Levels that have good quality and are worth playing.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Mon Sep 07, 2015 2:28 pm
Heya
here is a level of mine that takes place in a desert made of cheese
it has one giant section and a second section which is really small
it will be featured in Super Mario Bros And The Mystery Of Bowser's Castle.
and it will also be a part Of Super Mario Bros: Bowsers Annihilation ( as a secret level )
Screenie (warning only click if you don't care about spoilers because it pretty much shows the whole level, and is really big)
CREDITS
Cheese Tileset made by @PROX
Desert enemies made by @BigPotato
Mice npc's @seconddcollipede, edited by Witchking666
and here is the Download link, brought to you all the way from hyrule!
http://www.mediafire.com/download/251sr ... radise.rar
enjoy and give feedback
Last edited by Witchking666 on Sun Sep 13, 2015 10:46 am, edited 8 times in total.
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Erik
- Eerie

- Posts: 760
- Joined: Fri Dec 12, 2014 2:46 pm
Postby Erik » Mon Sep 07, 2015 3:45 pm
This level is good, although I think it could be a bit longer.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Mon Sep 07, 2015 3:48 pm
Ludwig von Koopa wrote:This level is good, although I think it could be a bit longer.
Ill make it longer if zlaker, spinda, glitch or shadowstar says so
But personally i like it as it is
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PROX
- Banned
- Posts: 1953
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Mon Sep 07, 2015 4:43 pm
I personally think the length was fine, the only issues I had with this level were the broken death effects and cutoff in certain areas.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Tue Sep 08, 2015 1:17 am
The broken death effects were because secondacollipede
Didnt make those, and i didnt see broken death effects for whatever reason
I'll be fixing the cutoff too
But Where is it?
I have checked every single bgo and sizable for cutoff and the only cutoff there was was in the tileset
And since i dont have permission to edit your tiles, i couldnt fix that
Didnt you have problems with npc-placement though
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PROX
- Banned
- Posts: 1953
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Tue Sep 08, 2015 1:56 am
the npc placement was ok. The cutoff was because you put the 1x1 slopes in the wrong place. If you replace them with outer corner tiles, it should work out.
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Squishy Rex
- Posts: 1927
- Joined: Sat Dec 21, 2013 4:30 am
- Pronouns: he/him
Postby Squishy Rex » Tue Sep 08, 2015 6:27 am
Just a quick question, did those cactus' come from Sednaiur's project or are they some of his released graphics?
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Chip Potato
- Ninji

- Posts: 952
- Joined: Mon Jun 09, 2014 12:05 pm
Postby Chip Potato » Tue Sep 08, 2015 6:54 am
Squishy Rex wrote:Just a quick question, did those cactus' come from Sednaiur's project or are they some of his released graphics?
The cactus graphics are part of the Cheese Desert graphics witchking used.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Tue Sep 08, 2015 8:48 am
Squishy Rex wrote:Just a quick question, did those cactus' come from Sednaiur's project or are they some of his released graphics?
As stated above they were made by PROX
And i would kinda want a review because this is in the level forum
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SecondScolipede
- Blooper

- Posts: 184
- Joined: Tue Mar 17, 2015 9:12 pm
Postby SecondScolipede » Tue Sep 08, 2015 8:28 pm
Mind if I ask, can you leave a credit for my mice NPC's in the first post? It's not too big of a deal, just making sure.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Wed Sep 09, 2015 1:16 am
ill do that
But why i didnt do it is because you said they were just small edits
But yeah its there now
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Mable
- Ludwig

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Wed Sep 09, 2015 1:47 am
witchking666 wrote:
Ill make it longer if zlaker, spinda, glitch or shadowstar says so
But personally i like it as it is
So only if they say it not if someone else does not? That makes no sense
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Wed Sep 09, 2015 9:35 am
Tinkerbell wrote:witchking666 wrote:
Ill make it longer if zlaker, spinda, glitch or shadowstar says so
But personally i like it as it is
So only if they say it not if someone else does not? That makes no sense
That's because i like the length
But if the level judges say that it's a mistake
Them that probably is the case lol
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bigpotato
- Swooper

