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Level Testing

@AxemJinx

2, bottom: The koopa rarely does.

5: It makes it look like the hammer bro is "throwing" the koopa.

8: I'll extend the platform.

9: The red 'M' tiles indicate where enemies fall, so you have more time to react.

A: It was intended to make it as if there's another "reward" for getting the SMWCoin. Remember, it's a lot of backtracking for world 1.

C: That switch is practically right next to the wall.

13: If you can get it without doing it the way I intended it to, you deserve it anyway.

Issues fixed in this version.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Originally posted by From My Level Thread
OK, so this cave section is basically the first half of the level. I'm placing the IPS here so I can get some feedback on it before I continue working on the level. However, please keep the following in mind.

1 - Some of the swoopers will be replaced with ceiling buzzies, so once those are added in, they will be replaced.

2 - 2 of the 3 SMWCP coins can be found in this level. The other one has not been placed yet.

The only two things I really want feedback on are,

1. Is the section too long?

2. Is the section boring in any parts? If so, where?

http://bin.smwcentral.net/u/15819/level%2B8%2Bpatch%2B%25231.ips

Mario's Vanilla Journey

Progress: 22/72 levels complete
Originally posted by Me
I finished the level, it lacks something i wanted to make, i thought i could make that without the asm i requested, but i was wrong.

Here's the ips: Here
Note that i'll change the graphics for the goomba on the first 2 areas



Like /Everlude
Follow @Ludus.Art

Substantially more fun and less tedious than the Cave of Lost Pride was, and that's a plus in my book. The overall length doesn't feel too extreme either, which is great. Despite that, I still have a couple of complaints.


FG initial position is a bit too high, causing a screen jerk here.


These Spinies are useless, since they just fall in that hole.


What is that?

-No screenshot, but that flashing shell (which I assume leads to the secret exit) kept despawning. I actually couldn't get past that part because of this, so I have no comments on those other areas as of now.

-No screenshot, but your midpoint seems to be a bit too far in. I would suggest moving it a few screens back.

Overall, it's a step-up from your SMWCP levels. Sadly, I don't really have much to say since I wasn't able to test the secret path, so it may end up being long/hard/whatever. What I -did- play, however, was quite enjoyable. Good work.
I think the only major issue I have with the level is that the water and quicksand clouds seem a bit tacked-on; I'm not sure if you really need them for this level to be good. I suppose they add a bit of flavor, though. Also, sometimes it feels like your level is a bit more cramped than it needs to be overall. I have to admit, though, that your use of sprites is very clever in several places throughout the stage, and that the sense of atmosphere is very nice.

119
6/7, bottom: This jump seems a bit discriminatory toward Big Mario.

5-6, middle: If you try taking this detour, it will become nigh impossible to jump out at the end because there are so many enemies blocking the way.

7D
D, bottom: Isn't this kind of a blind drop depending on where exactly players land?

E, top: You can go over the level through this gap- admittedly a minor point.


I had the same problem with the secret path, so I added an entrance manually, and it looks fine- in fact, I like the way you use wigglers there. Personally I had hoped to see a well more than once, but that's a minor gripe. Oh, but if that pipe lakitu on screen 5 throws a spiny down onto the stone bricks on screen 6, it can be pretty annoying to get past.

The only other weird thing overall is that sometimes the blue parakoopas will get stuck in the ground when hit, but again, that's kind of minor. Oh, and you should decide what you're going to do with regard to ceiling generators and what not.


In the end, though, what matters is that this level has very engaging spritework that makes the level fun to play. That's an aspect of level design many seem to have trouble with, but you make it look easy. Add to that the atmosphere you have going, and I'm impressed. Hopefully you can get whatever you need for those ideas you haven't been able to implement yet.



Edit: In 7E, screen 4, bottom: That paragoomba is pretty harmless- it tends to fall off before you reach it.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
So following the response from the previous version of my level, I completely revised the design focusing on more fun, balanced design (with the difficulty in mind) and better use of sprites to make it less empty. Additionally, I got the drums working so that you don't need to hold the button anymore!
Originally posted by Supertails

Here is the redone level.

Stuff to note:

-the big drum looks a bit square right now. I may fix that up later, but it's to prevent BG cutoff.
-it's still using placeholder music that doesn't synch.

