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Level Testing
Forum Index - Events - Collaboration Projects - SMW Central Production 2 - Level Testing
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Gah. I was in a hurry. This has what you probably want in it.

NOTE: The P-Blocks required for getting the first SMWC coin are already centered. So please don't bug me, even though it's a minor issue.
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.

Extend the girder is standing on one tile to the right, and extended the girder directly to the right of Mario one tile to the left. I checked in Lunar Magic, and this will not cut off the coin arrow.


I still think this spot is too hard of a jump, especially at the beginning of a level only halfway through world 1. Two suggestions:

1. Raise the ceiling above Mario by one tile, and
2. Lower the P-Blocks by one tile.

This should at least give the player some room to dodge the fireballs.

The level seems fine other than that.
You should also retest the third smwcoin, as the ceiling generator makes one jump particularly nasty.

...and you may want to add a ceiling generator for the midpoint.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Yah. The speed of this is what I think IRC would be like if I actually succeeded at going on.
Anyway, Tah-dah!
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.
Sorry, guys! Ignore my previous IPS, I posted it JUST before the latest base ROM came out. HERE is the latest version. Now with finally-working spike balls! They do hurt you now. :D


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

Remember, people! Telepathy is a wooonderful magic!
AnybodyAgrees: You're clear (at last)! You can send me your level files, message box text, and anything else you used in your designing.

Riolu180: You're also clear. Don't forget to change that cape tile into an extended object rather than a Map16 tile. Don't forget those decorations either. Once you've got them done, you're good to go.

Bugfixing pays off!
Err, I did have one nitpick for Riolu. That second springboard in the last roviclaw section seems just a bit high *shrug*

Oh, and for the first smwcoin, that coin arrow doesn't really point to a safe spot.

Also, a bit of slowdown/despawning on screens 16-17 in the second half (only one of the goombas by the smwcoin showed up).


Edit: Also, AnybodyAgrees, you haven't fixed up the last smwcoin. Like I said, the ceiling generator makes one of the jumps needlessly difficult. In addition, you haven't added a ceiling generator to the midway point...

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by AxemJinx
Err, I did have one nitpick for Riolu. That second springboard in the last roviclaw section seems just a bit high *shrug*

Oh, and for the first smwcoin, that coin arrow doesn't really point to a safe spot.

Also, a bit of slowdown/despawning on screens 16-17 in the second half (only one of the goombas by the smwcoin showed up).

It's high because I don't know exactly how high they send you, and I wanted to ensure it launched you right into the Roviclaw.

It does too point to one...if you wait. At least there, you- wait, I moved the thing up a block, so you probably won't be able to see the Grinder... I dunno what to do, then, other than remove the L'il Sparky just under it so there's a definite safe spot there...

Yeah, I noticed one vanished, but I dunno why. I think it simply went off-screen. In all other tests when there were MORE sprites around, it didn't despawn... Hm.


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

Remember, people! Telepathy is a wooonderful magic!
Originally posted by AnybodyAgrees
Gah. I was in a hurry. This has what you probably want in it.

NOTE: The P-Blocks required for getting the first SMWC coin are already centered. So please don't bug me, even though it's a minor issue.

When I went up on a certain part of the overworld, Mario wouldnt stop going up, please fix this problem

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Ill test ANY hack and my youtube channel is http://www.youtube.com/user/TheBlueboyProduction?feature=mhee
The overworld isn't finished (or even started), and is therefore riddled with bugs. This thread is for pure level testing anyway, so if you are going to be offering feedback, please focus only on that.

Thank you.
Done with the untested design in my level. Here's the IPS. Go nuts with testing, seriously. Say everything that remotely bothers you and feel free to toss some ideas around for anything.

EDIT: might be worth saying that I forgot to give all the inside rooms slightly different palletes. Eh.
Easily one of the most atmospheric levels in the project yet. I really loved everything you did with it. The design is pretty superb, and it doesn't seem to overstay its welcome. I have some gripes, however.

-No screenshot, but don't forget to remove the "test" blocks at the beginning of the level. Also, the mushroom there seems kind of pointless since you gave one right at the start of your path anyway.


