You have some pretty solid level design going. The use of the on/off blocks was pretty clever, mostly in the cave sub-areas, and the alligator was a great idea for the original lava enemy of Super Mario World. It was a bit long (Though, I'm not sure what world this is supposed to be in) and it took me awhile to reach the mid-way point, but I eventually got to the end. I liked how some platforms and objects were hidden behind the leaves in the dense forest areas, leaving the player to question his security on some of the bridges.
When I first played this I honestly didn't expect this thing from Cave Story to pop out when I walked to the sign, a little more clarification from the message box would be helpful.
The following is completely not your fault, but it is how the sprite is coded:
The alligator jumps out of the water and falls somewhere else, leading me to believe it's safe to swim...
But when I swim past the spot where it originally spawned, I instantly die. In the second screenshot you can see the green water it leaves behind when it jumps out, so it hasn't respawned yet. This happens in every spot where the alligator is placed, because the original sprite was meant to be put in lava, not water. Here is another screenshot of the incident. Also in these screenshots, there is a weird water/air transition and at first I thought those blocks were solid. :/
What. I'm going to assume this is an emulation issue with ZSNES 1.51
For future reference, remember to add layer priority over Mario to the land the leaves connect to so his head doesn't poke out from behind the scenery.
On this jump, I was forced to take a hit because the alligator moves at the same time as the first one, and I can't avoid it by jumping on a vine like before.
I'm loving the level MrDeePay, the only thing I would suggest is making the purple water drain you meter even faster. Even just falling into it now is no real threat because you can still just keep jumping up out of the water to sustain some health.
I should have something witty to put here (even if it's just to update dated info), shouldn't I?
Unfortunately, the sprite is already draining at the fastest possible speed for it. So to make it deplete even faster would probably require editing something deeper into the ASM file. That and two segments at the very end of the level use most of the time allowed with the purple meter.
@Snowshoe: In the first message box, I was trying to refer to both the Sandcrocs and the Blarggs when the crocodiles' behavior was bring described. Though, I ran out of message box space, so I couldn't make it a little more specific.
I don't really know what could be done about the Blarggs unless a dissasembly was modified so that it doesn't hurt you after lunging until it's eyes pop up again. I'll also try to make those tiles look more like Tile 100 tiles instead. The vine in the last screen was moved to the left a couple of tiles to make the jump easier due to the timing of the crocs. The priority cutoff will be fixed once the tileset Ludus is making for the level is finished (the current grass part of the tileset is just a placeholder).
Hello, I'm back and now I need my full level tested. My level thread hasn't gotten any kind of posts in 3 days now, and I need some critism. Now, after looking into my thread, I found that the admin and a moderator posted some bugs that needed to be fixed, and I took S.N.N.'s advise about the On/Off backtracking very seriously, but I didn't want to get rid of the concept of my level, so we got two versions here to test.
On the Weekend Ed. (my original file), the SMWC coins are on totally different paths. On the Suggested Ed. (heavily influenced by S.N.N.'s point outs), there are multiple paths. They all have a SMWC coin on them. The level is shorter on that one.
You seem to be good at assessing what is a decent level length. The gimmick doesn't feel too overused, nor does it overstay its welcome, so good job there. There are a couple of setups in the second half that I feel a little irritated with though:
This part is absurdly hard with the Volcano Lotus there. The actual block setup is quite clever, but the Lotus makes this so much more irritating than it needs to be.
Sort of a nitpick more than anything, but it looks kind of ugly how Mario gets stuck in the wall at the end.
I have to say, I really enjoyed how you hid the third SMWC coin. Going back through the center of the big appearing/disappearing structure was quite clever. I still wish we could do something to make it look more graphically pleasing, but I guess it isn't too big of a concern.
You'll want to come up with a level name for this as well. Usually I have at least one suggestion, but .. I'm kind of at a loss for this one.
I like the new wave idea for the second area. I do however think that the wave could be a little bit further back to give Mario a bit more running room. Also:
I'm going to assume, this is where the goal sprite should be.
But if its not, then 1. The 3-up moon is way too easy to get and 2. If those blocks end of being solid later down the road and you come back to this level, Big Mario will not be able to swim past that area. Also your level, as of now, leads to mine. To make things transition a bit smoother, can you place a pipe near the end of the level since my level starts off exiting from a pipe?
(Note that the midway bar was removed intentionally from this verion; the level is intended to use a multi-midways-patch-generated version to avoid the elaborate song and dance used for the midpoint in the previous version).
@Leo: Never mind, I had forgotten I removed that pipe in the final version.
@notgoodwithusername: I love this level gimmick. However, its has to be one of the most frustrating ones that I have played....but in a fun way o_O.
The gimmick revolves around the disappearing/reappearing blocks and timing your jumps. I don't know if maybe I was just having a a stroke of bad luck, but for the life of me I was having issues timing when to jump. I must of used the rewind button at least 10-15 times. If you do happen to keep it this way, I would definitely recommend adding another midpoint somewhere or maybe just make a few of the jump s bit more easier.
That should be everything now. I copped out and made the motor kill block invisible (for now at least) since I couldn't think of a decent graphic to use; it doesn't help that I don't have that type of space in the ExGFX files. Additionally, the GFX for the air meter is messed up as to accommodate for minimizing the number of GFX files the base ROM is using.
Anyway, I completely redid the whole last section, and I believe it turned out a lot better then my previous attempt (located in the last post). Enjoy, feedback is greatly appreciated. I could also use name suggestions (I can't think of a darn thing).
>Midway Point doesn't work at the moment
>On level 128 the beginning pipe wasn't put back in the proper place, it will be for the final version
>The pipe tile on screen 00 can be used to go straight to level 15A (forgot to set it to go to the halfway but it shouldn't be a problem since 15A needs more testing anyway)
>The flower beside the pipe tile is for testing purposes
>The Boos have one glitched animation frame if you look at them long enough (not sure what we're going to do about it since the Fire Lakitu and the boos share that tile).
>And pieces of the second skull raft like to disappear occassionally (if anyone knows how to fix this without removing sprites it would be nice to know) fixed I believe
>Fire Lakitu may still cause some sprites to disappear (I think I fixed it but I haven't tested that too much)
---------------- Red Tales: [Insert Subtitle here]: Hack is being worked on, will be finished who knows when
Levels Complete: 5/50+