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135: Monotone Monochrome - Pikerchu13

Complete

Adding on a bit to Rameau's Nephew's comments: (read: I would have posted what he did if he didn't)

1-2: I'm not sure I like the way some of these saws go off the top of the screen, because it makes it kind of unclear when it's safe to jump to the next platform. It encourages me to wait and observe how long they're off-screen, but since this is a scrolling level, there isn't much time to wait and observe.

2-3: This looked awfully complex at first, so I waited at the bottom of the screen, and eventually all the saws exited stage right. In that sense, you could say it's a bit underwhelming in the end. It makes the level have a kind of "stop and go" feel where the "stop" parts involve just waiting around (as exacerbated by the parts where the camera slows to a standstill).

7: This feels like spike overusage, and it feels like there's not much going on here. Also, it seems players are guaranteed to miss the smwcoin the first time around as it mocks their ignorance of the level layout.

9: At this point I was kind of tired of seeing line-guided enemies and broken pipes dominate the stage.

A/B: Pretty much the only line-guided setup I enjoyed. It stays on screen, gets in Mario's way while at the same time providing some leeway, and is integrated with the architecture moreso than others.

B: I didn't realize this was an arrow the first time around. The stem seems too short and wide compared to the head.


Reversing the polarity in the second section is a nice idea, I think.


Overall, I think the emptiness of the level is extending a bit too far into the gameplay department. If you can address that, I think the level will benefit.
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Originally posted by AxemJinx
1-2: I'm not sure I like the way some of these saws go off the top of the screen, because it makes it kind of unclear when it's safe to jump to the next platform. It encourages me to wait and observe how long they're off-screen, but since this is a scrolling level, there isn't much time to wait and observe.

This is an abstract level in the final world of the game, I feel the player should, by now, be able to think fast and react quickly, even while being pressured by the moving screen. In fact, the saw immediately comes down when it leaves the screen, so that should be a perfect indication of when they can jump or not.

Originally posted by AxemJinx
2-3: This looked awfully complex at first, so I waited at the bottom of the screen, and eventually all the saws exited stage right. In that sense, you could say it's a bit underwhelming in the end. It makes the level have a kind of "stop and go" feel where the "stop" parts involve just waiting around (as exacerbated by the parts where the camera slows to a standstill).

I honestly wished that I could find an autoscroll that was the same as this one but faster, but I don't know how long it'd take someone to make that, so I decided not to ask. For now, I'm still trying to figure out how to make some of those slow camera spots more entertaining.

Originally posted by AxemJinx
Also, it seems players are guaranteed to miss the smwcoin the first time around as it mocks their ignorance of the level layout.
That's sort of the point.

Originally posted by AxemJinx
A/B: Pretty much the only line-guided setup I enjoyed. It stays on screen, gets in Mario's way while at the same time providing some leeway, and is integrated with the architecture moreso than others.

Unfortunately, I changed that setup already, since Rameau made the good point that it was too slow and nothing was happening, so I changed it to something that'd make you want to rush more in that slow segment.

Originally posted by AxemJinx
Reversing the polarity in the second section is a nice idea, I think.
What?
Originally posted by Pikerchu13
Originally posted by AxemJinx
Reversing the polarity in the second section is a nice idea, I think.
What?


Reverse the alignment of two opposed points; in our particular case, what was white is now black, and vice versa--i.e. precisely what you did in the final room of the previous version.

More broadly, reversing the polarity is always the solution to all problems, without exception.
My biggest issue with this level is how similar it feels to the one before it - that is, it's basiclly just a giant chainsaw/line guide party. I think you can keep the first portion, though I'd suggest shortening it a bit. By doing that, it'll seem like a fair transition from foop's level into yours.

Aside from that, I really hope you do something a little more with the monochrome palette. Incorporate it into your design somehow, otherwise you're going to end up with a level that is just black and white for the sake of being black and white. Come to think of it, perhaps this idea will interest you:

Originally posted by me, in the level ideas thread months ago
an abstract level idea which I had for the first game but never implemented it. Basically, the level is black and white (Castle Bleck, Blancland, etc). Every 10-15 seconds, the colors slowly "invert". I was thinking some platforms could only be seen when white is the dominant color, and others would only appear when black is dominant. I'm sure some other gimmicks could be worked into this too.


If you open up level 84 in the SMWCP1 base ROM, you can see exactly what I mean in terms of the animation transition (no tiles are present, however).

Also, two minor issues to point out in the first section:


This part is a real snooze-fest. It takes about 20 seconds for the screen to finally scroll past this point, and during that entire time, you can simply stand on the left side of this platform to dodge the chainsaws. They pose no threat, making the slowing down of the scrolling here pointless.


Moving a tiny bit to the left here resulting in falling through the slope, even though Mario's graphic will still be on the tile.


In a nutshell, what you have so far is decent, although too similar to the previous level in terms of design. Try to be a bit more creative with the level and I'm sure it will turn out great.
Originally posted by S.N.N.
My biggest issue with this level is how similar it feels to the one before it - that is, it's basiclly just a giant chainsaw/line guide party. I think you can keep the first portion, though I'd suggest shortening it a bit. By doing that, it'll seem like a fair transition from foop's level into yours.


