Episode 2 Level Review and Testing Discussion

The second SMBX collab!
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SAJewers
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Re: Episode 2 Review Thread

Post by SAJewers »

Check pretty much any other level submitted, such as this one
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Re: Episode 2 Review Thread

Post by Duvi0 »

OK, I updated the Mediafire link. It should be fixed now.
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Re: Episode 2 Review Thread

Post by SAJewers »

Perfect. Moving it to the approved bin.
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Re: Episode 2 Review Thread

Post by 7NameSam »

Hey, can I bump my level again?
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Re: Episode 2 Review Thread

Post by Imaynotbehere4long »

7NameSam wrote:Hey, can I bump my level again?
Wait, we can do that?? May I bump my level, too?

That reminds me: are reviewers allowed to "re-review" a level after it gets updated? I ask because I never see the same person review my levels even after I update them.
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Re: Episode 2 Review Thread

Post by SAJewers »

EDIT: If I missed your name here, give me a shout.

OK, I updated the awaiting reviews table to use seperate columns for Accepts and Rejects, instead of one column for the # of reviews. This makes more sense I think, and is easier to see from a glance. Once a level hits 3 rejects or 3 approvals, it can be moved to appropriate table
Willhart wrote:
Mikkofier wrote:Mikkofier-ObstacleCourseInACave.lvl
Good level, if a little basic. It got better towards the end.
  • You could place some more coins and backgrounds to strategic points. It would make the level feel less bare.
[/spoiler]
Markus_E-bear wrote:Markus_E-bear-ResilientNature
Good level. Enjoyed the graphics/structure. Some enemies felt kind of surprising.
  • You could make a branch appear after angering the fleshlord, or place coins there so that the player understands to jump to the ledge above on the first try.
  • You could add some more decorative branches to the trees on section one. It's not necessary though.
[/spoiler]
yesimbill wrote:yesimbill-BlockyInterlude
This level could use some more polish.
  • Midpoint feels lobsided. I kinda wish you extended the last two sections, and made them more interesting.
  • There are bit too many powerups on this level to my taste, especially near the midpoint.
[/spoiler]
Willhart wrote:What is our expectation for multiplayer levels? Some of these levels have player 2 starting position, and some don't.
Holy wrote:Holy-Ectoplasmania
Not much to complain.
  • Some of these timings can be a little strict. Have you tested this level with Iris. You might want to filter them if the challenge is too hard for them.
  • The gimmick was unique.
[/spoiler]
InvisibleSandwich wrote:InvisibleSandwich-GoosGym
Not sure if meets standards.
  • The level file should be outside of the level folder. Make sure the music works after the change.
  • THe level feels a bit lackluster, a lot of different enemies, fairly short yet challenging, with little focus (feels like two levels with mix of castle and mansion).
  • I did not see much in terms of huge mistakes in it though.
[/spoiler]
Franky wrote:Franky-Muwha
Definitely a post game difficulty level.
  • Thwomp does not die if you run at it with shell like you would except. Maybe use different npc and remask it? Using the same shell for second Thwomph feels like it's not immediately obvious.
  • Music is definitely fitting and I like the use of graphics and the atmosphere.
  • Work making things more clear, and try to make the hardest parts a little easier and less random. This level is definitely for the post game as it stands, and as such I don't feel like I can judge it as of now.
  • The second half looks a lot shorten than the first. If it's a lot harder than the first half, you might have been better off submitting this to the Kaizo Mario Contest.
[/spoiler]
Willhart wrote:Here are some more reviews/testing. The levels have been good so far.
acrowdofpeople wrote:acrowdofpeople Madness Place
Very interesting level, but it had a lot of empty space there too. It was easy enough to play though, and the puzzle was interesting.
  • I kind of wish you used more of the random projectiles thing with banana snakes or something, to make it even more chaotic and mad. It could make the level feel more interesting.
  • There was some black error text at the start on the foreground. I'm not sure if something broke, or if it was intentional.
[/spoiler]
SAJewers wrote:SAJewers-DownDownDownToMephistosCafe
This level is really beautiful and funny. I love the music and the toads. The everything looks really nice both in- and outdoors, and there was good enemy variety.
  • The ending was a little sudden, and you can miss the leek if you pick up the green jar first.
  • If you want to, you could make this level a little longer by adding a midpoint. Maybe require the player to climb up one of the buildings to get past an obstacle or something. It would give this level a little more variety.
It was fairly easy to run trough everything. I definitely approve of this level though. It made me happy while playing, and it could be fine for the early game.[/spoiler]
SAJewers wrote:SAJewers-LPProductionFactory
I liked this one a lot too. The factory setting was interesting. This would again be good level for the mid game.
  • You give the player a lot of powerups at the start, and they can get to double cape/or cape+fireball very easily. Maybe remove the one power-up after the first smasher, since that one felt a little unnecessary.
  • Why is there a leek in the start of the next room after the midpoint? You could also make the lights on the midpoint room to always stay open.
  • The darkness feels way too long. You could shorten it somewhat. That area is very dark from time to time, which might be hard to see in on some monitors. (I had no problem with it though).
  • Can you free the LP:ers with a hammersuit? What happens if you do so? You could make the containers friendly and place invisible sizables above them, to make them invincible just in case.
  • Maybe indicate the safe area for the last smasher with coins.
This level was a lot of fun too, and it felt really well designed. I'd like to see this in the game too.[/spoiler]
Willhart wrote:Some of the download links are broken on the wiki,
roundthewheel wrote:roundthewheel-Bubble Trouble
Good level with nice flow and great music.
  • lvl file should be outside of lvl folder, remember to make sure that the music works afterwards.
  • The death animation for Wrigglers is missing. They turn into bunnies on death by object.
  • There is one blindish jump after the midpoint. Indicate safe path with coins. (Before yellow jars).
  • Having to juggle five keys at the end was not one. You could get same effect with only three doors. (You could make some of the doors friendly too.)
[/spoiler]
WestonSmith wrote:level
PlatinumTriforce wrote:level
Invalid or missing file. The download links are broken for these levels on the wiki.
EntropyRogue wrote:level
Google does not give me access to download this level. Change the rights so that anyone can download it.
StraightFlame wrote:StraightFlame - Retarded Volcano
This level is designed to kill the player, but it is also very short so it balances out. Could work for near endgame. Might need second opinion of the difficulty, and to see if it is fun.
  • lvl file should be outside of lvl folder, remember to make sure that the music works afterwards.
  • Split the direction at the start to two signs. It would improve readability.
  • Consider filtering the non-spinjump characters with lunalua/lunadll.
[/spoiler]
Willhart wrote:
KingTwelveSixteen wrote:KingTwelveSixteen-Escalation
This level needs work. I cannot accept it on its current condition.
  • lvl file should be outside of lvl folder, remember to make sure that the music works afterwards.
  • The door next to the tea party does not lead anywhere. Player might go there and get stuck due to killing th Parakoopa on the way. You could
  • make the door lead to the ledge above. The dragon coin there looks like impossible to get to.
  • The mountain with two springboards, the second jump to the clouds is just a little too high for Iris. Player will think they are stuck. Place more clouds to make this jump more possible.
  • Lower the pipe for the ninji stacking pipe by one to make it less tedious.
  • The one jump on the sky airship part with two toads is too high too. The one where you try to get to cloud layer.
  • The custom graphics like the sky background and the cofe cup are missing from the dl link, or nor working. This might have been an old version of the level on the wiki.
[/spoiler]
Lv27MarkerMan wrote:Lv27MarkerMan-GourdPower
This level needs work. I cannot accept it on its current condition. (I might not be good enough for the difficulty though).
  • Music has long silence between loops.
  • The two thwomps on pillars are pretty impossible to dodge without court on some characters. (Move the upwards.) Same for the banana snakes afterwards. You might want to give player an extra gourd before that area.
  • The area at the end feels way too spammy. The parakoopas and the wall of hammer bros/enemies forces you to not take any hits on the way there. I feel like gourd power is not strong enough to carry you to past that part.
  • I won't approve this level, but maybe someone else finds the difficulty on it more fun.
[/spoiler]
Lv27MarkerMan wrote:Lv27MarkerMan-OddBossRush
I'm not accepting this level. It's not fun to play at all.
  • Is the filter at the start necessary? It feels out of place.
  • Starting with 6 Boom Boom fights? I'll just skip this level straight up. Better luck next time.
  • The toaster room (s4) looks like hell. Vanilla boss rush levels should have something more to them.
[/spoiler]

Added most of these reviews to the wiki for you, mainly since you tested them, and your thoughts should be used. Didn't add your reviews for Muwha or Goo's Gym since I wasn't sure if your vredict or not. Also didn't add your review for Bubble Trouble, as I wasn't sure if you did the secret exit or not.
Lv27MarkerMMan wrote:You can get rid of Odd Boss Rush. I don't care about that anymore.
Done
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Re: Episode 2 Review Thread

Post by snoruntpyro »

SAJewers wrote:ping
I saw you reviewed Everything is a Stone Block - I'll change the color of the thwomps and bananas, and add a powerup to the first midpoint, as you requested, and I'll tweak the rainbow shell bits. I've noticed that sometimes you'll get hurt from the firebars and stuff, but I have no idea how to fix this. I think it's just an issue with npcodes/finicky crushing physics in SMBX.

Also, I've approved LP Production Factory, I just haven't uploaded the video review yet. I'll upload that with a couple more reviews this Sunday probably.

And finally, someone might want to take a look at Shoe Zone 3 as it has two approvals and it's really easy.
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Re: Episode 2 Review Thread

Post by Imaynotbehere4long »

SAJewers wrote:The Post Production Void - Imaynotbehere4long
Rejects: 1
I thought that the number of rejects was reset if the issues pointed out in the rejection's review were fixed. If not, A Day In the Life of raocow should have two rejects already.
viewtopic.php?f=36&t=15032&start=175#p320384
viewtopic.php?f=36&t=15032&start=175#p322768

E: Wait, only reviews on the Wiki pages count, don't they?

Alternatively, if you don't think I fixed the issues with The Post Production Void, please let me know what still needs to be done. I put a lot of work into that level and don't want it to be rejected (but I don't want it to just be a cut-scene, either, if I can help it).

Also, you didn't say what your stance on re-reviewing is.
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Re: Episode 2 Review Thread

Post by SAJewers »

Only if it's re-reviewed and that reviewer changes their vote.
Pyro wrote:
SAJewers wrote:ping
I saw you reviewed Everything is a Stone Block - I'll change the color of the thwomps and bananas, and add a powerup to the first midpoint, as you requested, and I'll tweak the rainbow shell bits. I've noticed that sometimes you'll get hurt from the firebars and stuff, but I have no idea how to fix this. I think it's just an issue with npcodes/finicky crushing physics in SMBX.

Also, I've approved LP Production Factory, I just haven't uploaded the video review yet. I'll upload that with a couple more reviews this Sunday probably.

And finally, someone might want to take a look at Shoe Zone 3 as it has two approvals and it's really easy.
It's almost certainly the stupid crushing physics, adn that's probably the worst part about it. I wonder if there's a way to use Lua to force the player sprite down (and only hurt the player if you're standing on a block). Also, You should probably filter out Sheath (or replace the green coin graphic)

Shoe Zone III I've added to the top of pholtos' review list
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Re: Episode 2 Review Thread

Post by momo »

Is there any way I could get a download link to the most recent version of the engine? I thought I had the Magl devkit but apparently I deleted it, and Horikawa's link in the archive for the contest doesn't seem to work anymore.
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Re: Episode 2 Review Thread

Post by SAJewers »

Rusbojis wrote:Is there any way I could get a download link to the most recent version of the engine? I thought I had the Magl devkit but apparently I deleted it, and Horikawa's link in the archive for the contest doesn't seem to work anymore.
Right here, and I just updated it for LunaLua 0.7.2
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Re: Episode 2 Review Thread

Post by momo »

7NameSam wrote:bump
7NameSam-Irradiated Ice

A really solid level overall. I've never really seen a level based around destroying multiple enemies with an object, but the gimmick worked pretty well. What was really good is that the level is still doable if you are unable to kill all of the enemies. My only suggestion is that the one spot with the bombs seems a little out of place seeing as how it only appears once. You could maybe add a second breakable wall if you wanted to.

I don't have many problems with this level at all: it looks great and plays well.

[APPROVED]
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Re: Episode 2 Review Thread

Post by momo »

Hoeloe wrote:bump
Hoeloe-Demo's Journey Through Time

This level had a really great atmosphere for both versions of the temple. One thing that stuck out to me though is that the furbas only face one direction for their walking animation. I don't know if that's the games fault or yours, but it sticks out. Other than that I didn't have any major gripes with the level. It would be cool to see one or two of the friendly archaeologists in the past version of the temple, though I guess the stone tablets fill that role.

[APPROVED]
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Re: Episode 2 Review Thread

Post by Darkonius64 »

So like, i saw the review of my level and i am quite confused, because last time i sent the level (like, a year ago) it got reviewed and approved... So uh, why this time it didn't...?
I will fix the level, don't worry, but i'm just super confused...
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Re: Episode 2 Review Thread

Post by Hoeloe »

Rusbojis wrote:furbas only face one direction for their walking animation.
This is actually the fault of the devkit. When transferring from episode 1, some NPC config files were not included in the devkit download, which causes this issue. I don't know if this was fixed, but I did bring it up a while ago.
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Re: Episode 2 Review Thread

Post by SAJewers »

Darkonius64 wrote:So like, i saw the review of my level and i am quite confused, because last time i sent the level (like, a year ago) it got reviewed and approved... So uh, why this time it didn't...?
I will fix the level, don't worry, but i'm just super confused...
Submissions weren't open a year ago, it could never never have been approved. We only started approving/rejecting levels about a month ago.
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Re: Episode 2 Review Thread

Post by Darkonius64 »

SAJewers wrote: Submissions weren't open a year ago, it could never never have been approved. We only started approving/rejecting levels about a month ago.
Uuuh, idk but i'm pretty sure someone actually reviewed my level and itngot moved into an approved level list, maybe Episode 1????
I'm getting more and more confused sorry, i can't remember who exactly reviewied it, but the review made me do some changes in the level (as stated in the wikia page)
And the review said that the folder format was fine and the music was credited in the wikia page.
Again, i'll follow your review and fix the stuff i need to fix, i'm just pointing out my confusion.
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Re: Episode 2 Review Thread

Post by SAJewers »

If it was approved in Episode 1, it would have been used in Episode 1, and it wasn't. Submissions for Ep1 closed in October 2013. you're probably thinking of this, which is a general list, and means nothing at all.

Music is not credited at all, as I have no idea where the music is from. I don't want to waste time trying to figure out where the music is from for the music cheat code. It's also a lot easier to reject a level that uses music that gets flagged by ContentID in the submissions phase, than to find a replacement after the fact, if we know where it's from.

Folder format has been the same since ASMBXT, and it's in the level submissions guidelines:
Music must be placed in the folder that contains your custom assets.
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Re: Episode 2 Review Thread

Post by Darkonius64 »

Alright, again, i'm sorry, that was super stupid of me, i'll fix the level when i have the time
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Re: Episode 2 Review Thread

Post by momo »

Hoeloe wrote:poke
Hoeloe-The Descent of Nine

Oh geez. The gimmicks for each section were interesting, but it almost felt like each section was too long. One specific thing that I found annoying is that there was no powerup at the midpoint. If the player hasn't received the information on where the warp is in the elevator section then they're basically dealing with enemy and projectile spam with no powerups. For me the main hazard in this level was instantly dying rather than taking damage. I completely ignored whatever kind story or lore you were going for after about the 100th death. I did eventually beat it without godmode, but I have to say the section that instantly kills you with lava when an enemy dies is kind of ridiculous.

Also the secret exit is straight up nearly impossible to find if you aren't specifically looking for a block with a little moon carved into it. I had to look for warps in the editor to find it.

[REJECTED]
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Re: Episode 2 Review Thread

Post by Hoeloe »

Rusbojis wrote:
Hoeloe wrote:poke
Hoeloe-The Descent of Nine

There are some parts of this level I meant to tweak, but I have had so little time for SMBX since MAGLX2 started that I just haven't got round to it. It's looking like this level will probably be rejected as it is now, but is it okay if, when that happens, I find some time to fix it up a little?

Should probably add, with respect to difficulty, that it was intended for late postgame, so I was aiming for a pretty super difficult level. Still needs work balancing though.
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Re: Episode 2 Review Thread

Post by momo »

Hoeloe wrote: There are some parts of this level I meant to tweak, but I have had so little time for SMBX since MAGLX2 started that I just haven't got round to it. It's looking like this level will probably be rejected as it is now, but is it okay if, when that happens, I find some time to fix it up a little?

Should probably add, with respect to difficulty, that it was intended for late postgame, so I was aiming for a pretty super difficult level. Still needs work balancing though.
Ah that makes sense. I'm sure it will be fine once you balance it. In general I feel like this episode is going to be more difficult than the last.
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Re: Episode 2 Review Thread

Post by Duvi0 »

Yo peeps! I'm Duvi. Wanna know more about what I'm like, look at my tumblr, http://duvi0.tumblr.com
talk to me on Skype (mossyduvi0) or Steam (duvi0), or watch my streams at http://twitch.tv/duvi0!
However, my description of myself goes like this: I'm a smart idiot who writes and designs well, but as jacks of all trades go, I can really do jack.
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Re: Episode 2 Review Thread

Post by Duvi0 »

speaking of which since I fixed the filepath I might as well bump for Coral Climb.
Yo peeps! I'm Duvi. Wanna know more about what I'm like, look at my tumblr, http://duvi0.tumblr.com
talk to me on Skype (mossyduvi0) or Steam (duvi0), or watch my streams at http://twitch.tv/duvi0!
However, my description of myself goes like this: I'm a smart idiot who writes and designs well, but as jacks of all trades go, I can really do jack.
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Re: Episode 2 Review Thread

Post by SAJewers »

Filename is wrong FYI. Music is also broken. Also, don't use an MP3.

EDIT: because I'm nice. Someone else can make it loop properly.

EDIT2:
OK, After playing the level, I quite like it, though you should replace the SMBX Filter box with a LunaDLL Filter.

Your graphic replacements though, blend in a bit too well with the background, especially your boo replacements. Those should be brightened up to stand out more.Basically, everything blends in too well, and it would be wise to make certain things stand out more.

Also, it's not clear from the outset that your bomb replcements are actually bombs. See if you can add some visual at the start that spells that out.

Aside from those gripes, I like this level.
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