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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 7 8 9 1035 36 » Link
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Originally posted by AxemJinx
Stuff about lineguide sprites


Don't think there's much I can do to fix the sprite disappearances without rebuilding the level

Quote
Note: Capes go behind dirt but not solid edges.


That's a problem with the tileset itself, not just with my level.

Quote
I like the part before the exit pipe a lot better now, though I'm wary of the diggin' chuck sitting next to said pipe.


been removed

Quote
section 3 stuff


2 - fixed (hopefully)
5-6 - Will be fixed

screens 09-0D isn't really that great and will probably be nuked and rebuilt, I think I rushed making the last part a little, so it kinda sucks.

As for the crystal spike wall hitbox, I see what you mean and I'll fix it up a bit to be less deceptive


Oh, you might want to just use the sprite versions of powerups where possible because it felt a bit annoying for me to hit so many powerup blocks (might just be me).</div></div>

----------------
Red Tales: [Insert Subtitle here]: Hack is being worked on (actually being worked on), demo next c3 (summer 2022) hopefully
Levels Complete: 5/50+

I realized that if I kept waiting for that base ROM update I have no idea when I would be able to get started, so I used my ASM test ROM to start building a rough draft of the first half of the level. The result can be found here:

Incineration Station v0.1

Please ignore... well, everything that isn't the level design; I didn't feel like transferring all the graphics from the current base ROM, and the HDMA effect is a leftover from a levelASM experiment I never bothered to remove.

There are two main things that I'm interested in getting feedback on. Firstly, the difficulty: The level should be hard enough to fit world 8, after all, but I'm uncertain if I might have gone a bit overboard with it at parts. And secondly, the side room with the SMWC coin. I am rather fond of the idea I use for it, but I feel that I'm having trouble implementing it in a good way.

--------------------
My YouTube channel
Get the official ASMT resource pack here!


I find the it may be too easy to kill the koopa in the side room making it impossible to get the coin if you do. You really don't even have to have the blocks there to hold him in.

The blue flying koopas in general seem like they are a bit tough, but like you said, it is a world 8 level..
Layout by LDA during C3.
Looks quite cool, tricky in most places, but fun. I like the idea, the koopas are cool aswell. Looking forward to see more.
Final update unless things change: 2-5 Treetop Tussle.

Still too lazy to insert the sprites (to be honest I don't have any expirience with custom sprites), but besides that, everything is done. I'd like to have FirePhoenix and/or S.N.N. look at it, and tell me what they think.

--------------------
Violators will be prosecutedt to the full extent of the jam.
Talk about a huge improvement. I remember playing your first level, and this is just simply a million times better. Although I don't consider myself as harsh a critic as AxemJinx, I still do have some minor complaints which I think should be addressed before this gets inserted.

Major apologies in advance for the BMPs I'm about to post. I forgot to set the emulator's format back to PNG, so bear with me.


-I don't think this Ninji here is necessary. I'm not really a fan of "overlapping" sprites like this to begin with, unless it's something like a Grinder passing through a Ball'n'Chain (e.g.). It just feels a tad cluttered.


-I'd extend this platform to four blocks and have one Ninji on the second block from the level, rather than the current placement you have. This is still world 2, and that jump could prove to be a bit on the tricky side.


-I would remove the Chuck under the midway, honestly.


-Shift this block down one tile. The mushroom goes behind the tree when the block is hit.


-I forget why I took this one, but I'm pretty sure there was a Football Chuck there too. This area was tricky, especially for a world 2 setting.


-See photo 1.


Overall, great work. The level was fun to play, and (for the most part), a good difficulty for the world it is placed in. Fix those up, post it here again, and I'll likely clear it.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

http://bin.smwcentral.net/48146/ShiveringCinders01.ips - Not finishes by any stretch of the imagination, but try out what I have so far.

- Ignore graphical cutoff.
- A couple of pipes will lead nowhere.
- None of the things I mentioned on my To-DO List were fixed, largely because C3 happened.
- Ignore glitched Podoboos. Non-Dynamic Podoboos and SMB3 Powerdown were applied based on patches that are supposed to be added later.
- For testing purposes, Mario has infinite lives.
- Test the level with every scenario that you can. The Hub has all of the Switch Palace switches for convenience in trying the level out, so use it.

