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Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.Not logged in.
SMW The Lost Adventure Episode I - isaix
Forum Index - Valley of Bowser - Moderation Questions - Hacks - SMW The Lost Adventure Episode I - isaix
Pages: « 1 »
Name: SMW The Lost Adventure Episode I
Lenght: 80 levels
Author: isaix
Descrption: This hack features a lot of Custom Music,Custom Bosses,Custom Palette,
New Power ups and there's a couple of stages with custom graphics,but most of them keeps the original game's graphics.


IPS Link

Your hack has a lot of issues and cannot be accepted at this point. The most notable ones are the cutoffs, the horrible palettes, and most importantly the bad level design.

Overworld issues

Your overworld isn't the most appealing I've seen, all submaps are quite square and flat, and it has many errors that make it look ugly like Wrong tiles (see the ladder and how its color is different to the rest of the cliff), cutoffs (see the path next to the water) and perspective errors (the grey ledge goes down, but it's still at the same height when it reaches the water). All the level tiles and paths were revealed from the beginning, I advise you use overworld events to give the hack some feeling of progression. The level names could use some improvement too, don't use names like "think before u spin" or "Tothedepths of hell" as they are grammatically incorrect, if you don't have enough space for your level's name, try something else. Finally, the overworld reminded me a lot to the original, not only you didn't change the palette at all, but the world sequence (world 3 being a cave, world 5 being a forest) was very similar the original, you even put a sunken ghost ship before Bowser's world, and the switch palaces were placed in the same spots, including having to take the left route at the beginning to find the yellow switch palace; I'm sure you can be more creative than that.

Graphical issues

As I said, one of the most notable issues in your hack was the incredibly high amount of cutoffs, which range from minor cutoffs like wrong corner tiles, missing wine ends, Blocks cutting on bigger objects (like water) missing ledge end tiles and missing corner tiles; to major cutoffs like floating bullet bill cannons, detached goal tapes, Large cutoff ledges, cutoff blarggs and floating munchers! There were other types of cutoffs, but these were the most recurring and important ones, while some minor cutoffs may not be considered as major removal reasons, it's still not good if they are so recurrent in your hacks and you should avoid them as much as you can. Another recurring issue as I mentioned before, were the palettes, now, just like in the overworld, most of the palettes weren't edited, and the ones that were looked really bad, like this one, if you don't know how to make a good palette, just make a gradient. Speaking of bad looking things, these piranha plants have ropes for stems which makes them look bad, also, your bullet bill powerup, looks completely garbled in some levels; finally, if you're going to use the rope tileset, don't use corner, as they don't have appropriate graphics.

Your graphical style wasn't very consistent, most levels, as I mentioned before, use the original graphics with their original palettes, but sometimes you placed a level (or even a sublevel) out of the nowhere with simplistic 8-bit graphics or detailed backgrounds which clash with the original graphics. Some levels also looked very simple and boring even if they were using the original graphics, like this level or any other level made out or blocks, that's not something I'd advise you to do.

Level design issues

Level design is the most important aspect of a hack, and yours wasn't that good, even if it did improve in the later levels it's still far from being accepted. Most of your levels had empty segments with few or no enemies or threads around like this, this or this and you even have some completely empty rooms like this or this, just to point out a few, segments like these are really boring since all the player does is run and do nothing; empty segments also include situations like these ones where I continuously fall down without dodging that much or these ones where I have to wait for the blocks to fall down, both of these type of situations are mostly about waiting and doing nothing. Other recurring level design issues were repetitive segments like this, this or this and flat segments like this, this or this; be more creative, don't copy-paste or repeat areas and try to have more land variations, you even repeated the same enemies a lot in several levels. Just like the palettes, some of your levels were really similar to the original ones, like these two which are blatant edits of Yoshi's Island 1 and Vanilla Secret 1 respectively.

Your level design was also quite inconsistent, not only because you had sublevels with 8-bit graphics all of a sudden (as I mentioned before), but also because many levels had their sublevels completely different from each other with no connection at all.

Your hack had several unfair situations, most of them caused by a couple of sprites I'd advise you not to use. The first one is the silent bullet bill, while I personally don't have any problem with these, a lot of players find them annoying as they come out of the nowhere with no warning at all, try to replace them with bullet bill generators or use the no silent bill patch from the patch section. The second one is the fast auto-scroll, this sprite makes it really hard to control Mario as he's constantly being pushed by the screen and it becomes impossible to jump after a certain time, this forces you to make empty levels where all I have to do is duck and press right when I'm near the pipe, like the levels where you used this sprite. Other unfair situations unrelated to these sprites include forced damage, and misleading coin guides, these are things you should not do in your hacks.

Other issues

Finally here is a list of issues which don't fit in the other categories but are as important as the other ones.

