Wouldn't it make the most sense to have all the level entries be as close to vanilla as possible, then have the people who are actually piecing the hack together to add the ExGFX? That way all the graphics would be sure to match and it would save a lot of trouble with figuring out how to work the Map16 pages. Just have a list of the custom blocks that will be used, and the entries have to fit in with that list.
-------------------- Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
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What is the stance on using glitches as part of level design? Because part of the charm of the VIP series, at least in my opinion, are their creative way of using oddities in the SMW engine to create interesting levels...
I was thinking about something along the lines of this level from VIP 3. It utilizes a lot of glitches, some of them kind of obscure, but it tells you about them in message boxes (I assume, since I don't know Japanese, but they seem to contain some kind of list) and none of them are very hard to pull off. And no, I don't think that the harder glitches, like key jumping or grabbing items while flying, should be included in the compilation.
Should we consider changing the tilemaps of the original sprites? This can help deal with things like red "Buzzy Beetles" that some people find annoying. Also, it could make it so that certain sprites' (e.g. Bone Throwing Dry Bones) GFX aren't spread over multiple GFX files.
I was wondering if, as a transition from the Cave World to the Icy Peak World, there could be a level in which you start out in a normal cave, then ice cave, and finally you emerge on the Icy Mountain.
Any comments or suggestions?