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[APPROVED UPDATE] 4-1: Haunted Artillery

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Check the latest posts for the newest, revised version of the level.
It's finally done. Yes, I apologise for the delay. Now then, I took the level that Nin dropped right at the last minute - that one, that was oddly called Nice Ice Rice Twice. I finished it up, changing the palettes (slightly) and coming up with new enemy placements.

The poll is now closed. Thanks to everyone who contributed towards picking Frosted Broadwalk as the level name!

I'm not really a fan of Nice Ice Rice Twice as the level name, so I came up with Frosted Broadwalk. However, I think that's a god-awful name - so, I'm holding an amazing poll -

What should the level name be?
1 - Nice Ice Rice Twice
2 - Frosted Broadwalk
3 - ice level woo


Also, feel free to use different music to the one I picked. My music picking-skillsz may be pretty shit bad. Just be sure to put it in slot 50.

Edit: Turns out I left the music slot at 02 instead of 50. You'll need to adjust this yourself. Also, the IPS doesn't have the music inserted - I forgot. Sorry.

DOWNLOAD LINK AHOY

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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I shall choose title 2. It will fit to your level alwaysanoob.
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
I actually liked Nice Ice Rice Twice for a name. It has a rhyming sound that actually fits for a Mario Morton game.
i chose three
I mean choose


If you want to be serious, go with 2. Otherwise, 3 sounds pretty rad

(my vote's for three because I'm impartial, and 3 is descriptive)
<Erik557> OH SHIT I FORGOT YOUR LEVEL
<AlwaysANoob> ... do I cue the round of applause now?

The level doesn't feel as bad as before, but I'm not sure of some sprite placements (mainly the boos) before the first half, the second half improved with the bill blasters. You could implement them into the first half.
Also I counted a grand total of 1 fire spitting piranha; change it into something else or implement it more in the level.
So fix the first half and all should be fine.
Like Erik said, most of the level's problems come from the first half. I'd recommend you to remove the boo circles and replacing them with something else since they only really make the level feel tedious.
Also, what's wrong with the green koopa's outline?

Lastly this is just a suggestion but I think the level would look better if you'd give it a nighttime palette like this, since in my opinion having ghost house sprites in the broad daylight doesn't look very good.

My hacks: Justice for Mario / Unnamed Kaizo Hack
Hopefully better.

I feel now that it kinda overuses Boos. Hopefully not.

Also, HDMA if you want to insert it (I don't mind); huzzah

Edit: The music is still set to slot 02, rather than 50. Sorry!
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Updated the palette and added a 1-Up behind the goal (the music slot is still set to 02 instead of 50 - sorry). Here.

Also, the link in the last post has also been updated to the above, as well.

I have to go now, I have massages.
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Approving. As I told you on IRC, I found no issues.
Here is an updated version of the level, removing some of the issues pointed out by some.

Here.

Included:
- New Map16 pages 0A and 51;
- .mwl file
- .ips patch

This level is also now known as 'Haunted Artillery', not 'Frosted Broadwalk'. My inside joke was clearly too inside.
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

It's better. However I have some issues.

1.- Probably the biggest offender is the difficulty. While it's good to have your occasional breather level, World 4 is by far the easiest world- which shouldn't be for a hack ehre the past 2 worlds or so were hard from start. It's probably caused by the boos; making these a good obstacle is very hard.

2.-
I thought those purple ledges were walkable at first, however they're not; doesn't help that both the walkable FG and those have color outlines. Might be just me; and they're darker than the walkable FG but still, wanted to note that.

While I still think it needs a major change in the difficulty factor (the new layout is far better), I still want to get input from more persons to see what they think.
I thought I'd made the purple ledges have a grey outline to make it slightly more obvious that you can't step on them.

Perhaps the best way to tell the player they can't walk on them is to perhaps have an enemy at the start of the level that falls through it?
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

seconding the platforms, to tell the truth i'd honestly recommend getting rid of them entirely. they're dark and every bit of its appearance - color palette, the fact that it shares graphics with actual platforms you can stand on - leads one to the conclusion that you should be able to stand on them, but you can't.

Originally posted by AlwaysANoob
Perhaps the best way to tell the player they can't walk on them is to perhaps have an enemy at the start of the level that falls through it?


no, that wouldn't help. even knowing they weren't solid i instinctively thought that some of them were platforms - which almost killed me once or twice.


the level is also incredibly easy, yes. this would be easy by world 1 standards, which generally speaking isn't good when it's the first level of world 4. excepting another redo, i don't think there's anything you can do about this.

the original level was harder than this. i just replayed it for the purpose of comparing the two and while neither one is particularly astounding, the new one has far more generic and bland enemy placement that doesn't challenge the player, like, at all. the old one was pretty bland, but i found it overall more entertaining to play - even if its aesthetic isn't as visually stimulating. but, in this case, i'd actually consider that a good thing since the fake platforms are detrimental to the overall enjoyability of the level.

overall, i'm afraid i prefer the old level. going to be an edgelord and say reject

Is there any point on this area down here?

I'll have to agree with the others about the purple ledges, since even when knowing about them I would still get confused sometimes (and placing them where one would expect a plataform didn't help at all) so it would be better to replace/get rid off them. The difficulty could also go up a notch.

Overall though I enjoyed more than the previous version so I'll say change.


Also I'm just curious but why is there a single vine here below Morton (since its the only one I could see in the entire level). Is it supposed to be a reference to the previous world being a jungle?

My hacks: Justice for Mario / Unnamed Kaizo Hack
I didn't realise I'd made it THAT easy... Anyway, I'll have an updated version some time today or tomorrow.
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I've changed up some enemies, made the purple platforms solid and (I hope) made the level harder. Link here.

Download includes an .ips patch, .mwl file and an updated Map16 page.

Again, thanks (no apostrophe needed) for the critical feedback! I want this level to be the best possible, after all! #tb{:D}
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I think it's fine enough to warrant an accept, however I don't really think the bullet bill launchers are really a threat to the player. Let's wai to see what the other persons say.
Originally posted by Erik557
I think it's fine enough to warrant an accept, however I don't really think the bullet bill launchers are really a threat to the player. Let's wait to see what the other persons say.


I tried to make them a threat (with that segment just after the halfway mark) but I guess it's down to luck, if they fire as soon as they come on screen or not... Still, glad to see it's acceptable now.
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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

So for some reason I was unable to follow the latest posts in relativity to the others, but my understanding is that we're accepting AAN's new level. ... And to that I must say, holy ghost. This level is numberx better than it was before, and makes your level design from ages ago look like a drunken teenager. I won't review again, since pretty much everything is fixed, (not a fan of the throwing shells into coinblocks, but I think it's funny, so heh)

aAAAH, oTHER THAN THAT, MY CAPS LOCK IS ON Accept.

Also, I do think the bullet bills are dangerous, I got killed by one at least 3 times (rewinds are nice tho)
The bullet bill launchers are fine in my opinion. Also I see no more problems so accept.

My hacks: Justice for Mario / Unnamed Kaizo Hack
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