Description

Isrieri's castle compilation in SMBX!



In anticipation of Super RMN World, I'm taking it upon myself to issue a call to all potential SMBX devs! Even if you've never touched the engine, now's the time to give it a shot!


~ The Rundown ~
There is no maximum number of participants: Anyone can join, even those who've had no experience with the SMBX engine. Consider this getting your foot in the door.

~ Projected Timeline ~
Sign-ups: 01/01/12 ~ 01/6/13
Development: 01/06/13 ~ 01/27/13
Judging & Compilation: 01/29/13 ~ 01/31/13
Release: 02/01/13

That's all tentative. I am the worst procrastinator.

~ Submission Prerequisites ~
  • Make all levels in SMBX. (This is critical, people!)
  • All levels should be compressed in ZIP folders. When saving your level, always put your name followed by the name of the level. For example: “yourname_levelname.lvl”
  • Rate each submission on a scale of 1 to 5. Here are some vague words attempting to define each difficulty.


  • 1) Mild
  • 2) Tricky
  • 3) Challenging
  • 4) Tough
  • 5) Endgame

  • You must include one (and only one!) SMW Checkpoint within each level, as this is all SMBX will support.
  • The level must end with a ? Sphere.
  • Place both the Player 1 and Player 2 start locations.
  • If you include a boss, you may use any but Mother Brain. But I encourage putting your focus into the actual level.
  • No midbosses though.
  • You must be able to clear the level without taking a hit.


~ Level Rules ~
  • Castles are supposed to be challenging. That doesn't necessarily mean difficult. Try and stay within the precedent set in previous Mario games. The purpose of this project is to get the hang of challenging the player without frustrating them.
  • We're going for quality over quantity here, so you may submit up to 3 levels total.
  • You are not limited to staying within any of the “styles” the castles previous Mario games adhered to. Use them as guidelines, but don't be afraid to innovate. Have fun with it!
  • You may use custom graphics and MP3s if you wish.
  • The game will only utilize Mario and Luigi as characters, so don't make Peach or Toad levels.
  • All water must be swimmable. Waterfalls must not be.
  • An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
  • This will be a strictly one player game. You don't have to design your castle to support co-op.
  • No secret stars.
  • No dialogue! That means no message blocks, signs, or talking npcs!
  • You must have at least one power
  • up. Remember that the amount of power-ups and how you place them contributes greatly to the difficulty of a level.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.


~ Important Note ~
Remember that this is open to anyone who wishes to explore SMBX as an engine: I'd like to see a lot of new faces for the next RMN Bros! There's a lot of quirks to the editor that I neglected to explain, and so you'll probably have lots of questions. I refer you to these tutorials, but don't hesitate to post your question here. I don't know everything about SMBX, but I'll likely have the answers to any the questions you'll want to ask.

Details

  • 01/02/2013 12:00 AM
  • 01/31/2013 12:00 AM
  • Isrieri

Registration

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Posts

author=kentona
I started work on a couple of castle ideas I had. So I am committed!

Looks like I have some competition now.
Through the power of YouTube, nin8halos has brought me back to RMN. Excited to participate!
author=Desmo360
Through the power of YouTube, nin8halos has brought me back to RMN. Excited to participate!

Welcome back! Go make us some good castles. Preferably without a ton of switch blocks.
author=nin8halos
Welcome back! Go make us some good castles. Preferably without a ton of switch blocks.


Is that how all the other castles are looking? Guess I won't be developing a Switch Madness 3. :/
halibabica
RMN's Official Reviewmonger
16903
Hey, Desmo's not dead!
Ratty524
The 524 is for 524 Stone Crabs
12986
HALIBABICA'S ASCEND DESCEND
Not bad of a level. I was almost expecting it to be too easy with your comment but that wasn't the case at all. Definitely not as challenging as some of the other castle levels I played, but still filled with enough challenge to keep it interesting.

Pros:
+ Decent Challenge
+ Excellent use of the lifts
+ Good utilization of space
+ Good, albeit odd Boom Boom fight

Cons:
- Some areas are a bit too tight, especially around the first section where you have to jump over a Dry Bones within a tight space.

Not much else to say here. I would have personally recolored the smb3 Goomba instead of using the smb1 Goomba to make it a bit more graphically consistent, but that's just a minor note.

FARLON303'S CASTLE CRASH
Overall I agree with Isreiri on this being a well-made level, though it isn't without flaws.

Pros:
+ Nice challenges
+ Had a Boom Boom fight that is actually interesting
+ Very well designed all together

Cons:
- Never put a pipe that you need to enter off the ground level
- As Isreiri mentioned, the hammer brother is way too close to the checkpoint
- May need to tone the Podoboos down a bit near the section past the checkpoint. It can kind of screw up the player's timing if you have to dodge a buzzsaw and a fireball while standing ground on a moving platform.

