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Level Testing
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing
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The only thing I can think of is the ROM you patched it from isn't clean. Check the tools section for the SuperMarioWorld Clean ROM Verifier.

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Your layout has been removed.
Finally after creating a whole bunch of ips files and testing it on my other computer, I got it to work! Not even sure why but now you can get it here.
The next room has not been started so you can end it after you reach the pipe in the first room.

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Fawful says farewell to all your fink-rat faces forever!



TWIST PROGRESS:





Okay, so...

I feel like this has too high of difficulty spikes. Its just a straight run for a second, then a hard jump or obstacle, then nothing again. I also could not make that first jump for the life of me. Forgive me if im wrong again too, but are you using the P-Switch music here? It doesn't really sound all that great and its just monotonous. Did you try the regular bonus room custom music?

However, on the bright side, it has a pretty good atmosphere graphically.

It really is hard to judge since it's so short...

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Your layout has been removed.
Originally posted by flareblade26
I also could not make that first jump for the life of me.

That doesn't make a whole lot of sense. Could you explain the certain part you're talking about?
Originally posted by flareblade26
Forgive me if im wrong again too, but are you using the P-Switch music here?
That's actually the bonus music not the P switch music. But yeah, your right. It does get kind of monotonous. I had to check if I had actually selected the bonus music and not the P switch music! Anyway, thanks for the feedback. I'll work on the difficulty.

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Fawful says farewell to all your fink-rat faces forever!



TWIST PROGRESS:





The run and jump on the conveyor belt. Maybe adding 1 more tile to it will help?

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Cross-postkjbhf;lsdf!

Originally posted by Lightvayne
I know its late, but I did promise an ips so here it is.

As of now, this thing is riddled with bugs. The cat mummy has a few weird interactions with some things that it wasn't having issues with before until I switched over to the newest rom base.
There is still slowdown, probably because the fast rom patch hasn't been applied yet.
The spikes in the second room switched colors on me and I don't know why yet.
Wrong palettes.
etc.etc.etc...

Anyways, I'm looking for feedback mostly on the design of the level so far. The demo ends halfway through the second area when you will ultimately be crushed against the ceiling and a row of rising "?" blocks....
Layout by LDA during C3.
Hey guys.
I recently started playtesting some stages for SMWCP 2. I've got two questions regarding two stages that are already finished since well I cannot find out the solution myself:

1.) Cumulus Chapel: So I don't understand what I have to do after getting the code by destroying the airplanes. I leave the small room through the pripe on the right side and get back to the main room. When I reach the left side of the main room (where I get my fist SMWCP Coin via a plane) there's some sort of console but pressing up while standing in front of it does not seem to be the right strategy. What do I need to do with the code?
Also there seem to be some red blocks in this room. However, I cannot find a switch to switch them off,

2.) MrPeeDays stage in world 7: Is there a secret exit?
I've just had a quick run through of noseman999's Switch 2 level, and I think that:
-> It's designed very well (except that the only way to get power ups is to run on special mushroom tiles)
-> It a little bit easy (a couple more enemies would be nice)
-> It's not finished (after finishing the level for good, can you upload it again for us to play?)

- BlackMageMario
Originally posted by Slit08
1.) Cumulus Chapel


Yeah, that's my level, and the RAM address I used for the code ends up resetting before you reach the console. Needless to say, you can't complete that level in its current form (though I'll probably have a fix for it by the next base ROM).

As for MrDeePay's level: there is no secret exit.


EDIT: @noseman999: I offered you some feedback for your level in your actual thread for it, so you can check it there.

Extras



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

Advertising Space

MrPeeDay?




http://bin.smwcentral.net/u/1365/Level130_01.ips - Roughly 2/5 of the level. There is some cutoff, clearly unfinished parts, no text in the message boxes, and some slowdown. I'm mainly posting this one due to the fact that something still feels very off with the level. The purple water will likely be instant kill since I expect some players to tank some jumps and use the mercy invincibility to get by.

I'm not sure what you think is "off" with the level, as it seems to play rather nicely overall (barring a couple of parts that might be a bit too hard, even for world 8). I'm liking the usage of the poison water here - it finally feels like it's done right rather than it was in SMWCP with people just throwing it into their levels for whatever arbitrary purpose they had in mind. I'm especially liking that underwater portion - it's tense, and it feels like you have just enough time to get to each mushroom.

Some criticisms:


This guy isn't much of a threat in his current location. I almost think coupling an upside-down plant with him would make this area a bit more challenging and less of a waiting game.


