Originally posted by chineesmw
*insert quoted picture here in a spoiler*
Ooooh, interesting idea. I love how geometrical shapes are even being involved in a VLDC entry. Mathematics all the way! :p
I'm pretty happy with the results I got with this aesthetic, especially since it didn't hinder me much when designing the level. I was initially going to make the land triangles solid on all three sides, but I had to scrap that because SMW lacks tiles like "45 degree slope on top, solid on bottom" and it would have been annoying to work around that and would result in wonky collision detection at best on any non 90 degree corner.
Originally posted by leod
The Doritos Dimension
If I colored everything in my level shades of red, orange and yellow and was a bit more creative with level names, that could have been a potential level name for my level. XD
Originally posted by GbreezeSunset
I liked the level! Some stuff killed me because I just didn't see it, since everything is so unusual and hard to get used to, but the concept is pretty great. And the secret exit was super creative but really difficult (I guess you were aiming for something difficult though).
I'm glad you liked my level.
Also, I was aiming for the secret exit path to be fairly difficult. The first half is meant to be somewhat easy in order to make up for the fact that the midpoint is located at the start of the secret exit path (and to make it easier to get to the secret exit path). and thus I couldn't use it during the first half. Any particular part that stood out as being really hard, in your opinion?
Originally posted by Agent Q
Your level is off-the-hook bodacious!
No really, the aesthetics are fantastic.
I think some saws would benefit from having their orientations changed to upwards. Some of the downward facing ones get into borderline unfair positions when you're on the line-guided platforms.
I'm pretty happy with how the aesthetics turned out. It's pretty cool too how much I was able to do with very little graphical editing and under VLDC9 vanilla conditions.
Also, I never had too much issue with the upside down saws near the line guided platforms, but I suppose it won't hurt to change it.
Also, real quick, I've made a few adjustments to my level, mostly some minor stuff that I noticed during my first test that I forgot to fix:
- Made some adjustments to the final line guided platform in the first half so that it always moves counter clockwise along its line guide and never starts going clockwise.
- Put a coin where the invisible mushroom is during the second half to make it easier to find.
- Put an invisible coin block ceiling in the goal sublevel in order to prevent the player from stomping on lakitu (or simply going too high) as doing so causes the goal tape to rise up higher than it's supposed to for some reason.
- Changed two of the upside down chainsaws into the right-side up versions (specifically the two that shared a line-guide with a platform), at Agent Q's request.
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3
/ V1.3.1 Beta 4.6
/ Latest Test Build (Mario & Yoshi's Strange Quests)
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server
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