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022: Scorching Sepulcher - ShodanWii/SyStemkraSh
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 5 - 022: Scorching Sepulcher - ShodanWii/SyStemkraSh
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Pages: « 1 2 3 4 »
Originally posted by Milk
Ok, I'm going to ignore all issues regarding the shortness of the thermometer since you said the wrong version was sent in. However, I found a slew of other issues. First a few pictures:


Not really an issue, but it is a little odd that the HideBoo managed to move away after "hugging" me.


Wait, so you're telling me that I'm considered to be in the shade even though I only have a tiny fraction of my head covered up yet...


...if I stand within a tile that's 75% brick I'm subject to the sun's burning rays!? Dammit!!

Moving on: I still really don't know how to feel about this level. It seems to suffer from wild sways - you're making good use of the gimmicks and resources here, and then stuff just collapses into a mess there. You're really starting to force some impossible maneuvers in cramped areas and I'm questioning the usage of HideBoos within some of these claustrophobic corridors.

My biggest concern with the HideBoo is that you can't spinjump him like you would a normal boo. If your level consisted of wide open spaces, this wouldn't be a concern. But since your passages are so tight, you're forced to spinjump a large amount of enemies, especially if you hope to do the level as Big Mario, which is a nightmare in a few places, like all of 06-0B in level 022 - whether or not you're trying to drag the p-switch along. But with narrow corridors, HideBoo is one of the most frustrating enemies I've seen yet. There's a couple spots where I don't have a clue how you're supposed to avoid him, such as on screen 04 when you're trying to get the feather. After 10 or so tries, I just gave up on that venture. But that can also be attributed to the faster thermometer, so I don't know.

The upper route that runs backwards from 03/04 back to 00 in level 022 seems rather pointless. I think if you're going to have someone backtrack and repeat the first area with no real purpose, you should put a better prize up there instead of just a mushroom/flower. Personally, if you're dead set on having an upper route, I'd look into making it an alternate path to the feather.

As far as the second area, well you said you've scrapped it so guess there's nothing to say about that. Of course, the pics of the second area still apply to the first, so that's why they're there.

Oh, one other thing, and this actually bothered me on my previous tests. I find it strange that the thermometer doesn't appear as soon as you enter the level. Because of this, I'm wondering if you're first message block can be a little more blatant about the fact that there's a timer up in the corner that you need to be aware of. First timers may not notice that a thermometer suddenly popped up when you first walk out into the sun. I don't know, that may just be me.

*Looks in LM* Huh? I didn't know you had that much of 14D completed. Too bad I can't get past the first screen right now thanks to the shorter timer, but looking at it in LM, it looks like more tiresome item babysitting. Hrm....


And to answer you're questions:

Originally posted by ShodanWii
5) I'm not quite sure what you mean. I won't hide anything beneath the bricks.

I guess the point is moot now, but I didn't readily pick up on this as an issue this time around.

Originally posted by ShodanWii
6) I'm not familiar with those sprites, can you explain what they do (especially the SMb3 stretches)?

This is a Kanji Ghoul. He helps you get places, but I don't think anyone ever coded him.

And this is a stretch:

He travels back and forth along his ectoplasmic rectangle. I believe he can be found in the sprites section.


First, thanks for testing my level again!

Now to address:

1) Should I have the Hideboo edited to freeze when touched and move away when Mario is invincible for the brief two seconds?

2) I'm going to try and minimize that from happening.

3) Yea...I'll fix that.

4) I think I'm going to end up making some of the cooridoor's taller and a little shorter, so that should help to alleviate some of those problems.

5) I don't know about the spinjumping tactic, I think it defintely adds more difficulty when you can't, but in some places, I can definetley see why you would want to. I think the sprite variation will help that.

6) I think I'm going to make the first room 5-7 screens longer, add a SMWC coin where the flower is (like SNN suggested) and add some breakable blocks. I'll start to make the pyramid 'collapse' in a way, and add the midpoint after the first room? (still deciding).

7) Should be fixed. I'm still iffy on 17D, it seems I'm not good with creating mazes that don't have items. >.<

I'm going to look into those two sprites, as I think they would help alot.

Also, for the second room, I plan on using a on/off switch gimmick in conjunction with the shade/sun, but with changes in the brightness of the level. We'll see how that works...XD

This next week (until next thursday), I'm pretty swamped, but I'll try to update when I can.

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Untitled Hack Progress:
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YouTube: www.youtube.com/shodanwii

Its past Thursday. Got any new news for us?
Layout by LDA during C3.
http://bin.smwcentral.net/u/3212/Screen%2Bshot%2B2011-08-28%2Bat%2B6.46.41%2BPM.png

I haven't had much time to work on it, but up above is what I've done so far. I made a little intro to the pyramid, and expanded the first room more. Don't worry about the current entrance position and the mushroom by it, they are just for testing. I wanted to try and use the 'broken wall' idea, and am currently experimenting with it. The midpoint will be somewhere near the pipe on the other side.

Let me know what you guys think of it. BTW, the darker bricks have layer priority and restore your meter.

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Untitled Hack Progress:
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YouTube: www.youtube.com/shodanwii
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----|Version 0.8 (9/2/11)|------
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http://bin.smwcentral.net/u/3212/ShodanWii_022_v08.ips

New in this Version:
-Extended first room (about 10 screens).
-Still no second room.
-Intro to level.
-Fixed various things.

Known problems:
-Pipes are oddly colored.
-Problem with some sprites not showing...mainly the venus plants.
-Going to add stretches sprite at some point.
-Need more sprites (variation).

Let me know what you guys think!

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Untitled Hack Progress:
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YouTube: www.youtube.com/shodanwii

Playtested this and I got a few things that you should probably fix.

Not quite sure why there is an invisible ceiling here. If anything I would move it to the top of the screen or just use the ceiling generator


Please, please, PLEASE do not place small spaces like this where Big Mario can wedge himself in the wall can die. I know people shouldn't be stupid enough to squeeze them self in there, but they will. At the very least, place those invisible blocks in all of the small sections like this so Mario cant get in there


Speaking of invisible blocks, why are they here blocking this path to the coins. Also just to the right of me, there is a barrage of 5-6 eeries coming at me at are almost impossible to escape without getting hit,



Layer priority issue. IN the first screen I can seem Mario's feet and second screen has the graphic priorities screwed up too. Best if maybe you make all of the blocks, even the solid ones, have the priority set to them


What sucks about this entire area is that if you screw up a jump you pretty much have to start back at the beginning at the bottom. Even with the Boos not killing you, after you unfreeze, you fall short of what your original path was and you end up falling. This portion I believe is a bit too hard and needs to be reworked.


This area is not passible as big Mario and once again, if you miss the jump you have start start all the way from the beginning.
Layout by LDA during C3.
Originally posted by Lightvayne
Please, please, PLEASE do not place small spaces like this where Big Mario can wedge himself in the wall can die. I know people shouldn't be stupid enough to squeeze them self in there, but they will. At the very least, place those invisible blocks in all of the small sections like this so Mario cant get in there

Better idea: Visible blocks, or blocks that only block big Mario. It's harmless if small Mario enters one of those, so there's no point blocking only him.
But making it impossible to die there is indeed a good idea.

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<blm> zsnes users are the flatearthers of emulation
Originally posted by Lightvayne
Playtested this and I got a few things that you should probably fix.
Not quite sure why there is an invisible ceiling here. If anything I would move it to the top of the screen or just use the ceiling generator


I didn't put a ceiling generator because I already have a generator in place. Can you have two at one time? Also, if one goes to the top of the screen, they skip the whole level.

Quote

Please, please, PLEASE do not place small spaces like this where Big Mario can wedge himself in the wall can die. I know people shouldn't be stupid enough to squeeze them self in there, but they will. At the very least, place those invisible blocks in all of the small sections like this so Mario cant get in there.

My apologies. I tended not to do that because it didn't look as good, but I will fill all of the gaps.

Quote

Speaking of invisible blocks, why are they here blocking this path to the coins. Also just to the right of me, there is a barrage of 5-6 eeries coming at me at are almost impossible to escape without getting hit,

Whoops, was not purposeful at all. Consider it fixed.

Quote

Layer priority issue. IN the first screen I can seem Mario's feet and second screen has the graphic priorities screwed up too. Best if maybe you make all of the blocks, even the solid ones, have the priority set to them

Ah, ok. Was trying to figure out how to fix that. I'll give it a try.

Quote

What sucks about this entire area is that if you screw up a jump you pretty much have to start back at the beginning at the bottom. Even with the Boos not killing you, after you unfreeze, you fall short of what your original path was and you end up falling. This portion I believe is a bit too hard and needs to be reworked.


I'll fix it up some. I'll tone down the difficulty, but I wanted to keep the element of, slow down, don't rush. I may just make it shorter, that would probably help.

Quote

This area is not passible as big Mario and once again, if you miss the jump you have start start all the way from the beginning.

Hm, I've made that jump with big Mario, but I will definitely fix it.


@Alcaro, I will indeed make it visible. Thanks for the heads up.

I appreciate you guys playtesting the level. I didn't notice in the post whether you actually liked the gimmick or not. I remember Lightvayne saying that he liked it in the testing thread a bit ago...what do you guys think of it now? I want to make sure it's good before moving onto the last 1/2. Did you guys find both SMWC coins?

