Outcasted Oremine ( Cave ) ( PAL )

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cato
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Outcasted Oremine ( Cave ) ( PAL )

Postby cato » Fri Sep 27, 2019 11:56 pm

Hello, I am Cato, this tread will be my level collection. Will upload 1 per month for appearing in the level of the month. Even though I can make 3 levels per month.

1-Tower Honey Hive ( Upload on 28 September 2019 )
Spoiler: show
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Difficulty: Hard for level, easy for the boss.
Download Link:
https://www.mediafire.com/file/rt14r9jv ... e.rar/file
2-2 Outcasted Oremine ( Uploaded on 27 October 2019 )
Spoiler: show
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Difficulty: Both medium in level and the boss.
Download Link:
https://www.mediafire.com/file/egoajv1r ... e.rar/file
Last edited by cato on Sun Oct 27, 2019 5:56 am, edited 2 times in total.

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Re: Honey Hive ( Tower ) ( PAL Version )

Postby Troopa Koopa321 » Sat Sep 28, 2019 8:31 pm

Level Review.

Atmosphere/theme:
The atmosphere of the level was pretty great. And felt like you where traveling through a massive bee hive. However even through I liked the music choice it felt kinda out of place for some reason,Like it sounds too final levelish. Mostly because the music was a remix of Krook's march. Other than that the atmosphere was captured decently.
8/10

Gameplay:
My favorite part of this level was the addition of the bee mushroom which cleverly replaced one of link's powerups. However I wished this powerup had more involvement and interaction in the level instead of being in one section. Some other criticism I have is some enemy placement on the boss. The fire generator at the top of the screen when you go against the circling wasp can sometimes be blocked from view if you have a powerup in your inventory and some players will never know that it was there if they still have a powerup in the slot. Another reason why its badly placed is because the circling wasp are moving too fast and makes it more difficult to avoid the flames. Another thing is when you hit the giant wasp when he's throwing bombs, The generator doesn't disappear after you kill him which should be fixed. For anything the level was more easier than the boss. Positives of the level is the rest of the level design. Good dragon coin placement and some redeeming npc placement. The boss was very creative and entertaining as well. The positives out weighs all the negatives in this level imo.
score: 7.9/10

Total score
8.5/10

A very great level in my opinion. The boss can be improved though.

screenshots
Bomb generator
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Item slot
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Re: Honey Hive ( Tower ) ( PAL Version )

Postby cato » Sat Sep 28, 2019 11:35 pm

Did you kill King Zinc during the projected bomb segment? I don't think you are supposed to kill him, I even make him high enough so that you can't stomp him.

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Re: Honey Hive ( Tower ) ( PAL Version )

Postby DrMekar » Sun Sep 29, 2019 12:17 pm

cato wrote:
Sat Sep 28, 2019 11:35 pm
Did you kill King Zinc during the projected bomb segment? I don't think you are supposed to kill him, I even make him high enough so that you can't stomp him.
You can kill him, which also causes the Bombs to Generator to stop moving. Also the Last Phase with Mother Brain is pretty
confusing for a not SMBX Veteran. The whole time it was the rule to spin on King Zinc and suddently spinning on him hurts
you.
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Re: Honey Hive ( Tower ) ( PAL Version )

Postby Troopa Koopa321 » Mon Sep 30, 2019 1:53 am

cato wrote:
Sat Sep 28, 2019 11:35 pm
Did you kill King Zinc during the projected bomb segment? I don't think you are supposed to kill him, I even make him high enough so that you can't stomp him.
It wasnt high enough. I still managed to kill him some how. maybe you should set him as a friendly npc when he is launching the bombs.

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Re: Honey Hive ( Tower ) ( PAL Version )

Postby MegaDood » Mon Sep 30, 2019 2:16 am

This level looks nice! I like how the hive contrasts with the regular ground.
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Re: Honey Hive ( Tower ) ( PAL Version )

Postby cato » Mon Sep 30, 2019 5:32 am

The level has been updated, thanks for your comments.

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Re: Honey Hive ( Tower ) ( PAL Version )

Postby Ytagh » Tue Oct 08, 2019 5:50 pm

i really want play it also that boss is new i like honey hive its soo cool idk why i cant play it but im fine i guess..

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Re: Honey Hive ( Tower ) ( PAL Version )

Postby Cedur » Wed Oct 09, 2019 4:40 am

Ytagh wrote:
Tue Oct 08, 2019 5:50 pm
i really want play it also that boss is new i like honey hive its soo cool idk why i cant play it but im fine i guess..

which SMBX version are using in the first place? You know the title says you need the most recent one, SMBX2PAL?
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Re: Honey Hive ( Tower ) ( PAL Version )

Postby FatalPepper66 » Thu Oct 10, 2019 6:15 am

Great work, Cato Wong! Really nice theme! Now i will play and enjoy it!

