Ends 04/01/2012 12:00 AM

Judges
halibabica

It's finally here! The much-anticipated third installment of the RMN community series! And this time, halibabica's in charge!

WHAT IS THIS

Super RMN Bros. is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are made and submitted by members of RMN, then compiled into one big game at the end of the event. Huzzah!

WHAT YOU NEED TO PARTICIPATE

Super Mario Bros. X v1.3, available at the Download link. This is the latest version of SMBX. It has everything you need to get started from the player, the editor, and a sample world.

You can also download the SMBX Graphics Pack by Red Yoshi here. It has a ton of Mario Brothers graphics that you can use in your level with a simple copy+paste!

JUST WHAT IS SUPER MARIO BROTHERS X?

Super Mario Bros X is a freeware game engine by Redigit geared towards having the gameplay features and physics of Mario 3 and Super Mario World while adding a ton of cool features and not having to deal with the restrictions of the old (S)NES hardware. If you want to see what SMBX can do, check out the games here on RMN or watch these videos showcasing SMBX's capabilities!

Games are distributed as a world with levels package they can add to Super Mario Bros X and play from the main game. There is no way to make a self contained game so all players will need to download SMBX in order to even play the game. The game does come with a large set of graphics and sounds like the RPG Maker RTPs so everybody at least has a large number of platformer resources to work with (and it'll keep the download of the actual game itself small).

You can view the RMN engine page for SMBX here.

HELP!

The editor can be tricky to use, especially for beginners. You can ask questions on our SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

We also have a tutorials section on RMN for SMBX.

SUBMISSION RULES

  • Levels must be made in SMBX v1.3 .
  • I don't know if you've ever made Mario levels before. There are dozens of hacks and roms out there, so it's possible you've played custom levels or created your own. However, this project is being made specifically in the SMBX engine, so if you want to contribute, you have to use that. You can download it here.

  • Levels must be made FOR THIS PROJECT
  • So, you've used SMBX before, huh? Hey, you can just submit levels you already made! Right? WRONG. If you didn't make the level specifically for RMN Bros. 3, you're not allowed to submit it. Do not just zip up the levels of your personal project and dump them in here (Davenport, I'm looking at you). Everyone has to start from scratch. And if I catch you trying to submit a pre-made level, ooh, I'll, I'LL- ...deny it. Simple as that, really.

  • Levels must end in ONE SMB3 STAR
  • Starman doesn't work in SMBX like it does in the Mario games of yore. Each one you collect instead adds to your star count. There are two kinds of stars in the engine: SMB3 stars and SMW stars. The latter adds to your star count, but doesn't end the level. The former concludes the stage when collected. Each level must have ONE and ONLY ONE level-ending star. However, you can have any number of SMW stars (covered later).

  • There is no limit to the number of levels you can submit.
  • Beyond these four rules, the sky's just about the limit. There are a few other criteria your levels must meet for them to be accepted, but they're nothing huge, and are as follows.

LEVEL CRITERIA

  1. Checkpoints
  2. Theoretically, every level should have one of these. It's the SMW checkpoint object that lets you continue from partway through the level. Unless your level is extremely short, it should have one. If it can't have one for specific reasons (auto-scrolling, switch block/character shenanigans, etc.), it's recommended you not make the stage too long. Also, SMBX can only support one checkpoint per level, so placing multiples doesn't work.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf. On the other hand, exceptional items like the Tanooki and Hammer Suits should not be easily obtained. Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good; maybe an Ice Flower or Yoshi might be better instead. On the subject of Yoshi, he's a power-up like any other, and no restrictions are being placed on his use. Similarly, all styles of Kuribo's Shoe are allowed. Just remember, these things are very helpful, so choose carefully where you make them available.

  5. Banned Objects
  6. Your level must not contain any of the following items. If it does, you will be required to remove them.

    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned for the same reason; they end the level. All levels must end with an SMB3 Star. No other exit type is allowed.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Dry Bones
    • Banned for its stupid hit box. You may place Dry Bones in your level, but all Dry Bones in the project will use the SMB3 sprites instead.

