For those who didn't notice, World 1 and a level from world 2 is complete as alpha testing goes. See my little bug list above SF.
-------------------- Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.
A level that have doors that can change it from vanilla to chocolate. The chocolate part will have chocolate quicksand, and the vanilla part will have vanilla water. It was just a random idea but I think that it could work well :3
Do you mean chocolate as in SUPER AWESOME OMG DESIGN?! *Shot*
Could I claim Sublevel 31?
-------------------- Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.
Level: 103 - Swamp Theme
Sublevel: 148
Sec. Exit: 14B
I'll let alone the music because the hack uses AddMusicM and I don't know how to use it. I'll not be using any music until I get some progress on level itself (progress can be a better indicator for people to recommend a fitting song from the Music section).
My idea:
The ambiance is supposed to look more open instead of being deep inside a forest. And it'd be more like a high level (like a Mushroom Platform level, but in this case, I'd use Wooden Platforms and similar things) rather than it being a level located at the sea level height. The main enemies will be winged ones (Koopas, Goombas, Hammer Brothers...) and the design is supposed to be simple and of medium difficulty.
Certainly. Your claims have been added onto the first post. Good luck with your level. =)
e: Sorry everyone, but I'm probably going to drop 10B for now. Ideas for this level have slowed down to none, and I feel it'd turn into a rather sub-par level otherwise. I'll probably experiment with a few other ideas, and claim another level later this week.
I've had an idea for the last section of the level - in this area I'll make a more closed ambient, like if you were going into the forest. And there I'll place the goal, of course.
Not bad! You're doing an excelent job there so far. The only (really minor) issues I found there are the following:
The cement blocks cutoff a bit, and in my oppinion they shouldn't be used as ground. I think it wouldn't be bad if you used the grassland ground with a swamp-ish palette in the place Mario starts the level instead;
The hand rails' ends cutoff. It wouldn't be hard to use some ExGFX to fix that;
Kind of blind jump in 0:48;
Those wood pieces you used in certain parts of the top could be replaced with a ceiling generator. Would look more organized and also cuttier. :>
I've tested your ips out Q-bee, I must say the level is looking pretty cool so far =).
Excluding the cement blocks at the beginning which I know you said are to be replaced by other graphics, I think the level looks very good aesthetically, especially the palettes. Level design wise is looking very promising too.
I think aside from a blind-ish drop at screen 06 when you drop right from the yellow pipe, and what Austin mentioned already, I can't see any other things that need fixing really.
First of all, I quite like the atmopshere here. It's different from the other levels in this world which is a good thing. The difficult seems about right too.
There are, however, a few things I have noticed:
-Minor aesthetics issue, but a custom layer 3 mist should be here so the fog doesn't abruptly end when the screen scrolls. This can be added after the baseROM, don't worry.
-Maybe just me, but although the song choice isn't bad, I feel it doesn't quite fit it 100%. We'll decide on music when the level is complete, though.
-I pretty much agree with what Mr Esc and Austin say about the pipe on screen 6 (perhaps put some coins showing where to go..?) and also the bridge cutoff issue. (Not really a graphics person, but I guess an "end" tile for the bridge would work.)
Keep up the good work. =)
@Q-Bee:
-ExGFX 99 has already been used by Evilguy. Would you like to claim another instead?
-Your other claims have been added.
I've made a bit of a start on the sunken ship level. My idea is to have an external level for the first part, just to set the scene I guess. Then i'm using 3 sublevels for different rooms on the inside, i'm possibly considering a puzzle element to the level, but I may just have it so there's a secret to find instead.
Anyway, I have some screenshots of the outside area so far.
This is at the start of the level at the forward bow of the ship, the info boxes give a little history on the ship and how it sank. Just as a little scene setter I guess =P.
It seems a mushroom has spilled out of one of the cargo crates, just watch out for the fish guarding it to start with. =P
And here's the back of the ship, where the entrance to get inside is.
It's looking good so far. Level design looks pretty nice, but do the Skull Boxes shoot out Torpedo Teds? If they don't, then I think the level kinda doesn't have enough enemies (at-least, that's what I'm getting from the screen-shots. Who knows, maybe I'm completely wrong). Again, level design otherwise looks good and you've definitely made the ship look pretty. Keep it up.
@Mr Esc: It's turning out to be pretty cool. Just try fixing the cutoffs caused by Torpedo Launchers and you nail it.
----------
Once again, thanks for the feedback on my level. Most of the things mentioned were already fixed. I'll just be keeping the song and the fog as placeholders (level name will also be kept unless I or someone else think on something better and really fitting). I agree on JDC about the music choice - I think the song itself is nice, but the echo is out of place for an external level.
I've already assembled decoration for my level, based on the ghost house cobwebs, not to mention my little grass tileset extension is done, too. I've colored cobwebs green, and assembled some 8x8s to make them look like little vines overgrowing by the wooden platform pillars. I've also made minor palette changes to the level, most notable one being the slightly darker background.
Forgot to copy my current progress to the pendrive so I can't show anything now. Anyway, the level shall be completed by tomorrow.
Originally posted by JDC
-ExGFX 99 has already been used by Evilguy. Would you like to claim another instead?
So, yeah.
>> ExGFX slot: 126 (blame my eyes if this was already claimed)
@Q-Bee: Glad it's finished. You're quite a quick designer.
Problems/Nitpicks Level 103
-Not really sure on the idea of having a pipe between screen boundaries. Would that not cause errors of some sort? I'd probably advise you to move it over to be on one screen.
-There's a little slowdown on Screen D in 103.
-A minor suggestion, but wouldn't it be better to use a vertical log for the row of cement blocks on screen F?
-Not really a fan of the random muncher on screen 12. I think it should be removed.
Level 148
-Similar "issue" with the row of cement blocks here. It would look nicer being a vertical log.
Suggestions
-I'll add the layer 3 and the LevelASM you want into the baseROM shortly.
-The name "Foggy Fields" sounds fine to me.
-How about the following for songs: (I'll look for some more later)
+Mt. Tamaranch
+Waluigi Pinball
Review
I think this is a solid level. The aesthetics are really quite nice (I like what you've done with the ground for instance).The level design on a whole is good too. Perhaps in the future, as a suggestion, you could possibly incorporate some more tileset specific sprites?
Percentage: 90%
Follow Us On