Episode 1 Level Review Thread

The second SMBX collab!
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SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

OK, I'm reposting my reviews from streaming, to make it easier to reference (addendums in italics):

World1:
Nice and Easy - should not be in World 1 No longer in World 1
Dense Jangle - Remove Offscreen exit in Section 3. Make secret much more obvious.
Wood Zone - Feel way too long, and really random. Kinda Boring
Another Castle - Agree that Boss Stage 3 is too much
World 2:
Omlet Jungle - Meh
Canopy Journey - It felt like you could just skip section and the player wouldn't miss much.
Plant Zone - Do like Plants that do not come out of pipes. 2nd half felt like padding the level, and you could've ended it right at the pipe. Can skip half the level with blue yoshi
Koopa Time - Remove Bullet Bills right by first Raocoin, remove all bats. Maybe remove bananasnakes?
Edge of The Night - Blocks should extend down for pits. Are you expected to bring a Yoshi/boot in from another level?
Poision Tree - Not a fan of The water graphics replacing lava. Donut jump section should be made easier. Plants are OK as you can get a fire plant from Farnia Station
Triforce Trials - Didn't seem bad at all. However, I would add leeks after each of the 3 sections to act as midpoints (like the final level), then move the midpoint to the egg of Bob room.
GTA - Remove the Goopas kicking shells, maybe the lovefrog in the Parking Area. Move the midpoint. Forgot to mention this the first time, but there's no indication the gray pipes are slippery. Remove that or give a visual indicator.
Spooky Surprise Ghost House - Does not belong in World 2. Remove last Love Frog in Section 3. Boss seems unnecessary. No Longer in World 2
Sheath Partakes - Fix Snifit Ammo, Fix door in Boss. Maybe Move the door to boss to the other end of the room?
World 3:
Sloppy Sands - cut it down or move the warps so the bonus areas take you further in the level'
Sandy Sands - Secret Exit might be too hard to find, Quicksand block area maybe a bit confusing. Things don't extend down offscreen
Cinder Canyon - Mushrooms should not move. Few platforms that should not move
Monty Mole - You should be able to take the red boot out This was fixed
World 4:
Intro4 - Missing period on one of the statues

Winter City - Goopa is no longer Blue

Another Screen - Too easy to kill yourself in the Sticky Room. Do not like the Boss. While you modified it, I still think it's repetitive, and I still don't like it. #1 he should not be able to get to the top of the screen at all, and the breaking blocks thing is more annoying than anything. Maybe instead, give the player the Billy Gun. Also, how is anyone supposed to figure out where the secret is?

Soggy Steelworks - Agree with Water/swim thing. Outside area seems unnecessary. Boss can be cheesed with Sheath.

Swimming in the Rain - You can glitch into the ground by the Fire Pot

Rainy Day - Boss is undoable as Sheath? Reduce the hits on the Boss

Town4 - Intro 4 needs it's own leek, like the other towns. AUS Graphic needs to be fixed

Out of Season - remove secret exit in favour of something else.

Shelter in the Snow - Move the Midpoint before the Boss
World5:
Sturgyman's level - You can swim offscreen in certain parts and not get killed I thnk this was fixed

Science Fight - Too hard Was fixed.

Town5 - In leek Room, use hyphen, not "by". Use SMW leek, not SMB3 leek. Not sure on the long wait for the leek. Maybe I'm bad, but there were parts of the fetch quest where i didn't know where to go.

Crazed Circuity - You can still climb on invisible nets

Lightning in a Box - The second section is terrible. You're asking for too many one-tile jumps, and you're using a layer scroll. It felt like I was fighting the controls trying to stay on. Use Autoscroll for stuff like that, there is no reason not to. Fixed I believe

Fun Fungus - Area after Lakitus seem spammy. Some jumps seem harder as demo. Fixed?
World 6:
Slide Like You Mean it - When you Kill Lakitu, hide the Spawned NPCs to get rid of all the Ghosts.

