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Level Testing
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing
Pages: « 1 2 3 4 535 36 » Link
Level designers: When posting your full level for the first time, or if there are a plethora of issues you didn't anticipate, please consider posting in your respective level threads and/or the screenshots/videos thread first/instead, as in the long run this will help to remove clutter from the clearing thread.

Not a hard-and-fast rule at all (hell, I don't have the authority to ordain anything), but something to keep in mind for times when it gets unmanageably crowded in here.

Also, please include the level number, your username, or some form of identification in the .ips filename. I'll be downloading most if not all of these and I need to keep them organized, so I would appreciate it :p

One syntax you could follow is <Game level number>(<Username>)

For example, 1-4(AnybodyAgrees). Knowing in what world the level is located helps me comment on difficulty, so it would help.
AnybodyAgrees: Why is the silver quarterPOWnder (misappropriation, I know) surrounded by some sort of force field? o.O Is it supposed to work with the blue p-switch? Will there be a smwcoin in between those munchers?

-You can skip a significant portion of the level by spinjumping on the first piranha plant. Consider adding "girders of dissuasion."
-Four koopas next to p-switch cause slowdown.
-Note to FirePhoenix: Ladder/girder intersection tiles are misleading.
-Note to AnybodyAgrees: Ladder/girder intersection tiles are misleading. (You can fall through them. I guess it isn't a huge deal, but still. At the least, don't put them in places where it could easily mean death when players aren't paying attention; save stuff like that for later worlds. You have one beneath a pipe in the second area, and I don't think that's a good idea, for example.)
-1up placement in secret area is good, albeit easily farmable once discovered.
-Winged koopa placement next to wall-running triangles looks awkward. In general, attacking Mario while wall-running is kind of a no-no (no?).
-Blue quarterPOWnder and On/Off switch leave no wiggle room for jumping. Don't have the former on the edge of the platform, and for the latter, put three blue blocks instead of one there.
-Blue quarterPOWnder can be overridden by p-switch from before, ruining the tension of the setup. Also, it's not immediately obvious what you have to do since question blocks appear off-screen.
-3up moon placement is clever. I am pleased. (Can moons only be collected once?)

Architecture: Ok, but too sparse and flat in places.
Sprite Layout: Boring. doesn't engage the player at all (except for maybe the first few screens).
Concepts: Under-explored. Level feels way too short.
Prognosis: Heavy modification required.

Essentially, your level feels too empty and short-lived. Firephoenix's has more sprites, is longer, and generally has more stuff going on than yours, and that's only the first stage. Take a look at that stage again- and indeed, other levels- to get a sense of how you could improve.

Some of the p-switch mechanics aren't bad, but you just don't do enough with them. It's ok to have a lot of p-switches in a level so long as it's not the same setups over and over. Brainstorm variations.

agie777:Whoa, what's with the flashing yellow pipe? That seems a bit out of place...

If you don't defeat the jumpin' chuck initially, and you use the springboard where it is after dropping down for the smwcoin, you could end up right next to him, which isn't good.

It's not very fun to wait in place for p-switches to run out. The footballs can build up, and moreover you can actually bounce on them and work your way to the other side without using the p-switch. Not a good area by any means.

The gaps in the clouds under the pyramidal coin block formation are needlessly difficult.

What to do if you run out of throw blocks for that volcano lotus under the vine block?

The level feels too long, the secret exit path seems to be plainly visible, and I don't even know where the regular exit is, unless you haven't finished designing yet.

I don't think you're using the right sprites for this stage. The tileset has wide platforms but you almost exclusively use enemies that jump in place or have slow x-speeds. The volcano lotus plants, wigglers, and jumpin' (not clappin') chucks, on the other hand, are a good fit.

Also, I feel like there should be more elevated/tiered platforms as you go. There are still long unbroken stretches of ground, and series of platform after platform. You definitely have a sense of verticality what with the directions Mario moves in, though. It's like an amplified sine wave, and I like that aspect of the level.