(Hopefully) my final version of the level.
Level is 1-4.
Message blocks have messages.
SMWC coins are inserted and have a strategy required to reach them.
Enemy placement is [insert feedback here].
Name has been inserted.
If no negative feedback appears, I will assume the level is finished.
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.
@MrDeePay

I just tested your level. You wanted us to ignore cutoff, pipes that leave nowhere and gltiched pedoboos, right? So I won't focus on that.

-Now, this is the biggest issue about your level is that there ar
e too many places to go to. I mean, at the begging, there were 2 pathways, you had to press a switch first, and then pipes within the alternate paths, plus there was mini P switch puzzle and then ON and OFF blocks you had to press. What I say is that keep it simple and not confusing, maybe ON and OFF blocks are for single areas, little bonuses are fine.

-What made that an even worse issue is that you put a lot of enemies and pits which= easier to die= more stress which won't make it that fun. Your fire balls were placed high (when I wanted to run to the switch, I jumped and the fireball hit me because it was high). There are also alot of pits and sinking plat forms, give a little more free space. There is a few spots where you have to bounce off a koopa to get through the lava. Please don't make those, they just make this difuculty worse.

-This level is a mixture of ice and fire right? I think you need to add more "ice theme" becuase there was mostly "fire theme".

-the ON and OFF switch I find could be pointless because of the certain theme of your level, it seems like it would not need ON and OFF blocks. I did say they were for single areas, but choose wisely between them and the pathways. Also, there seems to be an area where you need the blue switch (screen 01). Think carefully of what you do there, remember you need an alternate exit of another level to activate it, and secrets are best kept hidden.

-This is not that important but there were some blocks we were probably just introduced to, so, just to make sure we know, tell us what they do. We don't put the message box messages in.

It is a good thing that you used Yoshi, he make it more fun(just maybe make the level sutable for him [things like berries or cloured koopas MAYBE so it still fits the theme]). Also, I heard that custom song, a much better sounding version (on youtube, best smw music # 19) but it is good you used this song becuase it fits the atmoshere and sounds more like SMWCP 2(the music is unique, which is good for a mario hack). But overall, i am soory to say this:(, but it needs work, and don't forget about length, there will be a lot of levels they cannot be too long. Sorry for lots of critisism.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by MarineYoshi
@MrDeePay
-Now, this is the biggest issue about your level is that there are too many places to go to. I mean, at the begging, there were 2 pathways, you had to press a switch first,


For what's done with the level, no matter which road you take, the end point is always the same- a blue pipe a short ways before the checkpoint.

Quote
and then pipes within the alternate paths, plus there was mini P switch puzzle


...Huh?

Quote
and then ON and OFF blocks you had to press.


Only the first ON/OFF switch in the level is actually required to be hit.

Quote
-What made that an even worse issue is that you put a lot of enemies and pits which= easier to die= more stress which won't make it that fun. Your fire balls were placed high (when I wanted to run to the switch, I jumped and the fireball hit me because it was high).


...Fireball? Do you mean FireBAR?

Quote
There are also alot of pits and sinking plat forms, give a little more free space.


The level is in World 7-2.

Quote
There is a few spots where you have to bounce off a koopa to get through the lava. Please don't make those, they just make this difuculty worse.


Those scenarios only happen depending on what your game/player status is. The one regarding the Koopa jump with the wall of Green Switch Blocks I might change if there are more complaints about it.

Quote
-This level is a mixture of ice and fire right? I think you need to add more "ice theme" becuase there was mostly "fire theme".


There's not many non-annoying ice enemies to work with at the moment, unfortunately. Though to be fair, my mentality with the level is since it's on the Fire side of World 7, it will lean towards fire-elements slightly more.

In any case, I'm not above redoing levels/rooms/sections if something comes up that I feel I could benefit from.

Quote
-the ON and OFF switch I find could be pointless because of the certain theme of your level, it seems like it would not need ON and OFF blocks.


