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Isrieri's castle compilation in SMBX!



In anticipation of Super RMN World, I'm taking it upon myself to issue a call to all potential SMBX devs! Even if you've never touched the engine, now's the time to give it a shot!


~ The Rundown ~
There is no maximum number of participants: Anyone can join, even those who've had no experience with the SMBX engine. Consider this getting your foot in the door.

~ Projected Timeline ~
Sign-ups: 01/01/12 ~ 01/6/13
Development: 01/06/13 ~ 01/27/13
Judging & Compilation: 01/29/13 ~ 01/31/13
Release: 02/01/13

That's all tentative. I am the worst procrastinator.

~ Submission Prerequisites ~
  • Make all levels in SMBX. (This is critical, people!)
  • All levels should be compressed in ZIP folders. When saving your level, always put your name followed by the name of the level. For example: “yourname_levelname.lvl”
  • Rate each submission on a scale of 1 to 5. Here are some vague words attempting to define each difficulty.


  • 1) Mild
  • 2) Tricky
  • 3) Challenging
  • 4) Tough
  • 5) Endgame

  • You must include one (and only one!) SMW Checkpoint within each level, as this is all SMBX will support.
  • The level must end with a ? Sphere.
  • Place both the Player 1 and Player 2 start locations.
  • If you include a boss, you may use any but Mother Brain. But I encourage putting your focus into the actual level.
  • No midbosses though.
  • You must be able to clear the level without taking a hit.


~ Level Rules ~
  • Castles are supposed to be challenging. That doesn't necessarily mean difficult. Try and stay within the precedent set in previous Mario games. The purpose of this project is to get the hang of challenging the player without frustrating them.
  • We're going for quality over quantity here, so you may submit up to 3 levels total.
  • You are not limited to staying within any of the “styles” the castles previous Mario games adhered to. Use them as guidelines, but don't be afraid to innovate. Have fun with it!
  • You may use custom graphics and MP3s if you wish.
  • The game will only utilize Mario and Luigi as characters, so don't make Peach or Toad levels.
  • All water must be swimmable. Waterfalls must not be.
  • An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
  • This will be a strictly one player game. You don't have to design your castle to support co-op.
  • No secret stars.
  • No dialogue! That means no message blocks, signs, or talking npcs!
  • You must have at least one power
  • up. Remember that the amount of power-ups and how you place them contributes greatly to the difficulty of a level.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.


~ Important Note ~
Remember that this is open to anyone who wishes to explore SMBX as an engine: I'd like to see a lot of new faces for the next RMN Bros! There's a lot of quirks to the editor that I neglected to explain, and so you'll probably have lots of questions. I refer you to these tutorials, but don't hesitate to post your question here. I don't know everything about SMBX, but I'll likely have the answers to any the questions you'll want to ask.

Details

  • 01/02/2013 12:00 AM
  • 01/31/2013 12:00 AM
  • Isrieri

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Posts

Ratty524
The 524 is for 524 Stone Crabs
12986
author=Blobofgoo
author=seiromem
Edit: Also! He's coming.
Points if you know who
Dr.Toadly. Give me the points!

Please don't do this seiromem... Please.
Seiromem
I would have more makerscore If I did things.
6375
author=Blobofgoo
Give me the points!

The points were a lie to give you a false sense of purpose to answer the question.
The answer came almost too fast >=l

@ Ratty
Don't worry, I'll probably make it a joke and the easiest level ever.
Probably not >=3
Isrieri
"My father told me this would happen."
6155
New Rule: No Dr. Toadly levels! ...I'm serious.

I'll try and get some feedback done tonight. No promises: I have a long workday tomorrow.
Seiromem
I would have more makerscore If I did things.
6375
Oh come on! I've learned a hell of a lot since the last Dr. Toadly level.
At least give it a chance >=l
Isrieri
"My father told me this would happen."
6155
I'd really rather you didn't. I'm not saying it would be a bad level, I just know for a fact that a heavily esoteric level wouldn't be well-received. And that's how I imagine you'd want to make it. It's an immediate people-pisser-offer. Those kinds of in jokes work well when the level isn't as serious. And these are castles we're making.

