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Level Testing
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Level Testing
Pages: « 1 2 3 4 5 6 7 835 36 »
@2dareduck

Sorry if I replied too late, but there is some things that can maybe be fixed or added. Your level is pretty good, the graphics, music and idea are great, but the level design could be fixed a little bit.

- there is alot of slopes, which is okay, it is just that there can be more open space so that the player can run a little more. There is alot of jumping needed.

- try to come up with a bit better ways to get to the alternate pathway (clouds), invisible jumping blocks are not that nice.

- for the ending of the first part, it may be better if you can just enter the pipe, it is a bit annoying with the P switch, the invisible jumping blocks, and the Urchin below. Also, you made mario get shot out of a diagonal pipe for the secondary exit, but when you exit the pipe to go there, it is double ended, does not make sense.

- When you get shot out of the pipe, you miss the midway point and kind of have to go back a bit instead of just being able to go.

- If you are just starting to put the dolphins, maybe you can make more of them, there are a bunch of actions they can do, and since you used a tide in a cicus it can make a "water park like" theme.

- for dolphins, instead if you want, use them for the next part and let the spinning platforms be at a "circus riding" area. You used water tides. But, you can kind of see the dolphin's fin come out through the top when you jump, so careful of that.

- You used a lot of enemies, I know you want it a bit difficult since this is world 5, but it is kind of annoying how you run into them, they are on almost every platform. In world 5 you might want to think more about just more complex stuff instead.

And I think that is pretty much it. Sorry if I critised too much, your graphics and music are great (avoid having it stand out from others), it is just the level design.
New level. Entirely redesigned second half. DL it at:
http://bin.smwcentral.net/46498/SMWCP2%20patch.ips.zip
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.
Gotta go to bed soon but I have a few basic comments.

1. Changed palette and music makes it look slightly different now. :)
2. The Blue 1/4 POW Block is very redundant in the very first part of the level. I think the 2nd Blue 1/4 POW Block is better, considering it's telling you to go back a bit then to discover the pit.
3. Backtracking isn't too bad this time here. However, let's see what others have to say about it though. It's alright in my opinion ... it's just the "wall" seems a bit odd though ... I think a Message Box could explain something though.
4. Add a coin path between the last platform with the ON/OFF Switch and . I was like "Where the heck am I supposed to go" until I saw the Goal Block. Semi-Blind Jumps aren't cool.
5. I finally discovered the 3-Up Moon Room! (It seems easier to find here though)
5.5. If you're going to keep the 3-Up Moon Room, change the palette in there to the bluish one you have.
6. You should put messages in your blocks.
7. Speaking of the last ON/OFF Switch in #4 ... I don't think it really has a purpose at all, considering it was originally intended for the Goal in the previous testing of the level.

I'll try to get give some more details/comments tomorrow. Goodnight.
Originally posted by AnybodyAgrees
New level. Entirely redesigned second half. DL it at:
http://bin.smwcentral.net/46498/SMWCP2%20patch.ips.zip

You should hide the 3-up moon room somewhere harder to find...
Try right next to the Midway point. It's simple to get to, but no one will think of doing it.
Remember, 3-up moons are supposed to be one of the rarest items in SMW.

Other than that, it plays very good and I hope to see it improved on.

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Check out my music!
Originally posted by AnybodyAgrees
New level.

I just did a quick run-through of the latest update. A few things instantly stuck out to me.

-I guess you're sticking with the idea of having to spinjump off the jumping piranha at the beginning (again, unless I'm missing something blatantly obvious) to get up to the top area. That still seems a bit much for a world 1 level. A couple ideas: you could maybe add an invisible note block on one end or perhaps move the Hammer Brother in screen 05 more to the left so you could use his platform to get up there.

-I didn't readily notice anything that would entice me to take the top route either (other than what I knew from previously testing the level) and so skipped it and was under the impression that I still had to backtrack half the level just to get the first SMWC coin after hitting the ON/OFF switch on screen 08. I understand it's a secret, but you still might want to hint that there could be something up there. Maybe see what others think first, but I'm just trying to think of the situation from a fresh perspective.

-What is the purpose of the ON/OFF switch on screen 10?

-Also, why have the giant wall in screen 0D? I understand you want the wall to form if someone throws the switch to get the first SMWC coin, but why? I see no need for this. Plus, it can be flown over (if a feather happens to be available in the game by this point).

-If your quick enough during the run from screen 0A to 0C you can actually hit the ON/OFF switch without having to do the additional Grey Switch/Blue Switch puzzle. Not sure if that was intended or not.

-And finally, on the subject of the Grey Switch/Blue Switch puzzles, I found the short time limit plus the small precise jumps to be rather aggravating for world 1, especially the Grey/Blue bit on screen 0C. Sadly, I have to admit it took me a few tries to actually get that part down - all thanks to that final single-wide block. Again, see what others say on the subject, but as of now, it feels like you're substituting needless difficulty for perhaps a lack of outside-the-box creativity when it comes to creating an interesting gimmick using these switches. It's just that the current layout makes the gimmick feel more like you're throwing switch runs in there because you can - basically, it doesn't feel natural to the level. But yea, see what others have to say as well.


Originally posted by WhiteYoshiEgg
Also, isn't the midway point a little late in the level?

I just went through agie777's latest update. Although looking at the level layout as a whole, I don't think it's that bad, but I think there are few things that make it feel as if it's placed too far into the level. First, the secret exit appears very early in the level now of which the sublevel is very short. Also, the last section of the level (last half of Level 0F) plays very quickly, at least in my opinion, compared to the first section (first half of Level 0F). And finally, if I'm not mistaken, all of the SMWC coins appear before the midpoint. Which speaking of, without a pipe to lead back into the level from the secret exit sublevel, I don't believe there's a way to collect all three SMWC coins on a single run now.
Milk: I said that the secret route is still under construction, didn't I? And I know that I have to make the second part of level F a bit longer also, which was already decided earlier by me.

