Kuribo Wooden Land [SMBX2 PAL]

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Re: Desert - Dorai Vanilla SMBX 1.4.4

Postby PixelPest » Fri Dec 15, 2017 7:27 pm

Shadow_Flame wrote:Hi there, Xilore_Inaba. I downloaded your level and here is what I think after playing it:

- Graphics are top notch, really love them! Pleasant to look at and match perfectly with the background.
- Music fits the level very well.
- The length of the level is OK as it's neither endlessly long, nor super short and it does provide a challenge for players.
- Terrain is random and creative at times. I like the effect of the sinking platforms and the mini-water sections.
- Some spots might be tricky to pass through, especially the ones with the 3 Fire Bros and the one with the last Chain Chomp as it's a very narrow space and that block hits you back, thus making things twice as difficult (not to mention if you're small Mario).
- I like the background of the mini-castle at the end and how you've created the illusion that the player stays inside it.
- It took me some time at first to realise how to get inside that secret pipe towards the end but got a sense of achievement once I figured it out :)

Overall, this is a very good level with fitting music, backgrounds, challenging moments and enemies. I'd give this level 9/10.
I'd beg to differ. Despite it being a pretty solid level for the most part, I don't think it's quite at a 9/10, which is near-perfect.

Despite the fact that this level is quite aesthetically appealing for the most part, there isn't much to it. It mostly consists of a romp through your average desert level with a few briefly-used mechanics (such as the large sinking platform, etc.), none of which are built upon and just used on a one-off basis, which makes the level feel a little jumbled and confused, since there isn't a clear focus in terms of a gimmick, though it appears to try to have quite a few. Another issue is the inconsistent flow; for the most part the level is fast-paced, however then you have the section in which the player is forced to ride on arrow blocks without doing anything for a significant amount of time, which causes a notable disturbance to the flow. For the most part though, the level flows quite nicely. Furthermore, like gimmicks, there seem to be a lot of one-off enemies, such as the sand foo (and a few others), which was very noticeable and contributed to the jumbled-ness of the level. I think you would really benefit from watching this video: https://www.youtube.com/watch?v=PjHgN5R-HgE since the terrain of the level is great, but I feel like you would benefit from learning some more about how to use a smaller set of enemies to provide progressive challenges for the player. Another enemy issue is around the muncher-resprite chests. It's an interesting idea however I don't think it was used or introduced as effectively as it could have been. The player can take a major hit near the beginning of the level when what appears to be a normal chest suddenly becomes an enemy. I'd suggest introducing this enemy to the player in a way such that they can see that it is in fact an enemy, and not just a piece of scenery, without it being in the main path and possibly causing an unfair hit. For example, you could place it underneath the main path with at least one solid block between the player and the enemy, such that when it jumps it can't make contact with the player, however the player can note that these chests are actually enemies that jump when they get close. It would also be cool to add a little more weight to their use and also use normal chest background objects in the level to keep the player on their toes, so that they tend towards always expecting that a chest is an enemy, but then sometimes they don't actually move (similar to the idea of the piledriver micro-goomba enemies which resemble brick blocks until they jump). You could do a lot with these enemies and the level would really benefit from them being introduced in a more coherent manner. Really this level just needs to choose an idea (and a smaller set of enemies that can be intuitively set up in different ways to provide varying challenges) and run with it, since there are a lot of ideas in the level that are great (such as the chest enemies and the platforms that sink into the quicksand) that could be used a lot more and be built on to make the level much more memorable and enjoyable to the player. Consider also checking out four-step level design (https://www.youtube.com/watch?v=dBmIkEvEBtA) which is what Nintendo uses, prominently in Super Mario 3D World as discussed in the video, to introduce, build on, put a twist on, and finalize a gimmick/mechanic in a level. This level just has so much potential and I'd like to see it revamped a little bit with a consistent idea that it locks in on, since it doesn't have a lot of substance right now behind the veil of all of the graphics used and atmosphere developed. I'd suggest that right now it would be worth around a 7/10, maybe a little lower, but could definitely reach a higher score for sure with a little work!

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Re: Desert - Dorai Vanilla SMBX 1.4.4

Postby Shadow_Flame » Fri Dec 15, 2017 7:50 pm

PixelPest wrote:
Shadow_Flame wrote:Hi there, Xilore_Inaba. I downloaded your level and here is what I think after playing it:

- Graphics are top notch, really love them! Pleasant to look at and match perfectly with the background.
- Music fits the level very well.
- The length of the level is OK as it's neither endlessly long, nor super short and it does provide a challenge for players.
- Terrain is random and creative at times. I like the effect of the sinking platforms and the mini-water sections.
- Some spots might be tricky to pass through, especially the ones with the 3 Fire Bros and the one with the last Chain Chomp as it's a very narrow space and that block hits you back, thus making things twice as difficult (not to mention if you're small Mario).
- I like the background of the mini-castle at the end and how you've created the illusion that the player stays inside it.
- It took me some time at first to realise how to get inside that secret pipe towards the end but got a sense of achievement once I figured it out :)

Overall, this is a very good level with fitting music, backgrounds, challenging moments and enemies. I'd give this level 9/10.
I'd beg to differ. Despite it being a pretty solid level for the most part, I don't think it's quite at a 9/10, which is near-perfect.

