Cheerful Trail 2

Levels that have good quality and are worth playing.
CraftedPbody
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Cheerful Trail 2

Postby CraftedPbody » Sat Mar 07, 2015 10:19 am

Since I've got a review for Cheerful Trail 1, I decided I'd release Cheerful Trail 2. Cheerful Trail 3 is currently still being worked on... It's rather large...

(Edit: I forgot to mention... partially because I didn't think I'd have to repeat myself for something that clearly says '2' in the name... The episode I am working on that I plan to put this level into stars Peach as the only playable, that being said, alot of the aspects in the level are designed around her and her abilities...)

Screenshots
Spoiler: show
ImageImageImageImage
Download Credits (If I miss any please inform me so I can fix it.)
Spoiler: show
Valtteri
Shikaternia
Zephyr
Yoshigo99
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Last edited by CraftedPbody on Sun Mar 08, 2015 2:04 pm, edited 1 time in total.

PROX
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Re: Cheerful Trail 2

Postby PROX » Sun Mar 08, 2015 1:51 am

this looks very nice and well detailed. I'll download this and probably review it.

PROX
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Re: Cheerful Trail 2

Postby PROX » Sun Mar 08, 2015 5:23 am

PROX's Unofficial review
Spoiler: show
A nicely detailed SPP themed level.
Design
The design was fair; however, the issues I found were located in the puzzle section, the mushroom location, and the checkpoint. The mushroom location's problem was that if you were using any other character other than Peach when trying to get the mushroom, you would get stuck and there would be no way out. Also the checkpoint is kinda broken due to the level autoscrolling and starting you at the area before the puzzle section instead of after the puzzle section. In the puzzle section, the clear Peach blocks kinda misled me into thinking that the koopa shell that I threw would go through the clear blocks (which was not the case but I was stumped for a brief moment). The level was also a little on the short side, but it wasn't too short.
Score: 6/10

NPC placement:
The NPC placement was decent, but there was only 1 power-up in the whole level. Also I didn't really care for the goomba generator in the sky after the muncher section because there have been times where I would jump at the wrong time and I would get hit, or a goomba would jump and land on a very narrow block, and there would be little space to work with.
Score: 7/10

Atmosphere: The atmosphere was really nice. The music fit, and the tileset used was great for the SPP theme. My only problem with it is that the koopas were YI and I know that there are SPP koopas out there in the GFX packs.
Score: 9/10

Overall Score: 7.3/10
Not a bad level, but try to fix the flaws mentioned.
Last edited by bossedit8 on Sun Mar 08, 2015 5:34 am, edited 1 time in total.
Reason: Review Approved

CraftedPbody
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Re: Cheerful Trail 2

Postby CraftedPbody » Sun Mar 08, 2015 2:01 pm

PROX wrote:The mushroom location's problem was that if you were using any other character other than Peach when trying to get the mushroom, you would get stuck and there would be no way out.
If you had seen Cheerful Trail 1, you would have known that Peach is the only character you play as. That being said, I did forget to note that in my thing at the top.
PROX wrote:My only problem with it is that the koopas were YI and I know that there are SPP koopas out there in the GFX packs.
The SPP Koopas don't act like they do in SPP, because they act like SMB3 Koopas, while the ones in SPP acted exactly the same as YI koopas (which act like SMW koopas). This and the fact that the mask for the koopa's shell in the SPP on is broken is why I stuck with YI koopas. However, I do plan you recolor the skin and shells of the koopas so that they mach that of SPP.

Imaynotbehere4long
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Re: Cheerful Trail 2

Postby Imaynotbehere4long » Sun Mar 08, 2015 8:20 pm

Just so you know, it probably isn't a good idea to release your project's levels as stand-alone levels if you want them to be perfected when the project is finished. After all, some design choices which would be optimal for stand-alone levels could be unnecessary or even detrimental for levels in a project, and vice versa. For instance, a gimmick-introduction level, like Cheerful Trail 1 (without the flaws I mentioned), would work great as the first level in a project, but there isn't much substance for it to hold up as a stand-alone level. More good examples would be these:
Spoiler: show
CraftedPbody wrote:
PROX wrote:The mushroom location's problem was that if you were using any other character other than Peach when trying to get the mushroom, you would get stuck and there would be no way out.
If you had seen Cheerful Trail 1, you would have known that Peach is the only character you play as. That being said, I did forget to note that in my thing at the top.
^That wouldn't be an issue in the episode since you can just block other characters on the World Map.
PROX wrote: the clear Peach blocks kinda misled me into thinking that the koopa shell that I threw would go through the clear blocks (which was not the case but I was stumped for a brief moment).
^That wouldn't be an issue in the project since you already explained them in the previous level.
While most of the problems pointed out would be flaws in stand-alone levels as well as episodes, it would be better if you finished the project, then asked for the episode to be judged as a whole. That way, you wouldn't need to shift through the reviews of the individual levels, picking apart what is only a flaw for stand-alone levels and what is a flaw no matter what.


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