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Level Testing
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Level Testing
Pages: « 1 224 25 26 27 2835 36 »
Just bounce into the wall and hold B without touching the left/right buttons.

I need to make that more obvious. You're not the first person who has gotten stuck there...
Here what I got so far in my level:

LINK
Gotta be honest, it's a real mess compared to the first level you made. The actual concept could work - that is, the appearing/disappearing blocks - but you don't introduce them well at all. The player is immediately thrown into a giant mess of blocks which, given their speed, are an utter nightmare to deal with.

Now, I like the aesthetics, and I also like the concept, but the design as a whole is going to need to be reworked a ton. I'd suggest two things here:

-Start with a simpler introduction to the blocks, and progress into more and more difficult setups.
-Lower the speed on the blocks if you can. Like I said, as it stands, they are a nightmare to deal with and they even sometimes glitch (that is, although some appear solid, you can pass right through them).

That's my verdict.
^SNN: I think it is pretty good so far. It might be hard at moments but it is doable. It's just about timing. :) Hopefully you come up with nice creative ways to implement this gimmick at later parts of the stage.
One thing however: I hope this BG is not the one you are using in the finished game. While it doesn't look that bad it doesn't fit this stage or world. Hopefully you or someone else will draw somethin Carnival'ish later on.
Phew. Been going through a lot of levels at once now. And I didn't really memorize who made them nor what the level names where, so I'll just call them by their ips patches name.

127v1:


In this section it looks like you can duck below the saws, but you are hurt if you try that =/


this part simply behaves very weirdly... often knocking you off the platform.


This plant can be a bit unfair. It fires at you pretty much as soon as you leave the pipe, and you can't hide from it standing beside the pipe.


If you hit the on/off switch while the platform is outside the cubic area, the platform goes the wrong way, disappears, and you're pretty much trapped =/


This part was annoying because I wanted to jump o the other side, but landed on the ground right below the two razors, which I didn't spot at first due to it looking a lot like regular dirt, and not having to look out for those kind of ledges as of yet.


I really don't get the point of this area...


err...


It's practically impossible to hit the switch here before the saw is already on the upper path, which renders it sort of useless...


It's kinda weird how you enter a blue pow door, but come out of a pipe... other then that though, this part was very fun to play; definitely the most enjoyable part of your level.


lvl139Demo:


Very fun level, and also an interesting gimick. Although admitedly the spikes here are very hard to spot, and it's very easy to hit the one to mario's right in this picture.


This is probably the only part I directly loathed. not being able to use the swing jump, this right here can be extremely frustrating.


I noticed that you use the guy to the right only twice during the whole level. That kinda sounds like a waste to me =/


This part was also frustrating. getting up here was in itself very annoying. since you had to do the same precision jumping trice, and if you failed once you had to do it all over again. Also, I just couldn't manage the jump to the left...


smwcp2:


Sorry, but I really didn't like this level at all. It felt very very linear, and was generally very bland and boring, as well as having some quite annoying areas. The above for example, after having killed both the koopa and the paratroopa, I went to the left to get a running start, but when I ran to the other site a paratroopa appeared out of bloody nowhere. I had no time to react, so I was forced to take the hit


not to mention that the jump is pretty hard in itself >_>


version1.1:


I don't really get the point of the above space. It's just a bunch of static spikes that hurt you if you for some reason decide to jump into them


I got quite annoyed by the sand physics a bunch of times, like here, but I guess that's more of a personal thing really.


I don't get this part either...you just fall down anyways. Maybe if you give the player some time... like if you dropped him into the level one tile above the breaking ground(but instead made the player unable to jump when landing on it)


It's really hard to see the difference between what's solid and what isn't...


Getting this coin was perhaps too easy, while getting out is nearly impossible D=


This jump was very annoying to perform, and only when I managed it did I find out that you actually need a shell to break the wall =/
Also you might want to add corner-detection to these blocks :V


Descending upon this fire-bro from above hurts you for no good reason


Also now random blocks appeared out of seemingly nowhere and are blocking the path from before.

As for notgoodwithusernames; hot damn that's a crazy level o.O

Even for 8.2 it's pretty freaking hard. I couldn't even get past the first screen...
I agree with SNN on both points. especially the later; they really need to be slower.

And I somehow managed to skip over SNNs level, so I guess I'll go play that one now.

Extras



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

Advertising Space


Mario can easily get crushed here.


Directional hurt blocks are in the base ROM.




Why are those tiles the Ball n Chains are connected to not solid? Mario just hit his head on the underside of that spike... and died. As for what's in those Question Blocks, who in their right mind is going to try to hit those?