This is a moderate improvement over previous versions, but I still feel you have a ways to go. Sometimes the level feels too sparse, sometimes the difficulty is too high...Focus on using the right sprites to complement the wide platforms. Add some tiered platforms here and there to give a sense of flow and arrangement rather than "this platform is 7m long, this one is 10m with a slight curve, and so on."
Testers, feel free to override me if you disagree, but I'm going to recommend that agie777 and AnybodyAgrees post in their respective level threads for now, since their levels still seem early in development and I'm not sure if anyone besides testers will post their opinions/advice here.

Anyway, thanks for the prompt level submissions, but try to take all the advice into account and be more deliberate about where to place everything and how to design everything, and don't be afraid to ask questions of other users if you're stumped or just want general advice. I know I'll be looking in the level threads too (I have my fingerprints all over this forum, heh.)

I suppose if the only means of showing your level you have is linking an .ips, and nobody besides testers is touching it, then posting in this thread would be best. I'm just trying to figure out a good way to segment the process.

Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I agree, Axem.

Layout by piranhaplant.
Thinking about making a Rainbow Magic thread at the Media forum.
Level 00F:

First of all, I'd like to say that this is in fact a two-exit level; however there's no regular exit yet.

Graphics: The treetops were well-designed and it ties nicely with the grass. Of course, I won't complain about glitched up graphics on some parts since it's a beta level. Though the flashing yellow pipe at the beginning doesn't fit with the treetops and such.

Level Design: It starts off going left which is a nice change of pace. Now there are some blind jumps, as well as some paths down under that take you back up top. Now at the end of the first part, you have to hit a P-Switch while the Charlie kicks footballs at you. Now you are able to bounce onto the footballs and get rid of the Charlie. You're also able to jump on those Note Blocks to get past the P-Switch area. I would replace the Note Blocks with regular blocks or a branch instead.
I liked the branching paths in the second part. You're in the sky, but there's also a lot of enemies in ambush as well as blind jumps and that same flashing yellow pipe.
As for the rest of the level, I didn't really like the Volcano Lotus next to the vine block. The star at the beginning of the last part threw me off a bit. Plus there were no enemies, so if you didn't get the star, it was just some more boring platform jumping.
Other than all that nitpicking, you got a pretty nice level.

Difficulty/Fun Factor: It was definitely a right mix of World 2 difficulty and fun platforming. Unlike some of the World 2 levels in ASMWCP, this keeps it neat and balanced.

So far so good; with some needed changes, you'll have a nice level.

I no longer have interest in SMW Hacking as I did when I first started several years ago.

I played your level. I noticed there were no coins, but I know you said you will put some. I don't have much to say here so I'll start with the review.


-The level did not look bad at all overall, the palettes were good.

-No overused ideas and it seemed original.

-No glitches anywhere.

-It did not get repetetive.

-Not loaded with all kinds of stuff like in the first SMWCP.


-You may want to tweak some things because there were some little parts where I may run into an enemy.

-the level seems a bit empty, but it is possibly just me because you did not add coins yet, and I don't see much blocks.

-at the beggining, there was a grey block that I could not get, what was the purpose of that?

-for the blue block, the time seems pretty short, is there something that can make it longer, because that part is pretty tough, especially since it is near the beggining, oh, and move it back also.

-Also for the blue block, I did notice a that it plays the custom P switch music, and sometimes the original P switch music as well.

-if you want, you can use a little more of the blue block around the stage to give it a nice concept (but make it easy enough), maybe also because this level is pretty short too.

-use a pipe for the level exit.

All you need is those suggestions, and I think this level will turn out great, already I feel it can be better than the first game...
The name of the level is Pow Path.
The blocks surrounding the silver quarterPOWnder are burnable. Please take that in to consideration.
[url=]Link on your left.
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.
AnybodyAgrees: Level 1-4: POW Path

I just replayed your level. And it looks better.

However, there are some improvements that could be made.

First off, that Bullet Bill shooter blocked by those munchers had some coins in there. Honestly, I didn't think it was worth getting.

To be honest, you don't really need the P-Switch at all, since there's a P-Block. Though it could run for a little longer if you're able to do so.

I also think that the Koopas going with the Triangle Blocks don't mesh too well. I would just get rid of them and have the player jump on regular blocks to get up there.

As for your secret area, I didn't like the blind jump for the 1-Up Mushroom at the end. You should have something to show in order to keep the player from falling.

