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[Complete] 12B - Rusted Retribution - GeminiRage
Forum Index - Events - SMW Central Production 2 - World 8 - [Complete] 12B - Rusted Retribution - GeminiRage
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Originally posted by MrDeePay
Originally posted by AxemJinx
Originally posted by GeminiRage
I kept the Eerie Generator in the smasher room, but I pushed it back a screen so it doesn't start at the parallel path. I'll be honest though, that segment was nowhere near the unfairness that was Rupture in Reality; you're given considerable time to see them coming and considerable space to avoid them (except if you go for the item boxes).

I haven't played past World 4 in SMWCP, and I don't plan to return to the game anytime soon.


To spare you the trouble/mercy, it was a level in World 8 that was utterly ridiculous in terms of difficulty. You don't hear much "hate" on the level usually because (1) they actually liked the level, (2) few people played it- whether giving up on the collab during World 2-4, (3) took the "normal" route in World 8, or (4) because of Raocow.
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I'll try out the updated version of this level now, so I'll try to make an edit when I'm done.


RiR recevied considerable hate from what I remember, just that hate was overshadowed by the earlier levels of the game. Only a few people have actually beaten that level without savestates; even yoshicookiezeus got fed up and decided to break them out for that level on his run (which was supposed to be savestateless, there were a few others he ended up doing this for...). I'm not even going into the raocow factor, I'm just going to let you know I'm not a fan of his works.

Back on topic, lets try to stay on track...

It seems like I should just get rid of that question block setup entirely.

Originally posted by AxemJinx
This might be a dumb question, but is it necessary for them to be nonstompable in the first place? When I look at setups like screen D of 12B, I wonder whether they're a little more annoying than they have to be. Just an idea, though.


This might be a dumb answer, but having a stompable enemy would've made the area feel too easy, considering Spike moves as slow as a Goomba and unlike SMB3, even the ball can be spinjumped, removing the old issue of hurting Mario because of a poorly-timed jump. I'm also sure you're well aware that annoying is not the same as cheap.

Originally posted by AxemJinx
In any case, though, it sounds like you liked the generator where it was, so why not tear down the dividing wall in a spot or two so the parallel paths aren't completely segregated? Then you could move the second powerup a bit further into the section- or even relocate it to the beginning, next to the midpoint.


One of the powerups was moved to second midway point.

Originally posted by AxemJinx
By the way, the spiketer on screen 1/2 of that section just screams cheap to me, because it'll appear during the descent of a long jump and it will be very hard to dodge. Might just be a personal thing, but I don't like setups like these because they leave so little wiggle room for unsuspecting players.


It was usually in plain sight or out of the way for me by the time I let the Eeries pass by. I guess I could just remove him if it's that much of an issue.

Since 1DD seems to be the "problem spot" for this level at the moment, I'm probably going to leave a door to it at the start for the next test version, to save you several minutes of getting there.
Originally posted by GeminiRage
It was usually in plain sight or out of the way for me by the time I let the Eeries pass by. I guess I could just remove him if it's that much of an issue.

Come to think of it, players probably are going to be more cautious than I was the first time around, so it might not be an issue.
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Forum Index - Events - SMW Central Production 2 - World 8 - [Complete] 12B - Rusted Retribution - GeminiRage

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