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Destructive Detour (Mole is destructive, yes)
Forum Index - Important - The 12th Vanilla Level Design Contest - Destructive Detour (Mole is destructive, yes)
Pages: « 1 »
The main gimmick of the level is the destructive property of the mini moles. It's inspired by MiracleWater's Monty Hall from VLDCX. I rarely see the usage of this gimmick despite its potential, so I want to make a level about it.

Here's the video of what I've done so far (I'll mark the location of those dwelling mole after I can think of a good graphic for it):

That's a nice find I didn't know one bit about. So far it looks good, also I enjoy the soundtrack. Keep going :)

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
A good taste of music and an interesting way to use the monty moles. I really like your current setups. They are fairly creative. Only minor flaw perhaps is that at a few parts you have nothing to do and are only waiting, but I think that's good as long as you are introducing the theme and as the leve goes on this will occur less often. #smw{:TUP:}

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I like the usage of the moles. It sets up a myriad of possibilities with it, as long as the level isn't on the main map due to the fucked up timing of the moles.

I'll echo the complaints about the waiting and add that you should introduce setups where you should rush before the moles erase the blocks you should land on.

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YouTube
I also like the music and the gimmick. A lot can be done with moles' destructive properties and tile 1F0 and you have put some of that to good use with meaningful setups. I do agree that the level would benefit greatly from the submap the moles appear on not being Yoshi's Island so they appear quicker, but I don't know if that alone can address the level's slow pacing. Try experimenting with some layouts that will naturally bring Mario closer to the moles' spawn points without backtracking and I think you'll have something really fun.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Thanks for all of your feedback. The first half of the level is finished. I have taken care about the waiting time issue, and tried to reduce it as much as possible.

What is that reset door in the kicking koopa room for? You don't need it at all.

You seem to be killing it as usual. Nice idea with the switch blocks as indicators for mole spots.

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YouTube
Originally posted by Katerpie
What is that reset door in the kicking koopa room for? You don't need it at all.


If you don't react fast enough, the koopa will kick the shell into the question blocks, which kill the mole before they can destroy the wall. It's a setup that is easy to be messed up on the first try (due to the fast reaction required), so a reset door is needed.
Makes sense, as I didn't see the question blocks there since they were obscured by the moles. That's clever.

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YouTube
This might be a top 20 entry. Though there's some waiting, but it's not all that bad this time. Looking forward for further progress!
I have a Discord server as well!

Back to working on my VLDC12 level!
This is a really great level so far. I really like the Yoshi Coin after the Midpoint.
The level is challenging, has some unique setups and combines Monty and Mega Moles is various clever ways. Keep going like this and this will certainly rank quite high!

unrelated but
I love your profile pic. Marisa is gorgeous! #thp{^_^}


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I finished my entry. You can download and play it here.

Level video will come tomorrow.
Video for my level:

Pages: « 1 »
Forum Index - Important - The 12th Vanilla Level Design Contest - Destructive Detour (Mole is destructive, yes)

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