Take it What Now - Maybe Spruce up the visuals, as it's visually kinda boring

Magma's Cove - You're using the SMB3 Leek exit Twice. That can't happen. This should've been rejected on that alone. I do not agree with how far you have to take the P-switch, and I feel the hidden block is a bit obscure (I doubt people will find it). Music sounds really out of place. Why is there lava at the end? Why is there a wall of bricks near the end?

Subterran Base - Can not complete as Sheath, with No filtering of Sheath in the level at all. I do not like the fact that the Jetpack is in a hidden block. I do not like how you're supposed to complete the Green Switch and think it should be be completely redone. You can fly over the Ceiling.

Descent/Descend - You can get yourself stuck by the Large Goopa Pipe. Need Filter at Midpoint Fixed?

Blue Surfer - Didn't try and beat the first half, but looks ok. Should we move it to another world? Moved to World 8
World7:
Island Place - Bomb Explosion effect and points don't need to be changed. Not a fan of this Boss

Ghosts in Space - Place a beet before the Spikes section. Maybe use different beets? Fixed

Town7 - Gray Leek Pillar needs to follow the same style as the others. Put Character Blocks by the Powerups so people don't have to leave/reenter to powerup everyone. Some typos/grammar errors.

Item Babysitting - See video Probably fine now?

Superhigh Skyway - Change some of the GFX such as Luigi, Link/Pheed, and especially the Fences so it doesn't look like you can stand on them <other_sturg> Also, the music's really loud that i can't heat your voice.

Curtain Tortise - Make Toothie ungrabable. There a number of sections that could be made easier. Fixed

Castle of the World - See Video. May put this on the chopping block, especially if the music causes ContentID issues. Salvageable
World8:
Alt Invasion - Wrong Music (The Default music stuff sounds off)?

Peculiar Night - Dude is no longer toad. No need of BGM sign. Some times, I'm not sure where to go. Fixed

Castle of the Above and Elsewhere - Ugh. Not sure if this is salvageable. Salvageable?

Everyone has a Starman - Not as bad as I made it look.

Dark Side of the Sun - Ugh. Just see Video. Mostly Fixed I believe

Town 8 - Needs a Gray Leek Pillar like the other towns. Needs a powerup station of some sort (not just one leaf and one fire flower)

Twinkle Tower - You can Glitch the Disco out of his Home. Maybe use M. Gorge instead of SMW Sky?

Yellow Hurts - Why are the Pipes Insta-kill? This is fine I guess

Science Final Fight - My only complaints are that I kept getting hit by nothing, and there needs to be more Powerups in the firht. Maybe consider increasing the hitbox, but as noted in the chatroom, that might just be me with bad aim.
World 9:
Floor is Lava - Maybe insert a reset door? Eh, I guess it's fine.

Retroville - you can jump out of the Frogger room.

Family Reunion. You know, but check the video if you need to.

Town 9 - See above.

Unseen Future - Someone mentioned that the Desert Music would get flagged by ContentID. Also, check some of the music.

Tower of Zalost - If you watch the VOD, there's 5 mins of me fixing the leek at the end. disregard that, that's not your fault.

Relay - Someone mentioned Section 1's music will have to change. I will do that Done.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by ztarwuff »

Diggertron - A Shelter in the Snow
Okay, I've had another go and I think there might be a problem with the suggestion I gave you.

You moved the midpoint as SAJewers suggested, but that's made the level lopsided because my suggestion isn't compatible with his. It takes a long time to get to the midpoint because of the Ice Battlements section outside. Perhaps it would be a good idea to remove that P-switch thing. It just adds artificial length to the level.

If you really want people to experience the top route, I would suggest you add an extra door to the top route. When players go through that, they'll appear slightly higher up in the tower. I would also suggest you get rid of the Hammer Bros. They just make the player wait around more, which makes the first half of the level seem longer without actually being longer. With the mid-point being further into the level than before, this isn't a good idea.

