Electriking's Powerline [NEW LEVEL 30/5/19]

Share your own SMBX levels and play others' too.
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Electriking's Powerline [NEW LEVEL 30/5/19]

Postby Electriking » Sun Dec 11, 2016 11:54 am

Welcome to my levels thread guys. This is where I will upload my levels. All levels from December 2018 onwards can be downloaded HERE or you can find direct links to each level, as well as information about each, in the spoilers below (Warning: you may find spoilers). All levels require SMBX2 (if a level does not say requires MaGLX3, then it is recommended that you play it in SMBX2 beta 3).

KEY
Difficulty values out of 5.
1: Easy
2: Medium
3: Hard
4: Very Hard
5: Insane
!!!: Danger
Difficulty indicators may changed based on public opinion and should only be used as a guide.
December 2018/2019: show
JUMP-THROUGH PLAINS
Descripion: Slopes.
Requires MaGLX3
Image
Difficulty: 3
Released: 30/5/19
DOWNLOAD
GFX: Sednaiur and Valtteri

LARRY'S THWOMPING CASTLE
Description: Mario has found himself in a desert castle and it seems to be occupied by Thwomps. Lots of thwomps.
Requires SMBX2 MaGLX3
Note: Don't go too deep into quicksand. Mario will suffocate too death (as a guide, try to not get his head submerged).
Spoiler Alert: You won't be fighting Larry in this level.
Image
Difficulty: 2
Released: 15/4/19
DOWNLOAD
GFX: PROX

R U LOOKIN ----> TO THIS CASTLE?
Description: An experimental castle level. It may look easy at first, but then you will immediately realise that you must complete this level without pressing left. If you are looking for an extra challenge, there are 8 red coins to collect. Definitely not my best, but it will definitely be a twist on your average castle level. Good Luck.
Image
Difficulty: 3
Released: 21/12/18
Download
GFX: Sednaiur
Levels from before Decemeber 2018 (Contains Dropbox download links)(SMBX2 required for all): show
SWITCH-IT UP DESERT
Image
Download: https://www.dropbox.com/s/8hqefyie89npg ... rt.7z?dl=1
Additional information: show
My level for The SMBX All-Stars Contest, which got 8th place. It is another level with switch blocks as its main gimmick
Screenshot:
Image


OLD LEVELS - WON'T BE UPDATED: show
WAR OF THE HEATED LAKE
Image
Link: https://www.dropbox.com/s/l8xk30fpiskz6 ... p.zip?dl=1
Spoiler: show
Description: A battleship level in a lake of a desert oasis. You will have to fight your way through multiple troops including hammer bros and bob-ombs to fight Morton Koopa Jr. 2-Battleship from SMWaW
Screenshot:
Image
SWITCH-IT PLAINS
Image
Link: https://www.dropbox.com/s/y2oc5899ywl3qvm/1-5.zip?dl=1
Spoiler: show
Description: This is a level with flip-swap like blocks. 1-5 from SMWaW
Screenshot:
Image

Joke Levels: You may or may not want to ignore these.: show
Nintendo Switch PlainsImage
Image
https://www.dropbox.com/s/44ic8l4o5xfx9 ... ns.7z?dl=1
So this was made because I did not have time to make a real level for GEx. Just leaving it here.
Last edited by Electriking on Sat Dec 29, 2018 9:47 am, edited 33 times in total.
Signatures are overrated.

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Re: King of Eterity's Castle full of levels

Postby RhysOwens » Sun Dec 11, 2016 1:41 pm

You should probably make the The Adventure Begins type Overworld/Underground because it has an Underground section.
Does the * mean it was included in your episode?

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Re: King of Eterity's Castle full of levels

Postby Electriking » Sun Dec 11, 2016 2:07 pm

RhysOwens wrote:You should probably make the The Adventure Begins type Overworld/Underground because it has an Underground section.
Does the * mean it was included in your episode?
It means that you won't require LunaLua.
Signatures are overrated.

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Re: King of Eterity's Castle full of levels

Postby TDK » Sat Apr 08, 2017 4:29 pm


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Re: King of Eterity's Castle full of levels

Postby An Untaken Username » Sun Apr 09, 2017 2:30 pm

lookin' good!
the Zelda episode is going to have to wait, as i decided to work on a different project for the mo.
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I made a boss rush, setting up download!

click spoiler to see what i support (IDK how to change the name thingy, sorry...)
Spoiler: show
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Re: King of Eterity's Castle full of levels

Postby Kley » Mon Apr 10, 2017 2:03 pm

An Untaken Username wrote:lookin' good!

