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006: Switch Scamper - AnybodyAgrees
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 1 - 006: Switch Scamper - AnybodyAgrees
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Pages: « 1 2 »
Claimed by: AnybodyAgrees
World: 1
Exits: 1
Theme: Grass/Industry
Music Options: 1, 2, 3, or your own composition.

Briefing: This level is approaching the later half of world 1. The theme is still grass/industry, though you might want to make the level end with more factory undertones. Consider introducing more platforming than the previous levels, or perhaps a new enemy type.
MINE!

Edit: Now that I know for a fact the level is mine, I will insert a name and the two messages.
Name: Pow Path Switch Scamper
Message 1: [Some random stuff] Here. Take this 1-UP.
Message 2: These P-Switches are only active for a short time. Make the most out of them!

Thanks.

Second edit: Changing the name to "Switch Scamper".
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
World 1- Level 006 - Grass/Industry Themed
Music: Uses music 49.
Sublevels: Sublevels 26 and 27.
Secondary exits: Exits #3 to 006, #26 to 006, and #27 to 006.
Status: Complete.


Pow Path Switch Scamper is supposed to introduce P-Switches and On/Off Switches as a regular element. It is mainly an industrial stage full of beams, but in the beginning and midway areas there are some grassy areas.
Overview:
You start in a grassy area with the introduction of Switches and P-blocks. If you hit the silver P-block and rush to the right, you are rewarded with an SMWC coin. However, ON/OFF blocks prevent you from using it at this point. The path from here has a couple of pits and enemies. Hit the P-block or go right.
If you hit the P-block: Follow the coin arrows and you'll end up in a bonus area with the second SMWC coin. Take the pipe, and you'll be back.
Carrying on: You'll see a harder area with some koopas and a hammer bro. Use the hammer bro to access the top of the level. Find an on/off switch and hit the Silver P-Block. Use the pipe to go back to where you were. Rush up the triangles and you'll be at the midpoint. The remaining half of the level is being redone.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
After the apparent P-switch and Springboard delivery truck accident that left so many of the little buggers scattered across SMWCP, I have to say I am rather leery of the concept for this level! I'm not sure what you mean with the one tile wide P-switch blocks, so hopefully you'll be able to provide a visual display soon, if progress is as far along as ya say.

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Pepper your angus.
I think that a P-switch run is fine...once in a level. Please don't make your level about entirely that or P-switch babysitting (dragging one from one end of a level to the other to get a minor reward). Be creative with P-switches, and don't abuse them.

I'm fairly certain I've moderated a hack or two by you. Your level design is usually decent, so I'm looking forward to seeing what you come up with!
Unfortunately, people now think of P-Switches as automatically bad, but if you're introducing and centering your level around them like the original game did or as bonus items, I see no problem with the level idea. It's a good idea to introduce the various types of P-Switches and blocks. You should also work in the custom blocks that are active when their respective P-Switches are pressed if you haven't already.

Also, is "POW Path" the name of the level? I can add it to the thread title if it is.
Several things to mention:
To FP: Yes, "Pow Path" "Switch Scamper" is the name of the level.
To Vic Rattlehead and Kadyastar:
I made a screenshot of the only required P-Switch dash in the level(the non-required one is just two coin arrows), and it is only 3 blocks and a switch. The level (in my opinion) has the correct difficulty for its place.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
I don't agree with encouraging the use of FuSoYa's mislabeled term "POW" (which refers to the blocks in Mario Bros., SMB2, the Paper Mario games, etc. that shake the ground to damage all ground enemies) instead of "P-switch"...

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
Yeah, I would call that misappropriation as well.

Well, be prepared to face a lot of scrutiny, AnybodyAgrees. And I mean a lot :b

Multiple p-switch runs can be done, but you really have to be careful about their execution. People don't like carrying stuff across the stage; they don't like waiting for the timer to run out. You have to make each run feel slightly different. This is a cautious recommendation, but you may wish to look at Highway Hijinks as an example. It's basically one giant p-switch run, but I went to great pains to make each section a little different, and players have the option of hitting the next switch immediately or carrying it with them for a few seconds.

Fake Edit: Just noticed you have something in the testing thread. I'll get to that tomorrow, hopefully.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
P-switches are over used an are abused. Ussually for Item Babysiting. As long as they are not overused it's ok.
Name changed from Pow Path to Switch Scamper. It suits the new level better.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Wait, you're not just changing the name to suit the level that you showed off in the testing thread, are you? You realize that everyone in there said your level needed work and that's why people gave all sorts of suggestions?
Yeah, uh .. you've got some work to do there, dude. Your new level may be better than your old one, but it's still not really up to par with what we want. AxemJinx in particular has provided multiple suggestions to make it better, so I suggest you take them.