To answer your earlier question, I'd have nothing near the checkpoint. Think of it has a brief haven for your player to regroup and try again. Putting any enemy too close to it defeats that purpose.
I made a few changes to my level. Section 3 has a few more coins in it. The spike pit in section 4 has been made much easier.

Also, the fireballs do not revert back into bullets anymore.

Beyond that, everything is as it was.
author=nin8halos
author=DarklordKeinor
I'm still trying to figure out how to fix the fire bros. Their death effect looks funny as is. The fire reverts to bullets and I don't know what to change those to.
Send me the files and I can try to fix it.


The fireball has been fixed. As for the squished fire bros when you kill him, I don't know how to properly fix it. The graphics for it are in the level folder. The graphic the glitch occurs on is effect-67.

Blobofgoo
Legs are a burden. Return to snek.
2751
I think as a general rule, we shouldn't allow any more boom boom fights. Sure you can add things to make them interesting, but it's still a boom boom.

NO MORE BOOM BOOMS
author=Ratty524
HALIBABICA'S ASCEND DESCENDNot bad of a level. I was almost expecting it to be too easy with your comment but that wasn't the case at all. Definitely not as challenging as some of the other castle levels I played, but still filled with enough challenge to keep it interesting.

Pros:
+ Decent Challenge
+ Excellent use of the lifts
+ Good utilization of space
+ Good, albeit odd Boom Boom fight

Cons:
- Some areas are a bit too tight, especially around the first section where you have to jump over a Dry Bones within a tight space.

Not much else to say here. I would have personally recolored the smb3 Goomba instead of using the smb1 Goomba to make it a bit more graphically consistent, but that's just a minor note.


Well said. While it could be the easiest castle so far (not sure it is), it certainly wouldn't be a bad thing if we had a couple that were a little bit easier.
halibabica
RMN's Official Reviewmonger
16903
I refuse to be pigeon-holed by everyone else's use of Boom-Boom. Or I'll just turn mine into Almighty Thing again.
author=Blobofgoo
I think as a general rule, we shouldn't allow any more boom boom fights. Sure you can add things to make them interesting, but it's still a boom boom.

NO MORE BOOM BOOMS

I agree. Super RMN Bros 3 had a ton of Boom Boom battles.
Ratty524
The 524 is for 524 Stone Crabs
12986
OTABO'S OVERGROWN OBELISK
You win the award for having the best visuals as far as this castle collab goes. Does it play just as good? Well... Have a look-see

Pros:
+ REALLY good Yoshi's island styled visuals
+ Nice puzzles

Cons:
- Random power-ups was not a good idea
- If I see a vine, I expect to climb them, yet you can't
- Level design was a bit too open. Make it tighter
- Felt a little bit too long

When designing a game, or designing anything for that matter, you have to consider why you are placing an object in a particular spot and what it will communicate to others. The vines were a nice addition to the scenery, but to have them hanging like that, and in places where it looks like the player can climb up to reach something on a ledge, left me, as a player, feeling unrewarded by the fact that I can't climb those vines like in most other Mario levels.

Scrap the random power-up idea, I don't know why you thought this level needed it. It's game-breaking, not in a way that it makes the level unplayable, so much as it gives you access to god-tier power-ups (the tanooki and hammer suits, for instance) that make the level ridiculously easy... Or it will give you a mushroom when you really don't need it. Just set your blocks to have a specific item.

The puzzles and gimmicks were very well-executed, except for that area withe the flipping, spiked platforms. I'd speed up the time it takes for the platforms to flip, because as of now the timing is so slow that it's a little harder to keep track of exactly when those platforms will flip.

Overall this is one of the better levels I've played, but some revision is necessary.
Overgrown Obelisk revisited:

Much better! The pointless and annoying switch puzzles are gone. Power-ups are more plentiful, but like Ratty said, scrap the random power-ups. The biggest problem the level has now is its length.
I would recommend taking out all the shy guy generators. And you could still use the raven sprite for the spike tops if you just made them so that jumping on them doesn't hurt.
submitted the first draft of my level, The Reznor Pit.

