Just because S.N.N. said "reviews" doesn't mean you have to get super technical about everything. Just the usual error pointing works for me.
Originally posted by AnOtakuGamerThis area was the only low point in terms of level design, lets just say i pressed A killed the Koopa, then pressed the speed-up button from the emulator,and again pressed A killed the Koopa, then used the speed-up button from the emulator. Not a really big problem since i don't know how this area is with the spot-light.
I'm not sure it's that easy without the light, I'll take a look into that.
Originally posted by UltimaximusMusic
Other than using another port, I don't think I can do much about the music being too loud.
Originally posted by UltimaximusGraphics
I'm pretty sure the issue with Hydrocity was the association with its original use. I'd rather have a custom tileset for this level. I gave a suggestion last time, but you didn't like it and nobody else gave their thoughts. I'll look into the GFX section again and see if I can find something.
Originally posted by UltimaximusTechnical Issues
There's a few slowdowns, I'll take care of them. Regarding the midpoints I didn't insert the multi-midway patch because it's not compatible with the latest Lunar Magic, but I think S.N.N. had a way to fix that.
Originally posted by UltimaximusWater
I don't know if there's a custom sprite for that, but I'll look into the list. Without the original sprites I can't insert anything into the ROM though.
Originally posted by UltimaximusDark
Well, if you really really want the FG to be visible again, I can make it so, but honnestly, I think that just kills the purpose of having a dark room with a spotlight.
Originally posted by UltimaximusBoss
Blame S.N.N. for the crash. Bosses were not re-inserted.
Originally posted by UltimaximusAre these gameplay bits, using enemies to indicate structure, reliable powerups at ? Blocks, allowing the player to pause to analyse the platforms ahead, are these your personal design techniques, or are these standard practices for SMW hacking nowadays?
That's how I naturally design levels actually. The enemies near the platform edges were intended to indicate safe ground though.
Originally posted by UltimaximusI want to double-check, there are indeed 5 dragon coins, yes? I believe I did come across five, but having that is important to me.
Yes. One in the lower part in the first bifurcation. One above the firebar between the two pirhanas. One next to the first midpoint. One next the a Rip Van Fish in the Water room. And one in the upper path in the last bifurcation.
Originally posted by UltimaximusStructurally, did the original suck that bad?
Well, back then the standards were really low compared to now, so most of the original levels had a low caliber, be it because of highly unfair difficulty, poor sprite placement, unfitting gimmicks or item babysitting. Your level probably wasn't the worst in the ROM but still suffered from emptiness and artificial difficulty due to the lenght and the midboss rooms. I would had let you redesign it if you were active at the time I started it, but I had not idea you would come back and when you re-appeared I already had the level design done.