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01D: Crocodile Crossing - Karatekid5

Complete

Originally posted by S.N.N.
If the level itself is 100% completed by the deadline (yours already is), you will retain it past the deadline to work on inserting the graphics and such.


Sounds good! I'll post a new IPS soon, and if it's 100% ready, I'll send you the level's current files. Though, if you instead want me to submit it all once the tileset is ready, will the level be set to "Pending" instead?
I'd prefer the level with the tileset fully set-up to. The difference between this and the first SMWCP is that I don't really want to have to touch any of the levels after they've been inserted unless it's absolutely necessary. If you're able to get everything assembled and such, and THEN send it in, that would be great.
Excellent! Ludus is close to finishing the tileset, so it shouldn't be much longer anyway.
Newest IPS!

Ludus finished the main land tiles for the tileset, so he sent them to me to insert while he's working on the decorations. Note that there are a few tiles that haven't been replaced/cutoff with the water, sand, etc. He'll be adding cutoff-fixing tiles, so I'll fix those, plus add a few things such as vine ends once the GFX files are finalized.

Overall the level is ok, but a bit long. I'm still seeing a lot of cut of in some areas that need to be fixed before it can be finalized
Layout by LDA during C3.
I'm going to change the location of the midpoint to the middle of the second room instead of at the end of the first one, to even it out.
As for the cutoff, that will be fixed once Ludus makes the cutoff-fixing tiles for the tileset (it isn't completed yet, so I just inserted what he had ready so far).
Kind of late, but meh. i'm busy.



Cutoff. Actually, i'm not doing the ground cutoff fixing. Since it can be fixed with some small modification on the level design, or a new tile on the map 16. It is not too hard to make though.


Hmmm.... Is it possible to make this blue? it's looking kind of weird right now.


-Same as first Screenshot.
-Bad on/off tile.


Add a corner tile map 16 edit here, so mario can't go under the sand.


Cutoff, probably will make a simple edit to fix it. So don't worry.


Try to vary the vines a bit.


-I don't like this kind of decoration. It may be just me though.


????
I don't know why it happen here.


Try to make it one tile higher, so the jump can be easier.


Those cement blocks looks weird there.


-Same as the first screenshot.
-Weird Cement block.


I don't know why you haven't replaced the tiles in this area. Just pointing out.


-This jump is a bit annoying.
-Cutoff. i'll make a fix tile for it.


I thought there was something down here. I was wrong, try to add some coins or some indication that here's nothing there. It may be just me though.


Those Gradients need a bit more work.


That is all. It's a good level, and i found it fun. Nice work with it. But i wish you use the 2nd dirt texture more often, to add more variety.



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Originally posted by Ludus
Cutoff. Actually, i'm not doing the ground cutoff fixing. Since it can be fixed with some small modification on the level design, or a new tile on the map 16. It is not too hard to make though.


When I mentioned cutoff, I was referring mainly to the land-water cutoff. Though, I'll make a fix tile for that and the water. The cutoff you pointed out has also been fixed.

Originally posted by Ludus
-Bad on/off tile.


IIRC, S.N.N. is going to remap the ON/OFF box to SP2, so the problem should fix it's self there.


Originally posted by Ludus
-Weird Cement block.


That cement block is only temporary (it's a placeholder midpoint entrance, as the Multi Midway Points patch hasn't been patched to the BaseROM)


Originally posted by Ludus
I don't know why you haven't replaced the tiles in this area. Just pointing out.


The tiles that the slopes used were being occupied by the trees/shrubbery decorations, so I moved the latter to a different ExGFX file to fix it.


Originally posted by Ludus
-This jump is a bit annoying.
-Cutoff. i'll make a fix tile for it.


I'll extend the platform to the left by a tile to make it a little easier. Also, those platforms are only placeholders, so you don't have to worry about making a cutoff fixing tile for that one. Though, thank you for the offer :).


Originally posted by Ludus
I thought there was something down here. I was wrong, try to add some coins or some indication that here's nothing there. It may be just me though.


I'll add a little trail of coins to fix that.

Everything else you've mentioned has been fixed.

Thank you very much for testing the level, and I'm glad you enjoyed it! I'll post a new IPS soon!
Double post!
Here's the Newest IPS! Fixed the land-to-water cutoff, and made the remaining tile replacements. Also fixed the problems Ludus mentioned.
I'm still confused as to why you didn't move the first midpoint partway through the second sublevel (marsh) and then get rid of the second midpoint. I think I mentioned earlier (I hope I did, at least) that the level it's really long enough to warrant two midpoint, and that the second one really serves no point. If you really want to keep two in, just let me know I guess, but otherwise I think they need to be adjusted.

My only other complaint is with the cement block "pillars" in the second room. When you said graphics were going to be changed, I assumed you meant those too. The tall cement pillars that stick out of the swamp really detract from the atmosphere of the level and look sloppy as a whole. Is there any chance you could have one more tile created (or even just rip it off of a different tileset already in the ROM), such as a girder, to replace these cement blocks?

Once you get those done, then I'd say your level is good to go.
Originally posted by S.N.N.
I'm still confused as to why you didn't move the first midpoint partway through the second sublevel (marsh) and then get rid of the second midpoint. I think I mentioned earlier (I hope I did, at least) that the level it's really long enough to warrant two midpoint, and that the second one really serves no point. If you really want to keep two in, just let me know I guess, but otherwise I think they need to be adjusted.


Just needed to decide on the best spot in the sublevel to put it. I'll have it in place on the next update.


Originally posted by S.N.N.
My only other complaint is with the cement block "pillars" in the second room. When you said graphics were going to be changed, I assumed you meant those too. The tall cement pillars that stick out of the swamp really detract from the atmosphere of the level and look sloppy as a whole. Is there any chance you could have one more tile created (or even just rip it off of a different tileset already in the ROM), such as a girder, to replace these cement blocks?


I did mean the cement pillars too. When I said I had replaced all of the tiles, I was mainly taking about the land tiles (as I had left some un-replaced since some GFX had to be moved around first). I'll look through the existing tilesets for some good wooden platforms to act as replacements (and if not those, then I'll go with the girder suggestion).

Either way, I'll have a new IPS ready soon!
Newest IPS!

Added in the boardwalk platforms for the second area to replace the cement blocks, and changed the midpoint's location (though, it won't be functional until the MMP patch is used).
The new tiles look much better than the old ones, and the level as a whole seems much more polished now.

Good work. I'd say you're ready to send in your levels/ExGFX/Map16/message if no one else has anything to say.
Thank you!
All that's left is for Ludus to finish up a few decorations for the first area, then the level will be ready to submit. Still, if someone else finds something, I'll be sure to fix it.
Originally posted by Punk Sarcophagus

Uhm.


And if you somehow kill one of these that is important to progression, then you're stuck.


Bad palette.


EDIT:


These blocks are really weird. And when I fall into it near a wall, I get suck into the wall.

Complete