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Time: 2010-09-10 09:00:01 PM
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Finally, i'm working on my level.
It looks awesome, with a very distinct style that fits so well!
I'm not too fond of your style, but i loved this one.
I especially liked the block near the middle of the picture.
What level is it, by the way?
Originally posted by Dead Master
The palette overall looks pretty bad to me. The foreground and background are too similarly colored, you clouds are weird, cement block has backwards palette shading, grass looks like you mixed up the darkest and lightest tones and more. I think some serious work needs to be done to it.


Originally posted by Blood
That level is awesome. A lot of details, and you got good level design.
I spotted a few flaws though,
- Whatever you are using to get up from the start is missing.
- The cement block and the lava has a bad palette
- When coming out of the secondary exit, you start one tile too high.
Other than that, I loved the start of the level.




Level is now brighter than the background.
Mountain no longer has strange blue outline and specks.
Lava is now grey.
Clouds are now grey.
Cloud outline is now grey.
Cement blocks now use the "correct direction of shading".
Grass has less odd colors.
Fixed lots of cutoff on land fragments.
Secondary entrance has been lowered by one tile.

Last edited on 2009-11-06 09:25:32 PM by ArcticPrism.
That looks pretty weird to be honest. The background mostly.


And now?
I've got no problems with those. You know what might be worth it though? Taking some time and map16 tiles and adding a second color of brick for variation. The foreground and background are both very monotone.
It would be nice to have a slightly green block to go with those blue blocks. I don't know why, its just a feeling.


Made a new level, which i think turned out quite well.
Yeah, it is quite hard, but it is a fully optional level(7-F). This was also recorded without any savestates(or rewind for that matter).

Enjoi
That looks realy good. Some of the colures look a little off but its not a problem and may only be me.
Wow, that looks really good! Awesome music choice too, and I really like that glowing lava.


(hm, I ought to make some layer 2 sections for my level...)
Originally posted by GN


*video of 7-F*



Overall, I think it is a very well-designed and difficult stage, but I have some design concerns...you may ignore them if you wish.

(in order of appearance)

1 - From a balance point of view, I don't think it's fair to have the player consciously dismount Yoshi to proceed through a stage.

2 - Pipe entrances should always lead to pipe exits, shouldn't they?

3 - I'm not sure about the whole "limited time underwater" thing. As far as I know, limited underwater duration is not a consistent gimmick throughout this hack (news to me if it is), so it may very well catch the player off guard and cause him to lose a life unexpectedly. It's not exactly difficult, but it is quite strange to suddenly change up the properties of something the player would by then be taking for granted.

4 - There seems to be a fair number of spots that are tailored to small Mario only, particularly the mandatory spin jump off of the Blargg at 2:06. In my opinion, a good level will cater to all forms of Mario, and I think such low ceiling jumps will cause a lot of "luck-based" deaths.

Hmm...that's really all. Other than these concerns, I think the stage is great.
Last edited on 2009-11-12 01:31:20 AM by Mineyl.
Hey, thank you for the critism ^^
However, Mineyl, here are the answers for the stuff you pointed out:

1: The No Yoshi barrier was to prevent some glitching. I guess i could put in a Side exit enabled sprite...

2: Yeah, they should. My fault :/

3: That's what the message box is for. I don't really want to change it; it was my first idea for this level, and i'd like to keep it.

4: Everything is possible as Super mario, and i don't really find it that hard to do either. I know there is a few tricky jumps, but i can't find it a problem.
1. In my opinion, I'm not in support of Yoshi, and he would wreck a level's difficulty, not to mention glitching with podoboos.

2. No, they should not. A vast majority of pipes in all 2D Mario games cannot be entered.

EDIT: At first, I was unsure what he meant by limited time underwater, but then I finally noticed the timer, something I don't normally look at. To be honest, I'd prefer being able to take my time, but it's your level.
Last edited on 2009-11-12 02:58:50 PM by Ultimaximus.
Originally posted by Ultimaximus

2. No, they should not. A vast majority of pipes in all 2D Mario games cannot be entered.



I though that a exit enabled pipe was entered but you dident exit the pipe, just apeared. Of corse I dident look back through the vidio so its only a guess.
Oh, you mean he entered a pipe but didn't exit a pipe? I misunderstood. Though to be honest, I couldn't care either way.
Awesome. Thanks for lending me an ear. ;)

If it's possible with Super Mario, then it's all good.
@GN The DKC2 Music is really off pitch at some parts, and really badly ported, but the gimmick is really cool. So is the level design.
Off pitch and badly ported? Sounds perfect and awesome to me, I hear no problems...
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