Despite the fact that this level is quite aesthetically appealing for the most part, there isn't much to it. It mostly consists of a romp through your average desert level with a few briefly-used mechanics (such as the large sinking platform, etc.), none of which are built upon and just used on a one-off basis, which makes the level feel a little jumbled and confused, since there isn't a clear focus in terms of a gimmick, though it appears to try to have quite a few. Another issue is the inconsistent flow; for the most part the level is fast-paced, however then you have the section in which the player is forced to ride on arrow blocks without doing anything for a significant amount of time, which causes a notable disturbance to the flow. For the most part though, the level flows quite nicely. Furthermore, like gimmicks, there seem to be a lot of one-off enemies, such as the sand foo (and a few others), which was very noticeable and contributed to the jumbled-ness of the level. I think you would really benefit from watching this video: https://www.youtube.com/watch?v=PjHgN5R-HgE since the terrain of the level is great, but I feel like you would benefit from learning some more about how to use a smaller set of enemies to provide progressive challenges for the player. Another enemy issue is around the muncher-resprite chests. It's an interesting idea however I don't think it was used or introduced as effectively as it could have been. The player can take a major hit near the beginning of the level when what appears to be a normal chest suddenly becomes an enemy. I'd suggest introducing this enemy to the player in a way such that they can see that it is in fact an enemy, and not just a piece of scenery, without it being in the main path and possibly causing an unfair hit. For example, you could place it underneath the main path with at least one solid block between the player and the enemy, such that when it jumps it can't make contact with the player, however the player can note that these chests are actually enemies that jump when they get close. It would also be cool to add a little more weight to their use and also use normal chest background objects in the level to keep the player on their toes, so that they tend towards always expecting that a chest is an enemy, but then sometimes they don't actually move (similar to the idea of the piledriver micro-goomba enemies which resemble brick blocks until they jump). You could do a lot with these enemies and the level would really benefit from them being introduced in a more coherent manner. Really this level just needs to choose an idea (and a smaller set of enemies that can be intuitively set up in different ways to provide varying challenges) and run with it, since there are a lot of ideas in the level that are great (such as the chest enemies and the platforms that sink into the quicksand) that could be used a lot more and be built on to make the level much more memorable and enjoyable to the player. Consider also checking out four-step level design (https://www.youtube.com/watch?v=dBmIkEvEBtA) which is what Nintendo uses, prominently in Super Mario 3D World as discussed in the video, to introduce, build on, put a twist on, and finalize a gimmick/mechanic in a level. This level just has so much potential and I'd like to see it revamped a little bit with a consistent idea that it locks in on, since it doesn't have a lot of substance right now behind the veil of all of the graphics used and atmosphere developed. I'd suggest that right now it would be worth around a 7/10, maybe a little lower, but could definitely reach a higher score for sure with a little work!
Thanks for the info, I actually found the second video that you sent the link for quite interesting. And yes, I forgot to mention that I did die as a result of that chest enemy on my first try as I didn't know it would instantly kill you. Maybe if there's some sort of warning beforehand about it?

Also, I really liked the sand foo enemy and was sad to see that it only appeared once in the level. Perhaps if the level concentrates on developing one concept: the chests (fake vs enemy) or the sand foo. Thinking back, I might need to change my rating for this to 7.5/10

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Re: Desert - Dorai Vanilla SMBX 1.4.4

Postby PixelPest » Fri Dec 15, 2017 7:54 pm

Btw the big blurb I wrote and the links I provided were to the creator of the level, but I'm glad you found them useful too!

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Re: Desert - Dorai Vanilla SMBX 1.4.4

Postby Shadow_Flame » Fri Dec 15, 2017 8:10 pm

PixelPest wrote:Btw the big blurb I wrote and the links I provided were to the creator of the level, but I'm glad you found them useful too!
Cheers, mate.

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Re: Desert - Dorai Vanilla SMBX 1.4.4

Postby 5QU3L3T0N » Sat Dec 16, 2017 1:59 pm

I love the graphics!
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I'm working on (to say the least)
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Re: Desert - Dorai Vanilla SMBX 1.4.4

Postby Kley » Sat Dec 23, 2017 8:34 am

5QU3L3T0N wrote:I love the graphics!
That's nice, but how about saying something about the level itself?