I'd extend the platform above Mario one tile to the right. It's possible to push the block down and have it get "stuck" on the left edge, thus forcing you to die.


-It's very hard to get into that gap if you're big. I'd suggest making it three tiles tall instead of two.
-Also, I love the fast part here, but towards the end it actually gets extremely difficult to keep up. In fact, I don't even think it's possible to beat blind on the first run. Is there any chance you can slow it down just a tiny bit?


This is a good place for a second midway point (right before the boss). If you could mark it, that would be swell.

Other than that, I'm really liking your design. I'm assuming Lightvayne's path will be the lower route right at the start, yes? If so, it looks like you've split things up quite nicely.
My level for testing:

Download 3-1

Thanks for downloading, suggestions are welcome.

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...Huh?
New version of my level for testing.

EDIT: Again, please ignore any cutoff in the underwater area. That will be fixed when done over with my pretty graphics.

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Gonna cross post here:

Quote

SNN updated the base rom, so I can now post an IPS.
http://bin.smwcentral.net/u/3212/ShodanWii_022.ips

The only levels edited are 22 and 14C.

Couple of things:
1) The main problem is that the thermometer graphics and eerie graphics are using the same SP3 file, so I need someone to combine the two and make it work. (Download the graphics here, because SNN didn't put them in the base accidentally. http://bin.smwcentral.net/u/3212/For%2BBase%2BRom.zip Just rename the ExGFX to 171). I decided to go for the glitched eeries, because you know what they do, and I think it is more important in this case to test out the thermometer.

2) Please play through it multiple times, like I did. If you die in the maze for example, try and solve it without looking in Lunar Magic. There should be enough clues.

3) Two SMWC coins can be found in this run...one is obvious and one is not. Please try to find the one that's not without looking in LM also.

4) The pipes graphics are reallly weird. Can someone tell me how to fix them?
4b) There are supposed to be venus pirhanna plants in the pipes (not inserted at the moment) but during testing, they appear in front of the pipe. Should I just remap the tiles onto my page 4 and set layer priority?

5) I might add a couple of screens to the 1st room, to further get the player used to the gimmick, but I'll do that later.

6) As it stands, as soon as you reach the door, that's the midpoint. I will put the midpoint right after the door in the next room (which will be layer 2-vertical).

7) If you can find any go-throughable bricks, please screencap it. I had to redo the entire room with solid blocks because something wasn't right on the Map16 (my error). I think there are some in the first room as well.

8) And finally, can anyone create some wavy HDMA/HOT background (color wise) like SNN suggested? That would be awesome!)

9) I lied...this is the last one. SNN - can you maybe add some ghost-like ereieness to one of the desert soundtracks? It would sound A LOT better than the current ones in this stage. (BTW, forgot to set custom music, but that's ok.)

Please have fun! Thanks!


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Untitled Hack Progress:
5%


YouTube: www.youtube.com/shodanwii
I've tested Teo17's and Teyla's. I'll do yours later ShodanWii.


Teo17:

This is better than your earlier versions of the level, although I'm confused as to why you sent me a sprite called "asian_dragon.cfg" and then never used it. It actually sounds like something which could have potentially enhanced your level (which I still feel is a tad generic, albeit not bad).

Couple of things to note:


Really easy location for the first SMWC coin.


That Banzai Bill is honestly no threat. I'd rework this screen a bit so that both the Banzai AND the Boomerang Bro. are set up in such a way that they could both be mildly damaging.

Overall, it's not a bad level in its own right, but it still feels a tad bit generic. I suppose this isn't bad, per se - I mean, you've gotten the actual atmosphere down now, which is great. I'm really curious to know what this "asian_dragon.cfg" sprite was though.




Teyla:

An interest concept here (Porcupuffers), and your utilization of them is pretty good .. for the most part. I've got quite a few gripes with the level though, but most of them are (thankfully) pretty minor.


Might I suggest sticking a mushroom or .. something up here? It seemed like a perfect hiding spot, especially since the Ninji you put below practically led up there.


These nets look pretty ugly when they aren't attached to each other. I'd suggest using the "elbow" tiles here to connect the top one to the bottom one.


