture, and there was also a bit of cutoff with some lava sections. There is also a problem with the bricks: the sides have been shifted one pixel outward, so one of the bricks appears to be too large. However, the graphics were still solid and well-done, mostly. The music fit perfectly.
Rating: 7/10

Block Placement and Overall Design
The level was nicely designed, and I liked the nonlinear feel and backtracking. You never made the player backtrack too far, which was nice. There were few secret areas, though, despite its non-linearity. I never really felt inclined to explore the area. There were a few "blind jumps" where you don't see where you are going, and can die if one block off. They aren't a major issue, but having them there was a bit annoying. The difficulty was good and consistent, except for the boss (I'll cover that later). The level lacked a unique gimmick to make it not just another castle level, aside from the keyholes. Don't get me wrong--the level was good, but it didn't exactly feel fresh, as it was pretty generic and castle-y overall. I would HIGHLY suggest moving the checkpoint closer to the boss, and, again, I'll cover that in the next section.
Rating: 7/10

NPC Placement and Usage
Before I do this section, keep in mind I'm not an amazingly good Mario player--I'm just average; maybe less than average. Anyway, the placement of NPCs, for the most part, was good. It was never too hard or too easy. However, I found no collectibles like 1-UPs or Dragon Coins, making the level not feel worth exploring. I'd suggest you add some to make use of the level's feel of nonlinearity.
I reached the boss....

My reaction: (╯°□°)╯︵ ┻━┻

The first phase was really annoying because picking up the bombs without getting killed was very hard, and there are a different amount of bombs each time. I could do it, but I felt like it was luck most times.
The second phase was far easier. Tricky, but not very difficult once you got the hang of it. But a little warning would be nice, as the player can get a cheap death if standing in the wrong place at the wrong time.
The third phase was REALLY hard--there were bombs, boos and other crap flying all over the place. I tried to hit the shy-looking Boo in the painting but he just flew out of the frame. Huh? I didn't know if I hurt him or what, because he just reappeared inside it. The battle was frustrating because I didn't feel like I knew what I was supposed to do, and I didn't exactly have much time to think. I'd add some placeholder blocks for the Bowser statues when they disappear, so the player doesn't get stuck inside them. I spin-jumped on the other paintings and they died. Then I won. It felt...anticlimactic? It was pretty weird and it didn't seem like I should have won that way. I don't know if that's because of a bug or what. Was I supposed to use bombs?
Anyway, DEFINITELY move the checkpoint closer to the boss, because I died about 25 times on it. I was so frustrated that I just moved the spawn point to the pipe below the boss so I wouldn't have to go through half the level again.
Rating: 6/10

Overall Rating: 6.5/10
A good-looking and well-designed level, if a little unimaginative. I hate to not give it a higher score, as you obviously put a lot of work into it. I'd recommend spicing up the colors in the first section, moving the checkpoint near the boss, and making the boss a tad easier. I'd also add more gimmicks if possible as it feels a little too much like a standard castle level, besides the backtracking with keys and locks, which was pretty fun. There was also little reason to explore, and the level would be more fun with collectibles like Dragon Coins and 1-UPs. I almost gave this a 7, but the flaws detract too much from it.

Enjl
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Re: Abandoned Tower

Postby Enjl » Tue Feb 25, 2014 9:43 am

First of all, thanks for releasing my level from the endless bounds of unreviewedness.
Sorry for frustrating you with the boss, I tried to get a boss with every phase more difficult than the last one done and didn't cover possibilities likejumping on him :P
He also was kinda rushed because I lost interest, but yeah.
I'm sure you can avoid most of the blind jumps by checking your surroundings and remembering where things are. I've never had issues with them. But I think I know what you're talking about.
Firs off, this level isn't particularily 'styled'. And if it was, SMB3 styled would be closest. The blocks don't have anything to do with SMB1. Only the coins are.
About dragon coins and 1Ups: I think I tend to leave stuff like this out because else I spend too much time making these things fair rewards. So I made irrelevant split paths with bonus coins. Nice illusion of unlinearity if I were to say so myself.
About the checkpoint, I could add a second one. I'd need to move the boss to a second level file thought.
But overall, I think that's kinda the score I expected, since this was the first level I designed after a very long break and buried out my fraws in designing, as you noticed and I partially noticed myself. I'll make sure to fix that if I feel like it, and, if I won't do that, I'll definetly not make the same mistakes in my next individual release ;D
Thank you for your review.

silent_
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Re: Abandoned Tower

Postby silent_ » Sun Mar 02, 2014 7:35 am

LukasSMBX wrote:Hi emeral! This sure looks good! Your level desing is so awesome. :)
I'm glad you think that about him, but please consider making more substantial posts in the future. Thanks.

Bear in mind Emral, I was originally going to review this, but frankly I got stuck; I didn't know where the key was to find the first key whole, and the immense amount of length made me skeptical that I even had the ability to review it because I typically give a level summary, but the different paths, mid-bosses, and multiple exits just made it more complicated. I would put this as a final level in World 9, I struggled so bad. Otherwise, however, great job with this level as graphically it was flawlessly exquisite and the music was something I never heard of but particularly admired due to its carnival-y feel. Keep up the awesome levels man!

Enjl
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Re: Abandoned Tower

Postby Enjl » Sun Mar 02, 2014 8:16 am

Kep wrote:mid-bosses
there are no mid-bosses
Kep wrote:but the different paths
it is one path with multiple branches from which you have all to visit in order to finish the level
Kep wrote:and multiple exits
there is only one exit
Kep wrote:I would put this as a final level in World 9
It's a standalone level I made for getting back into designing. I'm actually making another standalone level right now. Well, at least I'm looking for the graphics.

silent_
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Re: Abandoned Tower

Postby silent_ » Sun Mar 02, 2014 8:28 am

Emral wrote:
Kep wrote:mid-bosses
there are no mid-bosses
Kep wrote:but the different paths
it is one path with multiple branches from which you have all to visit in order to finish the level
Kep wrote:and multiple exits
there is only one exit
Kep wrote:I would put this as a final level in World 9
It's a standalone level I made for getting back into designing. I'm actually making another standalone level right now. Well, at least I'm looking for the graphics.
-Why is there a boss right at the beginning of the level entering the pipe?
-It is multiple paths when player one and player two start located in different positions.
-If there is only one exit, than you can obtain it right at the beginning from the "mid-boss".

Enjl
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Re: Abandoned Tower

Postby Enjl » Sun Mar 02, 2014 8:32 am

Kep wrote:-Why is there a boss right at the beginning of the level entering the pipe?
-It is multiple paths when player one and player two start located in different positions.
-If there is only one exit, than you can obtain it right at the beginning from the "mid-boss".
-I told BMV to upload the fricking fixed version where the start is not in the end of the level
^^that explains all three
Mario and Luigi should start next to each other
I've also put a corrected download link into the first post.


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