This is a first. Every single one of my screens are of Mario dying- and these are only for the first 2-3 screens of the level. This level is a complete train wreck. How well did you test this level out? Did you even test it out at all? This level encourages tool abuse. These blocks move extremely fast and you introduce them over a pit of lava (Do or Die!), it's not obvious which way to go in the level first, you have Mario have to backtrack at the start with these fast moving platforms over lava, which already is a nuisance.

My opinion. Scrap the level and start over. Make the blocks move slower they are now, introduce them in a non-lethal situation, and slowly implement more dangerous setups with them.

I gotta admit; SNN, I'm not really fond of your levels gimmick. Not only that, but it's also quite unique, while we don't get much introduction to it.

some parts felt quite unfair even

Especially when you're big mario.
Well, here is a update to my level:
LINK
I scrap the level and started all over. It's only three screens long but I want to make sure if the introduction for the blocks is decent.
Originally posted by Sind
I gotta admit; SNN, I'm not really fond of your levels gimmick. Not only that, but it's also quite unique, while we don't get much introduction to it.


Hmm .. that's strange. I design my levels with progression and such in mind (hence why you have 2-3 screens to bounce around and experiment before you get down to the actual timing). I also have to say, you're the first one who has complained about the timing in those spots.

Huh. I'll look into them I guess .. or at least, the second one. Shrug.

NGWU: I'll edit this post with some thoughts on that new IPS in a bit.

EDIT: You've got the right idea now by switching things up, but your introduction is still poor .. simply because you don't really get a chance to see how the blocks work (that is, as soon as you jump off of them, you're smashed in the face with a downwards spike and a reflecting fireball). Furthermore, the beginning feels very claustrophobic - open it up a bit more so you have a bit of breathing room. The level can still be difficult without being overly tight.

Reduce the saturation of the sprites a bit - at least, do so at the start - and make the appearing/disappearing block chains even easier to start off with. Better yet, start off with the SLOW chain first and then introduce the faster chains. Once you've gotten the player comfortable with how they work, then you can do more complex set-ups and whatnot.

I think this is the right route to take compared to the other version of your level, at least.
I think Fantastic Elastic is coming along rather well. The only trouble areas seem to be those pointed out by Sind already, though for reasons other than his!

Screenshot 1: more often than not, when I came by this area, I obtained the mushroom over one of the Koopas, and during the growing animation it changed position and immediately took the powerup away. I think either moving the ones on the right side another tile or two away would be a simple fix, but how about we just tweak those to stop moving when growing/shrinking/dying like, er, well... every other sprite in existence? Their odd behavior is especially noticeable in this level because of constantly being pushed back into the air!

Screenshot 2: It is rather difficult to get below the Thwimps while big, but I don't think it's overkill. The bigger problem is that you can quite easily get stuck in those little nooks above the Thwimps while trying to bypass them, very effectively ending your game! Either making those specific blocks not bouncy, or just widening the gaps should prevent this.

Other than that, I just want to play the full thing!

--------------------
Pepper your angus.
Artillery Auberge v0.1

Note that none of the second areas have been created yet, so the level currently ends at the midpoint.

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

@yoshicookiezeus: Hey, I'm really liking how this level is turning out! I have no complaints about the level design/sprite placements so far. There were quite a few difficult bullet bill jumps, but since the level is located in world 6, it really isn't a big problem. Actually, it makes things more challenging which it is a great thing. Although I think the first SMWC coin (the one on screen 02) is extremely difficult to get unless the player knows where he is supposed to be going to get the coin. It was harder than I thought to get on top of the roof (Screen 00). Also, is there a way for the player to get the springbord on screen 0D? Maybe Yoshi is required to go to level 13D. I just don't know.. but yeah I enjoyed testing this level. Looking forward to testing the next demo! :P
YCZ: Really nice level. As Masashi said, there were some very tricky jumps, but that is normal for world 6. Most of the level was quite enjoyable, but to be frank, there were some parts that annoyed me,

Now, to be honest, I'm more of a bug tester than a level tester, really. So I may not be the best at this, but there are a few level aspects I really didn't like.


I found this area to be very frustrating =/
5 bullet bill shooters, a narrow water corridor, a cheep cheep and a goomba that falls from above make this area really hard to get through without taking a hit.


You may or may not put a coin there to show the way. I don't know, personally I didn't have a hard time finding the way... but maybe some others need it? *shrugs*


Now this part right here is just bloody tedious. you have to swim quickly, avoid obstacles and time everything neatly. It took me 7 tries to complete the jump with Yoshi to eat the cheep cheeps for me, and I honestly can't say it was "fun"

Oh and please find a background. the blue sky made the level look very fake and incomplete. And there is absolutely no reason for you to use layer 2 the way you do, as all of those tiles could be placed on layer 1 just fine.
About 60% of my level (World 1 Secret):

LINK

A bit worried about the difficulty so far. Might be too hard with all the venus fire traps, etc.
Originally posted by Sind
I found this area to be very frustrating =/
5 bullet bill shooters, a narrow water corridor, a cheep cheep and a goomba that falls from above make this area really hard to get through without taking a hit.

