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

hmm...
I'll try to make alot of those changes, but it's gonna take a bit time.
The secret cave is not designed for level wrap so in order it for work well I must completely re-designe the area. It's a small area however so it's not that bad.
I'll move the ? block with the fireflower into the new cavey thing I made. (which is meant to hint you of that red coin way high above the checkpoint.)
I could lower the black background a bit, but I might also need to lower the level boundaries so the pit(s) that were formerly only 3-4 tiles high can be adjusted like the others.
I'll try the through the wall thing. The first time I tried it got stuck on the wall but maybe it was the wrong kind of wall?
And I'll check the rest of them too, but the level is up probably in 9 hours or so, since I have school in the middle.

Super RMN Bros. 3

Goomba Caves Attempt #2

Fixed pretty much everything halibabica suggested... probably... hopefully.
Pits marked
Re-arrenged/re-located/added power-ups
Some minor layout tweaks
BGMs changed to SMB3cave
Chime (Zelda-Fairy) sound added when all 8 RedCoins collected.

Hopefully everything is fine now, be feel to try again.
Oh, and I also tried to eliminate some of the shell blocks,
where you can
launch a shell into a place where it's constantly in your way and impossible to destroy without a flower.

Super RMN Bros. 3

Kentona's "Mairo Bors" levels (2nd set of lvl.s)

Mairo Bors Boswerscastl

Pros:
Mairo Bors Quality
Enjoyable but hard level design
Boswer reminds me of Bowser from Super Mario Bros

Cons:
Could use a extra power-up somewhere (just 1)
The fires that come at the very end of the gauntlet of fire pillars are hard to avoid 1st time.
(I'd recommend to remove either of those not both(just a recommendation though))

My thoughts:
Pretty fun level. I like the level's a bit SMB2 (JPN) type of difficulty level.
Escpecially in the outdoors few last jumps.
I do not know why, but the checkpoint doesn't work for me ANYMORE.
It worked the 1st time I tried it just fine.
Maybe my SMBX is getting tired of me?
I also think it would have been fun to see diffrent entries in to the castle go through a bit diffrent paths,
but thats such a radical design aspect I didn't put it in the cons.
Afterall this is your level...

Mairo Bors 2 dessert

Pros:
Mairo Bors Quality Again
Underground section and Above ground section compliment eachother.
Neat Char. Select screen
Remenisant to the original SMB2 USA.

Cons:
Tedious Sand diving for a Star. (My fingers will never forgive me)
No char. select after Checkpoint
I can't think of a 3rd one... Tedious Sand Diving?

My thoughts:
Another great level.
I just happen to suck at this level.
I really like that you have to go through those small detours to get the
power-ups, but you can also choose to skip em and try to get to the goal faster.
(Which proved quite fatal for me)
I also like that you never actually have to touch the quick sand if you're good enough. Except for that star.
Overall I like them they are good levels.

Halibabica's "tutorial" level. Ver.2

Updates for the better:
Pretty much everything you changed.

New Issues:
..Not much..
-Increase the water in the 1st pit a bit. At it's current height you can escape it.
(By just jumping and holding the fly)
-Delete the 1st green clock.
(with it you can activate time stop while the triggers and whatnot are offscreen.
This causes you the possibility of getting stuck. It happened to me... why not someone else?)

Thats all I can think of right now...
I like it now much better, alot of the issues are fixed and there is alot more room this time around.

Super RMN Bros. 3

author=kentona
i just died AGAIN in that blasted pit.
Doesn't sound very tutorial like reaction, now does it?
Not trying to be mean,clever or anything just trying to prove my point...
If you need help I'm sure alot of us are more than happy to help halibabica. (Wink,Wink)
I'll admit it is hard to create a tutorial where there is no way to die by accident, but you could eliminate some of the problems.

-Basic rules in a tutorial level. (for me as a player!)
#1 You must be able to retry infinately
#2 You must not be able to get STUCK
(this includes jugging yoshi to a pit and realising I can't backtrack.)
#3 You must have adequate room to perform the tutorial
#4 Failure should have as minor consecuences as possible

I believe the tutorial should be simply left to right instead of being crammed into
a box like area.( That is why I made my cave level :) )

Oh. and you can drop the shell by holding down and pressing run.

P.S. 2 posts during the writing of my rambling? That must be a record or sumthin.

Super RMN Bros. 3

Halibabica's "Tutorial" level.

Pros:
Vast amount of information
Covers everything clearly
Nice theme attached to it
Some neat examples

Cons:
You can die pretty easily from a simple mistake. (escpecially for a tutorial level)
This results in a long retry
Little room to manouver around

My thoughts:
It's a good tutorial level, but my biggest problem in this level is it's danger.
Forgot to press down before releasing the shell? Death, Biatch!
Grabbed the bomb while it was starting to flash? Death!
Don't get me wrong it's the players own fault they died, but combained with the small area to manouver around:
small things multiply and getting stuck or dieing is easy.
This is bad because it's a tutorial level, it should be a safe instructional level to help the player.
Not trying to challenge them yet.
Let's just say I skip one of your info signs, I'm a NEWB and go attempt the trick with Yoshi and the blue shell.
I release the jump button for too long and I'm dead.
Sure It's my fault but c'mon it's my first level and I'm already pissed that I have to retry about 8 obstacles.
These mistakes should cause you to f.e. lose Yoshi and climbing back up and trying again.
Atleast in my opinion...
...
Don't kill me.

