Ratty524TREESTONE 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.
OtaboOVERGROWN 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.
pyrodoomDESERT 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.
Farlon303CASTLE 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.
seiromemDR. 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.
masterofmayhemPALACE 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.