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[APPROVED] [4-8] Peach's Perilous Airship!

Wait, I'm Doing 1 segment and your doing 3?


I'd replace the Tileset To the one in my segment. Dunno, I just don't really like that wooden Tileset anymore now :P
Yeah, I think my cloned counterpart is right and you should change the tileset to the Super Mario Bros. 3 one, so everything is alright and Erik agrees. #smw{:TUP:}

yeah, change it
Hey Rocky. I think your level is OK. Will it have custom music?

This really needs to be an official SMWC Meme.
Neither of the rooms are very long, so...yeah.

I need to figure out how to insert the tileset into my level, as I'm not sure how to import the map16 pages and exgfx from the other rom.

Also yeah, it will have custom music composed by Koji Kondo himself!
Yeah! This is very nice. And have you got some progress RockytheTigre?
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Well, it took so long time. RockytheTigre is very busy after all. I dunno if he finish next section.
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
I was busy with 24ho, but it's over now. I still need to figure out where to get the graphics for the level, as it'd be important for segment 2 and 3.
ForthRightMC, please stop thinking that you are helping me organizing this. You aren't, Centipede and MercuryPenny are.

@Rocky:

copy the exanimation slots from level 19
Thank you :3
ok rocky now i need progress
I'll assume that Rocky will do nothing so I'll mark the second half free.
Megaupload doesn't seem to work anymore. How do you upload ipses nowadays?

Link.

Apologises for lateness. I was busy and I'm not satisfied with what I've done. I still am not. Also, MGU3 is a cool game, it was addicting. I admit I probably should've rather improved my level instead of playing MGU3. Guilty.

So, the first room: I liked the idea of using the torpedo teds, but I'm not sure if it'd be too hard with a 16x16 Morton, despite it being in the level before the last level, where difficulty is normal.

The second room is an idea that I really loved when starting this level: A fake boss. But in retrospective that idea is pretty much garbage, as it doesn't feel to fit in an airship.

The third room is a vertical airship level. Something I wanted to create. In case I didn't have screwed up already in this collab and am allowed to work on this level a second time, I'd consider removing the second room and replace it with a bonus room, that is in the pipe that is guarded by the thwomps. And the third room probably needs to be filled with decorations.

Thanks <3
The level is fine but I'm not sure on the big boo boss (as you said, it doesn't fit) and the net koopas that glitch out (they float... in air?)
You can continue the part if you want, I just need progress on it.

(sorry for the delay i was 100% sure i posted)
Oh, thanks for the reply! I just read it. I'm gonna replace the ghost room and add a 1-Up Bonus room instead. I'll fix the koopas as well.

Thanks for the feedback. :>
hi rocky i need progress
I've fixed the stuff, but the second part of the level still feels empty and boring to me. I want to make it more fun, more gimmicky, something that justifies that it's the level before the final level.

But I can't think of anything that'd make the level better. So I guess a layer 2 vertical airship level is okay as well.

Also, I suppose I should put a midpoint somewhere?

So yeah, here it is. Please tell me what to fix :3

beep
I still feel that there are a lot of blind drops man.. I'm not sure how you can fix those, though, without changing a lot the section.
Even though the second sublevel is better, like Erik said it still suffered from some blind drops, so I don't really now what you can do with it

My hacks: Justice for Mario / Unnamed Kaizo Hack
It's not really that fun in general.


That muncher on that next jump is too much of a pain to avoid.


So's this torpedo cannon, and the jumping koopa immediately after that killed me frequently.


And, finally, are these torpedoes supposed to just come down and cheap-shot the player? That's really the only purpose I can think of for the disco shell in that tight corridor you can't reach, but either way, that's not the best way to make a stage difficult.

And I agree with the other people about that vertical room, though it didn't give me much trouble. It's just a long series of blind jumps that isn't particularly interesting.

I haven't played Nin's half to see if this second section actually fits into the first, but to be completely honest I didn't enjoy this at all.

EDIT: forgot to mention but in the second half you have a mushroom block on layer 2 and it looks really ugly when it comes out