GreatRedSpirit's "Spinning Hazard V.2.0" level

Pros:
Same as before
A BIT more easy (just a bit)
Cons:
Still ruthlesly hard
1p starts at the checkpoint?
You can get the 2 saws after the checkpoint out of sync.

My Thoughts:
Still hard.
That's pretty much all I have to say.
Well... It is easier and the saws usually are in sync so no problems there...
The spikes are still hard enough so definatly no need to add the difficulty there.
I'd recommend lenghting the string where there is a spinning send backer thingy so that
you won't panic when you immediatly have to do the same all over again.
But, the real calls come from halibabica so you should wait until he has his saying.

I'll get into the Supra Mairo Bors levels after I can decipher Error 13 #2 on SMB2 dessert.

Super RMN Bros. 3

Goomba Caves is here!

OK. It's acctually not that amazing it's a mediocre cave level designed
to be straight forward and also not... to... be... straight forward.
(if that makes any sense)
It's straight forward in the sense that it's just 1 path mainly.
but there are small detours and shortcuts that can get you confused maybe...
aswell as switches and keys...
AND 8 RED COINS!!!
(SM64 BONUS STAR CREATED!)
It's actually quite hard to get the Bonus star, but I'll leave the rest of judging to you.

Theme: SMB3 Cave
Difficulty: 2.3/5 stars... of DOOM!
Secret stars: 1 BONUS...

SAND TOMBS attempt 3 is out after hanging in my files for no reason for about 5-6 days... #yay#

Super RMN Bros. 3

Gonna try all mairo bors levels again aswell as the Spinning hazard re-release and the tutorial.
I'll try to leave feedback sometime soon and possibly depending on my progress today upload a new level possibly.

Super RMN Bros. 3

Kentona's "Supra Mairo Bors" levels.

Mairobors:

Pros:
Background does not get dull
Level is constructed really well
Always enough room
Good enemy placement
Cons:
You can get stuck at the underground part
WAY too many power-ups

My Thoughts:
Level is made well with lot of the elements of SMB1 attached to it.
It is fun to both run through fast or to slowly and carefully plan out.
Supra MairoBors is a really easy level too, but for the wrong reason.
The level has way too many fire flowers... I mean I suck at SMB in general, but I literally never ran out of
a power-up in this stage.
If I got hit, I already had a fireflower as a back up item and maybe 10 seconds later got another one as my back up.
Also you can get stuck at the end if you take the ceiling in the 2nd real section in this level.
You could say it's my fault for cheating and that there is a way to go down right before the end
,but by the time you realise that you should have gone down it's already too late.

Mairobors Lostleevls

Pros:
Same as Mairobors...
This time WAY better amount of power-ups.
Water section DONE RIGHT!
Cons:
Honestly, I cant find any...

My thoughts:
Really fun level.
Spent a while mastering this level thinking of recording a speedrun.
Forgot that my recorders suck...
Oh well...

All and All both levels IMO are great and fun to play, the first one is way too
easy and has a couple of cons, but they are still good levels.
I also like the bonus sections and the easy speed running in these two levels.
(I got through Loost_leevls 1st section releasing -right- only 2 times.)


EDIT: Halibabica you beat me to it... DAMN YOU!
I really took my time trying to find everything and playing at the same time so I didn't notice your post until I submitted mine,
but I don't think two almost identical reviews really bothers anyone...?

Super RMN Bros. 3

I found the checkpoint rather easily, but then again other times I went to look for something like 1-ups
that were in the same room and forgot about the checkpoint.
So I quess you could make it so that you have to collect the checkpoint to proceed
or put the checkpoint in the area after it so that you would have no choice but to see it.
I don't know, which ever seems the best idea to you.
Escpecially considering the small amount of sections you have left
maybe the new room idea is not the most ideal solution...

BTW: thx halibabica for the time increase it helps me with my projects too, since I have
not had an idea after the Sand Tombs level...

Super RMN Bros. 3

Link_2112's "Zelda" level

My thoughts:
"Zelda" is a very open level with lots of places to go around. You can decide to
take a plunge after a P-bag or decide to go onwards and leave that pesky 1-up alone.
It's clear that alot of effort was put making this level, everything looks nice and
takes advantage of what Link has to offer.
The level feels also alot like TLoZ with the forest and convoluted secrets.
Then again the level feels alot like TLoZ with the forest and convoluted secrets...
I can't decide if that's a good or a bad thing in a mario game.
Regardless the level has many paths with little to no effect... so far.
Atleast I think you should add a power-up for the castle-like area's end since that path seems
to take longer and feels harder than most other paths.
I also think that the forest area would be a great opportunity to tribute the original Zelda by following the same path...
(I believe it was north west south west?...)
The level is so far pretty epic and I hope that you will finish it soon.
But if you want you should probably wait for Halibabica's or someone else's
comment since I have no clear idea how to make it better...
Well... Except for finishing it.