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0D - logging fort (now with 65% more ips)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 0D - logging fort (now with 65% more ips)
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Not going crazy this year, but I did have a design idea I've never seen and wanted to try out.

-if you don't get it's a deforestation/logging castle
-focusing more on design, not aesthetics
-music may be deku palace
-stupid long name was for clicks, not legit
-comments and criticism? mostly criticism please
The white in the rope stands too much. Other then that, simple but good.



Like /Everlude
Follow @Ludus.Art

I'd suggest using something else music-wise. A happy song like Deku Palace really doesn't give off the kind of dangerous and depressing vibe that the level does.

More fitting would probably be something along the lines of this or this, but of course it's personal preference here.

One last thing; you might want to fix the layer priority on the tree with the Wiggler floating in front of it. Other than that, it looks great so far.

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soundcloud / bandcamp / twitter / battle of the bits / buy our album
Wait, you can flip tiles in an 180 degree angle or were those trees already in one of the graphics file?
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Originally posted by Ludus
The white in the rope stands too much. Other then that, simple but good.

It's not that bad in game, but I toned it down regardless. Thanks.

Originally posted by Sinc-X
I'd suggest using something else music-wise. A happy song like Deku Palace really doesn't give off the kind of dangerous and depressing vibe that the level does.

More fitting would probably be something along the lines of this or this, but of course it's personal preference here.

One last thing; you might want to fix the layer priority on the tree with the Wiggler floating in front of it. Other than that, it looks great so far.
.
I wouldn't exactly call deku palace "happy", heh, but music choice is still up in the air and I appreciate suggestions. As for the wiggler, those trees already have layer priority, though it only appears in game and not inside of Lunar Magic.

Originally posted by chineesmw
Wait, you can flip tiles in an 180 degree angle or were those trees already in one of the graphics file?

I think...? Christ I hope so.
Originally posted by chineesmw
Wait, you can flip tiles in an 180 degree angle or were those trees already in one of the graphics file?


I believe you mean 90 degrees.

But yes, you can. SNN gave the thumbs up for it a while back, IIRC.

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<p4plus2> SON|KKU: its easier to stop before it bytes you in the ass
<p4plus2> WOW
<p4plus2> REALLY
<p4plus2> FUCKING WOW
<p4plus2> bites...*

-interior design is more or less done
-proud of the way this looks, more than the outside
-will redo outside promptly because of it
-deku palace music fits wonderfully
-flying rock platforms, grinders, moving spikes and jumping fun to be had
-comments, criticism?
GET READY TO RUMBUUUUUULE
I think the spikes stands out too much from the rest of the foreground. I also think the wood in the fg is odd, but this is probably just me though.

Other than that, this looks pretty great. I like what you've done with the background.
How did you put the lines on the trees?
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If you mean the line guides, it's probably layer 2.

If you mean the ropes, it's definitely possible to do WITH layer 2, but it was probably just pasted onto the tree.

--------------------
<p4plus2> SON|KKU: its easier to stop before it bytes you in the ass
<p4plus2> WOW
<p4plus2> REALLY
<p4plus2> FUCKING WOW
<p4plus2> bites...*

someone's gettin fired




ips for testing
-tell me what you think!
-forget to mention at the moment it has no music, heh.
-if you want to play it with music (which I recommend) open up a tab of Deku Palace and play it in the background
Looks quite nice, but are these dark castle bricks non-solid? I think it could be a little bit confusing for people.

EDIT: Or is it layer 2 stuff?
Originally posted by Wormer21
Looks quite nice, but are these dark castle bricks non-solid? I think it could be a little bit confusing for people.

EDIT: Or is it layer 2 stuff?

It's layer 2 crushers, check out the ips if you want to see them in action.
The level's pretty good but it has 2 problems: first thing was that it doesn't have any music which kinda sucked, and the second thing is that the level's pretty hard without save states.
Originally posted by Macky
The level's pretty good but it has 2 problems: first thing was that it doesn't have any music which kinda sucked, and the second thing is that the level's pretty hard without save states.

Music will be fixed, but was it really that hard? I was able to consistently beat it without savestates, and I was pretty sure it had a nice, gradual difficulty curve. I'll look at it again and see what I can do, it could just be me of course.

Thanks for the input regardless.
I don't believe high difficulty is a problem unless it was achieved through unfair ordeals, and judging from the screenshots shown here, that doesn't seem to be the case. I'll have to actually play the level first before I can jump to any conclusions, though.

I must say though, you gave the aesthetics a very nice treatment; I can feel a great atmosphere coming from this level. Good job!
Originally posted by Wuthering
I don't believe high difficulty is a problem unless it was achieved through unfair ordeals, and judging from the screenshots shown here, that doesn't seem to be the case. I'll have to actually play the level first before I can jump to any conclusions, though.

I can assure you there's nothing overtly unfair about the level, but tell me what you think when you test it!

Originally posted by Wuthering
I must say though, you gave the aesthetics a very nice treatment; I can feel a great atmosphere coming from this level. Good job!

Thank you friend.
When I said the level was "hard", I was referring to the castle part of the stage. A good reason is because there's a lot of Layer 2 smash and for the most part of the time I was small. :/
I just played through this level, and I thought it was very enjoyable. Some may find it a bit too difficult, and It does become extremely difficult near the end, but that isn't an issue, as the player is left with a feeling of satisfaction after beating it. You shouldn't need to alter it's design in any way.

However, there's a huge bug with the midway point. You can't continue on from the room you spawn after obtaining it, instead, you are lead to a test level. I'm assuming that it should instead lead you to the descending vertical pipe right by the midway point object. Shouldn't be too hard to fix, as it seems to be just a faulty secondary exit.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 0D - logging fort (now with 65% more ips)

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