Minor nitpick, but I'd suggest leaving two tiles of space above that box rather than one so people don't glitch into the wall if they jump up and grab the mushroom.


I found this part a little excessive, especially if you're going for the boxes. Removing one of the sprites (doesn't matter which, as far as I can tell) might help this part out.

-No screenshot, but are you planning on making the water in the first area translucent? It seems weird (and almost a little on the blind side) how the sprites appear in front of the water yet Mario appears behind.

I like how it's shaping up so far though. You're doing a nice job with using the poison water gimmick to its fullest potential in a variety of ways (making it act as a general obstacle, submerging an area + using the motor, etc). Looking forward to playing the rest.


(by the way, how did you go about fixing the map paths? I was just leaving them alone and not bothering looking into a solution until the hack was done since they kind of broke early in development.)
Hey.

So I've just finished my level. If anyone is willing to feedback/testplay it, it'd be appreciated. Especially looking for feedback from anyone that hasn't seen parts of the level yet, and are doing it as a blind run.

A Desert Ruins Level

EDIT: Note: Midpoint still doesn't work. I need to look into the multimidpoint patch thing still. Put a savestate there for now.

No need to worry about the midway patch, SNN will deal with it when all the levels are inserted.
Gameplay seem to be fairly solid. there are a few parts that could use some tweaking. (sorry for the lack of screen shots)

The Large button with the 3 boulders that drop down that SNN mentioned before still doesn't seem to give enough time. Placing it up higher won't help, its just the speed they are falling at when they enter the screen. Maybe place some of those crumbling blocks near the top of the screen there so they hit that first and give a bit more warning

There was also an area where you had 3 of the crumbling block in a row near the end but a boulder takes out the first and last one. This jump was fairly tricky and doesn't give really any time to react, usually resulting in falling into the spikes. Also in this area just before you climb up the vine, there is a sand "water fall" that you can jump up through due to the lack of ceiling.

And finally the last area were the goal point is, you don't need to make the area past that so long, its just a lot of dead space that does nothing. Also, I noticed the bg doesn't fade out properly. I use the same bg in my level ending so I'm going to see if I can work out a fix for that.



As for the graphics in the level, they seem a bit too....blocky. not sure what it is, but I just doesnt seem to match any of the other graphics all that well
Layout by LDA during C3.
@The graphics: I was a bit concerned about that. I remember there was a reason why I went with it the way I did, but I didn't like it all that much. IIRC the majority of foreground tiles and background tiles were originally a 16x16 segment from a column from a desert ruins tileset. I did some looking around through other people's levels, and it didn't look like it was too unfitting in comparison, which is why I didn't do any drastic changes to them midway through. If it is a problem, I could see what I can do to add some variety?

I'm actually surprised I didn't think of adding those crumbling blocks to the part where the three boulders fall down, I think that would be more than sufficient in that scenario. As for the part with the three platforms and two boulders, I'll see what I can do with that. I might just get rid of the last boulder all together.

Extras



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

Advertising Space

I'll respond to SNN later, but a couple of issues I saw with the level that Lightvayne didn't cover are:

- Palette 6 shenanigans. Use the coin icon in LM to disable level palette animations.
- The spikes are obvious Muncher replacements and can harm Mario even if he just touches the sides of them. Use the directional hurt blocks in the base ROM instead.
- I could only find two SMWCoins, meaning that I couldn't find the third one. Looking at your level in the editor hasn't given me any indication whatsoever on where the third one would be.

Originally posted by MrDeePay
Feedback

Fixed everything you brought up. I assume the SMWCoin you were missing was the second one, which was on layer 2 behind a wall with layer priority in the more "underground" segment. Under the part where the floors crumble. I actually thought I fixed it so that the coin wasn't completely out of sight, but I must have missed that. It's visible now.

Thanks.

EDIT: I've also fixed the palettes in sublevel 87 (ending) so that the goal roulette doesn't show a red/green mushroom.

Extras



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

Advertising Space

Originally posted by S.N.N.
I'm not sure what you think is "off" with the level, as it seems to play rather nicely overall (barring a couple of parts that might be a bit too hard, even for world 8). I'm liking the usage of the poison water here - it finally feels like it's done right rather than it was in SMWCP with people just throwing it into their levels for whatever arbitrary purpose they had in mind. I'm especially liking that underwater portion - it's tense, and it feels like you have just enough time to get to each mushroom.


