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[APPROVED] NEW 2-5: Clay Dunes
Forum Index - Sunken Ghost Ship - Old Contests & Events - Morton's Empire - [APPROVED] NEW 2-5: Clay Dunes
Pages: « 1 »
Hi I redid 2-5. Tell me how it sucks so I can make it suck less.

https://www.dropbox.com/s/48txw8ds51vgshl/clay%20dunes.bps?dl=0
This is truly the reverse when it comes to difficulty, though: while not bullshit hard, it's pretty easy.


same (aka what's that doing there)

While an improvement, I feel it's still not there. Maybe make it more difficult (by changing the layout mostly, not by throwing enemies at random). I'm Indecise with this one tbh
Originally posted by Erik557

same (aka what's that doing there)

forgot to put a warp to a bonus room there, whoop

go ahead and suggest things i could do to increase the difficulty, i tend to have difficulty processing vague requests properly
For one, there are no holes in the level; what I mean is that you could put some bros. that harden Morton's ability to progress.
You probably can extend the invisible note block gimmick too. Also the purple triangle is only used twice in the level; both in a single instance. I'd drop that section entirely.
Some parts of the level could use one or two more enemies, maybe: two fire bros. or a bullet/boomerang bro. and a fire bro. at differents heights sound like nice ideas to make the level more challenging.
Erik is dum.

While not super hard, it still gave me some trouble. I can't comment on whether or not it's *too* easy though because I haven't played the levels around it. This is a neat little level but there are some problems.

The hidden note block gimmick is introduced poorly. The first time you're introduced to the gimmick is in an area where an enemy can attack you through the wall and there is no indication whatsoever that the hidden note blocks are there. Later in the level when you use them there are coin indicators, so why didn't you use them here. This IRC quote sums up my feelings about this:

Quote
<Noivern> It is my professional medical opinion that Erik is dumb and this level is retty great.
<@MercuryPenny> wow!
<Noivern> except for all the myriad times I attempted to jump over a boomerang or a fireball and hit a hidden note block and bounced back down to my death


The 1up section can be cheesed super easily by just spinjumping the block to get in and landing on the ground beside it. Then you can just walk to the 1up.

The top cement blocks in screens 0A and 0B are too low and will cause the player to fall, potentially onto a boomerang or fireball, because the cement blocks are *just* above the screen so there's no indication that the jump timing window is as short as it is.

Your use of sprites is planned out and complements the level design and is not at all random like Erik thinks it is. There are very few boomerang bros or fire bros just sitting around doing nothing, as most of them are incorporated into a setup of some kind.

But all of this pales in comparison to the corner cutoff in screen 07. Instant rejection, 0/10.
Originally posted by Erik557
For one, there are no holes in the level; what I mean is that you could put some bros. that harden Morton's ability to progress.

eh. it would require some pretty major fundamental restructuring of the level to work bottomless pits in, so i'll pass on this one

Originally posted by Erik557
You probably can extend the invisible note block gimmick too. Also the purple triangle is only used twice in the level; both in a single instance. I'd drop that section entirely.

added a third just before the end ;)

Originally posted by Erik557
Some parts of the level could use one or two more enemies, maybe: two fire bros. or a bullet/boomerang bro. and a fire bro. at differents heights sound like nice ideas to make the level more challenging.

most of the obstacles are set up in such a way that this is nearly impossible, so unfortunately

Originally posted by Noivern
The hidden note block gimmick is introduced poorly. [...] Later in the level when you use them there are coin indicators, so why didn't you use them here.

fixed

Originally posted by Noivern
The 1up section can be cheesed super easily by just spinjumping the block to get in and landing on the ground beside it. Then you can just walk to the 1up.

also fixed

Originally posted by Noivern
The top cement blocks in screens 0A and 0B are too low and will cause the player to fall, potentially onto a boomerang or fireball, because the cement blocks are *just* above the screen so there's no indication that the jump timing window is as short as it is.

good point. moved the blocks up a tile

Originally posted by Noivern
But all of this pales in comparison to the corner cutoff in screen 07. Instant rejection, 0/10.

lol, i had completely forgotten about those. fixed, because why not #ab{:P}

new patch, added two screens two the second half and another powerup to make it a little more bearable to get through
This was a pretty fun level with some nice setups. I could only find a few issues but they're not that major:


It's possible to get to the bonus room without needing the vine. While big, you can do a running jump from the ledge on the right and you'll get enough altitude to reach it.


