Thanks everyone for the comments and feedback. It's much appreciated.
Originally posted by DPBOXIf the hub can be expanded, does that mean that levels can still be submitted even after release, where the extra levels and updated hub would be like expansion patches or something?
No, I mean that you can still submit levels now, and I can expand the hub to place them in the correct world. There probably won't be an update after the release. I'm also thinking about picking a deadline for submitting levels, but I'm not sure when exactly.
Originally posted by h2643Beautiful hub, really liking it so far! Honestly I feel like the outside area could use some BGOs (maybe flowers, bushes, etc.), as of now it looks a bit bland for me.
Thanks for the feedback. I will work on the first section having your and Imaynotbehere4long's comments in mind.
Originally posted by Imaynotbehere4long1) The first section could be condensed since there really isn't anything there. I recommend moving the castle to the edge of the pond and moving World 1's wall to be in front of the right spire. Also, I agree with h2643: the castle could use some BGOs in front of it. I recommend building the castle out of BGOs and making the bushes and grass sprite-swap NPCs so they appear in front of the castle. Also, maybe it's just me, but I feel that it's a bit unintuitive to have to go past the giant castle to get to world 1.
I wanted to give the impression of a big castle, so I left a lot of open space. But I also see the benefits of having it a bit more condensed.
It might be unintuitive that the first world is past the castle, but I wanted the first world to be outside. Also note that you will need stars to enter the castle, so you don't have many options left but to explore past the castle and find world 1. If there are more people that don't like this, then I will reconsider it.
Originally posted by Imaynotbehere4long2) I'd prefer if Section 9 had Level Wrap (or some quick way from one end to the other). Also, the pipe in Section 16 doesn't lead anywhere (if it's for Skull Swamp, shouldn't a painting be there instead?).
The level wrap is a good idea, thanks. The pipe will lead to Skull Swamp, and it's a short secret level (maybe a smidge longer than pointless filler level), so I didn't give it a painting.
Originally posted by Imaynotbehere4long3) The lava in Section 11 can kill the player (just put bridges made of those Mario 2 bridge tiles that are under the Mario 3 Misc. tab there [the same tiles you used in Section 3]).
I personally don't think the lava is such a big deal. Since it's world 7, and it are 3 tile wide jumps. But I agree that the player shouldn't die in the hub (and the bridges look nice), so I'll change that.
Originally posted by Imaynotbehere4long4) For Athletic Cave, you can sprite-swap NPC-212 (or heck, even the yellow SMW shell) to give it its own painting if you want.
Haha, I know that =) It's just that the painting of Athletic Cave isn't made yet. The current painting is just a placeholder.
Originally posted by Imaynotbehere4long5) In Section 12, if the player jumps off a ledge, he/she will die; maybe you can place instant warps that lead to one of the 5 secret stars there?
It might be a nice idea to have the warps make you fall down to section 1. There could be another hidden place for a secret level in between there, if we get enough secret levels. The current places for the secret levels are:
- The right peach window in section 8.
- The shroomship in section 12.
- The painting in section 15.
- The pipe in section 16 (the key makes it hidden).
- The rex painting in section 19 (rex is subject to change).
I can also have an idea for a secret place in world 1, and with the fall from section 12 to a new hidden place makes a total of 7 secret levels.
Originally posted by Imaynotbehere4longAlso, I'd like a Mario filter around Sliiide to the Right and Password since Link and Peach can (break/be unable to beat) those levels (I actually didn't expect Link to be playable at all). Come to think of it, are any levels designed around Link?
The Mario filter is placed. And most levels aren't designed with Link in mind. So I've removed Link from the player block rows.
I've updated the link in the first post with some small changes. I only changed the .lvl file, so if you only want to download that one,
click here.
I haven't had any time to work on the outside portion of the castle yet.
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