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Kaizo Experiment 2 - The Sequel
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Kaizo Experiment 2 - The Sequel
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Hello!
After completed Kaizo Experiment 1. I considering a lot about making sequel. and I decided to do that!
Like its prequel, this hack features trick-only level design (as usual, some exception can happen.) no trolls etc...
However, difficulty is somehow easier or maybe even harder depends players...?
Anyway, enjoy! :)

Stage 1 - The Basic Trial

Stage 2 - Wild Grinding

Stage 3 / Stage 4 - Deepwater Rising / Road to Fortress

(I will upload screenshots when I have time.)
Another sequel in less than a few weeks? Okay

This has still most of the same philosophies as the prequel, maybe even the same pattern of segments. Not like the level itself is that bad, since it has some good segments, but I suggest you to branch out and come up with more good ideas like you did with some obstacles. Repetitiveness and laziness are not necessarily healthy.
I finished stage 2! (except some slowdowns... I will reduce sprites later.)
Here's stage 3 + stage 4! (Although slightly outdated... :P)
In my opinion Stage 3 is possibly the worst stage that I've seen come from you.

The stage itself is just too bland and uncreative, literally the whole stage is the same obstacle course, with no variation or innovation. You could cut the stage out completely and the hack wouldn't lose much.

Stage 4 is kinda neat, there's some slowdown in the end that I would advise fixing. The shell tricks were creative and you managed to make them not too repetitive (wich is the problem with Stage 3).

I think that the main problem in your designs is the constant use of the same techniques. A level usually revolves around a mechanic, with tricks involving said mechanic, your levels usually revolve around one specific trick that you use over and over again, with little variation.

For some tips on how to make Stage 3 less repetitive, try this:

-On the entire stage you carry the shell, but you there's nothing trying to take it away from you, put some more enemies that can kill shells in contact, like bullet bills instead of eeries.

-You could also have some more uses to the shell instead of just at the end. Hiting turnblocks that block your way, killing some enemy that blocks your way that can only be killed by a shell, etc, and after that get the shell again before it falls of the screen or it hits one of those red kill-everything blocks.

--------------------
Listening to metal, loudly.

My Youtube



I completely reworked stage 3 of this kaizo hack!
Originally posted by crm0622
I completely reworked stage 3 of this kaizo hack!


This is way more creative. I know I mentioned it in Discord but I love it.

My best advice moving forward is to keep on thinking like this, as in "I have X trick/mechanic, how can I make it really weird?"
Stage 5 WIP
First section is almost complete!
My progress getting really slow...
Looks great so far, these punching sprites are just so good, I could see them being used again and again and I would never get bored.

As always, also try to fix or minimize the slowdown at the end.

--------------------
Listening to metal, loudly.

My Youtube



Another preview of Stage 5!
Personally, making stage is very hard to do, but completing stage is actually really fast to do... :P
Stage 5!
Demo uploaded on youtube! :)
Stage 6!
I changed my plan to upload stage 7 later, because unexpected desync problem.
my precious 7 minutes gameplay...:(
Hello!
After long hiatus of my kaizo hack due to ran out of idea and working some custom port, I decided to rework this kaizo hack!
Stage 7 (early preview)
(It's sort of different perspective sequel of Night Acrobatics from prequel unlike stage 6 which was just remake of stage 1 of prequel.)
(Also, This stage partially inspired by facedesk stage 8 for music, and gimmick actually. :P)
Stage 7 preview
(Tip : You must keep your shell to beat this stage.)
You don't need to bounce on the koopa that's under the last disco shell as soon as the red shell is kicked (or on the disco shell at all). And speaking of, how did some of the disco shells disappear so suddenly as well?
I'll wait for the entire level to judge best, but all I can say is that it's been some sort of improvement.

And kinda unrelated, but that's the most accurate Top Gear port ever.
Yee, thanks for the feedback! :)
Yeah, After I rewatched video, I realized there are some minor breaks like you mentioned but I just left it for like... make slightly easier to beat actually. :p
Well, speaking of suddenly disappearing disco shell, I have no idea about how to fix that, but during testing my stage, that somehow not breaking setup of my stage. In fact, that makes some unintended gimmick possible. so I just... yeah.
Finally, I completed Stage 7 of my kaizo hack!
(I think I should focus set the difficulty of Kaizo:Hard from now on...)
I'm still not a fan of the disappearing disco shells but idk

This is definitely an improvement over your previous levels. The wall of shatter blocks next to the purple death blocks is pretty unnecessary honestly, as I don't think people will ever manage to kick the shell to the latter and make it vanish. And the penultimate section with the disco shells seems kinda repetitive.
Having disco shells disappearing abruptly is really weird as it was probably unintended, but not even informing about it helps it.

Speaking of the message, refrain from not using word wrap in your message boxes cause it's really weird also. And replace 'itself' with 'themselves'.

Also, if you decide to make your stuff kaizo: hard, you don't have to put any facilitation as it's impossible to beat most kaizo: hard levels savestateless either way.
That guy who wasted time on making his BLDC level and posted an unfinished and impossible product. Eventually, the host removed the submission and the author of the level deleted the redundant file. Remember, kids, never slack off making your own level, particularly right before the deadline.
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