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| SMWCentral Santa Patches (Second batch!) |
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Forum Index - Archive - Old Contests & Events - SMWCentral Santa Patches (Second batch!) |
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| Posted on 2011-12-26 01:20:47 AM |
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I'm having complications with creating my level! (darn patch incompatibilities! Just a note to everyone, the Hard Mode Patch and the Time Up Fix patches are probably not compatible)
~
Any who:
Originally posted by Giant_ShyguyI would like to join!
The level I want to be made is a level based around the idea of Mario Bros and Donkey Kong. Just be creative with it, as there are tons of items out there that could be used for it! As long as its original Mario Bros and Donkey Kong arcade games themed!
Thanks in advance!
Soooo...Feenicks...
I LOVED WHAT YOU MADE!
At first, I felt it was lacking and repetitive.
But....
then came the Sumo Brothers...then Lakitu....
I've played it over and over now (23 times to be exact) beating it...
Although, I have some complaints:
IT'S TOO SHORT! 8 Phases of shortiness is making me want moar!
No Background D:
Cuttoffness; I think it was with the Chucks or Sumo Brother where you forgot todisable vertical scroll.
The last battle, Phase 8, had many problems:
Lakitu sometimes throws the spiny in the wall
If I accidentally take out all brick blocks, I have no way of killing Lakitu.
When fireballed, Lakitus cloud stays.
If all bricks are gone, I'm small Mario, and the spinies are on the floor, I have no way of killing them.
The right pipe resets the phase (while in the others it didn't), there should have been something that told me it reset the phase.
IT'S TOO SHORT!
The Red Koopa Paratroopa phase: When I killed all the of them except for the uppermost one near the ceiling, I have now way of killing it; I can't jump or spinjump on it because of the ceiling.
There are many more, but their passable.
~
Anywho, those don't take away my real feelings; I'M SO PUMPED UP ON EXPANDING THE HACK TO A FULL ONE! I thank you for having the graphics included! I Love the graphics!
I just can't way to expand it! I could see it as something everyone would love to play other than the norm! (And no, this will NOT be another Desert Bus)
I personally was thinking of an actual level themed with MB and DK (and btw, there was no DK themes in the hack [I think]), and never thought of what you used with creating the hack; great job!
Feenicks deserved a badge with sparkly colors; I am disappointed, but that just like the percentage of celebrity marriages working; it's overcome by my excitement!
Feenicks, if possible can I expand it to a full on hack? Your name will be in big capital letters! I love your gift! Thank you!
Rating:
7/10
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| Posted on 2011-12-26 03:09:42 AM |
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Originally posted by keckcellentI'm a little confused about my level stuff. I don't know if two people did my theme. MSAhm3d59113 definitely used my theme:
Originally posted by Secret Santa Theme A total solar eclipse is coming to Mario World and creating weird effects on the island. Mario must survive through the eclipse. The only restriction I have is no kaizo. Other than that, anything from a darkened vanilla landscape to a level with hex editing/asm to simulate the bizarre changes would be awesome. I could see an argument being made for KevKot as well.
Plus, I submitted my level but it was just past the deadline (I thought it was due on the 24th) so the level that is up for MSAhm3d59113 isn't mine. I'll be resubmitting my level soon. I just have some adjustments that I'd like to make first.
I have played both levels though and want to provide some solid feedback. I ended up working a stressful overnight shift last night and want to grab some sleep right now though. I do think both of you deserve the badge but I'll wait until things get sorted out first as well. And yeah, I definitely want to try the other levels. Merry Christmas folks!
Um, I got a entirely different theme to make a level on. What is going on here?
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| Posted on 2011-12-26 05:43:46 AM |
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Vinnyboiler made my level. I liked it, it was fun and a bit challenging. Some really minor cutoff here and there, but it's nice. But really, I will suggest turning things like this into this and things like this into this or this. Other than that, the level's pretty good and I think you deserve the badge.
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| Posted on 2011-12-26 08:01:13 AM |
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Originally posted by Lucas
It was supposed to be the other way around, especially since it links to my File Bin.
Originally posted by KevKotUm, I got a entirely different theme to make a level on. What is going on here?
I think you made a level for someone else, not keckcellent, since I made it for him.
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| Posted on 2011-12-26 11:13:01 AM |
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Howdy folks,
I'm going to be playing all the levels for this contest, starting with the levels for which we already know the requests. I'd appreciate it if the level creators / the request-givers would post the request in this topic somewhere so I have something to compare to when making the videos!
Thanks, and first video for anyone interested:
[ MajorasMask9 & Storm Kyleis ]
Hyperlink.
Address without: http://www.youtube.com/watch?v=F5BqOzULDXY
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| Last edited on 2011-12-26 11:36:39 AM by SolidSense. |
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| Posted on 2011-12-26 12:20:04 PM |
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Dang. I thought my secret Santa would be here.all well i just hope ZMann will like my level. any one else interested could try it out too. (i love this blue thing, its funny.)
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| Posted on 2011-12-26 03:06:32 PM |
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Um, I was going to try out my secret Santa from nico2167, but it doesn't seem to be patching correctly. When I patch it to a clean SMW, despite Lunar IPS saying it patched correctly, it seems to have nothing changed. I even tried exporting only the changed levels from it through Lunar Magic, but the result was "0 levels have been exported". What's wrong?
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| Last edited on 2011-12-26 03:08:18 PM by Thomas. |
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| Posted on 2011-12-26 03:21:00 PM |
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New Hacker made my level.
This was the request:
Originally posted by Lui37I'd like a pipe-themed castle. It should have piranha plants and, if you want, conveyor belts too.
Also, you can try to make it a puzzle or a maze.
Yeah, New Hacker deserves a badge!
Now let's review the level:
I really like the non-linearity that you put in some parts of the level, it makes it (the level) more challenging and adds a kind of replayability to it.
The piranha plants were placed wisely and the conveyor belts as well: I like how they (the conveyors) can help (e.g. to make higher jumps) and give trouble to the player at the same time.
I see you added a star, but that's good since it's located near the end and the player can't abuse it.
The level has a nice palette that goes well with the BG, and the castle ground has a more rocky feel than the SMW one.
Weird stuff:

??? a misplaced vine tile, I guess ???

Aaaargh! I could go through the pipe and fall down (though it rarely happens)
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| Posted on 2011-12-26 03:45:26 PM |
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Giant_Shyguy, I'm glad you liked my level... but what about the second half of it (the vertical level section)? That's the more DK-esque segment of the level, as opposed to the more Mario Bros-themed first portion.
I kept the number of phases to 8 because of the level's two-part nature, and also because I felt that any more segments like that would drag on a bit too much.
The reset pipe in the lakitu room is colored differently from the pipes in all the other rooms (grey instead of green), which should have been a sufficient tip-off to it doing something.
I didn't do the same in the red paratroopa room because it's fairly easy to screw up the lakitu room, while it's a bit more difficult to do the same with the koopas.
As for the background... I can either be truthful and say I was lazy, or be lazy say that neither the original Mario Bros or Donkey Kong had backgrounds. Both apply to some degree.
...in any case, glad to see you liked my level so much. And feel free to expand on the idea. Given that I had to use individual levels for each phase, though, it might not end up being too long a hack, so keep that in mind.
[Hope I like my level to the same degree as you liked mine... although to be fair the thing I asked for is somewhat more annoying to design/play... eh.]
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| Posted on 2011-12-26 05:00:17 PM |
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Figured I should give this a removal log type review:

This intro area is kind of pointless, and it gets annoying to walk through it every time you restart the level. Also, house doesn't do anything?

Incorrect camera placement.

You can't react in time and get the mushroom the first time you get here.

Incorrect usage of graphics for sprite.

This 1-up isn't really an appropriate gift. You just get it because you hit a box and got a coin, which is basic mario instincts.