The enemies here aren't much of a threat. They'd probably be more dangerous if you lowered the nets.


I'd shift that Torpedo Ted launcher up a tile so that it's dangerous in both directions.


This net definitely needs to be lowered. The Porcupuffer can't even reach you right now.


This part is good, but it feels similar to the earlier area. What if you broke the net up a bit with a few jumps, and threw another jumping Cheep-Cheep in there? It wouldn't make it too much harder (and it's a bit too easy to begin with, so...)


This plant isn't exactly harmful. I'd lower the pipe a bit.


Also, this seems like a perfect place for the secret exit as opposed to where you hid it (which is a really obvious place, honestly). Not only is it kind of hard to get here, but most people would go up and through the pipe, totally forgetting to check out this area.

Overall, it's a pretty good level with a pretty nice concept. You've got some wrinkles to iron out, however.
Originally posted by S.N.N.

Might I suggest sticking a mushroom or .. something up here? It seemed like a perfect hiding spot, especially since the Ninji you put below practically led up there.



There's a hidden 1-up block in the middle of that area, so it's actually got a pretty nice reward, though hidden (perhaps a bit too well, even!) it is!

Anyhow, I've also played through the stage, and there's definitely more opportunity to be had with making that floundering puffer fish more of an obstacle. Towards the end especially, it's pretty easy to stay out of reach of everything. Perhaps lowering the nets and adding in a couple of super Koopas could keep things from getting boring?

In addition, I kind of noticed that the jumping puffer seems to be the Abomination v1 I posted before bed last night, because it starts sinking into the ocean if it hasn't jumped in a while. The newer one fixes that, though a few other changes were made, I was wondering if there was any particular reason you used the earlier iteration? I'm willing to put more effort into tailoring it to your liking.

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Pepper your angus.
ShodanWii, this might just be my personal opinion, but as much as I dislike boo circles, I dislike your implementation of them even more. Nothing personal, but to me it's no fun waiting for the circles to line up again and again, even less so with the timer to worry about.

As soon as I saw what the maze involved- carrying a multitude of items around cramped brickwork, again with this timer mechanic- I immediately lost all interest in playing. The timer isn't inherently a bad idea, but the way you're using it here does not inspire confidence from me whatsoever. Again, nothing personal, just my stance.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by Vic Rattlehead

In addition, I kind of noticed that the jumping puffer seems to be the Abomination v1 I posted before bed last night, because it starts sinking into the ocean if it hasn't jumped in a while. The newer one fixes that, though a few other changes were made, I was wondering if there was any particular reason you used the earlier iteration? I'm willing to put more effort into tailoring it to your liking.

Because I was in a rush for testing probably :P

If possible, could you make it dip a bit before it jumps, to give the player warning? That would be awesome.

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Originally posted by AxemJinx
ShodanWii, this might just be my personal opinion, but as much as I dislike boo circles, I dislike your implementation of them even more. Nothing personal, but to me it's no fun waiting for the circles to line up again and again, even less so with the timer to worry about.

As soon as I saw what the maze involved- carrying a multitude of items around cramped brickwork, again with this timer mechanic- I immediately lost all interest in playing. The timer isn't inherently a bad idea, but the way you're using it here does not inspire confidence from me whatsoever. Again, nothing personal, just my stance.


A) Ok. I would like to see what others think about the boo cycles. In a previous thread you had mentioned about another opening? I think that would solve a couple of problems with the circle. If I were to get rid of the circle, what do you think I could replace it with?

B) Is it a problem with the maze itself (the concept)? I can go back and revise the maze so it is easier to navigate through the tunnels in terms of space. Because the level is a ghost house, I wanted to put some things into the level that represented more strategic thinking, such as a maze. The room I'm designing now is more actiOn based and will involve some platforming and more action-y gimmicks. Is the gimmick bad itself or is it the way I've implemented it?

I do want to see what others think of the level, however. I will change some things up though, as I do see your points.

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Untitled Hack Progress:
5%


YouTube: www.youtube.com/shodanwii
Pages: « 1 219 20 21 22 2335 36 »
Forum Index - Events - Collaboration Projects - SMW Central Production 2 - Level Testing

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