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Level Testing
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing
Pages: « 1 2 3 4 5 6 735 36 » Link

The level looks and plays well. No major issues except for the ones already stated.

As for the name.....Carnival Caper? And caper with the meaning of "An activity or escapade, typically one that is illicit or ridiculous"
Layout by LDA during C3.
Nicely done, but it certainly DOES need to be a tad bit harder. I was able to get through it on my first go with almost no issues at all. What would really spice it up is if we had a sort of carnival-styled custom enemy which could be worked in .. but alas, I don't think anyone came up with one other than that balloon boss.

No real complaints, though. Knock up the difficulty a bit and we'll see how it turns out.
How about an enemy that moves around and throws darts?
Ok thanks everybody, i'll fix all the issues.
As for a custom enemy i'll try and draw some grapics for it and then maybe some one can code it??? A dart throwing enemy sounds intresting.

Thanks Lightvayne i like that level name i just might end up using it.

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Basically, my complaints on the level are basically the fact it's pretty easy for a World 5 Level (Like a lot of people here said). I like the Underwater portion with the SMWCP Coin though. More difficulty would make the level funner.

P.S. I REALLY like what you did with the goal. ;)


* Water areas like this do make the level a lot easier than it's supposed to be.


* In my opinion, this looks a bit awkward directly touching the water. Try making the whole entire bridge one block higher.


I'm wondering if these were graphics given to you or something, but the palette looks a bit odd compared to the rest of the level.

Overall, it was a fun level to test but needs adjustments with the difficulty.
Anyone want to give what I have so far a try? To anyone who plays this: please tell me of any vanishing/extraneous tiles on layer 2 (preferably give me a screenshot), and ignore any glitches that occur when Mario dies.
I should get a new layout.

Probably won't, though.
You know what would spice up that level's difficulty? Some kind of generator. Falling bombs, a Bullet Bill generator with the bullets looking like darts...Hell, even reducing the time limit would help.
(@2dareduck)

...Hmm.

Well, I don't mean to be the central clearing crew's crotchety critic, but while the environment is done really well, the level itself...eh.

I guess the biggest problem is the spritework. The redrawn koopas, visually, fit in excellently. The thing is, they aren't hard enemies. And since you're doing a tide level, you have less room for sprites in the first place, no? I mean, there's slowdown in quite a few places, especially if you're carrying a life preserver, and yet the level is unquestionably easy. To increase the difficulty would probably require different sprites, but that also means less redrawn koopas hanging around, so it's a sticky situation with a messy reputation, if you catch my drift.

But yeah, you're picking a hard level to design properly. World 5 = medium-slightly hard difficulty, but tide = no pits = reliance on enemies, standard koopa sprites = very easy, and dock tileset = not complex = not that many opportunities to increase difficulty. People are telling you all you have to do is bump up the difficulty a little, but heh...that's a major problem in this case! What to do...

...You need new enemies. In fact, I'm wondering whether all the carnival designers need more enemies so we're not forced to change the world order. Maybe some original SMW sprites can help you here, or maybe you should hold off on making changes until you get some new enemy concepts drawn, coded and inserted. A suggestion: how about redrawing bullet bills as cannonballs? That would help a little, I'm sure. Maybe you could change the amazin' flyin' hammer brother into a trapeze artist that drops stuff on you. Maybe a balloon-based enemy. Maybe a jester that tosses pies in an arc. Maybe a juggler that acts like those piranha plants in ice levels that blow spiky things into the air. Bouncy ball platforms. Do something.

I mean, Mario can easily jump over everything in this stage. You need something to counter all that jumping! And I'm not sure that 'something' will come from the environment so much, unless you somehow limit Mario's movement without making the environment seem unnatural.

The water sublevel is exceptionally sparse, though it wouldn't be quite as hard to increase the difficulty there (or at least the succinctness).

I do like that you're thinking of different ways to place the smwcoins. For the second one, though, the dolphin doesn't appear until you've already jumped to get the smwcoin in most cases, so it's as if that smwcoin is on the main path.

The life preservers are clever, but they cause slowdown in places, and koopa shells can do the same thing.

The little p-switch loop is completely unnecessary. Why can't you just enter the pipe?

The munchers in the second section don't really do anything, because the tide is there for players' convenience.

...yep. The first thing you have to do is put together a set of sprites that allows you to do more with difficulty and also complemetns the environment. You might end up having to modify everything...

Oh, and I don't mind the coloring of the rotating platforms, myself.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by axemjinx
World 5 = medium-slightly hard difficulty, but tide = no pits = reliance on enemies, standard koopa sprites = very easy, and dock tileset = not complex = not that many opportunities to increase difficulty.


I was thinking the exact same thing when i finished the level. Guess i'm have to unload some cleaver design/new enemies.

Originally posted by axemjinx
The little p-switch loop is completely unnecessary. Why can't you just enter the pipe?

...but but that was my favorite part!

@kipernal
Pretty aswsome start. Nothing much in terms of gliches with layer 2...except when you die!!

but this happened

Spike ball+koopa bombs= gilched graphics.

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(World 8 Difficulty)

Alright ... besides of what has already been addressed, I've noticed this ...



It's a bit awkward ... but when you're on the left of it, it acts completely different than when you're on the right of it. I think you should try to make it go all the way down (Instead of about two blocks higher) unless if something glitches up with the coins.

Besides that, nice factory level so far. ;)
Looking great so far Kipernal. I noticed a few issues, although they should be relatively easy to sort out.

-Near the end, you have a wall pattern like this:

==]
]
==]
]
==]
]

The player can duck-jump in and end up getting wedged in the wall. Minor and nitpicky, I know, but I can already guarantee people will complain.
-The KoopaPhD's mushroom will sometimes get "stuck" in the corners of objects (most notably, the question mark blocks). I noticed when the potion exploded there, said item got wedged.

Other than that, well done. I can tell I'm going to have a lot of fun playing the completed version of this level.
Originally posted by 2dareduck
Spike ball+koopa bombs= gilched graphics.


Hopefully that can be fixed with a hex edit somewhere...

Originally posted by BlKry
It's a bit awkward ... but when you're on the left of it, it acts completely different than when you're on the right of it. I think you should try to make it go all the way down (Instead of about two blocks higher) unless if something glitches up with the coins.


Whoops; I guess I overlooked that. I use the screen's X position to decide how layer 2 moves, and I must have set it to start that portion just too late. Consider it fixed.

Originally posted by S.N.N.
The player can duck-jump in and end up getting wedged in the wall.


I actually noticed that after I posted the level; it's fixed now.

Originally posted by S.N.N.
-The KoopaPhD's mushroom will sometimes get "stuck" in the corners of objects (most notably, the question mark blocks). I noticed when the potion exploded there, said item got wedged.


Hmm...I'll see what I can do about that.

Thanks for the comments, everyone!
I should get a new layout.

Probably won't, though.
Well Kipernal. It's great so far. I just noticed a slight slowdown with the first lot of them koopas. But great overall.
Now that I think about it, I've been in shadows too long! I want to help! I want to get noticed! I'm gonna become a beta tester!
Originally posted by Kadyastar
As it has been said several times before, you do not need to reserve levels in advance for testing; you do not even need to ask permission to test a level. If you want to test one, go right ahead and do it.


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aran - Graces of Heaven
I like the level Kiepernal. Only a few minor problems to report that i noticed. First one is the biggest and i don't believe anyone else has said this. If you get killed by the first crusher, and this only happens with the first crusher, during Mario's death animation half of the crusher appears a few tiles to the left of Mario. No idea why this happens but its definitely noticeable. Next up is spin jumping. On all of the crushers, if you spin jump at just the right moment you can avoid them and land on top of the crusher. I had to use slowdown to achieve this so the timing is pretty exact but still, it might allow for breaks depending on your plans for level design. On the first crusher, for some odd reason, if you do the spinjump glitch that i just mentioned or even a regular jump and you land on the top of the crusher part, you die when you touch the floor again, no matter where you touch on the floor. Third and final problem i noticed is with the little crevices someone pointed out earlier. If you duck jump in one of them, mario sometimes transports into the wall and dies. Taking them out should solve that problem.
Ill post screen shots if i can ever find out how to actually make them on zsnes without using F1. F1 is makes my computer returns to windows which glitches up zsnes. I use snes 9x as well so link me to a tutorial or whatever and ill post up some screen shots to demonstrate what i mean.
New version: 2-5

Stuff I'm aware of:

You can jump over the wall in the second part of level F, will add a ceiling generator here.

I have to insert the goal roulette.

The golden forest part is horrible.