I really like this visual in this level. The black sky in the end, the way the platforms are placed on the wall of the mountain.
This level would fit in quite well as a transition between early game worlds, and the difficulty is nicely balanced.
The platform placement is fine. The sprite placement, on the other hand, it not really thought out. Most of the time you're simply jumping upwards, and occasionaly you encounter an enemy and you wait patiently, in order to keep going up again. It's a decent level, but it lacks variety. Also, there's no midpoint?
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| Last edited on 2011-12-26 05:06:28 PM by agie777. |
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| Posted on 2011-12-26 06:16:56 PM |
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cyphermur9t made my request and i think he deserves a badge.
The reasons for this is he has taken my request for a deserted castle, and been very creative with gimmicks such as the idea of collecting keys to the fact that the chains and thwomps stay absolutely still yet still hurt you. Also the palette of the level is very nice on the eyes. The message box at the end was quite a funny twist.
However things that let this level down was the annoying difficulty. The fact that you cant spin jump of the thwomps and chains could have been warned through a message box. Also there are annoyingly precise jumps that you repeatedly have to make throughout the level.
So overall this is a very creative level and it is clear that a lot of work has been put in, however is incredibly hard to do without save states.
rating out of 10: 7
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| Posted on 2011-12-26 08:40:29 PM |
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Oh wow kenny, this level you made for me is awesome! And the music that goes with it, stupendous choices man =D I hope whoever I made a level for likes it even though it is going to be late =o Missed the deadline by a couple hours, dang...
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| Posted on 2011-12-26 10:44:04 PM |
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My review:
The level I received was from mr.luigiman9089. As a whole, it was a decent level, but it did have quite a few quirks that hindered its overall quality.
Firstly, I would like to say that I thought the level design as a whole was nice. No particular portion of the level really bored me, and I did have some fun.
Now for the quirks:
The maze portion with the ghosts was kind of annoying, especially considering if I messed up with the silver P-switch, I would have to start the section over again. (Still better than a forced death, though!) There was also some mist over all the layers, making it a bit hard to see. I'll go into detail about it later on, as it was more of a problem in another area of the level than in this one.
The swimming portion was mostly okay, though it felt a little bland. More importantly (though still minor), I could go over the level and find that the dirt background cuts off; just extend that back to the left of a screen boundary to fix it. I also think there was a Dragon Coin that seemed unobtainable in that portion of the level, but I might not have been trying hard enough, so...eh.
The 100-second area with the poison mist was annoying as well, mainly because it was dark and the mist further obscured my view. Yeah, not fun, especially with the added amount of enemies. The increase of difficulty in that area felt out of place with the rest of the level. My suggestion: don't force Layer 3 mist to be in front of the other layers; that alone would have made that part of the level easier and more fitting with the rest of the level difficulty-wise (and would be helpful in the maze area).
As for the other quirks, for the most part, they were limited to just bad corner tiles and a few sprites de-spawning. Some others might also find the palettes you used a bit iffy, but personally, I think they're fairly all right (though I was expecting more purple to be associated with the toxic nature of the level). Nothing really major. But I do think that ending the level with the Bowser fight was unnecessary; I didn't really have a boss fight in mind when playing the level.
Overall, I thought the level was decent. It had mostly nice level design, with a few mostly minor quirks that held it back. The only sections that annoyed me were the 100-second poison mist area and the maze area with the ghosts. Hard to say whether you should get a badge or not; if just for the level design, I suppose I would say yes, but for all aspects of the level...I'm really not sure.
E: Oh, and a side note: I quite liked the submap you made for the level. Even if there's no extra points (so to speak) for the submap, I thought it was well-made and very fitting. :)
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| Last edited on 2011-12-26 10:50:15 PM by ZMann. |
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| Posted on 2011-12-27 02:34:03 PM |
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Luigi-Mario2563.
I loved this level! The map16 work was very nice, the sprite placement was clever and challenging. Your use of the cannon pipes was surprising, too. The only problem is that place where you bounce off many green paratroopas for a yoshi coin. I went through 20 loadstates to achieve the perfect jump.
A merry christmas to all, I've certainly enjoyed it!
To MajorasMask9:
I actually have a lot of hack experience by now, but castles were always difficult for me. I knew the graphical design would suffer, so I pulled a few of my favorite gimmicks, such as the "monster wall" and the "linked-spike ceiling". It's true I probably could have done better, but torwards the close to christmas I started feeling particularly unwell. I didn't have much time afterwards, so I played it over several more times and cut a few things out.
Nevertheless, I'm happy to hear you enjoyed it, and thank you for the "A". Merry Christmas!
~Happy Holidays from Artemis, Kekkyeteryl, and Viatze!
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| Posted on 2011-12-27 03:34:45 PM |
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I might have to turn in a unfinished project (no music), its just not working.
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| Posted on 2011-12-27 04:44:10 PM |
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Originally posted by VolkeI might have to turn in a unfinished project (no music), its just not working.
Did you use addmussicM? As best as I can tell, you need to start with a clean rom for that(I might be wrong though, I only just started to use it a couple of weeks ago)
That was the same issue I had.
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| Posted on 2011-12-27 05:41:44 PM |
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HuFlungDu's Addmusic. When I put music in, it give me no music at all and when I die I get a black screen.
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| Posted on 2011-12-27 05:44:13 PM |
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Ehm uhm, did you insert MORE.bin using the -se command?
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| Posted on 2011-12-27 06:05:21 PM |
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^This. That's like... the basics of music you know, inserting the N-SPC patch (MORE.bin) through -se...
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| Posted on 2011-12-27 08:23:34 PM |
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Ooh, I'm curious to see what mine is like, but I feel like I shouldn't look at it until I've finished the level I'm working on. I'm done with all the level design; I just need to finish the boss for it.
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Forum Index - Archive - Old Contests & Events - SMWCentral Santa Patches (Second batch!) |
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