Level Review: Charred Wasteland by BlimpFruit
Reviewed by castlewars.
Level Design: 6.95/10
What a nice casual linear run, and it's still nice even without any fancy layers and events. It's a bit short, but I enjoyed playing it, and it was fun discovering all the little secrets in the level. It felt like a throwback to the classic Mario games, and in actual fact, despite being SMB1-styled, this level appears to capture the feel of a typical SMB3 level. A lot of design aspects really exuded the theme of the level and there's the perfect balance between flat ground and slopes, giving off the volcanic mountain theme well, and I also liked how you had to ride a Skull Raft near the end of the level, dodging hazards along the way. Unfortunately, there are still flaws in this level as well. I still liked all the hidden bonus rooms in the level, but considering the length of the level, two is a bit excessive - I would personally remove one of the bonus rooms. As well as that, I wouldn't recommend placing lava at the same level of the tiles as well because making a false step can bring about a fiery death, especially when jumping. Also, look what I discovered if you don't hit the invisible block below one of the pipes:
I know you're meant to hit the block first, but it's still possible to go through the pipe without it, and it looks really odd entering a pipe out of thin air. To fix it, I would put the warp on its own layer, hide it, and have it show when the invisible block is hit. However, they're still only minor flaws, and the level still shines with them.
Music: 10/10
You can't go wrong with the music track you used - it fits the level perfectly, and it's rare for me to dish out 10/10 scores in a category. The music brings to mind flowing lava, which is a central theme in this level, and it's not fast-paced either, which represents the fact that it's only a casual level, not a really difficult one in world 8 where the player's just about to reach Bowser.
Graphics: 7.3/10
You did a good job with those graphics. The level is really decorated and aesthetically pleasing, mostly in a way that makes the level look natural, and not just with the BGOs used, but also with the little decorations inside the tileset that don't make it look too static. However, that's only on the ground. In the air, it appears as though there's a lot of BGO spam concerning the clouds. There are around 10 clouds in a lot of screens of this level, and that's a bit excessive if you ask me, and it makes the level look a bit artificial in the air. Removing the clouds so they're placed in a natural manner will make the level look nicer. Also, I wouldn't recommend mixing animated clouds with non-animated clouds, as it clashes slightly. But that aside, there's no cut-offs in the level, and as well as that, I liked how you used Sednaiur's SMB1 GFX pack, which is always lovely to see in SMBX. However, there is a masking issue with background-36, as can be shown here:
The issue can be seen if you look closer. This is really a fault with the GFX creator, not the designer, but a simple fix of the mask can solve the issue. On a similar topic, it seems as though all the GFX from the corresponding folder have been pasted into the level, and a lot of them have gone unused. This increases the filesize of the level, making it take longer to open. If you can remember which ones you didn't use, delete those from the folder to free up space. Yet this doesn't affect what's in the level.
NPC Placement: 6.7/10
The NPC placements were not so good compared to the rest. However, there are still good points to it as well - enemy NPCs weren't overused in some areas and underused in others, and there are no real issues with coin placements. Powerup placements are fine as well, and they're placed in very convenient spots, and the checkpoint placement is just right. The only real problem is that some of the NPCs are placed in annoying spots, such as this pesky Hammer Bro. here:
The player isn't expecting anything when they exit the pipe, and that Hammer Bro. appears to be placed too close to the pipe, meaning they'll get off a hammer throw before the player has time to act, and the trajectory of the thrown hammer can go through the warp box, unfairly damaging the player. I wouldn't put a Hammer Bro. there if I were you, but I'd make the section slightly bigger so the Hammer Bro. can be pushed further back, giving the player more time to act. As well as that, considering the short length of the level, I personally wouldn't be giving away two free 1-Ups - one for each bonus area, as it's a bit excessive. For the second one (with the Paratroopa) I would personally give them a Leaf. But not counting those flaws, the NPCs are placed in a way that enhances the throwback theme of the level well.
Overall Result: 7.74/10
Great level, even without any layers and events. Fix the Hammer Bro. issue, the pipe issue and the cloud spam above all else, and the level should look nicer. However, I still enjoyed this level even though it had those flaws, especially as it was aesthetically pleasing and was more casual than eventful.