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Level 112 - Wieza Niebo (Now "Misty Mountain Pass") - World 5 (pretty much done, hopefully)

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I'll claim my own level, one of the quintessential examples of bad item babysitting in the game. Because of that, I'll start the level from scratch.

1) The level will have three main sections:
- An outdoors section, you need to go and activate an on/off switch because there's a blocked patch, but other than that it's fairly straightforward.
- A cave section (the level is a fortress atop a mountain), that leads to the fortress. The "entrance" to the fortress is blocked so you need to go through the cave. It's straightforward and lava based.
- The "fortress" section. Maybe this is where you'll carry the key and the phanto will follow you, but I'm still not sure about that, maybe another ON/OFF switch. There will be a P-Switch, but you don't need it unless you want one of the Yoshi coins or a shortcut.

2) The name. The tentative name is "The Eyrie" (
Sue me for reading A Game of Thrones
), but I might change it.

3) The graphics. I might use this or this

Suggestions and ideas are welcome.
i just lurk sometimes
Sounds good! Since you're aiming for three sections, I'd be careful not to make it too long, but the progression seems logical.

If you have to backtrack after hitting the on/off switch in the first area, I'd consider having the switch change the layout of the return path, so it's not just a tedious back-and-forth.
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Originally posted by AxemJinx
If you have to backtrack after hitting the on/off switch in the first area, I'd consider having the switch change the layout of the return path, so it's not just a tedious back-and-forth.


There will be a pipe right after the switch that leads back to the start
i just lurk sometimes
Will there be a Jon Aryan cameo, or will we see (book 3 spoilers)
Lisa falling to her death
at one point? (Yes, I've read the books too. All five of them. \_(:D)_/)

Anyway, your plan sounds good, although I think for the third section you should avoid the player carrying the key and instead have them just use more On/Off Switches. I would also use the second graphics choice instead of the first - we already have another person using that tileset (then again, if we want to save space you could use the Desert Ruins tilset (good job on those graphics btw))

Good luck!

- BlackMageMario
Sounda good and I like the transitions. Will it be a tower like the original or a regular fortress?
Glad to see this level is getting a makeover, and I'm especially happy to see a GoT cameo. Good luck with it!
progress so far

Of course the cement and throwblocks are placeholder, as I'm just making the basic layout, but it works.

EDIT: video
i just lurk sometimes
Looks much better, albeit a bit cramped in spots. Keep it up!

The only thing I strongly disagree with is using the shell at the beginning to hit a vine block. To me, that sort of thing is already so overused, and I'd rather keep item usage as minimal as possible.

Also, you might want to prevent players from jumping over the koopa kicking a shell into the on/off block?
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The second section so far
i just lurk sometimes
It looks good, but has some empty spots. Especially in 0:29 and 0:38.
Well, already ported it to the new base ROM and I'll start working on the third section tomorrow. Thanks for pointing out the empty spots.
i just lurk sometimes
Hmm, thematically speaking, the second section seems kind of scatterbrained. Every screen or two uses a new enemy type, and I feel like it should have a more consistent focus. I'm also not a fan of cramped note block placement, but that might just be my personal taste speaking.

Oh, and I wouldn't use wall-guided sparkies with slopes, considering what happens in the video.
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Almost done!

Sorry for taking so long, but I've been a little busy lately.
i just lurk sometimes
The cave section is better now.

In 0:54, the first coin doesn't guide the player and it hard to obtain, you should move it. In 1:30, that just seems almost impossible to perform without getting hit. You should make the podoboos go a bit higher, they're quite inoffensive as they are right now.
So random question...

Being that you named the level "The Eyrie", would you be interested in using a port of the Game of Thrones main theme as the level's song? There's enough MIDIs floating around that it would be super easy to port (and it would definitely make the level stand out).
I like that idea. I fixed the things aj pointed out and I'll have the first IPS ready by tomorrow.

maybe the boss should be Littlefinger

i just lurk sometimes
Originally posted by leictreon
maybe the boss should be Littlefinger


I died.

BOOK 3 SPOILERS (not that any of you non-A Song of Ice and Fire readers/Game of Thrones watchers care)
The Boss should be Lysa and the singer guy. You act like Littlefinger and push Lysa over and blame it on the singer.



This is not a serious suggestion.


- BlackMageMario
I think you need to add a third P-Balloon to that segment. As it looks now, if the player hesitates more than once in determining how to avoid the enemies there they will likely not make it to the end of the segment after the second P-Balloon. It also didn't look very clear where ground was after the first appearance of chargin chuck when you dropped down. Remember that the player doesn't know what you know.

Honestly I don't think the 3rd section adds very much to the level overall. It's completely different from the rest of the things the level does by introducing a new enemy set and the P-Ballooning challenge. Instead, you could be expanding upon themes you already touched with the castle enemies, ON/OFF block switching, note blocks and fence climbing. You could try some timing challenges by combining the ON/OFF blocks with note blocks and the Shell-kicking Koopa ON/OFF cycler.
The last part was a little "rushed", to be honest, and I'm not satisfied with how it turned out. I'll try what FP said.
i just lurk sometimes
First IPS finally done
i just lurk sometimes
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