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005: Smoggy Steppe - CK Crash
Forum Index - Events - Super Mario World Central Production 2 - World 1 - 005: Smoggy Steppe - CK Crash
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I'm a little sad that you weren't able to use those smog bubbles you had originally intended .. oh well. At least you introduced Yoshi in a rather nice way, which is great.

Some screenshots:

You might be better off using a red Koopa here instead of a yellow one. He walks off the cliff and gets stuck here, thus looking really weird.

Might I suggest opening up YY-CHR and giving the top of these fences a black outline?

Are the Munchers surrounding the block snake trail really necessary?

The part below is honestly rather blind. When I first jumped down there, I expected to land on something solid, but .. well, since you need the wings, you just fall to your death.

It might be cool to put a 1-UP/mushroom/some coins here (unless I missed it on my playthrough).

Other than those bugs, it's a nice little level. Good work.
There are some parts of this level where, depending on what path you take, you might not see any enemies at all or the difficulty might be much reduced. Some examples would be 2top, 6top, 7bottom (which also felt a bit blind/tricky for me when approached from the top path), and 9bottom (especially from the secret area). Screens 7-8 feel a little empty with only that chuck there (though maybe that's just me), and by the time I got to screens C-10 I was kind of expecting the level to be a bit more populated with enemies. Apart from that, I rather liked the level, and the secret room was nice. The smwcoin on screen E was also clever- I wasn't expecting the chuck to ascend when it reversed direction.

A minor suggestion, but for 13top, have you considered putting the second koopa on a higher platform? I also wonder whether a classic piranha plant on the last pipe of screen 15 would be a good idea, since most of the enemies in that area seem to be just for show.

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Have you fixed the mentioned issues here, Lucas? Being that I haven't heard much from you in over a week (not to mention the level was pretty much complete), it would be nice to see a finalized, bug-fixed version posted soon.

Insertables (Map16 page is 0xE)

IPS for testing

Sorry about the wait guys! I had this sitting at 99% done for way too long.

Main changes:
-More enemies in general.
-Red koopas added in for variety and to replace Yellow koopas that tended to fall down.
-The split path right before the bonus room is one-way on the bottom path, meaning you can't take the easy way and still reach the pipe.
-Map16 and fence graphics fixed.
-Third SMWC coin is now under the final one-way platform. This should make it more obvious than previously where the coins might mislead you to think it's a safe jump.
I don't have any complaints this time around. I'll mark this as completed but I'll leave it open for a bit to give others a chance to offer their input.

edit: and since it is now inserted, any additional feedback can be given in the base ROM thread.
Originally posted by Punk Sarcophagus

Well, amusing eating block shenanigans? (Uhh...lucas' level...smoggy steppe)

It's been fixed on my end
Layout by LDA during C3.
Just passing by to say that Dr. Tapeworm is on process of revamping this level.

Some pics:

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Forum Index - Events - Super Mario World Central Production 2 - World 1 - 005: Smoggy Steppe - CK Crash

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