I'll take a look at it though since I guess you've already worked on it a bunch. : |
Just post what you have so far.
Seiromem
I would have more makerscore If I did things.
6375
Welp, submitted the half I have so far.
went with two simple gimmicks to mash and merge throughout the level. The boss was going to be a joke by the way.
halibabica
RMN's Official Reviewmonger
16948
But it just wouldn't be a Dr. Toadly level without massive walls of monologue text! I had thirty messages in my Notices tonight.
Isrieri
"My father told me this would happen."
6155
Ratty524
TREESTONE TOWER
This is yet another level that gave me some really heavy lag. All the npcs + custom graphics I guess. My computer is really terrible. I've only got, like, 2 Gbs of ram.

-The concrete slabs are meshed well with the ground tiles.

-Interesting level concept. Basically a SMB2 tree but iron. I don't think it's a stretch to call this a castle. I can dig the Snifit theme. Probably ought to be called Treestone Towers.

-Why is there a line of black covering the top of the right tree but not the left?

-Midpoint is in a good spot.

-First section is great. A nice and simple climb. The vegetables are a good addition. I appreciate that you only get a few shots with them and you didn't bury some EVERYWHARE.

-The bridge with the thwomps seemed a little pointless. But whatever, it makes for a good segue.

-Nice job hiding the 1up. I'm on the fence with whether it should be invisible or not. Your call there.

-Second section isn't quite as fun as the first. “Down” sections are trickier to design. I like the venus plants combined with vines. Not sure about the line of snifits holding down the vine. It's not bad, just a little “meh i coulda thoughta dat.” And it's easier to just time a drop down it. Can you think up something else?

-The two thwomps and snifit make for a surprisingly tricky setup! And a well guarded powerup! Excellent!

-Good underground area. A lot more challenging than the actual tower!

-This level desperately needs a POW block somewhere. Or a stopwatch. Maybe that can be how to dispatch the snifits in the second tower.

-Secret room is painfully obvious. Just make it like the rest of the pipes.

-I only just now noticed you included Dragon Coins in your level. Good job placing them.

Otabo
OVERGROWN OBELISK

I noticed that you made this significantly shorter. That's good! I only played it once and didn't do any in-depth testing. So far it looks pretty alright. I'll give you more feedback on it later, but I want to reinforce one of my suggestions: Secret rooms, man! This level needs some! You don't have to make them the full-on optional rooms I said, but simple rooms with coins in them, or pipes that put you further ahead in the level. This will make your level all the more unique, I believe.

UNDERGROUND FORTRESS

-The first thing I did when I played this level was hit ESC and change the background to the default SMB3 Dungeon 2. Because of the brighter pillars in the background, the tan pillars you use for embellishment tend to clutter the level up a bit. It's just a nitpick, but I think you'd be better of either keeping the tan pillars and using the Dungeon 2 background, or nixing the pillars and using the current background. You can also choose to keep it the same, its your call.

-I'd prefer that you change the star coins back to the normal Dragon Coins. For consistency.

-I'd highly recommend making a small above-ground area that meshes the terrain above with the castle bricks. Like the entrance to a ruin. This will highlight that the castle is underground, and make your level more memorable.

-I know Ratty said that this level was more like a bonus level than a real castle, and I kind of agree with him there. It's piss easy. But I also think that this could serve as a fantastic level 1 castle as well. We could use some more low level submissions. But it's mainly for that neat slide. EVERYONE loves slides. Fun factor is an important aspect of design too y'know.

-Still, the main part of the level could do with a little spicing up. Put 1 or 2 hovering koopas in a spot of your choice. I'd recommend at least one over that lava pit before the checkpoint. If you'd like to add other things, such as an additional section, I encourage it.