Remember, there is no rush. I expect more levels to take about 2-3 weeks at the very least.
Take a look at this: idiosyncratic episode naming

Here, regular old p-switches are used in new, original ways. Added the p-blocks and stuff, you could make some amazing stuff, and save the reputation of p-switches. This video is a perfect example (also it's Raocow, which makes it even more awesome).

Right now, your level is kind of short, and also it doesn't use any original idea's. It's basic "Oh you've pressed a switch now some blocks are suddenly coins", it's not affecting the level alot.

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Violators will be prosecutedt to the full extent of the jam.
New update. Look for it in the testing thread. Why did I post then?
Just new status.
Messages inserted.
Name inserted.
Coins inserted.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
If I get no negative feedback, I'll assume the level is finished and submit it to S.N.N. or anybody else who can get it in to the base rom. Keep that in mind.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

I'll try to do a writeup later tonight as I don't have the time for it now, but I will say that you still have quite a ways to go and the level doesn't feel like it belongs in World 1 as-is. The fact that you don't use FP's girder tileset to its fullest potential doesn't help matters, either.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space


First off, I'm reiterating the comment I mead earlier in that you do not utilize FirePhoenix's tileset to the fullest. The screens that have extra/rearranged girders was all my doing as an example at filling all of that blank space in your level. This only goes up to about... 40% of the level before I stopped.

Also, just because all of the bottom row in LM isn't viewed in-game doesn't mean that the top pixel of the row isn't- it shows up very prominently in SNES9x (though I'm not sure how it looks in bsnes), I highly suggest you fill those in.


This is too wide of a jump for World 1. I would close that gap up by at least three tiles.


The ledge below that ladder is too small to be to be over a pit if this is gonna be a World 1 level. Make it at least three or four tiles wide.


The AFHB flies just a little too low and to be honest, it seems like he was just thrown in there. to make the level harder. Replacing him with a different enemy or making it so he doesn't seem so tacked on would be ideal.


This power-up block is literally THREE SCREENS AWAY from the previous one, and THAT one is on screen 03. That is some serious lopsided power-up balance.


There is absolutely NO need for this OFF wall to be there and it feels extremely tacked on. As for Chuck... eeehhh I'm not sure about him just yet.




This is where the level starts to turn ugly and fall apart. You introduced a new gameplay element... over a pit. In this section, you must rush over some temporary blocks over said-pit to hit a switch to make some other blocks solid. It doesn't sound so bad until the player finds out that they only have four seconds to do it in and even the slightest mistake will result in instant loss of life. Save that nonsene for designers in much later worlds, not World 1.


This is not fair for World 1 at all. You have a BOUNCIN' CHUCK on a small platform and Mario in the left screen is not close enough to be in Chuck's attack Range, meaning that there is a good chance that Mario will hit Chuck while they're both airborne. Again, save that for much later worlds.


These block jumps are too narrow and seems like unnecessary padding.

MY VERDICT?
- Utilize FP's tileset more.
- Completely redo the level from the midpoint onwards.
- Utilize the switch gimmick to allow much more room for error (read: something that won't kill Mario unless he falters REALLY badly. Do these segments over solid ground and have Mario just have to do a little backtracking if he wants to try again.


- Though personally, if I were in the same situation as you, I would not bother with the switches at all. P-Switch over-saturation in SMWCP left a bad tasts in many people's mouths and a level that could evoke those reactions again THIS early in SMWCP2 can leave a bad lasting impression.

Gee, If only I could see the images.
Originally posted by MrDeePay
This is not fair for World 1 at all. You have a BOUNCIN' CHUCK on a small platform and Mario in the left screen is not close enough to be in Chuck's attack Range, meaning that there is a good chance that Mario will hit Chuck while they're both airborne. Again, save that for much later worlds.

That was meant to happen to get the SMWC coin.
Anyhoo, I'll redo that half of the level, ok?
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
I just tested your level, and I agree with most of the points that were made earlier by MrDeePay. More specifically...

1. I really, really like the idea of how to get the first two SMWCP coins.

2. For new players, it probably won't be clear what the switches do. Use message boxes to explain their functions.

3. I honestly am not sure about the location of the Chucks throughout the level, especially considering that this is a World 1 level.

4. The section where you have to get across the timed blocks over a pit isn't fair. Add some more time (hopefully at 5-7 more seconds) for the player to get across. If that doesn't work, maybe you should make the entire section pit-free and forgiving, because I lost a lot (at least 2 or 3) of lives on that section.

5. The jumping section near the end of the level really is too hard for world 1. Also, you probably should change the last SMWCP coin's location. I couldn't even reach it, so imagine the frustration of a new player.

6. The level just feels empty overall. Add some scenery or change the terrain, because it feels kind of lifeless right now.

Overall, despite my criticisms, you're doing fine, but I would recommend looking at the points above.

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Mario's Vanilla Journey

Progress: 22/72 levels complete
Pages: « 1 2 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 1 - 006: Switch Scamper - AnybodyAgrees

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