I know that I still need to fix ALL the effect graphics for the things I've changed. I will also be adding some new music at some point, maybe. just want to hear feedback for now. I'm almost burnt out on SMBX already :/

this level is probably somewhat hard. you tell me. I kept it short.

the yoshi coins give more than the usual 1-up. at the end I realized it's hella hard to actually get them all without dying. I'll probably change the graphic to a moon coin or red coins or something. give it a try and don't just say "fuck it, it's only 1up"
I...really don't know
author=Ratty524
OTABO'S OVERGROWN OBELISKYou win the award for having the best visuals as far as this castle collab goes. Does it play just as good? Well... Have a look-see

Pros:
+ REALLY good Yoshi's island styled visuals
+ Nice puzzles

Cons:
- Random power-ups was not a good idea
- If I see a vine, I expect to climb them, yet you can't
- Level design was a bit too open. Make it tighter
- Felt a little bit too long

When designing a game, or designing anything for that matter, you have to consider why you are placing an object in a particular spot and what it will communicate to others. The vines were a nice addition to the scenery, but to have them hanging like that, and in places where it looks like the player can climb up to reach something on a ledge, left me, as a player, feeling unrewarded by the fact that I can't climb those vines like in most other Mario levels.

Scrap the random power-up idea, I don't know why you thought this level needed it. It's game-breaking, not in a way that it makes the level unplayable, so much as it gives you access to god-tier power-ups (the tanooki and hammer suits, for instance) that make the level ridiculously easy... Or it will give you a mushroom when you really don't need it. Just set your blocks to have a specific item.

The puzzles and gimmicks were very well-executed, except for that area withe the flipping, spiked platforms. I'd speed up the time it takes for the platforms to flip, because as of now the timing is so slow that it's a little harder to keep track of exactly when those platforms will flip.

Overall this is one of the better levels I've played, but some revision is necessary.


- I...really don't know how to respond about the background vines. I really don't. So I'm just going to leave that one alone.

- About the random power-ups, I will admit, I put them in there out of frustration, but yeah, I can see how they can make the level too easy. Will take them out.

- Spiked platforms are set to switch every three seconds. I can make them switch faster, sure. No problem there.
Ratty524
The 524 is for 524 Stone Crabs
12986
FROZEN DAGGERS

Pros:
+ Nice look
+ A solid castle level overall

Cons:
- As nin8halos mentioned, you have some inconsistency in the slipperiness of the blocks
- The falling chandeliers didn't stand out as being an enemy enough

I liked this level, though the fact that you had some icy-looking tiles that were slippery and some equally icy-looking tiles that weren't was kind of confusing. The chandeliers kind of took me aback at first, as they looked like part of the scenery. Maybe add an outline around them like most of the other Mario enemies? Just so that it could separate itself from the background.

MAD SCIENCE

Pros:
+ Nice use of secret areas and items
+ Pretty solid honestly

Cons:
- It was hard for me to think of any cons

This is definitely one of the best levels I've played so far, albeit kind of easy compared to other castle levels, but you really don't need to make it harder. The fact that it had just the right amount of everything (enemies, traps, corridors, etc.) made this level really fun to play.

AGONY CASTLE

Pros:
+ Challenging without being too harsh
+ Nice mini-puzzle at the beginning

Cons:
- The falling spikes from the ceiling are a bit hard to distinguish
- The boss fight

Among your three levels this level is your best, Davenport. It offered some pretty hectic challenge though it didn't feel unfair and didn't kill off the fun. After a death I realized that your falling spikes have some space around the other ones on the ceiling, but in that sense we kind of fall back to seiroman's design of the falling blocks. It kind of forces you to play with too much caution and slows down the pace, which I don't think works that well with a mario game.

I didn't like the boss fight only on the basis that the ?-sphere is sitting right there and I can easily end the fight by getting it. What exactly is the point of having the boss there if the level-ending sphere is already there? Trying to fight it out just feels like a waste of time. Aside from those two problems, you've definitely improved.

SKY TOWER

Pros:
+ The first section was kind of fun...

Cons:
- Haphazard coin usage
- Pretty glitchy in some parts
- Moving platform sections are kind of slow-paced
- Too much open space. Felt overblown

If any of your levels need revision or needs to be completely scrapped, it's this one. The level really didn't offer anything exciting or different (except the last section with the scrolling platform) and overall felt completely boring.

There is a bug with the horizontal moving platforms (the ones marked with arrows) at the first section. If you stand on that platform to the point where you hit the wall that's near those springs and spikes, you will get carried to the other side of the wall. Unless you let the homing koopa kill you, you will be stuck and you won't die.

Another thing, what's with the red coins? Most seasoned Mario players will grab red coins knowing they will be rewarded for doing so, but here you have them almost strictly for decoration. It's not really good design in that regard, and it makes your level confusing.

