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Sunny Plains

PostPosted: December 4th, 2012, 9:39 am
by Kimonio
Sunny Plains
Probably as good as I'll ever be...

Code: Select all
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Gone are those days. :\

Feel free to comment, though. And yes, it's a major RAM killer.

Re: Sunny Plains

PostPosted: December 19th, 2012, 2:59 pm
by Kimonio
No comments or critique? >:

Re: Sunny Plains

PostPosted: December 19th, 2012, 3:07 pm
by Harmless
Ohai there. I would give a review, but all I have from playing the level are a few notes.

First of all, cut down on the massive blocks for the pyramid. You literally crashed SM63 when I was playing through it, and because of that I can't give more than a few notes. :lol:

Second, lack of background decor in the beginning...

Finally, dialogue needs to expand a bit more than just one sentence. Hope this helps.

Re: Sunny Plains

PostPosted: December 19th, 2012, 4:58 pm
by CedarBranch
The level strayed off quite a bit. Even though there were some good parts, three problems resulted in my 3 star rating. The level, again, strayed too much. What I mean by straying is that once you reach the cafeteria-thingy, things start to consist of tedious walking through sands.The walking could take, like, 2 minutes sometimes. This didn't seem like it before, but it actually appears that the level may be straight-forward. Looking through the Editor mode, it almost seems illusionary (to me) when trying to make out multiple paths.
Another thing... why are some areas so barren? And some things (like the water part, which is poorly structured at the zig-zagged portion) aren't placed neatly enough; the enemies at the long bridge look like they were just thrown in messily; most of the waters near the end weren't connecting... And it almost seems that you spent most of your time with the cafeteria. Try to make the rest of the level that nice, and I'd think this could become more memorable.
I also think you have the potential to improve much more, graphically especially.
Lastly, lag is a minor problem, but it's mostly at the part with the falling ceiling. I am not 100% sure what is causing it, but you could try putting the level transitions closer together.


Things I like, I should add, are the piles of sand near the beginning of the level. Those were nice additions. It was good thinking to block the Shine Sprite with the sand; I thought a simple wall would make the area look less pretty, so goody.
I also liked the part before the hot lava portion. It was detailed well, but the glyph tiles at the lava area were appalling. They weren't totally unnecessary, and I suggest placing them inside other tiles, not strayed, for a better effect.
I also liked the cafeteria, of course. That was potentially the best part of the level.



All in all, I thought this was an average level. It had its issues and pleasantnesses (new word. :3).
And I hope my feedback'll help. It could also aid you on your quest to becoming a better designer (if I managed to pull the information off clearly enough.).

Peace!