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Skyscraper Galaxy M1

PostPosted: April 6th, 2012, 8:50 pm
by Harmless
Skyscraper Galaxy Mission 1
The Skyscraper. A huge building focused on height, and yet a shine just HAS to be on the very top. Time to scale this skyscraper and get what you want!

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Super Mario 63
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Re: Skyscraper Galaxy M1

PostPosted: April 12th, 2012, 5:52 pm
by ServantOfLight
I'll probably review this in two days.
I can only use the computer on the weekends for some reason.
I'm on my iPod now...

Re: Skyscraper Galaxy M1

PostPosted: April 12th, 2012, 6:30 pm
by Harmless
Oh, ok. No problem. :awe:

Re: Skyscraper Galaxy M1

PostPosted: April 13th, 2012, 4:53 pm
by ServantOfLight
OskarAllen's Review of: Skyscraper Galaxy M1 by Harmless
Difficulty (4/5): Honestly, I couldn't get past the paratroopa part. As soon as I bounced on one koopa, I slammed into the next one and fell down and had to go through the metal Mario part again. This was hard, but it was tedious.
Graphics (2/5): I can't complain much. However, you could've used the castle tileset for the outer skyscraper. And there was nothing really special. And then I went on to the Level Designer and saw the transparent part and I tought, "Did he just randomly place blocks around?".
"Funess" (2/5): Okay, call me a n00b for not getting past the paratroopas, but a level I can barley get past is not that fun for me.

Overall score: 4/10 = 40/100

I suggest editing the paratropa part and then finding other ways to make the level even nicer. Then maybe add a storyline?

Re: Skyscraper Galaxy M1

PostPosted: April 13th, 2012, 6:02 pm
by Harmless
Personally, the paratroopa part was really easy actually. I didn't see much difficulty, and even if one is missing, it's still possible. And you pretty much said the same thing for difficulty and "funness".

Re: Skyscraper Galaxy M1

PostPosted: April 13th, 2012, 7:02 pm
by ServantOfLight
Sorry, it's my first review...
But still, try to edit it for LDers that aren't as good as you...

Re: Skyscraper Galaxy M1

PostPosted: April 14th, 2012, 8:27 am
by Harmless
I've seen a LOT harder levels than this one, trust me. :P

Re: Skyscraper Galaxy M1

PostPosted: May 1st, 2012, 7:57 pm
by SuperMIC
I had a friend over and we were derping around just playing SM63. We happened to play your level. Could use some polishing. :U

---

FUN - 3.5/10

Eh... honestly it really didn't do much for me. Sure, platforming. Weehoo. But it takes work to make simplicity enjoyable. To some it comes easily, such as people like King. But right now your perspective on simplicity is pretty boring, sorry. I need to tell you that I'm going to tell you the way things are. I'm not going to sugar-coat ANYTHING. Okay? :P The ideas were somewhat overused IMO, and there problems that could've been solved with playtesting.

SOL was right when he said the koopas were annoying. I messed up first time, but the problem is if you mess up once you have to go ALL the way back down to the bottom to let the koopas respawn. Flying koopa jumping is an extremely risky tactic because there are no second tries, unless you put some valid place for the koopas to reset. A good place to put koopa jumps would be beside open level transitions, as players can just go through the transition to reset the koopas.

The rest I did an LD scan-over, it didn't look all too interesting. After the koopa-jump and the ragequit, it looked pretty boring and overly easy. :X Oh, except for that pendulem part. That was annoying. Single log jumps are very annoying for some, and while it's not bad to have a hard level, it'll definitely appeal to less people. I'm not saying make the level blatantly and boringly easy, but have some sense of lenience. Set up checkpoints, give hints, lower the overall difficulty. I hardly ever use single log jumps, the least I go to are two log jumps. If you DO use a single log jump, it should NOT fall. MANY have done this, I know, but it's my rule of thumb that that's just annoying. (Unless it's a special circumstance, such as if its underwater as platforming is easier)

You should expand your levels. It looked short and had some overused ideas. I guess in LDing there's an element of fun that will lack in your levels until you find your own style of LDing - and that almost never happens automatically when you're a newbie LDer. You really need to put creative thinking into your level if you want people to notice you. I'm not just talking about "climb the tower" or "climb the mountain" or "kill the bully" because those ideas are so heavily overused it make the appeal of the level drop down so quickly I don't even... Look at all the other successful levels.

King's levels use ideas no one thought of... Helicopter Attacks, Time Stop, the works. SuYo1141's CoDT is using a symmetrical system. MoD's levels have deep storylines, interesting plots, and a lot of platforming challenges he creates himself.

You see, I'm not blatantly saying levels where you just slap down some moving blocks are bad, but they can get boring if not pulled off correctly - fast. And besides, would you rather make many fun levels that earned people's attention until you retired? Or would you rather have a mind-blowing series where you make your mark on the LD world? Like in the future someone plays the levels, takes your ideas and incorporates them into their own levels. Gimmicks and tricks like these will make not just your current status and popularity go up, but your legacy will grow. So even if you think your idea might be stupid, put it out there. Any new idea is not necessarily a bad idea. So, I'll stop the ranting now. Back to your level...

GRAPHICS - 0.5/5

Dude... the bad thing about skyscraper levels is that they'll mostly be brick, but that doesn't mean it has to be extremely consistant and boring! :X Vary the tiles... don't just make one blob of boring.... ntohingness. Seeing that blue tile and black background gets SOOOO boring SOOOO quickly it's not even funny. Second of all, where the hell's your decor? Excuse me, but a level NEEDS decor if you want it to look decent. Rocks, vines, they all work in levels like this!

OTHER - 2/5

-0.25 I don't understand the empty space to the left of where you start. It's completely blank, leads nowhere, and is misleading. Generally it's good to follow a more linear pattern.
-0.25 I fail to see how it's a "looming skyscraper."
-0.5 I fail to see how at all this is a galaxy.


OVERALL - 6/20

Don't worry. The tough part's over. My bad side's gone. Overall is the section where I'm nice! ^_^ Alright, so maybe it's a bit rough. But it doesn't mean you can't patch it. Refer to everything I said above.

What I really want to start seeing more from you is personal style. Give us something we'll want to play and remember. But you can't JUST find your own style straightaway! Part of finding your style and building LD skill has to do with playing good levels. Look at the legendary levels of the past, and then think why they were so fun. There might be a thing or two in there you can bring into your own levels! Also: Dump the cheesy "Galaxy" and "World" levels. They clearly aren't doing you any good. Make a level that we can remember.

So, in short, good luck. I'm looking very forward to see what you can achieve in the future.

2/5 stars.

-SMIC

Re: Skyscraper Galaxy M1

PostPosted: May 1st, 2012, 8:21 pm
by Harmless
... Damn. Sorry about that terrible level. I guess my brain wasn't in the right mood, as a lot of the stuff you mentioned I really should've known by now. :facepalm:

Re: Skyscraper Galaxy M1

PostPosted: May 2nd, 2012, 3:53 am
by SuperMIC
Yo, don't take it as discouragement. Just because it's terrible now doesn't mean that if you patch it it'll still suck. A level, n omatter how bad you think it is, can get better - tons better.