@Moose: Expect my comments on your latest piece tomorrow. Also fun fact because I had almost started writting something for this submap. Ugh, that was close.
@levelengine: Any other possible changes shall be done by leaders if felt necessary. But aside from that, I think your level is fine and accepted.
Originally posted by levelenginewould also like to figure out how to reach W6, W7 and W8 on the overworld map, just in case I build a level there.
The Base has debug features.
> Press Start+Select to beat a level via regular exit.
> Press Start+B+Select to beat the level via secret exit (don't do this on 1-exit levels or it may screw up the paths/events on OW).
@Buried Alive: I'll playtest your level and give comments tomorrow, as well.
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@RealMarioGamer:
Originally posted by EgaddAlso, you only have to give us the ips of the level.
Yep. But in case of using external resources, then you should zip everything including the level IPS file.
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Playtested Shoryuken's level.
Very well made. I'm still impressed with the palettes' quality and the background. Plus, your design style is pretty peculiar to mine (not saying it's a bad thing - I appreciate it a lot). Just one little problem I've found aside from the cutoff tiles stated by Egadd:
>
It is not really evident in a static screenie, but the beehive kind of floats here because of the corner tile.
In this case, you could rearrange this section or use a custom block. I can code the block for you if you don't want to edit the level.
As for the cutoffs, I've just noticed it's a Map16 issue. There are duplicated tiles of the walkthrough edge without the fill in Page 8. Guess that the fault is mine when I've submitted my last Base update.
This means that the tile needs to be reassembled. I will make it easier for MrDeppel and send him the updated Map16 page.
Almost forgot, too. The Falling Spike sprite needs to be tweaked so it can't be killed by sliding. And its death animation should be set to disappear in puff of smoke. That is because it shows a weird frame when killed, be it by sliding or by star.
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And for people complaining about the music crashing in levels: Cave Drums song, due to AM4.05's usage, doesn't work on a real SNES. I'm remembering that, and I want to say that it's not a real problem because in the future we may have custom compositions there, so, don't worry, guys.