Banner
Views: 729,262,085
Time:
21 users online: Eminus, o FPzero, ft029, Green Jerry, hash, idol, john fortnite kennedy, katun24, MegaSonic1999, Misterfan2000, Mrmariobros222, Nick314333, Sancles, Stiviboy, Super Maks 64, SuperMarioDs64, o Tahixham, Telinc1, Texjester, The Hacking Yoshi, TheBiob - Guests: 69 - Bots: 65Users: 38,389 (2,171 active)
Latest: Shrimpyaab
Tip: Try to make a hack that is both hard enough to be challenging and easy enough to be fun.Not logged in.
[214] kamekku14 - Cloudcracker Ruins (Name might Chang'e.)
Forum Index - Important - The 11th Vanilla Level Design Contest - [214] kamekku14 - Cloudcracker Ruins (Name might Chang'e.)
Pages: « 1 »

Dear Princess Celestia, I promise not to break any rules during this year's VLDC. Forgive me. Sincerely yours, Kamek.
I remember playing an old japanese hack with a world 6 ice level called nutcracker ruins... Just thought I'd say. :P

Hooray! Another cloud level! Excited to see where this leads.

--------------------




- I try, and then fail. So I try again! -
I like your beginning. When the inevitable compilation ROM comes (and I'm sure it is inevitable), this would be good to get placed in the clouds.
Originally posted by Conal
I like your beginning. When the inevitable compilation ROM comes (and I'm sure it is inevitable), this would be good to get placed in the clouds.

The previous compilation has to be finished before anyone starts planning the compilation for this one, and apparently that's on hiatus. So...

Click to enlarge.

Hmmm... I wonder what this door leads to...?
I can't judge the gameplay from the screenshot, but I'm sure the player would get overwhelmed with the monsters. Reducing the amount of them will decrease risk of potential slowdown. The rest is okay.
How do you call an animation about cars? A car-toon!
Originally posted by Emerald Shell
Reducing the amount of them will decrease risk of potential slowdown.

I'm fairly sure that the SA-1 would be able to handle those. The real problem here is what you said about them overwhelming the player and in a not engaging way too, because from the looks of it, they're being placed for the sake of it instead of actually designing around them and taking advantage of each of those enemies' own patterns and quirks. There are too many coins too and a lot of the coin trails aren't really necessary, because Mario's jump trajectories seem obvious enough where they were placed.
Only your love can melt this ice cold heart. | YouTube
Originally posted by Gloomy
Originally posted by Emerald Shell
Reducing the amount of them will decrease risk of potential slowdown.

I'm fairly sure that the SA-1 would be able to handle those.

I forgot about this. And I was going to take advantage of it in my level.
How do you call an animation about cars? A car-toon!
Yeah, I'm just gonna repeat what Gloomy and Emerald have already said.

Enemies, coins, and even item boxes seem to be strewn around with no real thought put into how the player will react. Don't get me wrong, I love coins, but there's a definite difference between placing three coins to show the player where to jump and lining out the trajectory of each jump.

You may get past that part shown in only a couple lives, and that's all okay. But take a segment of this level and imagine how a new player would react to the barrage of goombas, chucks, and winged koopas.
Cool! It's a temple in the clouds and it looks nice. Don't have a whole lot to say here, but the temple aspect of this level is a nice touch.
Twitter
Pages: « 1 »
Forum Index - Important - The 11th Vanilla Level Design Contest - [214] kamekku14 - Cloudcracker Ruins (Name might Chang'e.)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 23

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented