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124: Shivering Cinders - MrDeePay

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

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Early progress. This is being done under the mindset that what Blind Devil did never happened.

Oh hey, MrDeePay, it's been a while. The level's looking good so far. Again, try not to make the level too confusing of a maze like it was last time.

I should let you know that we have a deadline for SMWCP2, and that's early January 2021.
I have nothing else to say now. Huh...

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

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Define "maze" in this context.

...Okay, I suppose I picked up that phrase from StrikeForcer in a discussion about your level. He said he preferred the gimmick of the old version of the level, which he described it as a sort of "maze-like" level rather than being a standard romp-y one after the first ON/OFF pipe block. He was hoping that you could salvage some design of the old level, at least to make it stand out a bit more.

Or, something along those lines. It's been a while since I looked to this level.
I have nothing else to say now. Huh...

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

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Even calling it a maze would be a stretch. No matter where you go, you were always gonna end up being closer to the midpoint/goal, with the exception probably being when you take more dangerous method of the second SMWC Coin, which required Yoshi.

The primary "gimmick" of the level was that switch status (and not just the On/Off ones, either) plays a neutral role, in which they neither strictly assist or hinder you. This is also expanded on (albeit to a much lesser extent) in powerup status- Yoshi included- would also allow you to have a choice in other paths you may want to take. I will most likely downplay the powerup status "a bit" more but still require certain states for at least two two SMWC Coins. The Cape will still be required for the first one, Yoshi will be necessary for either the second or third, while the remaining, right now, I'm thinking will be a "figure it out yourself with what you have" method. I have a small test room I'm using to experiment.

Anyway, like I said, this "redo" is being done as if Blind Devil's changes never happened (I ultimately grew not to like it at all.), but I will be trimming the fat so it's down from six sublevels to about... four; three if we're lucky. A lot of the level is going to have some setups and layouts kept/updated, but there will be some new stuff, of course. The plan will also be that you'll always have a chance to get SMWC Coins no matter which way you go; again. Provided you have the right item(s).

Also, one room is already "functionally" done.

Aesthetically, since I apparently never answered this question from a year ago the updated tilesets look ace and whomever did them deserves a good pat on the back! There is an issue with some outlined blocks and the Hopping Flame (I still will not be using the latter for this level.) blending in a bit too much with the lava in the background, however.

Good to see you're finally able to pull off a revamp of your level, MrDeePay. I wasn't really satisfied with my own revision since it was one of the first levels which I ended up changing more stuff than usual, and there wasn't much consensus (if any) prior to it. And as time went by, I absorbed the negative comments about it and agreed with them, especially SF-TDW's regarding the identity of the original.

Words apart, your ideas are good yet challenging to develop, but I'm looking forward to it. The screenshots look okay. Keep it up.
MK2TDS

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

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Level 124: Starting point, Route A, and Midpoint
Level D2: Route B
Level D1: Side Rooms for SMWC Coins #2 and 1. (looking at the sublevel from left to right.)

Progress. Obviously a lot of cleanup still needs to be done (look at all of those Eggman's Robots dev pieces. The remainder of the level will likely be one centralized path with maybe a side room for the last Coin.

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

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oh look

Patch consisting of the first half. The level is located to the right of the Hub and there are some dev pieces at the start for faster testing on my end. The Hub itself has been situated to include all of the Switch Palace switches so you can try the level out with other states.

Looking great so far, MDP.



I suppose I should also show you that I'm working on the new aesthetics on the tileset you're using, one of which is by drawing a snowy tree to represent the ice feel of this level mixed with the fire and lava. It'll also go well in Frostflow Freezer, so it works.
I have nothing else to say now. Huh...

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