• Description: ~Coastal Capers Galaxy | Star 2: Which-Way Sewer~

    Video: https://www.youtube.com/watch?v=SFQHjRBCOw4
    It is easy to get lost in this confusing level, as there are lots of different ways to go and it is your job to work out how to make your way. No hand-holding here- it's up to you, the player!
  • Contributors: No additional contributors.
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What Others are Saying

Nikodem123103 | 100/100

Wow I couldn't even finish it not because of random stuff But LAG??!?!?!?! burh I saw half the level it was good!

12/23/17 at 3:08 PM

Luigibonus | 100/100

WOW. This is probably your best level yet, and most definitely my favorite SMU level! This level was so fantastic, it's not describable with words. So here I go describe it with words.

Alright, so let's talk about the highlight of the level first... the coin placement. JK, you know what I'm talking about: it's the really neat concept and the puzzles build around it. I spent a good half hour trying to find the exit without watching the video, and did not get bored. On top of that, the puzzles here were quite difficult to figure out, because they're so excellent designed. When you compare these to most other "puzzle" levels, most levels just require you to find a switch and then backtrack and you're good to go. This level however, has so much puzzles and challenges within them that you actually have to use your brain this time. Now that's what you can call fantastic and actual puzzle design! What's also really good is that each room is unique and comes with its own set of challenges; which is what prevents the level from getting boring. And don't even get me started on the advance coin placement. Excellent as usual.

Now for the other thingies... starting with the tiling, which also was a nice throw-off from the norm. The green tile that's used as main tile in this level fits perfect with the background. Ok sure, it's just one tile as main tile and that gets repetitive, however there are little things to kinda make up for that. I love those gray tiling things that are next to the sewer tiles. And it's also cool how solid boxes are put on non-solid boxes (or whatever they're called), like at X:720 / Y:560.
Unlike Pop and his questionable review, I didn't come across any issues with enemy placement. Maybe that has been fixed like the cut-off, but the enemy placement was fine to me when I played the level.
Also, nice that the level as a whole was a nice throwback to NSMBDS, and even one of its most unique themes!

TL;DR fantastic level.

04/21/17 at 8:08 PM

TheBlackKoopa232 | 99/100

This level is great... mostly. It was very fun to play overall. However, some of the solutions to your puzzles were very hard to solve. I decided to watch your walkthrough. In fact, without watching your walkthrough I'd have probably never figured out the solution to your level. Take for instance the switch at X:440 Y:200. There is NO WAY that I would've noticed that it existed... unless I spent five hours walking around the map. You could've pointed at it with a sign or something. However, this might just be a fault of my own.
The puzzle itself is pretty great. Hard to solve but it is a puzzle. So yeah. The level's look was also great. I really felt like I was in a sewer.
I don't really know what to say now. Besides... it's an original and fun level.I won't go into meticulous detail because Pop has already explained everything with intricacy that is wrong with your level. So yeah. Just because I wanna be a d*ck I'mma rate your level 99/100. It was RELLY GOOD but just couldn't make the 100/100.

04/20/17 at 5:18 AM

William | 80/100

Finally somebody does a level idea like this. :D

I had difficulties figuring out what to do at first until I saw your video, and must say that this level's pretty good overall. However, when falling down in a few areas like 0x840y and 360x540y, you have to be quick about it. I feel as if this defeats your purpose of "don't move left or right while falling, or bad things will happen", as it is needed to not die in the first place. On terms of tiling, layering was the biggest issue I found, having some of your blocks be above the barrier wall and even below it (http://i.imgur.com/4uiJlE8.png). If I were you, I wouldn't be placing tiles on top of it unless it was actually needed. On terms of your theme, 720x0y is the only area that's completely off from the whole theme. It seems silly to see this type of theme in a sewer, as to why it's completely off. When playing your level, I only found one cutoff at 60x540y (http://i.imgur.com/DPpkiGj.png), but the rest seemed to be fine.

Overall, the level was pretty good on terms of idea and gameplay, but a lot of your tiling really throws the player off. The barrier walls was a good example of this, and I don't think a lot of it was really needed besides in the areas of the one-way arrows. Another example consisted of those big gr(a/e)y blocks scattered throughout the level as well, making the player think they can jump on top of it. 720x560y is an example of this and even I thought the same thing myself. Lastly, fill the gap in at 1280x1120y (p-switch area), as it seems you forgot to do this as well.

04/19/17 at 11:48 PM

przem1994 | 100/100

Wonderful sewer level with tunnel challenges. Honestly, this level is hard to beat it because it has some backtracks and On/Off challenges. The tiling is great with good CBG that fits well. The sewer design is wonderful, great gameplay and interesting tunnels. Well done OT :)

I give it a 100/100 and hard difficulty.

04/19/17 at 11:27 AM