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Super Mario World - Intricate
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Super Mario World - Intricate
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Oh right, sorry. I got to the maze, reached the keyhole with a key, found out that it's fake and kinda just stopped lol

Anyway, I tried it again but didn't know where to go so I just used cheats to find out where everything leads to and eventually found where to go after making a map of the whole level

So yeah I beat it now. Though I'm not really sure if what I did was intended.
Me beating it

I mostly enjoyed the level but here are some things you might want to change:

Part 1 of the level felt more like a very very hard normal level. This isn't really a bad thing however the difficulty isn't consistent in that part.
I felt like the boo-ring parts were the only really difficult parts of that section. The rest is just a normal level with a few bullet bills flying around the player which is way easier than the boo-ring parts.

The seconds part of the level I found mostly fine however some parts weren't timed properly (Or I did something wrong idk) most noticeably the part with the rotating thing and the spike was pretty annoying to time since I had to wait before I load in the spike so it's possible (Again, could be that I did something wrong)

After that was a room with a shell. That's it.
The floor scrolls down and eventually comes back up forcing the player to wait at least one cycle out. Getting the shell isn't even difficult since you can take your time and wait for the floor to come back up.

Then you have to repeat the first half of the first part of the level again. The only difference is that you have a shell which makes spinjumping a bit more difficult but that's all.
I can get that you want the player to take a diffierent route since they have a new item with them however that doing the same thing twice because of it is probably not the best idea.
Then the fact that there's no way of telling where to go with the shell. There is not a single thing indicating "you could progress here if you had a shell"
In fact, the part of the level where you need to go with the shell isn't even accessible the first time around: After the shell room you're led to another room that looks exactly the same, the only difference is that there's an *invisible* sprite that allows you to go into a pipe. Why even give the player a shell if they aren't able to go there anyway.

The way you reach the pipe is also questionable: You have to jump down into the water which kills you everywhere except for that one spot below the ship where it doesn't. No indication at all.


Then you get a midpoint and you reach the third part of the level.
A room which I assume is supposed to be a puzzle.
I'm pretty sure I did something unintended at that part unless half the things in there are fake.

I personally enjoy puzzles however I really don't like if you can't see everything from the beginning be it via LM or some ingame way of showing the whole level.

Now I already said that in the post below but due to that I ended up using cheats to see where everything leads to and making a map myself.

And even with that map I didn't figure out the intended route but since it's a puzzle and sometimes I'm really dumb when it comes to stuff like that I might've missed some very obvious route so I won't judge that part until I know the inteded route.

After that is a boo fight. Again, I'm pretty sure I didn't do it the inteded way unless half of the things in there are fake so I won't judge it until I know the inteded route.


Conclusion:
I still like the level as a whole however figuring out where to go/what to do was a pain mainly because there was no indication whatsoever


Another small break/probably unintended thing:
- You can get a mushroom/flower from the flying question mark blocks in part 1
If it weren't for the two different room thing you could even skip the whole second part of the level by simply spin-clipping the turnblocks that prevent you from getting to the midpoint.


EDIT: Oh right, forgot to mention the reappearing boo buddies in the puzzle level. They can be a bit annoying especially if you have to wait while you rush (Though that might only be the case because of my weird solution)
However due to that waiting I ran out of time quite a lot while trying to figure out what to do.

They also don't appear once you enter the pipe (Which is good tbh)
Fanatical like a Demon
Originally posted by TheBiob
I felt like the boo-ring parts were the only really difficult parts of that section. The rest is just a normal level with a few bullet bills flying around the player which is way easier than the boo-ring parts.

I'll see about wroking around that, since this is some kind of beta level I tried building around it with it's already established contents since I want my hack to feature beta stuff.

Originally posted by TheBiob
The seconds part of the level I found mostly fine however some parts weren't timed properly (Or I did something wrong idk) most noticeably the part with the rotating thing and the spike was pretty annoying to time since I had to wait before I load in the spike so it's possible (Again, could be that I did something wrong)

I don't think you did anything, that part was an homage to Kaizo 2's sunken ghost ship, it had something similar but rather a spike it had a thwomp so i tried putting my own twist.

Originally posted by TheBiob
After that was a room with a shell. That's it.
The floor scrolls down and eventually comes back up forcing the player to wait at least one cycle out. Getting the shell isn't even difficult since you can take your time and wait for the floor to come back up.