Then again...is this level even likely to follow Candy Calamity in the final arrangement? Several schemes have been proposed for how to ultimately organize the levels in this world, but honestly, I can't think of any organizational method where these two levels would be a good back-to-back pairing. Atmospherically, Candy Calamity feels like an early-to-mid world level, whereas this one almost certainly strikes me as belonging near the end (maybe even directly preceding my level). Whether we go from positive-to-negative, comparatively-familiar-to-ouright-bizarre, or what have you, these two levels just feel as though there's quite a bit of thematic distance between them.
Yeah, something like that. Slow it down a bit though (both the autoscroll AND the animation). The frames I used in level 84 of SMWCP were what I would consider a good speed, or something slightly faster. I think what you have is a bit too abrupt. With the correct setup, you can likely make some really devious/clever designs utilizing those platforms.

On a related note, I like what you did with the slow part of the autoscrolling in the first half. It's a lot more threatening now.
Compared to whatever name ideas you may have in that filing cabinet at the back of subsection X, behind the dumpster in the 4th quarter of your trained gamer/hacker person mind, how do these compare?
[/randombusiness]

Manic Monochrome

Barring Blanks

Sojourn in Sepia

That's all I have. At least for the time being.
Your layout has been removed.
I like Manic Monochrome myself. I have a few others, too:

Albus Tenebrae (I know it doesn't rhyme or alliterate, but we can tweak it a bit)

Colorless Chaos

Monochrome/Monochromatic Mayhem

Sinister Sarasaland

Contrast Chasm

View with No Hue (this is the abstract world, so wacky level names may be OK)

Bleck's Trek (As in Count Bleck)

Or maybe something Japanese along the lines of Kuroi and Shiroi (black and white respectively). Bonus points if we hack in the appropriate JP text over the ILLUSIYELLOW tiles.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Nihilist Neverland? Vacant Vista?
Originally posted by Biospark88

Sinister Sarasaland

I SEE WHAT U DID THAR.

Also, you have a true way with words RN.
Your layout has been removed.
Outlandish Outlines

Outstrip Outlines

...Outline-dish!////shot

Trace Race

Race Trace

Trace Chase

Tracing Racing

Chasing Traces...Racing Traces(comment if you get the references!)

Scratch Match

Dash Dash! (comment if you get the meaning!)

Contour Hour

Contour Constructions...not a big fan of this one, but meh.

Wedged Edges

Dart Art

Scheme Scamper

Monotone Contours...iffy
So many names to choose from. I'll think on it.
Update
Mainly a graphical update. Made the palette animation smoother.
I'd say the new graphics are looking quite nice indeed, as is the animation--the overall effect of the second section is quite impressive. The only thing that looks a touch off to me are the brick patterns--they just look a bit too dotted-liney. Concept-wise, though, they're a fine addition. The autoscrolling rate and animation speed also seem a good deal more reasonable now, as well. I'd be a good idea to add a few more enemies to that area to liven thing up a bit, of course, but I imagine this section is still very much a WIP in any event.
Update
It's a sad shame of an update. I'm literally just posted 4 new screens I made on Thursday. Far too busy to do anything worthwhile this week, I apologize.
I have to say I do like the second and third sections (Levels 96/97) of the level way more than the first section. I like the light flickering parts (ExAnim) and the "disappearing"/"appearing" acts of the platforms in that part of the level. Just add a few more enemies and then those parts will be fine.

As far as 135 goes ... I guess it's okay. To me the player benefits more from standing as far as he/she can to the left as possible. It minimizes the amount of enemies that can actually hurt Mario with this method than going forcefully at the right side of the level. I can just pretty much stand in place and not do anything and not get hurt for long periods of time. I guess the biggest problem for me is finding a connection between the saws in the first part and flickering monochrome platforms of the second and third parts.

I do have on occasion found the doubled placed saws in Section 9 way too difficult especially in that crowded area as it's borderline unfair and Mario probably will have to take a hit (and may not have a hit at that point). Sometimes one of them doesn't spawn either. I'd eliminate the up facing saw and keep the down one.

Other than that, pretty good so far.

You sir, are due for an update.
Layout by LDA during C3.
Whoah, new toolbar's finally been implemented. When did this happen?

That's all I have to say. I'd come up with some sort of lame excuse like "Blame Napoleon, Shakespeare, and the Greeks for my progress." but I'm too tired to do so. Trying hard to make this level tense and exciting with the whole autoscroll thing. Feel free to tell me this is too hard or not.
After testing the level, it's pretty much the same + 3/4 more screens.

As far as I can tell, I have the same thoughts as I did last time, with a few minor things now. I don't know if Medium Scrolling is good here in 97 because the black/white transitions are almost not fast enough to catch up and see where the holes are. It still needs some enemies here.

Screen 2: What's with that pipe there? I thought it would have been a good idea to make that pipe lead somewhere to like a SMWC coin. Makes it almost pointless to have a top section because it hogs up so much room. But maybe later on that will be changed.

Screen 5: Raise the black platform one square, it hinders Big Mario and it comes from the light not changing fast enough.

Screen 8: Pipe has the same problem as Screen 2.

Other than that it's okay.
Originally posted by cstutor89
Screen 2: What's with that pipe there? I thought it would have been a good idea to make that pipe lead somewhere to like a SMWC coin. Makes it almost pointless to have a top section because it hogs up so much room. But maybe later on that will be changed.

Screen 8: Pipe has the same problem as Screen 2.

I thought it would go without saying that those pipes will lead to SMWC coins considering how difficult I made it to get to them and how they do not follow the main path.

Complete