As I continue to look for feedback to find perfect design, I decided to follow along the 2016 level forum.
However, you'll still be able to play some of my more fonding levels like my "City Kirby level", and my "Vanilla Desert level".
Meaning Bald Toad's Peak will get a remake with better looks and features!
Thou these levels can rarely be found in projects or in previous contests, these releases are for you people out there to play!
2015 levels (!Warning! Rotten veggies ahead, composting(feedback) is definitely needed!) A Dangerous Diner (CC11, 71rst place):
Desc: Behold, my very first level ever shown to SMBX!
Okay, it's really bad considering it only scored 3.66/10 (Which would be an Animat Seal of Garbage if this was an animated film)
Well, all you do is jump about in a bad lava level, in which you fight Barney the dinosaur, Randall Boggs, and Dark Ness.
In the end, you must plunge them into the lava (optional) and fight Ninten.
You're transported into a SMW area with a Toad who talks about him having a weird dream, and of course you have to fight Villager in the end (updated to be more easier than throwing bombs).
This isn't the original version though, but still this one is just junk overall.
Desc: My worst level made thus far, and it's a complete eye burner to me, don't even bother looking at the screenshot if it hurts your eyes.
Thus the music is copyrighted in both of the two sections that are the only ones that make the level this, and the boss is very bad and the waterfalls... Uh
Desc: I'm only satisfied with this one because there aren't many things to do with this one, I could just replace the bosses and use layers and events to remake this level.
This level was what came in mind when I thought of time travel, although the level acquires you to do everything right, the level is still very long and has too much in it.
Mainly when it comes to the Valtteri and Marina boss, time travel power-ups music and lastly the amount of objects used in this.
2016 levels (Sweeteners)
Remake of Frosty Bite Field is coming soon!
Wasabi Find (Turtwig's music contest 3, 1rst place):
Desc: Why, I wasn't really interested into the development, but I knew I should've tried it anyway, and it got a score of 7.383/10!
It's based off my own ideas, friendly Buzzys to swarming Cheep Cheeps and single bouncing Fire.
You'll need Lunalua for some of the graphics and the Bullet Bills, and may be a bit longer than three minutes.
Desc: A complete redo of my very first level shown to public, with bosses based off the ones in my other 3 MW3 levels (Warning: May spoil an upcoming level!), it was made via a copy of my CC11 level (I still have the original I just copied it and used it to make this), and removed two sections to make this, thou Ninten is now the main last boss, Villager isn't much of a threat as bombing is a boss rush thing...
Also thanks Sednaiur for making such a lovely tileset back in the past, it's one of my favorite tilesets.
This level will need Lunalua in order to be played, this mainly effects the boss and the Mushrooms falling into lava.
Desc: Please, don't play this if you wish to stay happy.
No seriously, it was all a joke and it has bad mixing, broken graphics, and copyrighted music.
Heck you should play my CC11 over this, like I regreted making something so painful.
The story is basically this; Hey, I'll dress up as Ninten so I can walk into the woods so Mario can save me?!
If that doesn't sound bad enough, then go ahead but remember....
You have been warned!
Some Short Desert Mixed level (SVLC, Friday the 13th place):
Desc: I mean, nothing much as I was happy with only 50 percent of this level, I feared of getting Tier 2 a third time in an official contest, but shockingly I got up to Tier 4.
This level was mainly just all over the place with smb3 stuff and also contains one of my favorite gimmicks, switch block bombing (not in original)!
Nothing to much too say, as the title is stealing words out of my mouth, and unless you know what you're doing you won't get lost, the level is very easy so I don't know how this happened during the judging period(Cherubi score FTW).
I'm glad I didn't stick with the previous idea.
Desc: A Kirby level that had is inspired from CC5, originally made for the Nintendo crossover contest, but wasn't done on time.
This got transferred over to be my submission for Yoshibro's 4th DC but since it's very unlikely that he'll return, I decided to send it for Mix world 3 with my Desert level mid-May.
Contains a mid-boss and a boss, also credit goes to the original creator of the tileset(s).
Japanese Level contest pack (contains two levels):
Damnaer prei development: November 28th, 2016 - February 12th, 2017.
Desc: Well, the level takes place in a wild, free atmosphere and continues on the same world where "Wasabi Find" occurred.
The level isn't too long, but it does change within it's atmosphere at times.
Never the less, some of it is represented by Cambodia, it also uses a theme that represents the Cambodian landscapes however it can be quite confusing due to the open space and usage of switch blocks here and there.
Don't try to rush and explore this level for once.
Toad's Christmas Medley development: December 1st, 2015 (Scrapped) and December 27th, 2016 - February 27th, 2017.
Desc: Based on the NES rom hack, "Toad's Christmas Adventure" but with some changes to make the atmosphere be more impressing since I thought it was too flat.
Yes, you're forced to play as Toad and the level is quite long to span upon all four levels, but at the beginning of each, you immediately touch a checkpoint so it's not all a waste.
There are also some differences that are quite noticeable if you've ever played the rom hack, see if you can find them.
Am I a bit too early?
