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(Marky VLDCX) VLDCX Level - The Moon-Everest [100% Complete Hopefully!] (BPS Download)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - (Marky VLDCX) VLDCX Level - The Moon-Everest [100% Complete Hopefully!] (BPS Download)
Pages: « 1 »
Download it here!

NOTICE! If you want to see the updates, look at the latest posts!

This level I started working on since early February and I had a few pauses due to other stuff.

Beginning of the level. Poor Yoshies...


Ceramic Rocks are stomp-able, BTW.


Oh, it's a Chuck that is throwing stars at you!


Rock Pokeys and a Mole throwing at a hot rock at you.


Why would I go there? This path is easier because Yoshi died there.



There is going to be more to this level than that. I planned about putting the moon in this level, but I will not show the location because the Yoshies tried to find the moon as well in The Moon-Everest as well. In other words, I will keep it as a mystery.

BTW, the ground palette was originally grey instead of grey-ish purple.

--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


you need to fix that background.

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Userbar made by Green Jerry

Save Family Friendly Content on Youtube
http://chng.it/9hJpJQFnHn
Originally posted by toad64
you need to fix that background.


What do you mean? The background looks fine to me. #tb{:?}

--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.



Originally posted by MarkVD100
Originally posted by toad64
you need to fix that background.


What do you mean? The background looks fine to me. #tb{:?}

He's right; there's weird artifacting along the cloud borders presumably fixable by giving them a different palette.

The bottom row of castle bricks and internal tiles of the castle blocks could be tiled better, too.

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Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Originally posted by Ivy
He's right; there's weird artifacting along the cloud borders presumably fixable by giving them a different palette.


I still see it just fine for some reason.

About the brick things, I only used 1 walk-through tile thing instead of 3, because I am not going to bother wasting time making them look right as the original ones. (I can be impatient sometimes)

--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Looks good so far. Only issue I see currently is that the dirt tiles repeat the same pattern more often than they did in the original game.
Layout by Erik557
Hi.
Originally posted by Wind Fish
Looks good so far. Only issue I see currently is that the dirt tiles repeat the same pattern more often than they did in the original game.


Yeah, I know.

Originally posted by MarkVD100
About the brick things, I only used 1 walk-through tile thing instead of 3, because I am not going to bother wasting time making them look right as the original ones. (I can be impatient sometimes)


I need to know what pattern the dirt tiles go anyway. Trial-and-error can get too annoying for me.

--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.



Originally posted by MarkVD100
Originally posted by Ivy
He's right; there's weird artifacting along the cloud borders presumably fixable by giving them a different palette.


I still see it just fine for some reason.

About the brick things, I only used 1 walk-through tile thing instead of 3, because I am not going to bother wasting time making them look right as the original ones. (I can be impatient sometimes)



I increased the contrast to hopefully show you exactly what's going on here:

It's pretty unsightly, although a bit harder to notice in the darkness of the actual level.

--------------------
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Originally posted by Ivy
I increased the contrast to hopefully show you exactly what's going on here:

It's pretty unsightly, although a bit harder to notice in the darkness of the actual level.


I felt like I saw that a couple times, but I thought I was just seeing things. I am not sure what happened. Let me check something.

Okay, I added the Lum/Brightness by 100 just to check something and I found the problem.


Look at palette 0. I wonder how I screwed that up?

--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


You should change the graphics so the Chuck footballs and Pokeys use the same graphics, if possible. I don't think a palette change is enough for the player to see which rocks are harmful and which ones can be safely jumped on. Seasoned players will know which sprites are safe due to their behavior, but I still think the sprite's appearance alone should be enough to determine that. Just a nitpick, though.

I think the foreground is a bit boring visually, as every single tile using the same colors, from grass to rocks to castle blocks, so some variety on the palettes would be nice. At least making the Yoshi decorations darker would be nice.
Originally posted by Aeon
I think the foreground is a bit boring visually, as every single tile using the same colors, from grass to rocks to castle blocks, so some variety on the palettes would be nice. At least making the Yoshi decorations darker would be nice.


Sure, I can deal with that.

Update:













--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Finished! You can peak before you play it if you want.










Yep, that's slightly over the first half of my level.


--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Huge update!

