Tip: Entering a door or pipe, activating a P-Switch or grabbing a star, completing the level, hitting a message block, and dying will cause issues on the title screen, such as causing musical glitches, or trapping the player in an endlessly-looping level.
Though I'm not working on this, I still want to see levels and other things you guys have done with the hack. After all, Mario's Final Quest is still my creation. Not only that, but you, Pixel-Gon Gamer, and cheeyev will be working together. I think 3 people are enough considering how close I was to completing the game. With that said, I don't want anymore PMs. I'm already trying to give everyone the files that are needed.
Yes, after almost 3 months of back and forth PMs between (mainly Pixel-Gon Gamer and me), I can confirm that I'm starting to begin working on this hack again, along with Pixel-Gon Gamer, and maybe ForthRightMC and Cheeyev if they get back to me within 7 days. However, I'm going to have to regain back my files and reorganize everything, so it might be awhile for new level updates. Stay tuned though!
Hey OmegaYoshi I'm glad that you returned to work on this hack, but I finished one level, called "MCM Freezer" It's the icy remake of level "Conflagris Chateau", which is available in Vamperumbra's hack "Mario's Peregrination - Kingdom Elementum Phantasia". I used the original NSMBW castle music.
I'll send you the level via PM and if you think that this level will be perfect for the hack, you will insert it.
-------------------- Believe what you want, not every sentence is true.
Haters will always be haters and try and make you blue.
But blue is a pretty color, it doesn't have to end.
Even if the hate, is hidden within your "Friends".
But that doesn't really give me anything. I was talking more about the color, the design of graphics, the shading, stuff like that. You also didn't answer this question:
Originally posted by Me like 2 minutes ago
What do you mean by a "little average"? Some suggestions to the level design, perhaps?
I'm not trying to be mad, but this is why "The Final Showdown, and A Super Mario Adventure" was cancelled. No one gave me any feedback or critiques to make my work better, and the same thing is happening right now.
the level falls prey to issues many layer 2 levels struggle with
imo the points where you have to wait for the layer 2 to move in the first half just kills the flow of the level. particularly the last one where you have to almost wait for it to come all the way up to proceed. you should probably rework them to make the level play much more organically (specific timestamps: 0:45, 1:02, 1:23)
on the other side of the spectrum, there's a lot of precise, high-risk rushing and hurrying in the second half. the part at 2:13 where you get hit and can't get the mushroom in your item box is probably the worst in this regard. though that won't happen often in that particular spot because that was a result of the rng flames, looking at the rest of the level it looks like the player is forced to advance constantly so the player has almost no opportunities to recover their item box powerup in the second half. i also don't have any idea why there's a lava ceiling, it seems completely unnecessary since you're already getting punished enough for not advancing quickly by the sinking ground.