Substance and constructive criticism is key!

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Re: Electriking's Shocking Levels

Postby Electriking » Sun May 28, 2017 3:04 am

OK guys, got a new level that needs a few reviews.
Last edited by Electriking on Mon Jun 05, 2017 5:14 pm, edited 1 time in total.
Signatures are overrated.

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Re: Electriking's Shocking Levels

Postby Electriking » Sun Jun 04, 2017 3:34 am

I will bump this because I need some reviews on what is good and bad about the new level.
Signatures are overrated.

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Re: Electriking's Shocking Levels [Switch-it Plains added]

Postby Electriking » Mon Jun 05, 2017 5:36 pm

OK, new level added, please check it out as well as the others.
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Re: Electriking's Shocking Levels [FEEDBACK WANTED]

Postby Electriking » Sat Jun 24, 2017 8:01 am

New level has been released but it is Nintendo Switch Plains, so yeah

What I actually want is feedback on my actual levels.
Signatures are overrated.

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Re: Electriking's Shocking Levels [MORE FEEDBACK PLEASE]

Postby regret-index » Wed Jun 28, 2017 11:12 pm

War of the Heated Lake

Here's the death effect for SMB3 Hammer Bros from the community graphics pack.
Spoiler: show
Image
Image
Solid, if a little short and plain. Despite being a flotilla in a desert there's not much that distinguishes it as either instead of an airship with a different background and no pits, beyond the Dry Bones- it feels like either element could be emphasized some more through, uh, Sidesteppers, or Snifit-sprite-swap Cobrats, or Nat the Porcupine's Fire Snake / Blockhopper lua, or even essentially-harmless Bloopers between the ships? Not to assert the level should change too wildly, of course, and possibly the main project's desert world has its own reasonable bits (though most other desert-like enemies don't quite fit the airship lake here).

The part right before the first Hammer Bros is a little awkward, as placing the enemies directly on the ship sends them walking rightwards on a long flat section and thus easily scrolled offscreen if one waits. I guess they should be above the ship? There's a few glaring expanses of flat ground, really- a slope or a block on the front of the Bom-omb ship would at least provide a little hesitation there, and a block between the first two Thwomps would differentiate the two instead of being just a generous lead-in for the denser Thwomp part.

Each new level piece mostly gets discrete spacing, and while this keeps the level simple and easy enough for an early airship it also feels like the level just ends without exploring them much. The Bom-omb cannons and Thwomps only appear once, with the former not even getting anything particularly noticeable in its usage, while there's some basic iteration for Hammer Bros and Bill Blasters- if nothing else, putting a Bom-omb cannon at the lip of the final ship and a Thwomp right before the door feels like it gets a little more use and combination of the elements. Could also put another Bom-omb cannon on the ship introducing them right by the block, since one might need to double-back there.

Morton's earthquakes and asymmetric arena are nice for trying to introduce a little complication to the standard basics Koopaling fight, but the steps on the right side of the arena allows easily avoiding him hiding in his shell- more wooden slopes instead of steps would help Morton some more. The fight also might benefit from the boat still moving while inside it, or a Bill Blaster, or some other just-barely-further mechanical complication. Pushing just a little further describes what the whole level could use, really- this feedback has mostly ended up being what I'd do to give it more texture because there's not much to critique or highlight. It's there, it isn't too much, it has a little variety and some competence, and that's it.

Switch-it Plains

Oh, this sort of set-up. Hrm. The default SMW tracks are really muted compared to the constant (possibly too loud) switch sounds- custom samples of all of them might be reasonable. The enemies here feel quite sparing at the start, even if that's rather reasonable for the gimmick presented here in a first-world set-up. If nothing else, at least a few more Galoombas in the midpoint section would make sense.

These graphics are, uh. A little much, honestly. Curiously dense and thick textures for background elements, used much too close to one another- less is more when it comes to decoration, and there's kind of a lot packed into the main section here. Everything from flowers to hills to berries are a little too visually close to one another and static for rather plain sections. One egregious part:

Image

If nothing else I kind of find the static berries uncanny and the hills much too filling. The majority of decorations disappearing in the second half would look better relatively-speaking if not for giant smiling static berry trees being the main decoration. The thin dirt terrain feel almost too thin, too, for some the irregular shapes- like, visual crinkle or something. Even if it's more generic, making parts like the cliff near the midpoint and around the pipe in the section following it thicker would look less off, I think.

