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Falconpunch - Maple Island

Originally posted by G.D.
Try putting the sun on layer 3 to make it scroll at a different speed.


Not possible, unfortunately. He is using the layer 3 tide, so it has to go on layer 2.
Alright guys, Maple Island's ready for testing for the first half!

Click!

If you find any errors, let me know. Also, no screenshots as of now, not until the level is 100% done and submitted.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
The forest's trees having multiple colours looks really weird.
Originally posted by Gregor
The forest's trees having multiple colours looks really weird.


It's autumn, stupid. It's supposed to be like that.

EDIT: Sorry for being a little too harsh...It was obvious you didn't get the concept of the level.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by Falconpunch
It's autumn, stupid. It's supposed to be like that


lol holy shit is this actually real
Originally posted by Falconpunch
It's autumn, stupid.


This scared me. #tb{^V^}

Anyway, to lighten the mood. I really like the aesthetics. ESPECIALLY the Underwater section. Instead of being the generic, blue-ish or grey-ish, rocky foreground. It's blue and green and I never thought that blue and green would mix so well together!

Also, like the concept of having different colored maple leaves personally because I had different colors of cotton candy in my entry, so I could maybe relate?

I haven't tested out the level design and stuff yet, but this is my input on the aesthetics, nice job. :)
My YouTube Channel
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I would still like to point out I need testers. That's why I posted my IPS in the Testers thread, hopefully to speed up the process.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Sorry for taking so long. I'm really busy and currently I can't give you any feedback on your leveldesign, but the asthetics are beautiful.
I see that you didn't get much feedback yet, so I decided that I'll try to test your level tommorrow (15.2) as well.
Looking forward to playing thia one #tb{:)}
My Youtube channel

Currently working on:
Project C

Finished project:
Hey, this level was easy but fun. I like your use of dolphins to advance through platforms or get some extra coins, it adds to the fun. It's really pleasant to look at, I can say you are real good with aesthetics.
The only "issue" I found is really minor and I think you have to apply a patch to fix it... but still, it's worth mentioning, right? ¯\_(ツ)_/¯

If you hit the torpedo with a throw block, it goes into "rage" (?) mode and it raises the speed, making it hard to avoid.

I really want to see this finished and play it.
P much what Erik said that I agree with though I will want to make a point regarding your use of the teds...I find the internal logic of ted placement be a bit inconsistent sionce you have teds coming out of pipes along with unmarked and skull-marked ted launchers.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


The level was amazing so far.
The only issue (as StrikeForcer already mentioned) is the inconsistency of the torpedo ted spawners. It's totally random if a block with a skull spawns them or doesn't spawn them, same for pipes and blocks without the skull.
Pick one and go with it, otherwise it will just lead to unfair deaths.
Fix this and you'll be fine.

Good Luck #tb{:]}
My Youtube channel

Currently working on:
Project C

Finished project:
Originally posted by NGB
The level was amazing so far.
The only issue (as StrikeForcer already mentioned) is the inconsistency of the torpedo ted spawners. It's totally random if a block with a skull spawns them or doesn't spawn them, same for pipes and blocks without the skull.
Pick one and go with it, otherwise it will just lead to unfair deaths.
Fix this and you'll be fine.

Good Luck #tb{:]}


I explained to Strike why I did this: Was to trick up the player, as sticking with just one will let them know ahead of time and be completely predictable, so that would make the level too easy.

Sorry, but without that, its too easy. Thanks for the feedback, though. I appreciate it!
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
I'm sure there are better ways to make something difficult other than unfairly tricking the player.
Originally posted by lolyoshi
I'm sure there are better ways to make something difficult other than unfairly tricking the player.


There's nothing I can think of. Any suggestions?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by lolyoshi
I'm sure there are better ways to make something difficult other than unfairly tricking the player.


