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Level Testing
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Level Testing
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Originally posted by AxemJinx
If possible, could I get some feedback from a few people who've never played my level before (or anyone, really)?

Link

It's fully built, so I'm also curious to know whether the secrets are hidden fairly.


OK, that level plays out greatly for the most part and the sprite placement looks fairly clever, expecially in the beginning when you're introduced to the various enemies. I really like how you did that.
However, maybe it's me, but seems like there are too many 1-up mushrooms for the player to get, and some of them aren't even that hard to get. Yeah, actually I'm kinda OK with the difficulty, but maybe replacing some of them with coins or something else could be more reasonalble, at least for me.

I'll use some screenshot for convenience


Here I'm rewarded with: 1)an extra life, 2)a super feather and 3)the possibility to skip a small part of the level.
Not sure about having a 1-up there, honestly.

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As I saw that littel yellow platform, I immediately realized that there must have been something there... oh yeah, why not replacing that with a squared rock platform, rearranging the blocks around a bit, like this:



It's less obvious, and requires some more thinking from the player, but it's still noticeable.
Also, I didn't take a screenshot (how lazy!), but there is a SMWC coin hidden on the left from there, and its placement seems kinda... meh, I don't know...
... all I could suggest is adding a non-prioritized column going up from there, near the priotized one... (if that doesn't make sense, I'll explain it better)
Though, you can just leave it as it is, if you prefer.

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Well, I just want to say it, the fire flower hidden near the midway point is somewhat really useful if you find it, good placement.

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ah, I'm sorry, I don't really want to be harsh complaining about all of your 1-up placements, but this one seems kinda obvious to me... maybe you can keep that putting it into a vase (like you did with some other ones), or replace it with something else, dunno.

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Notice the top of the rope... it doesn't really make much sense as it is. I would rather see it going under those prioritized blocks.

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Some slowdown can occour there (even without yoshi), it would be nice if you could avoid that.

Well, that should be all. Great level anyway.

Oh, and I had actually played it before... (it was a really early version, though)
Hey, thanks for the feedback! ^_^ Those are good ideas- I'll try applying some of them.

A couple of comments, though:

Originally posted by Lui37
Notice the top of the rope... it doesn't really make much sense as it is. I would rather see it going under those prioritized blocks.

Ok, but wouldn't that make it a bit too obvious? I was trying to make it look as though the upper rope is dangling down along the whole length of the prioritized blocks, though I guess it does look a bit odd when you suddenly climb up there the first time...hmm.

Originally posted by Lui37
there is a SMWC coin hidden on the left from there, and its placement seems kinda... meh, I don't know...

What if I disconnected the prioritized one at the top? Then you would think there's something supporting its weight from below, right?

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Originally posted by AxemJinx
Ok, but wouldn't that make it a bit too obvious? I was trying to make it look as though the upper rope is dangling down along the whole length of the prioritized blocks, though I guess it does look a bit odd when you suddenly climb up there the first time...hmm.

You're right, I didn't realize that was the upper rope. It should be OK as it is then, but, like you said, it looks a bit meh when you climb there for the first time.
How about pretending Mario's climbing the blocks from behind?.

Originally posted by AxemJinx
What if I disconnected the prioritized one at the top? Then you would think there's something supporting its weight from below, right?

Good idea, try deleting the upper column, and raise the lower one by one block (a width of 5 blocks will do).
Ok, if there's nothing wrong with this version, shall I submit the level for insertion for the time being?


Also, is there anything I actually need to rip from the latest base? I haven't overstepped my claimed Map16 space, for instance.

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This pillar hanging from the ceiling looks cut off as do others around the level.
Also I can easily just spin-jump off the Floating fire thing that goes past here to get up to Yoshi instead of taking the long way around.

This 1-up pops out and floats off the screen

I shouldn't be able to get in here. I slid in from the right-hand side. Just block it off with an invisible block or something.

Also there is some weird interaction with the spara-buzzies and yoshi's tongue that needs to be looked at.

Other than that, I loved the level, and should be complete after these are all fixed.
Layout by LDA during C3.
Originally posted by Lightvayne
This pillar hanging from the ceiling looks cut off as do others around the level.

Alright, I finally got around to drawing end tiles for those. They're nothing special, but they definitely look better than that unnaturally even fracturing.

Originally posted by Lightvayne
Also I can easily just spin-jump off the Floating fire thing that goes past here to get up to Yoshi instead of taking the long way around.

I'm fine with that, personally- an early Yoshi is the player's reward for finding a quick way up there.

Originally posted by Lightvayne
This 1-up pops out and floats off the screen

Ok, moved that lower down to the bridge tiles.

Originally posted by Lightvayne
I shouldn't be able to get in here. I slid in from the right-hand side. Just block it off with an invisible block or something.

Ok, blocked that off with a small sandstone.

Originally posted by Lightvayne
Also there is some weird interaction with the spara-buzzies and yoshi's tongue that needs to be looked at.

Er...probably beyond my level of expertise, but yeah, I've noticed this too.


Anyway, glad you enjoyed it!

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So then, hopefully this version is insertion-ready?

Link

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Yeah, seems completely fine to me.
Anyway, any particular reason why the fire snakes can't be killed by cape spin? In SMB3 they can be killed by tail spin after all.
To be honest, I haven't been paying all that much attention to cape-kill consistency for enemies. It might be something we should look at across all levels once they're done.

On the other hand, I'm not sure how I feel about all the enemies in the level being so easily dispatched...so I'm kind of ambivalent about this point, too.

In any case, here are all the resources/files:

Link

I'd PM it to S.N.N., but I believe he's away this week...?

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
You can still PM SNN and when he gets on he'll receive the stuff.

Yeah, you can still send it to him. I know he's been busy with exams and stuff. But this way he will have it waiting for him.

1 more down, 3 to go!
Layout by LDA during C3.
Ok, will do. Thanks, guys.

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Yay!

Down to 3: B, 103, and 13B.
Pages: « 1 233 34 35 36 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Level Testing

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