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Pale Peppermint River (New Version Available)

Posted: Wed Mar 25, 2015 8:08 pm
by Alagirez
Uploaded a new level again! "peppermint" word is not means this level is a snow level. I was used this level in my project.
known bugs : this level may be laggy for some people. It because too many blocks used or too many moving platforms.
Give feedback!
screenshots :
Spoiler: show
Image
Image
download : http://www.mediafire.com/download/gawnj ... batara.zip
Here is the new version : http://www.mediafire.com/download/t7erd ... batara.zip
credits in the GFX folder

Re: Pale Peppermint River

Posted: Fri Mar 27, 2015 2:39 pm
by Erik
Neat level, If you wouldn't have said it, I'd have thought that it was a winter level.

Re: Pale Peppermint River

Posted: Tue Mar 31, 2015 10:27 pm
by dragonfan96
That was a Fun level. Its a Somewhat Simple Tundra-esque Level with some neat Events. I did like the Pipe even where it transitioned downwards and the rest of the level appeared that was a neat one.The Difficulty isn't all the hard and is a balanced difficulty. The only problem I had was the Music wasn't what it said in the Editor and Files.

In the Editor it said Cookie Canyon.mp3(from Kirby Return to Dreamland?) and in the Level ZIP file it was NSMBWii-Forest Theme. Idk which one you were wanting.
I renamed the MP3 chosen in the Files and to Cookie canyon and continued to play this amazing level.

If i were to say how good this level was i'd say its in the "The Best" Section in the levels section.

Re: Pale Peppermint River

Posted: Thu Apr 02, 2015 1:09 am
by Alagirez
@dragongan96 : oh, thanks. About the music : let me to fix that. fixed.

Re: Pale Peppermint River (music fixed)

Posted: Fri Apr 10, 2015 2:26 am
by SilverDeoxys563
Image

hgfvjghfjghfhgfhgfgjh my OCD senses are tingling D:

Re: Pale Peppermint River (music fixed)

Posted: Fri Apr 10, 2015 9:31 pm
by Imaynotbehere4long
I tried to download this twice, and both times, I got this error:
Image

Re: Pale Peppermint River (music fixed)

Posted: Sat Apr 11, 2015 12:37 am
by Alagirez
Imaynotbehere4long wrote:I tried to download this twice, and both times, I got this error:
Image
I was downloaded this level for myself and I didn't get that error.....
maybe you're unlucky

Re: Pale Peppermint River (music fixed)

Posted: Sat Apr 11, 2015 2:49 am
by dragonfan96
andialifbatara wrote:
Imaynotbehere4long wrote:I tried to download this twice, and both times, I got this error:
Image
I was downloaded this level for myself and I didn't get that error.....
maybe you're unlucky

I gotten the Same error Message and i have no idea as to why there is an error...

Re: Pale Peppermint River (music fixed)

Posted: Thu May 07, 2015 6:39 pm
by Imaynotbehere4long
The download still wasn't working, so I decided, on a whim, to open it in Notepad, and I found out what was wrong. I want to see if you can figure it out as well.
Spoiler: show
Image
Topic has been locked until a proper, user friendly download link is provided.

--EDIT--

Mirror download provided by Emral; topic unlocked.

But seriously, though, just because you change the file extension on a file doesn't magically change it into the new format; all it does is make the file not work for some people. If you put your level in a rar file, upload it as a rar file.

Re: Pale Peppermint River (New Version Available)

Posted: Thu May 07, 2015 11:56 pm
by Alagirez
New Version is available.

Re: Pale Peppermint River (New Version Available)

Posted: Fri May 08, 2015 5:47 pm
by Imaynotbehere4long
All right, I'm finally going to review this!

This level is...really long for what it is. Not only are there seven sections, but it seemed like most of the events are solely to pad out the level. For example: there are a couple parts where the player has to enter a pipe and hit a switch to remove a roadblock, but the area with the switch is so small and so simple that it doesn't really add anything to the level. Plus, the pipes' entrances are quite close to the pipes' exits, so the pipes just serve to further pad out the level. The water in section 2 could also rise and lower quicker.

Another example would be the stet block in section 3: this one is worse since not only does the switch move the layer rather than hide it, forcing the player to wait (and waiting = boring = not fun), but the switch that moves it is right there, so the setup literally adds nothing to the level; it's just there to force the player to watch blocks move.

Also, while this is one of the more unique sections by making the player move vertically, section 6 also has some pointless events: there's another roadblock in the bottom right, and the player has to hit a switch at the top left to proceed. When the player hits the switch, not only does it block off a possible shortcut the player could have taken, but it also throws up a message box saying "Now follow the arrows!" Gee, thanks, Captain Obvious. Honestly, the amateurish coin arrows aren't necessary, either; there was only one blocked off path, and the section isn't that big, so even if the player somehow forgot where to look, it will only take about five seconds of exploration to find the new path (unless you're Turtwig or something).

However, the most prominent example of unnecessary padding that this level has is in section 2: there's a platform, a switch, and a pit, and when I hit the switch, the platform slowly lowers for three seconds, then suddenly a large expanse of land appears in front of the platform! Not only does it force the player to wait (and waiting = boring = not fun) just so the level can show basic layer effects, but that doesn't even make sense, logically speaking: it's not like the platform is on a pulley system and it's pulling the land mass upward; the land just magically appears after the platform has moved downward a certain length. Just remove the switch and platform and have the land mass be visible from the start of the level.

Aside from all the unnecessary padding, this is actually a fairly well made level. The block placement is decent, but the level is very samey; it seems that each section has the player doing some small variation on the same thing he/she had to do earlier in the level. The only sections that do anything remotely different than the first are Sections 2 and 6; sections 3-5 (or just section 1) could be cut out and it wouldn't really make much difference (it would probably make the level better, honestly). Also, the NPCs rarely deviated from the standard Goombas, Koopas, and Piranha Plants, and when they did, they were out of the player's way most of the time, like the Volcano Lotuses stuck in the ceiling during the most linear parts (also, Volcano Lotuses that high up probably gets their projectiles off-screened, anyway).

Summary:
GOOD:
-Graphics aren't terrible.
-Music, although overused, fits the level well.
-Block placement is decent.

BAD:
-Level overstays its welcome.
--EVENTFUL PADDING.
-Obvious message is obvious.

In conclusion:
Just because your level uses events doesn't make it better than if the level didn't have events. If the events are purely decorative, that's one thing, but make sure they don't force the player to wait, because waiting = boring = not fun. I'd say this deserves a 5.5/10.

Re: Pale Peppermint River (New Version Available)

Posted: Fri May 08, 2015 11:40 pm
by Alagirez
thanks for the review, although.......
if I make the platform faster, some lags will be happen.
and if I make the water move slower, you will say this again : waiting = boring = not fun

Re: Pale Peppermint River (New Version Available)

Posted: Sat May 09, 2015 12:27 pm
by Imaynotbehere4long
andialifbatara wrote:if I make the platform faster, some lags will be happen.
Then remove the platform altogether.
andialifbatara wrote:and if I make the water move slower
I said "quicker"!

That's the opposite of "slower"!