Nice stuff with the Dino Rhinos jumping up and down in fun ways.
What writing on the wall? I obviously wasn't paying enough attention to find that
FrozenQuills - Midnight Arbor (Finished... hopefully)
How nice!
I really like the design; it seems fun to play. The aesthetics look awesome, too. And I like the usage of Dino Rhinos, because they're a pretty underused sprite.
Good luck!
I really like the design; it seems fun to play. The aesthetics look awesome, too. And I like the usage of Dino Rhinos, because they're a pretty underused sprite.
Good luck!
nothing to say
Layout by RanAS
thanks guys!
I added a download to the first post. I would appreciate any feedback I get (especially the room right after the midpoint since I need to know if it isn't too hard or awkward)
I added a download to the first post. I would appreciate any feedback I get (especially the room right after the midpoint since I need to know if it isn't too hard or awkward)
Played the level. I had an excellent experience! Here's my relatory.
Midnight Arbor: Creativity Central
I was scrolling down through the VLDC9 Forum and saw the words "IPS Avaliable". I clicked in the thread title. I was redirected to those images. I suddently remembered that I already gave a comment about this level and downladed the IPS. Then, I patched it.
Then, I started the ROM in ZSNES (yes, I'm old fashioned).
I waited. Waited. The title screen showed up. I choosed the first file (A.K.A. Mario A). After some seconds, the map loaded, with me being greeted with an unmodified OW. Except for one thing: the name of YOSHI'S HOUSE was changed to GO LEFT. I went right. Hopefully, I wasn't fooled. So, I went left. The name was now "Midnight Arbor". I thought "ooooh, here's the level!". I entered and got presented with that purple-ish forest. With a very calm and nice music.
So, here starts my experience. The level was so beautiful and well made. I choosed the bottom path to progress. Hopefully it wasn't hard, and in about one minute, I reached the second room, hoping for it being so good like the previous. When I saw its gimmick, I really had fun. Seriously, running through that vertical room and jumping on enemies was very fun. Very challenging, but still fun. I fell down like four times but I didn't give up. After a lot of time, I reached the third room, being greeted with many objects/sprites that were black, with colored outlines. Another very creative room, with an excellent use of layer 2 smash + munchers. Another challenging-but-fun room. I lost two times, but I reached the end. I entered the pipe.
It was the last room: same graphics of the first room, with a bit of ground and the goal. I crossed it, ending my experience.
However, I played the level again. Again, I had a lot of fun.
-RELATORY ENDS HERE-
Veredict: This level easily gets 10/10 from me. One of the best levels yet. Congratulations, Frozen Quills!
Midnight Arbor: Creativity Central
I was scrolling down through the VLDC9 Forum and saw the words "IPS Avaliable". I clicked in the thread title. I was redirected to those images. I suddently remembered that I already gave a comment about this level and downladed the IPS. Then, I patched it.
Then, I started the ROM in ZSNES (yes, I'm old fashioned).
I waited. Waited. The title screen showed up. I choosed the first file (A.K.A. Mario A). After some seconds, the map loaded, with me being greeted with an unmodified OW. Except for one thing: the name of YOSHI'S HOUSE was changed to GO LEFT. I went right. Hopefully, I wasn't fooled. So, I went left. The name was now "Midnight Arbor". I thought "ooooh, here's the level!". I entered and got presented with that purple-ish forest. With a very calm and nice music.
So, here starts my experience. The level was so beautiful and well made. I choosed the bottom path to progress. Hopefully it wasn't hard, and in about one minute, I reached the second room, hoping for it being so good like the previous. When I saw its gimmick, I really had fun. Seriously, running through that vertical room and jumping on enemies was very fun. Very challenging, but still fun. I fell down like four times but I didn't give up. After a lot of time, I reached the third room, being greeted with many objects/sprites that were black, with colored outlines. Another very creative room, with an excellent use of layer 2 smash + munchers. Another challenging-but-fun room. I lost two times, but I reached the end. I entered the pipe.
It was the last room: same graphics of the first room, with a bit of ground and the goal. I crossed it, ending my experience.
However, I played the level again. Again, I had a lot of fun.
-RELATORY ENDS HERE-
Veredict: This level easily gets 10/10 from me. One of the best levels yet. Congratulations, Frozen Quills!
nothing to say
Layout by RanAS
