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Super Omelette world
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - Super Omelette world
Pages: « 1 2 »
For those of you who want to try my hack, there's a three world demo on the above post. If you do happen to play through it, please at least leave a comment on what you think about it, whether it be boring, fun, easy, or hard.
Some things about your demo you may want to fix:

Eggy Island Overworld

- There's some cutoff mist floating around in the trees. Just remove this.

- The Yellow Switch Palace is hidden behind the overworld border. You can't see the two rows of tiles on either side of the map screen in-game, so just move it back onscreen to the right.

- A random grass tile appears in the middle of the ocean after beating Bullet Bill Rope.

Mario's House

- If it's Mario's house, why does the sign say "Yoshi"? Edit the sign graphics to read "Mario", or just get rid of the sign if you can.

- The message box needs a period after "omelette".

Eggy Island 1

- The FG/BG start position in Eggy Island 1 is a smidgen too low. You can fix this using the "Modify Main and Midway Entrance" dialogue.

- The first text box could be rewritten as "Welcome to Egg Land! This land is smaller than, but more rugged than, Dinosaur Land."

- The 1-tile wide pipe jumping segment required me liberal usage of ZSNES's rewind function to get past. Try making it a bit easier.

- The second text box could be rewritten as:

"-POINT OF ADVICE-

If you don't fall straight down this hole, you might get hurt."

- Speaking of, blind jumps are never a good thing. Provide coins so you know exactly where you should fall so you don't get chomped by a Muncher.

- The water by the midway point is cutoff a bit by the land. Raise the land (on both ends) up about a tile to fix it.

- The blue pipe past the midway point is cut off by the brown blocks.

- After the pond was about three screens of nothing but jumping over Koopas that you can just tell were C&Ped. Try adding some variety.

- Yoshi's message is cute, but you should remove the period after the exclamation mark.

-After getting Yoshi is a pyramidal hill followed by more C&Ped screens of jumping over shelless Koopas. Again, try adding some variety.

YELLOW SWITCH PALACE

- This level's name was in allcaps for no apparent reason. They may be cruise control for cool, but you should change it to "Switch Palace Y" or something similar just in case.

- I couldn't go up the leftmost cement block shaft because the entrance to it was too narrow. Remove one of the cement blocks to fix this.

Eggy Island 2

- A blue pipe is cut off by blocks again. This time, they're cement blocks.

- The Splitting Chucks after the Muncher pit jumps created a lot of slowdown.

- The water is still cut off by the ledge - but on the left side of the C&Ped lake only. The right side is apparently in Soviet Russia, where water cuts off ledge! Add a "left edge with solid top" tile to minimize cutoff.

- As a whole, this level was flatter than... a flat thing. There are a few elevation changes to spice things up, but it doesn't help much because it still feels flat and boring. Elevation changes are your friends; make the most of them. For example, one section was made up of nothing but running up/down a slope while Super Koopas fly at you.

- The goalposts at the end are too low. Move them up a bit, but not so high that you can see the bush tiles at the bottom.

Bullet Bill Rope

- You're forced to take a hit to continue, twice. Never do this. Move the one-tile high ceilings up a tile so you don't have to keep going without a Mushroom.

- The Bill Blasters stacked on top of each other are cutoff. Yes, you acknowledged this, but you didn't fix them, and they're still cutoff.

- This level was short, but it felt borderline Kaizo at times... maybe you should move it to a later world.

Pipe Place

- This level relied a bit too heavily on jumping over bottomless pits with no chance of recovery. Again, too tough for World 1.

- The goalpost at the end is cut off a bit by the pipe.

#1 Iggy's Castle

- You have about three seconds to react at the start of the level before a Thwomp kills you. This is also a no-no. Most people at SMW Central, including me, don't like these kind of "think fast!"-style level openers.

- Sprite tile memory issues can sometimes cause the Thwimp at the beginning to lose a piece of itself.

- The first room of this level was literally nothing but two ledges, a lava pit, a cage net, two or three Thwimps, and a billion Thwomps. The second room was completely unedited except for even more Thwimps and Thwomps, and the removal of the turn block bridge. You can do better than this. See me after class.