And I thought the P-Block to get the red switch was a clever idea. Though you didn't need coins for the blue blocks going up. They just get in the way. I would say replace them with the POW coins.

The graphics looked really nice, however there is some slight cutout at the end. Also the top of the ladders threw me off a bit, as I fall through them thinking that it's connected to the beam.

Lastly, I'm not sure if S.N.N. or you know about this, but there's a serious glitch with the End Level Sprite. You're able to kill it the same way as a Thwomp.

But I really liked your level nonetheless. I thought it was nice and clean, and it had the perfect difficulty for a World 1 level. It was a little short though.

So, keep up the good work.

I no longer have interest in SMW Hacking as I did when I first started several years ago.
"Finished" version of the level.

2-5 agie777

Added leafs all over the level (god I hate doing that), and finished the normal exit path. Midpoint has been the middle.

Stuff to do: removing the glowing yellow pipe ( I don't know how!), adding custom backgrounds, replacing regular exit with the smb3-styled one, adding custom music to the bonus area, naming the level.

I don't think there are custom backgrounds/music for the above pointed locations. If so, please tell me.

It's of course more than possible that it still has some designing flaws. If so, please respond and I'll see what I can do to fix it.

Violators will be prosecutedt to the full extent of the jam.

I played through your level again. Looks a bit better ... but here are some comments.

1. Level is better, but I think the Bullet Bill at the beginning should either go elsewhere (Like the end or something). I think the Munchers should go back there. (That is unless if an SMWCP Coin is going there).
2. Silver QuarterPOWnder at the beginning is a pretty cool trick.
3. I still got some slowdown around the four Koopa Troopas. (However, it's not as bad as last time)
4. The "extension" is very bland. It's just walking around some flat area.

Image Specific Comments:

* The Mushroom/Fire Flower looks weird coming out behind the factory supports. I think you should try to lower some things a bit here so the Mushroom doesn't look so weird.

* Better. Personally, I think you should move the Blue QuarterPOWnder one block to the left. (Not the ON/OFF switch in the screen shot).

* Alright ... the bottom two coins here look a bit odd. When they were blocks due to the P-Switch, they kind of got in my way a few times.

* I see you took my suggestion wtih the Chargin' Chuck. However, I think this extension of the level is too boring and flat. Try adding a pit, extra platform, Bullet Bill, or something.
Don't know why nobody pointed this out by now, but the whole level feels really empty and boring to me, there are way too many spots where you just see one or two platforms and no enemies or anything at all.

Your layout has been removed.
2-5 agie777

Stuff to do: Adding custom backgrounds, replacing regular exit with the smb3-styled one, adding custom music to the bonus area.

I don't think there are custom backgrounds/music for the above pointed locations. If so, please tell me.

It's of course more than possible that it still has some designing flaws. If so, please respond and I'll see what I can do to fix it.

Violators will be prosecutedt to the full extent of the jam.
Agie777: Why are you rushing to get your level finished? The level signups were 4 days ago. I would encourage you to slow down and discuss what you're doing with the rest of the World 2 Level designers, esp. Brad172 and MisterXanatos.

Regarding your most recent level update. The addition of the leafy canopy layer makes the level a lot better. I played a # of your updates without commenting on them and they didn't feel like it was in a woods but this one does. The second part of the level doesn't feel right with me. It seems like 2 different levels that share FGs and Chargin' Chucks. I would use the same background and background music for both parts, lending to consistency. The midpoint is a bit lopsided. There's way more level before the midpoint than after it. I think the enemy placement on the level right now isn't too great, especially with some of the Ninjis. Some better placed Fire Lotus plants (or whatever they're called) could help that.

Also, IMO, I would get rid of the little water section and replace it with land. I know the water is innocuous but it doesn't add anything to the level either.

EDIT: A few ways to deal with the yellow pipe issue.
1. Use a horizontal pipe instead of a vertical one
2. Use the vertical pipes on the Direct Map16 page

Also, I opened your level to take a look at it. You may want to add some detail to the bottom layer of Lunar Magic since you can see a little bit of that bottom layer with some emulators (and maybe the snes itself).
Agie777: Add more slopes to the level, it adds to the realistic geometry of the landmasses! Most other things is good though, and a large improvement from the first version.