- Posts: 52
- Joined: Fri Aug 07, 2015 4:13 pm
Postby bigpotato » Wed Sep 09, 2015 6:58 pm
Nice length, nice usage of the npcs, the second special area was perfect difficulty (for me anyway, though I'm not particularly good,) and a good combination of themes. Recommended.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Thu Sep 10, 2015 9:55 am
Thanks for the nice words
But please
I WANT A REVIEW
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PixelPest
- Raccoon Mario

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Thu Sep 10, 2015 4:24 pm
My Review of Mice Mice Paradise:
(I know I’m not an LJ but I wanted to review this anyways.)
Level Design: 6.3/10 (Weighed 70%)
Although this level was unique due to the graphics, the level design itself wasn’t anything special. I enjoyed the length of the level and the non-linear layout, but the variety of NPCs was just a bit too much. Due to the cheese/mouse theme, the level would definitely have looked better without the custom Goombas and Koopa troopas, due to the fact that they didn’t fit the theme overly well. The overall variation between the different types of mice and the cactus piranha plants would have been fine on their own. Coin placement and power-up placement was fine, but there were too few dragon coins (only three), so there was no point of collecting them since a 1-up or extra star is not given when all of them are collected. Two parts of the level felt a little bit cramped but it was mostly okay. I liked the idea of the quicksand with the cacti at the bottom. The level could also use a few more ?-blocks as well not containing power-ups, due to the fact that overall the level seemed to have a few less than usual, especially in the overworld area.
Graphics/Music: 8.0/10 (Weighed 30%)
Overall, the graphics and music both fit really well with this level. The quicksand would look really cool in my opinion if it was melting cheese due to the fact that everything else was cheese and the vanilla quicksand didn’t really fit with the rest of the GFX. As I mentioned above, the custom GFX for the Goombas and Koopa Troopas didn’t really seem to fit. The music was really nice and fitting, as well as enjoyable.
Overall: 6.81/10
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Fri Sep 11, 2015 2:15 am
Thanks for the review
But hey
It isn't just a cheese level
Its also a desert level
So that's why there are cacti and quicksand
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PixelPest
- Raccoon Mario

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Fri Sep 11, 2015 6:45 am
witchking666 wrote:Thanks for the review
But hey
It isn't just a cheese level
Its also a desert level
So that's why there are cacti and quicksand
It seemed more predominantly cheese themed due to the fact that almost all of the blocks were a shade of yellow, as well as the fact that the player first sees mice NPCs. That gave me the idea that the level was desert styled, but the sand was replaced by cheese, which made me think that the darker, yellow cheese was cheddar and the ground was mozzarella. That's why the level gave me that impression, so that's how I reviewed it.
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PROX
- Banned
- Posts: 1953
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Fri Sep 11, 2015 2:11 pm
Cosmik wrote:witchking666 wrote:Thanks for the review
But hey
It isn't just a cheese level
Its also a desert level
So that's why there are cacti and quicksand
It seemed more predominantly cheese themed due to the fact that almost all of the blocks were a shade of yellow, as well as the fact that the player first sees mice NPCs. That gave me the idea that the level was desert styled, but the sand was replaced by cheese, which made me think that the darker, yellow cheese was cheddar and the ground was mozzarella. That's why the level gave me that impression, so that's how I reviewed it.
you are actually right lol That is what I was going for when making the tileset. I just decided not to make the quicksand 
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Sat Sep 12, 2015 7:17 am
Heya fixed a bunch of stuff
*fixed 45 degree slope cutoff
*fixed quicksand
*gave double mouse a recolor to fit the atmosphere more
EDIT
also fixed the ?-block error
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