Also, there's not enough contrast between the background and the ice blocks in the first section. When I open the level up in the Super Talking Time Bros level editor, I get this:
screencap.jpg
screencap.jpg (160.46 KiB) Viewed 3988 times
It's much clearer. Either put the original ice block graphics into your level folder or design your own. Either way, they've got to contrast with the background.

The boss still seems rather annoying. You've got all these enemies building up in the lower half and the Big Boo just seems to get in the way most of the time. Is the blue pipe Furba generator really necessary? Does hitting a switch really have to uncork an enemy generator or can't it just provide floor/platforms?
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by Menshay »

SAJewers wrote:Edge of The Night
Blocks should extend down for pits.
Are you expected to bring a Yoshi/boot in from another level?
1 - You mean there shouldn't be slopes leading to pits? I can change it if that's the case. Why is this needed?
2 - Assuming you're talking about the secret exit: no, there's a springboard in the pipe marked with blue coins. Yoshi/boot is still an accepted solution though.
SAJewers wrote: Crazed Circuity
You can still climb on invisible nets
Ok, that's bad. I'll see what I can do, though this will most likely result in Kood and Sheath getting filtered out or the offending sections getting heavily reworked.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

I think the main problem is there are windows tiles underneath the ice blocks. If you just have the ice blocks, it should be fine.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by ztarwuff »

Oh, Diggertron, I forgot to say one other thing...

You may have to put some walls off screen to the right where the are Goopas that chase you. I've had a Goopa go right, off screen and then up/down into the section I was in and then chase after me. this happened once at the very end of section 1 and again right before the boss room.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

Menshay wrote:
SAJewers wrote:Edge of The Night
Blocks should extend down for pits.
Are you expected to bring a Yoshi/boot in from another level?
1 - You mean there shouldn't be slopes leading to pits? I can change it if that's the case. Why is this needed?
2 - Assuming you're talking about the secret exit: no, there's a springboard in the pipe marked with blue coins. Yoshi/boot is still an accepted solution though.
see this: http://nsmbxforums.prophpbb.com/topic501-110.html

Basically, if you have a pit, place blocks 2 tiles offscreen so they can't fly under the level. As well, extend slopes that go afscreen by 2 tiles, so they can safely walk down the slope, rather than fall to their death.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by Menshay »

Ok, I wasn't aware of that, I'll fix it for the next update (possibly tomorrow). I'm also working on Crazed Circuitry, I reworked the two sections that required spin-jumping so no filtering should be needed, expect a (hopefully final) update soon.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by Isrieri »

Woahwoahwoah wait wait wait. WAIT.

Jaybird & Quack has mutiple midpoints? Hidden midpoints?

Like, I went back and played the level again and, there were midpoints. I didn't know about.

I am the biggest idiot. I instantly regret all those mostly-facetious things I said about the level.
I WAS MISTAKEN.



Now that I've actually seen someone else play Family Reunion I think I know what had me so flummoxed in the second half - which was the green shell part. I thought you had to fall down that hole and then toss the green shell on while falling and jump onto it. But because of the blind fall it didn't occur to me to just keep falling on down and then use the green shell afterward. That makes more sense, but it wasn't very clear. I'm guessing the whole level is getting a rehaul anyway so that's for the best.

The rainbow shell part isn't that bad when you take out the banana snakes.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

Horikawa Otane wrote:
SAJewers wrote:Here's World 7:
Island Place - Bomb Exomplsion effect and points don't need to be changhed. Not a fan of ths Boss

Ghosts in Space - Place a beet before the Spikes section. Maybe use different beets?

Town7 - Gray Leek Pillar needs to follow the same style as the others. Put Character Blocks by the Powerups so people odn't have to leave/reenter to powerup everyone. Some typos/grammer errors.

Item Babysitting - See video

Superhigh Skyway - Change some of the GFX such as Luigu, Link/Pheed, and especially the Fences so it doesn't look like you can stnd on them <other_sturg> Also, the music's really loud that i can't heat your voice.

Curtain Tortise - Make Toothie ungrabable. There a number of sections that could be made easier.