First off, great level. Decided to try it out on a whim while I was brainstorming ideas for mine. I had no problems with the first half at all; it was actually pretty smart how you laid out the beginning to get the player familiar with the unique graphics, it looked stunning, and the platforming was consistent and enjoyable. As you asked, I'm gonna give you criticism related to the section after the first midpoint. For context, I'm pretty familiar with general level design, but I'm really new to SMW and I'm not very good at platforming in the game yet, so you may want to get a second opinion from someone who's more experienced if you decide to take this into consideration.
The section directly after the midpoint, for me, took a lot of trial and error, specifically there are a lot of sections where you're jumping and you don't know that enemies are coming up (meaning you need to hold the jump button to get extra vertical speed off of the bounce.) These are the sections I had to retry the most, out of combination of my thumb slipping off B sometimes, not knowing enemies were coming up, and some other finnicky little things that aren't as much of a big deal. That being said, I think there should be indication that you're going to need to hold the jump button when enemies are holding up similar to the huge arrows telling you to go right or left. Should remedy this problem for any inexperienced players. After I got used to the general layout of the room, this section was really fun and gave me a great sense of speed and progression.
Next gripe is the midpoint placement and general flow of the second half. I have two suggestions. Firstly, I think that the midpoint should be placed one room later. Why? It's very hard to die in the "go quick" area. You get a new mushroom every time you go through the reset pipe and the reset pipes are next to pretty much every place where you can take damage in the room. Having to retry the "go quick" area every time I died in the next room got old very quickly ultimately made me want to play impatiently in the room after. I know that'd make the level very lopsided, but that brings me to my second point... I think that there should be another room breaking up the final two areas. Reason is that you're conditioning the player to go fast in the first room, which may take multiple tries, but they're suddenly thrust into the frantic muncher room afterwards and the room has the exact opposite idea: Take your time, watch the patterns, make safe jumps. Putting another area in between these two rooms that gradually has them going slower would be a great warm-up to the frantic muncher challenge in the final room. Other than that, great level. Hopefully you found my suggestions useful.
The section directly after the midpoint, for me, took a lot of trial and error, specifically there are a lot of sections where you're jumping and you don't know that enemies are coming up (meaning you need to hold the jump button to get extra vertical speed off of the bounce.) These are the sections I had to retry the most, out of combination of my thumb slipping off B sometimes, not knowing enemies were coming up, and some other finnicky little things that aren't as much of a big deal. That being said, I think there should be indication that you're going to need to hold the jump button when enemies are holding up similar to the huge arrows telling you to go right or left. Should remedy this problem for any inexperienced players. After I got used to the general layout of the room, this section was really fun and gave me a great sense of speed and progression.
Next gripe is the midpoint placement and general flow of the second half. I have two suggestions. Firstly, I think that the midpoint should be placed one room later. Why? It's very hard to die in the "go quick" area. You get a new mushroom every time you go through the reset pipe and the reset pipes are next to pretty much every place where you can take damage in the room. Having to retry the "go quick" area every time I died in the next room got old very quickly ultimately made me want to play impatiently in the room after. I know that'd make the level very lopsided, but that brings me to my second point... I think that there should be another room breaking up the final two areas. Reason is that you're conditioning the player to go fast in the first room, which may take multiple tries, but they're suddenly thrust into the frantic muncher room afterwards and the room has the exact opposite idea: Take your time, watch the patterns, make safe jumps. Putting another area in between these two rooms that gradually has them going slower would be a great warm-up to the frantic muncher challenge in the final room. Other than that, great level. Hopefully you found my suggestions useful.
shieeeeeeeeettttttttttttt this looks amazing fam
will try out later