-For the end room, I would like you to replace the wall blocking the ? Sphere with some empty ? Blocks instead. Mainly so that the players immediately know that their goal is to get rid of it. This level calls out to be completed at a fast pace, and a quick and immediate end will be very satisfying to be sure.

-I nominate you for the coveted Easiest Castle Award. But I think Ascend Descend more fun. That could be because I'M CRAAAAZY.

pyrodoom
DESERT PALACE

-As of now, the level is very basic. But I think it can be better, as long as you rework it.

-”It's truly free be stop never throw what's happening.” Wut?

-Move that first goomba two or three tiles to the right of the second one. Ought to fix up that problem of them being too close.

-Change the mushroom at the beginning to a full powerup. Like a fire flower or leaf.

-The first outside area is nice and simple. But the pyramid looks a little bit flat (boring, I mean). You might make it more interesting by putting the door in the middle of the pyramid instead: Have the players jump up some blocks to get to it, rather than just walk on in.

-Once again, needs new music. The current track doesn't fit very well. (But I liked the music itself)

-Once again, you made everything so empty! I see that you followed my advice more closely with sections 3 and 4: You didn't mess with the borders to make everything huge, and just stuck with a linear approach. But there's still a buttload of empty space that ends up unused. The level looks very flat and boring right now. Therefore, the inside of the pyramid needs a lot more work.

-What I recommend to you is this: You know how you took the SMB3 Desert tiles and just made a flat box for the room borders? You need to make them a bit more jagged and dynamic. Take a look at Ratty's Gimmick Castle and check out how he made his ceilings and walls. That's what you need to do with this pyramid, floors included. You can do the same thing with the SMB3 Desert tiles.

-Using that technique, completely rehaul the inside of the pyramid to be a little more interesting: Include more corridors, instead of those big ol' rooms. If you have to completely get rid of the rooms you have and start over, so be it. And have a few more enemies in spots that make the player keep an eye open for them: Like that one spot where you put a Pokey and 2 turtles. That was pretty interesting to have to get around. I used the key to kill them.

-No locked pipes. It's weird, and you could have just used a door. You don't really need a key for this level unless you want to lock a secret room. If you wanted, you could put a locked door deeper in the pyramid, and have the key at the start. And the player needs to carry the key through the pyramid to unlock the optional door. It would make your level more memorable.

-I'm iffy about quicksand. I told seiromem to get rid of his because it was only there to look desert-y. You actually have quicksand going on in this level. But remember you have to be VERY careful when you use quicksand: It's extremely annoying. Even Solitayre couldn't make it fun when I played his desert level in RMN2. So that big ol' thing of quicksand in the first room needs to go (if you already haven't taken it out).

-So you ought to put quicksand in places that it's easy jump over, but also doesn't take forever to jump out if you get stuck in it. If you want the player to die when they fall, just have an open pit or spikes. You could use quicksand to hide secrets, but in my opinion, it is strictly something to be avoided.

-Change that checkpoint mushroom to the regular checkpoint. For consistency.

-Don't be afraid to put more floating platforms out in the middle of all that empty space: That's how you can fill it up. You don't need a LOAD of stuff to fill it ALL up. You just need something there to make it feel less empty. A ledge here or there with a powerup can often be just the trick.

-The ride up to Mouser is kind of boring. The rails go on for too long, and so you have to wait a long time if the platform gets away from you. When you rework this room, use shorter rails. Make the player have to hop from platform to platform, instead of just taking a ride on them.

-I love the Mouser fight! It's a simple setup but it puts a delightful twist on him. Best part of your level. Don't forget to hide Spawned Npcs when Mouser dies, so that the bombs disappear.

Farlon303
CASTLE CRASH

-Why the invisible blocks inbetween the holes? They don't do anything to my knowledge.

-I approve of the new lava pits in section 3.

-You shouldn't put doors so close to the walls. Have them one space away form them at least. Otherwise a weird glitch will happen that shows two doors opening.

