Banner
Views: 826,937,228
Time:
23 users online: AmperSam, Andrew Ultra Gamer, bagledad, Bean099, blocc, BoneFish, Fermín Acosta Jr., floppingcheepcheep, Hailfire, HammerGuy, HD_DankBaron, ImperialBrake78, Infinity,  KevinM, LOLRyan2006 Mario Fan,  Maarfy, MarioriaM,  Noivern, Oll-E, Poudink, Romano338, tomato jonson, xamexer - Guests: 65 - Bots: 94 Users: 44,191 (2,517 active)
Latest: Hailfire
Tip: You can use the SMW Customizer to edit tons of misc. features in SMW, including the speed of Bullet Bills, how many points a 3-UP moon gives you, and more!Not logged in.
01A: Beach Ball Brawl - Leo137
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 4 - 01A: Beach Ball Brawl - Leo137
Tags:
Pages: « 1 2 »
http://bin.smwcentral.net/u/7596/Level%2B1A%2Bv3.ips

Basically this version fixed the issues that SNN said, now wooden spikes have a slightly more spiked looking, and the stroke is much more darker.

-Added girders to replace cement blocks at the maze part.
-Changed message boxes locations, also edited the first text.
-I arranged a coin pattern near the invisible bridge to make it a bit more easier to find it.
-Minor tweaks at the end.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
i like how is this level going, i love that BG, and the balls gimmick is cool. also they somehow remind me the balls lemmy uses in NSMBWii :P

Thanks Ladida for this EPIC and Awesome layout!


I'm loving the level so far, though I feel that it could use a different sound track since my level uses the same exact one right after yours. Also, be sure not to make the level too long, Its feels like its starting to get to that point where you should end it soon.

On a final note, just a few issues;


The path up there with the goomba seems pointless since it leads to a dead end. Unless you have something hidden up there that I didn't see...

I was actually able to get the SMW coin up there without having to get this vine first by spin-jump of the rock that bounces down that hill.

Ninja Edit: ^ He mentioned some about the beach balls and it gave me an idea. It would be cool to see those things bouncing along the ground too, though that would probably be way too much coding behind that for it to work, but something I just though I should throw out there ;)
Layout by LDA during C3.
Yes... i also think the music im currently using isn't fitting perfectly, but the other suggested tracks don't do the work (the are more like underwater rather than beach).

Sute, bouncing beach balls could be a great idea, but to ensure it some meaning, i would have to design like another half (proably with the idea of the giant wave) and add another midpoint.

I'm gonna see how things work, probably the hardest past would be handing correctly the object clipping to 32x32.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Originally posted by Leo137
but the other suggested tracks don't do the work (the are more like underwater rather than beach)


For the record, you don't HAVE to use the suggested tracks. You can pick pretty much any track (except for the castle/map themes) from the song list.
Oh didn't know that :P well, i guess something there should fit more.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Level 1A v4.ips

-Adds a sublevel at the end with the giant wave thing
-Changed music
-Also adds a third sublevel to finish the level (the goal is suposed to be now at the moon).

Tell me what you think of the modifications added in this version, im open to add/remove/edit almost anything here.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Looks good. I have two final suggestions for this level.

-I'm still noticing a bit of cement block usage in the first chunk. You drew some girders, which is great, but perhaps you could also draw some regular 16x16 red girder "squares" to fix up the remaining cement stuff. It's not really necessary, but I think it would help your level look even better.
-Why don't you make the final room with the goal submerged? Not only would it imply that the wave "caught" Mario and pulled him out to sea, but it would also be a great transition into Lightvayne's water level which comes immediately afterwards.

No complaints other than that. You'll want to think up a level name now (or someone else can chime in at this point with one). "Beach Ball Brawl" came to mind immediately, but if you don't want to use it, that's fine too.
Thanks for the feedback, i agree with them, and the transition will make the wave have some meaning to the story :D.

