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SMWCP2 seems completely different from other collab hacks.
Forum Index - Events - SMW Central Production 2 - SMWCP2 seems completely different from other collab hacks.
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Yeah, I pretty much ripped it (and occasionally the people who made it) apart. 1431 screenshots raw. I even suggested expanding the release window due to the sheer insanity of it all. You know how complaining about "cutoff" is the norm, now? I was doing it before it was cool. And I had way better names for it to boot!

If I do have one weaker spot, it is gameplay issues, at least by the standards of some. I'm pretty lax when it comes to difficulty so long as a rough consistency is maintained. I do know where to draw the line, of course. RiR was way, WAY worse before it got rebalanced, and though my screenshots of the trippy part actually showed bugs, I said in-part "The fact that I was having difficulty with a cape, slo-mo, and invincibility cheats should be reason enough [to replace it]", even with a bad level from a bad hack that it'd improve quality overall, and "I think it'd be easier just to fly under the damn platform at the start and try to whirl around - and considering there's pretty much no room to do that from an easy spot, it's saying something." (then I went on to try exactly that and found another bug). I was thorough enough at times to find ways to abuse the game like that. I even found two or three bugs I couldn't reproduce.

RiR was pretty much the only level design problem I cared enough to go off into a tangent over, though. Football Fields to a lesser extent (mostly over the fact that it seemed all over the place design wise, but also over other gameplay issues). Third place I don't know what I'd give to. Most everything else was minor, or I just mentioned in passing. I also ripped the time-draining water a lot; it eventually got to the point where in the icy secret stage where when a message block saying not to go into the water appeared (after exiting normal water), I declared the time-draining water itself to be the real problem.

Trust me when I say I got everything I could. I probably got like 95% of the spots, if not more. If it wasn't fixed, it was probably either too nitpicky or beyond repair.
Last edited on 2011-10-27 04:40:51 PM by asdf.
When we hit the beta testing phase for SMWCP2, I'd like to offer you the chance to play through it if you want to (like you did with SMWCP). Since this project has been a lot more serious and a lot less lax, you shouldn't find too many bugs by the time all things are said and done. I'll need people to focus more on the gameplay this time rather than arbitrary issues though.
Gameplay time. Definitely the big hitter. In regards to what SMWC aims for, we technically want a big hack that everybody will enjoy; however, we do not want the hack to be filled with rediculously long levels and what not. While aesthestics is a nessecity, since I myself am a graphics designer, gameplay (and game length) is the main issue with the last one. I myself like long levels, I even make long levels; however, for cases like this one, we can not have a level more than five minutes; that artificially lengthens the game more than it should be...

That is a lot of irony because final levels tend to be a lot longer than normal levels, atleast in my case. (Sometimes I start to wonder if I'm even contributing to the conversation...)

Overall, gameplay over gametime; but gametime still important.
Well with final levels, they're supposed to be the ultimate test, so it makes sense that they're the longest level in the game. Though I feel it shouldn't take any longer than 10 minutes for the average player to complete it.

SMWCP1 was like 10 levels in one. I would say it would take the average gamer 45 minutes to an hour to finish it.
I beleive SMWCP2 is a much bigger improvement than SMWCP. While the first was fun to play at times, it was the first, and it was going to be more laid back and relaxed. But in turn, some of the levels turned out rather irritable and hideous to look at. There is one level in Bowser's World that says that...

Now, SMWCP2 may be more organized, but it still offers alot of creativity and is more focused on what is at hand. The plot is more serious, but it is not D4 serious, so you won't be reading a-lot of cut-scenes or anything, instead, the game itself explains the story, which is rather most impressive. The rules are made so you the player will not run into any of the bitchy moments I ran into on the first one, and they do not really limit much creativity as far as I know. Yes, the GFX can be a problem for me to deal with sometimes since they have to look somewhat cartoony, but I was still able to get around it with BOTH of my levels. The reason being is so there won't be much clashing or eye-sores to deal with. To tell you the truth, I have incorporated some of the rules into the way I design levels now, a prime example (or my level designing) being with Hunter's Quest. I feel SMWCP2 does infact aim to be what SMWC is looking for, and being the SMW hacking/Modding resource for those who want to Mod SMW, I feel our collab hack should be at the best playing quality it can be, but doing that WILL take time, but from what I have seen, these rules have made the hack run and be developed alot smoother than the first ever was.
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Forum Index - Events - SMW Central Production 2 - SMWCP2 seems completely different from other collab hacks.

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