Originally posted by DarkBones
All in all its a very nice level so far (especially if its your first...), but it still needs some work. Some of the enemy placement is a bit cheap, particularly the green koopas. The spikes near that one Yoshi coin are really hard not to hit, I would up just taking the hit and catching my other mushroom. Some of the fish can fall down on you when you don't have the water on, which gets a bit annoying. The background looks a bit weird, try editing it to make it tile better. Also, when you touch the spikes, sometimes Mario's graphics will glitch up (this, however, is not your fault, but a problem with SMW's engine, I think there's a patch to fix this, but I'm not sure.)
So yeah, its pretty nice, and needs a bit of work. Though I do think it was creative to use the exits like that, I've never thought to use two pipes to toggle water on and off before...
Thanks for the feedback!
The green koopas you're talking about, they're the two at the top of the first vine-climbing segment that just walk off the edge instead of bouncing? Yeah maybe that was a little cheap. I wanted to make the vine-climb a little more eventful, but I think it backfired.
I didn't really mind the placement of the Yoshi coin you mentioned. It gives you the choice of trying to swim through without getting hit (if you get the motion down, it's not too hard) or sacrificing a mushroom.
You thought the cheep-cheeps were annoying when they fell on your head? I thought it was funny. And it's not really something that can be prevented altogether, if you just happen to be below the fish when it spawns. (Although there are two jumps where the fish is placed over the gap...)
As for the background, I thought I fixed that problem a while back, I didn't even notice that it's screwed up in my screenshots!
I haven't noticed anything about Mario's graphics when he hits the spikes, what exactly happens?
Actually, when you mentioned the spikes, I was surprised you didn't complain that you can still get hurt by touching them from the side. I think I might make a custom block to fix that.
Anyway, thanks again for the input. I'm glad you liked the water gimmick, I was just messing around with LM and noticed you can activate/deactivate water on a per-entrance basis.
Originally posted by TenPoundHammer
Also, the upside down spike platforms are cutoff.
The background cutoff's already been mentioned. Try copying the background and/or level mode from Vanilla Secret 1.
Thanks for playing!
At one point I had some custom map16 tiles with edges on top and bottom, but I'm not sure if I like it better:
Thanks for the BG tip! This is already vanilla secret 1's BG and level mode, so I'm going to have to offset the tiles.