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Level Feedback E-N
Here is the first half!
Emirpeon
ExKirby
GreatRedSpirit
Hali
Ldida1
Kentona
The rest are coming later today. GRS, you might consider switching Kentona and Idida1 on the list. You didn't get your alphabetical order quite right.
EDIT: I know some have already been approved, but it doesn't hurt to perfect them, right?
Emirpeon
Contents Under Pressure
-The part where you have to dig past the rainbow shell takes to long if you want to do it right. You should delete a layer or two of that.
-It looks like you fixed all the mistakes in this level. (The original, I remember, was very bad!)
-Altogether a satisfying level with a fun alternative path.
-The part where you have to dig past the rainbow shell takes to long if you want to do it right. You should delete a layer or two of that.
-It looks like you fixed all the mistakes in this level. (The original, I remember, was very bad!)
-Altogether a satisfying level with a fun alternative path.
ExKirby
Mushroom Fields
-Could you possibly make your bullet bill part a little cleaner? It looks like you took the bullet bill launcher and scribbled on the screen.
-The toad at the beginning is a little cheesy. I don't think you gave him quality dialogue.
-Nice choice of SMW lakitu and fun pipe puzzle!
-In the last room you can't see the star at all. Increase the top boundary of the level should easily solve this problem.
-Altogether a fun mushroom level.
-Could you possibly make your bullet bill part a little cleaner? It looks like you took the bullet bill launcher and scribbled on the screen.
-The toad at the beginning is a little cheesy. I don't think you gave him quality dialogue.
-Nice choice of SMW lakitu and fun pipe puzzle!
-In the last room you can't see the star at all. Increase the top boundary of the level should easily solve this problem.
-Altogether a fun mushroom level.
GreatRedSpirit
Great Palace X
-Simply amazing. I never finished it, because I suck at Link, but from the look in the editor I could tell you made little to no errors.
-Simply amazing. I never finished it, because I suck at Link, but from the look in the editor I could tell you made little to no errors.
Hali
Aristocrab's Lair
-A fun level with no errors! It may have taken me a few tries, but it was so much fun! I love puzzle levels!
Checkpoint Graveyard
-Interesting level?
-Lol, I love the mini-checkpoint mushrooms!
-Altogether a funny and original level. I'll never look at a checkpoint the same way again!
End of the Road
-Too long for my liking; and what if the player can't use peach or link?
-In the peach room, I lost my tanooki suit and had to resort to suicide after I had beaten every other person's room.
-Perhaps a check point would solve the length issue. Make it so you have to do two rooms to go to the room with the checkpoint. After the checkpoint room is a room with the other two character levels.
Fire Summoner
-Too much fire=too hard a level. It took me a good ten or twelve tries!
-I didn't notice any errors; perhaps you're too good for my reviewing?
-Altogether a hard level with an obvious theme of fire.
Firing Range
-I hate walls of bullets. If you're not ready for them, they eat you up like cake!
-The secret room to get the bullet launcher was a great idea!
-Altogether a challenging level that needs to be toned town just a smidgeon.
Hammer Bros.' Fortress
-Go Paper Mario Music! It almost made me enjoy the level! …Almost.
-This level was extremely challenging!
World of Hurt
-This had too many impossible jumps.
-Why are all your levels so hard?
-A fun level with no errors! It may have taken me a few tries, but it was so much fun! I love puzzle levels!
Checkpoint Graveyard
-Interesting level?
-Lol, I love the mini-checkpoint mushrooms!
-Altogether a funny and original level. I'll never look at a checkpoint the same way again!
End of the Road
-Too long for my liking; and what if the player can't use peach or link?
-In the peach room, I lost my tanooki suit and had to resort to suicide after I had beaten every other person's room.
-Perhaps a check point would solve the length issue. Make it so you have to do two rooms to go to the room with the checkpoint. After the checkpoint room is a room with the other two character levels.
Fire Summoner
-Too much fire=too hard a level. It took me a good ten or twelve tries!
-I didn't notice any errors; perhaps you're too good for my reviewing?
-Altogether a hard level with an obvious theme of fire.
Firing Range
-I hate walls of bullets. If you're not ready for them, they eat you up like cake!
-The secret room to get the bullet launcher was a great idea!
-Altogether a challenging level that needs to be toned town just a smidgeon.
Hammer Bros.' Fortress
-Go Paper Mario Music! It almost made me enjoy the level! …Almost.
-This level was extremely challenging!
World of Hurt
-This had too many impossible jumps.
-Why are all your levels so hard?
Ldida1
Hell's Mansion
-Why am I forced to play as luigi?
-How about some Blaargs in your lava?
-The second part after the lava has no music!
-Neither does the boss battle!
-Altogether a nice level free of any gimmicks.
Lil ol' Hills
-Get rid of the banzai bill over the wooden block bridge. I already have to jump from black to block so don't make me dodge something too!
-Before the checkpoint, you slide right into the hole! Make a slope going up again so the player ramps over the hole.
-The jump to get the star is too difficult.
-Altogether a pleasant level that reminded me strangely of The Sound of Music?
-Why am I forced to play as luigi?
-How about some Blaargs in your lava?
-The second part after the lava has no music!
-Neither does the boss battle!
-Altogether a nice level free of any gimmicks.
Lil ol' Hills
-Get rid of the banzai bill over the wooden block bridge. I already have to jump from black to block so don't make me dodge something too!
-Before the checkpoint, you slide right into the hole! Make a slope going up again so the player ramps over the hole.
-The jump to get the star is too difficult.
-Altogether a pleasant level that reminded me strangely of The Sound of Music?
Kentona
Bouncy Bouncy
-I love this level. I don't understand why everyone hates it!
-The walls of bullets at the end still bother me, but have you tried using this graphic?
http://rpgmaker.net/users/Desmo360/locker/King_Bill.zip
-Altogether a good take off of 9-8 in NSMB Wii.
-I love this level. I don't understand why everyone hates it!
-The walls of bullets at the end still bother me, but have you tried using this graphic?
http://rpgmaker.net/users/Desmo360/locker/King_Bill.zip
-Altogether a good take off of 9-8 in NSMB Wii.
The rest are coming later today. GRS, you might consider switching Kentona and Idida1 on the list. You didn't get your alphabetical order quite right.
EDIT: I know some have already been approved, but it doesn't hurt to perfect them, right?
Level Feedback - A-D
author=Ben_Randomauthor=Desmo360Well I tried playing Brickroads Revenge, but it's to hard for me.
Now what do I need to do to get Brickroad's Revenge and Crystal Cave approved?
But that's what you want in a final castle level. Everything was designed well, I thought. Does anyone have any errors I could fix?
Level Feedback - A-D
The RMN Epic Forum Story
author=ldida1
And then the world exploded. But it twas all well, since granny knitted it back together again.
A few years later, Nintendo published a kirby game based on grandma's knitting phenomenon. But let's get back to the story, alright?
Level Feedback - A-D
author=Ben_Random
Bowsers Desert V 2.0
That's right, it's back!
http://rpgmaker.net/users/Ben_Random/locker/Bowsers_DesertV20.zip
Much better! I only found two mistakes in this version.
-The platform that brings you to the higher part of the level sometimes disappears. I don't have a solution for you.
-In the boss battle room, you have three platforms. The two lower platforms need to be lowered one block so the player doesn't need a running jump to get on them.
Level Feedback - A-D
Here's the rest of the D's!
DE
Deckiller
Dell2005
Desmo360
Can someone else do my levels? I don't think I'd be very successful if I tried them.
Dudesoft
Hopefully I'm not the only one doing this. Other people should be testing these levels too; I can't catch every mistake!
DE
Up and Down
-At the very beginning of the level, one of your sizeable grasses doesn't quite reach the water. Extend it one more block down.