  7. Unbanned Objects
  8. These are objects that were disallowed in the past. I'm permitting them for the reasons stated.

    • SMB3 Lakitu
    • This was banned in RMN Bros. 2 because it behaves erratically. You may use them in your levels, but be very careful when you do. They aren't impossible to deal with, but they can make situations extremely difficult. You'll definitely hear from me if it's a problem.

    • SMW Star
    • These were formerly banned because they didn't end the level. You may now use them as bonus secret stars in your stages. The player can collect them on alternate paths, but must be able to return to the rest of the level after grabbing them. More on these later.

  9. Different Characters
  10. This is, first and foremost, a Mario game. Mario will be the only character available to play as, but that doesn't mean you can't use the other characters. If you want to make a stage involving Luigi, Toad, Peach, and/or Link, you must specify so. Include the appropriate character block at the start. If you don't, I'll assume the stage was meant to be played as Mario. You don't have to switch back to Mario at the end of the stage, though. I will manage character swapping in the hub area.

  11. Player 2 Start
  12. SMBX has the option to play with a friend by sharing a keyboard and crowding around a monitor. There is no way to disallow a multiplayer game, so be sure to include both P1 and P2's start positions in your levels. HOWEVER, this is all you need to do to accommodate the second player. Making a balanced one-player game is difficult enough, so don't sweat it if something doesn't quite work for multi-mode. I'm not checking two player compatibility; you don't have to either.

  13. Secret Stars
  14. Each stage must have only one SMB3 level-ending star, but you can have (almost) as many SMW stars you want. Before you go throwing secret stars everywhere, though, you should understand how they work. The most important thing to know is that you can only have one star per section of a level. That's not my rule; that's a quirk of SMBX. It can only register one star per stage section, as it flags all stars in that section as 'collected' if one of them is found. Because this is the case, any secret stars you place must be in different sections than the star that ends the level. Incidentally, this also means the most stars any level can have is 21. Don't worry; if you mess it up, I'll tell you about it!

  15. Water Must be SWIMMABLE

    You can set waterfalls to either be swimmable or not, but ordinary water must always be. Don't fill your pits with water if they're supposed to be bottomless.

  16. Misc. Stuff
    • Pipes, Doors, and Carry Items
    • By default, all entrances in SMBX are set to disallow the player from carrying an item with them through the portal. If your level has objects the player may want to bring with them, be sure to set your entrances properly.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. In some places, this isn't a problem, but in others it can break the game. Spare my telling you to fix it and avoid creating such circumstances.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. In aquatic stages, one could swim past everything from up there, so it's extremely important to include (same goes for underwater pits, actually). Of helpful note: one block placed above or below a level's boundary will create an impassable wall.

STORY AND TUTORIALS

Nothing too complicated here. Mario, Luigi, Toad, Peach, and Link have fallen into RMN's Pit of Challenges, where they must collect the stars from our levels if they ever hope to escape. The main villain is not Bowser, Wart, Kamek, Aristocrab, or anyone seen yet in the world of Mario. I will be making the final level myself, and the final boss is...me! Because by the time this is over, you will all want to kill me.

I will also be making a tutorial level that explains the mechanics of SMBX, covering both the basics and the advanced stuff. So don't bother explaining to the player how to break blocks with their tail or spin jump on Thwomps. I've got it covered!

TESTING AND FEEDBACK

This iteration of RMN Bros. is going to put greater emphasis on play testing and providing feedback for levels. I will be playing each level personally and leaving feedback the developers can use to improve their stages. My feedback will be divided into three categories:

  • Deal Breakers
  • These are things you MUST CHANGE or your level WILL NOT BE ACCEPTED. These include all variety of game breaking errors and poor balance/design. I will provide thoughts and ideas on how to fix these, depending on the complexity of the problem.

  • If-You-Don'ts
  • These are things that, if you don't change them, I will. These include things like levels without checkpoints, blocks containing only mushrooms, or levels with unfitting power-ups. If you don't make these corrections, I'll see to them in the end.

  • Nitpicks
  • These are small complaints of low importance. Things that would make the level look or feel nicer, but aren't really a problem on their own. These will most likely be aesthetic in nature, and they don't have to be changed for the level to be accepted.