How to disable the glowing yellow color:
Level -> Edit animation settings -> Disable original game's palette animation

This should fix the glowing yellow problem you've got!

aran - Graces of Heaven
I think it's not a good idea to post a level update twice a day, just to show that you've examined the criticism and made your level a tad better. It's still far from being perfect. I'd advise you to spend a few weeks to come up with a good plan and design for your level, then post it here and listen to the responses. Feedback helps a lot more this way. I don't mean this vicous, just saying... ;)
I really don't know anymore. The reviewers are all against each other! At one point a person says: "It's a great idea to add a different theme", then there's Ceckcellent, saying: "It doesn't feel right to me". There's more examples like that. Usually it's the more experienced people that I will follow. I know S.N.N. said that we should take all constructive critism as fairly as possible, but how am I supposed to do that if everyone is saying completely opposite things!

As for why I'm rushing to get it done: Right now I have too much free time, but this will change. I won't be active for like 5 months or so. Also, I'm not the most experienced hacker. that's why I'm trying to get a head start on this. And really, what's wrong with getting things done early?

Violators will be prosecutedt to the full extent of the jam.
Originally posted by agie777
"It's a great idea to add a different theme", then there's Ceckcellent, saying: "It doesn't feel right to me".

When I said it doesn't feel right, I meant in a graphical sense (along with music). I know you don't have the new BGs to work with yet but I felt like the two areas were too different visually.

As for the theme thing, I would definetely recommend doing what feels right for you. I personally try to keep the same theme for the entire level but have unique variations on that theme. Your theme at the moment seems to be "Jumping through a Tree Town with Chucks". Part 1 (and 3) involves Ninjis and Lava Lotuses. Part 2 involves Wigglers and Spinies so you do have some variation. Sorry for any confusion.
Originally posted by AnybodyAgrees
Could someone please test my level?
The ips is in my files, and the level-to-be-tested is 1-4.

SNN edit: link for convenience.

AnybodyAgrees edit: The file is now deleted, as a newer version exists.

Not bad but could use some work

I liked how you made this area a sort of secret instead of just blocking it off, But maybe you could put something more than just a standard mushroom as a reward for finding it.

Took me a while to figure out how to get to this grey block, thaks to whomever posted that you can burn the glass blocks in this thread, Im gonna guess that thats what the textbox is supposed to tell you. Otherwise I dont think anyone will figure out that you can burn em.

I found this little puzzle with the blue P block mostly a pain. The position of the P block caused me to hit it when I wanted to jump off the ledge, and I would like each section of ? blocks to be 2, like 2 than a space then 2 then a space instead of the now 2, space 1, space 2.

Lastly these 4 turtles tend to cause slowdow, maybe spreed them out a bit.

That aside its a pretty good level, although as stated by some other people I saw it is a tad short.

Smiles :D
Updated level.

Thanks in advance.
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.
Originally posted by AnybodyAgrees
Updated level.

Thanks in advance.

It's short, but quite good. However:

The sliding Koopa bounces on the slope to the left for some reason, and you can kill the endpoint with a Koopa shell.

I'd also think the level could use the ON/OFF blocks a bit more and have a bit of a harder part at the end. Also, the "get to the ON/OFF switch before the P runs out" was a fun concept, but replace the invisible ? blocks with coins so I can tell that it's timed.

Sorry, This was for agie777. Was gonna post it before and forgot:

THe Loctus plant can be easily killed here but sliding on the slope, not really a glitch but just something I'd though I'd point out just encase you didn't what it to die.

In my opinion the bouncing football by itself don't see to be that great byself, but thats just me...

The land is a little fudged right here..

and there's a bit of slow down here.

Other than that, the level seemed good but almost a little empty, maybe a few more blocks and coins scattered around?


For: AnybodyAgrees

Massive 1-up whoring spot.

Have the Vinecloud patch applied. This way you can walk across this area, but still climb up it
Other than that, not bad for it being the first level.
Layout by LDA during C3.
If there's any open levels, like a test level, I would like to do that, but if not I would gladly test 1 or 2 levels. the max I'll take is 6.

Kid Icarus: Uprising.
Pages: « 1 2 3 4 535 36 » Link
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing

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