Chucks graphics updated!

New sublevel!



--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Hi there!

I've noticed your heated reply in pyro's review thread and decided to check the level out for myself, since I thought "that can't be right". Here's what I think:

Design: 10/50
Creativity: 13/30
Polish: 14/20
Total: 37/100

I find it kinda sad. This level tells a cute little story about how the Yoshis fucking died and then you have to make it past their resurrected bones. While inconsistent and nonsensical (why would there be statues? are the charging chucks dead?) it was still charming and contributed to the overall flow of the level. I'm not sure how well it's represented though if you take away the intro level, as it sets up the plot pretty much completely. I think moving the "The Yoshis died" text into a message box at the start of the actual level might be worthwhile. Just to have that premise represented in the piece of work that'll actually make it into the collab hack.

Once repeated deaths made me look past the visuals and made me focus more on the design and creative ideas of the level, I found them to be incredibly basic, with creativity almost exclusively in the aspect of visuals. The level looks gorgeous and unique, but it... doesn't play gorgeous and unique (grammatical mistakes intended for flat humour).
To elaborate... This level is one that has no consistent pace to it. Some obstacles require the player to slow down and take their surroundings into account, others set you up for failure if you do exactly that. One area that comes to mind is this one: http://i.imgur.com/PQyni05.png Here, a fall down from the dragon coin area can easily toss the player into either a baseball or a spiny.
In addition, I would usually consider Dragon Coin paths to be the tougher ones, designed for more confident and skilled players, but in this level I found those paths to be the easier ones in most instances. The dragon coin paths, to me, feel much more accessible than their downstairs counterparts, to the point where I almost exclusively took the dragon coin paths, even if not specifically going for them.
The P-Switch section mixes things up well. I like the way it gives the level a more puzzle-based aspect and I wish there were more section that incorporated a bit of thinking like this. The muncher pit, as pyro pointed out in her review, is troublesome, but I found it to be easier to accidentally kill Yoshi Mc. Baseballface before he could destroy the turnblocks. Maybe add a bit of leeway here, as the entire scenario feels a bit awkward to navigate. Also: I managed to get on an invisible yoshi in this screenshot: http://i.imgur.com/7nlhtv0.png I don't know how he spawned, though. I got hit by the volcano lotuses and then there was a 2nd yoshi suddenly.

The 2nd half and moon area, while somehow easier than the first half, felt rather uninspired in terms of design. They're short, spammy and it's often worth just tanking a hit to make it past a large number of obstacles. I'm not a big fan of the bullet generator and the p-balloon section felt luck-based, as I killed a bullet bill only thanks to SMW's incredibly generous hitbox detection. The only kind of substance added to the level in the 2nd half is visual: The dry yoshis. Here's where the sadness really comes into play, because I'm sure you could've done much more with these guys than placing them nonthreateningly besides a few dozen thwomps and thwimps that tend to hug the wall and do nothing but confuse the player.
I find it kinda sad how the pokeys in this level were severely underused and many setups just resorted to the rng-based puntin' or stally pitchin' chucks. I wish there was a bit more of a balance between enemy types and an attempt to capitalise on the strengths of all of them, instead of solely focusing on yoshi because theme.
Also the midpoint is clearly lopsided.

Minor stuff:
http://i.imgur.com/lbcInAi.png This dude is standing on completely solid tiles, while I'd expect them to be jump-through because of the walls.
http://i.imgur.com/lQYk3eV.png These two statues are solid. All others are nonsolid. I also never really saw the significance of the tip for sideways statues, because there is no noticable difference in difficulty for most of the sections where they're placed vs the alternate routes.

Overall: cute story but i think the design suffers from it
looks like Enjl and I had the same idea \o. Only difference is that you're not getting a score out of me, since you're too impatient for Fan Judges and just want feedback from "regular people".

