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121: Stormy Stronghold - MrDeePay and Lui37
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 121: Stormy Stronghold - MrDeePay and Lui37
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I liked this a lot more than the first version because of the fact that it didn't feel so cramped with enemies, slowdown, and moments of split second decisions.

It does have a funny thing that happens where the snake stops moving if you leave the snake and start walking upwards it freezes perpetually until you walk on it again =>



If there was one criticism though, it does lack decorations. I felt like I was punched with a lot of grey objects. Also maybe a few more different kinds of enemies in this area would be good other than Koopas and Ball n' Chains.
Originally posted by cstutor89
I liked this a lot more than the first version because of the fact that it didn't feel so cramped with enemies, slowdown, and moments of split second decisions.

It does have a funny thing that happens where the snake stops moving if you leave the snake and start walking upwards it freezes perpetually until you walk on it again =>


There's nothing I can do about that, sorry.

Originally posted by cstutor89
If there was one criticism though, it does lack decorations. I felt like I was punched with a lot of grey objects. Also maybe a few more different kinds of enemies in this area would be good other than Koopas and Ball n' Chains.


I was starting off with cement blocks so I don't waste a lot of time. That's logic, you know. When there's no bugs or complaints, i'll decorate it.

Also, there's nothing I can really put in, since the Ball'n Chains are the main obstacle in that area. Sorry. Also, if I add more enemies, some might and will disappear.
Come help save Super Mario World Central Production 2 here!
Almost done, and just in time with the deadline, which is today.

Click me!

I finished the first interior level, and I decorated the second interior room. Don't worry about the slowdown. Also, sorry about for only using the amps and the Ball'n chains, I'm using only those for 2 reasons:

1: If I use any other enemy, it'll be killable, and if I put killable enemies in this section, it's a 1-UP farming thing, and that's no good.

2: It's good to stick with what you have, because having way too many enemies in 1 level feels kinda cluttered. If you guys want me to change a couple enemies, lemme know and i'll find what Mario cannot defeat.

NOTE: To play the first interior room, you must either climb to the top of the level in the first section, or just go a LITTLE higher from where you start and you'll see a door. There you are.

Oh, and 1 final thing: The amps are defeatable by sliding down slopes or tossing a Fireball at them. A bit of ASM'ing would do the trick.

So...Yay or Nay? If you guys are fine with this, i'll finish decorating and send the last IPS and show what I decorated.
Come help save Super Mario World Central Production 2 here!
I finally had a chance to look at this level and I'm starting to get the sense that this level has way too many parts. 2 sections of outdoors action and then 2 sections of indoor = 8 minutes of play + a 3 minute boss seems too long for this stage. I suggest cut one section of the indoor parts of the level and extend the other one 2 screens longer.

As far as the actual design, I don't care that much for Section 2 of the indoor section. It has way too much slowdown and way too many moments of just BS, in that how in the heck am I supposed to be dodging all of this stuff if I played through this blindly? For instance Screen 3 (left-side), how in the heck am I supposed to dodge spikes, orbs, and ball and chains all at the same time without actually taking a hit let alone dying? Also Screen 0 in getting the ON/OFF switch (first it is too close to the cage) and that ball and chain doesn't leave much an opening for anyone to utilized efficiently especially if you are Big Mario.

I got tired of waiting. MDP now owns this level.
Layout by LDA during C3.
Great. This seems like you let all my effort go to waste. >=(
Come help save Super Mario World Central Production 2 here!

Originally posted by Me, at the very beginning when I decided to give you the level
Posted on Apr-29-2013 08:01:16 AM


Originally posted by Me, when I decided that this level was taking too damn long
Jul-06-2013 07:05:31 PM


Over 2 months FP. I've been more of than generous. Don't give me that bullshit. You had your chance.
Layout by LDA during C3.
Originally posted by Lightvayne
Originally posted by Me, at the very beginning when I decided to give you the level
Posted on Apr-29-2013 08:01:16 AM


Originally posted by Me, when I decided that this level was taking too damn long
Jul-06-2013 07:05:31 PM


Over 2 months FP. I've been more of than generous. Don't give me that bullshit. You had your chance.


Don't blame me, blame Incognito. He wasn't really working on the level.
Come help save Super Mario World Central Production 2 here!

For reference, this discussion was settled in IRC.
Layout by LDA during C3.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Apparently I need to post here. The level is divided into three sections.

- Section one are the floating ruins where Mario will need to contend with Bullet Blasters and Donut Lifts.
- Section two is part one of a vertical climb that throws wind and Boomerang Bros into the mix. Climbing on objects or ducking will prevent the wind from blowing Mario away and the "hazard" will not be as obtrusive as you may think it'll be. I'm planning on making sure the player will never need to jump to the right after climbing a vine/fence.
- Section three will all Jeptak.

Here's a patch of what I have so far!

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Patch #2. Level is to the right of Mario.


Posting this here since not everyone goes on irc.

I like where the level is heading, its a nice challenge. I think the only complaint was near the end with the giant Para Beetles and wind combo, which I believe you said you already addressed in the next version. Great job so far. ;)
Layout by LDA during C3.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

This is the quick fix that was alluded to. Apply that to the above patch.

This fix is better than the previous version. There are a couple of problems with this level though that I've noticed.

- Seems like the level's length may be getting really long in general. I don't think it should be much longer than what it already is.
- The Star Blocks in 165 can only be accessed by using the Cape. I don't know if I'd want to have Stars for a level that pretty much allows you to skip the whole section.
- Riding on the Heavy Sparabuzzies seem to let Mario go through floors and walls without dying.
- Level 121's end pipes lead to Level 13E (which is an incomplete level). Is it supposed to be 13E or something else like 164? Same for the pipe in 164 that leads to Level 141.

Sup?
Layout by LDA during C3.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Shut up, you Packer fan.

This would've been up sooner, but a storm and my lolmodem had a different opinion.


I think it plays out really well, though I kinda miss the wind in the last section now XD. I think if you fix up some of the obvious bugs(lighting+pause, Giant Beetle palette, etc) you should be good to go and turn it over unless someone else has something to point out.
Layout by LDA during C3.
For the most part, the level plays out pretty well. There are a couple of things that are needed to be fixed for this level to be completed:

- Someone needs to create the graphics for the diagonal shooting Bullet Bills.
- In Section 1 with the normal ground, The Donut Lifts are glitched when stepped on.
- In Section 2 with the clouds/climbing upwards, there's areas missing the ground. The red pipe next to the spinning turn blocks lead to an empty room where Mario just dies. There's an extra SMWC Coin at the beginning of the level. The Diagonal Shooting Bullet Bills are glitched.
- In Section 3 with the flying bird, the Giant Sparabuzzies palettes need to be fixed and the Diagonal Shooting Bullet Bills are glitched.

I'm not sure if the Wind Gimmick should be removed for Section 3. Section 2 has it but Section 3 doesn't seems like it doesn't transition that well. If the Wind is too powerful, it could be modified to have less of an impact.

Originally posted by MrDeePay
<[email protected]> I'll finish that level before the Packers win a game, that's for sure.



>[9-15-13] Washington Redskins vs Green Bay Packers (20 - 38 )


Where is the level sir?#smw{:trollface:}
Layout by LDA during C3.
The level is finished?
Almost one month had passed.
Pages: « 1 2 3 4 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 121: Stormy Stronghold - MrDeePay and Lui37

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