Great level. I actually prefer the first room (remembers me of the intro level of c/c gnarly Idk why). The second room felt a bit bland to me, since all you had to do is get mushrooms and get hurt in muncher (a bit overused). And in my opinion, mushroom juggling has been horribly overused lately. The whole level is very good nonetheless.
You could let the Lakitu go away after you got enough mushrooms in order to cross the muncher pit near the end as you did before the midpoint rather than letting him drop mushrooms for multiple screens. It would look more professional that way in my opinion, but that's just me! Other than that, cool level as expected.
You could let the Lakitu go away after you got enough mushrooms in order to cross the muncher pit near the end as you did before the midpoint rather than letting him drop mushrooms for multiple screens.
I wanted to do that but the 'make certain sprites disappear' command didn't seem to want to work, and the first time must have been a fluke. Or maybe sprite limitations?
Thinking about taking a break from consistently working on this (probably not enough to be considered 'paused' since I'll still add bits to test when I feel in the mood).
Some of the next stages:
Rocket Rage. Finally figured out a home hack for this level. The arrow wheel is a reskinned rocket barrel. I feel like the overall linearity wouldn't make it seem too out of place.
There's no Floor! Name was gotten from the Mario Frustration video, and it's exactly what it says on the tin. Yeah, the next several levels are recycled/borrowed from cancelled projects. This one may feature a Lakitu reappearance.
Cape Fear. Auto-scrolling, and you have to keep your speed. Originally from that Christopher Robin hack.
Juggle Hijinx, the penutimate stage. Guess what this level is all about. Also originally from that Christopher Robin hack, and was also gonna be the penultimate stage of that.
Don't feel like showing any of the last stage yet.
All the screenshots look great Soko, two things though. One, the coins in cape fear look a little too red, maybe change the colors up a bit so they don't look too intense. Also, in rocket rage, how in the living hell are you supposed to squeeze through such a tight space?
One, the coins in cape fear look a little too red, maybe change the colors up a bit so they don't look too intense.
I felt like trying to make a Superman logo and I started to fill the gaps with yellow coins but it felt kinda hard to read. I guess the coins aren't absolutely necessary. Or is 'too intense' the key word?
Originally posted by Undertaker
Also, in rocket rage, how in the living hell are you supposed to squeeze through such a tight space?
For those who don't read my bio, this hack is currently paused. This may be part of the annual mid-summer motivational drain (which for some reason doesn't seem to be affecting this other hack I've started that's way more fun and exciting to work on, and yes it's the one that uses the better platforms patch). I have MarioFanGamer to thank for the solution to the music glitch, which was initially a major reason for pausing this hack.
I actually now kinda feel like showing a small preview of the final stage:
Harder version of the beginning of 8-4 in SMB: The Lost Levels.
Also, I don't think I want to include the arrow wheel/rocket barrel stage. Normally I'm not superstitious, but so far I've had bad luck with hacks that I've wanted that stage recycled into since I was determined not to let it go to waste, and I'm in general not really having much fun working on it. I suppose I could add it to my 'LM recycling plant.'
So that means you're not gonna include the rocket barrel level in this hack once again? Pretty sad to be entirely honest, but it's understandable. Haven't seen too many levels with that as the gimmick other than the super frustrating barrel hack that had wonky physics, and I was hoping for the one you made to be included somehow. Glad to see it will be included in your recycling folder at least.
This final level sounds pretty nice judging from that screenshot; are you gonna keep it at a normal length or make it long as you did with previous last stages?
You can break the second room entirely by not needing the mushroom after breaking the first turn block. You could add a turn block barrier or something so shattering it while big is mandatory. Great level so far otherwise.
I don’t really feel like continuing this as an exaggerated platform hell. I feel like anything substantially less creative than MMD3 isn’t really much fun for me to commit to making a hard-Kaizo out of. Also there’s something else in that besides strictly the level design and creativity that I’m kinda eager for but I’ll just leave it to your imagination. Working on 2 hard-Kaizos at once would seem kinda tiresome.
So I've decided to reboot this as a (mostly?) “very hard” hack. I think it will be more fun to make a harder but still kinda reasonable hack than keep my original vision since the premise doesn't really specifically call for exaggerated platform hell.
So you might be thinking “What about the ‘hard Kaizo’ levels you made before?” They will not go to waste. I was thinking they’d be part of a separate IPS file to be placed inside a password protected zip file, the “Luigi’s Breakdown DLC pack” since it kinda reminds me of a DLC. Kind of a middle ground between cancellation and releasing it.
The new first stage, a stricter version of what I thought of doing for my Chocolate LDC entry. If it's stricter, it should probably be the first stage since you haven't had a chance to collect 99 lives yet. I was thinking about using infinite lives, then I remembered this, so maybe not?
Cool and Cruel.
Boo-Bular. Not shown: disappearing and appearing ghosts generator.