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11D: Dangling Danger - Nimono
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11D: Dangling Danger - Nimono
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The first one was a little tricky since you needed some pretty perfect timing (that is, if the Thwomp crashed down a second time, it would be too late). The third one was very clever, I thought. I actually took a picture of the bouncing Koopa in hopes of saying that it was placed stupidly, but upon going to the left, it was actually the total opposite. Getting into that little area is kind of tough, and you should probably consider making the spiky opening a bit bigger .. but other than that, it's pretty cool.

By the way, in regards to the length: have you considered chopping out that last little bit after the third SMWC coin, and actually making the last part the Roviclaw area (with a bit of an extension, I suppose)? Sure, you'd have to move that third SMWC coin, but if you make a giant Roviclaw section, it should be really easy to find a spot to hide it. I can still think of a couple of gimmicks that could be mixed in with it so that it doesn't feel too repetitive:

-Timing a P-Switch press so that you can pass through some used blocks (now coins) with the Roviclaw.
-Falling on a springboard, and using it to spring to a higher Roviclaw.

Those two ideas, at the very least, might help in drawing your level to a close.

(I think a little piece of me just wants to see more usage of the claw at the very end, so eh.)
Hmm... Then what will I do about the first SMWCoin? I'd like to keep it in the first area, but the autoscroll makes getting it kinda difficult if I try to make it somewhat difficult to reach... Also, I'm not sure I want to change the location of the third one. I like it where it is.

I like your ideas for a final Roviclaw section. I'll do that, then! Thanks!

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
This level has gone through a lot of changes, and it's nice to see all the pieces finally falling into place. I'd say you've come a long way- good work.

S.N.N. covered most of what I wanted to say- I just have a couple of comments.


11D, screen F: This moving platform takes a long time to reach its destination...I feel like it should start on the right side instead, or something equivalent.

55, screens 12-14: To give yourself more sprite space, you could remove one of the grinders by the 1up. You could also turn the setup by the second roviclaw into something where you have to disembark into a small pit with one grounded grinder. Then you could add something for the first roviclaw without despawning issues, maybe.

55, screens 17-19 (before smwcoin): This might be a good spot for that roviclaw + springboard setup S.N.N. mentioned. That way, you don't have to move the smwcoin, either (I really liked that one).

55, screens 18-1A (top, after smwcoin): This might be a good spot for that p-switch idea S.N.N. had, and as a bonus that would let you drop into the goal from a roviclaw.


But yeah, I'm happy to have seen this level improve bit by bit. It's looking pretty good now.

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Thanks for the suggestions, but I'm gonna do my own thing on the last section and the section with the 3 claws. For the top area of the last section, I'm going to have the Roviclaw, but I'm going to lead into it with the 4 or so chains at the start of it, not counting the one you use to get to it, so I can keep the SMWCoin where it is. Also, for the platform at the end of the autoscroll, I'm thinking of extending that area by about one more screen, and have the platform go under the wall, where the pipe would be. Or maybe change it to a door. I'm still at a loss for just where to put the first SMWCoin, though. I COULD put it in that area, but if I put it afterwards, people will stay on because it'd be too obvious there's something over there, unless I do something similar to SMG2 and have the line guide go down below the screen...but that might be unfair. Plus, it'd still scroll if I put it afterwards, thus it'd still be quite obvious... If I put it before, how will I make it difficult, yet still give you enough time to get back on the platform? I COULD make you get a P-Switch, but I'd have to find a good way to hide it without making it frustrating, and without making you get crushed by the autoscroll trying to get it...

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
One nice spot for the first smwcoin might be on screen 4, on the cement platform on top of that thwomp. Just a suggestion.

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Originally posted by AxemJinx
One nice spot for the first smwcoin might be on screen 4, on the cement platform on top of that thwomp. Just a suggestion.

I was considering that a while back, but I realized it's actually impossible to get to without actually laying down a path to it :/

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
It's not impossible at all- you just have to spinbounce on the thwomp with the right timing, is all.

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Originally posted by AxemJinx
It's not impossible at all- you just have to spinbounce on the thwomp with the right timing, is all.

Yeah, but I'd rather not require that. (lol, and I did it later on! Of course, there, it's just getting to it in time, and it's right above the thwomp; here, you'd have to jump away at the right time, then immediately back...that's too difficult.)

I thought of a way to put it there and still have it kinda difficult to get, though! Basically, there's a Parakoopa at the start that is pretty much pointless. If you wait until you're about to be pushed by the screen, though, you can jump on it. So, I have the player use that to jump up to some chains at the top. A simple jump past a grinder, okay. But then you face a grinder that is seemingly impossible to pass! So what do you do? Wait. Once again, wait until the last possible moment, and a path opens up that shouldn't be too hard to get through. Sound good?

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
I think I'd have to see it in action to tell, but it doesn't sound bad- give it a try and include it with any other changes you're making for the next version.

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Originally posted by AxemJinx
I think I'd have to see it in action to tell, but it doesn't sound bad- give it a try and include it with any other changes you're making for the next version.

I already did. :P I kinda like it, but I worry it might be too hard. I can't tell, because some people have complained the VERY START is too hard, that they're having a tough time with the chains.

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Here we go again...

