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Frozen Labyrinth (Unacceptable)
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMWCX - Frozen Labyrinth (Unacceptable)
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K den, lets do something more reasonable

v2.5:
Ex-Mode implemented
beginning to retile some floors for prettiness, but focusing on the core parts of the level for now

v2:
added more npcs, and a trap of some sort

v1.5:
well the ice looks alot better
Everything is alot wider and not so cramped.

v1:
stuff
its a maze k?

Screenshots:


Download:
http://puu.sh/b1tNZ/e98df737db.rar
You should design your levels with enemies in mind, instead of placing them afterwards. Also, that ice looks awful.
really? it seems fine to me(then again, im not exactly an expert on graphics)
He might've been a bit on the harsh side, but I've gotta agree with Egadd's points. Take any official classic Mario game. For most of these levels, the driving point is very, very simple enemy-hopping action while avoiding hazards. That's pretty much it. All the other stuff, such as aesthetics, non-linearity, are nice, but it's the platforming that drives the point home. If you don't have that, your level probably won't be that fun.

Yes, the ice is a bit hard on the eyes, but I think the level layout is more important at the moment. As it is, the level's structure sort of looks like a maze you'd find in your typical craft book. There isn't much room to jump around, there isn't really anything to interact with, and it just doesn't feel Mario-y. Go and look at a few Mario levels on VGMaps. Perhaps play some of the accepted levels in the project. At first, even making something as simple as a conventional SMW level is a fantastic start, and once you've gotten the basics down, then you're ready to go at some of the more gimmicky stuff.

For now, I'd advise maybe pulling back and trying something a bit more simple.
You should edit ice so they will accept your level.
Originally posted by Din
He might've been a bit on the harsh side, but I've gotta agree with Egadd's points. Take any official classic Mario game. For most of these levels, the driving point is very, very simple enemy-hopping action while avoiding hazards. That's pretty much it. All the other stuff, such as aesthetics, non-linearity, are nice, but it's the platforming that drives the point home. If you don't have that, your level probably won't be that fun.

Yes, the ice is a bit hard on the eyes, but I think the level layout is more important at the moment. As it is, the level's structure sort of looks like a maze you'd find in your typical craft book. There isn't much room to jump around, there isn't really anything to interact with, and it just doesn't feel Mario-y. Go and look at a few Mario levels on VGMaps. Perhaps play some of the accepted levels in the project. At first, even making something as simple as a conventional SMW level is a fantastic start, and once you've gotten the basics down, then you're ready to go at some of the more gimmicky stuff.

For now, I'd advise maybe pulling back and trying something a bit more simple.

Its true, I may not be shooting for something traditional here, but a fun factor and more platforming should be something to work on.

and uh, I'll be changing the Ice to something more...this...

is this nicer looking?
Yeah, that definitely looks a lot better. However, that passage to the right looks really cramped. Even if the graphics look great - like your last level - I'm not going to accept it if it's not fun to play.
of course o3o...

updated OP, hopefully this is better
updated, my this place got slow...
I personally don't really like maze levels, but this one was alright (it had an interesting layout).

Some feedback:

When you start the level you have to fall for some time before you can actually start playing. This can get quite tedious and the start could just be relocated to the bottom.


I don't know what happened to this vine, but I think it's best to change it to a blue colored original vine, or something else.


This is just evil. I strongly suggest you remove this death room.


I believe other people already mentioned the graphics, but they are really inconsistent. You have some good tiles, and the left picture looks good (although you have some tiles for the bottom of the platforms too), but in the right picture there is no snow on top. The level will look nicer and will be more fun to play if you change the graphics to look more like the left screen.


When Mario enters one of these pipes, he will walk in the air for a moment.

This can be solved by placing all the warps on the floor, like in the right screenshot.


This switch does nothing at the moment. I believe it has to active ex-mode, which will just summon a bunch of enemies. But from what I saw in the editor, there will be too much enemies. If you are still implementing ex-mode, maybe decrease the amount of enemies and/or add a extra star (the smw version, so the level won't end) somewhere so it will be worth to press the switch (and also give a hint where it is, if you place it).


There are too many rinkas. Just replace them all with one or two below the mousers.


Your level uses the roullete exit, but it needs to use the smb3 star exit (the same one you used for the secret).

Hope this helps.
Originally posted by Blue Leaf
I personally don't really like maze levels, but this one was alright (it had an interesting layout).

Some feedback:

When you start the level you have to fall for some time before you can actually start playing. This can get quite tedious and the start could just be relocated to the bottom.
True, although the point of it was to match the music...

I don't know what happened to this vine, but I think it's best to change it to a blue colored original vine, or something else.
noted.

This is just evil. I strongly suggest you remove this death room.
lol. Fortunately theres only one way into it so its kinda like "better not go in that pipe next time"

I believe other people already mentioned the graphics, but they are really inconsistent. You have some good tiles, and the left picture looks good (although you have some tiles for the bottom of the platforms too), but in the right picture there is no snow on top. The level will look nicer and will be more fun to play if you change the graphics to look more like the left screen.
noted.

When Mario enters one of these pipes, he will walk in the air for a moment.

This can be solved by placing all the warps on the floor, like in the right screenshot.
done and noted

This switch does nothing at the moment. I believe it has to active ex-mode, which will just summon a bunch of enemies. But from what I saw in the editor, there will be too much enemies. If you are still implementing ex-mode, maybe decrease the amount of enemies and/or add a extra star (the smw version, so the level won't end) somewhere so it will be worth to press the switch (and also give a hint where it is, if you place it).
oh i thought i had the event attached to it, ill be sure to fix that....and i guess nerf it a little bit

There are too many rinkas. Just replace them all with one or two below the mousers.
might halve them and see how that works

Your level uses the roullete exit, but it needs to use the smb3 star exit (the same one you used for the secret).
k.
Hope this helps.

responses in orange
Hey Mabel, are you still around? The download link you gave doesn't work and I'd like to moderate this level.
Originally posted by eXcavator
Hey Mabel, are you still around? The download link you gave doesn't work and I'd like to moderate this level.


boop.

Im going to update this level again in a day or two...
Hey

this download link does not work for me

puu.sh/4qQEQ.rar

thanks
Originally posted by Mac45
Hey

this download link does not work for me

puu.sh/4qQEQ.rar

thanks


Originally posted by Mabel
Im going to update this level again in a day or two..
Haha I forgot to post again, heres the new update

http://puu.sh/b1tNZ/e98df737db.rar
Pages: « 1 »
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