-I don't understand why the invisible block in section 4 is only a mushroom. You could make it a 1up or another ice flower.

-Excellent secret room! I can't think of much else. So I guess this is GOOD TO GO once you fix those doors.

seiromem
DR. TOADLY

-Rejected because Dr. Toadly. (Seriously seiromem, no one likes the guy. You will thank me for this.)

-You shouldn't use those amps as firebars because their hitboxes are huge. If you chain them together like you would firebars, it can lead to some cheap hits. Maybe that can work if they are placed better, but I honestly don't see the point.

-That wall of bullet bills is dumb. You shouldn't put surprise attacks like that when the player is likely to be in the middle of a jump, right at the start of the level, with no powerups. Shame on you, seiromem.

-That corridor of piranha plants was very interesting! That was the best part of this level! You should reuse it in a different one.

-Tower section was a little weak. I like that first jump over the spike, but not the amp you have just above it: The amp isn't fully onscreen, and so its harder to predict him. If you want a setup like this, the player should be able to see all the obstacles.

-The 3 alien whatchemawhatevers are too close together. It's too easy to take a hit. They need to be 3 blocks apart from each other, or widen the gap they fly in so they aren't constantly overtop one another.

SANDFALL FORTRESS

-I like that name better. Rename it to that for sure!

-This level is a 5.

-Like I said up above, change the amps to regular firebars. They take too much away from this level. Also, put an empty ? Block where the middle firebar instead of the brick blocks.

-The quicksand doesn't do anything. Get rid of all of it along the bottom. I know it makes the level more desert-y, but you really are better off with just a pit: At least then the player knows that if they fall down there, it's death. It's the same problem as water not being swimmable.

-Those falling blocks may be clued in because they aren't held up by pillars, but Ratty's right: It is incredibly hard to notice. It is fair the way you have them, but I want you to use the regular donuts instead. In a fast-paced level like this, it is good to let the player see the falling platforms so as to help them plan around the numerous traps. And it wouldn't hurt your level in the slightest if you did. It would be stupid not to.

-The entire first section is pretty good. I like a lot of the setups you have. They're novel, and pretty tough to get around at times.

-The foreground sand is fine by me: It adds another layer of challenge to things in addition to looking neat.

-The hopping goombas are an excellent replacement for the ninjis. Because you can squish 'em.

-I like the Phantos! You actually placed those guys pretty well. They surprised me once or twice!

-I think you should replace the sparks with the red Spike Tops. They do the same thing, stand out better against the tan level, and I believe they'd fit the level better. No one uses Spike Tops. :(

-I don't think the NES skeletons take too much away from the level in this case. I barely noticed them, personally.

-Get rid of the those fireballs that hop out of the torches. All of them. You can't have some torches poop out fire and other torches that don't. Besides, the challenge they add on is kind of pointless.

-You need a few more coin ? Blocks. Mainly in the first section. A third powerup would be good as well.

-Oh! For the venus plant you have in the quicksand, just put it in a pipe when you take the sand out. Also make that pipe lead to a bonus room that takes you straight to the checkpoint.

-That hammer bro is really tricky! I like it! But the two firebars behind him are overkill. Take them out, and put a thwomp above the two-brick platform on the hammer bro's right, and get rid of the Spark right before the door. That ought to be better.

-I really like that spiked ceiling! I deliberately played the second half as slow as I could, and I was still able to make it to the door in time. Well done there. But I have a good idea: Don't have the Phanto trigger the ceiling. Make it the bat instead. It gives the player even more margin for error (always a good design thing) and it is better to actually see the ceiling start to come down than to walk into a room and wonder what that sound is for.

-Make sure to fix that first firebar in section 2: The middle ball is too high up and the player will get hit if he walks over it.

-Put a ? Block with a mushroom in it right before the bowser statue that breathes fire over those 1-block platforms. Because the player can't see the hammer bro above, if they get hit by a hammer, it would be a nice thing to let them have a simple powerup. It's either that or taking the hammer bro out.