I will upload a newer version as soon as posible, as for the name, i really like it, i'm really bad when it come to names (and well.. writting message boxes), if someone else doesn't have any other idea about that, i'm going to use it.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Version 5


1A
5:Big Mario Discrimination (BMD for short). Yes, you can swim under the fish on the bottom, but relying on tactics like that throughout the level feels kind of stale to me, personally. The zigzaggy construction doesn't leave you with much room, either. I would consider replacing the bottom fish with a vertical one or some other enemy type, and for the middle corridor, instead of having an enemy, perhaps you could place spikes on the far left wall so players must jump up before the ball pushes them too far (assuming the camera is cooperative). Alternately, you could raise the water level to give yourself a bit more room to place enemies without creating BMD situations.

Also, I don't think the price for getting a hidden 1up should be to do the whole section all over again. Why don't you bevel the upper platform on screen 4, for instance, and allow players to bounce up, then remove one of those thin blue walkways so they can drop down and continue?

6/7: This ball setup feels pretty shoddy compared to the ones on screen 4-5, since there's pretty much nothing to hinder you unless you're careless enough to fall on the spikes.

9: Not only does the fact that this is the only dolphin in the level strike me as odd, but isn't it rather unintuitive to have a jumping chuck there? I mean, it might jump away harmlessly before you even reach it. I was expecting a clappin' chuck.

A: Might just be me, but this feels a little early for a green star block. You have to get almost every coin prior to that, unless I missed a multicoin block somewhere.

11: This rock bounce is kind of a tight squeeze for Big Mario, but I guess it's not a huge deal.

13: Another place where I feel the dominant strategy will be to simply swim close to the bottom of the screen. Might just be a personal thing, but I don't think there's anything challenging or novel about swimming low. I mean, the setup back on screen 4 was kind of clever to make you draw the rip van fish away, and this pales in comparison.

15: I'd argue this ball setup is also BMD- there's hardly enough room as Small Mario, unless you know that you can squeeze between the lower half of the ball and the wall...

16: I feel like you have to know beforehand that rip van fish will arc over you when you stand still in order to make it through this setup unscathed. I guess you have an avenue of escape on the left side, though.

19: I assume you'll need a cape to get up here?

1A: Is this setup fair? Players might hesitate upon seeing the ball launcher, but by that point the turn block bridge will have contracted, cutting off any avenue of escape besides a tricky crouch jump (which I'd argue is BMD as well).

1D-1F: These ball setups seem a bit...anticlimactic. I can understand you want to keep 1E clear because of the 1up, but the koopa on 1D hardly poses a threat at this point.


70
Personally, I thought this whole section was unfair. The wave takes up half the screen, and merely brushing against it kills you instantly. There's no room to anticipate what's coming up next, so players have to practically memorize what's ahead to pass. You don't even have a midpoint before this section, so if you die (and you will) you'll be sent back quite a distance. There's also no powerups before you start, so there's no room for error at all.

I think the wave should take up less of the screen, or the screen should scroll a bit slower, or the wave should push you or hurt you instead of outright killing you the moment you touch it...you should do something to give players more of a chance and not make them rely as much on trial and error.

Oh, and for the message box: "his" -> "its"

--------------------
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Level1A v6.ips

This should fix all that AxemJinx stated, the unfair parts that have BDSM BMD, and parts that were too easier.

1A

I agree with almost every suggestion, and i have fixed them, with the exception of:

6/7: I'm aware that specific setup is easy, but i wasn't thinking about difculty there, it's was like a transition part to get the SMWCP coin, didn't want to get it crowded, i hope that makes some sense.

A:I think that the green star Box should be a prize, and since there are 46 coins before you can get to the block, i mean, is pretty fair that someone who isn't recollecting coins can't be able to get the 1UP.

19: You have to use the ball to jump over there, since mario doesn't even has proper flying poses, i assumed that flying isn't going to be allowed.

1A: The launcher has been move 1 block to the right, giving more time of reaction to the player.