-Wow, that's all I have for you!
-Altogether a fun climbing level.
-At the very beginning of the level, one of your sizeable grasses doesn't quite reach the water. Extend it one more block down.
-Wow, that's all I have for you!
-Altogether a fun climbing level.
Deckiller
Creation Alpha
-At the beginning, if you stand on the two blocks floating between the land and the mushrooms, a koopa drops out of the sky and kills you. Was that intentional? Even if it was, you should take it out.
-Altogether an amazing level. No actual errors were found and it was beautiful.
Wood in World One
-I'm not a fan of the goomba launcher. At least give the player a little bit more time!
-Now you're just being a jerk; going out and designing fantastic levels that I can't seem to find errors in! Good Job!
-Altogether another great level that I wouldn't be surprised to see in an actual Mario game.
-At the beginning, if you stand on the two blocks floating between the land and the mushrooms, a koopa drops out of the sky and kills you. Was that intentional? Even if it was, you should take it out.
-Altogether an amazing level. No actual errors were found and it was beautiful.
Wood in World One
-I'm not a fan of the goomba launcher. At least give the player a little bit more time!
-Now you're just being a jerk; going out and designing fantastic levels that I can't seem to find errors in! Good Job!
-Altogether another great level that I wouldn't be surprised to see in an actual Mario game.
Dell2005
Dell-Ice-ous
-The player can't get the first power-up if they already have one. That's no fair!
-I don't know about the Reznor blocks. They seem to clash.
-There's too many fish to dodge! Delete some!
-Your P-Block room failed to interest me. Make it less empty.
-You shot a shell at the player? Don't do that!
-The puzzle to get the star doesn't come across as a puzzle at first. Maybe you should make the invisible wall not so invisible.
-You give the player 99 1-Ups at the end and then drop them in a whole! I don't have a solution for you, but I'll think of one. We'll get together and work on this one.
-Altogether an ok ice level that seemed kind of empty.
*All of these mistake have been fixed by the creator.*
-The player can't get the first power-up if they already have one. That's no fair!
-I don't know about the Reznor blocks. They seem to clash.
-There's too many fish to dodge! Delete some!
-Your P-Block room failed to interest me. Make it less empty.
-You shot a shell at the player? Don't do that!
-The puzzle to get the star doesn't come across as a puzzle at first. Maybe you should make the invisible wall not so invisible.
-You give the player 99 1-Ups at the end and then drop them in a whole! I don't have a solution for you, but I'll think of one. We'll get together and work on this one.
-Altogether an ok ice level that seemed kind of empty.
*All of these mistake have been fixed by the creator.*
Desmo360
Can someone else do my levels? I don't think I'd be very successful if I tried them.
Dudesoft
Let's get High
-I don't like the way you just hand out a 1-Up at the beginning; especially in that sort of block.
-In section 3, you made the ceiling higher than the background would allow. You should change the background or make it shorter, because it creates a really weird glitch.
-Too many fish in your sea too! It seems impossible without a fire flower. (I mean the beginning of section 4, the rest is fine)
-Altogether a fun cloud/water level.
Memories of 8-bit
-Section 2 is lacking a background. I noticed that all the underground sections share this issue.
-In section 2, maybe there should be a bill launcher on every other platform.
-Altogether a very appealing SMB1 level.
-I don't like the way you just hand out a 1-Up at the beginning; especially in that sort of block.
-In section 3, you made the ceiling higher than the background would allow. You should change the background or make it shorter, because it creates a really weird glitch.
-Too many fish in your sea too! It seems impossible without a fire flower. (I mean the beginning of section 4, the rest is fine)
-Altogether a fun cloud/water level.
Memories of 8-bit
-Section 2 is lacking a background. I noticed that all the underground sections share this issue.
-In section 2, maybe there should be a bill launcher on every other platform.
-Altogether a very appealing SMB1 level.