-There was a lot of slowdown in your hacks, caused by having too many sprites in the same screen. Sometimes it was completely unnecessary like here where the sprites can't even interact with Mario.
-The door here is misplaced, players would believe it's within the overture, but it's actually next to it.
-I think this boss was supposed to throw fireballs, but I only hear the sound effects, maybe you can fix this if you remove the bullet bill generator.
-this thing stole my goal tape. Now the problem is not the fact that it steals the goal tape, but that the players are not informed they're supposed to race it, even if they can guess, it's just weird to see that thing running out of the nowhere without even saying a word to you or anything.
-Many of soundtracks didn't match the levels they were used in. Many calm levels had very fast and athletic soundtracks don't put random songs in your levels just because you think they're cool.
-This is not a removal reason, but in some levels Mario walks against a wall after reaching the goal, which looks weird.
-Again not a removal reason, but it's kind of weird you had some sort of bonus world in the middle of world 6.

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That's all I could find. As you can see there's a lot of things you need to fix in terms of graphics and level design before you can get this hack accepted. Personally, I'd advise you not to start inserting custom bosses and power-ups before you are familiar with all Lunar magic functions, and have more experience in level designing. Read the hack submission guidelines and play some recently accepted hacks so you can get a better idea of what our standards are.
It made the front page at Romhacking.net. It's being hosted right here. Looking at the reviews, we must be the foodies of the hacking world.
That's not really surprising. Most of the people from outside don't have the same knowledge as we have about level design and SMW hacks and are easily impressed by anything that doesn't look like garbage, especially if it has custom bosses and powerups. Not that there's anything wrong with that though.
Also, the hack seriously, seriously breaks in newer emulators. The game crashed for me after the second level. The music just preforms terribly.

What's with these in the graphics section if we don't have a lot of foregrounds that match?

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Disregard my previous signature. Apparently it is called Stickerbrush in the GBA version.
Because one day, we might have matching foregrounds. It's just no one has decided to rip them yet.

Probably because it's much, much easier to rip Donkey Kong Country style backgrounds than it is foregrounds.

Quote
It made the front page at Romhacking.net. It's being hosted right here. Looking at the reviews, we must be the foodies of the hacking world.


In my opinion, that's why SMW Central's activity level has gone straight down recently, the standards are just a little too high here.

It's probably why SMB X hasn't been hit as badly yet, because their standards are nearly non existant.

It's also why when I plan to release a hack, I'm releasing it on a few other site first.

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For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Except it's a good thing our standards are so high, because it prevents the bad (and even mediocre) hacks from getting into our collection. It's a tight system that allows us to have a high quality selection of hacks available for the public.
I think the reason our standards shot up is because our standards were too low during SMWCP, and many users complained about the level design quality of SMWCP. Therefore, we had to raise our standards. If anything, it is for the better, although we should be careful not to raise them too high.

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don't click this link...


Plus there's a plethora of new tools and tutorials and such.

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My Youtube Channel. 77,000+ subscribers!

My Steam Profile



Originally posted by mathelete
I think the reason our standards shot up is because our standards were too low during SMWCP, and many users complained about the level design quality of SMWCP. Therefore, we had to raise our standards. If anything, it is for the better, although we should be careful not to raise them too high.

Personally, I think SMWC's standards may just be a bit too high. At the same time, I also like the fact that we have such a great moderation of hacks.

It would be interesting to see what'd happen if we lowered the acceptance standard by a fraction or so, and made a "High Quality" specific hack section, where most current hacks would be placed, as well as newer ones that meet the current standards, while the ones that are just under par get put in a regular hack section.
That sounds like an easy way to get people angry, since people would probably think that their hacks were considered "low quality" if they didn't make it into that section. That, and what may be high quality to one person might be unplayable crap to another. It's best to leave the standards as is and see if Kieran pulls out some new featured hack thing.
Originally posted by Derpy Backslide
That sounds like an easy way to get people angry, since people would probably think that their hacks were considered "low quality" if they didn't make it into that section.

That's very true. But couldn't it, in theory get even more people angry if their hack doesn't even get honored with hosting here?
Originally posted by Derpy Backslide
That, and what may be high quality to one person might be unplayable crap to another.

Yes, I know all too well what you mean. But, I feel that the standards that are set here are considered 'high quality'. Somebody can like something and consider it bad, much like how someone can despise something while knowing full well that it's good.

Simply put, there seems to be a more solid factual barrier between high and low quality, whilst one is not nearly as present between enjoyable and unenjoyable.

I personally love playing Sonic '06. Yes, I know the game is bad, but I love playing it, and actually find the game very fun. Even if it's a programming mess.
We used to have that, it was called Featured Hacks vs Non-Featured Hacks.

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Forum Index - Valley of Bowser - Moderation Questions - Hacks - SMW The Lost Adventure Episode I - isaix

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