-It would have been a good idea to have the donut blocks respawn in your last level, but you don't need for them to do that here. Make all the donut blocks regular ones that don't generate: Its jarring to hear them explode into being.

masterofmayhem
PALACE OF FROZEN DAGGERS

-I still would like you to put that first thwomp-chandelier above the first set of ? Blocks. The idea is that the player will immediately go check them to see what's inside, and the thwomp will come down while they're checking out the blocks. It's an almost guaranteed failsafe: the way you have it still risks the chance the player will be surprised by him.

-I still think the level desperately needs some contrasting colors. Like changing the blue platform and blue ! Blocks to the yellow kind. Or changing the Sparks to a different color.

-I noticed that there are some SMW coins mixed in with the SMB3 coins. Change them all to the SMB3 kind. For consistency.

-Was that P-Switch there before? Good usage of it.

-You still need to get rid of the blue fireballs. Because the player can now swim in the water, they risk the chance of getting hit by them when they're in their “idle” phase. But that doesn't really bother me so much as that now the player can just swim under the whole first part of the level. You really ought to put some fish down there. Just have them set to the “Swim Left/Right” AI under the enemy's Advanced tab. You don't need the fish to be a threat, just enough of a deterrent to keep the player from wanting to swim down there. (Let me make clear that I like the water and think you should keep it.)

-The bonus room still doesn't solve that big problem: You can't go back through the pipe and so the player could still get stuck. Once again, YES I know this is highly highly unlikely. But still. Just make it so that the player can return out of the pipe they entered if you want to keep the ice blocks like you have them.

-Did I mention this level is pretty? I don't think I gave you any credit for that.


Davenport's levels are giving me a headache right now, so I'll get to his when I can.
Ratty524
The 524 is for 524 Stone Crabs
12986
Davenport's level's are a natural headache inducer, aren't they?
Right, I updated the doors and fixed that invisible mushroom.
So it should be fine now. I hope

author=Ratty524
Davenport's level's are a natural headache inducer, aren't they?
Splinters in the sky is a toughie xD
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
seiromem
DR. TOADLY

-Rejected because Dr. Toadly. (Seriously seiromem, no one likes the guy. You will thank me for this.)

-You shouldn't use those amps as firebars because their hitboxes are huge. If you chain them together like you would firebars, it can lead to some cheap hits. Maybe that can work if they are placed better, but I honestly don't see the point.

-That wall of bullet bills is dumb. You shouldn't put surprise attacks like that when the player is likely to be in the middle of a jump, right at the start of the level, with no powerups. Shame on you, seiromem.

-That corridor of piranha plants was very interesting! That was the best part of this level! You should reuse it in a different one.

-Tower section was a little weak. I like that first jump over the spike, but not the amp you have just above it: The amp isn't fully onscreen, and so its harder to predict him. If you want a setup like this, the player should be able to see all the obstacles.

-The 3 alien whatchemawhatevers are too close together. It's too easy to take a hit. They need to be 3 blocks apart from each other, or widen the gap they fly in so they aren't constantly overtop one another.

SANDFALL FORTRESS

-I like that name better. Rename it to that for sure!

-This level is a 5.

-Like I said up above, change the amps to regular firebars. They take too much away from this level. Also, put an empty ? Block where the middle firebar instead of the brick blocks.

-The quicksand doesn't do anything. Get rid of all of it along the bottom. I know it makes the level more desert-y, but you really are better off with just a pit: At least then the player knows that if they fall down there, it's death. It's the same problem as water not being swimmable.

-Those falling blocks may be clued in because they aren't held up by pillars, but Ratty's right: It is incredibly hard to notice. It is fair the way you have them, but I want you to use the regular donuts instead. In a fast-paced level like this, it is good to let the player see the falling platforms so as to help them plan around the numerous traps. And it wouldn't hurt your level in the slightest if you did. It would be stupid not to.

-The entire first section is pretty good. I like a lot of the setups you have. They're novel, and pretty tough to get around at times.

-The foreground sand is fine by me: It adds another layer of challenge to things in addition to looking neat.

-The hopping goombas are an excellent replacement for the ninjis. Because you can squish 'em.

-I like the Phantos! You actually placed those guys pretty well. They surprised me once or twice!

-I think you should replace the sparks with the red Spike Tops. They do the same thing, stand out better against the tan level, and I believe they'd fit the level better. No one uses Spike Tops. :(

-I don't think the NES skeletons take too much away from the level in this case. I barely noticed them, personally.

-Get rid of the those fireballs that hop out of the torches. All of them. You can't have some torches poop out fire and other torches that don't. Besides, the challenge they add on is kind of pointless.

-You need a few more coin ? Blocks. Mainly in the first section. A third powerup would be good as well.

-Oh! For the venus plant you have in the quicksand, just put it in a pipe when you take the sand out. Also make that pipe lead to a bonus room that takes you straight to the checkpoint.

-That hammer bro is really tricky! I like it! But the two firebars behind him are overkill. Take them out, and put a thwomp above the two-brick platform on the hammer bro's right, and get rid of the Spark right before the door. That ought to be better.

-I really like that spiked ceiling! I deliberately played the second half as slow as I could, and I was still able to make it to the door in time. Well done there. But I have a good idea: Don't have the Phanto trigger the ceiling. Make it the bat instead. It gives the player even more margin for error (always a good design thing) and it is better to actually see the ceiling start to come down than to walk into a room and wonder what that sound is for.

-Make sure to fix that first firebar in section 2: The middle ball is too high up and the player will get hit if he walks over it.

-Put a ? Block with a mushroom in it right before the bowser statue that breathes fire over those 1-block platforms. Because the player can't see the hammer bro above, if they get hit by a hammer, it would be a nice thing to let them have a simple powerup. It's either that or taking the hammer bro out.

-It would have been a good idea to have the donut blocks respawn in your last level, but you don't need for them to do that here. Make all the donut blocks regular ones that don't generate: Its jarring to hear them explode into being.

-The bullet bill surprise: I direct you to Darklordkenoir's level: a certain jump you make you a greeted with a bullet bill to the face. what's so hard about ducking anyways?

-The beginning did too have a power-up you liar >=l

-The amp can easily go

-Can easily spread apart the alien-thingamajigs

I say that's a pretty weak argument over Dr Toadly.
The boss was going to be a complete joke! It would of been a room with NPC Dr toadly just standing there. Walk into him, and he died. The end.

Sandflow fortress:

I'll be changing that name!

-Amps to firrbars, Easily
-I swear I got rid of the sandpit =x
- THEY ARE REGULAR DONUTS!
-two firebars behind Hammerbro can be gone.
-Will adjust section 2 firebar
-Will make the donuts not re-spawn.
Isrieri
"My father told me this would happen."
6155
author=seiromem
-The bullet bill surprise: I direct you to Darklordkenoir's level: a certain jump you make you a greeted with a bullet bill to the face. what's so hard about ducking anyways?

In his level, it is much easier to get around that. By ducking or going under the roto-disc. The way you have your bullets set up, I predict most people jumping over the alien-guy instead of riding him. They'll always get hit if they do.

-The beginning did too have a power-up you liar >=l

-There was a powerup at the start?! Oops! I honestly didn't realize that. Probably because of the bullet bills.

- THEY ARE REGULAR DONUTS!

I meant the regular regular donuts. The graphics. Make 'em look like the default donut graphics.
Forgot the music and to move the start point... Oh crap...

If I find a suitable replacement for the firebar that isn't FIRE then I will happily replace it

And i'm going to get proper crap for this but I put my hand up and say that I would love a Dr. Toadly level...
halibabica
RMN's Official Reviewmonger
16948
I like Dr. Toadly. Just all his levels in SRB3 weren't very good.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
I like Dr. Toadly. Just all his levels in SRB3 weren't very good.

And that's why I hate Dr. Toadly. He has a stigma for frustrating, pointless levels with me.

As for Treestone Tower, I think I might tweak the thwomp section to be a bit more challenging, or at least so that you can't just hold run + right key to beat it. Overall I agree with everything you mentioned, Isrieri.
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
-The beginning did too have a power-up you liar >=l

-There was a powerup at the start?! Oops! I honestly didn't realize that. Probably because of the bullet bills.

If you had payed attention at what was over your head in the start you would of found it =P
Also, with the few edits you have suggested, Dr toadly is now an actual level.
Let me make the rest of it please.

author=halibabica
I like Dr. Toadly. Just all his levels in SRB3 weren't very good.

Exactly why I want to make an actual GOOD Dr toadly level!

Lastly, I got rid of the brick graphics. Even though they stick out so much and it makes me madder than a hunchback at a limbo contest.

Added the updated version of Sand-Flow Fortress!
author=Isrieri
pyrodoom
DESERT PALACE

-As of now, the level is very basic. But I think it can be better, as long as you rework it.

-”It's truly free be stop never throw what's happening.” Wut?

-Move that first goomba two or three tiles to the right of the second one. Ought to fix up that problem of them being too close.

-Change the mushroom at the beginning to a full powerup. Like a fire flower or leaf.

-The first outside area is nice and simple. But the pyramid looks a little bit flat (boring, I mean). You might make it more interesting by putting the door in the middle of the pyramid instead: Have the players jump up some blocks to get to it, rather than just walk on in.

-Once again, needs new music. The current track doesn't fit very well. (But I liked the music itself)

-Once again, you made everything so empty! I see that you followed my advice more closely with sections 3 and 4: You didn't mess with the borders to make everything huge, and just stuck with a linear approach. But there's still a buttload of empty space that ends up unused. The level looks very flat and boring right now. Therefore, the inside of the pyramid needs a lot more work.

-What I recommend to you is this: You know how you took the SMB3 Desert tiles and just made a flat box for the room borders? You need to make them a bit more jagged and dynamic. Take a look at Ratty's Gimmick Castle and check out how he made his ceilings and walls. That's what you need to do with this pyramid, floors included. You can do the same thing with the SMB3 Desert tiles.

-Using that technique, completely rehaul the inside of the pyramid to be a little more interesting: Include more corridors, instead of those big ol' rooms. If you have to completely get rid of the rooms you have and start over, so be it. And have a few more enemies in spots that make the player keep an eye open for them: Like that one spot where you put a Pokey and 2 turtles. That was pretty interesting to have to get around. I used the key to kill them.

-No locked pipes. It's weird, and you could have just used a door. You don't really need a key for this level unless you want to lock a secret room. If you wanted, you could put a locked door deeper in the pyramid, and have the key at the start. And the player needs to carry the key through the pyramid to unlock the optional door. It would make your level more memorable.

-I'm iffy about quicksand. I told seiromem to get rid of his because it was only there to look desert-y. You actually have quicksand going on in this level. But remember you have to be VERY careful when you use quicksand: It's extremely annoying. Even Solitayre couldn't make it fun when I played his desert level in RMN2. So that big ol' thing of quicksand in the first room needs to go (if you already haven't taken it out).

-So you ought to put quicksand in places that it's easy jump over, but also doesn't take forever to jump out if you get stuck in it. If you want the player to die when they fall, just have an open pit or spikes. You could use quicksand to hide secrets, but in my opinion, it is strictly something to be avoided.

-Change that checkpoint mushroom to the regular checkpoint. For consistency.

-Don't be afraid to put more floating platforms out in the middle of all that empty space: That's how you can fill it up. You don't need a LOAD of stuff to fill it ALL up. You just need something there to make it feel less empty. A ledge here or there with a powerup can often be just the trick.