Castle of the World - See Video. May put this on the chopping block, especially if the music causes ContentID issues.
Also, it might be a good idea to swap World 7 and World 6, since World 7 is easier.

I don't really get the criticisms in the video...
  • You tell me to use coins to indicate which path to take at the split. But you said that literally after grabbing the coins I used to do exactly that. I can add more though.
  • You said no one would know what to do with Pauleen, but if you read the dialogue, it says exactly that. Someone even pointed that fact out in the chat. I suppose I could add a line saying "Be sure not to touch her! She's up on the upper floors" or something if it's honestly that difficult to understand the gimmick. However, since I feel this clarity was a result of the rapid nature of the back-to-back testing and the reviewer skimming dialogue rather than reading it, I don't actually think it would have changed anything. I don't blame you - lots of things to review! I just think it's a symptom of that.
  • If I were to have someone just carry a P-Switch, it'd break the gimmick and the point of the level... In that case, I'd prefer to just not have the level at all. Besides that, it's explicitly against the rules of A2MBXT. If my choices are explicitly break the rules of the collaboration (and thus be disqualified) and abandon the whole point of the level or simply scrapping the level, I'd honestly choose the second.
  • You're not 'screwed' if you lose Pauleen... She goes back to her original location if you go too far off. But perhaps it wasn't obvious... I could add another line of dialogue to this effect (ie "If you lose Pauleen, she can find her way back here") to make that clearer though.
- The Coins aren't enough. When I played it on stream, I had to ask myself which way I was supposed to go. I can totally see people not going up there thinking it's just a bonus they don't care about.
- Looking at the level, I only see the blue Goopa mention her, and to me, it's not enough information. I don't know where she is, or what she looks like.
- There's at least one level in A2MBXT Ep1 that involves Carrying an item though the entire level. It wouldn't break any rules.
- No, it's not obvious at all

Again, these are just my thoughts. Feel free to solicit thoughts from others.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by ztarwuff »

SAJewers, not sure how your Tutorial level works, but the characters keep coming out of the pipe weirdly... Also, I'm unsure as to why you've got custom graphics for the switch Furbas. Surely, if you're teaching people how things work, all the graphics should be default?

Also... Jolpengammler, in "Slide like you mean it" prosecuted has been spelt with an extra t on the end for some reason.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

Custom Switch Furba Graphics I thought I already got rid of.

The Weird pipe thing was because I kept noticing characters coming out of the pipe with their body in the ground, and wanted to make 100% sure they wouldn't glitch into the ground. I should probably just redo those sections to move the pipe up a block.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by ztarwuff »

SAJewers wrote:Custom Switch Furba Graphics I thought I already got rid of.

The Weird pipe thing was because I kept noticing characters coming out of the pipe with their body in the ground, and wanted to make 100% sure they wouldn't glitch into the ground. I should probably just redo those sections to move the pipe up a block.
Maybe I've got an old version of the package. I also can't help but notice that Demo isn't in the right starting positions for a few of the levels in my pack.

I'll try redownloading, but it's really weird how I'm getting these issues.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

Which levels? I know of at least one (Out of Season) that I've already fixed on my end.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by ztarwuff »

SAJewers wrote:Which levels? I know of at least one (Out of Season) that I've already fixed on my end.
Of the top of my head, I can only remember Out of Season, which I should have corrected when I uploaded the revised level, Pimp Yo Ride and the Triforce Trials. I haven't gone through all of them yet.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by cheez8 »

Right, so about a week ago I started testing, and played through some levels from World 1. I know I said I'd do the sort of reviews that Frozelar did last time, with recording myself playing through and all that, but... Well, I still will, but when I tried to do so I was very tired and flubbed up half the videos by playing terribly and not actually saying anything useful (and often not actually saying anything at all.) Even though I'm probably still going to upload those videos, there was a lot that I didn't say in them, so I would like to make some additional comments here first.