See this thread where I describe things more.

Quote
I did say they were for single areas, but choose wisely between them and the pathways. Also, there seems to be an area where you need the blue switch (screen 01). Think carefully of what you do there, remember you need an alternate exit of another level to activate it, and secrets are best kept hidden.


This is a yellow level and the level can be currently "completed" without the assistance of any Switch Blocks.

Quote
-This is not that important but there were some blocks we were probably just introduced to, so, just to make sure we know, tell us what they do. We don't put the message box messages in.


The first occurrences of slippery ON/OFF blocks are in an area where Mario can't die and the Solid Yoshi block is over safe ground.

Quote
- It is a good thing that you used Yoshi, he make it more fun(just maybe make the level sutable for him [things like berries or cloured koopas MAYBE so it still fits the theme]).


- Berries will conflict with the status bar (an SMWCoin overlaps where the berry was in the tilemap)
- Some actual grounded Koopas... maybe, just maybe.

Quote
- Also, I heard that custom song, a much better sounding version (on youtube, best smw music # 19) but it is good you used this song becuase it fits the atmoshere and sounds more like SMWCP 2(the music is unique, which is good for a mario hack).


- IIRC, Jimmy re-arranged his Slippery Subterranean about three times for this collab. (One was a sample-less icy version, then another with samples but still different from the original, and now this one.)

----------------

Originally posted by AnybodyAgrees
]If no negative feedback appears, I will assume the level is finished.


You've got what, another month and a half. This level can in no way be considered done. For all I care this level can be thrown in the trash and started from scratch (might be a little harsh, but I don't think I'm straying to far from the truth). No should be able to consider there level close being done for at least a month (In my opinion at least)

The thing that pisses me off is that not a damn thing was changed since you last got your level tested (at least nothing apparent anyway) and no advice that anyone gave looks like it was used at all. To be honest I stopped playing the new one at screen 5 and went straight to looking at it in lunar magic

Originally posted by AxemJinx
Assuming you follow the structural changes I outlined above, the first half of the stage should be more or less fine (not amazing), but the second half still doesn't do anything novel, and moreover seems somewhat difficult for where the level is in the game. The level also feels a little short, but that might just be me. Spritewise, too, the level seems kind of sparse and unexciting.


stuff in bold I agree with 100%. The second half of the level feels like it shouldn't be there. There is nothing to it, just switch blocks and a few girders. I also agree with MrDeePay, you aren't using the tileset to the fullest. Go play FirePhoenix's level (if you already have, go play it again and examine how its set up. There isn't really any spots that are all flat and boring and there is a good mix of ground tiles, girders, enemies, stuff to climb and jump around on (mario used to be called jump man for a reason). The girders are varied and each little set of them is laid out differently. You've done very little with them. There is also the fact that at least 9 screens of your level are "empty", yes there are some blocks and stuff in those screens but they feel empty and it seems like there just waisted space that could be so much better.

Not trying to be mean or anything, after the "failure" of ASMWCP (don't get me wrong, it was an ok hack, but it could of been a lot better) everyone is expecting the levels in this hack to be even better in terms of quality (I also am well aware that my level definitely needs work, so you definitely aren't alone). You can do what you want with my advice/rant, you can brush it off and ignore it, but that won't make your level improve).

I'm gonna review MrDeePay and Agie777's levels some time in the future (I hope I didn't go overboard with this little review)

----------------
Red Tales: [Insert Subtitle here]: Hack is being worked on (actually being worked on), demo next c3 (summer 2022) hopefully
Levels Complete: 5/50+


MrDeePay: Overall, I think the level seems ok, but I did get confused on where to go a few times because of the multiple paths but overall the level layout itself is decent.
Layout by LDA during C3.
@Deepay

Very good, I hven't really got much feedback apart from that because it seemed pretty sound. Good difficuty, length for the first half, well-used tileset and you've given me my favourite glitch ever! The one where Yoshi bounces on the fireburst up line thing.

