My first hack removal log, woo~
Originally posted by Details for Mario's Drug Abuse
Reasons for removal:
Hack Name: Mario's Drug Abuse
- 152.4 KB - 64 downloads.
Length: 14 levels
Author: Ns816235 - Submitted by: Ns816235
Description: Mario did drugs so Peach ran away. Mario wants her back and goes to chase her as Bowser keeps her safe from Mario.
I'm sorry, but this hack needs a lot of work to be accepted.
^ The graphics of the 1UP mushroom look a bit weird (The same goes for the power-up mushroom). Was this intentional? Also, I am not fond of the palettes you used for the title. Try using other palettes that don't look ugly.
^ The Yoshi Coin palettes don't really look good. The player can also get trapped here if he doesn't take a shell with him or doesn't have a cape.
^ The palettes of both Silver P-switch and Blue P-switch look ugly. Please fix those by editing the palettes of them, which can be done on the "Palette Editor" window.
^ You are forced to take a hit in order to get that Yoshi Coin placed above a bunch of munchers. You really shouldn't do this.
^ Poor Yoshi Coin placement. This Yoshi Coin is extremely hard to get unless you are really skilled at doing SMW glitches (Which I doubt most users here are able to do them on their first attempt..).
^ Sprite lags happened around here. Reduce the number of podoboos.
^ Also, yeah, the player can get trapped here, so yeah avoid putting bullet bill shooters like the way you did in this screenshot. Also, this level ("The Bullet Cave") uses cement blocks as ledges. Try not to do that.
^ The player is supposed to carry a P-switch to this point which is a few screens away from the screen the P-switch is placed. This is considered 'Item Babysitting'. Not just this level, the player had to do something similar to this in other levels. Don't do it, because it can confuse people.
^ Not a good position for Mario to enter the level. Change the X/Y position on the "Modify Main and Midway Entrance" window to prevent Mario from falling and die upon entering the level. You should be testing whether your midway points work or not, really. Also, I don't like how the bridges are shaded.
^ Blind jump. Put some coins to indicate where the player is safe to land.
^ Whoa, that's a lot of parakoopas. Some might find this to be hard (I will be honest here, I kind of did XD), so yeah, get rid of some of them or just simply remove all of them and add red parakoopas that fly vertically.
^ Yeah, this part is just way too hard to get past without getting a hit. Remove all the spikes that are on the ground since there are already quite a few things such as bullet bills, munchers, e.t.c.. that hurt Mario.
^ This door leads to the beginning of the sublevel. Fake exits aren't cool, so avoid putting them.
^ This level was just boring. The second half of the level is unnecessarily long, and there are no sprites. It also has numerous floating and stacked munchers, which is a big no-no.
^ The player could get trapped in here if the P-switch (placed at the beginning of the sublevel) wasn't being carried with him. Also, there is a cutoff at the top of the screen. Increase the length of the object '3C' (The ceiling FG used in switch palaces) in order to fill in the blank space.
^ Bad initial FG/BG position. Change the coordinates from "FG=C0" "BG=C0" to "FG=00" "BG=00" to prevent the screen from scrolling.
^ All of these are cutoffs I have found in the overworld. Take a look at the parts circled in red. Those are considered 'cutoffs', and they are not acceptable if you want to make hacks with good quality. Also, I highly suggest you replace the water tiles with dirt tiles, because they look unnatural right now. The level tiles on the left side of the third screenshot look weird too.
Anyway, you will have to spend more time fixing the things I've pointed out, and try to be aware of glitches.
I advise that you watch these videos:
..and read this tutorial on how to design good levels: