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[W4] Mushroom Valley

I have finally completed my first SMBX level. It is a grassland level, but ranges more towards the mid game in terms of difficulty.

Screenshots:







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Pretty good overall. I don't really have any complaints about your design - I think it's straightforward and you did a nice job of making the level fun to play. The only spot I found a bit dull was those three note blocks near the end. I would have done something to spice up this part a bit more.

Besides that, I think it's fine to send it in as-is.
I've made a few minor changes and have updated the level in the .zip. I'll now be submitting it.

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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The two Goombas in the narrow corridor have to go (BMD); there's no logical reason for those buggers to be there. Also the pipe that leads to "Section 2" is just asking for trouble with its placement- what's wrong with putting it above safe ground?

Originally posted by MrDeePay
The two Goombas in the narrow corridor have to go (BMD); there's no logical reason for those buggers to be there. Also the pipe that leads to "Section 2" is just asking for trouble with its placement- what's wrong with putting it above safe ground?

I got rid of the Goombas, though I haven't had any trouble with the pipe; the pipes in SMBX seem to be pretty lenient.

Now that that's take care of, I've updated the level for (hopefully) the final time.
Has Major Errors

>Invisible blocks to proceed through the level are pointless and annoying. I died once because of them.
>There's a little pathway that winds through some mushrooms and leads through a small corridor to a ledge with a block. Move the block away from the ledge, it's hard to jump out of there.
>The entire level is boring, empty, not very coherent, and is not fun.
>Venus Fire Traps are the worst. They are also pretty much the only actual enemy in this level, and VFT are ALWAYS more annoying than actually challenging.

You'll need to make some large changes to the level design before I'll accept this.
Originally posted by Egadd
>Invisible blocks to proceed through the level are pointless and annoying. I died once because of them.

I can agree with this.

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>There's a little pathway that winds through some mushrooms and leads through a small corridor to a ledge with a block. Move the block away from the ledge, it's hard to jump out of there.

That's kinda the point. It's not that hard; it hasn't caused me to fall into the pit or anything. But I'll fix it if you really insist...

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>The entire level is boring, empty, not very coherent, and is not fun.

Could you elaborate on this (i.e. mention specific sections that could use improvement; "entire" would be an overstatement if you ask me)?

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>Venus Fire Traps are the worst. They are also pretty much the only actual enemy in this level, and VFT are ALWAYS more annoying than actually challenging.

Sure, the other enemies may not be as challenging, but they still add some difficulty.
Originally posted by Kenny
That's kinda the point. It's not that hard; it hasn't caused me to fall into the pit or anything. But I'll fix it if you really insist...


Considering how unpredictable SMBX physics are, I wouldn't trust most of the characters with a jump like that. Considering how easy the jumps are before and after that, it'd be more flowing to take it out from the ledge.

Originally posted by Kenny
Could you elaborate on this (i.e. mention specific sections that could use improvement; "entire" would be an overstatement if you ask me)?


The first thing is that there is no theme to your level. Mushrooms would usually imply a bouncy surface, but the mushrooms are just ledges with flavor. The sprites are just regular "global" sprites, Koopas, Goombas, and Piranha Plants. The Koopas and the Goombas? Easy, almost insignificant based on where you put them. This creates the feeling of a slower level. Now, when you throw Piranha Plants in there, PP are pretty much buffer sprites, they slow the player down and make them wait. When these are utilized in an already slow level, this makes the level drag its feet and the player feel bored. When you throw VFT in there, it forces to player to not only wait but also to dodge something, which can also be difficult on the small platforms provided. This does not necessarily make the level more exciting, rather, it forces the player to change his playing style momentarily to "speed up", even though he isn't accomplishing anything. You need to try to give your level more of a theme, more consistent level design, and more interesting sprites.
I'm thinking of replacing the Goombas and Koopas with different enemies. Any suggestions?