The star room puts the complicated and dangerous part after the star, which is surely self-evidently weird (even if it obviously takes not getting hit to spin-jump onto it). The midpoint just floats in the air- placing it on the ground or rotating the midpoint graphics for the level to place it on the wall would look better. The 1UP part in the same section (and the very final part of the level, really) feels far too difficult relative to the rest of the level due to being based on abusing an ambiguously-activated flaw inherent to the mechanic's implementation, and I'd rather have normal alternating sections (or more falling platforms) instead.

Also, the final section having no switch blocks in sight makes sense in terms of a mechanical break but looks odd in not having any visible blocks reacting to the sound of the switch.

The second half in general makes things quite hostile, really- the single blocks out-of-place show some teeth. Overall there's a lot of decent iteration on the switch-jump mechanic, since that's a driving focus for the level compared to e.g. that airship. The level is quite nice in that fashion, mechanically coherent and diligent enough for a presumably early level's introduced mechanic, though there are a lot more details I'd nitpick. It still spares a little room for moving layers and Parakoopas despite such an investigation, too.

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Re: Electriking's Powerline [NEW LEVEL]

Postby Electriking » Thu May 03, 2018 12:43 pm

I have release my SMBX All-stars Contest, which got 8th place and a score of 70.3/100. Download is in the OP, so be sure to check it out.
Also, there is a new indicator for what version to play a level in (which can be seen in the key), so you know which version to play in.
Signatures are overrated.

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Re: Electriking's Powerline [NEW LEVEL - FEEDBACK WANTED]

Postby Electriking » Sat May 05, 2018 7:37 am

Due to spoilers being broken, I have removed them and changed the screenshots to links to the images and removed the descriptions. If you want to see the descriptions, they are in a spoiler titled 'Normal post format' so you will either have to open that (if you can) or quote the OP so you can see the things inside it.

Anyway, I would like some feedback on the new level.
Signatures are overrated.

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Re: Electriking's Powerline [NEW LEVEL - FEEDBACK WANTED]

Postby glitch4 » Sat May 05, 2018 2:00 pm

Review of Switch-it up Desert

I like the main gimmick, but its use was just done simply. Even though the level design is good, the gameplay was mainly just jumping from a block to the other block, which in my opinion removes the feel of challenge, I would like to see more variety of this gimmick. Also the level was kinda short - only one horizontal section, completing in 2-3 minutes. As for aesthetics, it was nicely decorated and it didn't had anything empty. Pretty good graphic use, but for the theme, it looked more of mountain-styled than desert. Overall, nothing to say about, it was just a decent level that it could expend more with variety of gimmick use. 5.5/10

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Re: Electriking's Powerline [NEW LEVEL]

Postby Electriking » Fri Dec 21, 2018 2:03 pm

I have released a new level. Find it in the first post.
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Re: Electriking's Powerline [NEW LEVEL]

Postby MECHDRAGON777 » Fri Dec 21, 2018 7:04 pm


Original Link: https://www.youtube.com/watch?v=Ak85P0Nm6jY
Original Link: https://www.youtube.com/watch?v=0kcSfYK9UHU
Not THAT difficult, and while playing it, I thought it would need a five on your scale, but after playing it, I would say more of a two or three? However, I would place this as a three and a quarter/twenty on my own scale. It has a three tricky jumps in all, but besides that, not that bad. It also was quite fun, so yeah. Keep up the good work. Thanks for the play.
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Re: Electriking's Powerline [NEW LEVEL]

Postby Eclipsed » Tue Jan 15, 2019 5:42 pm

Speedrun
R U LOOKIN TO THIS CASTLE?
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Re: Electriking's Powerline [NEW LEVEL 15/4/19]

Postby Electriking » Mon Apr 15, 2019 12:54 pm

I released a new level. Hope you have SMBX2 MaGLX3 because you are going to need it.
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Re: Electriking's Powerline [NEW LEVEL 15/4/19]

Postby MmmMario » Mon Apr 15, 2019 7:47 pm

Hmm, for the new thwomp level, was that tileset in PROX's thwomp ruins, or somewhere else completely?
Spoiler: show
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Re: Electriking's Powerline [NEW LEVEL 15/4/19]

Postby PROX » Tue Apr 16, 2019 5:38 am

MmmMario wrote:
Mon Apr 15, 2019 7:47 pm
Hmm, for the new thwomp level, was that tileset in PROX's thwomp ruins, or somewhere else completely?
he used my old pyramid tileset
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