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Tip: When making your overworld, mix the terrain up! Angled land and multiple colors looks much more interesting than square land and plain colors.
Posts by mathelete
mathelete's Profile - Posts by mathelete
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I edited my previous post, please see it now. I removed Sinister Dungeon from the list. Apparently, I was trying to play that level late at night, and that was not a wise idea. It requires a great mental capacity, which is limited when you are past your bedtime. Sinister Dungeon is definitely not hard by any means. I modified the list, and also added a bit of content.
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Originally posted by TRS
Originally posted by jimbo1qaz
Originally posted by TRS
some thing I linked and stuff

I did read that tutorial and "tried" to use it, but I keep running right, running right, and jumping up, up, up, up and I don't even see my yoshi coin "bait".


You should also consider the fact that you're the creator of the level and have been testing it. You very likely play it differently than other players would, simply because you already know the layout of the level and how to best traverse it; where you would rush through a section of enemies, some other player might slow down to grab a few coins. You have to accommodate for other playstyles.

If you want players to slow down and not rush through the level, it's as easy as placing collectibles in places not directly on the path. Placing a few coins above a row of turn/question blocks will encourage players to jump on top of the blocks to collect them, and you could also use this to better hide secrets. And by "hide", I don't mean make them harder to find. I mean that there should be maybe some indication that the secret is there; if you placed a yoshi coin so that you can only see and collect it if you're on top of those blocks, placing coins above the blocks (where players on the ground can see them) gives players a reason to be on top of the blocks.

With the yoshi coin in your case, place a small coin trail (at least part of it visible on-screen) leading up to it. The player should know the coins are leading to something, but won't know exactly what it is, and might investigate it.

Also vary up the terrain a bit. Trust me on this: players are much more likely to slow down and not speed through the level if you change up the ground height and intersperse pipes. The pipes are also good places to hide secrets, and if you use them to access the occasional secret room, your players will be more likely to check each pipe.

Originally posted by mathelete
stuff about Sinister Dungeon and its gimmick


The problem with that gimmick is that suddenly changing the controls, even at clearly defined intervals, just doesn't fit precision platforming at all.

Also, you're talking about introducing a gimmick that's used in the entire hack. Giving a "practice" level wouldn't quite work out when the gimmick in question is used in only one other level in the the entire hack.


Oh, it is only used in that level? Sorry, it has been more than a year since I last played this, so I did not know that. I thought it was going to appear many more times (maybe I am getting mixed up with another hack)
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Well...I think it is pretty obvious what the hardest non-kaizo level I have made is. In fact, when I made a countdown of the 5 hardest non-kaizo levels, I put my level on that list. You can see my countdown post here: Click Me!

If I ever use my level in a hack, it will be the final special stage (AKA the Super Ultra Secret Level)
Originally posted by EvilGuy0613
Well I'm pretty sure it's this level from the Special World of my hack. (And probably just about every other level other that).

Level Video

I might have toned it down just a bit but not really much at all.. (It's possible savestateless)


Is there a download link? I would like to try that level out!
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Originally posted by ZMann
I have no clue why, back then, I thought this was good difficult level design. Wow. (Ignore the short, lazy intro in the video, too)

Hell, that level probably qualifies as Kaizo.

(I never included it in a finished project, though)


It can actually qualify as non-kaizo, as long as you enable a side exit incase the red switch has not been hit (unless the player is unable to enter the level from the overworld without the red switch)
Also, that multi-powerup block should just be replaced with a cape so the player cannot screw up.
Last edited on 2012-03-23 05:46:47 AM by mathelete.
Originally posted by Wormer21
My hardest level abused precision jumps which was making the level a bit more mean than difficult. I was a newbie with those things so I didn't bother it was fair or not.


By precision jumps, do you mean jumping from 1 tile wide platforms? I don't see how that is hard...only repetitive.
There is cutoff around the first pipe, where the sides meet the ledges. This is due to the pipe's sides having 1/8 a tile of empty space.

Also, a nice name would be "Mountain in heaven"
Last edited on 2012-03-23 07:10:23 PM by mathelete.
Originally posted by TBIB
Is it okay to write a review if you have seen someone else post a video of them playing the whole hack on youtube, when you have not played the hack?

If you go by that logic, then I guess you don't even need to buy video games, since you can watch youtube vids of them. That is basically what your logic is saying. These hacks are games, not movies or episodes. Treat them like games.
Originally posted by Giant Shy Guy
Originally posted by mathelete
Originally posted by Wormer21
My hardest level abused precision jumps which was making the level a bit more mean than difficult. I was a newbie with those things so I didn't bother it was fair or not.


By precision jumps, do you mean jumping from 1 tile wide platforms? I don't see how that is hard...only repetitive.

Jumping in between munchers? That's hard for normal players.

Oh that is what you meant. I thought you meant jumping from tile to tile.
Last edited on 2012-03-24 10:24:20 AM by mathelete.
At 3:40, the player has very limited space to avoid the hopping flame. Give the player more space. Also, lower the amount of Lakitus/Plants that come out of pipes, considering this is the first level. I would give this 8/10 (would be a 10/10 if you had less of those pipe enemies, and more room to avoid the hopping flame).
Last edited on 2012-03-24 10:32:34 AM by mathelete.
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Originally posted by Hailstorm27
Here's another one. I think almost everyone can agree with this.

Rebecca Black - Friday

I know that the song isn't as UN-popular as it was a year ago, but it's still a god-awful song.

Fix'd
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mathelete's Profile - Posts by mathelete

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