Only got two complaints really. One, I'd make the long jump at the very beginning with no switches after you've hit the on-off and killed the firebro one tile or so shorter. It doesn't really add anything but is a bit annoying. No real complaint.
Two, I'd cut down a bit on the podoboos or jumpong plants or whatever they are, the glitchy things. Most of my deaths were from them, and they seemed a bit of a fuck-you.

So all in all, a damn good level.

Also, I know these (probably) weren't you, but the graphics and the music were brilliant and perfectly fitting.
@MrDeePay

okay, I see what you mean now. But...

when you put all those pipes, you cannot go to see the other areas. There is only 1 exit too.

by P switch puzzle, I mean the part with switch blocks in level d2. That is okay to put, but make sure it is not too risky.

what's firebar? I was talking about the glitched jumping fire ball that comes from out of the lava.

I know its world 7, but that does not mean there needs to be more pits. I understand that there is an increase in difficulty, but it is supposed to be focused on complexity.

for everything else, I get it.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by MarineYoshi
when you put all those pipes, you cannot go to see the other areas. There is only 1 exit too.


The player has a choice on where to go, so?

Quote
by P switch puzzle, I mean the part with switch blocks in level d2. That is okay to put, but make sure it is not too risky.



...What the hell are you talking about? Screen me.

Quote
what's firebar?


The rotating sticks that consist of three big fireballs.

Quote
I was talking about the glitched jumping fire ball that comes from out of the lava.


You mean a Podoboo. In that case, it's not my problem that you rushed.

Quote
I know its world 7, but that does not mean there needs to be more pits. I understand that there is an increase in difficulty, but it is supposed to be focused on complexity.


Since when and says who?

Originally posted by MrDeePay
@MrDeePay



The player has a choice on where to go, so?

I just mentioned how the level had 1 exit and there were paths that you had to tke which you cannot go back to.



...What the hell are you talking about? Screen me.

level D2, begins at screen 11, however, that is not important, I would not mind that actually.



The rotating sticks that consist of three big fireballs.

oh, I see...



You mean a Podoboo. In that case, it's not my problem that you rushed.

Yes, that is what I mean, its just that they call it fireball in Lunar Magic. I still think that it is just a little bit high (about 1 or 2 units), even though I was not really rushing.



Since when and says who?

Since the original (the best of Super Mario World), and that is what I think, even rise to the challenge (which seems to be the best hack on SWMC) focuses on complexity. Still its hard, but pits these pits are a little unfair, there is a difference between unfair and hard, so you don't want a player to rely on savestates.

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Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by MarineYoshi
I just mentioned how the level had 1 exit and there were paths that you had to tke which you cannot go back to.


I fail to see how this is a problem. It helps add replayability (sp) and gives more choices to the player, where's the problem in that?

Quote
level D2, begins at screen 11, however, that is not important, I would not mind that actually.


Oh that. I looks like that I flubbed with porting all of my stuff over to the latest base ROM and that specific area didn't make it in. After re-porting it, I see what you're talking about. Screen 11 of sublevel D2 is the END of another route that just uses the same exit pipe as the left portion of the level uses. The P-Switch run for that area is purely optional.

Quote

Since the original (the best of Super Mario World), and that is what I think, even rise to the challenge (which seems to be the best hack on SWMC) focuses on complexity. Still its hard, but pits these pits are a little unfair, there is a difference between unfair and hard, so you don't want a player to rely on savestates.


That seems like a clash of design philosophies then. We'll see where this goes after more comments.

I say the difficulty is fine Deepay, a few too many podoboos for my liking but the rest is all good.

And is it just me, or does he want more complexity, but complain about the complexity of the paths, which were fine anyway I thought.
Another update yo: 2-5 treetop tussle.

If this is the first time you're taking a look at this level, please read the previous posts to see if things were said already.

--------------------
Violators will be prosecutedt to the full extent of the jam.
Originally posted by MrDeePay


I fail to see how this is a problem. It helps add replayability (sp) and gives more choices to the player, where's the problem in that?

Hmm, I guess there is not a problem after all, the only thing is, I thought you had to go through them at first, which is not that important, just me.

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Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing

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