Originally posted by PMH
Actually I only fix the screen exit, why did you impress with my level? Are you tried to make me happy?
Was it? Perhaps not having to be annoyed by constantly restarting the level changed stuff a bit. Perhaps it's due to me playing a different way, due to already knowing the level?
Actually, checking level in Lunar Magic, it does seem to be identical. I still think that my second rating is more accurate to the actual level quality however. And the set up with enemies in Level 105 was actually fairly nice, this wasn't in the original version of a level. It's still not really good rating, but I did play worse levels in a contest.
Mathos - Stratus Stairway | |
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Design and Execution: 5/50 Design Creativity and Aesthetic Creativity: 14/30 Aesthetics and Polish: 17/20 Overall: 36/100 Level video |
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That one was... confusing in many ways. First of all, the pipe on screen 0C of level 105 is exit enabled, but there is no exit defined for that screen which means player goes into bonus game. Feel free to enable Options > General Options... > Scan Exits on Save to ROM to make such errors clear while modifying the level (this is a default, but you may have disabled that for some reason). That said, there is a big problem with the level. It was not fun. In a way, it reminds me of playing SMWCP. Which really, is a big problem, because levels were supposed to be fun. What's worse, I cannot really point out why this happened - I should be able to, but I really cannot (after spending lots of time thinking about an answer). The secret path is clearly bad as clouds cover my screen to the point where I see nothing, but normal path wasn't anything like that. The level is translucent, but in Super Mario World, translucency doesn't mean alpha transparency, but color addition. If you add any color to white, you have white, no exception - and clouds are white, so player sees nothing. What I feel may be cause of that for normal path, but I'm not entirely sure is combination of following factors - uninteresting obstacles, level being slow (flying turnblocks are one of slowest things in Super Mario World), feeling like a huge maze (never was entirely sure where I was going), slopes making jumps tricky (slope physics in Super Mario World are terrible, unfortunately, not to mention slopes make estimating distances hard). I think those are typical problems of Super Mario Bros. X levels, actually (which are even worse in Super Mario World due to small screen). Also, Dragon Coins placement is really weird. It demands a very unusual path from the player to collect them all. The Dragon Coin on screen 00 of level 105 is really not obvious, considering there is no reason to believe there is anything beyond secret exit pipe, and probably should be moved somewhere else. There is also minor problem with player being able to go over a level in many places, and falling into the ground, you may want to use solid dirt at level ceilings. Giving credit where it is due, this level was best looking level I have played so far in this contest, even if it's mostly just Super Mario World aesthetics (which probably would give 17/20 in aesthetics if not for poorly designed secret exit part where aesthetics harm the level design). Unfortunately, that's not enough for a good result from me (and I wouldn't be surprised if other judges, especially those specializing in gameplay would feel similar way). There is a bit of cut-off with nets on screen 0E of level 105, which I don't exactly mind, but other judges may. OTHER: There is no reason to include .ips patch, just saying. Just include .bps, judges will know how to patch this. |
ThePat545 - Absolute Frenzy | ||
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Design and Execution: 3/50 Design Creativity and Aesthetic Creativity: 20/30 Aesthetics and Polish: 11/20 Overall: 34/100 Level video (takes 1 hour) |
GOAL SPHERE | |
This level was bad. level was bad. was bad. bad. . help helphelp helphelphelp helphelphelphelp I will admit that some obstacles were quite interesting, however the level was frustratingly hard, and wasn't fun at all. The Midway Point was very lopsided (the part after Midway Point was very short). The obstacle with dolphins was quite interesting, but why put Rexes above if a player is forced to die (or use spinjump through platform glitch, I suppose that's an option) up here? Why is even player forced to die if they fail at this obstacle? Decorations were bad, bad, and bad. They are really busy, and level designer also hid spikes behind priority carpets (and sometimes player gets unfairly hit by Bowser statue fire that hid behind a carpet). Why even hide blocks behind priority blocks in a hard level like this? But that aside, Bowser statues in vertical levels just don't work. Sprites in vertical levels despawn when they are off camera vertically. Bowser statue fire doesn't move vertically, just horizontally, which means that if Bowser statue is not despawned, so its fire is alive, even if off-screen. Fire can easily take all the sprite slots, despawning important sprites (like wall springboard or key and keyhole) forcing player to die. Also, player shouldn't be expected to know that hitting Bowser statue from below will cause it spawn fire - the level doesn't explain that at all, you shouldn't expect the player to have played VIP5 or VLDC9. Requiring that glitch without letting player know how it works for moon is fine, but definitely not for Dragon Coin or secret exit. I like the Big Boo boss fight, but that's all I can say. stop |