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[Pseudo-Kaizo level] - Burning Bridges
Forum Index - Important - The 12th Vanilla Level Design Contest - [Pseudo-Kaizo level] - Burning Bridges
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The level I've been working on in quite sometime for this.
Feedback and criticism would be greatly appreciated =)



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This is the sight we had one day on the high mountain: We saw a lamb with seven eyes, We saw a beast with seven horns, and a book sealed with seven seals, seven angels with seven trumpets, and seven bowls filled with anger.
Those are the pictures of what was, what is and what has to come.
We are the people, the rolling people, the why people, the waiting people, the wanting people, the tambourine people, the alternative people, the angel people...

Compared to your other entries I saw / played so far I think this isn't too kaizo. It most likely won't be beaten on 1st try by anyone, but the length is reasonable and the obstacles not too precise.
Personally I also love the Fruit Dealer reference in the end. So cool to make this with a vanilla Hammer Bro. #tb{:DD}

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Played it and it was very nice! No problems regarding difficulty and the checkpoints were placed in the right spots. Nice Fruit Dealer reference as well. One small question: why do you use 4 message boxes with the same text in them? Kind of unnecessary, but no problem regardless.

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Originally posted by AnasMario130
One small question: why do you use 4 message boxes with the same text in them? Kind of unnecessary, but no problem regardless.
I am obviously not him but the message it sends to me by using so many is "Yeah, this is urgent. You really don't want to skip this because you will die in the next screen if you do."

Never heard of Fruit Dealer but that was a really cool endurance test and now I am tempted to check it out. I like this level a lot because it evolves quite well and it is tough but never unfair. The Chuck placement creates an optimal threat without needing any other kind of enemy to supplement its effectiveness, so your level comes across feeling very "pure." I really like how that Ludwig's Castle stone looks in the foreground and you did a good job with the depths and hues of red and brown throughout your level. The seaweed makes a surprisingly good lava flow.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
Never heard of Fruit Dealer but that was a really cool endurance test and now I am tempted to check it out. I like this level a lot because it evolves quite well and it is tough but never unfair. The Chuck placement creates an optimal threat without needing any other kind of enemy to supplement its effectiveness, so your level comes across feeling very "pure." I really like how that Ludwig's Castle stone looks in the foreground and you did a good job with the depths and hues of red and brown throughout your level. The seaweed makes a surprisingly good lava flow.


Just look for C|C Tubular, hack by worldpeace. I won't spoil anything, but Fruit Dealer is absolutely nuts.

Anyway, thanks for liking it :^)

Also, the boxes are exaggerated just to tell the player that i really want him to read it.

This is the sight we had one day on the high mountain: We saw a lamb with seven eyes, We saw a beast with seven horns, and a book sealed with seven seals, seven angels with seven trumpets, and seven bowls filled with anger.
Those are the pictures of what was, what is and what has to come.
We are the people, the rolling people, the why people, the waiting people, the wanting people, the tambourine people, the alternative people, the angel people...

I just played the level and I liked it a lot! It definitely is kaizo-oriented in design but I wouldn't straight up call it kaizo, just challenging but you have a lot of room for error. The Chucks placement were clever throughout and the platforming while having to pay attention to the block snakes movement was cool. The transition to the grassland theme felt a bit random, but it's coherent with the C|C reference (btw, very cool vanilla reimagination of the fruit dealer, also thank you for putting a 1-Up checkpoint there lol). So yeah, the only issue I can see being pointed out during judging is the sudden aesthetic change at the end, and the use of floating munchers in the last room. Overall pretty cool level #smw{:TUP:}
As per General/Design Rules from VLDC12:
Originally posted by FPzero
***Submitting a Kaizo entry will disqualify you.

Please don't make a kaizo VLDC level? Just major edit your a previously level into normal difficulty

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Originally posted by Dispace
As per General/Design Rules from VLDC12:
Originally posted by FPzero
***Submitting a Kaizo entry will disqualify you.

Please don't make a kaizo VLDC level? Just major edit your a previously level into normal difficulty


This level follows a lot of the same design beats but it's not nearly as overly difficult as average Kaizo levels usually are

This is the sight we had one day on the high mountain: We saw a lamb with seven eyes, We saw a beast with seven horns, and a book sealed with seven seals, seven angels with seven trumpets, and seven bowls filled with anger.
Those are the pictures of what was, what is and what has to come.
We are the people, the rolling people, the why people, the waiting people, the wanting people, the tambourine people, the alternative people, the angel people...

Gave this a shot and really enjoyed it! I really like parsing all the baseballs and eating block chains at once; it's quite fun and thrilling. The layer 2 room is not super clear, I think, about where Mario should go at different times.
The tubular tribute is pretty random but executed nicely!
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Forum Index - Important - The 12th Vanilla Level Design Contest - [Pseudo-Kaizo level] - Burning Bridges

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