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 SNNFG initial position is a bit too high, causing a screen jerk here.
I will fix that in a sec.
Originally posted by SNNThese Spinies are useless, since they just fall in that hole.
Moved the stone a tile, this should fix it.
Originally posted by SNNWhat 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 AxemI 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 AxemI 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 Axem119- 6/7, bottom: This jump seems a bit discriminatory toward Big Mario.
Easy fix.
Originally posted by Axem5-6, 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 Axem7D
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 AxemE, top: You can go over the level through this gap- admittedly a minor point.
Originally posted by AxemOh, 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 Axem7E, screen 4, bottom: That paragoomba is pretty harmless- it tends to fall off before you reach it.
Fixed.
Originally posted by AxemPersonally 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.