About the submap, I'll see how things go. If Mario3andU is present and wants to do the desert one, they're free to do so. If so, I'll do the next submap after it.
Originally posted by Erik557A good level in the desert, with good level design and just some small problems that hell, even I could fix if you want to.
The palete of the level is very appealing to my eyes, nice decoration, a simplistic background that combinates well with the foreground, a good platforming design, and overall, pretty good.
Mighty kind of you, Erik.
About these issues, though:
Originally posted by Erik557
These pipes are simply horrendous.
I'm a bit confused on this one, as
this is what it looks like on my end—palette and everything. Yeah, it's a mess, but considering it was worse
before I did my redesign, I say it works.
Note: The main reason why it needs to be custom is because I replaced and moved around certain palettes that common objects use, which could potentially fuck with how some of the others look as a result.
Originally posted by Erik557
Not a big problem, but if the player is skilled enough, he can jump to the upper part.
Ah,
this problem again. A major part of making this level was fixing situations where players could get up top of the mountain prematurely. I was trying to keep it from being just a flat-out run to the left without any obstacles or anything, but that also caused some areas to be low enough to jump on.
With this situation, it could probably be fixed by either lowering the sandy foreground by one tile, or by raising the mountain up a tile in that little area. Your call, and if you need me to I can send a fixed version of it your way.
Originally posted by Erik557
I can cross here. Solution? Below.
This part here with the munchers always felt kind of lazy to me, but I think inserting a whole custom block for this one situation might be a little much. I think in this case, it could be more easily fixed by raising the mountain's top so the player can't jump on it. I could fix this if you like, or if you don't think it's too much trouble you could do it yourself if you have some free time.
Originally posted by Erik557I also modified the message box text, see if you like it (I found it in your old BPS)
CodeContinue left on
the mountain for a
prize of some
coins and a 1-Up.
Be wary though,
you'll have to go
back to the start.
Certainly works a lot better than what I had. Keep it.
Originally posted by Erik557I also would add 50 more seconds but that's up to you.
I agree there, adding maybe 50-100 seconds would give the player more time to advance through the level (and traverse the mountain, if they so choose).
Originally posted by Erik557oh also i found this
from 2 years ago in my filebin, this is obviously not from this project (DSotK IIRC?) but I want to know if this is like, erm, actually good for implementing in my level (obviously changing the palette accordingly, some obvious things and removing goombas, i hate goombas).
It looks pretty good—I say use it, if you want to. And I can't say I blame you with the goombas, they suck in SMW.