    Although I will be testing each level thoroughly myself, I strongly encourage others to do the same. You don't have to follow the same methods of providing feedback I am (in fact, you don't really have the authority to!), but every bit of criticism helps.

ADDITIONAL STAFFERS

This is a big project, and it's very bold of me to be managing it alone. That's why I'm leaving open two spots for other users to join me in running the show. But you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback! The more in-depth, the better. Show me you have what it takes to contribute to this project, and I'll let you in. If you can't handle the work, I have no reason to hire you.

Duties of these staffers would include testing others levels and leaving feedback, as well as helping refine my own stages, tutorial, hubs, and so forth. I'm a tough critic, but even I can't face my own work alone!

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (thirty days), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. Existing levels may still be updated based on feedback. I will do my best to have the whole thing compiled just one week after the event ends. Then we can download and enjoy!

Registration

You must be logged in to sign up for Super RMN Bros. 3.

Posts

Seiromem
I would have more makerscore If I did things.
6375
author=DarklordKeinor
author=seiromem
I've submitted some levels. I'd like someone to evaluate them so that i might make some changes if necessary.
Ask and you shall receive.

Airship_G
---------------------------------------------------------------------------
The level flows really well. The only complaint I have is that there is a section right before the checkpoint where giant goombas constantly spawn out of a pipe. Increase the interval of time it takes them to spawn out of the pipe. Also, you use the Super Mario World goombas at one point in the level. I would advise changing those into the smb3 goombas for consistency. Otherwise, I thought it was a good level.

Also, you'll probably get nagged at for using a mushroom at the beginning of the level. Consider changing it to a fire flower or leaf.

I don't have time to play your other level right now. Nonetheless, good luck and keep producing good levels.


Alright i made those few tweaks you suggested. I'll now continue making insane amounts of levels!
I updated SMB3 Pippes with a few tweaks!
author=halibabica
from ShortStar
I'll judge. I've lost all desire to make levels.
Well, that's too bad. Leave enough quality feedback for stages and I'll hire you on.


I reviewed all the Super RMN levels 2x... but I can't seem to find the original topic. Anyway, when I get some time I will review some levels of SRMN3.
halibabica
RMN's Official Reviewmonger
16858
from ShortStar
I reviewed all the Super RMN levels 2x...

That's what Desmo said, too. I told him he's not above the rules (no one is, really!).

from me
you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback! The more in-depth, the better. Show me you have what it takes to contribute to this project, and I'll let you in. If you can't handle the work, I have no reason to hire you.

It's practically the same job anyway, so if you want hired, do your part, and you will be! Simple as that~

Spinning Hazard by GreatRedSpirit

Deal Breakers

-

If You Don’ts

- You forgot to fix Player 1’s start again.

Nitpicks

- I discovered the bug AncientNoob had with losing the second saw. It happens if you get hurt when one of the saws is airborne (ie jumping from one track to another). The game pauses for Mario shrinking, and kills the saw’s momentum, causing it to fall straight down instead of following its path. The only fix I can think of is to make the track solid in places where the player might bump a roto-disc (or other obstacle mid-jump). Not that it can’t be done with only one saw. :3

Also, I think the leaves tipped the balance perfectly (even with them being in blocks). Spinning Hazard is ready to be part of the game!

Pipeworks by seiromem

Deal Breakers

- Any pipes you can enter from the side should have a block to stand on to enter them from. Yes, it’s still possible to enter them as is, but it’s extremely unintuitive, and requires a leap of faith to enter the pipe when this first comes up.

- You’ll need to make a P Switch generator for the part that requires its use. If the player (stupidly) waits out the timer, they can become hopelessly stuck.

If You Don’ts

- The track your wooden block runs on is incomplete. There’s a small gap in it behind the block itself (hard to see against this backdrop). Easy fix; strictly visual problem.

Nitpicks

- Your players start a square off the ground! o_o

- The first block is the only SMW ? block in the whole course. Easy enough to fix, right?

- Your warp #2 has the exit pipe set in the wrong direction.

- I was totally lost when I came out of warp #8. Move it closer to the screen’s center so the player doesn’t get confused.

