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Level 029 (World 2) Hydro Hills
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Level 029 (World 2) Hydro Hills
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Technically, this was made by Lemonade but he's inactive and who knows if he'll come back any time soon if at all. Because of this I have decided to redo this level for him as I'm affiliated with this level as I made the cave section for this level.

Now the question is what exactly can be changed? The reactions I got from people when Hydro Hills was mentioned in the SMWCP 1.5 forum was "oh god" type of posts and I honestly don't know why. Well... I kinda see why but still, I'd like to know specifics on what makes you go "oh god"; well, I do know about some of the issues.

Things I will change
- Difficulty of the level especially the cave
- Overcrowded areas especially in the cave

Lol, it looks like it's my section that fucked everything up. Anyways please tell me what can be fixed and I shall do so as well as remake the whole level. I can't guarantee that this will be done within a short amount of time as I'm quite busy nowadays but I'll do what I can.

Extras



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

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If you ask me, you should redo the entire outside portion as well.

I think a few things could be changed:

- redo the first section and vary the enemies a bit, avoid spinjumping on Torpedo Teds (it's still world 2).
- make the underground part slightly easier and remove some uneccessary "stone block spam".

The rest is fine I think.
My thoughts from replaying it recently:

Originally posted by AxemJinx
Hydro Hills
--This should be split into two separate levels. The cave segment has nothing to do with the level theme and is long enough to be its own stage. Perhaps make it a bit less cramped and/or relocate it to a later world as well.
--Remove the shell ambush at the beginning of the cave section.
--The water section should be extended or, failing that, scrapped in favor of a newly designed level.
--Rework the secret exit to involve less item carrying, particularly key carrying.

I don't have any major issues with your cave sublevel. It's just too cramped in spots, and probably a bit too difficult for world 2. My bigger concern is that the water and cave sections are completely unrelated. There are two paths I would suggest here, both of which involve turning the cave part into its own level:

(A) Make it less cramped, lower the difficulty, and keep it in world 2 or 3, possibly replacing Hydro Hills.
(B) Make it less cramped, but keep the same difficulty; add some lava pits, and relocate it to world 7 as a volcanic cave level.

I think the water section needs its own, separate treatment. Removing the torpedo ted spinbouncing and high-middle-low split pathing would be a start, but it also needs to be longer if it's going to stand on its own.

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Alright, so it's pretty much everything I already planned on doing, that's good then since that means that's really all the faults that the level has I guess. So yeah, I will:

- Redo the whole level
- Vary the enemy choices
- Improve the difficulty

That's really it since I'm redoing the whole level. I'll start on this when I can
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Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Level 029 (World 2) Hydro Hills

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