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Desert Dreams 1.4.4/38-A

Postby Xilore_Inaba » Mon Aug 20, 2018 2:05 pm

Semi-custom level based in SMA4 for SMBX 38-A,enjoy!. :)
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Re: Desert Dreams 1.4.4/38-A

Postby WilliamTheMan210 » Sat Aug 25, 2018 5:56 pm

Wow this looks great and I had fun playing it. I don't really have any problems with it, so i'd give it a 8/10 because it's not like really crazy, it's just a nice, simple level that is fun to play. Also, how did you make the foreground scenery?
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Re: Desert Dreams 1.4.4/38-A

Postby YoshiSuperstar » Wed Oct 31, 2018 3:26 pm

WilliamTheMan210 wrote:
Sat Aug 25, 2018 5:56 pm
how did you make the foreground scenery?
With parallax scrolling, I believe
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Re: Desert Dreams 1.4.4/38-A

Postby WilliamTheMan210 » Sun Nov 11, 2018 1:42 pm

Yoshi_Superstar NL wrote:
Wed Oct 31, 2018 3:26 pm
WilliamTheMan210 wrote:
Sat Aug 25, 2018 5:56 pm
how did you make the foreground scenery?
With parallax scrolling, I believe
No duh, but does anyone know how to make parallax in 1.4.4
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Stellaire Beach - SMW [SMBX2 PAL]

Postby Xilore_Inaba » Sat Sep 07, 2019 9:31 pm

A SMW Styled beach level for SMBX2 PAL build.
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Last edited by Xilore_Inaba on Thu Nov 21, 2019 2:58 pm, edited 1 time in total.

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Re: Stellaire Beach - SMW [SMBX2 PAL]

Postby Scroll » Sun Sep 08, 2019 10:49 am

I think the purple sky in the background is amazing

...well, just like every other aesthetic element in this level

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Re: Stellaire Beach - SMW [SMBX2 PAL]

Postby MegaDood » Mon Sep 09, 2019 12:01 am

The level looks amazing, especially that background. I really like how the music is in SMW style and how the stones naturally seem to stick out of the ground.
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Re: Stellaire Beach - SMW [SMBX2 PAL]

Postby NoMoreStars » Thu Sep 12, 2019 7:17 pm

A really stellar level, just the perfect length! Really good choice of custom graphics as well and the background is really beautiful. Also I had no idea .scp's were supported by SMX2 until I played your level so I guess I learned something new. Great job!

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Re: Stellaire Beach - SMW [SMBX2 PAL]

Postby MegaDood » Sun Sep 22, 2019 6:20 am

NoMoreStars wrote:
Thu Sep 12, 2019 7:17 pm
A really stellar level, just the perfect length! Really good choice of custom graphics as well and the background is really beautiful. Also I had no idea .scp's were supported by SMX2 until I played your level so I guess I learned something new. Great job!
What exactly is a ".scp" file? I don't believe I've heard of it before.
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Re: Stellaire Beach - SMW [SMBX2 PAL]

Postby NoMoreStars » Sun Sep 22, 2019 11:21 pm

MegaDood wrote:
Sun Sep 22, 2019 6:20 am

What exactly is a ".scp" file? I don't believe I've heard of it before.
It's a file type used usually in Super Mario World rom hacks that use music samples compatible with the SNES. Usually you need to download a program specifically for reading these files and playing them back/converting them since they can't be played back on just any media player like .mp3's or .wav's can. But apparently SMBX2 pal supports them natively! You can find them commonly on Super Mario World Central.

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Re: Stellaire Beach - SMW [SMBX2 PAL]

Postby MegaDood » Tue Sep 24, 2019 6:58 am

NoMoreStars wrote:
Sun Sep 22, 2019 11:21 pm
MegaDood wrote:
Sun Sep 22, 2019 6:20 am

What exactly is a ".scp" file? I don't believe I've heard of it before.
It's a file type used usually in Super Mario World rom hacks that use music samples compatible with the SNES. Usually you need to download a program specifically for reading these files and playing them back/converting them since they can't be played back on just any media player like .mp3's or .wav's can. But apparently SMBX2 pal supports them natively! You can find them commonly on Super Mario World Central.
Oh neat, I wasn't able to find much about them online, so thank you.
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Kuribo Wooden Land [SMBX2 PAL]

Postby Xilore_Inaba » Thu Nov 21, 2019 10:11 am

A Generic SMB3 Styled level for SMBX2 PAL build.

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Download:

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Last edited by Xilore_Inaba on Thu Nov 21, 2019 2:56 pm, edited 1 time in total.

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Re: Kuribo Wooden Land [SMBX2 PAL]

Postby Aero » Thu Nov 21, 2019 2:49 pm

Xilore_Inaba wrote:
Thu Nov 21, 2019 10:11 am
A Generic SMB3 Styled level for SMBX2 PAL build.

Screenshots:

Spoiler: show
Image
Image
Image
Image

Download:

Image

viewtopic.php?f=89&t=16273#p235052
All levels must be posted within one creator topic. This ensures that levels can be easily found by creator and prevents levels from being burried by more popular levels.

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Re: Stellaire Beach - SMW [SMBX2 PAL]

Postby Teemster2 » Fri Nov 22, 2019 1:31 am

Xilore_Inaba wrote:
Sat Sep 07, 2019 9:31 pm
A SMW Styled beach level for SMBX2 PAL build.
Screenshot
Spoiler: show
Image
Youtube Video:

Image
The level looks nice but you have way to many power ups thus making the level to easy. It looked like you had a new power up ever 10-20 seconds.

If this level was intended to be easy then I understand why you have so many power ups.

Anyways it looks like a world 1 style level but good job on the background and effort. I I like it.
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