APA649'S PROFILE

I'm a casual gamer and I have always had a passion for creating stuff. Wheter its drawing, making games, creating stories or designing new ideas in my head. I always have and always will enjoy creating.

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Super RMN Bros. 3

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.

Super RMN Bros. 3

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.

Super RMN Bros. 3

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.

Super RMN Bros. 3

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?

Super RMN Bros. 3

Too fast?
Huh, Maybe it's because I play tested it so many times that I got used to it but, to me it seemed like a good speed.
I'll try to fine tune it so that it is still moving with speed but try to make it possible to control yourself.
The couple of power-ups that seem impossible to get are really just bonus power-ups for those who finish the stage since at the last axe the ship stops and a couple new items appear behind at the stage that help you reach them more easily aswell as block some that were suppose to be got during the flight. Hammer bro.
Oh well. I'll get down to it soon and fix the board too.
Currently I'm struggeling with my level #4. (I have to catch up, I can't let kentona beat me in level quantity.)

Super RMN Bros. 3

Because I'm weird: here is the update for Goomba caves and a new level!
Sky Rush
A bit unique possibly gimmick level where you pretty much have no choise but to go forward.
The level has a time limit because of it's design but it's over 2 minutes and you will most likely get to the end
in time even if you slow down since the level isn't long just a bit hard.
Just FYI this level was a pain in the ass to make and even though it is not my best level I'm still rather proud of it.
It was a pain in the ass because the star is so hard to get moving correctly.
Anyways I hope you have fun since I sure as hell did.

Super RMN Bros. 3

DarklordKeinor's "Mushroom Valley" level.

Pros:
Fun basic outdoor mario level
Pretty good enemy placement
Good amount of power-ups
Cons:
1st power-up is a mushroom.
At your bonus room #1 mushrooms can escape offscreen too fast
The infinite respawning goombas could be limited to a number such as 5.
The bonus star seems a bit easy to get considering you only have to go down a pipe to get it.
My thoughts:
A really good basic level. It doesn't seem to have too much wrong with it.
I mainly focused in my cons on the things that affect gameplay instead of asthetics or visuals.
There are some things such as the pipes that look odd since they aren't going into the ground, they just seem to be there on top of the grass.
Other similar things seem to be checkpoint poles and the goal bridge's rope.
But I don't really mind these visual problems.
The pipes can be easily fixed but the poles and bridge are a bit harder.
But then again to me gameplay is the most important.
The cons aren't that major except probably the 1st ? block mushroom. Since halibabica states:
author=halibabica
? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf.

But overall I'd like that you'd try to fine tune some of your levels aspects, just fine polish it a bit. Halibabica and the others can probably give more specific infoormation on what to fix, but these are the basic things I noticed.
I'm guessing this is going to pass with just a few "if you dont's" even in it's current state.
But, all you can do is wait.
and wait.
wait...
in the mean while you should try to make a new one or fine tune you're current one.

Super RMN Bros. 3

Getting some errors when trying to lower the ground and saving...
Something about overflow.
But, I could just leave the 2nd section's couple of pits alone and lower the ones I can.
There goes my consistency...

But, Hey! we got a new level!
I'll be testing it out soon enough.
But, leaving feedback later since I only have about 20 minutes.

Super RMN Bros. 3

Over complicate things?
Good Idea...
But in all seriousness I want things to be consistent.
The pits at first were 2 or 3 tiles below the pit's edge. So if I'm gonna lower
them I also WANT to lower the level boundaries aswell so they look nicer I quess...
I got the rocket thing made out okay I think. You can still get trapped and kill yourself
if you really try to do so but otherwise you shouldnt be able to.

As a last note: Can anyone tell me how do you use in warps the "warp to location" thing?
I tried to input the coordinates and it just said "level overflow"(error 6 I believe) and crashed.

Sorry nevermind I was not paying attention. It's level exit warp to MAP location. FAIL!
(What level? I'm not gonna tell you)

Super RMN Bros. 3

author=arcan
I might have to join this.

I say go for it, it's always nice to get more creators in on a project!
Escpecially since the team so far is pretty small here.