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11C: Artillery Auberge - yoshicookiezeus
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11C: Artillery Auberge - yoshicookiezeus
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Yeah, it looks like two of the three coins in the level are .. screwing up pretty badly. We'll see about getting them fixed further down the road.

The only issue I noticed this time around was that the screen starts a little too high when you're coming out of the very last pipe at the goal. Other than that, it seems pretty solid overall - I don't really have any complaints which haven't already been made/addressed.

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

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Borderline Big Mario discrimination. Not fire, not cape, not w/Yoshi, just regular Big Mario.


- Are you talking about an error like this?
- I'm not a fan in your execution of the Splitting Bullet Bills. Mostly because you give no prior indication that they can do this while in a controlled environment (read: not an autoscroll level or where they can easily take Mario by surprise). Me? I would go with giving Split Bills a distinctly different cannon such as a different color.


Persistence + Koopa Shell = This, though I suppose this could be patched out anyway, so...


(took screen too late)
I'm unsure with the Yellow Koopa. On one hand, I suppose you *could* use *all* the Throw Blocks so he'll land on the second/third block thrown, but on the other, it's not quite indicated that the Yellow one will be there until it's too late. Maybe it's just me.

I haven't tried the side rooms yet as of this post.

Originally posted by MrDeePay
Borderline Big Mario discrimination. Not fire, not cape, not w/Yoshi, just regular Big Mario.

I was considering changing that part as well. Perhaps I should replace the fish with a horizontal one?

Originally posted by MrDeePay
Are you talking about an error like this?

Indeed I am. There's a similar one in the vertical part, except the coin is split up into even more pieces.

Originally posted by MrDeePay
I'm not a fan in your execution of the Splitting Bullet Bills. Mostly because you give no prior indication that they can do this while in a controlled environment (read: not an autoscroll level or where they can easily take Mario by surprise). Me? I would go with giving Split Bills a distinctly different cannon such as a different color.

A different-coloured cannon? That's not a bad idea at all. How about this nice red one?



Originally posted by MrDeePay
Persistence + Koopa Shell = This, though I suppose this could be patched out anyway, so...

I'm fairly certain I read that that was going to be fixed with a patch, yes.

Originally posted by MrDeePay
I'm unsure with the Yellow Koopa. On one hand, I suppose you *could* use *all* the Throw Blocks so he'll land on the second/third block thrown, but on the other, it's not quite indicated that the Yellow one will be there until it's too late. Maybe it's just me.

There's actually a really easy way to deal with the yellow Koopa; run under it when it jumps over the block.

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Get the official ASMT resource pack here!

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

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Originally posted by yoshicookiezeus

I was considering changing that part as well. Perhaps I should replace the fish with a horizontal one?


That should work, but be sure to set it up so Mario can't blindly land in front of or on top of the Cheep-Cheep. Don't want any cheep hits now, do we?

hurr hurr hurrrrrr

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Indeed I am. There's a similar one in the vertical part, except the coin is split up into even more pieces.


Well that's crazy. I guess I'll have to scope it out when I try to find the side room.

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A different-coloured cannon? That's not a bad idea at all. How about this nice red one?

http://media.smwcentral.net/yoshicookiezeus/other/SMWCP2/SMWCP2_00041.png


Yes, that works definitely. The only thing I would do to it now is introduce in a spot where Mario's not being pressured to keep up/avoid hazards as much in the level so he's not taken by surprise.

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I'm fairly certain I read that that was going to be fixed with a patch, yes.


After seeing SNN say that in ZeroX's topic, then I suppose that screen is moot.

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There's actually a really easy way to deal with the yellow Koopa; run under it when it jumps over the block.


I'll have to try that one out then.

Well, since there doesn't seem to be any more criticism, I guess I'll just go ahead and submit this to S.N.N. Unless anyone has any last-minute objections?

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My YouTube channel
Get the official ASMT resource pack here!

https://cdn.discordapp.com/attachments/570113795016622090/697896835787915305/Artillery_Auberge_Revamp_Finally_V1_1.bps

A few weeks ago I finally got myself to work on revamping this level. I finished, and if you are interested in trying it out, you can get the patch from the link above. It has already been tested and given an OK of sorts, but I just wanted to put it on here anyways. The difficulty has been cut down.
Minish Yoshi did a great job revamping this level, by making it rely less on bullet jumping which was pretty annoying due to difficulty and for relying too much on waiting, timing and precision. I've also changed the location of one of SMWC coins - it was, previously, located in the secret exit sublevel, but was more hidden than the key and keyhole. It's now located near the midway point, as you can see in one of the screenshots below.



Also lasers and splitting Bills. Originally, the latter never gave any indication of their behavior (except for the recolored shooter which just isn't enough imo), so I made them flash.



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MK2TDS
Pages: « 1 2 3 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11C: Artillery Auberge - yoshicookiezeus

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