- The "end-of-castle" message has an unnecessary apostrophe in "travels" that needs some removing.

---

Phew, that was a mouthful. I'll be playing the other two worlds tomorrow and the day after respectively, so expect some more constructive criticism to follow.



Thank you for playing my hack. I would have never noticed all of those problems.

Overworld

-I don't see any cutoff on the trees, must be blind or something.
-The yellow switch is visible now.
-Random floating grass tile is gone

Mario's House

-I can't get 'Mario' on the sign, I got the yoshi off though.
-Text box is fixed.

Eggy Island 1

-starting position FG BG fixed
-All text boxes changed
-Pipes are bigger.
-added coins on the fall.
-Water is fixed.
-pipe no longer cut off.
-Better land.

Switch Palace Y

-Changed name to Switch Palace Y.
-think I fixed the block problem.

Eggy Island 2

-Pipe fixed.
-munchers and chucks changed.
-fixed the water issues.
-better terrain.
-Goal post is bigger.

Bullet Bill Rope

-Don't have to be small.
-No more cutoff.
-It was made easier.

Pipe Place

-Don't know how I can make some of it easier.
-Goal point fixed.

Iggy's Castle

-No more thwomp abuse.
-Sprite pieces don't disappear.
-Second room changed
-End of castle fixed.

You were right, that is a long list.

Edit: Also, you don't have to remind me about the other switch names, fixed those too.
Last edited on 2009-11-18 05:48:19 PM by Whoamme.
OK, moving onwards to the next world...

Cholesterol Cave Overworld

- The topmost waterfall is cut off on its right edge.

- This map is pretty square and plain. Try adding some more rocks and curving the cliffs so it doesn't look so blocky.

- The event that activates after clearing Cholesterol Cave 3 creates a metric buttload of cutoff.

Cholesterol Cave 1

- Any reason why two Mushrooms just spring up from behind you at the start?

- The lava the skull raft lands in after the first lavafall is cut off. You know what to do.

- After the platform with the upside-down Piranha Plants was a depressingly high amount of screens of flat lava with just Blarggs.

- After the midway point, the cutoff water incident from Eggy Island 2 repeats itself with lava. Add a right edge tile.

- The right side of the lava is cutoff too.

- After the cutoff lava pool is a section of precise spin-jumping over Spike Tops walking on a Muncher pit. Kaizo ahoy! You probably should tone down the difficulty around here.

- This level was short and pretty bland. Try extending it by a few screens and see how you do with that.

Cholesterol Cave 2

- Forced injury/death if you don't have a Yoshi. You provide a yellow ! block at the start, but what if the player hasn't found the YSP yet?

- Just past the midway point, the lava is cut off by the ground.

- There's also way too many screens of just running on a turn block bridge with Koopas. Try to spice it up a little.

- After passing through the "secret" goalpost, you walk right into a pipe. While I understand what you were trying to do, it's generally not eye-pleasing to just have Mario walk into something solid after you beat a level.

Top Secret Area 2

- This incredibly simple level had a ridiculous amount of slowdown.

- If that P-Switch is supposed to be attainable... it isn't. Yoshi's tongue doesn't reach that far.

Cave Ghost House

- The second room you enter wasn't really designed all that well. It's a maze, and most people don't like mazes because they're boring, frankly. In addition, this area had a ridiculously short time limit. I made it to the exit with 25 out of 99 seconds left. Others might not be so lucky. Try lengthening it just a little bit.

- The third room has some serious design issues. These puzzles involving P-switches and line guide coins are not fun, they are just irritating. That's not the beef I have with this room. The beef I have with this room would be the oh I don't know STACKED MUNCHERS



And you were doing so well! Just because they were in Kaizo (which, by the way, is considered to be a prime example of how not to make a hack around here) doesn't mean they're OK in your hack. They have stems for a reason. In fact, if you submit this to the site and a hack moderator plays up to this level and finds the floating flora, don't expect it to get accepted. Basically, if you want this hack on the site, remove the stacked Munchers. It'll take some reworking of the room's puzzle, which the Munchers are integral to, but it'll at least get your hack accepted.

This message has been brought to you by the FAPP (Floating Animated Plant Prevention) society. Remember, it's indecent to FAPP!

Cholesterol Cave 3

- This level is a remake of the original Super Mario Bros. 1-2 (mostly). While it's still pretty decent, level remakes are generally looked down upon here at SMW Central.

- The pipe leading to the normal goal is cut off a bit.

- The ground in both goal areas has a bad palette.

GREEN SWITCH PALACE

- This level was just boring. It was nothing but running around a tortuous cement block path with Koopas and slowdown.

- There's another "think quick"-style intro to the area with the Green Switch in it, except with an invincible Koopa shell instead of a Thwomp. Just remove the Koopa (and the shell it jumps into).

Mining Facility

- You have layer 3 rocks over a layer 2 background in the beginning. This looks kinda blech. Just choose one or the other.

- If you fall down to the "secret" path (which has cutoff lava) without activating the Green Switch first, you're forced to die. Don't do this.

- If you bring Yoshi into the castle part of the stage, his entire body will turn transparent when the Magikoopa shows up. But more importantly, his tongue will turn glitchy. This is because Yoshi is incompatible with the castle sprite set. To fix this, just add a No Yoshi intro to this level.

#2 Lemmy's Castle

- First off, make it more obvious that the orange pipes can be walked through, or just remove them entirely.

- When I came across the second mace in the stage, it looked fine until it started to go offscreen, at which point it became a bunch of flickering garbage before turning normal again once it reappeared onscreen. I have no idea what caused this, but you might want to move it down a bit.

- Lemmy's boss fight starts a bit off-center. This might be another FG/BG start setting error.

- Lemmy's boss message is unedited, except for asking if you've found the switches yet. You might want to fix that.

Mario's House

- Haven't noticed this yet; you didn't change the Yoshi message in Mario's House, so it still tells you to go to the mountain, which doesn't exist anymore.

---

Well, that's all for now. Before tomorrow rolls around, I have to say that I do like your hack. It's just that it has some difficult parts, a lot of cutoff, some boring areas, and the aforementioned stacked Munchers. Just fix those things, and you should be OK. Now if you'll excuse me, I'm going to go have a nervous breakdown. Please don't try to stop me.

Edit: Leveled.
Last edited on 2009-11-18 08:04:38 PM by Midna.
Overworld

-Fixed the waterfall.

Cave 1

-The mushrooms were just there... changed it though.
-Lava is fixed.
-Less than half the lava area is gone.
-Fixed the lava pool area cutoffness.
-Made the muncher pit easier.
-I might extend it in the future.

Cave 2

-There isn't a forced death at all, you can easily make it if you do a run jump.
-Fixed the lava.
-Spiced up the turn block bridge.
-changed the secret ending.
Also, if you noticed the name, that's my friend, who drew the level on a piece of paper for me to make. There are two more these, both of them are my sister's levels.

Top Secret area 2

-When I tried to find the lag, nothing was found, odd.
-If you have a yoshi, the other P-switch to get in thee disappears.

Ghost House

-I'll add 50-75 seconds on the clock.
-Munchers, I knew you were going to say something about those, but it was to late to post anything about, so, I'll fix those now. I've never played or really seen any Kaizo's either. There will be more in Sea world 2, ok? I'll fix both now.

Cave 3

-This was made the day before I started reading the tips here. I'll change the whole level.
-Since I'm changing it all, the pipe doesn't matter.
-Both palettes are already fixed.

Switch Palace G

-I'll see what I can do to make this more interesting.
-I'll also change the second area slightly.

Mining Facility

-The layer 3 rocks will be deleted.
-There is an invisible block to get back up.
-Yoshi now can't enter. As soon as I find out how to do that.

Lemmy's castle

-The pipes are gone.
-I experienced no such thing with the mace.
-I never changed the boss battle, so the FG/BG isn't my fault. Fixed.
-I've changed the message at the end.

