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Level 1F - Rushed Ridge (lol finished)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 1F - Rushed Ridge (lol finished)
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Rushed as in, damn I'm really late on beginning my level (if you're wondering, nah, I wasn't lazy, my computer just happened to stop working and I only recovered it now).

Anyway I'm also kinda rushed right now (lol), so I'm gonna leave a screenshoot of what might be already the half of the level: here.

I'd like to have some feedback on the design and on the aesthetics too, since it's not really my forte. :)

Thanks!

EDIT: also I might change the background to something more ridge-y in the future.
Oh, and enemies may or may not be final. I know there's not too much variation right now; any suggestions?
I think it's actually pretty good-looking so far for a linear level. I also like how you've hidden secrets on the top of those platforms, though I wonder if the secret exit might be a bit too easy?

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Check out my music!
lol this level was rushed

Seems pretty nice. I like the use of mixed tilesets, and the palettes are decent. Nothing to really complain about, at least for me.
Cool level you got there, buddy! It reminds me a whole lote of NSMBW because of the aesthetics, but they're not distracting though. Keep up the good work!
It's a very nice looking level right now. The palettes and tilesets are nicely done, and the landscape seems fun to play on.

You definitely should vary the enemies a bit more. There are only basically 3 types of koopas in this level right now.

One complaint I have for this level is that there seems to be a lack of coin blocks. All the ? blocks seem to be powerup blocks. Maybe add a few coin blocks by them or some spinning yellow blocks or something.

The level could also use a bit more coins.
Looks nice, I like the aesthetics and design, but I've to agree, this level is a bit lacking bonuses like coin blocks. You don't have to put anything, but some more coin blocks and stuff would be nice.
That's quite a solid looking level. I see that your "focused" specific enemy of the level are the super koopas, make a good use out of them!

I guess you joined into the tileset mixing bandwagon heh? haha. The random mole holes inside the ground are quite out of place and feel quite spammed on. In my personal opinion you shouldn't put so much for no reason, especially when there isn't even any moles in the level.
Looks fun. I like the aesthetics, though I agree of the fact that you should add in a few more coins in the level to spice it up. Can't wait for more from this level!
Whoa thanks for the feedback guys! :D

Originally posted by Moose
I also like how you've hidden secrets on the top of those platforms, though I wonder if the secret exit might be a bit too easy?

That level doesn't let you get a cape, so normally the only way to get up there would be coming out of that pipe. But well, yeah, in case a powerup counter break patch is not used in the base ROM, it may be a bit easy to break that...

Originally posted by mockingod
One complaint I have for this level is that there seems to be a lack of coin blocks. All the ? blocks seem to be powerup blocks. Maybe add a few coin blocks by them or some spinning yellow blocks or something.

Oh yeah, good point. I've filled it with more stuff. Well you see, I'm not that good at coin placements, so I don't feel very safe on adding too many. :P

Originally posted by KY2010
The random mole holes inside the ground are quite out of place and feel quite spammed on. In my personal opinion you shouldn't put so much for no reason, especially when there isn't even any moles in the level.

Oh right; I actually first intended to have moles as the main "thing" in my level, but they just take too long to come out, which turned out to not be challenging at all (I guess it's a submap thing?); anyways, I've replaced some with grass spots.

And yeah man, aesthetics aren't even my thing, but for 15 extra points I wouldn't let it pass. :P




Sooo yeah, I've done lots of things yesterday; replaced the BG and made some palette to it, added coins and question blocks, added different enemies, did a few more screens...

This is what it's looking like right now. Last four or so screens aren't done on deco or enemies just yet btw. So what do you guys think? :3
What's the point of all those Monty Mole holes if there are no Monties in the level?

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Originally posted by Magiluigi
What's the point of all those Monty Mole holes if there are no Monties in the level?

See reply to KY for the reason why they're there.
You do have a point, though; I've replaced them with some grass thingies which honestly, do look better, and make more sense.


Also I guess I've finished my level already, after three or so days of hard work. :P Thank you guys for providing feedback and such; you can download the IPS here.

If you prefer, there are pics of the main level and the sublevel.
Awesome level. It's even more impressive considering that you waited so late and rushed to put something together. Cool design and nice palettes (especially the sublevel.) By the way, which ROM will this be in?

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Thanks, I'm glad you liked it! ROM 1 btw.
Pages: « 1 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 1F - Rushed Ridge (lol finished)

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