SKULL DUNGEON

Pros:
+ The switch puzzles were alright
+ Worked well as a castle level overall

Cons:
- Graphical mishmash
- ending point in the level kind of felt unecessary

The level looks pretty damn weird... Kind of characteristic of your levels in general, Davenport, but aside from that I like how it plays. In the section with the acid and checkered platforms I would place the generators a little lower so that the player can get to them in time. The ending was kind of goofy, where you were running in a straight line towards rows of coins. I personally prefer a simple teleportation to the ?-sphere over it, though it does add some charm to your level. Not too bad.


@Otabo: what exactly can't you respond to? It's not a major thing to change and you CAN leave the vines the way they are, it was just something I was personally disappointed with because the vines look like they can be climbed.
it was just something I was personally disappointed with because the vines look like they can be climbed.


That's why I was puzzled and didn't know what to really say about that. I mean, there isn't much, if anything at all, that can be done about those vines and how they look. They were never climbable in the original Yoshi's Island, either. You could say the same thing about a lot of backgrounds, to be honest. Maybe it was the placement on some of them, I suppose.
Isrieri
"My father told me this would happen."
6155
halibabica
ASCEND DESCEND
-This was pretty interesting. It easily falls in the 1 category. It is by no means the easiest castle ever.

-The low ceilings were utilized pretty well. Some people get frustrated by this but I encourage it: That's a key feature of castles over the other level types in Mario. As long as you don't make the ceilings too low or overdo it throughout the level, it's fine.

-The design of this castle utilizes space exceedingly well. It doesn't have you run all over the place and is ultimately linear in the end. But it's how tight everything is and how it come into play with the enemies and jumps that I'm gushing over: Exemplary level design.

-Why are those goombas blue? Those are the underground ones! Make them the regular brown kind or the grey castle kind.

-The standard bricks combined with floor tiles looked a little weird.

-I picked up on the path to the P-switch my first time through. Therefore, that's perfect. Excellent.

-Dry Bones and their regenerative abilities are actually utilized for once.

-If I have a SMBX pet peeve, it's stuff respawning immediately after I pick it up. Set the generator for 7 seconds instead of 1.

-It is very nice to be able to go back through doors. Good foresight.

-Second section was great. Perfect checkpoint placement.

-Bear in mind that because of the delay when you hit the blue switch, and the platforms generating, the player could just hop down that whole shaft. You don't have to fix it, but if you can think of a way to do so you should implement it.

-Never would have thought to make those platforms “together.”

-Congratulations. You've created the only Boom Boom fight I've ever played that was genuinely challenging. *thunderous applause*

-Therefore, he's actually too hard for a Level 1 castle! I really love this fight and want you to use it. Just in a castle of higher difficulty. Now you must make another level. See what your hubris has caused?

Davenport
I had to deny Skull Dungeon and Sky Tower. They both have some bad ideas in them, but the biggest reason I'm denying them is because they feel like you just threw them together. They don't challenge the player as much as bore them, Sky Tower does that the most. The first part of Skull Dungeon, before you get to Bowser, was pretty good. But the rest of the level is poorer and more boring, and I don't think the graphics look very good. I want you to try again because I think you can make much tighter and consistent levels that aren't as full of clutter. This is a Masterpiece Set after all.

But! Agony Castle was pretty good! I think this would count as a 2 for difficulty. The spike pillars are placed very well! And they are engaging! The castle looks good because you didn't use a lot of graphics: It feels more “put-together” when you do so. Well done here.

AGONY CASTLE

-I'm very happy you used Yoshi's Island music at the start! But why change it when you go inside? Make Section 1 have that music too. I'm very picky when it comes to music.

-The two switch blocks at the beginning (yellow and blue) are completely pointless and only serve to delay the player. Get rid of those and the two propeller blocks at the start.

-I would like it if you used the regular SMW doors instead of those window graphics. For consistency with the other levels.

-I like the spikes! I didn't think anyone would be able to pull off falling spikes like SMW but here we are! You even clued them in well by spacing the falling spikes differently. Very nice!

-Still, I'd like it if the player were clued in a little bit better. You should get rid of the graphics for the normal SMW spikes, but keep the graphics for the falling spikes.

-You didn't have to put two propeller blocks. One would've been enough. No big deal, though.

-There are some SMB3 coins in a circle that you should change to the SMW coins. For consistency. I'm going to be saying that a lot. Here's what I'm talking about:



-This looks cluttered. Change all wood spikes to the regular SMW ones, fix the left side of the floor so it matches, and take out the Corner floor tiles and replace it with the Filler ones.

-I should also mention I don't like the buzzsaws and how they're both green and purple. You shouldn't use a lot of custom graphics just because you can. It doesn't look very good and people won't take your level seriously. You should only use a few graphics that are consistent with one another. Or only if you need to distinguish something.

-Good use of the Red and Green switch blocks. And a tricky buzzsaw!