I may be able to answer comments and fix it up over vacation, but otherwise, I will take it into account and improve when I get back.
Really thanks for the review SNN and Axem, i'm glad the level is better then the CoLP and that it is looking good.
Originally posted by SNN
FG initial position is a bit too high, causing a screen jerk here.

I will fix that in a sec.
Originally posted by SNN
These Spinies are useless, since they just fall in that hole.

Moved the stone a tile, this should fix it.
Originally posted by SNN
What is that?

I don't know. That's the first time i see it happen, i looked for it on LM, and nothing was there, any way to fix it?
Originally posted by SNN
-No screenshot, but that flashing shell (which I assume leads to the secret exit) kept despawning. I actually couldn't get past that part because of this, so I have no comments on those other areas as of now.
Originally posted by Axem
I had the same problem with the secret path, so I added an entrance manually, and it looks fine- in fact, I like the way you use wigglers there. Personally I had hoped to see a well more than once, but that's a minor gripe. Oh, but if that pipe lakitu on screen 5 throws a spiny down onto the stone bricks on screen 6, it can be pretty annoying to get past.

That's weird, it works just fine here.

Originally posted by SNN
-No screenshot, but your midpoint seems to be a bit too far in. I would suggest moving it a few screens back.

Ok.

Originally posted by Axem
I think the only major issue I have with the level is that the water and quicksand clouds seem a bit tacked-on; I'm not sure if you really need them for this level to be good. I suppose they add a bit of flavor, though. Also, sometimes it feels like your level is a bit more cramped than it needs to be overall. I have to admit, though, that your use of sprites is very clever in several places throughout the stage, and that the sense of atmosphere is very nice.

Thank you, I guess i'll keep the clouds, as you said, they add a bit of flavor. About the cramped feel you got, can you point where you got this feeling from?

Originally posted by Axem
119- 6/7, bottom: This jump seems a bit discriminatory toward Big Mario.

Easy fix.

Originally posted by Axem
5-6, middle: If you try taking this detour, it will become nigh impossible to jump out at the end because there are so many enemies blocking the way.

Easy fix too.

Originally posted by Axem
7D
D, bottom: Isn't this kind of a blind drop depending on where exactly players land?

Guess not, There are coins leading the way.

Originally posted by Axem
E, top: You can go over the level through this gap- admittedly a minor point.

Originally posted by Axem
Oh, and you should decide what you're going to do with regard to ceiling generators and what not.

I forgot to add the ceiling generator, so i guess it should fix itself when i add it.

Thanks you two
Originally posted by Axem
7E, screen 4, bottom: That paragoomba is pretty harmless- it tends to fall off before you reach it.

Fixed.

Originally posted by Axem
Personally I had hoped to see a well more than once

It was actually part of the puzzle i thought on doing. In the end of the forest sublevel, the player would reach a 5 screens long sublevel with the piano Player enemy i drawed. Somewhere in this room, some musical notes should be placed. The notes was to be used in the next room, where the player will need to place them correctly, in order to make it rain, and the well to open. Got the idea from Zelda OoT.


well, thanks alot to both of you, going to upload a new version of the level soon.



Like /Everlude
Follow @Ludus.Art

@TheGamer: The only times the cramped feeling annoyed me were that "Big Mario Discrimination" jump that you've fixed and that lakitu that I mentioned in the secret path- the one that can throw a spiny into a tight spot below on the next screen. Take care of those two things, and I don't think it'll be an issue.

That's a nice idea for the well, by the way- I should have realized there was more to it.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I just finished up the majority of the level, and I want to get some feedback before I move on to finishing the second to last segment. The IPS is here, and I would like to know what you guys think. A few things, first;

-Jump into the bricks to go into the vertical segment.
- The music changes into the boss music now, but it will change into that awesome remix Lucas made soon.
-Sprites don't work with this setup, so I have to stick with spikes, although I may add disappearing blocks or something.
-Do you think I should have cluster sprite rocks fall from the ceiling when it starts to sink?
-Also not done.

-Go into the pyramid to be transported to the above-ground section.
-It's supposed to be short and mildly difficult.
-There's also going to be another midway point before the boss.

Uh, that's about it. Please give comments and whatnot.
cross-post like a boss
Originally posted by Me in my level thread
1.5.3 cause it's cooler

Yep, this should be (hopefully) the final version, so hold on for the ride, and play it!