- What’s with all the bubbled mushrooms and hidden fire flowers? The power-up distribution is really strange in this level. Don’t get me wrong, fire flowers are a good main power-up for this stage. I just find your placement/restriction of them odd. For example, the SMW fire flower you hid with the fire bar is nearly undiscoverable. I only got it ‘cuz I noticed the warps through the bug pipe in the editor. Popping the bubble caused the fire bar to glitch, but that’s beside the point. An alcove that well-hidden ought to have a secret star in it, I should think. Also, the warp is guilty of my above deal breaker.

Basically, take a look at where you put your power-ups, try to distribute them better, and don’t treat fire flowers like they’re more precious than they are. Mushrooms in bubbles only do so much.

Besides all that…I rather like it. It could use some refining, but it’s pretty solid otherwise.

Airship G by seiromem

Deal Breakers

-

If You Don’ts

-

Nitpicks

- Your players start a tiny bit above the ground. o.o

- Your secret room is hidden in a very strange way. It’s unintuitive for the player to find it, even with the promise of three lives for the price of one. I’d rather see this bonus attainable through some feat of exploration rather than the whim to jump off a cliff. I think the perfect spot for it would be on the platform above the four green pipes. If you add one more hovering goomba there, the player can bounce off them to reach it. Also, make the door a normal entrance/exit instead of an instant warp.

- It bothers me that the door in the end looks like the door opens into the sky. You did an interior section near the start; give this spot the same treatment. It’d look more fitting without the columns as well. And, if you follow my above suggestion for the secret room, that spot could use an interior design also!

Otherwise, I like it! It’s about time the goombas had their own airship.

@kentona: I don't know what it was about my suggestion you were averse to, but your solution works perfectly too.

@DarklordKeinor: Don't forget to update your level submission! The one I downloaded was the same as last time.
*edit: I took way too long to write this!

author=ShortStar
I reviewed all the Super RMN levels 2x...

So did a lot of other people, including several people who wanted to run sRMNb3. He already stated that you can't just say you want to be an executive and you're in. Someone else asked too, but he said no. I think the point is that if you want to be a judge; prove it. Start acting like a judge and if he feels you have good opinions you can join. Past experience is null and void it seems. Put away that resume.

Honestly though, I don't see why this needs more then 1 official judge. Since everyone will have varying views on what is "right and acceptable", it'd be much easier to appease just one person. If anything, hire someone to help organize the levels and work on the world map.

For me, work on these levels is pretty slow. I don't have the drive like I used to :/ Must be more like Kentona(with spell check ON!)

**edit:
The game pauses for Mario shrinking, and kills the saw’s momentum, causing it to fall straight down instead of following its path. The only fix I can think of is to make the track solid in places where the player might bump a roto-disc (or other obstacle mid-jump).

Or maybe add a piece of track to "catch" the saw if it falls in that gap and bring it back to the normal track. I don't know what the level looks like or how it works, it's just a thought.
Seiromem
I would have more makerscore If I did things.
6375
I've tweaked Airship G and fixxed Pipeworks. I tried my best to adjust the power-up locations. Everything mentioned i had tweaked. Thanks for the review ;)
I've submitted a Forest Castle level. I might do a couple other castle themes, with the same set-up(Enter from outside, 1st half the terrain, second half the castle). It's half forest, half dungeon.

Based off the fact it's split into two halves, I have a specific request for feedback.(From when the music changes and on is the second half) When comparing the two halves, do you think the dungeon should have more content or is the level too long already?(After you've played it of course)
@kentona: I don't know what it was about my suggestion you were averse to, but your solution works perfectly too.
Like I said, it's a SMB3 level and I am using SMB3 grass.
halibabica
RMN's Official Reviewmonger
16858
from Link_2112
Honestly though, I don't see why this needs more then 1 official judge.
Same here. This is why the only official duties of the appointed judges are to help me test my own levels. I'll still be submitting them publicly of course, but the final stage and hubs won't be, and it'll fall to my selected staff to help me with those secretly (in secret).

from kentona
Like I said, it's a SMB3 level and I am using SMB3 grass.
I didn't mean 'change the ground type completely.' The problem wasn't the grass; just how you used it. That's why I suggested looking at Keinor's level. It uses the same grass as yours, just places the tiles differently so the pipes don't look weird. But like I said, your solution is already perfectly fine.

