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Level Testing
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing
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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?

Advertising Space

For music, how about 49 (for the above ground) and 31 (for the underground)?

...?

First part on my level. Weed out any bugs, difficulty spikes, and the like.

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woag.....

(previously superdragonyoshi1. sup yall.)


Is there a reason for this one tile gap?



The overall layering of this level is just weird, I suggest you use a end tile for the platform.



You can kill yourself by being big Mario here.



Any reason for only three coins down here? I suggest just getting rid of that part because there's really no point to it.



A mushroom will do better here then a 1-up, or just get rid of the whole part.



Use the cloud tile-set to "warp around" the platform. Right now it just look weird. Also, the pipe being down here is cheap because the only way you can tell it's down here is by doing a leap of faith.



...

Ok, I was only able to do this by doing a shelljump, but this is something you should really fix.



A simple power-up down here will do, also why only one power-up in this whole part (besides the secret area anyways).



If your main idea is to go under this, make sure the player can't take the short way out.



This part was a bit unfair due of the level being overall easy for a world 6 level, maybe a bit too easy.



Same as the pic above but this was a bit easier to pull off.



I know this is just blocktool's fault, but you should really fix this.



This 1-up is way to easy to get, if your idea is that you have to repeat this part due of grabbing the 1-up. Put a block under the 1-up.

Overall, the level isn't bad but it had a lot of small problems to it.

Edit: I fixed the images so I hope this works now.
@notgoodwithusernames: I can't see any pictures in your post, I guess that's because you didn't use the "Public" folder of Dropbox, so we can't view the pictures (I get a 403 error when I try to load it).

Also, I'd like to get some beta testers for my level, it has two rooms ready (the "temple" and the lantern boat).

v0.2 ips

Thanks in advance. Also, please do tell if you find it too hard/easy (I doubt that, though).
Originally posted by Hadron
@notgoodwithusernames: I can't see any pictures in your post, I guess that's because you didn't use the "Public" folder of Dropbox, so we can't view the pictures (I get a 403 error when I try to load it).

Also, I'd like to get some beta testers for my level, it has two rooms ready (the "temple" and the lantern boat).

v0.2 ips

Thanks in advance. Also, please do tell if you find it too hard/easy (I doubt that, though).

-the fire flower palette is messed up, I asume that is because of the nija chuks?
-on the lanter boat, when you dont move, mario starts to shake rather violently....
Other than that, very good level!

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Your layout has been removed.

There also seems to be a lot of slowdown in the lantern area. Maybe tone a down a bit with the enemies.
Layout by LDA during C3.
Originally posted by Lightvayne
There also seems to be a lot of slowdown in the lantern area. Maybe tone a down a bit with the enemies.

The "fast rom" patch will be inseted(no idea when), if its slowdown, that wont happen.

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Your layout has been removed.
Like two thirds of the real bugs notgoodwithusernames pointed out are only doable if you REALLY REALLY want to do them and if you die THEN, then it's your own fault.

Also what do you have against pointless decoration, it makes things neater :<

I don't see even know what you are trying to tell us with screenshots 10 and 11, though, and what is wrong with that block in screenshot 12?

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Your layout has been removed.
He's saying that you can stand normally the Bouncy cloud block in number 12, when it normally bounces you. He said it was blocktool's fault, and then said I should fix it, which I can't.

He was saying shots 10 and 11 are too hard. Yes, that's the point. The pipe is eventually gonna lead to the part that goes to the secret exit, which is supposed to be very hard, since it leads to the switch palace.

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woag.....

(previously superdragonyoshi1. sup yall.)
Originally posted by superdragonyoshi1
He's saying that you can stand normally the Bouncy cloud block in number 12, when it normally bounces you. He said it was blocktool's fault, and then said I should fix it, which I can't.

Oh that's simple adding of the corner offsets to the blocks, so you SHOULD be able to get someone else to do it for you quickly.