Hopefully I'm not the only one doing this. Other people should be testing these levels too; I can't catch every mistake!
Level Feedback - A-D
Level Feedback - A-D
Here's my notes and suggestions on these levels:
AncientNoob
Ben Random
Bentelk
Craze
DaMush
Davenport
Davenport wore me out so I'll get the last four people in tomorow.
AncientNoob
Crush Fortress
-2nd Thwomp is hard to avoid. Fill in the one block hole in your platform before the Thwomp.
-Bad use of ghost tiles. Just take them out.
-After the first pipe, there are two thwomps you can't even see until they've already crushed you. Either get rid of them or place them lower. The player needs some sort of warning or its unfair.
-On the second floor of section one, over by the tubes, if you jump in the hole onto the tube platform below, it is impossible to get back up and you are forced to restart the whole level! Make it possible to get back up there! (Add a block about halfway up)
-In the same area, the lava is too high. When it's level with the platforms, you can unfairly touch the lava and die. Lower the lava level by one.
-Slow down the bullets on the third floor. It is too hard to find an appropriate time to jump past them.
-What is the point of the dead Zelda?
-Remove the banzai bill at the checkpoint. It clashes and is an unnecessary obstacle.
-There is a point in the crushing section where there two rotating fireballs. While the crushers are down, it become to hard to avoid the fireballs. Please remove it altogether.
-Boss Battle is well done, although there is a lot going on onscreen.
-Altogether a hectic and irritating level. It has a good gimmick that is overused.
Green Greens
-The clouds near the beginning don't look good. Remove them and maybe add an enemy or two in that area.
-After the ship area, the goombas are spawning too quickly! Increase the generator time.
-Altogether a pleasant and fun level, with a cool pirate gimmick in it!
Tower of Pain
-Bullet bills are going to fast!
-The jump by the two fireballs and a Thwomp is nearly impossible. Add a platform in there to make it easier.
-The lol and the :D aren't professional.
-WHAT!? You die at the end? At least save the player and give them a star!
-Altogether a humorous, yet unprofessional level.
-2nd Thwomp is hard to avoid. Fill in the one block hole in your platform before the Thwomp.
-Bad use of ghost tiles. Just take them out.
-After the first pipe, there are two thwomps you can't even see until they've already crushed you. Either get rid of them or place them lower. The player needs some sort of warning or its unfair.
-On the second floor of section one, over by the tubes, if you jump in the hole onto the tube platform below, it is impossible to get back up and you are forced to restart the whole level! Make it possible to get back up there! (Add a block about halfway up)
-In the same area, the lava is too high. When it's level with the platforms, you can unfairly touch the lava and die. Lower the lava level by one.
-Slow down the bullets on the third floor. It is too hard to find an appropriate time to jump past them.
-What is the point of the dead Zelda?
-Remove the banzai bill at the checkpoint. It clashes and is an unnecessary obstacle.
-There is a point in the crushing section where there two rotating fireballs. While the crushers are down, it become to hard to avoid the fireballs. Please remove it altogether.
-Boss Battle is well done, although there is a lot going on onscreen.
-Altogether a hectic and irritating level. It has a good gimmick that is overused.
Green Greens
-The clouds near the beginning don't look good. Remove them and maybe add an enemy or two in that area.
-After the ship area, the goombas are spawning too quickly! Increase the generator time.
-Altogether a pleasant and fun level, with a cool pirate gimmick in it!
Tower of Pain
-Bullet bills are going to fast!
-The jump by the two fireballs and a Thwomp is nearly impossible. Add a platform in there to make it easier.
-The lol and the :D aren't professional.
-WHAT!? You die at the end? At least save the player and give them a star!
-Altogether a humorous, yet unprofessional level.
Ben Random
Bowser's Desert
-The quicksand only works in some places. I went into the level and saw that you don't know how to even use quicksand! Shortstar made a great tutorial that can help you out: http://rpgmaker.net/tutorials/389/
-Don't just go handing out moons like that. It's in plain sight and easy to reach!
