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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - [113] VALLEY OF BOWSER 3
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I think the trees for the background could look a bit better. Other than that, looks good.

Updated pallete. Thoughts?
Looks less summery than it did before, not sure if that's what you were going for.

Really only posting to mention that I'm not quite all that into that solid wall of green up there (more visible in some other screenshots than in that one specifically).
Not really sure what can be done about it though, just layering up more foliage would probably get dumb somewhere along the line.

Your layout has been removed.
I agree about the green, but I'm not quite all that sure what I want to do about it. Thoughts people?

Also, I prefer the more summery colors, so I changed it (again).

improvement? no?
Wow, what a transformation! Keep it up!

Lol, you just made yoshi island tiles out of SMW tiles, that's creative
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Looking good! The level is creative. But these leaves in the front look too bright. That's my opinion. Overall the level is unique and creative. The level design looks good. I can't wait to play this level!
Loving the use of different layers on this one. I especially like how you differentiated the lighting as well. Adds a nice touch to the level. Can't wait for more!

Click here to enter the world of mediocre!
demo available here

things i'm aware of
-6 yoshi coins. whoops
-occasionally the third rope appears short. not sure why
-the ninji jump section is tough. it may be removed, idk

Anyone care to test the level before I submit it? It'll be appreciated.
I could. I'd post the issues here if I find any.
Thanks. I'll PM nudes to anyone who does.

edit: should clarify i will whether they want them or not
I tried patching that to my ROM (five times, with three different ROMClean verified clean ROMs) and asked someone else to try as well, with the same result: it just crashes after the Nintendo Presents, with the P-Switch music playing.
Any idea what's up with that?

guess why this was the one vldc entry i was gonna test

Your layout has been removed.
Weird, the patch totally works for me. (i mean the overworld is a buggy mess, but it doesn't matter considering it still works and has been like that for a while.) Hold on, I'll transfer it all to a new ROM then upload it again.

EDIT: try this. should work
First outside section is pretty pleasant to play and look at, though it's kinda a bit too much on the easy side for my tastes (and that says something because I suck at this game), though overall it felt very SMWy, especially the line guide portions, which is a pretty good thing.
The only thing that got me killed was the unexpected invisible ceiling, caught me off guard when jumping off the first rope.
By the way, the second rope (before the midpoint) doesn't really give the player any incentive to not hug the top, since all fuzzies but one (including the three on one line) miss and there's no booty to collect on the way.
Indoors was fine too, didn't find any problems in there.

Second outdoors section had you react (comparatively) pretty fast (especially the section with 3 Ninjis, the Fuzzy appeared very untimely so I hesitated #wario{:'(}), which, while definitely still not very hard, was kind of surprising, and the Ninji jump section I feel sometimes actually creates impossible situations if the Ninji you're aiming for decides to jump high.
(Though I figured out that only jumping on the ones with coins actually makes that not ever happen on my third try)
Maybe at least put some Switch Blocks so easy mode people get easy mode?

All in all, solid level that nicely focuses on its mechanics, most of which aren't anything new, but they work, and it doesn't overstay its welcome.

Your layout has been removed.
Thanks for the comment! I removed the ceiling, added some more switch blocks, fixed a few jumps and updated booty count. Wasn't going for anything too out of the box this year, so SMW-y is good.
Most of the stuff I was gonna mention, leod already did. Though I got something to say in this screen.

I can't help but think there's going to be a situation where you have to damage boost through the ninja (or die), depending how they spawn.
To avoid this, you could add another layer of a grey platform on top of that one. That way, in case the player gets into hit-or-die situation, he has a few more seconds to have an opening to go through the obstacle.

I suggest you do this for a few ninji jumps in other sections.
I have mixed feelings about this level. While the aesthetics look awesome, I'm concerned about how the design changes after the first part with the wood BG. Infact, the part after it is way too challenging if compared to the previous one, which instead, felt pretty much like an early level. Only my opinion here, but I'd tone the difficulty down a bit, in order to not make this difficulty jump.

The rest is pretty nice. You may want to fix this cutoff though.
Thanks everyone, I fixed most of everything mentioned and toned down the difficulty a touch in the second part.

Here is hopefully the version I am to submit.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - [113] VALLEY OF BOWSER 3

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