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12F: Synchronized Sector - ToxicRave
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12F: Synchronized Sector - ToxicRave
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Originally posted by MrDeePay
- How the hell are we supposed to get that SMWCoin AND get out unscathed?


Spin-jump on the Thwomp and you'll collect the top half of it. To make it seem a little less "glitchy", for the lack of a better word, moving the coin itself up one tile may help here.

Originally posted by MrDeePay
Think fast. The animated blocks don't sync to Mario exiting the pipe and he'll land on the last block of the block snake


He stated there was an issue with a pipe -> pipe transition. Now, I don't know if this sublevel actually requires specific timing (it probably doesn't), but if he made the end of the previous area a drop into a pit and used teleport blocks, he could start the second area by "dropping" Mario from higher up, giving him those reaction seconds.

Originally posted by MrDeePay
After the hell you put the player through up to this point, you do this?


Thanks for reminding me! I knew there was a part I missed. This setup is very dumb, as it's more than possible for the player to get stuck in those blocks (as well as the Chuck, and frankly, it just looks sort of ugly and .. well, it's just iffy all-around).


Honestly though, I didn't have much trouble with the level. The second area took me about three tries, but the level itself is actually quite short from the beginning to the midway. I think once the wrinkles are ironed out, this will be both a very fair and very enjoyable level.
And it's now been a week. Are you ready to show an update? With only 5 days left, I'm hoping you can finish the last chunk of the level by then.
Here what I got so far

I'm hoping on getting the .ips up tomorrow, but I need to transfer all of my stuff to the latest base rom and I need to do a "small only" run though it as well.

Well, the screen shot looks interesting, but "tomorrow" has come and gone. You got something playable?

EDIT: never mind, I saw your post in the testing thread:

Originally posted by notgoodwithusernames
Finish the design for my level:

LINK


You guys really should cross-post this stuff. I'll test it in a bit.

EDIT 2: Review
Layout by LDA during C3.
Originally posted by Lightvayne
EDIT 2: Review

Thanks for testing it, but do you have any spots that stood out difficult wise? Also, I'm not really sure if adding a second mid-point would be a good idea due of the level being really short.

Lastly, I'm not really sure on what to name this level. So if you guys have a idea on what to call this level as, that be great.
Coming up with names for this one has proven to be rather tough. I have two in mind though (finally) which may work:

"Blinking Barracde"
"Synchronized Sector"

I'm just going to wait for a couple of others to give you some feedback on your level, and then it should be safe to accept and insert.
Guess I go with "Synchronized Sector" for the level name.

Extras



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

Advertising Space


Quote
Thanks for reminding me! I knew there was a part I missed. This setup is very dumb, as it's more than possible for the player to get stuck in those blocks (as well as the Chuck, and frankly, it just looks sort of ugly and .. well, it's just iffy all-around).


Actually, I was referring to that the player has to go through the trouble of hitting THAT checkpoint after everything thrown their way before this point. I mean, one simple mistake and you're stuck having to finish the level in one go.



And suppose Mario is big when he gets to this point? Having this setup with a Flower is just a dick move; either lower that platform (preferably) or replace that block with a block w/Feather.


Think fast. It's very easy to run-jump into this Pokey when you're basically forced to do it anyway.



Yeah.



- That Question Block is not worth it.
- Glitched Lava Splash tiles. Just ExAnimate those since you have plenty of free space in your Ani file.


Originally posted by "SNN"
This part is absurdly hard with the Volcano Lotus there. The actual block setup is quite clever, but the Lotus makes this so much more irritating than it needs to be.

What he said.


(took screen too late)
Think fast. It's very easy to land right in front of this Super Koopa wall with little time (read: almost none) to react.

.ips file

Well that should cover up everything now. The only thing that I didn't change is the flower block set-up that MrDeePay mention. Because I don't want the player to gain two power ups on the same screen so easily. However, you can still grab the flower though by jumping on the flying koopas.
I just have three more issues I caught this time around. Once they're fixed, you can send your stuff in.


This jump is particularly irritating to make when you're big. Lowering the block I'm on by one tile should fix it.

-No screenshot, but I noticed the first half of the level is very stingy with powerups (unless I missed one). Have you considered giving the player a mushroom within the first few screens?

-No screenshot, but I agree that the midway needs to be moved down. Getting that far just to get potentially slapped in the face isn't really cool. As for the ? block up there, I'm fine with that.

Fix those up and you're set.
Reopening this. NGWU has expressed interest in reworking parts of it to increase the quality.
Great idea. The level could be tweaked so that it's a little more forgiving.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
I was thinking of just outright scraping the 2nd section of the level because I really don't like it looking back at it. So I was thinking of making a vertical level for the 2nd section instead and it's based around on those purple triangle blocks. Here are some concept pics of what I'm talking about:





However, when I was testing it, the player just goes though the block and ends up dying, rather then running up the blocks. So I wonder if it is possible to fix it?

As of now though, I'm currently fixing up some errors in the 1st section that Rameau's Nephew had mention and I also plan to make it more visually pleasing.
Finally! A level that uses triangle blocks as a gimmick!
Finally!

I just hope it does create gory crush-y situations.
Originally posted by notgoodwithusernames
However, when I was testing it, the player just goes though the block and ends up dying, rather then running up the blocks. So I wonder if it is possible to fix it?


Custom blocks don't work when wallrunning period, and to fix that you'd need to change the code of BTSD itself. So no, it's not really something fixable.

--------------------
My YouTube channel
Get the official ASMT resource pack here!

If notgoodwithusernames stops working on the level, then I'll take it.

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Why are you looking down here?
Originally posted by negativestar54
If notgoodwithusernames stops working on the level, then I'll take it.


That seems unlikely.
Originally posted by Giant Shy Guy
That seems unlikely.
You never know.

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Why are you looking down here?
Did you post in the level reservation thread?
You should, and If you have, you don't have to worry about leting everybody know.

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Your layout has been removed.
The level isn't up for grabs anyway. It's done - all he is doing is just reworking parts of it.
Pages: « 1 2 3 4 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12F: Synchronized Sector - ToxicRave

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