I will take a look at seiromem's and outcry312's levels tomorrow. I have things I need to do for now. T^T
author=halibabica
from ShortStar
I reviewed all the Super RMN levels 2x...
That's what Desmo said, too. I told him he's not above the rules (no one is, really!).

from me
you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback! The more in-depth, the better. Show me you have what it takes to contribute to this project, and I'll let you in. If you can't handle the work, I have no reason to hire you.

It's practically the same job anyway, so if you want hired, do your part, and you will be! Simple as that~

Spinning Hazard by GreatRedSpirit

Deal Breakers

-

If You Don’ts

- You forgot to fix Player 1’s start again.

Nitpicks

- I discovered the bug AncientNoob had with losing the second saw. It happens if you get hurt when one of the saws is airborne (ie jumping from one track to another). The game pauses for Mario shrinking, and kills the saw’s momentum, causing it to fall straight down instead of following its path. The only fix I can think of is to make the track solid in places where the player might bump a roto-disc (or other obstacle mid-jump). Not that it can’t be done with only one saw. :3

Also, I think the leaves tipped the balance perfectly (even with them being in blocks). Spinning Hazard is ready to be part of the game!

Pipeworks by seiromem

Deal Breakers

- Any pipes you can enter from the side should have a block to stand on to enter them from. Yes, it’s still possible to enter them as is, but it’s extremely unintuitive, and requires a leap of faith to enter the pipe when this first comes up.

- You’ll need to make a P Switch generator for the part that requires its use. If the player (stupidly) waits out the timer, they can become hopelessly stuck.

If You Don’ts

- The track your wooden block runs on is incomplete. There’s a small gap in it behind the block itself (hard to see against this backdrop). Easy fix; strictly visual problem.

Nitpicks

- Your players start a square off the ground! o_o

- The first block is the only SMW ? block in the whole course. Easy enough to fix, right?

- Your warp #2 has the exit pipe set in the wrong direction.

- I was totally lost when I came out of warp #8. Move it closer to the screen’s center so the player doesn’t get confused.

- What’s with all the bubbled mushrooms and hidden fire flowers? The power-up distribution is really strange in this level. Don’t get me wrong, fire flowers are a good main power-up for this stage. I just find your placement/restriction of them odd. For example, the SMW fire flower you hid with the fire bar is nearly undiscoverable. I only got it ‘cuz I noticed the warps through the bug pipe in the editor. Popping the bubble caused the fire bar to glitch, but that’s beside the point. An alcove that well-hidden ought to have a secret star in it, I should think. Also, the warp is guilty of my above deal breaker.

Basically, take a look at where you put your power-ups, try to distribute them better, and don’t treat fire flowers like they’re more precious than they are. Mushrooms in bubbles only do so much.

Besides all that…I rather like it. It could use some refining, but it’s pretty solid otherwise.

Airship G by seiromem

Deal Breakers

-

If You Don’ts

-

Nitpicks

- Your players start a tiny bit above the ground. o.o

- Your secret room is hidden in a very strange way. It’s unintuitive for the player to find it, even with the promise of three lives for the price of one. I’d rather see this bonus attainable through some feat of exploration rather than the whim to jump off a cliff. I think the perfect spot for it would be on the platform above the four green pipes. If you add one more hovering goomba there, the player can bounce off them to reach it. Also, make the door a normal entrance/exit instead of an instant warp.

- It bothers me that the door in the end looks like the door opens into the sky. You did an interior section near the start; give this spot the same treatment. It’d look more fitting without the columns as well. And, if you follow my above suggestion for the secret room, that spot could use an interior design also!

Otherwise, I like it! It’s about time the goombas had their own airship.

@kentona: I don't know what it was about my suggestion you were averse to, but your solution works perfectly too.

@DarklordKeinor: Don't forget to update your level submission! The one I downloaded was the same as last time.


Okay, problem solved and updated level submitted. All the player has to do if they get to the top of the cloud is hit the blue switch and it will make a path leading to the exit so they won't have to take a leap of faith.
If you're going to be a judge you're going to end up playing the levels anyways.