Well, the cheep-cheep and bullets are all static, so finding a safe spot isn't that hard. I could remove the Goomba, though.

Originally posted by Sind
You may or may not put a coin there to show the way. I don't know, personally I didn't have a hard time finding the way... but maybe some others need it? *shrugs*

I really don't think that's necessary. After all, where else can you go?

Originally posted by Sind
Now this part right here is just bloody tedious. you have to swim quickly, avoid obstacles and time everything neatly. It took me 7 tries to complete the jump with Yoshi to eat the cheep cheeps for me, and I honestly can't say it was "fun"

Hint: don't swim. :V Jumping along the surface of the water is much faster, and makes it easy to keep up with the bullets.

Originally posted by Sind
Oh and please find a background. the blue sky made the level look very fake and incomplete. And there is absolutely no reason for you to use layer 2 the way you do, as all of those tiles could be placed on layer 1 just fine.

Oh, but there is: there are quite a few places where I need a tile superimposed on the background grid, mostly due to the water. And I am going to be using some sort of layer 3 background in the final version of the level.

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

Originally posted by Lucas
About 60% of my level (World 1 Secret):

LINK

A bit worried about the difficulty so far. Might be too hard with all the venus fire traps, etc.


Well here's what I think, it'a not too difficult, but for World 1 you might want to tone it down just a little bit.

And as for points I feel need improving:


I'd replace the bottom one with an upside down piranha plant


That note block should be just a little bit lower. I found it to be a little too difficult to reach at this point.


I know this area isn't finished, but from what it looks so far, there's a big blind jump into a pit waiting to happen.

Still, you've got something for now.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Crossposting for GREAT JUSTICE:


Artillery Auberge v0.2

First draft of the finished level. I'd especially like comments on the puzzle for the secret exit; judging your own puzzles is always hard, since you know the solution by default. Also please don't comment on the lack of background - you can rest assured that there will be one eventually.

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

Artillery Auberge:

General Overview of the level: Honestly, I had a lot of difficulty with this level. I liked the concept, I think it really fits in with the sky construction theme you're going for, but there were points in the level where the difficulty spiked more than it should. Plus, there were a lot of beginner's traps. But on a plus side, it was fun to play minus the numerous casualities I had getting through.


Like most of the level, it felt really cramped at times.


Also, I couldn't figure out how to get this coin without a cape, and I'm pretty sure that's not how you intended to get it. Speaking of which, with a cape I can just glide from the start to here.


Like I said earlier, this stage has numerous beginner's traps meaning blind jumps. I know what you're supposed to do here, but maybe you could add something to show there's nothing down there.


And same for here.




This was hard to figure out at first. Still, I don't think your typical gamer is going to know what to do here. I mean you need Yoshi to get the secret exit, but you can't get back out without something to bounce off of.





Didn't really care about the second half. It was good, but I just don't like autoscroll segments. Still I felt these two parts had too many hazards.


I can't tell you how many times that yellow koopa has put me in a bind. I would say either move him farther back, or get rid of him. I know there's throw blocks, but I find that he'll jump over them sometimes. And grabbing a second throw block just for the yellow koopa can get too tricky sometimes




And as for the area with the secret exit, I didn't think the puzzle was very creative. All it was was another item babysitting puzzle with ON/OFF blocks which to this point have gotten really overused. I feel that I cannot yet beat it without having a cape which I really needed to finish the level.

Final Thoughts: The level wasn't bad, but it felt too hard, even for World 6. It felt impossible without a cape, but I knew it wasn't. Still, it was well-designed, and even without the background, it still has that skyhigh feeling.

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I no longer have interest in SMW Hacking as I did when I first started several years ago.
Honestly I have a totally different oppinion than TomPhanto. I think this level's difficulty was just fine, not too hard for world 6 at all. Sure it isn't easy, but let us not forget that this is world 6 and thus later in the game. Most of the pits were easy to cross since bullet jumping is not that hard at all. You just need to time right that's all.

I like your stage a lot YCZ. Didn't have any difficulties with it. :)
Here's Togepuku Tussle V4

Just some notes
-Graphics for above water still not in, still waiting on the map16
-Underwater severely lacks a BG. The only one in the ROM from what I've seen takes up an FG slot I'm using.
-The red porcupuffer isn't red because I was too lazy to move stuff to the new baserom :V

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Pages: « 1 224 25 26 27 2835 36 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Level Testing

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