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[AUTO REJECTED] SMW Custom Level Challenge - Rovio Fan
Forum Index - Valley of Bowser - Moderation Questions - Hacks - [AUTO REJECTED] SMW Custom Level Challenge - Rovio Fan
Pages: « 1 » Link
Actual bonfires not included.

Quote
Length: 22 exit(s)
Difficulty: Normal
Description: This is my SMW Hack call SMW Custom Level Challenge !
I took 2 month to complete this game and This game only can play as Mario which is 1 player only ! This game contain 4 Worlds.Enjoy !




This hack is unbeatable in its current form and stops at a level (which would be the tenth one) after Bowser's Castle. Feather Forest cannot be completed, and looking into LM doesn't provide any solutions. Aside from that, this hack can be best described as attrocious.
This hack contains:

- Narrow, claustrophobic corridors plagued with enemies and hazards.
- Constant repetion of the same setups used ad nausem. Just about every level plays exactly the same.
- Long, slow and boring auto-scroll level.
- Abysmal palettes that shows nothing that even vaguely resembles proper shading or quality for that matter.
- A complete and utter lack of regard of consideration for big Mario.
- Excessive marathon levels with either a poorly placed midpoint or none at all.
- A not so very intuitive SMB3 Bowser boss with Turn blocks instead of the normal bricks he's supposed to break. This boss battle is at the end of terrible marathon level with no checkpoints in sight.

There are hacks that I question if the author actually bothered to (properly) playtest their work. There are hacks that I question if the author actually bothered to play it at all. This is the latter; it's like the author just made these levels (at least the ones I was able to play) in just a few hours total and called it a day. Scrap the hack entirely and start over, it cannot be salvaged in its current state.


Difficulty: Normal-Hard/Meh.
Verdict: Reject Reject Reject.
Well,Since it auto rejected !

Sorry about Feather Forest trouble ! The exit can be acress by using p switch ! Which was hidden at up of this level (Maybe 4 koopa shell can help ) ! But it seem it has been rejected !

Thank for advice ! I will try work my new other hack it !

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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I looked at the offending level in Lunar Magic before I made the call and I saw absolutely nothing in the level that would've made it beatable. The Silver P-Switch did nothing and the Blue one just made four coins appear.

Since you cant beat the exit of this level ! I decided to make walkthough for you !

Here is a link of this level walkthough:

http://www.youtube.com/watch?v=DzYPvvIiw_E
The coin hint is very vague and the second message could probably be used to give a hint to the exit. Or, you could try to tell it better through scenery, like bush layouts or little engravings in the ground that suggest something is hidden. I don't think anyone who isn't the author could figure that the ground in the middle acts as a pipe. o_O

Maybe if you still want to incorporate the shells and switches, you could drop down a dummy sprite with a down arrow on it when both switches are activated, like one of those bouncy spheres in Yoshi's Island but upside-down. It'll land on top of the blocks, and is still cryptic since the player has to figure out what it means after they realize touching it doesn't get them anywhere meaningful.

Just look above you...
If it's something that can be stopped, then just try to stop it!
You right ! Maybe i should give hint to other player for exit of this level ! But if I can make hidden pipe if p switch is activated ? I wonder what thing need to make hidden pipe ?
You'll need a block that changes property based on the P-Switch timer being active. You can already do ExAnimation in Lunar Magic with a P-switch trigger to get the pipe graphics to display, but you will need to have a block that acts one way while the P-switch timer is 00, and another way when it's not 00. So, you will need two blocks if you're having the entrance be surface-level like it is now, one for each side of the enterable pipe.

If that sounds like too much work, there is a vanilla solution: using the P-switch activated blue door object instead of the secret pipe. There are very few differences between a door and a pipe. You do not need to carry an item to the next room because it's the goal room, so it comes right down to if you want big Mario to be able to enter with Yoshi. It's a minor loss.

You can also use ExGFX to do whatever graphical changes you want to the door (including making it invisible and then just letting the environment point out where to go, but due to the obscurity of something like that, leaving a Side Exit Enabled sprite in the level is recommended.) Honestly, I'd recommend making the door have a greenish outline and no fill so it blends in with the background without being completely invisible.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Thank for tip ! Counterfeit.

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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Resubmit your hack.

Ok,but i goona update feather forest fix first !

Edit:I updated Feather Forest and you can watch at this link !

Link:http://www.youtube.com/watch?v=6Y7s500tGT8
Pages: « 1 » Link
Forum Index - Valley of Bowser - Moderation Questions - Hacks - [AUTO REJECTED] SMW Custom Level Challenge - Rovio Fan

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