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Your layout has been removed.
Originally posted by superdragonyoshi1
He was saying shots 10 and 11 are too hard. Yes, that's the point. The pipe is eventually gonna lead to the part that goes to the secret exit, which is supposed to be very hard, since it leads to the switch palace.


I didn't really care about it being to hard, it just seems unfitting do have a hard part as such. With the level being overall easy.

@leod: Yeah, I know most of the pics are just only about bugs you can do if you really want to, but those kind of things somewhat brother me a little. Also, I'm all for pointless decoration, I just don't like the layering of the level.
New update. The level is 1-4, same as always.
Tag (a) was not closed.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
It certainly seems more polished than your first few attempts. I gotta say though, I'm slightly disappointed at the underusage of the P blocks, aside from at the very end. It actually feels like you should extend the level a few more screens to incorporate a few gimmicks involving said P blocks. In fact, I'd highly recommend this, especially since the midpoint is 75% of the way through the level.

Here are a few complaints:


-I don't know if I really agree with the placement of this flashing shell. I'd move it back a bit so it doesn't really become a threat until you get up top.


-I don't like this area. It's oversaturated with sprites, and that one Koopa just blindly walks off of the ledge on to yo. I'd redesign it a bit.


-Although I did say to add some more screens involving the P-blocks, if you DO decide to keep this part, move the ON/OFF switch over to the right a couple of tiles.

Overall? It's getting there, but you still have some stuff to work out. The switch progression and all that is good, but the level falls short at the end. Like I said, try adding a few more screens which mix both the P blocks and ON/OFF blocks and see what you can come up with.
I'm still not sure how I feel about being able to spin-bounce from the piranha plant on top of the ceiling on screen 2. I mean, if players do that and then immediately drop back down to take care of the smwcoin, there isn't that much reason to go back up there, right? Personally, I would prefer making players access the high road from the right, using the hidden note block (which also means you would shift the hammer bro- and maybe even the koopa- a bit to the right). If you're worried about backtracking, you could have the smwcoin spot tunnel further into the ground and add another Secondary Exit #26 to screen 1.


As for the second half...you seem to favor putting large walls of on/off blocks in front of players, but isn't that rather plain, straightforward, and unattractive? What if you made a more intricate network of on/off blocks, with switch blocks mixed in? I mean, a lot of what you've done doesn't involve much thought for players. It's just "Oh look, there's a wall blocking my way. Let's hit that switch that's right next to it and continue as if nothing happened!" (losoall, this applies to some of the wall + bob-omb areas in your level as well) You need to come up with setups that make people think, that make them stop and appreciate for a second the thought you've placed into crafting something ingenious for them. The way you get that first smwcoin (minus the concern in my first paragraph) does a better job there than the entire second half of the level does.


Anyway, I agree with all of S.N.N.'s comments, and have a couple more to add.

B: The key gets stuck in the newly activated on/off blocks, which looks odd, and moreover might confuse players about how many exits there are.

F-10: The silver p-quarter actually turns the goal roulette into a coin, so unless that's changed, you shouldn't put silver ones anywhere near it.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Right, so, had a great idea a few weeks back for my level, and I think it's finally reach a point where it would be done justice.

Level 130

Notes:
•I remapped the castle to be level 1, so you can get power ups there.
•I might change up the first bit. I built that first, without knowing who I was after, but now I might make the GFX match. Same deal with music.
•I'm betting on some form of Palette 8 alteration patch being patch sooner or later. For now, I just made the color GFX global, so you would have the best effect.
•There's only 1 SMWC coin place so far.
•Name will probably be change to reflect the gimmick

e: Also, I screwed up the way you get out of the secret area when I moved one of the ceiling slopes around. Thanks Lucas!

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Your layout has been removed.
I saw your previous incarnation of this level, but really never got around to trying it. I must say, you made a smart move trying a different gimmick in it. For the most part, the darkness is done quite well. It's a steady progression overall - you've introduced it fairly and increased the difficulty as it went on. I have a couple of complaints:


-The point of that platform down there is to simply show that the bottom is dangerous, right? I tried getting down there but couldn't.


