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Level 007 - Forgotten Forest - World 1 (Revision 2 Submitted)
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Level 007 - Forgotten Forest - World 1 (Revision 2 Submitted)
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IPS (Revision 2)

Revision 2
--Removed the cement block ceiling in the side room.
--Added pits around the pipe lakitus, to prevent life farming and spiny buildup.
--Removed the bob-omb and repositioned the cement blocks around yoshi coin #3.
--Replaced the koopa after the midpoint with a para-bomb, to introduce the enemy more safely.

Revision 1
--Repositioned all of the enemies in the second half so the para-bombs actually cross your path on the timed lifts. It should play better now.
--Removed the munchers under the mushroom bubble, and repositioned the spiny so it will eventually fall into that ditch. Capricious powerup gods begone!
--Removed the springboard from the side room, and added an exit pipe at the end, so there's no backtracking required. Provided an alternate way to reach the hidden 1up block.
--Did some optimization and reduced the size of the level by around 2.5 - 3 KB.

To Do List
--Relocate on the overworld so it's not a dead end. Perhaps after Gramen Terra's regular exit?
--Prevent the bubble popping graphics from glitching up (MrDeePay's hexing powers shall vanquish this)
--Fix palette and upside down pipe ends (waiting on graphics to be finalized)
--(Optional) Further optimization through Map16 or ExGFX file editing



Yea or nay?

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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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Seems good here, captain. There is a glitch I need to hex out with the popping bubbles, but nothing for you to worry about.

Originally posted by MrDeePay
There is a glitch I need to hex out with the popping bubbles, but nothing for you to worry about?

Oh right, forgot about that. If you don't mind taking care of it, please do. I'll add it to the list, for thoroughness.

Thanks for testing!

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No major complaints here. Good improvements all around!

But like a lot of these comments I make, I did find one thing that might be of concern. I don't know how much we're going to buckle down on this, but there is an extremely easy to create infinite lives farm just before the midpoint using a koopa shell and the piped Lakitus. Since the game is going to be fair this time around, in my opinion, infinite lives shouldn't be available so early on and so easily (especially with no timer to deter someone from getting to 99).

Even ignoring the infinite lives, the spinies can still pile up and easily lag the game, though of course, the player has to actually linger long enough for that to happen.
It's good, although I felt it was really short, even for world 1 (it took me 48 seconds to beat it and got it on my first try). I suggest you make it a bit longer so it lasts at least one minute. Also, you add a few more obstacles at the end of the timed lift zone so it doesn't become repetitive, you can use the bubbles there.
IPS (Revision 2)

Changes
--Removed the cement block ceiling in the side room.
--Added pits around the pipe lakitus, to prevent life farming and spiny buildup.
--Removed the bob-omb and repositioned the cement blocks around yoshi coin #3.
--Replaced the koopa after the midpoint with a para-bomb, to introduce the enemy more safely.

Originally posted by Mineyl
...there is an extremely easy to create infinite lives farm just before the midpoint using a koopa shell and the piped Lakitus...Even ignoring the infinite lives, the spinies can still pile up and easily lag the game...

I was wondering about this, too. In the end, I added pits around that area, and it doesn't seem to have affected the layout to the extent I was worried it might, but let me know what you think.

Originally posted by aj6666
I felt it was really short, even for world 1

It's actually no shorter than the other world 1 levels in terms of total screens, though I'm not surprised someone of your skill level completed it so quickly. I agree it's probably one of the easier world 1 levels, but I'm okay with that. I was actually hoping we could relocate this on the overworld so it's, say, the third level in the game. Maybe I'll add that to the list.

Originally posted by aj6666
Also, you add a few more obstacles at the end of the timed lift zone so it doesn't become repetitive, you can use the bubbles there.

Well, I think there is some variation in those jumps already: there's a clappin' chuck, a para-bomb you want to duck under, a para-bomb that comes in the middle of the timed lift ride instead of at the end, and the pair of para-bombs you're likely to squeeze between before the goal. I think beginners will recognize that variation as they try to keep pace with the timed lifts.

Speaking of beginners, I think they would find bubble enemies among timed lifts annoying, because they stop your momentum briefly when you collide with them. Besides, I get the feeling the original designer wanted the enemy usage to shift for this section, and I don't want to disrupt that.


Thanks for testing, everyone! If there are no other problems with revision 2, I'll probably send the MWL to S.N.N..

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Originally posted by AxemJinx
I was wondering about this, too. In the end, I added pits around that area, and it doesn't seem to have affected the layout to the extent I was worried it might, but let me know what you think.

This works. The pits are fairly unobtrusive while both addressing the problem and giving this level a very slight difficulty boost. #tb{:)}

I do take slight issue with the difficulty (easiness) and length (shortness) of the level, but if it gets relocated to the main path of world 1, these may not need to be changed. Maybe play it by ear as the other levels of world 1 are revamped and/or relocated?
Originally posted by Mineyl
Maybe play it by ear as the other levels of world 1 are revamped and/or relocated?

Yeah, I'm thinking this is the best approach for now. Big Baddie Cave and Treacherous Tower / Sinister Dungeon should probably be toned down, and I want to see how the overworld paths will look once we fix up more levels.

Alright, I'll go send this in, then.

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Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Level 007 - Forgotten Forest - World 1 (Revision 2 Submitted)

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