AnybodyAgrees: I've tested your level, and overall it's not that bad, but alot has to be changed.

First of all, the level is way too hard for stage 1-4. The switch timers are way too short. It's mostly basic "hey I pressed a switch and it opened the path", except for the one where you press the red/blue switch to get higher up. It's defenitely a good thing that you stick to stationary switches, to avoid item babysitting.

I suggest making the level a bit longer, but also easier. Like, the part before the midpoint could be a basic introduction to the use of switches, since this is one of the first levels in the game. And after the midpoint, you could a bit more creative. As mentioned earlier, the staircase of blue blocks is one of the better elements. Good luck!

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

Only a few issues so far that I noticed:


This koopa bounces up the hill if not killed and that just looks goofy.
EDIT: Also, wasn't there a way to fix it so the message blocks weren't 1 pixel higher than everything else?

Maybe move the goal spear the the right a bit more. This isn't going to be an issue for just you, but if I decide to run and jump at it from the other direction, I can plummet to my death.

Overall, like everyone said, the level seems to be getting harder and this is only a world one level. Maybe dump the timed "Jump-on-these-bricks-before-the-timer-runs-out" stuff.
Layout by LDA during C3.
Originally posted by agie777
Milk: I said that the secret route is still under construction, didn't I?

Yea, I likely missed that. Besides, seeing how you've pulled this level together, I can't imagine you would have left it that way, so no worries. Anyways, I rather enjoyed the level with the latest update and the effort you've put into improving it definitely shows, so kudos!
Yet another minor variation. Should have all of Lightvayne's issues fixed.
http://bin.smwcentral.net/46576/SMWCP2%20patch.ips.zip
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.
New version of level: 2-5 agie777.

Re-created the golden forest part. Probably made it a bit too long now.

Stuff I'm aware of: background in higher part has some cutoff, still have to add goal roulette, you can jump over the wall in the second part of level F.

I have no idea how to fix the background cutoff, since the colour codes are exactly the same.

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

I'm not seeing any real issues at all with the level other than the bg you mentioned.

Good job. :)
Layout by LDA during C3.
I only have one real complaint about the level (With a few others) ... along with a glitch I discovered.

1. The last SMWC coin is way too high to reach through jumping.
2. At the very beginning (Picture on bottom), around where the bonus area is, if you knock a Koopa down there, they stand on an invisible block.
3. Also remember to add some coins, especially around the second area. (I figure you'll do that around the final editing stages though)
4. Message Blocks need messages. (I figure you'll do that last though)
5. The last platforms around where the goal is could use support.

New version: 2-5 agie777.
Level changed based on the review by WhiteYoshiEgg.

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Violators will be prosecutedt to the full extent of the jam.
@aggie777

I just played through your level. It seemed really fun :)
However, there are a few things I did notice.



1. Invisible Block for some reason. Check for these through your level.
2. The "blue" around the clouds is different than the "blue" by itself.

Other Comments:

1. I like where the first SMWC Coin is located.
2. The sky area seems unexpected but at the same time fun. (I like the music)
3. You probably already know about the Goal thingy.
4. Have other people tested that "springboard" around where the 2nd SMWC Coin is (Around the Yellow Spinnig Shell and the First Wiggler)? I couldn't really get up there.
BlKry: I know about the invisible blocks, they're there to keep the plants from falling, although it's not a great system. Are there custom blocks that stop the pirhana plants from falling, but are passable by mario?

I also know about the background cutoff, the problem is, theyre exactly the same colours. They just don't want to be the same. And yes, I know about the inappropriate goal post also.

The little vine spring was a beta thing, but I got lots of positive feedback on it, that's why I kept it in.

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Violators will be prosecutedt to the full extent of the jam.
Yes there's a passable for Mario but not for Sprites block
It's block 302. You might need a couple of Map16 tiles.
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 agie777
Are there custom blocks that stop the pirhana plants from falling, but are passable by mario?

I decided to take this as a request and made a simple block that is only solid for the two varieties of Jumping Piranhas that you can use. The problem with the Solid for Sprites block that others have suggested is that it is still solid for all sprites which could look just as odd as Mario standing on supposedly invisible tiles.

(I know this should probably be in the resource request thread but posted here since I thought agie777 might miss it since he inquired about it here.)
Originally posted by agie777

The little vine spring was a beta thing, but I got lots of positive feedback on it, that's why I kept it in.


I just tried the spring thing right now and good timing = coin.

Anyways I just discovered your bonus area. I think the idea's fun ... it actually took me a while to find the key.
Thank you Milk, it's appreciated, but I'll just be using the solid for sprites block, because there aren't any other sprites that have the opportunity to touch those tiles. I saw that the "where the hell have you been since level claiming" PM's are going to be sent next week, so it might get busy here anytime soon.

Does anyone know how to fix my sky background problem? No matter how much I try, I can't get those colours the same. YES, I copied and pasted one over the other, it's the first thing I tried.

The bonus zone isn't actually done yet, I wan't to insert some enemies in the area where you get the smwc coin. It might be a good idea to make this the first time you meet those elite koopa's by Yoshicookiezeus, but you're still on star power.

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Violators will be prosecutedt to the full extent of the jam.
Pages: « 1 2 3 4 5 6 7 835 36 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Level Testing

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