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Posts by Tymewiz

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this is part of a kaizo level im working on please tell me what you think



some notes:
the brown block circled blue is an eating block
there is a mushroom in the left note block (by the red arrow)

also what kind of music would go good with this level and what is a good tile to make a ceiling out of? walls?

finally what do you think about the difficulty?
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well id have to take away points for the slowdown issues

to fix this i'd recommend moving the cloud-mushroom contraption down and eliminate the top chuck

second move the shelless koopa obstacle further right so they arent onscreen when they dont need to be.

speaking of which i want you try scrolling the screen while the koopas are on the edge of their cloud platform thingy
their is a bug where they'll fall off
although the spike there might prevent this if it doesnt then figure something out like trapping them on the row 1 tile below them so the level is impossible if it happens

i did like the bullet bill part though just make sure it doesnt go on for too long 1 idea is to have a different method for getting to the next pipe each time mario does it although idk how this'll be accomplished
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(restricted)
(restricted)
i had this idea for a level where the point is for the player to kill mario after the midway point that is at the beginning of the level

i'd imagine it'd be very tricky to design because most sprites were made with the intention of hurting mario and i'll have to suicide proof the parts mario can go

im also thinking of using cement blocks on the bottom row of LM and adding unmarked invisiblocks above it's not an original kaizo trap but its justified in that if it were a pit mario could just suicide on it and its therefore a good substitute
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Originally posted by Katerpie

Or better, try making it so you, powered by midpoint, get another mushroom before commiting suicide. The mushroom must be on a block away from sprites and hurt blocks, obviously. It may be overused, but I think you can make a nice use for it.


well, i really dont see me putting the mushroom in a block so it must be in some unavoidable location and later when i force mario to take damage (carefully so mario cant suicide on it) the player must do some manupulative screen scrolling to prevent it from auto-falling in a location where it is impossible to avoid and thus will prevent mario from entering a small door

we'll that is one such idea.
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Originally posted by Thomas
That one's probably not the best idea. Invisible coin blocks and hard-to-notice/unusually-acting blocks are what have given Kaizo hacks a bad reputation, so the abuse of them is generally frowned upon.


your right i shouldn't do that. instead i will find another method to force mario to restart the level that doesnt involve dying
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Plot: Mario must find out why these levels are very hard.
(formerly marios quest to eat peach's cake)

so i just y'know felt like making kaizo levels and that's what i did.
it is pretty intense and i've already made 1 level

some screenies

the very beginning of the level log is not solid to mario

this part is the hardest part of the level because of the fast moving bullet bills (not pictured) and the 1 tile space between flunchers
(yeah, yeah, will attach them to HEAVY SOLID CONCRETE cause somehow that makes them justified)

mario must spinjump down the small 1 tile wide vertical shaft and be careful not to kill the disco shell

music used is
dkc2 flight of the zinger

sorry for not getting around to posting here some vids: of MQtfowtHiH
Level 1

level 2

level 3
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Originally posted by Sokobansolver


What's up with the time limit? Unless the level is seriously that long, I don't think you need that much.

no its wayy longer than mario can travel in FFF seconds mario will need fff-F seconds to finish #smw{;)}
jk ill change it
Originally posted by Sokobansolver

Cutoff in the lower part of the picture where the slope is.
Other than the cut-off and flunchers, this hack so far looks decent.
I like how Mario willingly risks his life for some cake.


fixed flunchers and cutoff where you pointed out

@mercurypenny thanks for pointing out the broken link
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just got done uploading a preview of stage 2:
shitty
shivers
stage 2 preview

this is an ice level where i'll be focusing on trying to squeeze every bit of difficulty from the slippery effect as i can also focusing on hard to make jumps between platforms (not necessarily long jumps per se.) and in general just screwing over mario cuz that's what kaizo is about right?
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Originally posted by TheAbusefreakhacker0
These are the last screenshots to the thread Abuse and die







this final level reminds me of labyrynth of agony and god painful, its like your own remix of the 2 levels that being said i want to congratulate you on continually posting on this thread and making a final level

and never think i don't see "abuse" in the background either
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Quick we must convince the kaizo gods that kameks island is kaizo
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Originally posted by MercuryPenny





i wonder about the blue block below the glass block. is that one of those throw blocks? and does the glass block somehow prevent said block from being carried?
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i want to do that thing where i pilot directional coins into a door-like block and it takes mario to another level but when i do it the directional coins just stop what am i doing wrong?
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well ik this isn't related but i can re-create abuse2 based on yt vids if ya'd like
will test any hard hack you guys have
Originally posted by Katerpie

Not sure if that will be possible, considering the placement of some objects, the first level's background and most importantly, the OW (you could always make a different OW but I'm not exactly sure if you want to keep it, and you may not know how parts of the latest levels are like despite the screenshots), but I'll leave that one to TAFH99


well first the objects will be the easiest it do because i can place those in relation to the other ones then the sprites will be a bit trickier but not by much plus it is better than starting from scratch and i wont have to test anything

i say it is worth a shot.
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played through all of it, was fun might make a tas of it sometime
will test any hard hack you guys have
Originally posted by Sokobansolver

Don't make it too easy-the more difficulty you can cram into the level, the better.
Slowdown may be allowed for harder hacks, as long as I don't have to spam 25% or 13% speed for (almost) the entire level, or use frame advance.


why say kaizo hacks can't be too easy and then say i shouldn't have to spam slowdown

so basically our hacks must be the difficulty of your hacks
will test any hard hack you guys have