Tip: If your level contains elements that temporarily change the music to a global song (such as a P-Switch or a Star), that music will not stop playing after the intended end time if the music bypass setting is set to 00.
The level I recieved had a lot of effort put into it, was well-made and fun to play. AlwaysANoob gets a badge.
Whoa; I thought my entry was garbage. Thanks.
A fire and ice cave
Not initially what I was expecting; you went past my expectations, regardless. Good music, great visuals, sarcastic message boxes (gotta have them) and fair level design mean that Erik557 definitely deserves a badge. My only complaints would be that there is some slowdown and some of the sound effects do sound off, but they're very minor I could easily look past them.
Even if the hack is still in progress, I added cutscenes after beating bosses, and of course, Morton is like Shadow Man. He collects those weird things "Dark Souls" and becomes more powerful. Like these:
Dark Soul in Bowser's Domain
It's been a while since I last attempted to make a hack; I started, once again, to make a hack. The difference this time is that I won't be adhering to deadlines - when I feel like designing a level, I will design a level. Whilst that could lead to this thread being dead for months on end, I am more likely to produce a higher quality level when I'm not pressured.
So, with that, let's begin!
Level 1: Pleasant Plains Edit (21.01.16) - finally named it.
I'm certainly liking how the hack looks in it's current state; last time I observed progress, it appeared to be going well. As part of C3, I'm reviewing the hacks that I see by judging them on four criteria.
Aesthetics - 5/5
I love the use of vanilla resources to create varied and interesting landscapes.
Music - N/A Moving on...
Overworld - 4/5
Your overworld (well, the one you showed anyway) looks great; I can't seem to find a single error. The border looks nice, and my only complaint is the spelling mistake (I know that has been fixed) and the fact that "polluted plains", I believe, should be capitalized.
Creativity - 4.5/5
The wide and diverse collection of level themes means that I give you a 4.5/5. I cannot judge for sure if many other gimmicks (perhaps enabled from the use of ASM) are present, but, I'm already sold on the wide array of level themes alone; they are also well executed, which makes them even better.
Overall - Great Music was not taken into account.
I look forward to this project in the future. For now, I wish you the best of luck.
I remember playing the original back when it was first released. It was good, but has a few qualities that made it a flawed hack overall. I'm glad to say that this sequel, as most good sequels do, appears to improve upon what MSft8J did. As part of C3, I'm reviewing the hacks that I see by judging them on four criteria.
Aesthetics - 4.5/5
I'm not a fan of how the Skull Cart level looks (perhaps the DKC/SMB graphics don't go in tangent with eachother). Apart from that, a wide array of themes are explored, whilst making sure they are somewhat realistic.
Music - N/A I love the silence photos offer. Yes, I'll move on...
Overworld - 5/5
The submaps you've displayed for us to feast our eyes upon are very good. I love how they capture the essence of the area that they are portraying, whilst keeping them simple at the same time. All the new objects you've hand-drawn look amazing too.
Creativity - 4.5/5
I love the hidden artefact system. I figured I'd point out that it is spelt artefact, not "artifact". I like the information screen before you start each level, allowing for the player to get a nice glimpse at what they may be playing in the level they've chosen. I'm liking the non-generic plot (it's not Peach, so it's already very good in my book). There's a wide, diverse range of world themes on display here that really allow for the hack to be more enjoyable.
Overall - Great Music was not taken into account.
I'm excited for the release of this hack; don't let me down!
I was intrigued by this hacks' name upon seeing it in this forum. I decided to give it a whirl, and, overall, it's good. Played on the 2nd of January; review written in advance. As part of C3, I'm reviewing the hacks that I see by judging them on four criteria.
Aesthetics - 4.5/5
A nice mix of vanilla and custom makes this hack nice to look at. My concern is that it is very generic; nothing really stood out to me when playing this hack. I feel that the hack improves over time in this regard.
Music - GOOD Judged with a "GOOD" or "BAD" rating.
Well selected choices of music, in my opinion. There is the bug MercuryPenny pointed out, but I did not encounter that bug.
Overworld - 4/5
I find that the first submap is overshadowed by the quality of the second and third submap. They're all great, and very nice to look at. I don't like the look of the white hills in the final submap, but that is just me. Overall, very nice.
Creativity - 4/5
Oogtar is a very strange main character. Is he from another game or something? The plot is somewhat generic, but the custom boss at the end makes up for that. It doesn't stray too far from normal Mario themes, however. I could guess what each world would consist of, which took away from my enjoyment slightly. Overall, a nice hack to waste your time on. The level design also improves as the hack goes on; showing an improvement in your skills.
Overall - Very Good
I would recommend everyone to try this hack out. Good work, nick 139.
Nothing really much to say about it. The main gimmick of the hack is that there are two separate ways to reach the final castle; this depends on which path you take during the level Abandoned Mineshaft, which, as you can see, is a red level dot, and, thus, has two exits. Speaking about Abandoned Mineshaft...
Level 2: Abandoned Mineshaft
Using some music from Donkey Kong Country, this mineshaft requires you to make it across whilst dealing with all sorts of enemies, including Chucks and other enemies. The stage is shorter than most in this game, because you may end up visiting twice to see both paths in the game. Graphics for the mine cart tracks is from Gamma V; so, praise her, not me, for them.
And with that, there have been a few more changes since the last update. 1. A good plot with an intro stage 2. HDMA in Level 1 (now named Pleasant Plains) 3. The final level is now done, but I'm not showing it yet 4. Less buggy than before 5. Does it have custom music? Yes. Yes, it does. 7. Where did 6 go? 8. New Minecraft font, that is hosted on the site.
5. Does it have custom music? Yes. Yes, it does. 7. Where did 6 go?
lmao.
Nice project. Looks quite good so far and I like the palette changes you made. The overworld looks a bit flat, but otherwise also well crafted.
Keep up the good work
Originally posted by G.D.
It's looking very nice, i liked the palettes, good job your noob.
Thanks for the nice comments. I'm working very hard to show more progress soon, so please stay tuned for Final Castle (which is not it's actual name) tomorrow. I'm gonna try to make the overworld more varied in height too, probably by add some islands around it.
This level could have been better just by removing the ice physics, honestly. It's a decent level with a lot of action but sliding all over the place and having almost no traction when you're on the ground at all really hurts it.
Hmm... I honestly was considering doing that while making the level. I was never truly happy with FB so that might be the reason why. It's up to you guys if you feel it should be removed though.
This'll really help to speed people up and make sure it's actually finished (insert shitty SMWCP2 joke here).
Originally posted by Erik557
- Beta Testing: This doesn't seem hard, and preliminary testing of the levels already started. When all levels are finished official testing will start.
I wouldn't mind helping to beta test some levels, asides from my own, of course...
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