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The Septenary Sovereigns by Vamperumbra

File Name: The Septenary Sovereigns
Submitted: 19-10-2016 07:10:11 AM by Vamperumbra
Authors: Vamperumbra
Demo: No
Featured: No
Length: 60 exit(s)
Difficulty: Normal
Description: This hack I architecturized through assiduously engrossed passtivation of weeks to month. Entails Mario embarking through entrancifying extrinsic landscapes inhabited my myriad of differentiated adversaries etc. Eradicating the Septenary Sovereigns which deciphered to laconic explication. The Septenary Sovereigns means, "the seven rulers" that servitude the evil Koopa King Bowser. Thus Mario eventually confronts Bowser amid'st his behemothic Cthonian Acropolis in final world.

Okay, so... I'd say that, compared to your older works, you're doing good steps so far. Although, this hack has a bunch of issues. Due to the amount of errors in many fields, I felt like rejecting this more than accepting.

The macro issue here is that the hack has been poorly tested, if not at all. There are lots of sections which make me think there was no testing at all, such as parts where you're required to do pixel perfect jumps, other parts where you have very little room to avoid enemies, some other where the difficulty goes over the "very hard" category... and yes, I think this hack wasn't tested enough overall.

Listing below most of the issues I found while playing.

-Minor, but the BG is wrongly assembled here, see the bottom of some hills, they create cutoff.
-This is just a small example, but in many levels your sprites/BG/FG still need some palette adjustments. Feedback is the key to realize if the palette is ready to go or not, so be sure to ask for feedback.
-Small cutoff on the overworld. This happens, since you overlapped the event tile over the bottom of that hill.
-Another example of bad palettes. Extra work here is kinda needed, since it's not too good to see.
-Another big issue your hack suffers from: SPRITES PLACING. It feels like, in some levels, sprites are in their places just to populate the level. You should know that, sprite placing is very important: depending on the FG, you must find a good way to place your sprite so that it's fully efficient in its job (in most cases, to obstacle Mario). This way, you'll avoid sliding koopas and other sprites entering into the FG, or other issues.
-I can penetrate your slanted pipe here. Make sure to use the correct blocks around it.
-Another example of bad sprites placing.
-I'm sad that this was even in one of the preview screens... didn't you see that the BG is awfully cutted everywhere?
-You could've used some ledges in the sides of this cave dirt decoration. Right now, it awfully cuts off.
-Always watch out your ceilings, I can jump over the level here.
-This proves that you didn't understand yet how Map16 works. All the right sides of the SMB3 blocks are acting like tile 100 (or similars), so they are actting as ledges, and you can stand on them.
-Yet another BG that isn't properly assembled. As you can see, some tiles are cutoffing. Its palette isn't good either.
-More Map16 issues. The bottom of the trees have their layer priority enabled, while around the top, they don't. It's bad to see.
-Cutoff square, can you see it?
-Hitting this question block makes weirdness to happen. My bet would probably be that this level is using the bonus game level header. Change that to whatever other level header, and that shouldn't happen anymore.
-Sprite tile limits.
-This layer2 smash generator has a definite pattern depending on the screens you pass. Take a look at the original Wendy's Castle to get an idea of how it behaves.
-Small cutoff.
-Remember when I said "pixel perfect" jumps? This is one. This jump isn't possible if you're big. You're required to be small and to spin jump and adjusting your height in mid-air, so that you get the perfect height and can reach the other side. What to blame? The low ceiling. Make it upper, and make the whole section less claustrophobic too.
-Two thwomp bosses? This is even the version I hate most. Just no. The screen here gets too crowded easily.
-I can swim in lava here. I'd suggest you to make the part after the animated tiles act as mud/lava tile, while making the animated one act like 25 (decoration).
-This section has an awful slowdown issue. Remove some of the sprites in it maybe?
-Unless I don't understand this BG, this is one big cutoff. It's caused by a bad beginning camera position, which makes you see the cutted part of the BG.
-Dunno if you can see, but... I'm swimming. Yes, the leaves of the FG act like water.
-Another example of bad enemy placement. Bros are supposed to stay on ledges, not around solid ground, since they jump up and down randomly.
-Sprite tile limits issue.
-The paletting job made here is just awful. Plus, when the boss falls in lava, garbled tiles appear, since you set the wrong SP3 .bin if I recall correctly.
-More infinite slowdown. Lower the sprites number here too.
-After the credits, this is how the "THANK YOU!" message appears. You should know that level 104 has defined .bins in order to make the credits sequence work correctly.
-Uhh... what's happening with this boss? Maybe you gave him too much HPs?
-In Topiary Spire, the midway point doesn't work.

That's all for now, I think.
Remember, get testers, have more people test your hack. Fix the issues they point out, and only after that you can submit your hack. I'm sure this isn't the first time a mod says this to you. It's also true that we mods aren't your testers. I maybe went too deeper in here, but I did this with the faith that the next update will be perfect.
File Name: The Septenary Sovereigns
Submitted: 2016-12-13 02:42:36 AM by Vamperumbra
Authors: Vamperumbra
Demo: No
Featured: No
Length: 60 exit(s)
Difficulty: Normal
Description: The audacious plumber Mario again embarks on necessitous vagabondage. To decimate devilish plans of Bowser, and save precious prestigious potentate Peach. An eradicating the Septenary Sovereigns, "seven rulers" castles looming over lands.
While some things were fixed, such as the impossible jump and some of the enemy placements, many of the other points Wakana made above have still not been addressed, such as the badly assembled backgrounds, bad palettes, the sprite limitation issues (which I myself have told you about a dozen times before), the double thwomp boss and the garbled graphics in the ending cutscene.

These are not even difficult fixes either; I just get the impression that you were lazy. That's not a good enough excuse. Please do not resubmit until your hack is the best you can make it. Make sure you have fixed as much as you can.