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4-4/4-3: (REDONE EXCEPT ACTUALLY REDONE)

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Completely different from the old level. It's now an icy lakeside with tides, floating platforms, fish and chucks. Let me know if the second half needs toning down. I also need a name suggestion because I suck with them.
I liked it. There is not really much to comment on, and it's definitely an improvement over the older one. If there's something I feel should be changed, it's these two things:
- The Morton coin placement is not very good, and they're all in very easy spots to get.
- I feel the Porcu-puffer fish was not really well utilized through the level. Maybe it could be either introduced in the first part, plan around it more, or just remove it.
Please check out BOWSIE!
It's not a type, they're comforting pics.
I know smoking le bad.
Pretty nICE level. The first half felt kinda repetitive, but the second half made up for it by constantly keeping the player busy, so even if it's an autoscroller it doesn't feel like a slog.

Like Erik said though the Morton Coins could have been placed on more challenging spots, and also I feel the mini urchins could've been used in a better way than just randomly spread across the level, since sometimes they didn't feel like they posed a threat to the player.

My hacks: Justice for Mario / Unnamed Kaizo Hack
Update. Changed the end of the second half and tried to spread the Morton Coins out more.
Here's my critical comments for this one as of now: (and some responses)

Originally posted by IRC
<aHick> lol I love the gordo sprite
<aHick> @palette: the ledges should be recolored to be snowy
<aHick> @solid ground: you can swim under it
<aHick> (this'll be posted on the forums too
<aHick> @slowdown: aaaaa fish
<aHick> @generic: add a place so you can get the 50 on the ending gate pls :D
<aHick> other than that pretty dang good level, maybe could be a tiny bit longer?
<aHick> you should lock my reviews page
<aHick> you didn't lock mercs so nvm


Originally posted by later on IRC
<LBH> not using moonjump code to get 50 smh
<aHick> lhb you did gooder job than the other level you made for this collab tbfh
<LBH> nice
<LBH> @pallete erik is gonna do aesthetics
<aHick> coo
<aHick> let me log this stuff
<LBH> @solid ground i dont really care tbh the player can break my level if they want, but you can add a floor sprite if you need to
<Erik557> maybe ill apply pit fix
<aHick> erik yeah
<LBH> @slowdown i didnt notice that much when i was playing? dunno how i would fix it tho


Originally posted by MORE IRC
<Erik557> there wasnt any on s9x
<aHick> I used s9x
<aHick> ton of slowdown
<LBH> i used zmz
<LBH> which is just s9x
<aHick> I'll try it on zmz
<aHick> which is just s9x inmycase
<Erik557> i used regular snes9x
<aHick> I use both, zmz for comfort and snes9x for pracitcality
<aHick> I used regular snes9x too
<aHick> 1.54?
<aHick> I got lag on zmz too
<aHick> just, not that much


I think that the slowdown is not a blaring issue; it didn't happen any of the other times, except one or two and those were barely noticeable.
first half is pretty forgettable, might be because for a lot of it i was just running on autopilot. you should probably put some sort of indicator that you teleport if you touch the side of the screen, like even just an arrow sign would be good. i only found out that was the way to advance by accident when jumping on a chuck.

the autoscrolling second section just falls prey to all the sins that most autoscrolling levels do. there's pretty much nothing going on for most of it and eventually it relies on generators to stimulate the player at all. also there's this flying hammer bro that's just sort of "there" and comes straight out of nowhere, and since they throw hammers at such an asinine rate in submaps it almost makes it unfair.

i don't think it's quite there yet really. i think the second half could be way more interesting than it is now but the incredibly slow pace of the autoscroller you're using makes it way harder to do that than it would be otherwise.
Update v3

Some small changes in the first half and got rid of the Hammer Bro in the second half.