Started out with World 1, tried to go in order of the levels based on what the wiki told me at the time. For reference, here was the World 1 level list that I copy-pasted:
Tutorial - SAJewers
World 1 Intro - SAJewers
Giant Egg - Feenicks
A World One Level - Septentrion_Pleiades
Pet Rock - Weston Smith
Steeltown Mine Co. - SAJewers
Dense Jangle - Vergalon
This Sounds Accurate - Maiku Wotaharu
Wood Zone - Netosmar
Totally Trollied - Mata Hari
Another Castle - Dragondraikk
Please let me know if that's correct! Anyway, on to the reviews!

Overall:
What the heck is up with the sounds!? I know you changed everything, but goodness gracious. Some of these sounds simply don't sound good to me, and at one point I thought I had actually screwed up in extracting the files properly (which is still a possibility, mind you.) Here are some of the sounds that I feel deserve mention the most:
-Almost every sound related to Catnip. I don't know if I'm unusually attached to Yoshi or something, but somehow almost every noise Catnip produced seemed obnoxious, or at least unsettling. Especially the "swallowing" sound- I might be able to get used to the other noises, but not that one. Sounds too much like a chilling laugh. This is where I'm hoping I screwed up the files the most.
-The "collect a rupee" chime sound... I don't know what it is about it, but I don't think it sounds good. Even though they're more like fuel cells now or something, which would make the sound more fitting, it just isn't the sort of thing that sounds good when you're collecting a whole bunch of them.
-The noise for the mouse guy dying seems... Well, I'm not a fan of it, and it doesn't make much sense for something coming out of a mouse that's just been killed. An excited mouse, maybe, but not a dying one.
-The noise that happens when a bullet is shot from a bullet cannon seems too powerful. Like, yeah, it's something being shot out of a cannon, but something with that level of residual echo sounds much more like a normal explosion than an explosion propelling a bullet forward. This one isn't actually bad at all though (just struck me as strange) and I'd be fine if it's kept as-is.

I don't believe I had any major problems with any other of the noises I heard, and I'm rather fond of the "dropping reserve item" noise. It's like the item is being teleported to you, which I think makes for a pretty neat interpretation. Also, I really like the new HUD.
I figure the World 1 Intro is the sort of thing that can't be tested through the SMBX level editor. I didn't find it.
Tutorial- SAJewers:
A very good tutorial overall! I've always preferred learning things naturally by pressing buttons and seeing what they do, so I love this. Providing, and sometimes requiring, most of the abilities that are unique to particular characters and powerups is a very smart way of letting players know what all they should be capable of at any given moment. I do have two issues here: One, somehow everybody was misaligned with the pipe they were supposed to come out of, which at the time simply made me more convinced that I had extracted the files wrong. (Which still could be the case!) Also, if anything, I might recommend letting players know that if they are using a keyboard, the "A", "S", "Z", and "X" keys are all keys that do things by default. Pressing all the buttons is a good way to go about learning, but only if you know which buttons are worth pressing, and sometimes I forget that some games use more than Z and X.

Less relevant: Yay, Orbit!
Giant Egg- Feeniks:
When I played this level while recording, the door to the exit was already open and I was absolutely baffled at whether something went wrong. Went back today to remind myself what the bullet-shooting noise was, and I realized it requires 1 leek to pass. You do know that the Tutorial level presents a leek too, right?

As for getting the leek itself, I think you've made a pretty good level. It seemed difficult at first but I'm pretty sure all but 2 or 3 of my 8 deaths were because I was being dumb. I had also just come from playing STTB so I was kind of like "is this really World 1 material?" but then I realized that there probably aren't really going to be any easy levels in this project where you can be clumsy and still get through in one or two tries like how it is in early game STTB/recent Nintendo games.

If I had to say anything I'd say it would probably help to put a detonator or some other switch on the left side of that wall instead of making the leek open it. I doubt a player would be happy to find that since they started exploring the upper path before exploring the path to the right, they have to go alllll the way back around the egg for the last coin, then allllll the way back around again for the leek. Once is enough.

