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Furt Exhaus Zust Quatra v1.3
Forum Index - Important - The 12th Vanilla Level Design Contest - Furt Exhaus Zust Quatra v1.3
Pages: « 1 »
Yes that's a weak title, I'm not 100% wanting to just call it what it is. I reversed and misspelled it last time, the next logical progression is to callsign it. Those were actual words, but I didn't like them. So i changed them to (hopefully) mean nothing aside from a wayward Urban Dictionary description.
I am making a level. It does things. It goes places. I ask only for your honest opinion to spite my annual passion.

This is a collection of videos of previous moments if by chance you are interested in seeing them: Here
Current Version: Here

honestly, i'm gearing for a more normal level this time around (with a minor exception)
Worked a bit further into the second tower. Plan to build up it a bit then have it shift back into the first tower. removed the first Yoshi coin in place of a feather.
So far the level looks alright I'd say.
It's nothing outstanding neither palette-wise not in terms of gameplay, but it is solid I'd say, and I wonder how the final version will be.

--------------------
Got what i'd picture to be around 2/5th of the level in a good spot where i'd want it to be. Might make some visual changes here and there but at the moment is what I'm comfortable with atm.

Furt Exhaus Zust Quatra

Edit: Forgot to mention the endpoint is the green springboard once you're back into the first tower
new video:

Made some alterations from recommendations i got from #vldc-showoff

made a new demo. revised a good amount of earlier stuff.

file

the midpoint at the beginning is just to skip the first half for testing.
Finished the level!

Glad to finally get it here. I'd happily appreciate any more play testers if anyone could spare the time.
https://bin.smwcentral.net/u/6796/Furt%2BExhaus%2BZust%2BQuatra%2Bv1.1.zip

Updated second half of the level to make the harder sections a bit more optional, with the final section made a tad bit easier, only a tad bit though.
Made another update to the level.



I changed out the green koopas at the beginning with Thwimps, seeing that the koopas felt out of place and the level using more Thwimps than I original saw this level progressing. Also added more red brick tiles to help further indicate enemy sprite movement, more so for the thwimps landing/jumping locations and the peak of their arches. Finally I changed some of the last half of the level.

https://bin.smwcentral.net/u/6796/Furt%2BExhaus%2BZust%2BQuatra%2Bv1.2.bps
new revision

i'm tired, but I'm glad I got some feedback to make these last second changes. I may have made it worse, but I don't really have the time anymore to further look into it. I'm happy with the changes either way.


GG
Pages: « 1 »
Forum Index - Important - The 12th Vanilla Level Design Contest - Furt Exhaus Zust Quatra v1.3

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