1D-1F: I agree with the one in 1D, and i have changed it to a more challangening setup, but the other ones, near to the door, i can't put much enemies there since you can cheat with them to get the 1 up, is pretty much the same that happens on screens 6/7

70

Now the wave uses lesser space on the screen, giving more chance of dodging the enemies, also before the door, there's now a powerup to make things a little bit easier, the typo was also fixed.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Just gave it a try, and I think it's a big improvement. Kind of funny how just shifting the wave back a bit makes that section much more bearable...I wonder if it now leaves room for more complex spritework, too, but that might be going a bit far.

I just have a couple of nitpicks. One, I'm wondering whether Big Mario has enough room to maneuver in that new setup with the spikes on 1D (i.e. can he swim at the waterline without touching the spikes). Two, I think perhaps you should move the first fish on screen 15 a tile to the left, or maybe make a tiny hole further into the ceiling so Big Mario has a bit more leeway in getting around that fish (I don't think you have to do both of those things; one could be enough). Apart from that, I don't think I have any complaints for this level now. Your spritework is clever, and you've done an excellent job hiding secrets (and integrating them with the theme of your level), so good work (:

Of course, I'd like to hear what people think about the changes I recommended. Does it make those setups too easy, or does it play well?

--------------------
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I don't know, i founded that even with the wave at the first position, it was easy to deal, since i created the level, i know what comes next (and that is a good idea to follow the coin trail!).

Well, thanks for the feedback Axem, i also think that the part at screen 15, is like the hardest part, since you can't rush it and you have to wait for a very specific moment to pass without getting hit, but i don't think is unfair. Also i tested the level with Big mario, and 1D is completely reliable with him, you just have to jump more frecuently.

i was thinking on doing a little Layer 3 background for level 70, i nevcr did something like that before, i will try and see what are the results of that, ips as always, will be posted as soon as posible.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Level 1A v6.5.ips
This is a very slighly update in terms of gameplay, since i feel this is near completition. I added some HDMA gradients in levels 1A and 70, fixed some wrong tiles in the water parts, and a very minor tweak on screen 1D that should make things more easier, if you played version 6, you would feel this is almost identical.

Also i have drawed a Layer 3 BG but i can't insert it yet, the result is something like that:



--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Looks good to me. My only suggestion at this point would be to set the track in the final area to match the one in Lightvayne's level rather than using a pretty random one that Slash Man made. Design-wise, I'd say you're set, so you're welcome to send me the resources to insert into the base ROM whenever you'd like.

Extras



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

Advertising Space


This SMWCoin can be gotten without the aid of the beach ball.


I would add a second checkpoint here to compensate for the next room.


(General)
Your choice of music for this level is, quite frankly, poor. None of it really fits what you're doing in the level. Any of the cave songs (preferable Cave-1, since 2 requires a certain atmosphere for it to work and 3 was used in Tropical Turnout, the level before yours) and that song should be able to cover for the entire level.

(General)
Also be sure to add the actual goal sprite into the level and, ideally, copy/paste Hydrostatic Halt's BG into the end portion.

I will fill the coin issue, but really another midpoint? isn't a too hard section, is short and i wouldn't think that anyone could die on his second try.

Also for the musical choices. Cave 1 is too desertic-deadly-dry for the level, i don't see it fitting at all, maybe i have a distorsioned music taste?

Hydrostatic halt BG was managed in a odd way... iirc, BG1,FG3 and BG3 were used for it, so i had to waste a lot of map 16 tiles to arrange that, i'm going to give it a try now and see how it fits with my FG.

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Originally posted by Punk Sarcophagus

Cut-offnesssman strikes again!


Originally posted by Punk Sarcophagus

AMAZING FALLING TUFF OF GRASS (Beach ball)


I suggest replacing this door with a pipe. Or use teleport blocks. (Beach ball)


Uhhh (Beach ball)
All these are just insertion problems, except for the door that for level design reasons was kept that way
(sorry for the big delay)

--------------------
WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Pages: « 1 2 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 4 - 01A: Beach Ball Brawl - Leo137

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 17

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy