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Smw DLC Pack 1 v.9.09.B Beta

PLEASE DON'T LET'S PLAY THIS VERSION!!
There is nothing more annoying then seeing peoples unfinished work plastered all over youtube...
ME Thinks I got all the levels except one or two that are not finished.
I think Valley of bowser 4 is impossible #smw{o_O?}
The title screen is not finished #smw{:peace:}
I've played alot of these levels 10 times, so I didn't test this version.. #smw{:x}
The right rom this time sorry.
Quote
someone claimed and finished Bowser 2

hallelujahchorus.wav

Will check it out, not into vanilla hacks but this is an interesting concept.
HackPortsASM"Uploader"

Originally posted by lion
Quote
someone claimed and finished Bowser 2

hallelujahchorus.wav

Will check it out, not into vanilla hacks but this is an interesting concept.

Yeah that wasn't the only sheniagan located!
Nice to see this is still going. If I get some free time, I'll check it out.
So... I can finally test this?


I wanna try this but I also just wanna wait untill the full release... This is a mighty dilemma.
Originally posted by Najeraldo
Nice to see this is still going. If I get some free time, I'll check it out.

Yep, we can't let this die!
Originally posted by RussianMan
So... I can finally test this?
yeah you sure can.
Originally posted by Latios
I wanna try this but I also just wanna wait untill the full release... This is a mighty dilemma.
well you can't finish the game the way it is, but the save should be compatible. I'd wait if you want the full experience though.
Ok, then. I beat first world, so I'll post what I think about each level.

Yoshi's Island 1:

At first I thought that it's gonna be just a decent/basic level. Nope! There are some neat ideas, like using blue koopas to get otherwise inacessible bonuses, and p-switch run.

But I'd get rid of cutoffed ropes.

Also, in first screenshot it might be possible to trap yourself if you manage to get in here with yoshi of cape without beating the stage and without using vine. Be carefull!



I'm not sure if it's intended or not, but instead of bouncing on turn blocks down here you can just break one, get on cement blocks, and then just go get DC without any danger.

Yellow Switch Palace:

I can't say running in those coin-filled corridors is very fun.

Yoshi's Island 2:

IDK what to say, it's a decent level is what I can say.

Yoshi's Island 3:

First half is decent, but there's not much to say about second half. Even without star, it's still isn't very fun to just jump over a few guys.

Also, I'd move Hammer bro 2 or so tiles up, so it won't weirdly squash mario. Player won't clip throught floor or wall, but it's still odd.

Yoshi's Island 4:

I can't say much about my own level, I think it's decent.

#1 Iggy's Castle:

Interesting use of Layer 2 I'd say, overall the level is good and second half can be tricky with Magikoopa.

That's all for today.


Thanks for the input!
Originally posted by RussianMan
Ok, then. I beat first world, so I'll post what I think about each level.

Yoshi's Island 1:

At first I thought that it's gonna be just a decent/basic level. Nope! There are some neat ideas, like using blue koopas to get otherwise inacessible bonuses, and p-switch run.

But I'd get rid of cutoffed ropes.

Also, in first screenshot it might be possible to trap yourself if you manage to get in here with yoshi of cape without beating the stage and without using vine. Be carefull!



I'm not sure if it's intended or not, but instead of bouncing on turn blocks down here you can just break one, get on cement blocks, and then just go get DC without any danger.


That would be my level! I'll change the rope to cement blocks then and leave just the gap for the vine (first screenshot).
I'll change up that sublevel to fix that issue.

As for your other critiques:
- I agree with you on the yellow switch palace, its boring and tedious. Would be best to replace it.
- Yoshi's Island 3 is fine and I didn't have any issue with it.
- Yoshi's Island 4 is good, only thing I noticed is the sublevel leads straight to the exit, why not put a dragon coin in there instead and have it lead back to the main stage?
- #1 Iggy's Castle is excellent and I don't think it's too hard in terms of challenge.

@zacmario: is this version even more recent than the one in the Works in Progress thread?
Super Mario World 3: The Koopas Strike Back
Super Mario: Grand Journey
Quote
- Yoshi's Island 4 is good, only thing I noticed is the sublevel leads straight to the exit, why not put a dragon coin in there instead and have it lead back to the main stage?


I don't remember why I didn't wanted to just put secondary entrance with pipe somewere, buuut... I just didn't #ab{-_-}
I'll probably check my level again to see if I'll change a thing here, but no promises.


Originally posted by RussianMan
Quote
- Yoshi's Island 4 is good, only thing I noticed is the sublevel leads straight to the exit, why not put a dragon coin in there instead and have it lead back to the main stage?


I don't remember why I didn't wanted to just put secondary entrance with pipe somewere, buuut... I just didn't #ab{-_-}
I'll probably check my level again to see if I'll change a thing here, but no promises.


From what I remember there a bunch of empty pipes after the one you take to the sublevel. Just make it go back to one of those maybe?
Super Mario World 3: The Koopas Strike Back
Super Mario: Grand Journey
It is indeed the latest version, only two levels missing now. I unfortunetly lost 115 in my harddrive failure, and no one has it anymore, and daizos unfinished level is missing.
World 2. Let's Go.

Donut Plains 1:

From author of previous level, this level brings even more creativity, and puzzle for getting secret is clever. I watched video about it, but I forgot how to solve it, but it wasn't hard. It can be skipped if you bring capes with you already, but response I got was

Originally posted by From YT
Although feathers can be used to break many secret exits in Nintendo's smw too, right?


Donut Plains 2:

Another interesting and creative level. #smw{:TUP:}

Green Switch Palace:

Love it. I like how flopping cheep-cheeps are used to get silver coins from them.

Donut Ghost House:

Can't say it's an interesting level. There are some random ideas with no real purpose, yes, there are also good ideas, but not whole lot. I still don't know why you need to sacrifice power-ups to run across munchers (actually you can jump with full speed over that obstacle, but still) and eating block setup wasn't interesting at all. IDK why there's even red ? block.



Note Blocks + Ghost House Sprite Set = no.



And sprite tiles limits 'cause why not. Overall it's a strange level.

Donut Secret Area:

Funny and interesting usage of yoshi and switch block.

Donut Plains 3:

Eh... I can't say it's an interesting level. There are obstacles, but they're not that interestig. Line-guide parts are absolutely uninspired and also



This cannon doesn't shoot bullets.

Donut Secret 1:

... It's an underwater level! IDK what to say, but



I'd really get rid of those blocks, because they're prevent you from getting secret fast, if you accidentally lose or run out of P time, you'll have to sacrifice Power-ups and/or Yoshi to get in here. No good.

Donut Secret House:

Interesting Ghost House I'd say. IDK what to say about boss, I don't have complains about it really. Yes, it might be very hard to see Reflecting Boos, but that wasn't problem for me.

Donut Secret 2:

Interesting level with some cool setups. Good Job!

Donut Plains 4:

This level is ok one. Feels SMB1.



I'd put something to prevent player from getting inderneath that pipe though, because those aren't like upsidedown slopes, but solid 16x16 tiles. Also, there's wrong corner tile.

#2 Morton's Castle:

I like bonuses in first section. They're cute.



As well as this beautiful sprite tile issue.

I noticed something weird about entrance, after you enter layer 2 room, you appear near the "bonus" pipe. I checked level in Lunar Magic, and it appears that there's some sections down here, where you can't be at all! Why? Anyways, Bonus was a tricky one, and whole layer 2 section remind me of VIP. A decent level.

That's all for today and yesterday.


Thank you sir.
Thank you for your feedback Russ! I haven't played the very latest version of that, but I'm still worried that this ROM's potential is still buried in a lot of issues, some of them being a reason for rejection. This hack would be rejected as well if you exclude the reasons for aforementioned rejection.

I'm still unsure about Donut Secret 2, I don't know if difficult sections are muted, but the level shouldn't be too hard for a world 2 level. This also applies to all the hard levels in early worlds.

Also I'm glad there are no issues with my part of Donut Secret House. I should make a level like this in my hack, but I won't use Reflecting Boos in the boss fight because I'm not sure whether it is an issue or not. I wouldn't take that much risk in my hack. I don't want to go insane with my ideas, I'm going for authencity. This should be a good start for a lengthy hack (duh!) I haven't finished yet.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Yep it has a few issues but if people get to fixing them ;)
It's surprising some good SMW hackers left their levels with some meaningful issues and don't fix them.

And I've played the last version of this, Top Secret Area exits are now fixed as well as Donut Secret 2 difficulty and time limit. I'll mention more issues later when I'll test every level that's possible to be unlocked.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.