-Change the SMW checkpoint to the regular colors. For consistency with the other levels.

-You'd probably be better off without a boss, but I honestly thought Wario was pretty funny. But I don't like how he can hit his head on those bridge tiles. I would move the springboard next to the left of the table. Then use some blocks to block off the sides of the ? Sphere. Like this:


Ratty525
GIMMICK CASTLE

-The castle looks much better now! I'm really digging that first outside area.

-The spike setup you have in the first section is very good! A fine introduction to the gimmick. I noticed that you can go up that block from both the left side and the right side, but the right is trickier. Maybe add some coins or a dragon coin (or both!) there to give some tiny incentive to go that way. I highly doubt anyone would, but why not?

-The new backgrounds in the big rooms were a much better idea than my suggestion. Good call.

-That square part of the obstacle blocks in the first big room looked like a good place for coins.

-I still think 3 1ups would be better than 1 for the red coin area.

-I still think you're better off without a boss fight.

SARASALAND TEMPLE

-I've not played Super Mario Land. But I get the feeling I don't have to, you just have to point at this level and say “that.”

-I'm assuming that you intend for Mario and Luigi to enter the level through that first pipe. Even if you didn't, that is what's going to happen. :P

-The dirt blocking off the left side passage was a nice graphical touch. The sandstone blocks mixed with the dirt also looks very nice.

-Good usage of space and positioning of the ceiling.

-I would definitely put this at a 3.

-Those bomb-shells (AIN'T I RIOT) are cute.

-I'd prefer it if you made the hearts into normal 1ups. I know they're a throwback to Mario Land, but consistency with the power ups is important. Just take the SML mushroom you have and recolor it green.

-Nice bonus room! Didn't Mario Land have a bright white background for those areas? I think it might be neat if you had a more “bonus-y” background for that part.

-Not happy with the lion-thingies. It's neat that you can kill them, but because they can shoot backwards it looks really awkward. And it's the bad kind of misdirection, the sort that's more annoying than clever. Just make them one of the statue npcs so they shoot straight.

-The obstacles here are tricky, but not too tough. I like that a lot. The piranha plants and pipes are all placed in very good spots.

-The checkpoint is in a weird spot. I subscribe to the notion that they should be placed relative to the stage's difficulty (The boss shouldn't enter into it). And I would have put it back a little farther if it were me. I'd recommend doing so, but you don't have to as it also works where it is.

-I'm iffy about that last wood platform. Most players will think to wait for it to fall down close to the ledge and jump from there, but SMBX is weird about that sometimes and it won't let you jump. I'd lower it down to the same level as the ledge to avoid this: I always just jumped over that platform and slid down the wall anyway.

-Maybe make a 6 tile high sandstone pillar above those two wood platforms that are on the same level as each other. Since you have the checkpoint right before that part, it could stand to be a little trickier, and I think that would do just nicely.

-The boss fight is pretty neat! When the boss is killed, make sure to hide all Spawned Npcs so his firebreath doesn't kill the player post-mortem. And I would fix the screen positions after his death so it only shows the bridge area and the remainder of the ? Sphere room.

Otabo
OVERGROWN OBELISK
First thing's first: This castle is way too long. WAY too long. It went well over the 2-4 minute limit. Some cutting needs to be done. The castle itself was one of the prettier ones I've seen thus far: The yoshi's island aesthetic really works here. The background in particular is great. I see where Ratty is coming from about the vines, but I think its okay to have them as-is.

-I do think you need to cut back on some of the background stuff though. The vines and the trees look great but they could do to be pruned in certain spots. It looks a bit cluttered otherwise. Like I said awhile back: We're not out to make the fanciest or most unique looking castles, but ones that focus engaging the player in tricky platforming, well placed enemies, tight level design, and challenging obstacles.

-Here's the thing tough: There is some bad and some good in this level. In both sections. In equal amounts. This is a tough one for me to judge! One of the two sections needs to be cut entirely: It would make the castle's length much more manageable. But which to cut? That's the tough part. I'll leave that to you to decide. I personally think the first section is the stronger one: Too much stuff in the second I don't like.

-Like those “rotating” yoshi's island platforms. I get they're mainly there for the reference, but it's bad design to put them in such an open level like this one. The reason being that it would REALLY help if there was a “timer” that gave the player a better idea of when they'll switch. But if you do that in a large open level that only uses them sparsely, it does it throughout the whole section. A dilemma! It's also hard to tell when the spikes have flipped with the graphics you used.

-Therefore, I recommend if you want to still use them, put them in a room of their own, or have a specific ON/OFF block trigger them.