- You start the level by telling me that I'll only stand a chance if I'm a Mario expert. First off, that's condescending. You're telling the player that they may not even be good enough to beat your level. If I wasn't a good Mario player, I'd just skip your level altogether and never even play it. You may think that that makes it their fault for not being good enough, but no, it's your fault for making a level to deliberately isolate a significant percentage of players. I'd scrap that first room altogether and just start the player in the level. Wait that isn't even the level? lol telling the player if they suck they should skip over your level isn't a tip my man
- Wrong vertical entrance position in the beginning, which causes the camera to jump up like that. Move Mario somewhere the camera wont do that.
- The story is that all the yoshi's died on the moon, so naturally the first enemy is a yoshi. I'm confused at what you're even getting at
- Move that rock pokey over. If you run up to it and turn around the rock digging chuck respawns if he ran off and hits you before you see him, or he probably does anyways if you keep him alive.
- Move or get rid of that first solid yoshi statue after the ladder. It's just in the way and awkward.
- disable the flashing on the yoshi coins if you want to change their palette. Right now they look awful
- why are their super koopas on the moon?
- What is the point of the P balloon in the "moon" sublevel? You give me 3 and I don't see anywhere you use or need them. if it's to make it harder it doesnt really work because the first one goes into the ceiling before you have a chance to grab it.
- Also your "Moon Sublevel For Mario Experts" is definitely not as hard you think it is. There's a single jump onto 1 tile next to spikes, but other then that the level is incredibly straight-forward and stupidly easy (and yes that includes the 1 tile jump). it feels like artificial difficulty, where you realized it wasn't hard enough and kept adding sprites instead of designing an actual challenge. The thwomps require no extra effort to avoid; either run fast enough underneath them or wait. The piranha plants are a joke; they will never be in your way. The bullet bill generator adds nothing extra to the level because all you have to do is duck when it spawns.
- Why do you only give the player mushrooms, no actual power-ups? If it's because power-ups make the level too easy, then you should probably take another look at why your level is so easy lol
- So as far as I can tell, the only difference between the easy and hard paths is that the easy path has no enemies and the hard path has 3. Now these "Mario Expert" claims just make you look like you're awful at smw, if this is what you consider expert difficulty.
- If you get hit by a volcano lotus in that hallway, your yoshi despawns in front of you so that other one you placed can spawn. I'd remove the second yoshi altogether you dont need it
- Unless I'm misinterpreting what you do, that section where you just hit the turn blocks with the pswitch with no enemies around you is kind of stupid. There's really no challenge beyond lining up yoshi and spitting
- lmao what is this music in the second half. It does not fit the mood of this level at all.
- This second half has a lot of unnecessary enemy spam. It's deliberately tight and compact to make dodging these enemies seem harder than it should be, only because you restrict the player's ability to avoid them.
- The midpoint is clearly like 80% of the way into the level. I think im okay with that just because of how hard the second section is, but its noticeably lopsided

Overall, idk what to tell you. This level is incredibly inconsistent, and flat, and uneventful, and just uninteresting to play. As I said, for the majority of pre-midpoint content there's just nothing going on. Most if not all sections are empty, devoid of challenge and just kind of there. Each challenge is clearly segmented into individual sections, but there's no difficulty curve or escalation of obstacles. It's just a flatline.
Inversely, the second half has way too much going on, presumably to give the illusion of the grand final chase (i even started to run out of time!) But it doesn't feel like that, it just looks like you left the first half deliberately empty to make this second half feel a lot more alive, but it doesn't work. It's a sharp increase in difficulty the player has no reason to be prepared for, and it comes off as a lazy last attempt at a challenging level.
If you want to try to salvage what you have, take a serious look at enemy placement and whether or not the level design compliments it. Because it
doesn't
. Pick a handful of enemy types you want to use, and use them. Why is there only 1 green koopa in the level? Why are there only like 5 flying koopas? Why are their only 2 or 3 thwimps? You need a more solid idea of what you want to do and how you want to do it. Right now it looks like you were just making it up as you went and as a result it just doesn't feel like a coherent experience.
most okayest
If I put more enemies, I will be worried it will be too hard.

Also, the moon room and second room of the level is going to get completed changed and requires thought.

For the second Yoshi, just in case if you lose a Yoshi and go to a door with Mario alone, you automatically get on Yoshi because the reset door entrance thing is basically on top of a Yoshi sprite.

Edit: Update! Room after Midway Point.




--------------------
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Pages: « 1 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - (Marky VLDCX) VLDCX Level - The Moon-Everest [100% Complete Hopefully!] (BPS Download)

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