-May I suggest you use the SMW lakitu? The SMB3 lakitu is too hard to deal with. To get the SMW one, select the SMW spiny and set it to lakitu.
-In the boss room, the bullet bill launchers blend in too well with the background. I didn't notice them until I was shot and dead.
-Your teleporter by the moon is dead. You set it to moving up when it's supposed to be set to moving left. Did you playtest this?
-Overall a good desert level with few actual errors.
Clown in the Clouds
-That's funny. I seem to remember an auto scrolling level in RMN Bros. 1 that looked exactly like this! Coincidence?
-The message by the check point isn't too appealing to me. I wouldn't ask the player if they liked your level or not.
-Altogether a great level with no errors!
Double Trouble
-No problems in the ice section.
-You fight the same boss twice in the exact same fashion. Try changing the boss to birdo or changing the boss room in one of the sections.
-Altogether a fantastic level! Sure, a checkpoint would be nice, but it would destroy the level mechanics.
Peach Beach
-Again, change the lakitu to the SMW lakitu.
-What is the point of the pink tube in the first section? It doesn't lead anywhere, but it is designed as if it should.
-Very, VERY short level. Practically two screens long. I saw in the editor that there was more, but you never have the player play that part. Maybe you should move the start position?
-Altogether a short and unappealing level.
Puzzles and Plains
-Great switch puzzle!
-Altogether a well done switch puzzle level.
Wooden Wonders
-Very short. Size could at least be doubled.
-I just can't find errors in your levels, Ben! Good job!
-Altogether a short and fun level.
-The quicksand only works in some places. I went into the level and saw that you don't know how to even use quicksand! Shortstar made a great tutorial that can help you out: http://rpgmaker.net/tutorials/389/
-Don't just go handing out moons like that. It's in plain sight and easy to reach!
-May I suggest you use the SMW lakitu? The SMB3 lakitu is too hard to deal with. To get the SMW one, select the SMW spiny and set it to lakitu.
-In the boss room, the bullet bill launchers blend in too well with the background. I didn't notice them until I was shot and dead.
-Your teleporter by the moon is dead. You set it to moving up when it's supposed to be set to moving left. Did you playtest this?
-Overall a good desert level with few actual errors.
Clown in the Clouds
-That's funny. I seem to remember an auto scrolling level in RMN Bros. 1 that looked exactly like this! Coincidence?
-The message by the check point isn't too appealing to me. I wouldn't ask the player if they liked your level or not.
-Altogether a great level with no errors!
Double Trouble
-No problems in the ice section.
-You fight the same boss twice in the exact same fashion. Try changing the boss to birdo or changing the boss room in one of the sections.
-Altogether a fantastic level! Sure, a checkpoint would be nice, but it would destroy the level mechanics.
Peach Beach
-Again, change the lakitu to the SMW lakitu.
-What is the point of the pink tube in the first section? It doesn't lead anywhere, but it is designed as if it should.
-Very, VERY short level. Practically two screens long. I saw in the editor that there was more, but you never have the player play that part. Maybe you should move the start position?
-Altogether a short and unappealing level.
Puzzles and Plains
-Great switch puzzle!
-Altogether a well done switch puzzle level.
Wooden Wonders
-Very short. Size could at least be doubled.
-I just can't find errors in your levels, Ben! Good job!
-Altogether a short and fun level.
Bentelk
Lakitu's Forest
-SMW lakitu? Good choice.
-Before the hammer bros, there are two weird symbols. I have no idea what they mean or why they're there.
-Altogether a simple and fun forest level.
-SMW lakitu? Good choice.
-Before the hammer bros, there are two weird symbols. I have no idea what they mean or why they're there.
-Altogether a simple and fun forest level.
Craze
Craze Land 1
-Good way of earning a 1-Up and 3-Up.