-This level is not just huge in length, but in general size! You did this okay, but I don't normally like large open levels because it means the level isn't paced as well as it could be. And it encourages developers to give the player the runaround a lot, as is the case here. I also really don't like those switch blocks: Your most common use for them is to block off the player's path. This is terrible.

"2. Delays are awful. They kill the pacing of a level and diminish the quality of the stage."

-Instead of that. Completely get rid of any switch blocks that impede the player. They're no fun anyway. Make some of the pipes your level has an abundance of awash with secret rooms. You can utilize some of the content (the good content!) that you did in the other section in those rooms. Make sure they're small rooms! Don't overwhelm the player with too much stuff! Yoshi's Island was a completely different game than the rest of the Mario series!

-Is there any particular reason the Spike Tops are blue instead of red? If that reason is because they look different, change them back to red.

Is there any particular reason the Fire Flowers flash? If that reason is because they look different, change them back to normal. (I admit that this is only because I think it is purely superfluous: Just making them flash because you can. And it looks tacky to me)

-People are going to think the Egg blocks have something in them. Just saying.

-I would get rid of the random powerups, but not for the reasons the others stated: I feel its like a it of a cop-out on the dev's part. Part of designing a level is knowing what kind of powerup to give and when to give it.

-So many of those Flowers (all of them?!) require you to go out of your way to get them. They shouldn't be well guarded like that. That's the territory of 1up mushrooms or hammer suits. Dragon Coins should just be placed in spots that are on the player's way, but make them have to think to go there. Like an alternate path rather than a backtracking one. If someone goes to all that trouble to go down a path just to get a Flower they will be mad.

-If you have blue koopas kicking shells, and those shells are in the prime trajectory to hit the player, put the koopas back at least one tile to give the player some reaction time. This is a must.

-Same with that koopa kicking the green switch. That's usually a fun concept, but the way you set it up leaves the player no time to react. They need to see it in action first, otherwise it's a cheap death. (And that close to the finish!)

nin8halos
ASSAULT ON SKULL CASTLE

-Well. This is a cool level.

-My first instinct while playing was to say this level was too long. And although it is filled with alternate routes and therefore on the longer side, it's not a problem because the sparser enemy placement largely compensates for it. It was the pacing that bothered me. The entire level is one huge section, which is the biggest detriment to it (that's not saying much though). I think you would have been better off if you'd chopped it into two sections: One, everything before those pits you fall into near the middle, and the other the rest. Or I could just be insane and biased against big levels.

-You could probably accomplish this by cloning the level into section two, and adjust the borders accordingly. Add a pipe or door and voila. My memory's rusty on that though, so you should make a backup of the level just in case. It also means if it doesn't work well as two sections, you can still use the original.

-You are the graphics go-to guy. It astounds me you're just “able” to get the megaman sprites and apply them to SMBX.

-This stage is reminiscent of Wily Stage 1, and is a faithful facsimile without deviating from Mario gameplay too much. Great stuff.

-The walled off coin room has an enemy in it. A bat no less! In this level, adding too much risk to exploring seems counterproductive. Just take it out of there.

-The trickiest part of this level are the ladder-spiders. Particularly that bit with 4 in a row.

-I'd put this level at a 3.

-This is another level that utilizes space well.

-Well placed 1up on that platform out in the middle of Nowhere.

-I like the cloud platforms, but I was also worried about what Ratty noted. I checked to see if you could get stuck: It's not a problem in this case. The platforms respawn rather quickly if they go offscreen, which they're guaranteed to if you fall. The platforms are also pretty easy to navigate, so I foresee little trouble from even inexperienced players.

-That final climb was the highlight of the level.

-I kept expecting the miner guys from MM1 to pop out as hammer bros. It's probably for the best you didn't use them. (Maybe the third level?)

MAD SCIENCE

-This is a fun and engaging level. Well done.

-Those eyes on the pancake guys when you pick 'em up are priceless.

-I would actually put this one at a 2. It's merely tricky compared to some of the other levels we've got going here.

-The powerups are all in good spots.

-I really like the water areas here. The enemies are placed in such away as to highlight Mario's swimming rather than for it come across as a burden.

-I was relieved to discover the spikes weren't instant death.

-This level is better paced and of good length. Otherwise I can't think of many problems with it. I think this is GOOD TO GO.

Link_2112
THE REZNOR PIT
-That outside area looks great! I'd use a regular door instead of the boss door though: I want boss doors to only be used before bosses, since this is a castle compilation and all. I think it's a little weird the two SMW koopas don't get pooped out of their shells when you hit them, but whatever.

-I think it would look even better if you used the ghost house grass for the ground. That's the duller-looking SMW grass tiles if you're confused.

-Nice placement of the key. ;D

-That black spot you have for the castle entrance looks really off. Just get rid of it.

