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Mario Rest v1.1 / Mario Bros Adventure Land - by LimeMaster92

[hack zip]

The main problems with this hack are that the levels are unorganized, they are too long or too short, and the level design isn't that interesting either. Since this is suppsed to be (I think) a "1-world" (or "half-world) hack, the levels should have similar lengths and also probably similar style.

There are other smaller-bigger problems as well:



It looks really weird on the title screen that Mario's just jumping around in a cement "cage". You should make at least a basic sample level.



The intro level starts with also this scene, not to mention that the Entrance FG/BG index is too low.



The OW hasn't got any paths, normal layer 2 events and it could be more decorated.



The orange background looks pretty weird here.



The layer 2 event is a bit messed up here.



The orange background is quite ugly and the ground's color is not the best, either.



The lava's different parts have different colors = cutoff.



Ughh...the lava looks really bad here. You used the corner tiles instead of the horizontal lava tiles.

You should totally do these before submitting another hack:
- Read the Hack Submission Guidelines
- Watch this video
- Read other hack submission logs
- Read AxemJinx's level design guide
(hack was renamed to Mario Bros Adventure Land)

[hack zip]

Definitely an improvement after the previous version! The levels seem to be more organized now, they're not that boring as before and you've fixed a couple of things, which is nice.
There are, however, still a few things that need to be mentioned.



I may be the only one, but this bright orange BG color still irks me...



The Note Blocks are pretty badly colored, especially the sprite of the Note Block looks weird.



These platforms are floating in the air -> cutoff.

Also, this Ghost House level was pretty weird...I could find the real exit of the level right at the start, and all of the other pipes/doors led me back to the beginning...why not put the real exit somewhere later and make the fake exits lead to another room or something?



This is a pretty big blind jump here (also, I didn't see the point of bringing the P-Switch with me, even though the "ghost Bob-Omb" said that it's needed...I could beat the level easily without the P-Switch).



No offense, but the FG's palette is pretty ugly here.

You could also try and make some layer 2 events for the first submap - though it's already much better than in the previous version -, it'd look definitely better.

Final note: there were some grammar/typing errors in the message boxes, I highly suggest you to proofread and fix them (yourself or ask someone to do it for you).

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That's it, basically. Good luck!