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Posts by Slit08

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I just watched your video and I can tell you that I REALLY like where this is going so far. The first room looks fairly difficult with a nice introduction of both the bridge and the geyser gimmick. Hopefully we can expect some clever usage of these in the second half of the stage (of in a bit more challening way than they were used in the first half) combined with the boulders. I also like the visual style of the FG. Which background will you use - will you use an already existing BG or will you create your own once you have finished the design?

Also, this music theme is just so awesome. It is very peaceful and quite catchy. :D I would suggest to use it in the second half of your level as well. :)
Yeah I think a half-3D or pseudo-3D visual style would be okay. After all a nicelooking self-drawn tileset always helps out. :) It should be cartoony however, e.g. a cortoony pseudo-3D tileset. :D
I would also suggest to fill your Tree Trunks with certain decorations like lanterns to lighten the tree house or some barrels.
It looks nice so far, but I would still suggest to use one of the fire themed/ volcanic tilesets for the ground. I personally would suggest to use the one that can be seen in the second part (underground) of Lava Lift Lair since it actually fits the ruins theme due to the stonefaces this set provides!
So, I just watched the preview video of the Fire Lakitu. It would be an awesome gimmick for the second half of your stage. You can make a clever use of it since it can destroy blocks. Thus the Lakitu would be required to pass certain areas (f.e. there are some blocks on the ground that need to be broken in order to continue your journey). It might also cause death (f.e. blocks over a pool of lava) so that people have to be carefull and analyse the environment. If you include some pretty difficult challenges (after all it is late world 7) you might make a potentially awesome level.
Also think of using some nice hazards for the skull draft in your first half. ;)
Nice. However, I've got two suggestions for you. Maybe you like them. One is concerning the gameplay, the other the visual style.

1.) As for a nice gimmick or gameplay element that could be added here I would suggest a similiar concept to the one seen in the following video (at around 10.55): http://www.youtube.com/watch?v=i2jgnzuUQ_M&feature=channel_video_title It's basically turning the water to ice via switches, however you have a limited amount of time to get to the next switch before the ice turns to water again. You might either add an enemy like in the video I posted or you might add a text box that says that the water would be so cold that it would cause instant death. Instead of the timer you could add the timer sounds of a pressed P-Switch. Basically everything has already been coded since Jimmy actually used switches for said effect in his stage.
While you should still stick to the other idea with rising and sinking water you could add one or two rooms in the x-2 sublevel that would contain suggested concept. So that it would go like: x-1 - x-2 (timed water) - x-1 - x-2 (rising water; also midpoint) - x-1 - x-2 (optional; timed water) - x-3!
What do you think of my idea?

2.)What about drawing a tileset for a frozen fortress or at least making a request? I still think that it would add lots of atmosphere to the stage! I think since you decided to work on a level that is actually defined as an ice themed stage it should definiately look like one. :)
Don't want to rush anyone but I am pretty interested if you are still wokring on this? Man it has been nearly a month since your last update. O_o
Will you include a certain gimmick to the climb? What do you have in mind as far as level design goes?
Hey guys.
I recently started playtesting some stages for SMWCP 2. I've got two questions regarding two stages that are already finished since well I cannot find out the solution myself:

1.) Cumulus Chapel: So I don't understand what I have to do after getting the code by destroying the airplanes. I leave the small room through the pripe on the right side and get back to the main room. When I reach the left side of the main room (where I get my fist SMWCP Coin via a plane) there's some sort of console but pressing up while standing in front of it does not seem to be the right strategy. What do I need to do with the code?
Also there seem to be some red blocks in this room. However, I cannot find a switch to switch them off,

2.) MrPeeDays stage in world 7: Is there a secret exit?
So I just playtested your stage and I am going to be brutally honest to you:
I don't like your stage at all. First of all, the design is pretty horrible to say the least. It's just a bunch of blind jumps combined with sawblades, Koopas and some spikes.
The one thing I don't like at all is the lack of an awesome gimmick. Sure, not every stage needs to have a certain gimmick but considering the fact that this is one of two blimp stages in the hack it should actually have a gimmick related to airships/ blimps. It feels a bit uninspired since I got the feeling that you cramped some enemies and obstacles together and tried to make a pretty standard jump n' run stage.
Second aspect I do not like at all is the visual design of your stage. I recently played Dangling Dangers which is included in the Base Rom. The way you are using this tileset is not right at all. You are using the rails of the Rovicalw as part of the background as well as the bricks which were actually supposed to be part of the ground tiles.
Even though I do not want to sound harsh and while I do like your motivation and your will on actually working on your level I honestly don't think that you can keep up with the standards and expectations for this hack. You need to overthink your stage design, balance your difficulty (there are various blind jumps) and think of an actual gimmick. You also need to overhaul your visual style for this stage, it just looks and feel wrong. :(
Sorry to say that man. It is just my oppinion...
While it might not be THAT bad,
I like your stage a lot. the design is pretty good so far. You managed to properly include a learning curve. The mine tracks started pretty easy and became harder. As for the second half I plan to include more complex and harder mine track parts. :) This stage has a lot of potential. :)
Originally posted by TOS
I really like how you made the timed lifts work as mine carts. Overall, the level seems fun. Well done.


It is indeed. However I really hope that it's going to be a bit more difficult and complex in the second part.

Also I didn't have any problems with the part Masashi showed. It's just a bit of timing. Watch the pattern of the falling devices and jump at the right time. You won't get hurt. ;)
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That's a pretty nice concept you have there. Hmm, you might want to use different elements and gimmicks that are fitting to the factory theme but haven't been used in one of world 8's stages.
Let me give you a few suggestions. Maybe you like some of them:

1.) What about using some sort of ventilators? They might be used in different ways. They might either push you from platforms or they might even aspirate you. You might compare those to the enemies in Airman's stage from MM 1. The ventilators might also be on the ground and when you jump on them they psuh you upwards and thus grant you the ability to hover in air.

2.) What about the cloud that has been used in SMWCP's Zephyr Manor. They could fit in here nicely. You could have to dodge electricity, canons, spikes or whatever you want to use there.

3.) You might also use an airplane instead of said cloud, thus including an airpop segment. After all, we don't have any of these in world 6 yet and it might be a good addition.

4.) Another part might include a jetpack segment. I don't speak of the jetpacks that we have seen in Airotastic Assault. I speak of the jetpacks being used in Kipernal's Musical Madness (room 3). Since it is only used in this small room you might also include one segment in this stage.

Now these are some ideas I had and maybe you like my suggestions. :) As I said before I think that you could actually build a great stage. All it needs is one awesome gimmick that has not been seen in another world 6 stage or even several gimmicks if you have the motivation to do some extra work on your stage.
I am also looking forward to escaping the factory when it crashes (some scrolling in the background might create this affect). You might want to use YCZ's code for crashing objects. In this case they would need to be redrawn to objects that belong in a factory, like pipes, vents etc.
I don't think that this level does feel very off. Design-wise it is amazing. I really love the part in the stage were you have to guide the torpedo to the blue wall in order to pass this area. It reminds me a bit of a Sonic stage due to the fact that you have to search for bubbles/ blue mushrooms before your air meter has completely drained.Only tip I have to give you design wise would be the fact that you should put something in the last paret of said room since there is a large empty space after you collected the final bue mushroom.

Graphic wise, it actually looks quite nice as well. However I would recommand you a few things:

1.) Please include the pipe background in the second room as well. A black background doesn't look that good.

2.) Why does the background flash?

3.) After you designed your stage you could actualy change the FG! I think that SCORPION's FG tiles that he is using for his stage would fit this level's theme a lot better since it is supposed to be a factory cavern. Plus it fits better to the background. We would also have more than just one level with SCORPIONS FG tileset if you would use it.

Considering that we just played 2/5 of the level there's a lot to come. I look really forward to the rest of this level and I like the fact that it is pretty long since it is in world 8 and thus should be longer and more difficult than stages from other worlds.
So I guess there will be a Toxic Tower area with purple toxic water rising. It would be pretty awesome. In this case you should only make the purple water rising not the whole screen autoscroll so that the player can still climb up the room at his own speed. :)
Allright, since I often tend to give suggestions concerning graphics and visual style I might as well give you some ideas for decoration:

1.) Barrels are always good and should be inside the treehouse.

2.) Furthermore there need to be some lamps inside the tree cause we need something to lighten up the inside of the tree (if you want to argue with logic in a Mario game xD). If you want to be super awesome you might also consider to animate the lights of the lamps.

3.) Maybe you can add saws as decoration.

4.) Also some pelts/ furs hanging on the walls or lying on the ground.

5.) One further suggestion would be to consider adding longer branches with big leaves.

As a BG you might want to use Supertails' once he finished working on it for his world 2 level; so that might want to wait.

Overall it looks very nice. :)
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This one looks really awesome. :) I like both the graphics and the design. Though I would suggest to make Mario dark as well when the lights turn off.

Which gimmicks have you planned for the other two doors?
First let me tell you that I absolutely like where this level is going so far.
I didn't encounter many problems in the first room aside from the one that have already been mentioned before. Basically try to fix the wrong palettes on some enemies as well as on the spikes.
I love the concept of the second half introducing the downward vertical scrolling section which is reversed to Lynnes'.
However, I have a somewhat different personal oppinion to Sind. I actually think that this section is a little bit too easy as of now since I hardly got any problems to descend to the bottom. In most cases you barely had to jump but could simply press the run button and the move key without getting troubles.
Thus I would NOT change the part Sind has commented on in the previous post since it is one of the rare occasions so far where you actually have to carefully jump. I also like the part near to the end of this section since it is a bit more difficult to master.
Thus I would suggest to put a few more spikes on the ground so that there would be few to no sections (apart from the beginning, where you would have to get introduced to that sort of gimmick) where you could just run without taking care of singe obstacles.
As SNN said I would suggest to speed up the second half of the autoscroll section that you will work on next. Try to rely less on bottomless pits during the sped up section but rather let Mario have to run long passages from one side of the screen to the other while having to jump over spikes.

All in all it is quite nice. I like it a lot. :)