Link is at the top of the post in case you're blind. Or, if you want to do it the harder way, search for the level in my files. It should be Aerotastic_assault_v%2B1.5.3.ips if you want to be the opposite of lazy. Anyways, I'm open to all sorts of bugs that are found, so play away!

woag.....

(previously superdragonyoshi1. sup yall.)
I am hoping to please S.N.N. with this version.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.

Lynnes: I'm loving the level so far and I love the rising sand idea. Great job.
Layout by LDA during C3.
I finished my level's layout and would like some comments on it, before I get to anymore heavy graphics work. Here it is:

Sakura Swim

Please ignore any cutoff or graphics problems for now, since I'm going to be doing the map16/ExGFX files for the graphics I drew, as well as since the version of Pionpi that doesn't conflict with Porcupuffer hasn't been submitted yet.

Also ignore the default music in places too. I'm already changing it. :P
It's late, I'm tired, and it's been an overly busy day. I've picked out level at random to try out here, and it happened to be AA's. I'll get to the rest tomorrow.

I don't have any major concerns with the level itself. In fact, the second half is actually a lot better than previous versions now since you've finally found a good set-up that works (and mixes the On/Off blocks with the P-Switch stuff). Since this is world 1, I would expect merely an introduction to the mechanics, and it does that it seems.

Anyway, issues:


Don't know how I didn't notice this before, but you should leave two blank squares to the left and right of each Bullet Bill shooter, or else it'll appear behind the FG.


The yellow Koopa just walked off of the edge up top. This is a potentially semi-blind trap.


I don't believe that a Koopa jump like this should be in world 1.


I don't care that you put Mario-only blocks there. This is still a blind trap.

Other than that, I think the level is fine.
Could I fix the "blind" trap by putting all the enemies on-screen?

If the answer is yes, then I can't wait to see this in the base rom.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Finally...I believe it is done.

http://bin.smwcentral.net/u/4065/Balloon%2BBonanza%2BTesting%2BEdition.ips (Level 113)

There are no bugs in the level that I can find, and the level design is all done, so test away!

Oh, yeah, and I hope you enjoy it.




The first message box's palette -might be just me- looks a bit bad.

I actually HATE how long it costs when another balloon spawns.

The floating grass at some points looks a bit... odd.

In the secret exit sublevel, we miss 1 flag.

Pressing the first P-switch block in the other sublevel forces me to wait until the time runs out.

When I got the last smwcoin and got back to hit the goul roulette, it disappeared.

Also, it's possible to die when you hit the Goal Roulette/get stuck when walking up the big top when you hit the goal roulette.

But however, I really like this level!
Your layout has been removed.
http://bin.smwcentral.net/u/994/SMWCP2%2BIce%2Blevel.ips

My World 7 level for SMWCP2 is pretty much finished. However, there are still some bugs with it. Also for anyone who is downloading this, make sure to test this in zsnes, since there is some weird sprite priority glitch in the underwater portion in the cave part of the level in more accurate emulators which I don't know how to fix without breaking it in zsnes, as well as this odd layer 3 flickering glitch in the 2nd half of the ice skating room, which again, only happens on accurate emulators and not zsnes. I still have no idea what's causing those weird emulator bugs but other than that it works fine for the most part.

Anyway, enjoy.
AnybodyAgrees: Come on. It's clear at this point that you're merely moving stuff without retesting afterwards, as you can see by the following screenshots:


You didn't even move the Piranha Plant over to the left, so it gets stuck in the ? blocks.


And you didn't even move the arrow, so it gets cut-off.


Also, since this is likely the first time the player is going to see these blocks, this is a pretty bad introduction for them. Honestly, I'd suggest just putting one red Koopa there (which you have) and remove the yellow one + the block entirely.


And again here. You simply put a P-Switch block that the Piranha gets stuck in. Furthermore, I'd suggest making the P-block row three tiles wide as opposed to two, that way it looks centered (meaning you'll need to rearrange the blue background girder there).


This is actually a new bug I found on this playthrough, but if you hit the goal roulette while the switch is still going, the music will restart. Try surrounding the goal roulette with P-Blocks.

Please, fix these and then test your level a few times. You're making this much harder than it needs to be by not simply polishing up your work.
I'd like some opinions on my level, Dangling Danger. Keep in mind: it's world 6, and there's no detail because I want to make sure the architecture is finalized before adding it. No point in adding it if it ends up getting removed with the ground, right? :P
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money