If you land on the note block you can cancel your spinjump and then just safely walk to the 1-up.


If you hit the note block from below before collecting the coin above it you'll create an invisible block here.

--------------------

My hacks: Justice for Mario / Unnamed Kaizo Hack
nice music :^)
Good enough to be accepted I guess. It's an improvement over the older version so there's that.
looking for more opinions tho
Originally posted by Erik557
nice music :^)

<MercuryPenny> that was me messing around lol

<MercuryPenny> also how would u feel about using http://www.smwcentral.net/?p=section&a=details&id=12607 instead of vldc7 music for my level
^this quote goes for everyone
I originally had an issue with the bonus area taking you past the first hidden note block section, but the hidden blocks in the second half of the level are indicated well enough that I don't see this to be a problem.

There's still one big problem that I didn't notice before, but it's an easy fix. The last morton coin is on a subscreen boundary, so I can collect it forever and ever and mess up the coin counter in the process.

Fix that and I'd say you're good.
Mrhh, its not bad! It starts off... very lacking and with a poor basis. Afterward, it really picks up, and has some nice speed and walking on walls sections that remind me of sanic. I died 3 times trying to get past the first fire bro, (they aren't vanilla, so I don't know their pattern, if any :P) and I got screwed over by noteblocks in quite a few sections.



This bonus section is rather empty, (you can't tell that there are coins up there, so chances are you're just going to use the coin trail as a bonus) as well as some other parts of the level, but since this level is a rather speedy quick one, I don't think that it really... matters. The bonus section should probably act more like a bonus section, instead of just giving you a few coins. Also, this really doesn't feel like a bonus section. It is poorly placed, to go along with that. It probably shouldn't be at the beginning, and it should probably be more secretive. It's more like an "optional easy path" at the moment. This is my biggest issue with the level, and I also agree with everything large crawlyworm said, and what Noivern said, but don't really feel to duplicate that :P



Why not just have one noteblock here? It'd make it a lot easier, and the coin placement would make a lot more sense, considering how pointless it is to have three under the one.



This would be a lot better of a place to hide a bonus staircase (you know, vine or whatnot, door), considering it actually does take a bit of doing to get up there. (Not really, but if you miss once, you can't try again)

Pretty good level in all, just has a few oddities with placement that make it feel a bit poorly built.

I mean, it's twenty times better than that gong show that yoshiatom made

I probably don't need to say "fix", because everyone else already said that.
Originally posted by a hick
bonus room

extended the p-coins two tiles lower, moved it to the second section, hid it better and gave it some actual ground rather than those gross clouds

Originally posted by a hick
Why not just have one noteblock here? It'd make it a lot easier, and the coin placement would make a lot more sense, considering how pointless it is to have three under the one.

i actually agree, the note blocks restrict your movement a little more than necessary. reduced to 1 (and moved the morton coin elsewhere)

Originally posted by a hick
This would be a lot better of a place to hide a bonus staircase (you know, vine or whatnot, door), considering it actually does take a bit of doing to get up there. (Not really, but if you miss once, you can't try again)

why would you put a bonus at the end LOL

Originally posted by a hick
Pretty good level in all, just has a few oddities with placement that make it feel a bit poorly built.

it's called "a lack of polish" ;)

hopefully final
The bonus game is now really hard to find IMO. I stumbled upon it by mere casuality.
Personally I think it should be made less hidden (or put an indicator, idk). Other than that it's fine.
Since you moved the bonus area, the area with the block that used to spawn the vine is pretty pointless now.

The new bonus warp location is just something you would accidentally stumble upon and not something you would find by looking. Especially now that one of the coins has been moved there, I can see someone looking for that last coin and scouring the level to no avail.
new looks by me, terrible isn't it
I went ahead and inserted the new version.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - Morton's Empire - [APPROVED] NEW 2-5: Clay Dunes

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