Removed
Hack Name: Those Darn Plumbers V0.25.2 (DEMO) Demo - 168.8 KB - 26 downloads.
Length: 12 levels
Author: nintendofreck - Submitted by: nintendofreck
Description: Those Darn Plumbers V0.25.2(DEMO)
Fixed many things that need corrected
Changed some stuff the would need to be fixed
Rom Hack by nintendofreck
(C) 2009 Visual Illusions
Reasons
The hack fails to meet the following guidelines:
Violations of standard 2:





Summary: Ctrl+DEL. We don't want blatant Iggy's Castle, Donut Plains 2, and Donut Ghost House edits. >8[
Violations of standard 3:













Summary: The green BG is rather bright, and colors should be toned down. Enable custom palettes and edit palette 5 - also recolor the vine to use its normal colors again since they look very, very weird. Remove the stacked munchers. In addition, the cement blocks in the shot with the water and forest set have nasty colors too. Also try custom palettes with the logs, and use those instead of the cutoff trees so you can keep the coins where they are and have windows.
End the ledges with walkthrough walls. If you can't figure out something that looks good with the forest tileset, use a different tileset. Make a Map16 tile that's an upside-down forest ceiling and also do the same with wall-connected-to-ledge tiles, but make them act like 25 so you can have a good-looking ledge floating above the water rather than the cutoff.
Move the bush or use a tile from Direct Map16 Access that's dark green with the outline on the right over the cutoff tile, to make the bush not cutoff. Put cement blocks at the end of lines.
Try disabling vertical background scrolling, or if the garbage appears in LM, fix it and test again. I seriously doubt this has to do with FG/BG position settings. If none of those work, try to cover it up with layer 1 objects completely.
Remove those weird ghost house light things from the switch palaces - they look very out-of-place as though they were glitches. Also, you have massive cutoff with the green switch palace. Extend the dirt of it to the end of the screen.
There is much overworld garbage after Yoshi's Island 4... every level, in fact, after Yoshi's Island 4. You can recreate the events and see if that works, or perhaps try the "OW Crap Fix" patch - not sure if it will work.
Violations of standard 7a:
Right when I enter the pipe at the end of the level, I'm put right here and a Buzzy Beetle walks right into me. No reaction time.

(INSERT EPIC RAEG HERE)

Vine didn't spawn because of too many sprites, so I'm forced to die.

Summary: No excuses. Remove the Buzzy Beetle from that platform. Enable side exits, at the very least, in the Poison Pond level - you should never force the player to die if they didn't get a switch palace. Reduce the number of sprites near the vine block, or just have a normal vine there if you can't seem to stop the glitch.
Violations of standard 7b:

Summary: It appears accidental, but lava should act like lava, not a solid wall.
Just look above you...
If it's something that can be stopped, then just try to stop it!
Hack Name: Those Darn Plumbers V0.25.2 (DEMO) Demo - 168.8 KB - 26 downloads.
Length: 12 levels
Author: nintendofreck - Submitted by: nintendofreck
Description: Those Darn Plumbers V0.25.2(DEMO)
Fixed many things that need corrected
Changed some stuff the would need to be fixed
Rom Hack by nintendofreck
(C) 2009 Visual Illusions
Reasons
The hack fails to meet the following guidelines:
Quote
2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)
3. No graphical glitches!
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.
7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.
7b) The player should be able to identify everything's behavior before touching it.
The player should not have to do something illogical, like jump in lava, to complete a puzzle. If something acts "unusual", inform the player ahead of time.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)
3. No graphical glitches!
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.
7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.
7b) The player should be able to identify everything's behavior before touching it.
The player should not have to do something illogical, like jump in lava, to complete a puzzle. If something acts "unusual", inform the player ahead of time.
Violations of standard 2:





Summary: Ctrl+DEL. We don't want blatant Iggy's Castle, Donut Plains 2, and Donut Ghost House edits. >8[
Violations of standard 3:













Summary: The green BG is rather bright, and colors should be toned down. Enable custom palettes and edit palette 5 - also recolor the vine to use its normal colors again since they look very, very weird. Remove the stacked munchers. In addition, the cement blocks in the shot with the water and forest set have nasty colors too. Also try custom palettes with the logs, and use those instead of the cutoff trees so you can keep the coins where they are and have windows.
End the ledges with walkthrough walls. If you can't figure out something that looks good with the forest tileset, use a different tileset. Make a Map16 tile that's an upside-down forest ceiling and also do the same with wall-connected-to-ledge tiles, but make them act like 25 so you can have a good-looking ledge floating above the water rather than the cutoff.
Move the bush or use a tile from Direct Map16 Access that's dark green with the outline on the right over the cutoff tile, to make the bush not cutoff. Put cement blocks at the end of lines.
Try disabling vertical background scrolling, or if the garbage appears in LM, fix it and test again. I seriously doubt this has to do with FG/BG position settings. If none of those work, try to cover it up with layer 1 objects completely.
Remove those weird ghost house light things from the switch palaces - they look very out-of-place as though they were glitches. Also, you have massive cutoff with the green switch palace. Extend the dirt of it to the end of the screen.
There is much overworld garbage after Yoshi's Island 4... every level, in fact, after Yoshi's Island 4. You can recreate the events and see if that works, or perhaps try the "OW Crap Fix" patch - not sure if it will work.
Violations of standard 7a:
Right when I enter the pipe at the end of the level, I'm put right here and a Buzzy Beetle walks right into me. No reaction time.

(INSERT EPIC RAEG HERE)

Vine didn't spawn because of too many sprites, so I'm forced to die.

Summary: No excuses. Remove the Buzzy Beetle from that platform. Enable side exits, at the very least, in the Poison Pond level - you should never force the player to die if they didn't get a switch palace. Reduce the number of sprites near the vine block, or just have a normal vine there if you can't seem to stop the glitch.
Violations of standard 7b:

Summary: It appears accidental, but lava should act like lava, not a solid wall.
Just look above you...
If it's something that can be stopped, then just try to stop it!