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10D - Cortex Pyramid [TESTERS FOR HIRING]

Quote
MAIN LEVEL: 10D
SUBLEVELS: 178, 179, 17A, 17B, 17C, 17D
SECONDARY EXITS: 142, 143, 144, 145, 146, 147, 148
MAP16: 1350 - 139F (FG), 5150 - 519F (BG)
EXGFX SLOTS: 1EC, 1ED, 1EE, 1EF, 1F0


Hey there, since I have to make a thread for my level, here goes.
This level is half desert, half pyramid: first part is more or less a classic take on a desert themed level, second part is a vertical pyramid-themed level.

The point is to get to the top, as you would probably have guessed. Expect Dry Bones and line-guided grinders.
No secret exits.

Here are some screenshots. I haven't done a lot of vanilla hacks, so if you find something that isn't vanilla, tell me and I'll fix it. I suppose there shouldn't be any problems of that kind, but since the rules seem to be quite strict I'm not taking any risks.

Backgrounds:
Level 10D
Level 17A
Level 178/17C
Level 179

Music:
Desert Dance, Across the Sands







You can download the level here:

That's a link ahoy

And have a video:
http://www.youtube.com/watch?v=bAjLl2VCoqs

I'm looking for as much feedback as I can get. Even though the deadline is soon, I bet there's a lot to fix here and I wouldn't want to miss anything game-breaking or just plain bad.
Wow, this is quite creative, but I do have to admit... the 'palm trees' look a little cut-off.

Minor issue I guess...
My YouTube Channel
Best SMW Hacks Compilation
Originally posted by chineesmw
Wow, this is quite creative, but I do have to admit... the 'palm trees' look a little cut-off.

Minor issue I guess...


They are, and I couldn't find a way to fix it. I'm still trying to find a better alternative, because they don't look very good.

I'm probably keeping them solid though. Right now they act like this:

Very creative usage of those leaves, and I really like how you made the sand. Hopefully the design is as good as the graphics - keep it up!
Hey there, have an update.

http://1mage.fr/images/level10d.png

I'm still trying to make the level interesting to play, hence why progress is a bit slow. I've also been working on the pyramid:

http://puu.sh/6elrz.png

I plan to use the ennemies' GFX and put them on the brick walls. You know, hieroglyphs.

I was also wondering if changing the Thwimps' GFX to a block (to mimic the block ennemies from SMB3) would be a good idea. The only downside I can think of is that it'd be hard to firgure that you can only spin jump on them. I'd like to hear your thoughts on this.
Hey, there are better tiles you could use instead of this brick tile you're using. The current ones are pretty ugly, i say change them. Other then that, i liked how you made the sand tileset. But it's side tiles are creating some cutoff with tiles near it, work around that. Flipping the ground tiles and replacing them is an option.



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So. After some trouble with my schedule, here's a somewhat final version of the level. There's still some changes to do, and I bet people are gonna find loopholes and bad design in the following overview.

I'll get a patch ready for all of you to see and test (and maybe enjoy). In the meantime, here's an overview of the whole thing:
http://1mage.fr/images/level10dhuh.png

As you can see, I'm using the cloud tileset in level 17A and the actlike is rather...odd. It sure works but I don't know if I should keep it like that. One thing's sure, I used all the space I had in my Map16 and I can't add anything else.
I'm mostly looking for criticism on the design, which I'm not totally happy with.
And if anyone's wondering about the name of the level, I settled for Cortex Pyramid. Which is more of a joke with Maruhai than anything, so I'm rather open on names ideas.

Here's the patch! Play it at your leisure. Or don't.
If you want to check if the level is indeed vanilla, be my guest. I don't do much vanilla levels and it'd be great to have an approval.

Click here babe
After playing through your level, I do feel you should change the behavior of the cloud tiles to be more... flat. Particularly in the bonus area, I found myself screwing up jumps just because of the odd, bumpy nature of those tiles. Though maybe that's just me, maybe others won't see it that way?

There was one issue I could not overlook however.



I became invisible when I went behind the climbing fence. Not sure if this has to do with sprite tile limits, but I found it strange nonetheless.
Originally posted by GeminiRage
After playing through your level, I do feel you should change the behavior of the cloud tiles to be more... flat. Particularly in the bonus area, I found myself screwing up jumps just because of the odd, bumpy nature of those tiles. Though maybe that's just me, maybe others won't see it that way?


Well, I used that cloud tileset because I don't have any room left in my Map16, and it happens to be one of the standard tilesets in the game. I suppose I can swap those clouds for a bridge, if the current tileset causes issues.
Would that be any better?

Originally posted by GeminiRage
There was one issue I could not overlook however.


I became invisible when I went behind the climbing fence. Not sure if this has to do with sprite tile limits, but I found it strange nonetheless.


I believe we are allowed to use the NoSpriteLimit patch. Is it that one? If yes, I'll apply it right away.
EDIT: Welp, even the patch doesn't help. I guess I'll just take out the pannels.