Tip: Using Lunar Magic's "Change Properties in Sprite Header" dialogue, you can adjust the sprite slots in which sprites can spawn. For example, by using a sprite memory setting that doesn't use slot 07, you can easily prevent Reznor breaks in your hack.
For those who don't want to make a thread, go ahead and post your screenshots here! Those with threads can post their stuff here as well, but please, don't repost literally the same post from your thread.
i'm unsure about the palettes in my level, so i want to see some secondary opinions
here's some screenies from the first half of the level. i tried to go for a dramatic sunset motif, and i think it looks decent. only thing i worry about is the dark yellows and some of the enemy sprites, since the rest of the section is red-ish orange and dark greys mostly
here's the castle bit. i tried to make this a brightly lit castle with torches and stuff, though it looks a tad too much like a generic smw castle for the theme i'm trying to go for.
I feel there's a weird contrast with that bright red and the dark coal-like gray on the wooden platforms. Sunsets don't really make levels look super red or dark-ish, just need a touch of that orange on everything else!
Same goes for the insides of the castle. It doesn't look very different from the original SMW palette, and doesn't feel like it's under candle lightning very much.
I could suggest you looking in Google Images for sunsets and candle lightning (hell even something like "castle candles"); I think you can get more or less an idea of what you're going for.
The background in the inside part should be a lot darker, it's too similar to the foreground color right now. Same goes for the darker Thwomps if they're just "decoration". While the gimmick is nice, I believe a level in VLDC8 used the exact same idea, so not sure on how I feel about it. It should be fine as long as the execution is good, I guess.