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Do you like underwater levels?
Forum Index - SMW Hacking - SMW Hacking Discussion - Do you like underwater levels?
Pages: « 1 2 »
I do not like underwater levels,because there nothing to do : just swimming and doging coming obstacles. What you think about this?

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I don't get why people freak out about water levels, they really aren't that bad. There are some non-underwater levels I've played that are WAY WORSE than any underwater level. Also ice levels, those are worse than water levels sometimes.
Sorry! My question is just 'do you like underwater levels?' What you feel when you play trough this levels ?

(This is just my opinion, do not blame my please.)

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i like water levels it just depends how it's designed. i like the extra tension added with the oxygen gimick and the strong currents such as in mario's mission and mario gives up but also for it to be fairly difficult mixed with the gimmicks
I'm not a huge fan of water levels, but they can be very fun to play if they're designed well.

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Formerly known as nick 139
My YouTube channel
Depends entirely on how they're designed. Most of what we see is boring and slow-paced levels that have nearly the same layout, but you can create a level that stands out from the average ones if you do it the intended way. I did a few rooms of a level that were centered around the air meter and it turned out to be interesting and entertaining, because you're actually challenged to gain air as rapidly as possible to refrain from drowning.

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Twitter
Underwater levels suck because I cant run, just swim and bypass enemies. boring

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My Hacks: The SMW Sequel
編集:アラフAKBAR(神は素晴らしい)
I personally think Ice levels are much worse...I don't have a problem with Underwater levels though in Mario games I suppose they aren't the most interesting. I guess I just really don't mind the whole swimming to places and avoiding enemies aspect.

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My Youtube Channel for Hacking and Gaming.
It's always going to depend on the author. SMW's water physics isn't bad. "It slows down my momentum!" is a dumb excuse.
It´s quite hard to design interesting underwater levels just useing vanilla resources. But that doesn´t mean custom stuff make water levels more interesting. It can make a underwaterlevel more interesting, but it can make it also worse.
I personally don´t dislike waterlevels per se. I just dislike if there´s a whole underwater world containing 23 exits or something like this. Some underwaterlevels here and there may be a nice alternation to the usual grassland or whatever level.

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Meh, it plays too slow
It's even worse in 3d Mario games

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Hack in progress


Originally posted by Super Stiviboy
Meh, it plays too slow
It's even worse in 3d Mario games

Originally posted by Lemon Productions from YouTube
Underwater levels suck because I cant run, just swim and bypass enemies. boring

I totally agree! Maybe water levels should not even exist.

Everything can be hacked.
Basically vanilla water levels are either tedious or simply too foreign to a classic platforming gamer.

If it's done right, and interesting, maybe some interesting gimmicks, it's sure to be at least decent and entertaining.

Unfortunately I don't see many water levels done right because it's practically unexplored terrain.
I like them when they are made right, I think water levels have some good stuff in them if you don't make the same thing that all developers do, like slow and boring and limit the player. A fast water level can be a very fun.

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Made you look. Now Breath Manualy.

Examples of good H20 levels, mostly randomly taken from vldc's

municipal swimming
crystal reef garden
waterflow temple
nightswimming
rapture of the deep (idk if this counts)

As you can see, the thing these levels do right is uniqueness and creative level design. Much like regular levels, water levels can be either bad or good depending on the amount of thought the creator puts in. Of course, a flat swimming level with dodging fish is obviously gonna be worse than a flat level with jumping over koopas. Water levels move slowly so that's why it sometimes annoys people who don't like the mechanic. A good way to speed up the slowness is include fast paced segments, swimming upwards in vertical levels (since you swim up much faster), fast tides (see municipal swimming), or including throw blocks everywhere (see crystal reef garden).
If you want some swimming action, make shorter water areas that are part of levels that also have dry land parts, rather than entire slow-paced levels on their own.
SMWC members who have helped make Ganymede the hack I want it to be
The main problem with most water levels is that they're really slow-paced, and feel a lot like filler levels, especially if the non-water levels are really fun/good/better.
I prefer levels with tides or not a fully-flooded speed, principally because it's hard to see interesting water levels that play innovative and not your typical fish-dodging game. I have to admit that when it comes to designing them, I can't.
Originally posted by Erik557
Because it's hard to see interesting water levels that play innovative and not your typical fish-dodging game. I have to admit that when it comes to designing them, I can't.
This. It can be hard to make interesting water levels without flashy gimmicks.
the most glaring issue I see with water levels is that they have too much horizontal space. what makes swimming different from platforming is that your movement is more vertically based.

they're also usually too long with not enough creativity in the obstacles.

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