Alright, here goes.
Misty Mansion
I'm just gonna stop commenting on the lack of custom palettes/music. It should be obvious where I stand on that now. The palette choice was good for this level, though, but the mist was a bit annoying (Several times, I've killed myself because I couldn't see the turn block with the P-switch, so I bounced right into the pit when I hit it). Still, this was a great level, and it really reminded me of the ghost houses in the original SMW. The secret exit was awesome, too. Sometimes the boo buddies spinning around the platform with spikes would move twice as fast, though... not sure if that's a glitch, but it's kinda cool either way.
Putrid Puddle
Great theme, and the SM64 music was an instant win. When you first posted the video in the screenshots/video megathread, I thought it was a little bland, but it's not bad. The first part is very unique, not in level design, but in overall theme. The second part could use a new FG palette, though; try making the colors a bit more similar.
Dinos and Diamonds
I like the first part, especially the dark palette that makes it look like late evening, but the pipes look weird. Really weird. They look comic-y and cool, but they don't fit in with the other palettes at all. Almost every time I play this level, I jump past the pipe at the end of the first part and kamikaze into the pit because I can't tell I was supposed to go into the pipe. You should make it a bit more obvious, because it just looks like another piece of scenery.
The second part was very well designed, but the BG palette burned a hole in my pupils. Tone it down... a lot. If nothing else, change it completely and rename the level. You might want to try melding some of the ground squares together with corner tiles, but it might look better as is. The FG palette looks good, and the level was pretty well designed. I liked the nonlinearity of the second part, but it couldn't hurt to make it a little
more non-linear.
Fiery Freezer
It's been done before. Not only in Banjo-Tooie and Super Mario Galaxy, but in PF1, too. My advice is to scrap it, replace SHift Castle with something easier, and put Shift Castle where Fiery Freezer is on the overworld.
Gloomy Grotto
Oooh, plot development. This was a nice theme, and it would be perfect for a nonlinear level, but it was just as linear as the others. Don't get me wrong, it's a good level (using a super shell to grab coins from a question block was genius), but a nonlinear level once in a while is good for mixing things up. The BG palette was nice, but when the fast BG scroll set in, the contrast between light and dark put a strain on the eyes. Keep the flying grey turnblocks, but put them in a different area with a more monotone background and it'll be much better.
P.S. You should make Secret grotto more rewarding and swap places with Supply Area. Supply Area is too hard to find, and Secret Grove is too easy to find. Now, it wouldn't hurt to give my thread a little nudge towards the top of the page, would it?
Originally posted by "Dagx"
Also here's the secret to the second part of Shift Castle. Change it to a layer 2 level "Level mode 2". Set it to no vertical scroll. Set the Layer 2 Horizantal scrool to "Variable". Put on an autoscroll sprite. Make a layer 2, test, retest, tada!
Genius. I might use that for one of my later hacks... giving credit where credit is due, of course.
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Mario's Nightmare Thread