Also, sometimes I'll hear a strange sound effect that I don't recognize when playing this level, and I have no clue what it is or why I hear it. Another case of "I'm not sure I extracted the files right."

Anyway... Quite a good level, I enjoyed it! Especially today when I replayed it without dying left and right. It's well-made, and certainly not as hard as I made it out to be.
A World One Level- Septentrion Pleaides:
Beat blocks this early, huh? Well, it is easy enough for a World One level, especially for this project, so sure! Using Kood especially helps it stick true to its title.

Because of the boss, I don't really know if that "hardest area in the game" was supposed to actually be super-hard or not, because on the one hand it was pretty dangerous but on the other hand I was also able to tank right through most of it. If it was really meant to be a "come back when you're better" type deal, maybe you should let the pipe take you back to the main level, or else a player would end up stuck there. It didn't occur to me until just now that maybe that's what you were going for, though, because of how it wasn't actually as hard as you claimed. I guess it depends.

Overall, the main level was pretty simple and straightforward. Not anything flashy, but certainly not bad. The hidden area was... Well, again, it depends on what it's meant to do. Either it serves its purpose well, or it isn't as hard as it's supposed to be.
Pet Rock- Weston Smith:
Heh, that's a fun level. I like it.

Is there a leek hidden in every level, or just some of them? I guess I'd learn this once I reach a town in the finished game, but I couldn't find one here, so I just moved on.

Just noticed this: Entering the first house after picking up the rock means you're dead, since the force field will be in your way before you can pick it back up. Should be a pretty minor thing though, and hardly even a problem.
Steeltown Mining Co. wasn't listed in the devkit's levels! Is this a town, perhaps, or was it just left out by accident?

Dense Jungle- Vergalon:
The hands seem extremely out of place here. Granted, not too many things seem in place in a game like this, but I get the impression this level was made with the thought that they'd still be Piranha Plants in mind. It is a jungle, after all.

Not entirely happy with the placement of the first hand- if you're not playing as Iris or Sheath and you don't get past it while it's down the first time, it's almost impossible to get past safely. Or maybe actually impossible. The fact that I can't tell if it's even possible is definitely not a good sign though.

Somehow, the secret exit rubs me the wrong way, but it really shouldn't. Iris can probably jump right up to the P-switch's block, after all.

Overall, not a bad level. Nothing really stands out about it though, and it feels kind of average.
This Sounds Accurate- Maiku Wotaharu:
Gonna be honest here, I'm not a huge fan of the level. I don't know if I'd go so far as to call it bad, but it felt like the level served as more of a medium to convey jokes rather than a level to be played, and I didn't get most of the jokes, so it didn't work.

The first part of the level doesn't have any areas in particular to change, but most of it just seems to be "jump from this pair of note blocks to this pair of note blocks" over and over, with hardly any enemies or anything else that would change it up. The design just isn't interesting. Heck, there are only about three enemies that matter throughout most of it, until the very end when there's a long flat piece of land. It shouldn't have to just be one or the other like that.

Both of the second parts of the level are more interesting, at least. I think the falling room shouldn't really bother me, but for whatever reason I just didn't care by that point. Might have been my fatigue getting to me. Either way, though the bullet corridor was fine and the falling room should have felt fine, I just wasn't feeling it at all for this level.

Also, I think I have an inherent bias against levels that use "raocow music".
I haven't played any farther in World 1 than that, but that's a start, at least. I'll upload the videos before long, and I'll play further too. For now it seems like we're still going to have a fair few unremarkable World 1 levels to kick the game off. Hopefully the levels that I haven't played yet will be more along the lines of Giant Egg or Pet Rock. Those two really managed to stand out in the right ways.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by swirlybomb »

cheez8 wrote:Steeltown Mining Co. wasn't listed in the devkit's levels! Is this a town, perhaps, or was it just left out by accident?
When I was fiddling around with playing early-game levels myself, I figured out that the levels that don't appear in the filenames are actually the 'town' levels. So yeah.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

Yeah, the following levels are towns, and use the filename townX.lxl:

Steeltown Mine Co.
Farnia Station
Desert Town
Fahren
Mantreopolis
Xelenet Village
Archwing Skyparch
Desolate Town
Refuge Town

Also, the leek pillars in the towns are probably out of date since I updated the world list and haven't released an updated archive since I'm waiting on updates to Mantreopolis and Archwing Skyparch before releasing an updated archive.

As well, it might be a good idea to go through the large by Me and Isrieri so you're not repeating something we already mentioned.
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cheez8
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by cheez8 »

Alright, good to know. Thanks!
SAJewers wrote:As well, it might be a good idea to go through the large by Me and Isrieri so you're not repeating something we already mentioned.
I will do so if I end up putting out any more long chunks of text like this. I'll be keeping myself blind for the recordings though, and I'll only read what you two had to say on certain levels once I'm done with them and ready to write things for in the video descriptions.

I might end up repeating things you said on purpose though in case there's something that I want to make sure is brought to a designer's attention as needing to be changed. Hopefully it won't really happen, though.

Also, I just went through the final three levels of World 1, and they were all pretty good! Things are looking good, and I'm truly looking forward to moving on to World 2 now.

Oh yeah, one more thing: How many levels have leeks to collect? All of them?
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SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

No, not all of them. If you check the wiki page of the level in question, it should list the number of leeks (Both SMB3 and SMW).

As well, regarding the sounds, make sure you grab the latest sound pack as well. I should probably put out another devkit with that.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by cheez8 »

I'll just start small with the first video here: Tutorial and Giant Egg. I've already written a good chunk of words about them, but hopefully the video should provide a little extra insight.

Also, guess what? Apparently the room I tested volume levels in had music which my mic was unusually sensitive to, which meant I recorded with the game being nearly inaudible for all of the World One levels. Sorry about that. I didn't expect something like that to happen at all.

EDIT: And here are the rest of the levels I posted things about. Once again, sorry about the game being inaudible, and also for WMM insisting on desyncing the commentary for A World One Level halfway through.

On the bright side, I finally got some of the jokes in these levels when going back through the videos.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by cheez8 »

New level reviews incoming! Here are the last three levels in World One.

(Also, here are the rest of the earlier levels in World One, in case you missed them. I kind of quietly edited them into my last post, but now I've got brand new levels to review, so I figure I might as well make another post this time.)

After this video, I'm going to try to be more conscious of the volume levels when I record. It would be nice to hear more than the occasional sound effect.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by Maiku Wotaharu »

cheez8 wrote:I'll just start small with the first video here: Tutorial and Giant Egg. I've already written a good chunk of words about them, but hopefully the video should provide a little extra insight.

Also, guess what? Apparently the room I tested volume levels in had music which my mic was unusually sensitive to, which meant I recorded with the game being nearly inaudible for all of the World One levels. Sorry about that. I didn't expect something like that to happen at all.

EDIT: And here are the rest of the levels I posted things about. Once again, sorry about the game being inaudible, and also for WMM insisting on desyncing the commentary for A World One Level halfway through.

On the bright side, I finally got some of the jokes in these levels when going back through the videos.
I don't know what's up with the graphical error at the beginning of my level. That pillar should be whole.

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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by cheez8 »

Yeah, I kind of figured that pole wasn't actually like that most of the time. Not sure why that happened, but it did.

Anyway, uh, yo! I haven't forgotten about testing and stuff, but because of certain issues I still might not be able to test any levels for another week. On the bright side, after that week is up, I should be able to churn out testing videos like nobody's business! Sorry about the wait in the meantime, though.
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by SAJewers »

If you're not gonna be able to test stuff for a week, then maybe wait a bit? The full thing with OW/HUB, Cutscenes, etc, might actually be out in a week or two.
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cheez8
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)

Post by cheez8 »

Ooh, nice. That'll surely make things more convenient for me. I might keep testing a little bit in the meantime, once I have the chance, but I'm looking forward to it!
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