I guess my mindset 5 years ago was to make my siblings impatient since they were spoiled with savestates and kept trying to do it fast without ever waiting or being patient XD

Originally posted by TheBiob
Then you have to repeat the first half of the first part of the level again. The only difference is that you have a shell which makes spinjumping a bit more difficult but that's all.
I can get that you want the player to take a diffierent route since they have a new item with them however that doing the same thing twice because of it is probably not the best idea.
Then the fact that there's no way of telling where to go with the shell. There is not a single thing indicating "you could progress here if you had a shell"

This I really need to do some thinking on, maybe make some unique animation or something or a message box somewhere in the level that doesn't ruin the layer 3. Note taken.

Originally posted by TheBiob
In fact, the part of the level where you need to go with the shell isn't even accessible the first time around: After the shell room you're led to another room that looks exactly the same, the only difference is that there's an *invisible* sprite that allows you to go into a pipe. Why even give the player a shell if they aren't able to go there anyway.

Another example of me being a d(bleep)ck to my siblings bc my brother broke the level and got in there so I made 2 copies to make him regret trying to break my level. I tend to do this in a lot of puzzle like rooms where I make multiple copies of rooms where i know people will try to break the puzzle to make them go in an endless loop. It's mean on my part but it's sorta of a HA, kind of thing, but again was mainly towards my siblings. Waste of rom space, I'll delete the 2nd copy of the ship.

Originally posted by TheBiob
Then you get a midpoint and you reach the third part of the level.
A room which I assume is supposed to be a puzzle.
I'm pretty sure I did something unintended at that part unless half the things in there are fake.

You actually were doing it right up until 4:30.

Originally posted by TheBiob
I personally enjoy puzzles however I really don't like if you can't see everything from the beginning be it via LM or some in game way of showing the whole level.

There's one way to check it but doing so won't let you come back so it's a one way trip in order to see the entire maze/puzzle. Where you see the blue shelless koopa next to the on/off switch, above there is the "final" path, you swim over the entire map once you've solved the puzzle which of course is the vine going thru the floor tile letting you go into the pipe.

Originally posted by TheBiob
And even with that map I didn't figure out the intended route but since it's a puzzle and sometimes I'm really dumb when it comes to stuff like that I might've missed some very obvious route so I won't judge that part until I know the inteded route.

Well you broke it but with cheats and TASing, so I didn't see any possible way to legit break it so that's good still.
Here's a map if anyone else is interested.

Originally posted by TheBiob
After that is a boo fight. Again, I'm pretty sure I didn't do it the inteded way unless half of the things in there are fake so I won't judge it until I know the inteded route.

This one you totally broke legit and I thank you, now I can fix it!

Originally posted by TheBiob
Conclusion:
I still like the level as a whole however figuring out where to go/what to do was a pain mainly because there was no indication whatsoever

Thank you so much for your effort and time, hopefully I can put better indication that will allow players to go where they need to, especially with the invisible warp sprite and maze area.


Originally posted by TheBiob
Another small break/probably unintended thing:
- You can get a mushroom/flower from the flying question mark blocks in part 1
If it weren't for the two different room thing you could even skip the whole second part of the level by simply spin-clipping the turnblocks that prevent you from getting to the midpoint.

Note taken, thanks.
Major thanks to Suika Ibuki for layout!
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Quote
Where you see the blue shelless koopa next to the on/off switch, above there is the "final" path

Oh. Yeah, that's probably why I couldn't figure out the inteded route.
That path is completely offscreen. I tested if there's anything in that hole near the koopa but couldn't go through (Because of on/off) so I just assumed there is a solid ceiling.
But knowing that there's a path up there it's a pretty good puzzle so you should probably do something that tells the player that they can go through there. (For example putting the on/off block one further down to indicate that there's a path you can only take if the on/off is correct)
You also might want to make that upper path even so that you can hold right. (Some players might hold right and get stuck assuming they can't go further since it's offscreen)

And maybe consider moving that ledge (At the vine part) down by one so you can see yourself as it might not be obvious that that's where you get out of that top path.

Also the fake keyhole is meh (Makes some players (me lol) assume that that's where you have to go and getting there in the end is just to realize that it's not what you have to do at all)
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