Long time since I last seen this level, truly majestic level.
Never said this I think, but those graphics fit nicely, the design looks amazing, but the level was rather tough fore me, don't remember exactly why, but I just feel I had a hard time playing it. Anyway, good job with this level, seems you're going to use it for your project as well.
I do understand why this got in 4th place, let me just praise it a bit. Review: Majestic Mountain
When I said to myself "Ah I should review all the levels starting with "M" today I didn't expect one of my favourite types of levels getting shot right into my face straight away. Thus, I might be biased a bit by the fact that this is a Mountain/Cloud level and I absolutely love those.
First off, this level reminds me a bit of Kyo's level for one of the biased towers, Adventurous Ascent or something, at least something with "A"-Alliteration and Ascent in the name. I'll get to that later, though. Let's talk about your level first.
You seem to have tried to get everything perfect in this level, three tilesets were used which work together really well, not to mention the bgos, which also fit amazingly well. The only bgo I kinda expected but which didn't appear was the SMB1 Cloud though, but well, you got me there ;D
Pipes work both ways, that's the way it should be. Although I found one little nitpick with the warps I just have to mention: When trying to deactivate the blue wall at the trampoline, you can enter the pipe, but not enter it the other way. That's okay. You have to progress to the top and then exit through there. But I accidentally re-entered the pipe and had to do that all over again, but with less enemies. I think to perfectionize this part you could make a warp appear which allows going through the pipe at the bottom, after you've been to the springboard section, of course, with the help of invis axes. A bit complicated and just to prevent one mistake, but it'd just make that part perfect.
I didn't see bubble'd enemies in a while and I have to say that they synergize very well with the overall level, especially the bullet bill cannon section. Chargin' Chucks were also used cleverly, each having his own unique attack which helps him in the very spot he's in.
I've recently seen the Red Coin thing in Substantial Steppe, so I've asked myself if Kep played your level and borrowed from that. May well be. The gimmick was nontheless well implimented and added to the whole mountain type theme.
Let's get back to Kyo's Armadillo Ascent for a second. You've used the same temple tileset he's used, but his level was set further in space. That's one thing I noticed, and it makes the whole magically-floating ruins thing a bit out of place. I think the level would've been just as great without the ruins at all, because, to be honest, when you have stars below ruins in a daytime mountain level you might aswell just change the background to SMW Night. So yeah. That felt like it didn't fit. It did help for the spikes and thus the yoshi section, however. But I think you could've used wooden spikes on grass tiles aswell.
Here's a little tip: You don't need to place lava on top of mushrooms to make the player die when going out of bounds. You can hide the layer until the coin has been collected and then show it. There is no way the player can interact with the platform before it's officially there using that method.
Back to the ruins: Another complain I have is the background walls and the pillars both lacking a black outline. It just feels kinda odd compared to all the outlined stuff in this level.
Music was great. Adventurous. It felt good playing this.
Overall, this is near perfect. As said, I didn't like the ruins in this level. They are better in a level theme like Aftershave Ascent used, but other than that, no complains. Here's your score. Graphics: 2/3 Here goes ruins choice.
Music: 2/2 Yep.
Gameplay: 5/5 Not gonna take one point off for the single warp which isn't broken, but could be improved. Great job! 9/10
As said, maybe I'm a bit biased, but this truely is a level worth playing. Good job!
Sceptrum wrote:I do understand why this got in 4th place, let me just praise it a bit.
This level didn't get 4th place because it was a bad level; it's just that the others were slightly better. 4th place is still pretty good though :p
Anyway, I also really enjoyed playing through this. The level design was very well done, with some nice gimmicks that actually flow well and without any are being too cluttered or too open.
The aesthetics wee also pretty nice, but some of the graphics didn't really fit imo (the ruin tiles look a bit too detailed when compared with the SMW GFX, but that might be just me).
A simple and fun to play level, definitely worth playing. Great job, and I'm looking forward to more from you!
I enjoyer your level, especially your red coin and Yoshi area (it means we must use Yoshi for through this level.)
also I like your graphic and level design. I was inspired from your level for make a level with same theme but different CGFX. Great.job! sorry fir bad english
A former SMBX level designner
If you want to to talk with me, go here : Alagirez#2056 Also a furry