Mario's house

The message block will be changed.

OK, time to move on to the third and final world. (But is it a country?)

Sea world Overworld

- The palette you have for this submap is kind of strange. The blue grass is very low-contrast and the green waves clash horribly with the blue water.

- There's some cutoff where the water meets the islands and on the ledge with the door on it.

- You couldn't have come up with a better name than "Sea world"? Try something like Ovi Ocean.

Sea world 1

- More initial FG/BG position shenanigans.

- Munchers look kind of out-of-place underwater.

- I bumped into one of the Cheep-Cheeps above the cliff around near the end of the stage while riding Yoshi, and he somehow managed to run on thin air (or water, whatever). I don't know how this happened, but you should try to fix it.

RED SWITCH PALACE

- Yet another "think fast!" level intro. You have about a second to jump over a Bullet Bill that was placed individually in Lunar Magic, or else you get hurt. First, Bullet Bills don't make a noise when placed individually, and players generally like a warning that they're about to get a face full of lead. Switch these out for Bullet Bill generators, but make sure to add Bill Blasters as well, because invisible Bullet Bill generators aren't well-liked for the same reasons as individually-placed Bullet Bills.

- If you didn't bring the P-Switch from the first room into the second, you're forced to wait until time runs out. Just remove this puzzle.

Sea world 2

- The layer 3 fish combined with all of the other sprites in this level caused some pretty awful slowdown.

- Stacked Munchers. You told me beforehand, though, and you're going to fix it, so it's all right (and nowhere near as bad as it could've been).

Icy Island

- You have to abandon Yoshi to continue in the level. What if someone came in the level without a Yoshi? (Plus, it makes me feel kind of sad.)

- There was a segment with jumping across Koopas on a downwards slope that went on for way too long.

#3 Ludwig's Castle

- There's a blind jump about halfway through the first room (the P-Switch filled one) that could potentially kill you. Extend the bottom platform a bit so it's less of a crap-shoot.

- That blind jump is quickly followed up by another one, which is also potentially deadly. This time, you should probably add coins so the player knows where to fall.

- This level was pretty short and anticlimactic.

Bowser Submap

- I know it's the end of the demo, but you could've at least chosen a better end for it than the original Valley of Bowser 1 with a cutoff goalpost at the beginning. You shouldn't be able to access the original SMW levels.

---

So, all in all, this hack was pretty fun, though there were quite a few things that could easily be fixed, and a few stacked Munchers. Just fix these things and you should be OK.
Country? I have no Idea, but I guess it could be.

Overworld

-Some of the palette changed (Water)
-Fixed most of the cutoff.
-I'll think of a better name.

Sea world 1

-FG/BG fixed.
-Munchers will disappear.
-I don't know how either, and I don't know which cliff.

Switch Palace R

-Bullet bill launchers installed.
- P-switch gone.

Sea world 2

-Layer 3 fish? Will, I deleted a lot, so that should fix it.
-Munchers are fixed.

Icy Island

-Need a yoshi? what? I never added a yoshi jumping pit or something. I kept him through the whole level.
-I'll add a variety near the end.

Ludwig's castle

-blind jumps both longer and have purple coins.
-Level might be made longer in the future.

Bowser's submap

-Can't fix it now.
Originally posted by Whoamme
-Need a yoshi? what? I never added a yoshi jumping pit or something. I kept him through the whole level.


Well, that's what I get from being so spacey...
I think I know what happened in Icy Island.
It was the bridge area right?
There's an invisible coin block there.

Also, If anyone wants to try my hack (for testing) when it's completed just PM me please.
For the few who care, I'm done the main bulk of my hack. All I need is testers to test it. So far, since last post, I've got none, so, please, if you like my hack, or want to help somebody out, please PM me and I will give you my hack.

Edit: you can also post here if you want it.
Last edited on 2009-11-21 02:06:52 PM by Whoamme.
I like testing. Sign me up (if people haven't already PM'd you about it).
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