-On the last 1-Up, there is an invisible wall surrounding it, making it impossible to drill through and get it.
-After the star, in the underground room where there is a question mark, the player is forced with a dilemma. If the player has a power-up, the prize turns into an unreachable fire flower. Either change it to a mushroom only â€" or 1up â€" or make more room for the player to get it.
-Altogether a successful and clean SMW level; Although it was kind of short.
Craze Land 2
-Near the end of the underground section, the buzzy beatles just sort of appear out of thin air instead of coming out of the pipe.
-Altogether a very satisfying SMW underground level.
-Good way of earning a 1-Up and 3-Up.
-On the last 1-Up, there is an invisible wall surrounding it, making it impossible to drill through and get it.
-After the star, in the underground room where there is a question mark, the player is forced with a dilemma. If the player has a power-up, the prize turns into an unreachable fire flower. Either change it to a mushroom only â€" or 1up â€" or make more room for the player to get it.
-Altogether a successful and clean SMW level; Although it was kind of short.
Craze Land 2
-Near the end of the underground section, the buzzy beatles just sort of appear out of thin air instead of coming out of the pipe.
-Altogether a very satisfying SMW underground level.
DaMush
Topsy Turvy
-Weird uses of switch blocks.
-The goombas at the very beginning are trick to dodge with the music blocks in the way.
-The jump from the purple pipe to the yellow pipe requires maximum momentum. Add a platform between the two to simplify the jump.
-There's quicksand in one of your bubbles; hilarious! I'm not sure if it would be right to remove that.
-There is a FRICKIN METROID BOSS and BOWSER buried in your level. Please remove!
-Here's a suggestion. Hide a moon above the level. That way, if the player unburies the clown copter, they'll have a reward for it.
-Altogether and zany and weird level.
-Weird uses of switch blocks.
-The goombas at the very beginning are trick to dodge with the music blocks in the way.
-The jump from the purple pipe to the yellow pipe requires maximum momentum. Add a platform between the two to simplify the jump.
-There's quicksand in one of your bubbles; hilarious! I'm not sure if it would be right to remove that.
-There is a FRICKIN METROID BOSS and BOWSER buried in your level. Please remove!
-Here's a suggestion. Hide a moon above the level. That way, if the player unburies the clown copter, they'll have a reward for it.
-Altogether and zany and weird level.
Davenport
Before I help you fix your levels, let me just tell you that I've been dreading doing this since I began this strenuous process.
Booster's Pipe Factory
-Grinders in eggs? Really?
-How is this fun? It made me feel dead inside. I sat there falling for ten minutes with no action, then I closed the level.
Haunted Palace
-I gave up after five minutes of endless running. This level is too big and boring.
Lethal Lava
-It wasn't as long as your other levels. I almost liked this one.
-In the first section, you can fly up to the top of the clouds and skip everything.
Nocturnal Castle
-Your levels are going to make me nocturnal. I could spend days on them!
-Too much happening. Too poor level design. So many errors it isn't even worth naming any.
-Davenport, you should give up on Mario design; it just isn't your thing. Your levels are long and boring. I'm sorry, but I'm going to stop right here and not play anymore.
Booster's Pipe Factory
-Grinders in eggs? Really?
-How is this fun? It made me feel dead inside. I sat there falling for ten minutes with no action, then I closed the level.
Haunted Palace
-I gave up after five minutes of endless running. This level is too big and boring.
Lethal Lava
-It wasn't as long as your other levels. I almost liked this one.
-In the first section, you can fly up to the top of the clouds and skip everything.
Nocturnal Castle
-Your levels are going to make me nocturnal. I could spend days on them!
-Too much happening. Too poor level design. So many errors it isn't even worth naming any.
-Davenport, you should give up on Mario design; it just isn't your thing. Your levels are long and boring. I'm sorry, but I'm going to stop right here and not play anymore.
Davenport wore me out so I'll get the last four people in tomorow.