This time, guys, I need your opinions on something else: towards the end, I have a part where you have to drop down to other Roviclaws twice. Due to the vertical size of the screens, I have to basically clump them together, putting them basically in range of each other. This can cause issues. Also, later on, the last Roviclaw section, I built it with the intention of the top Roviclaw being unable to move vertically. So, what I want to know...should I make versions of the Roviclaw that have half range and no range, respectively? My issue is that I'm already using both message boxes, so I am unable to actually warn people that they're different from other claws. I can't even change their palettes due to the red and green lights on them...

Also, I'm beginning to get sick of working on this, since I'm running out of ideas.

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
I don't think you need those versions of the Roviclaws. I played the last bit, and it seemed fine to me .. except for the seemingly useless springboard which I never ended up using. In fact, I only have two complaints about the level, both of which are pretty minor:

-No screenshot, but it's possible to get the first SMWC Coin in its new position without having to go through all of the chain jumps prior to it. Simply spin-jump off the Grinder right in front of it to get up top. This should be a pretty easy fix though - just raise the entire upper section up by a tile or two and leave the far left chain slightly lower.


This guy .. doesn't seem to do anything at all. Is that intended? If not, I'd suggest using a horizontal flying Koopa here as an obstacle instead.

Other than that, I don't actually have any complaints about the level. Once you fix up these and those non-functional green spike blocks (do we really not have a "Hurt Mario" block in the base ROM yet? Huh.), your level should be good to go. See what you can do about the "camera snapping" side-effect of the Roviclaws, but if you can't figure it out before the deadline, don't stress too much.
Originally posted by S.N.N.
I don't think you need those versions of the Roviclaws. I played the last bit, and it seemed fine to me .. except for the seemingly useless springboard which I never ended up using. In fact, I only have two complaints about the level, both of which are pretty minor:

-No screenshot, but it's possible to get the first SMWC Coin in its new position without having to go through all of the chain jumps prior to it. Simply spin-jump off the Grinder right in front of it to get up top. This should be a pretty easy fix though - just raise the entire upper section up by a tile or two and leave the far left chain slightly lower.


This guy .. doesn't seem to do anything at all. Is that intended? If not, I'd suggest using a horizontal flying Koopa here as an obstacle instead.

Other than that, I don't actually have any complaints about the level. Once you fix up these and those non-functional green spike blocks (do we really not have a "Hurt Mario" block in the base ROM yet? Huh.), your level should be good to go. See what you can do about the "camera snapping" side-effect of the Roviclaws, but if you can't figure it out before the deadline, don't stress too much.

Oops! I must've accidentally moved the Bowser Statue to the left, since it was supposed to still be the kind that spits fire. I just fixed that. I also fixed the stuff with the first SMWCoin.

Okay, I fixed the stuff you mentioned, and added a few extra things at the end to work under the idea that you can move up and down with both claws.

Enjoy! oh, and don't forget, I need the midway of my level to work with multiple midways so I can have the player start on secondary exit 17 when they get the midway point!

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
I encountered some new stuff this time around.


-Raise the cement block platform holding the SMWC coin up one tile.
-Remove that Thwimp directly to the right of Mario, as this area is actually quite saturated with sprites to begin with.


Remove one or two of these spiky balls. It's virtually impossible to get above the Bowser statue and then back down in time to dodge them.


I think I mentioned this before, but I'd suggest moving the two spiky balls on the right upwards two tiles so you actually have to do some weaving here.


...alright, now I see what you mean about wanting those half-range Roviclaws. At the very least, you should somehow rework the Roviclaw so that if you hit one of the red/yellow horizontal bars, you "stop". Otherwise, things like this will happen (that is, you'll below the second bar, grab on to another Roviclaw, and sprite disappearances will occur).


Same situation here, except you'll completely bypass the third Roviclaw.


I also realized on my second playthrough that these note blocks are actually horribly placed. It's very easy to get glitched into them via the Roviclaw. Honestly, I would suggest just using a springboard a bit to the right on the same plane as Mario instead of those.
I'm honestly not so sure I can do what you're asking regarding the bars. It may not even fix the issue, and I think a half-range Roviclaw would fix it much better.

I've dealt with the other issues you've brought up, but I'm not sure what would be better for the 3-Roviclaw part, changing all but the bottom one to half-range ones, removing the middle roviclaw altogether and just put a jumping challenge there, or what you suggested. I'd really hate to put more work on HFD, though.

EDIT: Release Candidate 3?

If this is perfect, I'll start adding detail to the level.

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Am I supposed to drop off here then go on the Roviclaw? Because it's impossible to not get hit while on this thing. And usually when you do drop and cling, you have little time/momentum to avoid the incoming wall of spikes.


Stuck without getting hurt. Dunno, subjective.


Roviclaw glitches. Drop down to another roviclaw, keep pressing down, the bottom roviclaw will go down. Dunno how I got killed in the second screenshot.
https://cdn.discordapp.com/attachments/570113795016622090/698721430761767003/Dangling_Danger_Revamp_V1_1.bps

Here is my revamp of Dangling Danger. You can play it if you want, it has already been given an OK, but I decided to put it on here anyways.
Huge props to Minish Yoshi for his level design revamp of Dangling Danger. The level is now significantly shorter and easier to go through. The P-switch focused sublevel to get a SMWC coin was removed, too. Wasn't interesting, was hard to reach, and was filler. All in all, what was once a boring level became a really fun experience. Thanks a lot, Minish!

Below, another apparition of my background, and a gif of the final section of the level which Minish Yoshi designed himself and, in my opinion, the best and most creative section of the whole level.





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MK2TDS
Pages: « 1 2 3 4 5 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11D: Dangling Danger - Nimono

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