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Untitled Hack Progress:
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YouTube: www.youtube.com/shodanwii
Originally posted by ShodanWii
I didn't put a ceiling generator because I already have a generator in place. Can you have two at one time? Also, if one goes to the top of the screen, they skip the whole level.

Throw the Ceiling Generator into LevelASM (just forward the necessary code to SNN for whatever level needs it). Actually, I'm surprised we're not using LevelASM for the Ceiling Generator altogether, but I suppose we still have generator slots to spare, so eh.
Originally posted by Milk
Originally posted by ShodanWii
I didn't put a ceiling generator because I already have a generator in place. Can you have two at one time? Also, if one goes to the top of the screen, they skip the whole level.

Throw the Ceiling Generator into LevelASM (just forward the necessary code to SNN for whatever level needs it). Actually, I'm surprised we're not using LevelASM for the Ceiling Generator altogether, but I suppose we still have generator slots to spare, so eh.


I'll probably take that suggestion, thanks. I'll let SNN know near the end, it isn't a huge deal at the moment.

I just wanted to post a small update...I got the on/off switch I'm going to be using in the 2nd half working, and I will have time to work on the level this weekend...so expect something by Sunday or Monday for sure. It should be the first fully-playable level, and will be in time for the deadline! =)

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Untitled Hack Progress:
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YouTube: www.youtube.com/shodanwii

Got any more updates for us? Its been about a week and you're running out of time...
Layout by LDA during C3.
-------------------------------------
----|Version 0.85 (9/22/11)|------
-------------------------------------

Download: http://bin.smwcentral.net/u/3212/ShodanWii_v085.ips

New in this Version:

-Fixed up the first room. I made the last part shorter, and easier. First half of the level should be done.
-Started with the second half, but am hitting a block...none of the puzzles I've made are necessarily fun...the gimmick involves the on/off switch. It is not even close to complete, no sprites either. However, look at the gimmick and puzzles and tell me what you think.

Known Problems:
-Haven't filled all of the 'small mario' holes.
-Working on getting SMB3 stretches, and possibly the SMB3 angry sun sprite.

2 SMWC coins available at the moment.

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Untitled Hack Progress:
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YouTube: www.youtube.com/shodanwii
Tried out the level, and these are some all of problems I ran into, even the minor ones:
Photobucket
The invisible blocks that extend here are somewhat problematic; instead of stretching them across horizontally, maybe you can make it extend vertically from the pyramid.
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Camera is in the wrong position from the entrance into the pyramid.
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It's probably just me, but I thought that you could hide from the heat behind this pillar. It's not really a problem, though.
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Layer priority with the pipe and the eerie.
Photobucket
For some reason, the ceiling isn't solid here.
Photobucket
I blind jumped into a pit with the P-Switch.
Photobucket
The slope tiles are solid here; I'm pretty sure they weren't in the original game.
Photobucket
I have a hard time telling apart the solid blocks from the passable ones.
Photobucket
Just my personal preference, but it seems kinda strange to attach a chain on the layer behind you to another object on the layer in front of you.
Photobucket Photobucket
Layer priority shenanigans.
Photobucket
In the new section, I glitched through the floor by hitting the switch as I went into the blocks.
Photobucket
Also, the switch block glitches when hit.
Photobucket
I got stuck in this area after taking the wrong path. Thankfully, I had the cape.
Photobucket
If I remember correctly, I think I had problems with the area because I kept duck-jumping into the tiny holes. However, you said you were fixing it.

EDIT: ShodanWii asked me to help him design the second part of his level, and I accepted. I'm happy that I get to design two levels (more like 1 and a half, actually) for SMWCP2.

I'm starting the design for the second part right now. Currently, I had a few ideas in mind based off of ShodanWii's idea of using On-Off switches and On-Off blocks, but I don't know which one to use. I'm not experienced in any heavy ASM, so the ideas may be a bit farfetched. Here's the list:
1: This level idea involves layer 2; if the switch was on, the screen would brighten, the lava would rise up and the heat would increase. If the switch was off, the screen would darken, the lava would fall and the heat would decrease.
2: If the switch was on, the screen would brighten, the heat would increase and the Eerie generator would be turned off. If the switch was off, the screen would darken, the heat would decrease and the Eerie generator would be turned on. Originally, the Ghost ceiling generator was going to be used until someone told us that the generator/sprite couldn't be made.
3: If the switch was on, the screen would brighten, the heat would increase, and the ghost enemies would be slightly hard to see. If the switch was off, the screen would darken, the heat would decrease, and the ghost enemies would appear.
Video update of our level. It's still a WIP. Any feedback or suggestions?
Very interesting gimmick there, but the level seems WAY too cramped and crowded in general, particularly with enemies like Boos, Eeries and Hotheads.
I Also think the same as excavator, really with the eeries coming at the night is enough, the moving boos can block the player and make imposibble to avoid some enemies formations, be sure to make some spaces where mario can avoid getting ambushed, avoid narrow passages where the player has to be lucky to not get an eerie spawned in his face.

