Wildwind Woods

For the levels that stand out among the rest.
TLtimelord
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Wildwind Woods

Postby TLtimelord » Sat Apr 05, 2014 9:24 pm

This is a relatively small level that was going to be a bonus level in my project (actually a color switch challenge, completely optional) but now I'm basically doing the same thing Emral is doing, where I'm going to make and release the levels that were GOING to be in it, but it KIND OF got canceled.

So this level I made linear instead of the switch puzzle, so you'll be fine, although, it's still not my best or worst work. More in the middle. Enjoy it anyways!
Spoiler: show
Image
Image
http://www.mediafire.com/download/t67sd ... +Woods.rar

I decided to compress it into a .rar file. If I get enough people who want it as a .zip, I'll do that.

silent_
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Re: Wildwind Woods

Postby silent_ » Sun Apr 06, 2014 8:42 am

[center]Wildwind Woods - by TNTtimelord - Reviewed by Kep[/center][/u][/i][/b][/color]

Does this Wildwind chaos have what it takes to make it in the trashcan, average, pretty good or the best? You're about to find out.

[center]Design/Replay Value/Secrets - 8.25/10[/center][/u][/i][/b][/color]
Extraordinarily good design indeed - you pulled off a pleasant atmosphere, and the tree custom graphics were brilliant, too. However, some things about your secrets kind of screwed you up; but I'll start with pipe placement. There were some horizontally, some vertically, but none were on the ceiling; and I could understand why you'd do this, but for Mario, it's quite unrealistic. Though, the ceiling was executed excellently, and there were a variety of slopes and such - just what a forest needs. The coin block and brick placement wasn't that decent, either - despite the fact there was probably enough, you should add some more just for decoration. Anyway, the secrets - most of these flaws with these secrets belong in the NPC placement category but I'll just say, they were not obvious at all and every single one required a leaf to get - I think that at the very least you should be able to go down a few pipes, perhaps hit a P-switch or so, exit the pipe, and there is a 1-up and coins while the P-switch is still running but when it ends the 1-up and coins vanish. It's as simple as that to spice your level up, and as far as gimmicks go, there were none. You're lucky there is no gimmicks/layers and events category, because it would be a 0/10. You made the level to where it was still exquisitely enjoyable to play, but it could be fun - the reply value shall go into design, too, and it kind of decreased your score quite a bit - if this category was just design, your score would be 9.50. However, the design was good, and maybe pretty good, and maybe the best, but as mentioned beforehand the Replay Value and Secrets threw you off. Also, if you don't know how to implement layers and events, I would gladly assist you since I am pretty much the master at them, and know everything but auto-scrolling. =P

[center]Scenery/Graphics/NPCs - 9/10[/center][/u][/i][/b][/color]
The graphics, NPCS and scenery was simply superb; your score was nearly flawless, and could easily put you in The Best category. Anyway, I would like to point out a few minor bugs just taking a few decimal point numbers away. Firstly, there was only one Dragon Coin, which is quite stupid since you have to collect five to even get a 1-up and below five would just be for points which are useless in SMBX and pretty much every Mario game. For another note about the Dragon Coin, it didn't necessarily clash, but it didn't look right with the SMB3 graphics; I would recommend downloading Legend-Tony's SMB3-styled SMW graphics pack, since that will definitely fulfill your needs. Secondly, the checkpoint probably wasn't necessary, since the length was immensely short, but if you plan to keep it I would use the SMB3 recolored version of it. SMW's palette simply doesn't look appealing with SMB3, because the style is different, but I'm not getting into that right now. About scenery, it was 10/10. The clouds were just a fabulous addition, though it would be cooler if it was transparent. The more detailed SMB2 trees were just epic and blended in very well like camouflage to the level, and overall you really spaced out your placement, and it was a flawless experience, frankly. And now - the thing that at least somewhat threw you off is NPCs. Though technically I already covered it with graphical clash, I have more. For one, the bugs that kind of absentmindedly jump around were peculiar and didn't fit. I would remove them. Also, the Para-Beetles had a very slow speed, and if I recall correctly there were only two in the entire level - red and green. However, on the bright side, the walking Ninjis were a cute addition, and graphically they're adorable. The coin placement and power-up placement was also splendid, but the Munchers in the last section were simply just horrid. They're cut off triangles gradually opening their mouth and closing it. You also get the illusion that they have 1x1 pixels, and their animation is peculiar.

[center]Musics/Sounds/Visuals - 9.50/10[/center][/u][/i][/b][/color]
As said before, the visuals were astonishing; however, I have not yet covered the music or sounds (which are basically the same thing). I felt the music had some spring breeze to it, and it would fit better in a forest or jungle hub but otherwise it fit well, and the only reason you didn't get a ten was due to the visuals, since there were downfalls in the NPC and graphical looks, but I was generous enough I guess. Anyway, the sounds were fine.

[center]Miscellaneous Notes (These do NOT affect your final score).[/center][/u][/i][/b][/color]
Great job on your level, dude! However, as a minor note, I don't see why this level's name is "Wildwind" because despite the clouds, there was no wind. Also, wildwind isn't a word. =P

[center]Status/Final Score[/center][/u][/i][/b][/color]

You got the strictest judge there is. Think about that first... and then look at your score and status below.

[center][spoiler]9/10 - Moved to The Best[/spoiler][/center]

bossedit8
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Re: Wildwind Woods

Postby bossedit8 » Sun Apr 06, 2014 10:44 am

My Playthrough of this Level:



Original YouTube Video Link: http://www.youtube.com/watch?v=rqYarCs4rOg

TLtimelord
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Re: Wildwind Woods

Postby TLtimelord » Sun Apr 06, 2014 2:24 pm

I wasn't expecting it to make it into the best section. Especially since it was a rather rushed level. It's pretty obvious from my forgetting to put 4 more dragon coins in and the lack of a decent spot for a clashing midpoint. And the secret in the level is meant for those who try to break my levels, I'll usually do something like that.

Anyways, thanks for the review, Kep. And thanks for the play through, bossedit8!

SuperMario7
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Re: Wildwind Woods

Postby SuperMario7 » Wed May 28, 2014 3:16 pm

I just played through it and I really like this level! It's pretty simply designed without a ton of different obstacles or anything, but I thought the level was still really fun. The graphics are very well chosen, and the music is a nice music choice too. Great job on this!


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