-I like that first jump. Good and tricky, but not too tough if you get the timing right!

-Like I suggested to Ratty: Only use those floor tiles for the floors. The dull grey tiles should be for the walls and ceilings, in jagged formations. Both in the first room and the pitfall room. This adds a lot of aesthetic value and would spice up your castle quite a bit.

-Other than that, I don't like the first room very much. Not keen that the primary obstacle here is just a wall of fireballs. It's a bit boring. It would also be nice if the player had more than 2 mushrooms to work with (like a Leaf). Some of the bigger ones are placed in some pretty rough spots. But I only have a particular issue with the one just before the 4 tile fence, which you should place 2 blocks to the right.

-That first firebar is badly placed. Since the player can trigger the skull raft and choose to go on the fences, there are too many possible instances where the player will not be able to get past it if they go that way. (Yes I know they can use the fences to hop over it, but it would be bad design to have it there anyway.)

-The firebars and that one big fireball that go through the lava are interesting ideas (meaning I kind of like them) but I can already see people being frustrated over them, which we're specifically trying to avoid. It also leaves a large percentage of the screen un-utilized, and makes this first section very empty.

-This collaboration is first and foremost an exercise in level design. So I want you to try and come up with something entirely different for that first room. Don't make it so open: Have narrower spaces & corridors. I actually think you'd be better off just focusing on well-placed firebars and buzzsaws. Buzzsaws were key obstacles in the Reznor fortresses, so it would work well with this level! You could also use your resprited enemies more effectively.

-Regardless, the firebars need a salient marker: A block at the center. I don't know what to make of not having “whole firebars” like you have, so I'd really appreciate what the other developers think about them.

-Well done with the hammer suit. I doubt anyone will think to do that. It would be better if you put a pipe up there that leads to a bonus room with the hammer suit in a big ? Block. Some coins or even 1ups in addition to the suit would be nice: Really reward the player for figuring that out!

-No minibosses. (But I thought it was hilarious you could just spin jump him.)

-That pitfall room is pretty neat! I like it.

-I rather like the second room where the midpoint is. It's pretty tough and uses a lot of trial-and-error. Yet, because the midpoint is so close, and because you can easily learn your way through, I don't think it will be too frustrating. I also like how there are multiple ways down, which makes this room much more interesting than if it were only one linear drop. And since Ratty's Gimmick Castle will cover our bases with jumping on the sides of spikes, that isn't an issue either! Nice job.

-HOWEVER. I only feel that way about the room itself. I don't at all like the generating fireballs. The room itself is honestly enough. Get rid of 'em. You could put some simple enemies on a few key platforms if you wanted to. Maybe piranha plants in pipes.

-I would highly recommend having only a black background for the spike section. It reinforces that this part will be a difficult one, and put players in more of a mindset to deal with the challenge presented. The background you currently have will make them think it's sloppy......JUST TRUST ME ON THIS.

-Those coins requiring that tricky jump to get to are stupid (if you wanted to troll the player like that you shoulda made it 1 coin! :P). Make it a 1up or a powerup. That tanooki suit should be here! And a leaf should be down there!

-The Reznor fight was pretty interesting. Not what I was expecting. Make sure that when the player kills one Reznor, it also gets rid of it's generating fireballs.

DarklordKeinor
DUNGEON OF PAIN

-I love this level. This is right up my alley. And it exemplifies the quality of design we're shooting for.

-The beginning fall is a great way to introduce the level. But since this will be a one player game, you didn't have to make two chutes. You can keep it if you like, just thought I'd mention.

-This castle is definitely a 4. Maybe a 5. It's pretty damn tough. Weird that it's Iggy's.

-Excellent music choice and background. They make the level stand out.

-One of the things I have an issue with is the moving chain. It easily can be thrown out of alignment, forcing the player to wait for it. They may make a leap of faith. To avoid this, take the Axe npc and make it's graphic invisible. Have this on the platform where the chain will appear. Have the axe trigger the chain's movement so that it will move toward the player when they arrive at the platform.

-That first roto-disc is diabolical. So is the bullet! That's acceptable for a late game castle, but if you want it to be a little easier you could make the roto-disc a Top instead of a Bottom. I personally love it.

-I like that little nook at the first hammer bro where you can hide from him if you're quick enough.

-The other thing I'm iffy about is the second hammer bro. Sometimes I can make it past him, other times not. His hammer throwing is too random to predict. Instead, I would make a little nook for a thwomp above that last pillar. That may be even harder, but it's more predictable. And more fair.

-The chain next to the hidden 1up looks strange because only the end-chain graphic was used. So fix that up.

