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Super Mario World 358/2: Mario Harder v0.51
Forum Index - SMW Hacking - Works in Progress - Hack Testing - Super Mario World 358/2: Mario Harder v0.51
Pages: « 1 » Link
A vanilla hack where Mario must once more save the princess from the clutches of Bowser. Eventually, I plan on having around 100 exits in this hack, replacing all of the original levels. As of now, I have replaced the first four worlds with new and (usually) harder levels. There are also custom graphics and music.

Please put in what version you are reviewing, for when I update this hack.

Current length: 43 Exits, 34 Levels

Difficulty: Hard

Super Mario World 358/2 v0.51



--------------------
"The problem with Internet quotes is that you can't always depend on their authenticity" ~Benjamin Franklin, 1706
"I cast Fist" ~Muscle Wizard, 2011

I make music!
Youtube

Current Projects:
Super Mario World 358/2 : Mario Harder
Finished Projects
Super Mario Kart Hardmode

Well, your hack need a revamp now.
First, the overworld looks cutoff.


Now for the levels:
-Yoshi mountain:
Don't place blocks like this. It'll create a minor cutoff. Since this level has no BG, and you used layer 2 mode, you should replace the layer 1 question blocks to layer 2.

Why there's an invisible block here?


And here?

Cutoff:


-Yoshi colloseum:
Grey lava? Btw, the BG is bad.

The springboard here doesn't help me anything. I can't go up even I use it.

Cutoff:

When I have the springboard, this moon is too easy to get.

And when I beat the level, I CAN'T GO BACK ANYMORE. I have to reset the game.

Ok. That's enough for today. I'll continue this on next saturday.

--------------------
Click here to check out my CLDC entry (video)
Layout by Koopster
World 1

For the 2 firsts levels, I would not talk about the Misc. Issues because they are mentioned by PMH.


Yoshi Mountain:

Very weird level, the idea is not bad but the design is really not good.
First, it's rather repetitive and fairly aesthetically empty.
Also, the level design is very special, the formation of the foreground is weird there is a lot of cut-off, sometimes there are blocks invisible in the pants.
In the second part, it gets worse, many places show the background but this one is only blue and it doesn't look good at all.
It's also more empty, no block or coins, there is only one Bill ball generator as an obstacle, otherwise it's very easy to finish.


Yoshi Colloseum:

Once again a level not very good.
To start, the secret exit is meh and annoying, just wait for the generator Bill and it's over.
Also, the Layer 2 is very weird one would think that one could walk on it then in fact no, so one dies.
Aesthetically, it's empty there is no decoration (if you forget the Layer 2 which serves as background) also the gray lava is really not pretty at all and it's not too much related to the level.
Also the level is not normally finishable, when you do a demo put a "(WIP)" in the name of the level to say that it's not finished and make sure that one can get out, a "Side Exit" should do the trick.
Also once the level is completed the path is glitched so it's not possible to go back.

Fungi Forest:

Here the idea of ​​introducing poisoned mushrooms is rather interesting.
However, it's rather badly exploited.
The level is fairly flat and empty there are no coins and almost no obstacle.
Also poisonous mushrooms are misplaced, in many cases moving is useless because the platform does it for you.
The background palette is not very pretty. You should leave the base one (like this)

Yoshi Valley:

This level is in two parts.
You have the base part that is way too empty is flat.
And the second one is athletic but repetitive.
As the levels before that are the same problems that arise.
The bottom part is useless, it's flat, simple and easy. You should have kept only the top one this would have given more challenge and interest imo.

*Misc Issues:

- Sprite Memory problem
- We can pass through this gray block, it's weird
- Cut-off (1)
- Cut-off (2)
- The idea is not bad, but it creates a cut-off

Up the Creek:

Level uninteresting, it's globally flat and very repetitive.
Also it's supposed to be a Hard hack but it's pretty easy because there's not much hindrance to the player.
In the second part, the same problems arise.

*Misc Issues:

- Weird (1)
- Weird (2)
- This door skip the half of the level
- Major Slowdown

Yoshi Castle:

This level is much too flat.
You are not using enough resources.
Most places of the level are useless and usually they are intermediate. So we stay at the bottom except that it's very flat.
Also it's way too short, in just 10/15 seconds the level is finished due to the fact that it's too flat.

*Misc Issues:

- Sprite Memory problem
- Not possible to pass, so this place is useless


For a first hack (I think), it's not so bad tbh.
However, it's not enough, you seem to content yourself only with what is proposed to you in a base level of SMW and it's not very good
Also, you have some ideas but they are generally badly exploited.
You seem to "control" Lunar Magic now you have to improve your level design.
I would advise you to read this tutorial in order to improve.


I hope to have been useful! I will see if i continue or not.
For now, good luck for the next!
Layout by Koopster
V 0.33 is here!
Changelog:
*Addressed various issues with Yoshi's Island
*Fixed overworld issues in Donut Plains and Yoshi's Island
*Replaced Vanilla Dome Levels
*New Boss Defeated text
*Changed backgrounds in stadium levels

--------------------
"The problem with Internet quotes is that you can't always depend on their authenticity" ~Benjamin Franklin, 1706
"I cast Fist" ~Muscle Wizard, 2011

I make music!
Youtube

Current Projects:
Super Mario World 358/2 : Mario Harder
Finished Projects
Super Mario Kart Hardmode
Played it a bit out of boredom.

Yoshi's Mountain:
I don't see vertical levels very often, so this is definitely refreshing. However, despite me liking the idea of having to climb a mountain, I have to say the level looks and feels very empty and I'm not only talking about gameplay.
Also, many cutoffs,




Yoshi Colosseum:
Again, interesting idea. But the level feels very empty. This time you don't have the dirt tiles in the background, so try adding more coins to collect.
Also not really a fan of this mushroom palette. I would make the entire mushroom purple.




These are just 2 levels I talked about, but similar design flaws in aesthetics and gameplay can be found in other levels. In my Opinion you should...

...try to make your level less empty and use decorative elements like bushes, clouds, coins etc.

...check if Layer 3 scrolls upwards, if "Vertical scroll at will" is enabled. Demonstration

...don't do this. It just makes everything harder to see and looks ugly. Use one of SMW's standard Ghost house backgrounds.

...avoid cutoffs (like shown above).

...try to be less repetitive in level design.

...watch out for sprite limits that either make Mario or sprites invisible.


I can only suggest, to read more about level design and flow, in order to build better levels, for both gameplay but also aesthetics.

Repetitio est mater studiorum
--------------------
PM | Steam | YouTube | Google+| Twitch
Let's test this.
YI OW is slightly edited.

Fungi Forest
The purple mushrooms have unpleasant palettes. Ignoring that, this is some pretty good level design!

Yoshi Mountain
There are lots of cutoff. Most of the time, when there are two or more objects overlapping, it causes cutoff to appear.

Yoshi Stadium
Hmm, well, acceptable, I guess.

Yoshi Valley was good.

Up the Creek
This is tight. Sections like these aren't too forgiving either when you're holding a switch.

Yoshi Castle
I don't really understand the end message. Good otherwise.

Donut Plains OW is unedited.

Donut Beach
Oops! Cutoff!

Sample Text
Made entirely of cement blocks?

Time 4 Spooks
Where's Mario? Remove a sprite there. Also, the background with glass and turn blocks is not very nice and is also bad to the eyes.

Donut Hills
Huh?

Peanut Plains
What kind of slope is this? I can glitch into the floor with it!

Donut Castle
This looks lazily designed.

Vanilla Dome OW: Unpleasant lava palette.

Ant Farm was short but acceptable.

Lava Lake
Literally impossible. Please move the bone to the left a few tiles.

S P O O K Y
Even though the coins really are different blocks, they still look somewhat lazy.

At Doom's Gate
Remember to always Ctrl+Del delete your levels.

Rock Out wasn't really good. It has cutoff and boring waiting for the moving platform.

Vanilla Castle
This is a blatant edit, really.

--------------------
b
V 0.44 is here!
Major Changes:
*Added the Cheese Bridges
*Custom Music!
*Replaced cement blocks in most levels

Please put in what version you are reviewing.

--------------------
"The problem with Internet quotes is that you can't always depend on their authenticity" ~Benjamin Franklin, 1706
"I cast Fist" ~Muscle Wizard, 2011

I make music!
Youtube

Current Projects:
Super Mario World 358/2 : Mario Harder
Finished Projects
Super Mario Kart Hardmode
Pages: « 1 » Link
Forum Index - SMW Hacking - Works in Progress - Hack Testing - Super Mario World 358/2: Mario Harder v0.51

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