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125: Frigid-Fried Frenzy - amhunter

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Yoo, I may be pretty late and all, but I noticed how your level name has like a triple alliteration with F, but what if you like make a triple alliteration with Fr instead, like Frost-Fried Frenzy or something, that would also take out the generic "Fire" in the title ("Ice" was replaced by "Frost" so that's cool).
Just kind of a random thing I wanted to say.
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you know leod, you got yourself a pretty good mind there. ;)

I'd like to go with Frost-Fried Frenzy, good thinking there!
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Extras



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

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Personally not a fan of that type of jump. There's always that semi-random chance of Panser spawning a fireball when you're on your way across.


I somehow managed to forget why I took this screen.


Ignoring the Panzer not there anymore- suppose I miss the jump and I'm at where Mario is. How am I supposed to get back up without taking damage?


You should put an ON/red wall up on that block the firebar on the right is using. It's better safe than sorry for someone to skip over a good portion of your level.


Note the red on the ledges beside the pipe.


Palette 6 shenanigans, which SNN covered.


Too slow on taking the screenshot and I can't rewind in SNES9x (I also refuse to use savestates for this project unless I'm trucking through a level), but glitched lava splash tiles... which SNN covered.


This is a result of the side effect from the slippery blocks I asked for you to work around. SNN covered this already.


I think the initial BG position is set too low here.


Palette 6 shenanigans.


This pipe should just be replaced with a patch of snow because of that slippery issue I mentioned.


Somewhat mean-ish jump for big Mario.


Just replace these cement blocks with ice or vice-versa.


I'd personally make Nipper plants vulnerable to fire, but that's ultimately up to you.


SNN


Pretty mean jump to make... then again, I've done some pretty "mean" jumps with the two SMWCP1-2 levels I've done at the end of my levels; so that's up to you.

Overall, the level is a vast improvement to the "BS"-filled version you did prior, but still rough around the edges. Please note that these screens were taken before you made a second update for the day, so many of these comments may be already addressed and you can just discard them or whatever. I haven't tried your latest version (I'll skip that in favor for your next one), however. Just be sure to add a second checkpoint at the entrance of the last sublevel.

I'll see if SNN can help me with that 2nd checkpoint. Other than that, I believe I got those bugs fixed. We'll have to see with the next update.
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Ok, here is a new IPS.

Level 125

Have fun. Please ignore the lava splash bug on level 29 and there is not a custom block inserted on tile CFA, so the lava still doesn't kill you on level 2A.

Oh, plus, I can't do much for that 2nd checkpoint, but I'm sure SNN will take care of it when the time comes.
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Realized I have skipped a few levels, so let me just fix that.

This was an alright-ish level. Only notable changes were made to the first SMWC coin which required a fire flower in order to melt ice blocks which weren't introduced anywhere. They've been replaced with turn blocks which you should capespin instead. For convenience, a green switch block is placed near the coin so if the switch was pressed, the coin is practically yours. And in the second sublevel which had Bob-ombs, Venuses and hopping flames, Bob-ombs were replaced by shelless Koopas, so you don't have any tileset-specific sprite you can carry elsewhere that would look garbled.

Aside from that, the FG has got some palette adjustments, and I made a new background. It's not the best thing ever but should be good enough to replace the old version.


MK2TDS

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