-I got the version where that one-tile wide spike drop was inbetween the fire bros. So if you haven't, definitely make that 2 or 3 tiles wide. The spikes at the ladder are fine though.

-This is my favorite castle so far. I hope to see more from you!

masterofmayhem
PALACE OF FROZEN DAGGERS
This level lagged my computer really bad. Probably due to the concentration of blocks and graphics. I had a hard time playing, so I don't have much to say about the platforming as of now. From the looks of it, it seemed pretty fair and good to me!

-This is a contender for Best Level Title.

-Yay Secret of Mana music! :D

-Don't use the “No Turn Back” option. It adds nothing to your level. In fact, it takes stuff away from it!

-I know everyone's told you this, but the icy bits are inconsistent: Some are flagged “slippery” and some aren't. All icy tiles must be slippery. Either that or don't use ice tiles.

-The biggest problem with this level is that the colors are all bright ones that blend together. This includes the background you used. The tiles are all bright shades of blue and white. This makes it hard to see anything. It would be nice to have some contrasting colors. Not a lot, just in key areas like specific platforms. The blue platform blocks could stand to be red-violet or yellow-blue, for instance. This gives players a marker from which they can gain their bearings.

-Another way to improve this would be to take out the icicles you have on the ceilings. They didn't look very pretty me, and only served to clutter the level. So get rid of all of them (in the interior, exterior was fine). I subscribe to a notion of minimalism in platforming games: You can pretty it up, but you have to be careful how you do so or else the player's eyes will strain since they have to concentrate on the entire screen instead of specific parts.

-Why oh why did you use the background you set to “Cave” and not the background set to “Castle” just underneath it? I like it better! The “Cave” one should be for the bonus room! This is only my opinion.

-I thought the Thwomps as chandeliers were a little odd, but nothing bad. Still, no one will expect them to be thwomps: Put a chandelier above the first set of blocks. Right where that ninji is (take him out btw or it'll muss the thwomp up). This way the player will know they're thwomps.

-To aid in the lack of contrasting colors, make the goombas you have outside regular ones instead. Also, make the ? Blocks the normal yellow kind. Same goes for the doors. And other key blocks.

-I think that first mushroom ought to be a fire flower or ice flower. I condone the use of plain mushrooms in blocks, but in this case I think it should be an actual powerup.

-Water must be swimabble. I can't believe I forgot to make that a rule! Go to the Water tab and extend the green water tiles until they're how you want them, and put them on the water backgrounds. You can leave the waterfalls as is.

-I would take out those blue fireballs. If you want to have them you should just use lava. Or you can put fish in the water.

-BIG problem with that bonus room: You can't return out of the pipe you entered. If the player has no fire flower (while unlikely, it could happen) they'll be stuck. It's also a pain in the ass to melt all those blocks to get to the other end. Just make a small square of ice blocks around the 3up and erase the rest. Killing two birds with one stone.

-Once again, excellent use of the background brick tiles.

-I think players have reported the Spark enemies causing heavy lag if you place a lot in a level. You may want to use regular enemies in their place. If you still use them, make them the regular sparks to aid with contrasting colors. Or find those yellow SMW ones.

-Like nin8halos said, there's a string of open space above on the ceiling in Section 3.

-You put the yoshi in a good spot!

-Those two ninjis on that high ledge in Section 3 would be better off as 2 blue shy guys. I may change my mind on this when you take out the icicles. We'll see.

-Nice ending area! Very pretty!
halibabica
RMN's Official Reviewmonger
16903
Hahaha, even Isrieri has almost no complaints about Ascend Descend. =P

author=Isrieri
-Why are those goombas blue? Those are the underground ones! Make them the regular brown kind or the grey castle kind.

-If I have a SMBX pet peeve, it's stuff respawning immediately after I pick it up. Set the generator for 7 seconds instead of 1.

-Bear in mind that because of the delay when you hit the blue switch, and the platforms generating, the player could just hop down that whole shaft. You don't have to fix it, but if you can think of a way to do so you should implement it.

-Congratulations. You've created the only Boom Boom fight I've ever played that was genuinely challenging. *thunderous applause*

-Therefore, he's actually too hard for a Level 1 castle! I really love this fight and want you to use it. Just in a castle of higher difficulty.

- B-because SMBX has no grey ones? I think I will go with regular kind, though, as I'm gonna make the whole castle more SMB1-styled.

- ...I'll make it 3.

- This occurred to me, and that's why I filled it with hazardous things to land on. They'd never get through that spike gauntlet while free-falling. >:3

- I can make the fight a little easier with my platform placement, but there are already some very easy ways to beat him. Heck, if you stun him on a rising platform, the ceiling will crush him to death.

- ...no.