Beachside Prison by salefrok | Mario Builder 64

  Рет қаралды 212

Genres and Generations

Genres and Generations

Ай бұрын

Пікірлер: 7
@nothinghere8434
@nothinghere8434 Ай бұрын
I also found this level to be extremely solid. Striking, consistent visuals and the gameplay looked fun too without needing to be all that difficult. I NEVER thought to see a Builder level that would actually succeed at creating an immersive place INSPITE of the blocky level creation, but I got my socks rocked! However, I found the enemy placement overall pretty random and disjointed. The Piranha Plants and Skeeter fit as decorative wildlife, but Scuttlebugs were typically found in gloomy areas and feel strange here. Goombas used to come in groups as far as I remember, being lowly military foot soldiers, never alone. Having these big roofs each occupied with but a single Fly Guy and Heave-Ho looked kinda cheap. I liked the Bob-Ombs, since they had their own society and technology in SM64, so it could be THEIR building, but they weren't very prevalent. Sounds like an insignificant thing to bitch about, but this map is artistically VERY strong, so I'd argue enemy decoration actually matters here compared to your average abstract obstacle course. Suggestions: A functioning prison of the Bob-Ombs with many guards, a VARIETY of Bowser minions behind bars (could make for creative encounters after breaking in) and wildlife surrounding it. A generic, conquered area of Bowser's with minion formations ALL AROUND, likely having wiped out the wildlife. Or (to get that eerie Wet Dry World feeling) make it UTTERLY ABANDONED with hardly anything but maybe a little wildlife and some leftover, purely mechanical hazards to keep you company! Other than that, this looks virtually perfect. EVEN THE DANG BACKGROUND HAD BEEN CREATIVELY REPURPOSED TO FIT PERFECTLY😭I CAN'T... THIS IS GENIUS! edit: what have i done 😭
@harrymasononvacation
@harrymasononvacation Ай бұрын
​@nothinghere8434 I think having a few cells with a toad or other NPCs would sell the theme even more. Yeah, the main thing that killed this map a bit for me is the enemy placement. Other than that, it was really good with its themeing and visuals! Edit: Now that I think about it, using bobombs to blow open certain walls could've been a really good puzzle element. Maybe for a star? Like a way to "break in" or "break out" of the prison?
@nothinghere8434
@nothinghere8434 Ай бұрын
@@harrymasononvacation Using the Bob-Omb guards to bust open their own prison! ... boi you were cooking with this one haha! Brilliant!
@axel-wg4zo
@axel-wg4zo Ай бұрын
Hey, I made this level. I can understand your point about the enemy things. I went for a piranha plant theme at first, then I deleted almost of them, and ended up not caring this much about which enemies to put in the level. The thing is that I made 46 levels since the romhack has been released, and I'm doing my best to provide new things despite the editor being really limited after making so much things. Blowing walls with bob -ombs, is interesting, but I did it so many times that I don't like it anymore. What I mean is that, if you look at this level, especially, it may lack a proper ennemy theming. If you look at all the stuff I've done, you'd understand that I didn't want to go for something precise. That may sound weird, but it's like making music. Something can sound great, a chord progression can be super interesting and expected when you hear a song, but instead of what you thought was going to happen next, it goes into something totally different. And you'd say "that would have been better with these notes!". Maybe, but if I already made this in the past, repeating myself is a feeling I really don't like. So yeah, I could've went for a bob-omb prison, a goomba prison, or whatever, but just take a look at my levels on LSS, I already made levels based on some specific ennemies. And I felt like for this one that if I went for a specific ennemy theme, it would take over the visual theme. I may be wrong, but I wanted for something that gives life to the level rather than something too precise and predictable. Hitting the max verts doesn't help either, as always, I wanted to do more, but I had to reduce my expectations on this one. The boxes cause a lot of lags when there's too many of them, so I kept things simple, and straight forward. My main "mistake" while making a level is that I absolutely wanted to give it 7 stars, and when you have a level with a unqiue theme like this one, revolving arround the "prison complex", some parts may feel too easy to get to. All the suggestions you wrote are things I thought of to some degree, but it's not doable. I hope I didn't make too much english mistakes here and that everything was understandable.
@harrymasononvacation
@harrymasononvacation Ай бұрын
@@axel-wg4zo Yo thanks for giving me insight into how you built your level! It definitely helps put things into context! I really did enjoy this level overall, and I can see how pushing for 7 stars can be a challenge. I'll have to check out more of your levels!
@TheCodePhoenix
@TheCodePhoenix Ай бұрын
That Heave-ho be CHILLIN!
@harrymasononvacation
@harrymasononvacation Ай бұрын
@TheCodePhoenix He just vibin, not bothering anyone lol
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