New Super Mario 64

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New Super Mario 64

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Rate this Level: This Level was rated 4 times with an average score of 3.50.This Level was rated 4 times with an average score of 3.50.This Level was rated 4 times with an average score of 3.50.This Level was rated 4 times with an average score of 3.50.This Level was rated 4 times with an average score of 3.50.

Postby Americankid » July 12th, 2013, 11:16 am

New Super Mario 64
Here is my level it's 1 mega bite so, like big level's viewer descrestion, low quality, no abort, set storage to 1MB.No music? No Problem, I can help with that, play Mushroom Kingdom.
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Super Mario 63
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Re: New Super Mario 64

Postby blue » July 12th, 2013, 2:05 pm

I think you should've added level transition to separate each room to reduce loading times and lag. Its still good! (I hate downrate trolls downrating without giving a reason) However, the two doors are too close to the edge it can barely be seen or seen by zooming out. 3.5/5 Rounded = 4/5

EDIT: Reply below that replied to me.

Lol ^^

EDIT: Well Also, I quit this level cause I didn't know where to go. OR I JUST SUCK! ^^
Last edited by blue on July 12th, 2013, 3:17 pm, edited 1 time in total.
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Re: New Super Mario 64

Postby CedarBranch » July 12th, 2013, 3:11 pm

theendlessjourney012 wrote:I think you should've added level transition to separate each room to reduce loading times and lag. Its still good! (I hate downrate trolls downrating without giving a reason) However, the two doors are too close to the edge it can barely be seen or seen by zooming out. 3.5/5 Rounded = 4/5
(I hate to be the one to say this, but you didn't give an actual reason either.)

Okay, so I'll give my reasons for why I rated this two stars:

Graphics 0.75/2:
The graphics here were about average, though it should really be improved, but I'd also suggest what was already suggested and separate each room with transitions. The level wasn't too big, so that would work.
I'll give some examples that affected my decisions:
1) The natural decorations were spaced-out well, but there were some areas that seemed a bit too awkward, such as: a) The "floating islands." ...It just doesn't have anything to do with anything in this level, and it doesn't look very appealing either. b) The rooms are too dull. You can do much more than what you've done, and they're all tedious to even go through.
2) The house's external design is too basic, but you at least put some effort into it. The sizing of the internal rooms and the front and back of the building's outer sides make no realistic sense when compared. aa) The house is much smaller on the backside, which is a bit awkward, and awkwardness can be a bit unappealing sometimes. bb) The back walls of the rooms were not thought out much, it appears. Try to add more of an actual transition between rooms graphically, and some of the tiles you used do not fit the theme of a house (there wasn't a theme to begin with anyway).

Fun 0.5/2:
I barely enjoyed this level. There was little-to-no appeal nor incentive to even strive for the Silver Stars. There was little platforming indoors, but the outside of the home was a bit different, although there STILL wasn't really anything to do.
What really killed this part of your score was the super-tedious, vertical hallway full of doors. It took forever for the green platforms to come back to you when they went through the ceiling or carpet, and they go way too far away.
The penguins were kinda lazy and unnecessary + they often get in the way, which is found to be annoying.

Other 0.25/1:
-.25 There is no theme at all, and that kills the level a bit.
-.25: I thought the design inside of the house was unbearably dull. I don't want to play this level again, mostly because of that.
-.25: If you go to the left once you leave from the other (smaller) side of the house, you'll glitch yourself outside of the inside of the carpet rooms. You should put a boundary at the right-side of the transition to evade this issue.

Overall 1.5/5 --> 2/5:
This level wasn't terrible, but it could really use many tweaks. Good design should be present overall, which means that you must balance out the entirety of the level, not leaving some areas better or worse than others, or emptier or spammier than others. Levels should also be tested thoroughly, making sure everything works properly, and avoiding bugs/issues. You also want to make the level fun for everybody, not just yourself.

I am not implying that you're terrible at designing; nobody could start out perfectly. It usually takes some practice, along with hearing others' opinions. Nobody can succeed alone.
I'm--no, WE are trying to help you become much better at LDing. Opinions matter.
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Re: New Super Mario 64

Postby GMDragon11 » July 12th, 2013, 5:40 pm

Here's my short review.

I think the level was decent and nice, but the trees and grass could been put in a more unique fashion. For the fun factor, it seems easy but if this is going to be the first level of a new series, it would be okay. For now, I'm going with a 3/5. It's a nice start, but I know I can see better from you. :P

You know you wanna watch it.....
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