I'm not going to worry about falling saws on damage. Trying to cover that contingency is going to become a mess in every way possible and I'm content just blaming SMBX for that. (also ugh how do I keep forgetting to set the P1 start position)
Well I missed alot of levels during my 8 or so hours of sleep. (Yeah I know terrible!)
I'll get playing them and see if I have some nitpicking of my own.
Probably not but, who knows?
Davenport's "Boosters Canyon" level

Pros:
I got something to review
It is in fact a level
Ok seriously now...
The music is nice
Pretty large variety in places to explore
Long
Cons;
Long
The first two ? blocks that contain coins both have 99 coins?!
There are BOTH SMW and SMB3 Koopas mixed in with SMB2 enemies and SMB1 and 3 plants with SMW fire spitting plants?
Going left from the start let's you see unfinished design
First power-up is a mushroom.
The end seems impossible if you don't have a leaf or a propeller.
(Granted you give as two and a leaf near the end, but nothing is stopping me from getting a hit from the bullet bills and forgetting to bring one of the propellers with me.)
I prefer quick sand as a foreground object since it looks less silly to me.
FORCED exploration is bad.
Halibabica is going to go crazy from those rifts in the caves.(I did)
Section 2 has no music.
3 Yoshi's is more than enough.
Some areas could use an extra power-up. (not Yoshi)

My thoughts:
I'm going to be brutally honest with you. At the time I got to the huge wall of the ! blocks and the Toad I was ready to punch the next person I saw to the face.
I DID not finish the level because at the time I died twice in the cave I got tired and decided to skip the caves and check the end.
The level is a pretty mixed bag in terms of how it looks.
I can see that you tried to make it look nice, but it didn't quite work.
I'd prefer if the exploration gave the player an extra power-up or something like the HB suit.
I know quicksand is like the necessity of a desert level but I believe a couple of them could work just aswell as a solid ground platform.(Especially since you're not even near the block cap.
I'd say you should playtest more, but then again I play tested the Sky Rush level over 40 times and well... it still wasn't ready for the awesomeness of SRMNB3.
I'd get rid of most of the cons before going to make a new one.
I can't say what is halibabica's opinion, hell maybe he really enjoyed you're level, but as for me this level is just way too long and monotinous to be considered fun.
And yes I know Sky Rush is not considered fun either.

Seiromen's levels!

Since these have been refined I'm going to only try and state the things that are new.

Airship G

You're secret rooms entrance's exit (in other words section 3 warp 2 "exit") Is not exactly at the door, it's a bit on the left.
The boss room at first seemed a bit odd. I can't put my finger on it (not literally) so I quess it's not too bad.

Otherwise a really solid update!

Pipeworks

The bonus room AKA section 3's fire bar spins very bizzarly also I did not notice the star that was high above it at first until I checked at the editor. Maybe bring it down a bit? Also I got hit immediatly after leaving the room resulting in death.

I generally prefer color codes in my pipe mazes, but I quess this works aswell since the secrets would either become too easy (if you color code them) or too hard (if you don't color code them) to find.

Again otherwise this level is fine too.

That took 40 minutes to try out all of those levels. I'll finish up the others later on... because by my luck 20 new levels and 39 reviews have been done during my slow typing and play testing.
Sky Rush should now be a tad slower with added brakes and added brake efficency.
Also updated is consistency error fix that I noticed while editing.
I'm hoping this is good enough since I would not
like to slow it down too much cuz' the whole idea for this level was to make the platforms to go fast.
I'm quessing you highly disagreed with my review since alot of the problems I mentioned are still present.
Even some really easy fixes so I'm assuming you're not willing to fix them, or you completely forgot about em. (one being the two 99 coin ? blocks.)

Fixes I was happy about:
Section 2 has music!
No unfinished ledges behind the start point!
Thats all I noticed with a quick check.

What the?
These might have been apperant in the earlier build ,but ones I never noticed for some reason.
There is some serious stuff happening with your temple things quicksand.
Parts of the quicksand are foreground other background, some parts are quicksand some water?
Blue Yoshi or a Yoshi with a blue shell can pretty much skip anything, even the colored ! barrier.
You get about 28 lives for finishing this level.

