Removed
Hack Name: SMW Remix Demo - 38.4 KB - 15 downloads.
Length: 15 levels
Author: TJ - Submitted by: Broly
Description: Basically like the rest of yall's hack, it's Mario next adventure in new levels. Unfortunately, I didn't do the map or the graphics yet because I don't know how to do them yet. The levels are fun though. They're not impossible, nor are the boringly easy. Tell me wat yall think and give me some constructive criticizm.
Reasons
Advice first, and a bit of vague feedback on levels.
Alright... here's a tidbit of info that can be really useful to you for making cleaner levels. The Map16 editor. Here's how you use it: You can select a tile, scroll down to another page with the up/down keys, and paste a tile on a blank page between 3 and F for the foreground, and 12-1F for the background. You can also change which palette the tile uses, set a new property (e.g. water that acts like water and has palette 5 for toxic water) and you can also x/y-flip the whole tile or parts of the tile. Press F9 to save your changes to the Map16.
I bring this up because I notice a lot of messed up jointed tiles. This advice should help you fix them - even though jointed tiles do not act like 130 ingame, if you create one, you should make them act like 130 since Mario shouldn't be able to touch them anyways. (Never let him run into the back of a solid wall since it seems rather weird, in terms of logic.)
With all that said, Iggy's Castle and the Yoshi's Island 3 levels had very good design layouts, and I think you did a pretty excellent job with those. Yoshi's Crib was probably the worst of the levels, inside the door, but the rest of them after that were quite alright. I'd recommend saving the remakes for another spot - make them secret levels, like in the special zone.
Reasons, for real this time
1. I found three places you can end up permanently stuck. The first one is here, and if you collect the coin by accident (spawned from an invisible coin block) then you're stuck down there until the timer runs out. Solution: Use an invisible note block instead. There shouldn't be anything here that conflicts with the note block's bounce sprite.
In this one, I was able to jump over the top of the solid wall and fall down here. As stated above, it's kind of weird to be inside solid walls like this, but also, there's no possible way to get out of here without a cape. So, you should seal off the top of this either by making a ledge over it, patching it up with solid dirt, or by making an invisible border to prevent you from jumping over any part of the level (since Mario can go offscreen where you haven't built anything, and it's all empty space up there.)
Lastly, I could fly up here. See, if I didn't have that P-switch, there would be no way out. To keep your puzzle concept intact, I suggest making the floor below this space solid so that Mario can not go up this way.
2. This portion, linked to Donut Plains 4, is unedited.
3. Some glitches in the backgrounds of two levels, and one sprite:

It's a bit hard to see in this image since it's at the very top and most of it is covered up by the ceiling. You probably can't see these in Lunar Magic... and I've seen this before. It's rare and almost seems random. Perhaps if you disable vertical scrolling on the background, you'll never have to see the garbage. I'm sure there's another better solution, but this is the first to come to mind. :x

For this, you should make an ExGFX file of the current GFX file you have loaded for this level that has the rope in it by resaving it in a tile editor (YY-CHR is recommended for simplicity) and naming it ExGFX###, and paste a copy of the vine graphic over the rope, as you do not use the rope in this level, so you will not be ruining anything. (Read on below for information about ExGFX)
4. Cutoffness Army
Vines are cutoff, and the cement blocks aren't very good ends for the switch palace walls and ledges. See if you can gather all the corner tiles and jointed tiles to use here - they should be in tileset-specific items or the direct Map16 access window.
I personally think this set is a pain in the butt to utilize, so I recommend the bonus room ExGFX we have hosted
here. These can be used with any FG palette and do not require additional Map16 pages, since they fit over normal ground. Best of all, they look right at home in SMW.
All you need to do is make an ExGraphics folder in the directory of your ROM, extract and reinsert your old graphics so they are stored as 4bpp, and then rename the ExGFX file (it's a .bin) to ExGFX80.bin, for example, put them in that ExGraphics folder, and insert them. Go to Super GFX Bypass, and go to FG3, and change it to 80 and pick OK.
After that, you should be able to just build over these tiles, and have clean-cut ground that isn't cutoff anywhere and not have to change your design. However, this seems like a pain for anything but Small Mario, and I would suggest redoing this entire portion. I didn't play through all of Yoshi's Crib, but as I've said before, it's not a very good level, and I know you can do better because pretty much most of the rest of the hack was great.
...now, moving onward...
You should use the Map16 editor to make a y-flipped copy of the bullet bill shooter so that it can attach itself to that cement block, upside-down, and not be cutoff.
Midway point cuts into this bush, so you should remove the bush:
The whole bottom of this ground gets cutoff above the boiling tar:
What you should do, to avoid changing your design in any way except the aesthetics, is use the walkthrough dirt tile used in slanted ledges, that looks like half a tile. Use them to carve the land so there's a definite end to it, and it stops above the lava with outlined dirt rather than chopped-off dirt.
These ledges don't have any corners. I believe there's a corner without the wall part, but if you can't find that, then even using the non-solid wall can be fine. Think of it as a slight protrusion of the cliff, coming toward the player.
Jointed tile problem. Remember, the Map16 editor comes into play here - use it to make the appropriate tile to fit in over the bush.
There are a lot of cutoff rope tiles here. What you should do, again, is with the Map16 editor: Make a copy of the tile you put at the end of escalators or lines, and give it the same property as the conveyor rope you're attaching it to. So, you should make two new tiles with graphics of the escalator ends: one that moves Mario left, and one that moves him right. Check the property of the conveyor ropes to know the behavior of each one so you know what property to give your new tiles.
Another jointed tile problem:
Lastly, for cutoffness, the arch tiles end above the water. Since Mario can not go in that water from any way, you should just take the tile from Direct Map16 Access and drag them down, over the water.
5. Sprite tile memory problems. Download
this, open calculator and Lunar Address and a hex editor, look for a lot of 00's (preferably a full screen or more, but make sure nothing important comes after them) and use Lunar Address to convert that address where the 00's start from PC to SNES. Type in that address where it says "change this to free space" (should be an org right before the main code if there's no !FreeSpace = # at the top), without the :, and then use xkas to insert it. Do this by opening the command prompt in the directory of your ROM and xkas together and typing:
xkas asmfile.asm romname.smc
Then change the sprite memory to 10 in all levels you find stuff like this in:

...and it should all be fixed. But
back up your ROM in case something goes wrong!
6. Lots of bad corner tiles. These are not all, but some. You can fix the majority of them by selecting the correct tile from Direct Map16 Access, and pasting it over the incorrect corner tile.

(Note: there's also a missing jointed tile to the lower right of that pipe)

(Up near the status bar)
7. I found this level very frustrating, and ended up stopping here. You'd need foresight of what's ahead in order to make it through this safely, since one hit = death. Savestates should not be a requirement. Have another path to the exit near the bottom that's more difficult to get through if you can't fly across this part.
8. Didn't mention it until now, but this level has a bad FG palette. If you don't want to make a custom palette, change it to a grayscale, brownscale, greenscale, or ice-bluescale palette, as this palette is pretty much just meant for grasslands.
9. Bottom row of Lunar Magic should not be used. Perhaps instead, you should pull off something in the vein of Cheese Bridge Area, where you either needed to ditch Yoshi or be very skilled with a cape to fly under and get around to the secrets. Also, it's really hard to see the end of the ledge, which is right under the start of the taller ledge... which is a huge reason why using the bottom row for walking is very much looked down on - you can't tell what's solid and what's a bottomless pit, so we assume it's the latter.
10. Layer 3 text on title screen gets cutoff by the menu, so you should move stuff around and probably sacrifice the box around "REMIX". Also, stick with the font that doesn't have a "label" behind it, since the dark box is ugly:
11. I see what you were trying to do here, but the door and the generic "blank" Map16 tiles look very bad. Still, nice try for a "vanilla" castle. There are plain gray tiles you can make, if you use the 8x8 editor as a reference, and fill in the spots with the messy blocks with the solid gray, and perhaps use the same tile you have for windows as a door, if you can make that two tiles high and still have it look good.
12. In that level with the bad palette, I could also run over the top of the level at some point and run all the way to this empty spot and die. You should seal off the top, again, probably with invisible solid blocks.
13. A level design flaw - there is no way to get this midway point without dying. When you are shot from the cannon, you can't possibly get it, and the Koopas never go down low enough for you to backtrack and get it, so you should place it a few tiles higher.
...whew... that's one of the biggest logs I've ever typed up. Hope this information comes as valuable to you.
Just look above you...
If it's something that can be stopped, then just try to stop it!