Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
@ShadowFire: I think the palettes need to be less gloomy and more chocolately. It's meant to look quite "jolly" to some extent.
@Daizo + Austin: There's only going to be 2 submaps on the OW - Factories and CI. Apart from that, there's the main OW to design. (worlds 1-5). I think it's fair to let Daizo design the remaining submap as he asked first. Sorry Austin. =(
I actually like the water the way it is! Like chocolate milk or something. I found it to make the submap quite interesting. But I do however agree with JDC, it is a tiny bit gloomy. The design is great though! Somewhat simple but good variation in shape and elevation. Decoration amount isn't bad either. I'd say everything good is there. Nice work.
I'd say I want to design a submap too, as I am atleast decent in designing them, but I'm sure they're all taken. Glad to see you guys have kept this going. It's coming out great. Wish there was a way I could participate again though.
Hey JDC, mind I could claim the 102 - Jungle theme?
Also, it appeared that some of songs in the base ROM are playing glitch sound when Mario jump/spinjump. This mean the glitched songs has to be fixed.
On a side note: JDC's levels seem to waste up the ROM space, the most freespace-wasting level would be Chilly Course, which is eat up about whopping 7AD0 bytes. JDC, it is recommended to read this so that you don't have to building tile by tile, which is waste large amount of time and waste ROM space.
31. Avoid building tile by tile.
One of the great things about having tiled graphics in platformers (as a designer) is that you can easily resize/relocate the terrain and objects without having to patch up too many seams. That's why, when you're working with Map16 tiles, you should be careful to arrange them in the same way. Otherwise, you'll have to place things down tile by tile, which eats up an enormous amount of time, distracts you from more important things, and can often be demotivating. To the same end, make use of z-order around overlapping objects, especially when filling in dirt, to minimize the total number of objects you use.
Following such practices will not only make things cleaner if you ever have to move stuff around, but will also end up taking up less space in the ROM file, because a single object uses the same amount of space no matter how small or large it is. That's certainly going to be a concern if you plan on doing anything large-scale. There are times when a tile-by-tile approach can't be helped- when creating a special sense of architecture, for instance- but be careful not to attempt more than you can handle.
Of course, I did just copy this from Axemjinx's level building tutorial.
@Q-Bee: OK. I'll get that inserted.
@Lord Pokey: Do realize we are not in final stages of the collab yet, so things such as the level optimization and the music should eventually be fixed. As for the music, I do believe that's AddmusicM's fault. I'm not exactly sure what is wrong, but it's likely something wrong with the songs themselves not being compatible with M.
Anyways, I'll add you for level 102. Good luck with it. =)
compose a nice little tune and get it ported to smw
or you could always try to make a level
Or help me with the non-submap OW design
or you know
I'd love to design a level but I feel like I've used up all my chances. But it really depends what levels have yet to be taken.
If level 014 is still available than I could do that pretty easily if it was to be alright with JDC, since a volcano level is pretty straight forward in concept. I've been wanting to work with all of you again! And it looks like we've had some nice additions to the team that were not around last time.
Following this collab for a while now, and it looks pretty neat. I just decided to take a level. As you guys need some factory levels, I'll claim one of them, doesnt matter which. E: level 10A or so Currently I have some ideas for a grassy themed factory/ruins level, but If you want something else, it's okay.