1st level: Dry Desert

They're not that bad, but they're not that good either.
rchpweblo
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1st level: Dry Desert

Postby rchpweblo » Tue Aug 18, 2015 2:32 am

Hello Everybody!

This is my first level, Dry Desert. I actually had this ready quite a while a go but I kinda... forgot about it.

The level has two ways to finish it, either via the top rout, or via the bottom rout. The level ends by defeating a mini-mini-boss (not typo) which is different on the top rout that it is on the bottom rout. Oh and heads up the bottom rout is the cave section.

So anyways here it is!

Graphics:

reghrhre
YoshiGo99
Squishy Rex
Zant
h2643
Veudekato

Thwomp, mushroom, pillar, and brick recolors by me, Rchpweblo

For Instructions on how to use Veudekato's shell flower visit here

Screenies:
Spoiler: show
SMBX AM lvl 1 Screen-1.png
SMBX AM World Map.png
SMBX AM lvl 1 Screen-2.png
Download here

Oh, and there's also a bonus cuz I just realized I left a unfinished, unrevised level in the zip with it.
Last edited by rchpweblo on Tue Aug 18, 2015 3:06 am, edited 2 times in total.

Erik
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Re: 1st level: Dry Desert

Postby Erik » Tue Aug 18, 2015 2:35 am

Is this your first level??, it doesn't look like it, because people's first levels are mostly bad. But this isn't, anyway, I like the design and graphics you used, my only complaint is the SMB2 stuff in a SMW section.

rchpweblo
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Re: 1st level: Dry Desert

Postby rchpweblo » Tue Aug 18, 2015 2:54 am

Edit: Yes, this actually is my first ever made level!

Yea, I can see that some people will complain about the small mix match of games.

But in my eyes the combination of the color and texture went perfect with the overworld and the smb2 enemies. Though if I had had the time to sprite it I would have replaced the portaboos with smb2 styled ones or maybe some other enemy. I was actually searching for a good smb2 styled Thwomp but was having trouble so i just decided to realease it. Oh well, maybe I'll add it in a update of this level.

Erik
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Re: 1st level: Dry Desert

Postby Erik » Tue Aug 18, 2015 7:45 am

It's not a big deal, the rest of the level is pretty good.

h2643
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Re: 1st level: Dry Desert

Postby h2643 » Tue Aug 18, 2015 8:33 am

I'm satisfied with the second screen, I see a tileset of mine. This is a really good try for your first level, great job with that!

rchpweblo
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Re: 1st level: Dry Desert

Postby rchpweblo » Tue Aug 18, 2015 1:05 pm

Thanks!

JupiHornet
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Re: 1st level: Dry Desert

Postby JupiHornet » Tue Aug 18, 2015 1:23 pm

This looks pretty amazing for a first level!

rchpweblo
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Re: 1st level: Dry Desert

Postby rchpweblo » Tue Aug 18, 2015 3:29 pm

Thanks!

Has anybody found the shell powerup yet cuz I could give a hint.

bossedit8
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Re: 1st level: Dry Desert

Postby bossedit8 » Tue Aug 18, 2015 4:49 pm

@bossedit8's Level Review - 1st level: Dry Desert - Created by @rchpweblo

Design Usage:
Deserted theme going on. I actually do like the level design on some point but due to the fact that the level itself is kinda short like in SMB, I feel like it should be something more rather than this but at least you provided a secret in this area which requires a lot of quicksand progressing. I'd rather not really design something like mashing my buttons repeatetly and also maybe waiting just to get to the secret area. I'd rather just go down instead and get to the secret rather than mashing my buttons and move to the right aswell. About the level itself, it's pretty basic with multiple stuff going on even that you have to use mushroom blocks in order to get something unreachable but it would be more recommended to have a little more reward than this right now since you literally go out of your way to find something. Of course we have a 1UP block but that's invisible at the top of the area. As I already mentioned before, I do find this level rather short though no matter if you are taking the regular or secret pathway. The way how you end the level, there is a boss you have to fight and after that the level ends. Concept originally from SMB2.
Point Rating: 2

NPC Placements:
NPCs were ok for the most part as they do kinda have variety to get through the whole area but what I find it rather strange is that there are like NPCs that are just appearing once in the entire level (with the exception for bosses) like piranha plants that can spit fire, upside down piranha plant, bullet bill shooter and sparkies. About the secret boss though which is a red sledge brother throwing buggy hammers, his speed is too fast like he's so fast that he basically kills himself. Reason why the hammer brother is fast is that you put the speed on 1.2. You know what this means? In american PCs they can read it just fine but in european PCs like mine, they just simply ignore the dot entirely and make it from speed 1.2 to 12 and that can mess up the gameplay entirely once you reach the point where it's gonna break. Check this topic for further information about coding differences via world location. Coin placements were a little low... more would be acceptable especially at places where you have to go forth and back in a little bit of seconds and such like at the mushroom platforming area or anything else where you have to go back a bit aswell. Power ups were quite a lot in this kind of level especially for a short one but if that is for your first level in your project, it's sort of reasonable.
Point Rating: 3

Overall Rating Score: 5

Average

Despite these flaws that I've mentioned throughout my review, I do kinda like the level by myself.

I'm unable to review your second level so far since it's basically unfinished... obviously.


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