Hack・Ports・ASM・"Uploader"

will try out later
Originally posted by Pedro156
Then, I started the ROM in ZSNES (yes, I'm old fashioned).

Hack・Ports・ASM・"Uploader"

Get ready to eat another shoe.
Oh wow thank you all for the wonderful feedback .w.''
I actually have a second midpoint for the room after the "go quick" area.
Once you get the 1-up in the dark room you enable a second midpoint; a door appears where the midpoint is and you can go in there to get to the dark room immediately. If it didn't show up for you could you let me know?
I will take note of the trial and error sorta gameplay that could happen in the second half though. I'll make it more lenient. Thanks!
GDI NOT AGAIN
Originally posted by PunkToro
suggestions
I actually have a second midpoint for the room after the "go quick" area.
Once you get the 1-up in the dark room you enable a second midpoint; a door appears where the midpoint is and you can go in there to get to the dark room immediately. If it didn't show up for you could you let me know?
I will take note of the trial and error sorta gameplay that could happen in the second half though. I'll make it more lenient. Thanks!
Originally posted by Nin
Get ready to eat another shoe.
GDI NOT AGAIN
Yeah. I didn't get the second midpoint after I collected the 1-up, but I patched your level to a clean, headered ROM. I suppose I was supposed to patch it to the VLDC9 base for it to work...?
Originally posted by PunkToro
Yeah. I didn't get the second midpoint after I collected the 1-up, but I patched your level to a clean, headered ROM. I suppose I was supposed to patch it to the VLDC9 base for it to work...?
I used a clean rom as well. I'm not sure how you managed to break it but I'll look into it.
Also if anyone else doesn't see the door by the midpoint after getting the 1-up in the dark room (and dying) let me know. (maybe I need to use a p-switch door?)
IPS has been updated btw. (trying a p-switch door midpoint now)
EDIT: Little neat bonus room I wanna show off

Also, since I really am not sure if the 2nd midpoint was really working, I took PunkToro's idea and placed the midpoint right after the fast paced section.
Okay I made a lot of aesthetic changes (with some layer 3 shenanigans in the first section!) and some minor ones. This will probably be the IPS I'll submit.
I'm also trying the p-switch midpoint again since I really didn't like the other way. If someone could verify that it works by dying in the 3rd section after getting the 1-up that would be fantastic. I pretty much did it word for word as to how it's done in Municipal Swimming from last year so I can't see how it doesn't work for someone else.
I'm also trying the p-switch midpoint again since I really didn't like the other way. If someone could verify that it works by dying in the 3rd section after getting the 1-up that would be fantastic. I pretty much did it word for word as to how it's done in Municipal Swimming from last year so I can't see how it doesn't work for someone else.
Oh man that's super neat @the bonus room. I'm always a sucker for stuff like that.
So, I just played through this level. Loved it.
Aesthetics were great, level design was fun, challenge level was moderate (high if you were going for all dragon coins). Also the easter eggs in the goal sphere room were pretty funny (the one on the ground and the message box).
I can see this scoring high.
Also, am I the only one who is getting vibes from this when listening to Seishun?
Hack・Ports・ASM・"Uploader"

Aesthetics were great, level design was fun, challenge level was moderate (high if you were going for all dragon coins). Also the easter eggs in the goal sphere room were pretty funny (the one on the ground and the message box).
I can see this scoring high.
Also, am I the only one who is getting vibes from this when listening to Seishun?
cute fursona btw, i don't remember if i ever said this to ya when i was on the talkhaus
Hack・Ports・ASM・"Uploader"

Eh I think that was too much so I rearranged some tree trunks instead as I think the problem was rather the outlines than the actual scenery.
Oh man a big update:
- Changed the background in the first part so that it's more open
- Redesigned the second half
- Normal exit now includes the dark layer 2 part mixed with some more platforming so that it connects well with the first part
- There is now a secret exit which includes the quicktime part
- Everything looks a ton better (at least IMO) and less cluttered
Pics:



EDIT:
Made one last big update by redesigning the first section so that it introduces the player to two interesting gimmicks that are utilized throughout the level. Helps bring focus I think.
- Changed the background in the first part so that it's more open
- Redesigned the second half
- Normal exit now includes the dark layer 2 part mixed with some more platforming so that it connects well with the first part
- There is now a secret exit which includes the quicktime part
- Everything looks a ton better (at least IMO) and less cluttered
Pics:



EDIT:
Made one last big update by redesigning the first section so that it introduces the player to two interesting gimmicks that are utilized throughout the level. Helps bring focus I think.