The off feeling comes from me feeling that something just doesn't feel right with the level. Before this, I've never made a World 8 level, let alone one that's on the tail end of where it currently is on the map. Furthermore, there's also the matter that I've also never played any World 8-styled 2D levels in neither commercial Mario games (aside from the two in NSMB/W, but those aren't all that difficult) nor any SMW hacks. Combine all of that and you'll get me having some doubts with how the level overall feels like since my initial feelings were that either the level felt too easy or too cheap.

Quote
http://snn.caffie.net/1301.png
This guy isn't much of a threat in his current location. I almost think coupling an upside-down plant with him would make this area a bit more challenging and less of a waiting game.

I was contemplating replacing that Venus with one that had more accurate aiming, but I know very little about aiming routines and more "advanced" stuff regarding sprites. For the time being, there's now a three tile wide gap in front of the pipe and I haven't changed the Venus yet, it'll likely be a normal Piranha Plant.

Quote
http://snn.caffie.net/1302.png
Minor nitpick, but I'd suggest leaving two tiles of space above that box rather than one so people don't glitch into the wall if they jump up and grab the mushroom.

Taken care of.

Quote
http://snn.caffie.net/1303.png
I found this part a little excessive, especially if you're going for the boxes. Removing one of the sprites (doesn't matter which, as far as I can tell) might help this part out.

Removed the left Thwomp, though I might make it the right one due to how much possible time is needed for a safe opening to appear and how much time Mario has to get into the pipe due to the water slowing him down.

Quote
No screenshot, but are you planning on making the water in the first area translucent? It seems weird (and almost a little on the blind side) how the sprites appear in front of the water yet Mario appears behind.


At the time, level 130 was a normal level and all of the sublevels were layer 2 one with the water set on Layer 2 to have transparency. I brought up the Mini-Puffers having the odd behavior in my level topic you mention. However, I suppose making everything a layer 2 level would be a fitting workaround, though I'll need to either set the BG on layer 1, which shouldn't be too difficult to pull off due to how "minimal" the actual BG is for the level.... or to learn how to properly figure out Layer 3 ExGFX.

Quote
by the way, how did you go about fixing the map paths? I was just leaving them alone and not bothering looking into a solution until the hack was done since they kind of broke early in development.



I edited some of the OW tiles in AllGFX.bin (the part with the Layer 1 tiles since it didn't match up properly with vSMW's set). After I did that, I manually placed the 8x8 tiles on the OW myself so everything wouldn't look so damn glitchy; not to mention that I would always skip over some level tiles by accident because I didn't know I could go that direction without glitching out on the OW.

The grey land I did myself since I didn't like looking at the "buggy" green the OW had at the time.

Is this any better? (IPS)

In the last room before the goal, I placed a crumbling block beneath the second boulder in that unfair jump, making it come down slower, and it should be enough time to react to in a blind run. I did the same thing at the part with the three boulders. It seems like a decent amount of time.

Palette stuff was fixed except for the background after reaching the goal. Spikes were fixed as well. Second SMWCoin should be visible.
It looks and plays well overall, so I don't have any major complaints. I only died once this time around, and that was trying to get the third SMWC coin (tricky bugger .. you might want to make one of those platforms non-crackable, or something). The only other minor complaint I have is that I don't like how you can potentially fall down a bit and die when trying to get the second SMWC coin. I know what you were going for, but even still, it's a little on the blind side. That could just be me though .. if others disagree, don't bother changing it. The boulder section near the end was good though. You had enough time to say "what's going on" and get out of there before they fell on you.

So yeah .. you're cleared from my point of view, minus what others may mention. As for some names, here are a couple of suggestions.

Collapsing Catacombs
Regressing Ruins




While I'm here, I might as well post what I have done for my level so far:

Link

I'm mostly looking for comments on the difficulty so far. Is the timing unfair at certain parts, or is it doable throughout? Note that it only goes up to the start of the vertical room, meaning most of this was already seen in my progress video last week. Still, I'd like some people besides myself to play it.
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@SNN I tried testing it but I couldn't get very far. I'm stuck right after the first thwomp. How do you get up the small little shaft that's at the end of screen 02 (I've tried to get up there multiple times).

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Red Tales: [Insert Subtitle here]: Hack is being worked on (actually being worked on), demo next c3 (summer 2022) hopefully
Levels Complete: 5/50+

Pages: « 1 223 24 25 26 2735 36 » Link
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing

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