I finished the first section of this level. It will have an intro room explaining to hold jump at the start. It's got some simple ghost house puzzly bits and semi tough bounces. There will be a yoshi section and a cape section later on. Possibly fire flower but the idea I have might be too difficult to beat. I want this level to take some skill but also be beatable by most players. We'll see how that goes.
Looking pretty cool so far, white_moth! Are you going decorate the level later when you finish it, which also includes adding a custom palette? It kinda looks bland as of now, but the design's pretty interesting! I can't wait to see what other stuff you'll make for it!
Come help save Super Mario World Central Production 2 here!
Yeah I forgot to say I will probably put in a custom pallette and maybe some other decorations when level design is done. I don't think I will use any tools other than map 16 for graphics editing. Basically just what I can do in lunar magic.
This is a cool level idea. I cannot think of too many creative setups for this, but hey there are 5 weeks left for you to impress me with cool creatice Vertical Level Done Correctly eXtraordinary astonishing stuff.
I've been working a lot on making the level look nicer, but still keeping it very vanilla. This is my first time really messing with pallettes and stuff, knowing about the gradient thing helped out so much! Let me know what yall think.
tbh I liked the previous look more. The vanilla palettes suited it well, this just looks kinda washed out in comparison. The ghost house pillar walls weird me out because these tiles normally aren't solid.
Also, I would rely on LM's gradient tool too much. The gradients it outputs aren't exactly optimal (as explained here). You could try using this instead, or better yet, just do the gradients by eye.
The level design on the other hand looks really cool, especially that wiggler part where you have to double back.
Hmm thanks for the advice! I will give that a shot. I don't have any experience with this so that helps a lot. I'll mess around with the pallettes and visuals some more. Glad you like the level design.
Edit: well, I realized I'm an idiot and last night when I was working on pallettes, I had Flux running on my laptop, which changes the lighting to be easier on the eyes at night. This resulted in a pallette that looked bad when Flux was turned off. I took lazy's advice and used that pallette program to make some pallettes that l99k more the way I wanted them to (also remembered to turn Flux off) ;)
I've been working 50 hours a week, but I managed to put something together! I need to make a few small changes, I would also like any feedback you can give. Lemme know wassup, although I might not have time to make any major changes :/
First half was really good. I love the creativity, although the last gauntlet before the midpoint could be toned down a tad (the green koopa part confused me several times). The music restarting after each door transition is weird in my opinion.
About the second half. I just ran out of time in the big boo bouncing section. It needs some reworking.
The ghost house columns that you can't go through... I think it should be a bit more obvious whether you can go through them or not.
Really cool level! also what happened to the palette in DONUT SECRET 1 lol