Development: July 13th - 29th, 2019
Desc: Just a basic open level that focuses on collecting coins to look for the exits. If you can collect all 16 silver coins, you'll be able to fight the boss. However, collecting every single gold coin in the level will grant you access to the secret exit (which can be found in the mid-boss section). In a nutshell; "Hello, I discovered lunalua coding in a level." All in all, I was gonna make this a joke level, but I decided to take it bit further than that. Enjoy! ~
Development Time: October 28th, 2019 - December 23rd, 2019
This is my AVLC entry, which got 13th/12th place. I tried experimenting with Ace's gimmick from a Great Extravaganza, while also taking inspiration from my BSA trip to the Intrepid. Ah well, at least it's an improvement over SCC. Fair warning though, if your computer isn't too strong, you may experience lag while playing it.
Devlopment time: February 14th - March 8th
This level was inspired by a level that was about well... A generic deforestation level from AVLC 2019, and Circles from Post Malone. I wanted to play with the grinders as well as try to make a simple level like ya'll young lads and ladies. This level will require you to use Beta 4 for the effects and latest version of lua.
Don't worry, our market is expanding as we continue to look for customer support, have a nice day. :3
Last edited by Ness-Wednesday on Fri Mar 13, 2020 5:19 pm, edited 23 times in total.
It is by no means a bad idea, however the NPCs just feel out of place in an area like this, and enemies specifically designed to be in cities (with a fire recolour) or some other lava-ish NPCs would probably be more fitting.
Official Review of Blood Red Candy Corn by Ness-Wednesday (Reviewer: Linik)
This is a very nice level, and it appears a lot of effort went into it. I can tell how much this is inspired by Crisis City right down to the atmosphere, only this time with Kirby graphics and enemies. The visuals are very stunning, and the ruined, burning city atmosphere is nailed perfectly with the combination of the building tiles and rock tiles, further reinforced by the lava and the apocalyptic background. The decoration also reflects the atmosphere as well; the girders, overhead lights and warning signs fit perfectly into the level's theme, as do the torches and clouds; even using the wood tiles as support beams was a good concept. The music tracks seem to fit fine, but the actual design and gameplay of the level doesn't do as well though. There are some neat ideas in there, such as the sudden rising platforms and the propeller blocks, and the miniboss and boss fights were neat additions which I'll talk about later. However, the entire premise of the level is on switch blocks. At its core, the level is just "hit switch block, platforming, hit switch block, platforming, miniboss, platforming, boss", which is a pretty overused level designing rubric. It should be noted as well that the spikes blend in too well with the background and are hard to see, and the checkpoint is placed too far into the level, which is an indication that the first half is too long and needs some toning down. There are also some points where it's possible to get stuck in the level, such as the fact that it's possible to re-enter the rising platform section, and it's impossible to proceed because the platforms have already risen. Also, the green switch blocks in section 7 will be deactivated when the player approaches them, and there is no way to go back and reactivate them, so the player will be stuck at that point. The NPC placement is pretty good though. The coin placements were good, and the idea of gaining powerups from stomping a certain enemy is a great concept, and while the use of Dragon Coins encourages replay value, there are only 4 of them rather than the expected 5. However, the player is not warned that jumping on the bombs makes them blow up in their face. As for the miniboss, it was really just an ordinary Mouser battle only with the added danger of the overhead flame generator, and the player can just stand in the corner and avoid getting hurt. The boss fight wasn't so good either. While there are cool effects with the projectiles, it's really just waiting for a Billy Gun to spawn where the player is, and then curb-stomping them. It should also be noted that Whispy Woods doesn't fit well into a ruined city setting.
To be honest, this level has some great atmosphere and visuals, but it appears that the focus was on this that the level design appears to suffer from flaws. What should be done though is disabling warps to previous sections so the player doesn't get stuck, and making a green switch block more accessible. This level gets a 7.1/10 from me.
Well, that settles it the bad levels that will be posted soon (except for "The Gengar Swamp" because I need to do some checking up on that one), are going to be on a separate part of the OP.
Just for a warning one may be too bright, and the other one too big and long, once they get reviewed, they'll be replaced with a remake, I'm actually not sure how I'm going to do this as I wanted these to be re-reviewed so badly so I can learn from my fails in the past.
Hey guys, now there's a total of ten levels....
Enough for this thread to evolve from a cake to a salad bar!
This includes my very first level, my JLC entries and a 2016 level I never added into the line up.
New levels posted:
Cloud 9 and Memezuh are now in stock at the market! Notice:
2019 Update: After over a year of being away due to some stress, I'm finally back. Furthermore, expect the level quality to start improving between 2019-2020, and I will be releasing at least 5 levels across fall 2019 to Pride Month 2020.
New level released! I was originally gonna have it be peer reviewed, but I didn't want to rush Scroll since School is a major priority. Anyways, Majestic Castle Plains (Remastered) has been released. ~ Enjoy, and don't forget to share feedback! :3
Update: A new level has been posted as a more proper demo to a future project...
Edit: It's time for a patch. Patch 1 of my new level has been released containing the following changes:
-Lab sections have been brightened to have maximum lights.
-Fixed Graphical errors.
-Changed second to final set up in the last section.