ISRIERI'S PROFILE
-Mysterious forum member since 2012
-Occasionally appears
-Has yet to make an RPG
-Occasionally appears
-Has yet to make an RPG
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Judge Levels
Dis Respect - Mean Brain Machine
Flight of the Phanto Koopa - Phanto Koopas
Koopa Rave - Psy Psy& Wendy (There should just be one boss)
Castle of the Damned - Ghoma
Final Destination - Master Hand
Mushroom Supernova - Novaball
Guardians of the Secret - Guard Dog
Funky Frantic Fortress - Captain Ratty McRatterson
Industrial Failure - Dr. Toadly
The Sinister Side - Shift T.
Flight of the Phanto Koopa - Phanto Koopas
Koopa Rave - Psy Psy
Castle of the Damned - Ghoma
Final Destination - Master Hand
Mushroom Supernova - Novaball
Guardians of the Secret - Guard Dog
Funky Frantic Fortress - Captain Ratty McRatterson
Industrial Failure - Dr. Toadly
The Sinister Side - Shift T.
Super RMN World
If he got rid of all the springs and put in ladders that don't require the springs to get up there I'd probably be fine with it. The springs just feel extremely forced and awkward. I'd also be happier if the platforms didn't have Link blocks over them. Alternatively, if Davenport just takes out that blue door and puts a Link character block at the beginning of the level, then I'm willing to compromise with that.
I'm kind of curious to see what his elevator idea is going to be too, if he doesn't want to do any of that up there. The only problem I have with the inside of the tree is that it doesn't have a lot of platforming design to it: It feels thrown together. Compare it to the beginning and the end of the level which are a lot more deliberate, and it creates a huge contrast that skews the whole level. I'm only riding him like this because I know it could be FANTASTIC instead of just a good level.
I'm kind of curious to see what his elevator idea is going to be too, if he doesn't want to do any of that up there. The only problem I have with the inside of the tree is that it doesn't have a lot of platforming design to it: It feels thrown together. Compare it to the beginning and the end of the level which are a lot more deliberate, and it creates a huge contrast that skews the whole level. I'm only riding him like this because I know it could be FANTASTIC instead of just a good level.
Super RMN World
Super RMN World
You guys best count yourselves lucky I'm not in charge of this event, otherwise it would have ended a month ago.
I'd buy it.
author=kentona
Super RMN World
I'd buy it.
Judge Levels
author=DarklordKeinor
There are no pipes floating in the air in my stage. I have them connected to the ceiling.
Ohp. I should have been more specific: I meant the one down in the water in Section 2. I'm guessing it's so you don't have to swim back out of the water, but either way it's not good to have a pipe you can go into when there's no flat ground before it. It's just a consistency thing.
I don't mind the spike balls the way they are, honestly. But I still think a sign would be good form. The level itself has great atmosphere and I'm a big fan of it.
Judge Levels
Dis Respect: The sidehoppers' hitboxes ought to be smaller. I also caught the bug Ratty noticed with the star at the end. You could always have the Mean Brain Machine fall more quickly than the slow fall it does, but I'm good with it as it is.
No one's ever going to find that secret door, by the way. So I think the hammer suit should fall with the rest of the coins as well instead of your neat puzzle. Unless you want to make the door more obvious.
Shroom Lake: Just want to restate what I said awhile back: That the hammer suit should be hidden where the Blue Switch block is, since I don't think it's worth having to do so much backtracking for JUST a hammer suit. You can stick a witty sign in the first shrine room hinting at it's location.
I've also warmed up to the fake-out ending. But the pipe that leads to the final room needs to not be floating in the water: Pipes you can go into should always have flat ground before it.
Grim Grotto: That first 1up ought to be a powerup! It would be a lot more useful. Since those spiky balls can't be spin-jumped on, you ought to put in a sign that says so. Or you could make them into Mega Moles. Same deal I gave Deckiller up there: If you have a pipe that's just floating in the air, you shouldn't be able to go into it.
The version I've downloaded seems like it's only halfway done. But it's already a pretty decently sized level! Personally, I think that if you put the halfway point at the start of section 2 (it needs to be the SMW kind btw) and made Section 4 into the bonus room, you could just add a bit more to Section 2 and make it into a complete level. Tough but short and sweet.
Final Destination: Everything I said about it on the wiki still stands.
Guaridans of the Secret: Good job with those switches, that's just what the level needed. I've warmed up to the boss a bit more and really like it now. But it's pretty hard! I think it would be a good idea to add some powerups in during the boss fight: The 2 blocks you have in the middle could be ? Blocks with leaves in them, for instance. Then players can manage them as they see fit.
No one's ever going to find that secret door, by the way. So I think the hammer suit should fall with the rest of the coins as well instead of your neat puzzle. Unless you want to make the door more obvious.
Shroom Lake: Just want to restate what I said awhile back: That the hammer suit should be hidden where the Blue Switch block is, since I don't think it's worth having to do so much backtracking for JUST a hammer suit. You can stick a witty sign in the first shrine room hinting at it's location.
I've also warmed up to the fake-out ending. But the pipe that leads to the final room needs to not be floating in the water: Pipes you can go into should always have flat ground before it.
Grim Grotto: That first 1up ought to be a powerup! It would be a lot more useful. Since those spiky balls can't be spin-jumped on, you ought to put in a sign that says so. Or you could make them into Mega Moles. Same deal I gave Deckiller up there: If you have a pipe that's just floating in the air, you shouldn't be able to go into it.
The version I've downloaded seems like it's only halfway done. But it's already a pretty decently sized level! Personally, I think that if you put the halfway point at the start of section 2 (it needs to be the SMW kind btw) and made Section 4 into the bonus room, you could just add a bit more to Section 2 and make it into a complete level. Tough but short and sweet.
Final Destination: Everything I said about it on the wiki still stands.
Guaridans of the Secret: Good job with those switches, that's just what the level needed. I've warmed up to the boss a bit more and really like it now. But it's pretty hard! I think it would be a good idea to add some powerups in during the boss fight: The 2 blocks you have in the middle could be ? Blocks with leaves in them, for instance. Then players can manage them as they see fit.
Judge Levels
Okay. Got the boss done. Hopefully it's fun.
Castle of the Damned: Version 2
My other levels are in mah locker. I'll try to review some of ya'lls levels tomorrow.
Castle of the Damned: Version 2
My other levels are in mah locker. I'll try to review some of ya'lls levels tomorrow.
Judge Levels
Bah! You're no help! I just needed assistance with the resizing itself! But I figured it out: I honestly forget that I have Print Screen function because I never use it. Sure comes in handy!
Judge Levels
I wanted to rip these into a gif format, but they're too small. They'll be smaller than a koopa if I use them at this size and apart from going in and recoloring the sprite so it looks proper, I'm at a loss at how to keep it from becoming pixilated when it's resized.
EDIT: OH WAIT I THINK I HAVE AN IDEA.