But this idea has a lot of potential, i loved the part with the moving hole, i don't know if it is possible but you could change the background color to a more night-ly one, using hdma or exanimation it could be possible.

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WIP Thread

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

... Why the first level of like every hack has a shooting pipe.
Thanks for the input guys. I'm happy to have SyStemkraSh work on the level with me. We go a few years back. ;) I'm helping with the 'cramped situation'. Keep in mind that the boos in this level (except the boo ring) do not hurt you, they only stun you and increase your time. You are given a brief period of invincibility after stunned. I really want to express my gratitude to SyStemkraSh for helping me, and I want to say again (I've told him a billion times =P) that I really love his level design.

EDIT: The level name has been decided as "Scorching Sepulcher". Which is essentially "Hot Creepy-place"

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Untitled Hack Progress:
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YouTube: www.youtube.com/shodanwii
Originally posted by Leo137
i don't know if it is possible but you could change the background color to a more night-ly one, using hdma or exanimation it could be possible.


A Palette ExAnimation triggered by the ON/OFF would work very nicely. Each color in the BG row would need an ExAnimation slot, but it is easy to set up.

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Originally posted by Karatekid5
Originally posted by Leo137
i don't know if it is possible but you could change the background color to a more night-ly one, using hdma or exanimation it could be possible.


A Palette ExAnimation triggered by the ON/OFF would work very nicely. Each color in the BG row would need an ExAnimation slot, but it is easy to set up.


I have no experience with that, so could you possibly help with that when the time comes? Also, I was thinking of a sort of wavy-red hdma effect in the first 1/2 of the level, can you make that?

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Untitled Hack Progress:
5%


YouTube: www.youtube.com/shodanwii
Originally posted by ShodanWii
I have no experience with that, so could you possibly help with that when the time comes? Also, I was thinking of a sort of wavy-red hdma effect in the first 1/2 of the level, can you make that?


I'm not that advanced with HDMA, so I wouldn't be able to make something like that from scratch. Though, I know there are some wavy HDMA effects in Ice Man's HDMA Effects pack.

Though, I'm more than happy to help out with the Palette ExAnimation!

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Well, I;m generally not good at "ripping out the guts" as Featherine Aurora Augustus would say, but I thought that I'd give it a try.


shodanwii, I reviewed your half of the level. I liked the puzzle and gimmick, but it has some problem areas. First:
- If you get hit by the boo, and another one hits you at a certain time, you are frozen again and can't escape.
- If you are hit by a boo while behind the layer priority enabled wall, your meter goes up.
Second, specific issues:


The first half of your room seemed a little too cramped in general. It is easy to be in a situation where you have to lure the boo away, but don't have time to do so without dying from the sun, or getting hit by an enemy. I'd personally just give players a little more room.


This jump is a little hard for W4. The boos are almost impossible to dodge or lure away, and although there is shelter nearby there are also Fire Traps and Eeries waiting to kill you. Maybe you should take at least one boo away.


Um... I'm assuming that this is a problem with the base rom, but I wanted to point it out anyway. Yeah.


...Nothing to say here.


Something that is easy to miss here is that the way the Wave Motion Eeries are placed, it is almost impossible to get past them without taking a hit. If you try to go behind them, you will probably die due to lack of shelter. My suggestion here is to add some shelter in the middle.


It isn't very obvious here that you need to hit the switch BEFORE you jump down the pit. I died that way once, and I think that other people will too. My suggestion is to either move the gap to the left and make a way to get back up there, or put blocks over the drop here.


For this jump, if the boo is in this position (which it often is), it can mess you up. How? You can't progress without getting stunned. If you go back to try and lure it away, you can't see it and it may stun you completely. In fact, I'm not too fond of low ceiling chain jumps like this in general, ESPECIALLY with enemies that chase you like boos. My suggestion is to move the boo back a little, or lower the chains, or raise the ceiling.


Believe it or not, this jump might also be a little too hard. The reason that it is very hard to jump off at the right moment and grab the other chain, especially with the boos chasing you. I'd lower the chain on the left JUST a little.


EXTREMELY MINOR, but the boos have a tendency to have ugly graphical glitches like this. I'm pretty sure that there is nothing that can be done about this.


Finally, I don't like that pit. It seems cheap to have a discolored pit there where you could fall down and have to do that part again.

In conculsion, it is a very fun puzzle area with an interesting ASM gimmick, but suffers a little from cramped spaces and having to lure the boos so much. Still, very good.
Pages: « 1 2 3 4 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 5 - 022: Scorching Sepulcher - ShodanWii/SyStemkraSh

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