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GUC Plains (Download Link)

Unnamed Plains is my 2nd VLDC level. My first VLDC level is Abstract Road

This level themes is a mashup of Grass ,Cave and Castle and the main gimmick is focus about exploring.

Only One Screenshot of the main section (Grass)

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To start, going across different themes in a single stage is a really good idea; with proper transitions, the stage can develop a feeling of structure- something not many submissions can achieve before this contest. And additionally, the unique theming options can make for some interesting ideas to complement it. Though the gimmick you have planned for this stage is somewhat not good for this type of stage. With the variation in theming, using only simple tile gimmicks would leave some players feeling like some potential was missed. Additionally, the idea of using glitched tiles- especially 1F0- is a really risky move; because of the overuse of this tile in previous VLDCs, using it in an improper or balanced way can significantly affect the scoring of the level in terms of creativity.

Generally, the level seems really interesting, and I'm excited to see how this stage goes. Though rethinking the gimmick used in this stage would be best recommended. Mabey you can retool or replace the current gimmick that way it compliments the idea of the switching themes, or even enhances it- like in the newer Donkey Kong Country games (Game Maker's Analysis of DKCTF). Or mabey a complimentary idea can be added alongside the gimmick with 1F0. Though the choice depends on you, doing some changes with the gimmick of the stage will generally help improve the quality of the stage in the long run.

To summarize, this is a good start for the stage. Though with some gimmick tweaks, it can provide a more immersive experience. I hope to see the development of this stage go smoothly, and I wish you the best of luck!
#smw{:TUP:}
See you soon!
Originally posted by Flippn'Fences
To start, going across different themes in a single stage is a really good idea; with proper transitions, the stage can develop a feeling of structure- something not many submissions can achieve before this contest. And additionally, the unique theming options can make for some interesting ideas to complement it. Though the gimmick you have planned for this stage is somewhat not good for this type of stage. With the variation in theming, using only simple tile gimmicks would leave some players feeling like some potential was missed. Additionally, the idea of using glitched tiles- especially 1F0- is a really risky move; because of the overuse of this tile in previous VLDCs, using it in an improper or balanced way can significantly affect the scoring of the level in terms of creativity.

Generally, the level seems really interesting, and I'm excited to see how this stage goes. Though rethinking the gimmick used in this stage would be best recommended. Mabey you can retool or replace the current gimmick that way it compliments the idea of the switching themes, or even enhances it- like in the newer Donkey Kong Country games (Game Maker's Analysis of DKCTF). Or mabey a complimentary idea can be added alongside the gimmick with 1F0. Though the choice depends on you, doing some changes with the gimmick of the stage will generally help improve the quality of the stage in the long run.

To summarize, this is a good start for the stage. Though with some gimmick tweaks, it can provide a more immersive experience. I hope to see the development of this stage go smoothly, and I wish you the best of luck!
#smw{:TUP:}
See you soon!



I agree Flippn'Fences about the gimmick tweaks. I might remove the 1F0 gimmick and replaced it with exploring because it fit how you see a new themes in a one theme level ,Like Metroid
Userbar made by Green Jerry




More Screenshot of Main Section (Grass)


I might use the level name GUC Plains for now but it could be nice for anyone to suggest an level name.
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Cave Section (WIP)
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Does the cave section use layer 2? You can add a layer 3 background to it so the back area doesn't look so empty.

I'd make terrain in the upper part more varied so it's more interesting and challenging.

Good luck with this level nonetheless!
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Originally posted by Emerald Shell
Does the cave section use layer 2? You can add a layer 3 background to it so the back area doesn't look so empty.

I'd make terrain in the upper part more varied so it's more interesting and challenging.

Good luck with this level nonetheless!


New Version Of The Cave Section V2

Now it using level mode 01 and no layer 3 background.
Userbar made by Green Jerry




I must say, I detest this fake HDMA. It'd make more sense if it was becoming darker and darker going up. 'Nuff said.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

Originally posted by Emerald Shell
I must say, I detest this fake HDMA. It'd make more sense if it was becoming darker and darker going up. 'Nuff said.

I will change that

Main Level V2 WIP
Cave Section V3 WIP

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I'd improve that underground dirt's palette so you can't somehow mistake it for FG. I think the ghost columns in the grassland section seem weird and out of place. I'd prefer mushroom stems. Also, make sure there's no blind jump before the midway point.

Cave section is okay, though, but I'd make the dark dirt slightly darker or it's just me.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

Originally posted by Emerald Shell
I'd improve that underground dirt's palette so you can't somehow mistake it for FG.

I second this... ALthough I would honestly just remove the cave tileset in the background entirely because it's just an odd perspective. It's like a flat wall of water standing vertically atop a flat stone wall in front of some rolling hills... It just doesn't look quite right.
                                                                                                                  
                              
Originally posted by Emerald Shell
I'd improve that underground dirt's palette so you can't somehow mistake it for FG. I think the ghost columns in the grassland section seem weird and out of place. I'd prefer mushroom stems. Also, make sure there's no blind jump before the midway point.

Cave section is okay, though, but I'd make the dark dirt slightly darker or it's just me.


I will remove the ghost columns in the main level and make the dark dirt slightly darker.

Originally posted by LethalBrownies

I second this... ALthough I would honestly just remove the cave tileset in the background entirely because it's just an odd perspective. It's like a flat wall of water standing vertically atop a flat stone wall in front of some rolling hills... It just doesn't look quite right.

I will remove the cave tileset in the background.
Userbar made by Green Jerry




Castle Section WIP
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The background looks a bit odd... It seems to have some areas that are cutoff.
                                                                                                                  
                              
I suggest making the castle walls darker so it gives more depth to the visuals. It also will probably look less messy and confusing.
Originally posted by LethalBrownies
The background looks a bit odd... It seems to have some areas that are cutoff.


I will change that.

Originally posted by Ezel
I suggest making the castle walls darker so it gives more depth to the visuals. It also will probably look less messy and confusing.


I will change that as well.

Cave Section V4 Finished
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Full Finished Castle Section
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Originally posted by toad64

Looking at that picture, I think some parts of that section of the level feel a bit flat and empty. The most interesting part is that free falling section and the conveyor belts + ball n chains. Keep it up, you can still improve it lot!