Tip: After editing your overworld, make sure to use an EMPTY save file, as save files with progress may load Mario's position based on previous versions of the overworld. Note that altered level flags will also only take effect on new save files.
2. Include THREE (3) SMWC coins in your level
Every single level claimed MUST have three of these coins strategically placed. These are the collectible items of this hack. They should not be EXTREMELY hidden, but they should still be a little out of the way. If you have a world 1 level, they should be extremely easy to find, but if you have, say, a world 7 level, they should be quite a bit harder. Nonetheless, do NOT put them in overly ridiculous locations.
Ah, I haven't visited the forum in quite some time, so it seems i didn't read this, i'll put those in now.
Originally posted by S.N.N.
Typically, I'd almost be against this kind of level since .. well, it's ultimately a "generic" approach when there are several more options for creative design at your disposal
Well, I figured that the majority of the levels in this hack would be gimmicky type levels, and so I thought to have a generic simple level would be nice to have thrown into the mix. Although it could well seem that this was not a thought-out decision.
Originally posted by Bloop
we would want a IPS too. I want to test it myself.
I have to say the music and graphics style just fits perfect. A level doesn't have
to be completely custom to be great just good level design, as this level does.
There were some problems such as getting the second smwcp coin.
It's impossible to get with the spring board.
Screen E has green tiles around the opening in the tree leaves.
You should also use the end goal sprite box thing to end the level. The [?]
blocks box have an ugly palette. Plus use the latest base-rom when posting ips.
Just my two cents, but it's a little too generic for my taste. I agree that levels don't have to use custom content to stand out, but I tend to frown upon levels where you continuously run to the right, jumping occasionally without so much as a second thought, where most of the enemies are of the grounded, slow-walking variety, and where the smwcoins are pretty much hidden in the same way overall.
Not to bring up agie777 again, but he did a pretty good job of making an engaging level without using anything that wasn't in the original game- apart from the graphics, which have little to do with the physical arrangement of things anyway. This level doesn't really hold a candle to that in its current state. The fact that the level author hasn't really been around doesn't exactly help his cause, either...but yeah, just my opinion *shrug*
Ultimately, yes this is a pretty generic, straightforward level, however I'd likely agree with SNN that it's not that bad. There's something about it, despite its "simpleness," that manages to pull the whole thing together into some sort of cohesive structure - a nice little walk in the woods, if you will. Sure, it might get left behind by all of the other gimmicky hogs running amok throughout the hack, but I can see this level, much like Girder Grasslands, standing on its own because of its generic approach. If the hack was littered with generic eastbound run 'n jumps, then yes, I'd definitely question Brad's decision, but I think the level does have "something" working. Whether that "something" is working at 100% capacity or not is another story.
Now, I know I've called some other levels "generic" while testing them and more or less chastising them as a result, so to some this may make me sound like a hypocrite, but like I said, there's something about this level that just sort of clicks. However, that doesn't mean this level's without it's faults. For one, the level felt too easy - nearly that of Girder Grasslands? For one, as Axem said, the sprites you're using are very simple ground types. While it looks like you're trying to avoid shelled koopas, thus eliminating parakoopas from your bag of tricks, what about some of the bubbled enemies to add a simple aerial threat?
Another thing that stuck out to me are the climbable cliffs. As of now, neither one is required which is a bit of a disappointment. I'd really like to see those put to more interesting use.
There are a couple areas that feel too simple or flat, such as screens 0B-0D. While changing up the architecture a bit could help, introducing sprites that can complement the terrain better could help even more. Of course, a combination of the two would likely be the best course of action.
And finally, while I think the first and third SMWC coin placement is passable, I'd definitely change up the second one. Perhaps hiding it somewhere below the level and using some of those climbable cliffs that I suggested should be integrated a bit more?
Now despite these suggestions, unfortunately, there's reality - looking at that big red counter up there. While I wouldn't complain if this level was accepted as is, I couldn't help but feel, as per my suggestions and others', that there's plenty of room for improvement. It's disappointing that you've waited to the last 48 hours to showcase anything. While not bad in its current state, I have to echo Axem's comparison regarding agie's level in that he allowed plenty of time for continual improvement, and his level did improve by leaps and bounds - from something that wasn't bad, but wasn't great either, to something that is pretty enjoyable to play through. Now imagine if the same could have been done here.
Right, I have fixed out the main problems encountered, like the 2nd coin being impossible to reach and 3rd coin being hard to get, etc.
Once again, I got 2 more people to playtest this, showing no report of any bugs, so the level should be good to go. However, after reading "Milk" post, i did take up his idea of using the climbing walls, and made the 2nd coin lead to a sub-level that uses the element a great deal. This part is newly added, but should be fully functional.