In Falconpunch's defense, the section is still easy to play through and that the player can anticipate which Teds will be dropped based on the promixity the player is at based on the options of speed the player may have a shell/brick or not. Yes, I do agree with you on that opinion, lolyoshi, but I didn't find it to be a major problem this level has with its pacing and that the deaths/injuries the player may come across I would say be fair. Ultimately, I leave the judgement of quality for these levels up to the judges.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


I tested your level! Please finish it, sir!

From the start to finish halfway, an amazing level. One of the best levels of the contest yet. I love what you did here.

First of all, the theme is cool. A beach + a island surely is really creative (mainly because few people do it nowadays.

Now, let's move to the design. It is really well made, with good variation on the terrain and clever sprite/ground usage (like in the dolphin section). In the water section, the design is also very cool.
The difficulty progresses rather well, except for that underwater part, with that tricky Torpedo Ted launchers. I respect your intentions with this but it's a small break on the curve, so -3 points in this item (along with -1 because the design isn't perfect).

About the creativity, this level is creative. But it's simply not sufficient to warrant a better score than 15/20, so I'll keep it. I have nothing more to write here.

And, about the aesthetics, few things to say: Amazing work. Really cool graphics and palettes. Probably the best thing of this excellent level.

So, the veredict is that this is an excellent level and a great addition to the contest. Again, I say: please finish it!

SCORES:

Design: 26/30
Creativity: 15/20
Aesthetics: 10/10

TOTAL: 51/60
nothing to say

Layout by RanAS
...I did it.

I finally did it.

I finally finished a level for a VLDC contest. I now present to you, the full version of...

Maple Island!

This level is sure to have problems, and some are not fixed yet, but that's likely because it requires a patch to fix or so. I haven't put in screenshots just yet, as I am seeking testers.

Also, this level needs custom music. Anyone have an idea of what I could use?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Sum of my thoughts of this level in list format.

-Its a little bit on the long side, but easy enough to be doable and that any deaths occurred is mostly the player's fault aside from a few deaths from the flying cape koopas, monties, and teds.
-I like the flying coin gimmick but I cant help but feel that the gimmick feels...disconnected.
-Speaking of a disconnect, the forest area looks and feels like its own level, with the sunset theme its constant.
-I do like the level gradually getting orange-red as one progresses.
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)

On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.

Projects I support:


Okay, so I played the level. Here's how I would rate it:

--------------

Design: 20/30

The first half and the second half feel and play like completely distinct levels. Both halves are good levels, but combining them diminishes the quality of the total level somewhat, and the exploration theme isn't enough to
excuse this.

One particular negative I would like to point out is the Torpedo Teds in the underwater section. You start out the section by having launchers with the skull and crossbones that shoot out Torpedo Teds and "launchers" without markings that don't shoot anything. This is a neat little gimmick that is thrown in the player's face later on when you have one marked launcher that doesn't launch anything and two unmarked launchers that do. You WILL have players take damage or die because of this and get frustrated, and it's simply not good design.

Another thing is the use of the Monty Mole digging graphics, which are used when they're about to pop out of the ground. It constantly put me on edge and I wasn't a big fan of it.


Creativity: 12/20

There are several different ideas here, but many of them don't get get explored as far as they could be. I especially liked the idea of making the level harder when certain switch blocks are hit and the use of hidden rooms ala NSMBWii/U. Both ideas are worthy of being stretched through an entire level, but here are only used in one-off sections.


Aesthetics: 7/10

Bright palettes are a welcome change from the commonly done dark/desaturated palette. The sunset transition is subtle and it the way it should be done. You overlap the dirt tiles with the beach tiles at the beginning, but don't overlap other tiles properly across the level. The sun in the first beach and forest settings is cool, but it's use means that layer 3 can't scroll, which is a bit jarring.


TOTAL: 39/60

A rather competently-designed level with an overarching exploration theme that doesn't do enough to mitigate the too varied gimmicks throughout the level.


EDIT: updated design score since torpedo ted issue is fixed
IPS

New version (hopefully), which contains some minor changes, most notably:

-I finally gave in and decided to change that part where people can get hit "unfairly".
-Added some more flying red coins to make that gimmick not feel "discontinued/disconnected".

Enjoy!
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.