-The other "death pits" are easy to notice because you have a platform bobbing in them, or sprites which die in them. However, this one was especially hard to notice for some reason. Think you can provide some sort of indicator here as well?

Overall, I like where it's going. Some parts do seem a tad easy .. perhaps you could throw a couple of Tricky Goombas in? You used one at the very beginning and I didn't see any others, so it might be worth throwing them in as the level progresses. As a final suggestion, I'd start "adding on" to this gimmick a little, especially since you're approaching what I would assume to be the halfway point of the level. Think of some other creative things you can do with the darkness for the second half.

(also, I'd definitely keep the music you're using now - it fits very well.)

Extras



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

Advertising Space

Gonna have to disagree with SNN here. The silhouette gimmick is alright in theory, but your execution of it was poor and feels slapped on (we're trying to avoid slapped on gimmicks that were properly tested this time around).

The main issue here is that everything in the FG and the sprites are the same shade. This makes it much more difficult to tell what's safe and what's dangerous. I method I've always exercised with testing the silhouette would be to do what Retro did in DKCR - add some coloring to key points. so you can see things better. Otherwise, you get Cave of Lost Pride-levels of dick moves and ambush-styled attacks that you could've easily avoided. If you insist on using the gimmick:

- Give the SOLID FG pieces and the sprites different shades.
- Give the sprites and Mario some color. For Mario, use his red. For the sprites, use their "base" color.
- Make the poison water a dark green.


Of course, I don't think you should be using this gimmick. Even if you "fix" what you have going, it will feel blatantly tacked on and fail to capture the mood and atmosphere of a factory cavern. The silhouette is best suited for exterior levels that are not set at night (see also: Sunset Shore and Foggy Fumes) unless the setting/palette can cover for you (Smokey Peak). Your level does neither.

I think Jorshamo was trying to go for a Limbo-esque style with his level (which also used silhouette graphics in a factory setting).

But I gotta agree with MrDeePay on this one. It was not a fun level to play simply because I couldn't quite tell what was going to kill me, what I could jump on, and worst of all, where the Pirahna fireballs were! Even Limbo provided hints as to what was what, so you weren't stumbling around blindy.

Also, somewhere in the second screen, right above the Puntin' Chuck, I stumbled upon a hidden passage above him, which seemed to lead to the first SMWC coin. Not only was there no hint as to the existance of this passage, but once I got in there, there was no way out! I couldn't go back the way I came, and when I found what seemed to be a way down at the end, I was trapped in a 1-tile wide hole with no way out. I was stuck and had to reset my game.

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Got new incarnation of level. Will upload tomorrow.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
@Jorshamo: Ok, I'm going to admit that my thoughts will likely be influenced by my overall dislike of silhouette-style levels to begin with, but I will try to be as objective as possible. However, my initial reaction is complimentary to MrDeePay's in that the gimmick comes across as tacked on. Perhaps using an interesting lighting effect/flickering effect could help give purpose to the idea, but as is it just feels...off. I don't want to say scrap the gimmick outright - I think it could be worked with, but the question is how? Adding subtle tints like MrDeePay suggested might work. Or, like I said, creating a flickering/busted lighting effect with palette animation could be an idea as well - that would fit the factory part of the theme at least. Or perhaps a combination of the two?

As is, I got very little enjoyment from this level, especially since you can't even see the Venus Trap's fireballs half the time. I kept getting killed by invisible objects only to realize eventually that it was because of said fireballs. As such, I felt that most of the difficulty stemmed from unnecessary blindness as opposed to sprite/architecture mechanics. I understand that's part of the gimmick, but I think it's being relied on too heavily - even if it wasn't purposefully designed that way.

I don't have anything nit-picky to say about the level itself since SNN and GeminiRage already hit up the troublesome spots I saw. But if nothing else, you should at least allow for the lava to show off its animation so we can easily see what's deadly below our feet.

@SNN: You can spinjump rather easily down to that platform, but yea, there seems to be no reason to go down there.
Pages: « 1 211 12 13 14 1535 36 » Link
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing

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