Ground Horizons Galaxy

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Ground Horizons Galaxy

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Rate this Level: This Level was rated 5 times with an average score of 3.00.This Level was rated 5 times with an average score of 3.00.This Level was rated 5 times with an average score of 3.00.This Level was rated 5 times with an average score of 3.00.This Level was rated 5 times with an average score of 3.00.

Postby asdfmoviecaleb » April 17th, 2015, 9:24 am

Ground Horizons Galaxy
The next level in my series. Boss: Melty Magma Mess (failed attempt at fire Peewee piranha) . There is a secret star somewhere. How many SMG series do we have going on right now? 3. F------ 3. :evil: :evil: :evil:
Alt music: http://www.youtube.com/watch?v=Q03yzji1erU "Boss" music: http://www.youtube.com/watch?v=GpK59PKhSz4


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Last edited by asdfmoviecaleb on April 19th, 2015, 1:53 pm, edited 1 time in total.
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Re: Ground Horizons Galaxy

Postby ChaosYoshi » April 17th, 2015, 12:01 pm

First off, I want to point out that forced damage is almost never a good idea. The start of your level is a good example of what not to do, as you're flung straight into a Koopa. There's also a few other points where it happens because an enemy is in a slingstar landing spot. It doesn't happen all the time, but having forced damage as a random element is not good design either. Otherwise, your level is alright. A bit of decoration sprinkled throughout, but there were also some ugly bits, such as those cave tiles clashing with the jungle ones. The water on that planetoid didn't look pretty either, as you had to place multiple instances of water because of the planetoids structure. If you want it to look nice, you should not cripple yourself with something like tile arrangement that you can easily change. There's also the exposed planet cores, which you only use twice: once to introduce the element, and again on a single different planet where there was practically no point in having it. Speaking of unneeded things, why is there that lone red coin? It serves no other purpose than letting the player reach the normal Shine Sprite as the secret one requires a Silver Star, which is also pointless. The red coin can also be easily missed by people that decide to bounce off the line of Parakoopas, too. And the placement of the normal Shine Sprite is just awful, as the floor below the Shine Sprite is lava which makes it so that you cannot complete the level regardless.

Aside from all that stuff I just ranted on your level, it's alright. You could definitely make a lot of improvements, but I would rate it at about 2.5/5, which I will round to 3.
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Re: Ground Horizons Galaxy

Postby Supershroom » April 17th, 2015, 12:09 pm

I see that you've put effort into this, but the cut-off really hurts. Those two don't fit well together even when replacing the highest cave ground tiles (at the border to jungle tiles) with top tiles. Cave should rather be mixed with grass or desert. There's also lava cutoff at the middle and at the end of the level. If you want lava to "flow" out off a wall, try to enclose it with disabled flame towers. Furthermore, the tower area is very bland and rushed (it would be better to travel directly to the other side of the tower instead of having this, since the area outside of the tower looked good), and after that there's a bit too many enemies and some lag therefore, and at the end there's the glitch with the hitbox of a diagonal flame tower, which means that there's no safe spot while climbing up.

Gave it 3.25 --> 3 stars. You're not far away from 4 or even 5, just pay more attention to bugs and tiling.
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1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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Supershroom
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Re: Ground Horizons Galaxy

Postby asdfmoviecaleb » April 19th, 2015, 1:13 pm

Supershroom wrote:I see that you've put effort into this, but the cut-off really hurts. Those two don't fit well together even when replacing the highest cave ground tiles (at the border to jungle tiles) with top tiles. Cave should rather be mixed with grass or desert. There's also lava cutoff at the middle and at the end of the level. If you want lava to "flow" out off a wall, try to enclose it with disabled flame towers. Furthermore, the tower area is very bland and rushed (it would be better to travel directly to the other side of the tower instead of having this, since the area outside of the tower looked good), and after that there's a bit too many enemies and some lag therefore, and at the end there's the glitch with the hitbox of a diagonal flame tower, which means that there's no safe spot while climbing up.

Gave it 3.25 --> 3 stars. You're not far away from 4 or even 5, just pay more attention to bugs and tiling.

I'm sorry, but there's no way to avoid that.
ChaosYoshi wrote:First off, I want to point out that forced damage is almost never a good idea. The start of your level is a good example of what not to do, as you're flung straight into a Koopa. There's also a few other points where it happens because an enemy is in a slingstar landing spot. It doesn't happen all the time, but having forced damage as a random element is not good design either. Otherwise, your level is alright. A bit of decoration sprinkled throughout, but there were also some ugly bits, such as those cave tiles clashing with the jungle ones. The water on that planetoid didn't look pretty either, as you had to place multiple instances of water because of the planetoids structure. If you want it to look nice, you should not cripple yourself with something like tile arrangement that you can easily change. There's also the exposed planet cores, which you only use twice: once to introduce the element, and again on a single different planet where there was practically no point in having it. Speaking of unneeded things, why is there that lone red coin? It serves no other purpose than letting the player reach the normal Shine Sprite as the secret one requires a Silver Star, which is also pointless. The red coin can also be easily missed by people that decide to bounce off the line of Parakoopas, too. And the placement of the normal Shine Sprite is just awful, as the floor below the Shine Sprite is lava which makes it so that you cannot complete the level regardless.

Aside from all that stuff I just ranted on your level, it's alright. You could definitely make a lot of improvements, but I would rate it at about 2.5/5, which I will round to 3.

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New update: I'm taking a break.
I have this thing on my laptop called Flash Blocker. It doesn't allow flash unless you click on it. Because of this, sometimes when I close my laptop and open it back again, all of my progress is completely gone. I can't press the "allow flash" button because the level player isn't in a normal tab. I have tried pasting the level code in a Google Docs, but if I forget to save, everythings gone.
I can't say how many times this happened to my LDC level, and it just happened again, which sparked this break. ALL THE LOST LEVELS :cry:
Edit again: Ok im bored now i'm back
Last edited by Raz on April 19th, 2015, 5:40 pm, edited 2 times in total.
Reason: Please refrain from double posting.
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