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Violators will be prosecutedt to the full extent of the jam.
I like the level overall. I mainly focused on the Golden Forest part as you said was horrible. But IMO it was alright. Add more enemies so the player can score a 1-up. And I had an idea for it. Try making the BG palette ExAnimate when you have a star to make it look more cool. Like this.

It's just an idea to make the level look better.
When I said fish enemies, I actually meant the ones that don't require buoyancy, but it looks like those are the ones you're using anyway, so that's fine.

As for ceiling generators, they're just a way of anticipating problems before they happen. Sometimes designers put secrets on top of levels; sometimes players like to explore up top. So, it's quite possible players will jump up to those places in your level. Alternately, you could make the upmost tiles solid so Mario can walk up there. Keeping those sorts of things in mind is just good practice, I think.

I think you might want to put a mushroom sprite right next to Mario when he starts from the midway point, so players have a bit of leeway for the second half of the sky section.

I see you moved some of those spitting piranha plants one tile to the left, but now players might reach them only after they spit (i.e. no fireballs appear), so it might be better to move them back one tile to the right and either move/extend the platforms or put the piranha plants higher. Just my opinion, of course, but I did see a lack of fireballs somewhat consistently for the ones on screens 2 and 5 for my playstyle. See what others say :p

Also, those piranha plants on the upper path now fall toward the lower path again, which I think is odd. I like what you did otherwise, but I still think they should fall into something solid, if possible. Off the top of my head, one thing you could do is make solid foliage and dirt tiles. It would only take up two Map16 slots, right? That sounds reasonable to me.

There's slowdown on screen C and I think you should at least move one of those red flying koopas over to screen B. You may also want to move one of the koopas on screen E down to the lower path.

Overall, the parallel paths are looking pretty good now. The only nagging feeling I can't quite articulate is that you should have one more type of enemy in that section, maybe because clapping chucks and spitting piranha plants are so abundant. Maybe a parachute goomba or another jumping chuck or something? But, you can probably take that comment with a grain of salt and see what others say.

Finally, personally I liked the way screen E of level F worked before, but as usual, see what others say :p

The palette ExAnimation idea is interesting, but in that video it was quite distracting, so if you're going to do that, I'd say make the palette changes more subtle.


Testers: Speak up! agie777 has put a lot of effort into this level, and he'd appreciate some feedback, I'm sure.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Admittedly, I'm impressed - this looks way better than the first version you showed off here. It's also really great to see you're listening to the testers' suggestions (mostly AxemJinx's, I guess). And since you said you'd like to hear opinions from some more people, I might as well share mine with you.

(Keep in mind I haven't read through the other tester reports yet, and if something I've mentioned here contradicts with the majority's opinion, then go ahead and ignore it.)




Pink ninjis have never really done it for me... How about a more forest-y palette?


That bright palette is the one I originally made, isn't it? Woah, that sure looks pretty weird compared to the darker one you made. Might I suggest equalizing them a little? For the darker one, lower the saturation, increase the contrast and perhaps the brightness and give it a slightly more red-ish tint, and for the brighter one, darken the whole thing a bit and perhaps make it look less green as well.
Or you could just, you know, only use one palette.


I guess there is now way to quickly get back up if you accidentally drop down here (after you've already grabbed the SMWC coin), is there?


Really minor nit-pick, but you might want to make the springboard stationary somehow. It's kind of annoying to keep on accidentally grabbing it.


What bothers me most about this level is probably the huge amount of Chucks and Volcano Lotuses - the most annoying of enemies, if you ask me. Consider replacing some of them with other types of enemies if you can.


The clouds don't really fit in this level - graphics-wise, I mean. Changing the palette to something darker might help already.


The tree trunks abruptly ending here are still kind of bugging me. If you don't have anything against it, I can try drawing some tiles that "fix" that.


Another really minor issue: The trampoline looks kind of cramped between the two platforms, and the fact that you have to jump so low to reach it isn't helping. Nothing exactly wrong with this though, and if you don't get what I mean, then just forget it.


The color around the clouds in the Bg is a slightly different shade of blue than the rest.


I think you should just use the normal midway posts here - the tape alone is kind of hard to notice this way.
Also, isn't the midway point a little late in the level?


The fish!

...aaaand that's it, I suppose. Sorry if this sounded too negative, I guess I'm just too used to writing removal logs, heh. As I said, great job overall - it's a significant improvement over your first try.

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Pages: « 1 2 3 4 5 6 735 36 » Link
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