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Re: Honey Hive ( Tower ) ( PAL Version )

Postby Ytagh » Thu Oct 10, 2019 8:37 pm

i cant play it in 1.4.4, i play it in 2.0 but my version has stoping working the bees graphics idk why guys anyways nice level.. i guess :p

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Re: Honey Hive ( Tower ) ( PAL Version )

Postby Cedur » Fri Oct 11, 2019 7:06 am

you can't expect 2.0 stuff to be playable in 1.4. The engines are fundamentally different.
Ytagh wrote:i play it in 2.0 but my version has stoping working the bees graphics

well, assuming you have the latest version, which ones exactly?

Also Cato, it would be good if there were one or two backtrack pipes in the fairy section. The boss phase which spawns two large hornets should kinda announce where they spawn so players don't get hit at first time.
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Re: Outcasted Oremine ( Cave ) ( PAL )

Postby cato » Sun Oct 27, 2019 6:00 am

Hi Guys, 2-2 Outcasted Oremine is out!

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Re: Outcasted Oremine ( Cave ) ( PAL )

Postby Daring Tombstone » Sun Oct 27, 2019 5:36 pm

I got this on the mole boss.

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Perhaps a missing music or misspelled file name. Or maybe it's just my end. Otherwise a good level to have played.

Also, careful about using nogravity NPC's as this can unfortunately happen.
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Re: Outcasted Oremine ( Cave ) ( PAL )

Postby cato » Mon Oct 28, 2019 6:24 am

Daring Tombstone wrote:
Sun Oct 27, 2019 5:36 pm
I got this on the mole boss.

Image

Perhaps missing music or misspelt file name. Or maybe it's just my end. Otherwise, a good level to have played.

Also, careful about using no gravity NPC's as this can unfortunately happen.
Spoiler: show
Image
Yeah, that was careless of me. Looks like I misplace the wrong music file. Also, I disabled what the GIF shows by putting an invisible player block. Should be updated in the download.

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Re: Outcasted Oremine ( Cave ) ( PAL )

Postby MegaDood » Mon Oct 28, 2019 11:47 pm

I liked the honey level quite a lot, I think the boss was creative, though it was never telegraphed what would happen next which got annoying, and the sections where you were a bee was also fun.
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Re: Outcasted Oremine ( Cave ) ( PAL )

Postby Eclipsed » Wed Oct 30, 2019 12:41 pm

cato wrote:
Fri Sep 27, 2019 11:56 pm
Ping
Just a quick suggestion, you honestly should be a checkpoint right before the boss fights
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Re: Outcasted Oremine ( Cave ) ( PAL )

Postby cato » Thu Oct 31, 2019 7:00 am

Eclipsed wrote:
Wed Oct 30, 2019 12:41 pm
cato wrote:
Fri Sep 27, 2019 11:56 pm
Ping
Just a quick suggestion, you honestly should be a checkpoint right before the boss fights
If you mean two checkpoints every level, I may have to consider my level style, especially some level has optional boss fight, making the level checkpoint inconsistent.
If you mean relocating the checkpoint, just no. My level style is basically like: Before the checkpoint, showcasing the gimmick of the level. After the checkpoint, extensively use the gimmick on more difficult stuff. The boss shouldn't be that hard, you have 2 powerups.

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Re: Outcasted Oremine ( Cave ) ( PAL )

Postby Eclipsed » Thu Oct 31, 2019 10:51 am

cato wrote:
Thu Oct 31, 2019 7:00 am
Eclipsed wrote:
Wed Oct 30, 2019 12:41 pm
cato wrote:
Fri Sep 27, 2019 11:56 pm
Ping
Just a quick suggestion, you honestly should be a checkpoint right before the boss fights
If you mean two checkpoints every level, I may have to consider my level style, especially some level has optional boss fight, making the level checkpoint inconsistent.
If you mean relocating the checkpoint, just no. My level style is basically like: Before the checkpoint, showcasing the gimmick of the level. After the checkpoint, extensively use the gimmick on more difficult stuff. The boss shouldn't be that hard, you have 2 powerups.
I mean add a checkpoint right before the final boss, not an optional boss. It's not hard but it is annoying having to traverse the entire half of the level if you do die to a boss at the end, especially since some of the bosses are 3-6 minutes. 2.0 supports multiple checkpoints
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Spoiler: show

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Spoiler: show
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Spoiler: show
[WR] The Great Empire in 15:36:686
Spoiler: show
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