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Temple of Fish Gods (Now with download link)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 11th Vanilla Level Design Contest - Temple of Fish Gods (Now with download link)
Pages: « 1 »
Look at these nerds all posting their unfinished single screenshots of levels.

I on the other hand, somehow finished the entire design portion of my level and am now moving onto adding proper aesthetics

Video

The level's not done, I wanna add coins and aesthetics first before I can call it done

Fish is USB (Download)
Overall the level looks nice to play, especially the part with the two line guides in the second half. Spinjumping on a the fish across munchers can be a bit annoying and you've used it quite a lot, but it's probably fine.

0:37 Those end blocks for the lines look more like solid blocks imo and not really visually appealing, you'd probably be better off with the vanilla tiles.

1:13 This part seems to be a lot harder when you're big, almost leading to a forced hit. Being big requires the player to not jump high off the fish which makes maneuvering across the spikes without getting hit much harder in return.

1:35 Another part where the hit you took is basically forced, as the player needs to land on the upper platform there but the fish are going to occupy most of it, and spinjumping is not an option either because the fish don't go high enough. I'd recommend to move the fish a bit more to the right there.

The torpedo section at the end is a bit out of place. It feels like you added it because you ran out of ideas, because you didn't use these sprites anywhere else in the level. I guess it fits the theme of spinjumping on moving targets, but I think it would've worked better to use it atleast twice in the level so it doesn't feel so artificial.
The Sections where it seems you can't do them as big mario I've both done as big mario without getting hit, and the end blocks look like that because I don't actually have the vanilla graphics loaded in that level because the way the graphics are arranged is hyper jank.

I also wanted to expand on the torpedo teds a bit but didn't want to make the level too long so I'm kinda stuck in a dilemma right now on what I actually want to do with them.

Thanks for the feedback though.
Watched the video and it has a really neat layout, but you made a kaizo-like level, which may not score well inherently, and you also have a lot of repetitive and slow spin jump on fish over spike sections.

The platform line guide section is a nice change of pace but there are still the same spin jump fish areas littered throughout. Maybe if you replaced some of those areas with some other obstacles you'd have something really cool here.
Originally posted by Sancles
Look at these nerds all posting their unfinished single screenshots of levels.

I on the other hand, somehow finished the entire design portion of my level and am now moving onto adding proper aesthetics

Video

The level's not done, I wanna add coins and aesthetics first before I can call it done

This is looking really good. I liked all the parts of the level, except for the end, in which I must agree with Nao): the torpedo ted section feels super out of place. Maybe you can replace it with another part with grinders but with some twist of something.

Aestetically, it's already looking good, so congrats, it seems like a really good all around level!
It seems I shall be changing the torpedo ted section after all, I'll probably post another video of it afterwards because at this point pretty much everything else is done.
Originally posted by Sancles
because at this point pretty much everything else is done.

You'd be wrong there, haha
Originally posted by Sancles
the end blocks look like that because I don't actually have the vanilla graphics loaded in that level because the way the graphics are arranged is hyper jank.

Click on #lm{gfxby} and change FG/BG GFX to Rope 3. That one change will affect on rope end tiles positively. I think the reason as for why you say that the graphics are "hyper jank" is that you use Rope 2. If it doesn't help, specify some more details and I'll tell you how to solve the problem.

Anyways, the level seems promising. I find "spinjumping on Rip Van Fish" sections not the best idea to design the level around. The sections at 1:14 and 1:54 particularly suffer from this. Now that you have given this level to someone for testing, expect comments on what could be improved so you do well in the contest. Good luck!
I have a Discord server as well!
alright so I think I've addressed some concerns about the level now and here's an updated video
Updated Video

The Torpedo Ted section has been removed entirely, the level now has coins to help guide the player as to where they should be jumping, and the aesthetics have been marginally improved.
Download link is now included in the main post for those interested
das a lot of spinjump!!! #fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o}
#fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o} #fim{o_o}
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 11th Vanilla Level Design Contest - Temple of Fish Gods (Now with download link)

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