-The ride up to Mouser is kind of boring. The rails go on for too long, and so you have to wait a long time if the platform gets away from you. When you rework this room, use shorter rails. Make the player have to hop from platform to platform, instead of just taking a ride on them.

-I love the Mouser fight! It's a simple setup but it puts a delightful twist on him. Best part of your level. Don't forget to hide Spawned Npcs when Mouser dies, so that the bombs disappear.


Thanks for the tips and help, I'll try my best to do this, but questions though:
You noticed how I wanted to make my level SMB3 styled, right? So, I'd be happy to find SMB3 styled checkpoints. Also, I am going to make the pyramid a little less flat, but with the tileset I have, that may be a little more difficult than I need. The tileset itself is flat, but at least I got rid of that giant quicksand pit. :3 I will also take out the key, because this may be for quality, but I just don't feel in the mood for making a completely new room for a door to be useful, or not even feel like using a key at all anymore, because I don't even know where I would put a door, maybe on said ledge in section 4, when it's made? But I feel I want my castle to be possible to go through without taking a hit, or losing a key. Because if you get hit, some people stop, but if you stop, some people lose the key. I don't think I want to take that chance, to get someone wandering why they are carrying a key through a stage, then they lose it, still beat the stage, and then what? What will they get from the door? I don't know what would be useful in the level, that a door would be locked for, besides a star, which you've banned. So the key has no purpose, and so the key is gone. I kind of 'blocked' off some areas to make it seem less big and empty, so yeah... I think it will work, but in that small corridor with the enemies in the first pyramid section, I made it slightly bigger so it doesn't bother many people anymore, because that was actually a complaint about the size of the corridor. Plus I'm thinking of shrinking the size of the first door in the pyramid, to make a corridor(not skrink the size of the door, the size of the area it's in.), so when I'm finally truly done, and coins are placed, it should be a better level than before! BTW, music is being changed, and it doesn't say: "It's truly free be stop never throw what's happening.”, it's "If truly free be stopped never through all that's happening"
masterofmayhem
I can defiantly see where you’re coming from
2610
I’ve updated mine as well. And yes I’m keeping the fire fireballs and yes you are going to get hit while the Fireball is idle because the tiles they emerge from are actually redone lava tiles. Not the whole pool, just the 2 tiles directly below them. Otherwise they sit in the water rather than being hidden by in.
Seiromem
I would have more makerscore If I did things.
6375
Just wanted to point out in Ratty's (Awesome) Sarasaland temple, there was a reason why those SMW bowser statues were banned in RMN bros 3.
You will get hurt by the fireball if you're standing on top of the statue.
Course that's an SMBX quirk.

Edit: I just realized, I have done almost none of the good things isrieri suggested xD
Time to update!
Seiromem
I would have more makerscore If I did things.
6375
alright, Sand-flow Fortress Updates!

-Amps are firbars now!
-Quicksand = gone
-Graphic of donut block gone >=(
-Fireballs that hop outta dem torches be gone, yo!

I Honestly have no god damned idea where I can squeeze in a third Power up in the first section without it feeling like it's too quick to give one. (If smbx had a zoom-out option the task would be alot easier>=l)

-Added dat bonus room, dawg.
-Bat now makes the ceiling come down with a vengence! (NOT sped up!)
-Thwomped the firebars behind the hammer, bro!
-The shroom dispenser before the bowser statue has been added, SIR. (Just a ? block)
-Donuts no longer respawn. (Tis a shame, I really liked infinite donuts)

Also, I am to believe that you're biased against Dr Toadly! *Gasp!*
I am remaking a level, but don't think of it as a dr toadly level! Think of it as a factory-like castle! With Evil toad henchmen, alien technology and what not! With a boss named Dr Toadly! That's all I plan to make!

EDIT VI: And Last but not least, is anyone good with SMBX graphic making that could make some graphics for me? PM me if you can help!