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The FLUDD Quest v2

PostPosted: December 9th, 2014, 1:23 pm
by re11ding
The FLUDD Quest v2
The FLUDD Quest v2 is a revision of my previous level, The FLUDD Quest post years ago on http://runouw.com/levels/viewlevel.php?id=16396 . I rewatched the video of the level and decided to play it again and it was infuriatingly hard because of bad design that resolved on a bit of luck. I've made minor adjustments on the level fixing various problems the original had and I honestly quite enjoy it much more now. The goal's simple. You'll need the help of all 3 FLUDD versions in order to get the shine, but they're all stashed away separately. You'll have to go get them and run through for the Shine itself. Good luck!

Please try to give as much feedback as possible before giving a rating as I would love to improve my level creation skills but cannot do that without critical feedback telling me what's right and wrong. It's greatly appreciated.

Also be sure to copy code instead of using the "Play the level" option as water bottles are in the level and will be very helpful. The normal level designer doesn't load water bottles so please copy the code into the main game and play it through there. Thank you!

Code: Select all
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2751,782,1,80|81,2312,49,30|37,968,940,40,85|37,82,1502,26,85|141,815,81,1,270|141,816,6,1,270|18,1446,183,20,0|19,1970,166,20,0|19,832,187,30,0|79,2655,1961,7~11~14~The%20FLUDD%20Quest%20v2


Also, here's a video including the playthrough of the level. Sorry for the offsync audio. I never noticed it by the time I processed the video and by then I didn't care. https://www.youtube.com/watch?v=XN-5l9oW8qY

Re: The FLUDD Quest v2

PostPosted: December 14th, 2014, 12:48 pm
by Supershroom
Beep beep, review time

Gameplaywise, this level is already highly developped and offers a lot of fun. It is fast-paced and brought some action with it, and it shows creative usage of all three FLUDDs, e.g. hovering through the pair of pipes, bouncing on bullet bills to refresh Rocket FLUDD, and the wing cap flight at the end. The automated crash against the breakable blocks at the start is funny as well, and the switches and power-ups have good time settings. However, ghosts can be very annoying along with precision platforming, and the arrow at the cannon aims a bit too flat, you can slip over the lowest tipping platform and fall down. That one block shouldn't rotate that fast to knock you off, and clocks are also not that good as platforms because they're so slow, circle green platforms would do better.

Graphics-wise, the level is unfortunately poor. There's no cutoff, but it mostly consists of items and the brick structures are very narrow. I mean, this is a sort of a castle. Brick walls have to be present, the background should only appear within the area you move in instead of filling the entire screen, and the use of tiles was also rather simplistic. Try to add some patterns, variation, and maybe also a bit décor to make the level look good. E.g. at the start, remove the lava, let the left and right walls be at least 3 tiles long, and make a pretty variated combination of background tiles instead of diamond texture in the entire room. It already makes a lot of difference if there are 3 or 4 rows of bricks over each other instead of only one. Long story short: Be creative and take care of your graphics! Great LDers spend more time to think of good tiling and graphics than the gameplay itself.

Furthermore: The Bowser Castle background only lasts to ca. 60 grids, above it shows the top of the Fire Field background and this changeover is rather ugly. Please use the fire castle background instead, or make the level not that tall in general and split it up into more level transitions. If you want a tall level with the Bowser Castle background, you need to add a suitable amount of unused space at the top and make the level tall, but not too tall, to prevent the roof from showing. (I'm not entirely sure what to do here exactly, ask Triple J for this as he has already made such a level.)

Rated 3.5 --> 4 stars because it's a sweet, entertaining level. But don't forget the graphics next time! :)

Re: The FLUDD Quest v2

PostPosted: December 16th, 2014, 1:58 pm
by re11ding
Supershroom wrote:Beep beep, review time

Gameplaywise, this level is already highly developped and offers a lot of fun. It is fast-paced and brought some action with it, and it shows creative usage of all three FLUDDs, e.g. hovering through the pair of pipes, bouncing on bullet bills to refresh Rocket FLUDD, and the wing cap flight at the end. The automated crash against the breakable blocks at the start is funny as well, and the switches and power-ups have good time settings. However, ghosts can be very annoying along with precision platforming, and the arrow at the cannon aims a bit too flat, you can slip over the lowest tipping platform and fall down. That one block shouldn't rotate that fast to knock you off, and clocks are also not that good as platforms because they're so slow, circle green platforms would do better.

Graphics-wise, the level is unfortunately poor. There's no cutoff, but it mostly consists of items and the brick structures are very narrow. I mean, this is a sort of a castle. Brick walls have to be present, the background should only appear within the area you move in instead of filling the entire screen, and the use of tiles was also rather simplistic. Try to add some patterns, variation, and maybe also a bit décor to make the level look good. E.g. at the start, remove the lava, let the left and right walls be at least 3 tiles long, and make a pretty variated combination of background tiles instead of diamond texture in the entire room. It already makes a lot of difference if there are 3 or 4 rows of bricks over each other instead of only one. Long story short: Be creative and take care of your graphics! Great LDers spend more time to think of good tiling and graphics than the gameplay itself.

Furthermore: The Bowser Castle background only lasts to ca. 60 grids, above it shows the top of the Fire Field background and this changeover is rather ugly. Please use the fire castle background instead, or make the level not that tall in general and split it up into more level transitions. If you want a tall level with the Bowser Castle background, you need to add a suitable amount of unused space at the top and make the level tall, but not too tall, to prevent the roof from showing. (I'm not entirely sure what to do here exactly, ask Triple J for this as he has already made such a level.)

Rated 3.5 --> 4 stars because it's a sweet, entertaining level. But don't forget the graphics next time! :)

Thank you for the feedback! I definitely agree with everything you've mentioned, especially the graphics. At the original time the level was created, it was definitely designed to be more for the gameplay rather than the visual appeal as it obviously had a lot of things to be put in and this sacrificed much time as it was. It's rather difficult to make the Turbo Nozzel used in many ways that require its use either. I'm seeing if I can come up with a way around that at some point.

I would like a good idea on a well designed level however. Do you have any example levels I could peek at to get a general idea on how to make a level look nice and eye appealing? It would help give a great idea on what things should look like depending on the setting.

Re: The FLUDD Quest v2

PostPosted: December 19th, 2014, 8:47 am
by Supershroom
The judging styles topic is the best adviser about how to improve in general, also about graphics. And if you want good examples, look at levels from e.g. Star king, Yurimaster, ~MP3 Amplifier~ and Nin10mode.