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[WAA] Waluigi Express
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [WAA] Waluigi Express
Pages: « 1 2 3 »
Originally posted by white_moth
I think there's something wrong... the third room is an autoscroller that leads to nothing, it's impossible to continue.
Edit: the door in the first chuck has "midpoint" enabled on the exit settings.

*facepalm* Here

I CAN'T BELIEVE I FORGOT ABOUT THAT

also that's supposed to be where it ends since that's all i've built up to


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!
There's potential here, but I think more work should be put into having clever sprite placements rather than having a lot of them.

The beginning starts out pretty hard already with all the red koopas, autoscroller, and a chargin chuck you have to worry about in order to find out which question block actually gives you a mushroom. You can probably remove a few koopas, and have a mushroom in plain sight somewhere.

The rock chucks afterward are sorta cleverly placed since you can't kill them, but there are a lot of rocks to deal with along with the parakoopas. I feel that it could be a bit overwhelming especially since it's at the beginning. I suggest having fewer sprites, but place them in more interesting arrangements (spread out, above mario, below mario, behind mario even (!) instead of having everything all at once).

I think one volcano lotus would suffice in the indoor part, and there's an awful lot of baseball saturation too. You can also probably do something more interesting with the parakoopas

But yeah, you're getting there, and I see tidbits of what you want to do, but I think it could be even better with the right sprite placements.
Just real quick question, should i use a WAAmix for the level like I did with my VLDC9 level, or would that be TOO silly?


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!
Originally posted by Nimono
Just real quick question, should i use a WAAmix for the level like I did with my VLDC9 level, or would that be TOO silly?

As much as I like the WAAmixes I don't think it will fit in this level.

--------------------
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Originally posted by Nimono
Just real quick question, should i use a WAAmix for the level like I did with my VLDC9 level, or would that be TOO silly?

The level barely seems Waluigi themed, so I'll second what Super Maks 64 said. A WAAA mix would be out of place.
New version, goes up to midpoint.

I have to go on a trip tomorrow, not coming back until friday of next week, so I wanted to get some opinions on things right now. Namely, the current pacing and Yoshi Coin placement. Are there any spots in the second autoscroll section that you guys think might be good to have a Yoshi Coin? What about indoor-outdoor transitions? How about length of each segment? Am I making them too short, or is this good, considering I'm keeping myself to a cap of 400 SMWSeconds? Any other suggestions? Do note that I will be taking my tablet with me on my trip, so I'll still be able to work on my level, and depending on wi-fi situations, I may even be able to check in on your suggestions every now and then.


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!
i'm not sure what this has to do with waluigi, but i dig the train setting. you made it look very authentic.


i'd suggest changing the baseball graphics to something else. perhaps tile 33C? i think the coal in general looks a bit weird but i can't think of any better tiles to use for the fg. also i think you should lower that yoshi coin a bit.


i bounced on top of the level here the first time playing. you may wanna block it off because you're stuck once the screen stops scrolling (or put a secret there maybe).

i also hope you experiment with more sprites in the second half, as so far it's felt a bit same-y with the long stretches of dodging rocks and koopas. i look forward to see where this goes, as you have some good ideas.
Originally posted by Sixcorby
i'm not sure what this has to do with waluigi, but i dig the train setting. you made it look very authentic.

It has nothing to do with Waluigi, I just threw that in for giggles because WAA!!

Quote
i also hope you experiment with more sprites in the second half, as so far it's felt a bit same-y with the long stretches of dodging rocks and koopas. i look forward to see where this goes, as you have some good ideas.

Hmmmm... Any recommendations?


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!
Played your patch, I liked it so far. My only concerns are the following:

- I don't really like the... black squares that are all over the level and that chucks throw at you. Is it supposed to be coal or something? I'm sure that you can make it look much better than weird repeated 8x8 tiles all over the place.

- In the outside part, the very upper part of the bg is empty. I assume it's a wip? Because I'd enrich it, maybe using smw's clouds bg.

- On the first autoscroll part...

...there's that green koopa that just falls. Since it doesn't obstacle the player in any way, you should probably either remove it or work the FG around it better so that it won't fall right away.

- While this jump is okay to perform...

...it still kinda gives you a claustrophobic feel (more when you're big Mario though). Maybe you can upper the ceiling by 1 or 2 tiles?

Looking forward the finished level. #smw{:TUP:}
I believe the thought process behind the falling koopa was to show you can't walk on those railing in between train sections, but I agree it could be removed. E: spelling
I quite enjoyed your level. I found it to be quite unique in terms of its gimmick, what with the Chucks and Rocks coming out of the Coal, and the cave part you plan on doing. The level design was fun, and the aesthetics were done fantasticly. I'd say you got a good level on hands.

Now, you're looking for ideas on the second part, right? Well, you've got the Monty Moles, why not perhaps make them pop out of the coal, too, since you've got that gimmick already going on? Swoopers may also work, if you can use them, since it's a mineshaft/tunnel. And of course, use the usual Pitchin/Diggin Chucks and Bouncing Parakoopas. As for how to design the level, you're on your own.

As far as the problems with the level design so far, the others have covered most of the things. I do have a couple problems myself.


These coin chains were placed too low in my opinion. It's easy to miss the platform while trying to get all the Coins. I'd raise the coin chains up by 1 tile like the others.

And, to make it so that the cart looks like it's moving in the second half, I'd ExAnimate the wheels to turn around a bit. It couldn't hurt.

This is all I can help you out with, so I hope you can finish the last part of your level and submit it in time! Good luck!
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [WAA] Waluigi Express

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