Wow, that's actually really great. Maybe a bit too hard for World 1? I guess i need to play the level before judging that.
The only problem for me is that the secret exit is not really hidden. In fact it's probably the first exit the player will take, because the vine block is right above him/her when the level start.
Anyway, nice work.
Claimed by: ToxicRave (aka notgoodwithusernames)
World: 1
Exits: 2 (READ BELOW)
Theme: Grass/Industry Castle
Music Options: 1, or compose your own.
Briefing: This is a world 1 castle, so introduce some castle enemies to the hack. Bear in mind that you CAN include mechanical/factory aspects or graphics if you wish, but it's not 100% necessary. It could also include some outdoors aspects.
There is something to be noted about this one. The castle should have two DISTINCT paths, one of which leads to a regular exit and the other which leads to a boss. Each path should have a different design while still maintaining the castle feeling and a steady difficulty level. Neither path needs to be overly long. If you need inspiration for how to make this split path idea work, take a look at The Counterfort from SMWCP 1.
If you are not designing the boss for this level, simply create a boss door leading to an empty room, and a boss designer will take it off of your hands.
Special Note: Due to the split path nature of this level, you should only place the three SMWC coins on one path, NOT split between the paths.
World: 1
Exits: 2 (READ BELOW)
Theme: Grass/Industry Castle
Music Options: 1, or compose your own.
Briefing: This is a world 1 castle, so introduce some castle enemies to the hack. Bear in mind that you CAN include mechanical/factory aspects or graphics if you wish, but it's not 100% necessary. It could also include some outdoors aspects.
There is something to be noted about this one. The castle should have two DISTINCT paths, one of which leads to a regular exit and the other which leads to a boss. Each path should have a different design while still maintaining the castle feeling and a steady difficulty level. Neither path needs to be overly long. If you need inspiration for how to make this split path idea work, take a look at The Counterfort from SMWCP 1.
If you are not designing the boss for this level, simply create a boss door leading to an empty room, and a boss designer will take it off of your hands.
Special Note: Due to the split path nature of this level, you should only place the three SMWC coins on one path, NOT split between the paths.