Well that's all the new stuff I can add but I hope that you would try to make some of those fixes, but then again that's beyond my control.
So I finished my level and even though I never thought it was possible...you can have too much Linkage in one stage! xD

The .lvl file size is 1.408mb, which from past experience is pretty close to the limit. Just a bit more and it will crash. The other problem is that if a level is that large it starts to lag all over the place. Maybe that's why AncientNoob was lagging. It used to play fine for me but slowly started getting laggy.

So I think I have to split it up into 2 stages. Which is a shame because it will break the level and I'll have to almost completely redesign it :( It turned out pretty epic. I should try and take out some of the visuals to keep it as one level. Turns out too much grass CAN make a level lag ^.^; I'll upload tomorrow.
halibabica
RMN's Official Reviewmonger
16858
How you ever manage to stuff an entire meg and a half into one stage, I will never understand.

Airship G by seiromem

Deal Breakers

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If You Don’ts

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Nitpicks

- When I said to add another hovering goomba, I meant on the left instead of the right. That way, the player has to bounce off three of them to reach the secret door instead of one. But that’s not even remotely a problem; just clarifying what I said before. It works fine this way too, so it’s up to you if you change it or not.

Everything else was peachy!

Pipeworks by seiromem

Deal Breakers

- Um, you almost fixed this deal breaker. It goes for any pipe you enter from the side. There are still a few pipes missing them!

- As apa649 mentioned, exiting the secret star pipe puts you face-first into a hopping bug. I think the easiest fix would be to have the exit take you to a different pipe instead. There’s an empty vertical pipe a little below the bug generator; it’d be perfect for that.

If You Don’ts

- I looked for the secret star, but I think SMBX failed to spawn it where you placed it. Placing it one square lower solves the problem.

Nitpicks

- The P Switch generator goes so fast, I must’ve pressed three of them in a row! You can cut it back to one or two seconds instead of instantaneous spawning.

- Your fire bar’s movement path is definitely boinked.

Forest Castle by outcry312

Deal Breakers

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If You Don’ts

- You can wall zip your way past the locked door by ducking, jumping on top of it, hopping all the way to the back, and turning around. Easy enough; just move the ceiling one tile further so the player can’t get up there!

Nitpicks

- Instantaneous warps are less than ideal, even in outdoor settings. Use doors and pipes for travel instead.

- The floor tiles next to the spikes look weird just cutting off like that. Use the corner wall tiles so it looks complete.

- I think you have an extra background tile behind the bushes at the castle entrance.

- You should have a power-up closer to your checkpoint; before all the Hoopsters on vines would be best.

- The long vertical shaft feels really empty. It could use some coins, hovering goombas, or maybe paratroopas; anything to make it less plain and straight-forward. It could also use a ceiling.

- Your bonus section at the bottom couldn’t be more obvious. I’d move the entrance pipe lower so it’s off-screen when the player gets there. You can leave a log poking out of the wall to hint there’s more in the pit. Also, I’d move the fire flower out of the bonus room and put it before the boss instead.

- Sudden castle music change? I think the SMW would be best to stick with throughout.

- One of the vines in the boss room is missing its base!

- I nabbed the star the moment I stomped Boom-Boom the final time because I killed him right on top of where it spawns. The odds of that are mind-boggling, but maybe put it up near the ceiling so the player must climb to collect it.

So, I had lots of nitpicks, but this is a pretty good level as is! The length felt just right, and it wasn’t too difficult. I hope you’ll patch up the things I suggested.

Davenport...I will have to get back to you on Booster's Desert. Had a busier day than I thought I would.
Seiromem
I would have more makerscore If I did things.
6375
Derp... i already fixxed the bug thing but never got around to updating it on here. but those other things you mentioned i had either already did but made the same mistake, or just forgot about it. the reason i had forgotten to fix a few pipes about the deal breaker was because there was so many o.O But anywho, i have now uploaded!
author=halibabica
How you ever manage to stuff an entire meg and a half into one stage, I will never understand.


haha Many secrets, alternate paths, and lots and lots of layers/events(around 50 of each). I used every section except 1. It's mostly just the blocks/bg's/npcs, every tile adds a little bit to the file size. Some dungeon areas have large areas of filled in blocks, that's where I'm going to start with the trimming.