| The Overload - Hold Right | |
| Author : Squidward Votes : 9 Rating : 85% Views : 644 Type : SMF1 Difficulty : Easy Posted : 30/04/2015 Status : ![]() Description : |
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| 06/08/2015 05:06 pm michaelhittel : 7/10 Read Below | |
| 05/03/2015 03:25 am Pkmn trainer Jake : 7/10 yeah repetitive -1 certain tile errors -1 short -1 | |
| 05/01/2015 07:54 am segomac : 5/10 Welp, I see you knew that monster overloads wasn't such a good idea, considering it's a mistake you mentioned in the description. I think it would of been better to avoid those overloads, knowing that it could cause some point deduction (the 2 who reviewed already were pretty lenient.) But as ashton mentioned, the level was all about bouncing on koopas and bullet bills with some semi random semi planned out enemy placement, and it's something I don't like in a hold level, when that is what occurs throughout the whole level. You need more variety of close calls and have to be more precise with them. Just adding enemies at random spots that almost touch you can be a close call, but they get blocked by the monster overload. The scenery was kinda nice, at least looking through the editor it did, but when played, it gets that empty look when the enemies move. Also avoidhaving too much large pits for scenery, people don't seem to like scenery in pits, so keep them shorter. Overall, it was decent, but there were some pretty big flaws in the level, but it's a decent attempt to a hold level. | |
| 05/01/2015 04:25 am ashtonirwin : 8/10 Nice hold level with nice code-edits. It had some decent close calls, like the ones with the koopas and fire flames. The fact that you overloaded them doesn't matter, overloads make hold levels funnier to play. xD The gameplay had a flaw though - it was all about jumping on koopas, make sure that you add something else apart from that. It just got too repetitive. I also noticed that there were cutoffs - you connected a lava tile to a castle ledge tile, it results in an ugly cutoff :/ There were some more cutoffs apart from these ones, most of them come from incorrect connections of tiles. You also managed to put decorations in the pits - it looks really ugly. Avoid using them next time. And a final advice - hold levels look great when have a lot of scenery, it covers up areas that lack the presence of close calls, and also gives the level a spectacular atmosphere. :3 Nice level, as I already said, but could have had a bit more effort put into. I'll rate it an 8. | |
| 04/30/2015 08:30 pm Productions005 : 10/10 When you make a hold right level try no use fill the level with monsters also use tiles... | |