Banner
Views: 853,372,726
Time:
23 users online: Amine Retro, bladeoperator, BlueSkye209, Burgorton, codfish1002, CosmicTiff, Counterfeit, Eduard,  Eevee, Epic_Manky, KaidenThelens, LucasMegaStriker, M6 Productions, Maicon98,  MarioFanGamer,  Ninja Boy, Phyll, Rilla Roo, solgaleo35, TheBiob, tjb0607,  Tob, Z0mbie - Guests: 83 - Bots: 53 Users: 47,072 (2,506 active)
Latest: Maicon98
Tip: When you're about to release your hack, make a patch first, patch it to a clean ROM, and then test that. This way, you are testing both the hack AND the patch.Not logged in.
00C: Floral Fears - Nimono
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - 00C: Floral Fears - Nimono
Tags:
Pages: « 1 2 »

I think the level plays out really well. It gets a bit challenging around the fishing boo part in some areas but nothing too major. Good job.

Also I spotted an error, you have a door right at the beg-*shot*
Layout by LDA during C3.
Ooh, you're right, it is. Therefore:

http://bin.smwcentral.net/u/44/Floral%2BFears%2BRC3.ips

Also, I had to clean out my filebin, so old links are now dead.

--------------------
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
...you do realize that most of the errors noted in the past are still here, yes?

For the first blind area in the level, if you don't want to put coincs there, then I would suggest shifting the Boo ring to the left a bit so that it is directly underneath the hole. At the very least, that will make things a little more obvious while hopefully alleviating some of the blindness too. The third SMWC coin is still entirely blind as well - please fix this, preferably by extending one of the lower platforms over a bit to cover the hole (or by having a trail of coins lead down to a safe platform below).

I also found a major flaw in the Fishin' Boo part this time around. If you get up to the SMWC coin and jump back down, not only is it a potentially blind hit (you can't see him), but you can also land on him with a spin jump and manage to skip the remainder of the level. I would suggest shifting the location of the SMWC coin, or making low walls extending from the ceiling around that springboard.

Other than that, things are looking good. I won't be accepting the level until you fix these though, as they are pretty hefty design flaws.
Originally posted by S.N.N.
For the first blind area in the level, if you don't want to put coincs there, then I would suggest shifting the Boo ring to the left a bit so that it is directly underneath the hole. At the very least, that will make things a little more obvious while hopefully alleviating some of the blindness too.

I'm not sure it will make it any more obvious/less blind, but ok. :/

Quote
The third SMWC coin is still entirely blind as well - please fix this, preferably by extending one of the lower platforms over a bit to cover the hole (or by having a trail of coins lead down to a safe platform below).

I figured it was obvious enough just from how you have to get up there (you'd end up seeing the platform to drop onto before you have to drop onto it; why is it a problem to basically expect people to understand "it's so simple, I just need to drop down directly at this little ledge"?), but ok, I'll extend the lower platform a bit.

Quote
I also found a major flaw in the Fishin' Boo part this time around. If you get up to the SMWC coin and jump back down, not only is it a potentially blind hit (you can't see him)...

This is intentional; I've stated a few times that you're actually supposed to let it leave the area by going to the end, then backtracking to the coin. Thus, I feel it's balanced out by being deceptively simple; looks like a forced hit if you just try to get it at the earliest possible moment, but if you keep it in mind until the end, it should become obvious!

Then again, not even I was sure when I made it if the generator that makes it leave would keep it from returning. Perhaps I can find some room in the message for the Fishin' Boo to somehow give a hint? (I'm really not sure how I could justify it leaving and staying gone, though...) Or, maybe I could do as you say: change the location of the coin. Perhaps right there at the end, requiring people to take the springboard with them? Not sure... Hmmm...

Quote
...but you can also land on him with a spin jump and manage to skip the remainder of the level. I would suggest shifting the location of the SMWC coin, or making low walls extending from the ceiling around that springboard.

I'll do that, if I keep the coin where it is.

Quote
Other than that, things are looking good. I won't be accepting the level until you fix these though, as they are pretty hefty design flaws.

Yeah, I know.

--------------------
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
I for one didn't even know you can backtrack into a level once the fishing boo is gone and he won't reappear.
That sounds like a stupid plan to me, either way.

--------------------
Your layout has been removed.
http://bin.smwcentral.net/u/44/Floral%2BFears%2BRC4.ips

I hope I didn't miss anything this time, SNN.

--------------------
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

There is something about that fishing boo area that just seems too annoyingly difficult to try and get past without getting it. just the combo of dodging the eeries from both sides and that thing from the top. I still maybe recommend moving it up one tile imo. Also I'm not to sure how people will react the the wall you have to slide under by the 2nd SMWCoin if your Big Mario.(Big Mario Discrimination?)

Everything else plays out fine. I like how you hid the 3rd smwcoin a bit better now.
Layout by LDA during C3.
Seeing as you seem to have entirely closed yourself to criticism regarding the fishin' boo, I'm not going to give you any. It's pretty much fine as is, though. You might want to remove some enemies a tiny bit or whatever to make things a bit more easy on the player, but eh. It doesn't really matter.

That aside, I have but one complaint:



Generally, players don't just walk off the edge - most will jump instead. Please try to line your coins up according to general player movement.

The level plays in a rather linear fashion, though for once it's actually in a good way. I didn't feel it was too difficult, personally, but again you might want to extract a couple of those eeries (and boos?) where the fishin' boo is if others don't feel that way.
I honestly don't think that's an issue, Zero-X.

Here's another patch! I've removed and moved some Eeries in level 066 by andy's suggestion. How is it now?

--------------------
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

I think the level plays our pretty good now. If no one else has anything to say about it, I'd say it pretty much good to go.
Layout by LDA during C3.
Yeah, you can send it into me if you have no other issues with it. I'll mark this thread as "Pending".
Pages: « 1 2 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - 00C: Floral Fears - Nimono

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy