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[FINISHED] Level 107: The Castle

Description:

A vanilla vertical castle level, goes for top to bottom. No gimmick.

Level Info

*Level number: 107
*Level mode: 0A
*Vertical scroll at will
*Music: Castle
*Time: 0000
*Sprite Memory: 10
*FG/BG GFX settings: 1 (Castle 1)
*Sprite GFX settings: 1 (Castle)
*BG Scrolling: H: Variable, V: Variable
*Total Screens: 1B

Screens

00 - GlitchMr*
01 - nickofzo*
02 - Katerpie*
03 - Shiny Ninetales*
04 - Mathos*
05 - Erik557*
06 - The Koopa Resistance*
07 - FuriousVampire*
08 - KDee*
09 - Aurel509*
0A - Aurel509*
0B - snoruntpyro*
0C - Najeraldo*
0D - Lazy*
0E - FrozenQuills*
0F - Ultrabi*
10 - Green Jerry*
11 - Carld923*
12 - Orphen Or.WaRM*
13 - Shiny Ninetales*
14 - Najeraldo*
15 - Final Theory*
16 - Carld923*
17 - SwagAssMustafa*
18 - Ultrabi*
19 - Rockythetigre*
1A - Carld923*
1B - Falconpunch*
Reservo la 12
If it's fine I'll take 1A.

also I'm working on a better screen for the sky level I swear, I'm just a big procrastinator
End of this message.
I did another screen for this level:



(a zip because I create one map16 tile for this screen, the inverted lava)
Layout made by MaxodeX
2021 TRENO vibe check thread
Layout by Koopster
Added both.

There's a rule against having two consecutive screens by the same person, so I moved 07 to 0A, I hope that's ok with you.
Oh okay.
Layout by Koopster
Claiming screen 06.
*everything stops*
Yeah, that's me. You're probably wondering how I got into this situation...
*cut to next post*
Screen 06:

The MWL file.
*everything stops*
Yeah, that's me. You're probably wondering how I got into this situation...
*cut to next post*
It's been added...aaaaaand I just realised I screwed it with the screens. I kept Aurel's screen 06 where it was but removed it from the claim lists.

TKR your screen will stay as 06 and both of Aurel's screens will be toghether again.

Sorry for the trouble.
Underwater ball 'n' chains:

11, 16 and 1A reserved and ready



link
Made you look. Now Breath Manualy.

This level is finaly done. I'll test the level in a few days, and probably edit a lot of stuff since it has a lot of Kaizo parts.

Heres a mwl if you want to see and test the whole thing.
After playing the level I have to say it was way better and fair than I expected, but still has some flaws, so let's get to it:

To get started (I didn't take a screenshot of this), but, even after being toned down, the first obstacles was too easy for being...well the first obstacle in the level, so I might remove some of the magikoopas magic.



Enemies not appearing.



These areas are too narrow for big Mario. Especially the first one.


Slowdown in these areas. Glitchmr said the portable springboards might be causing this, so I'll probably place a door at the beggining of the level.


Blind jumps into the lava, also the platform gets out of the line guides in the second one. And speaking of platforms out of line guides

And some random issues:

-The coin block next to the shooter looks weird, especially when it shoots.
-This could probably use a coin guide
-This screen felt empty, the only enemie was a dry bones, it would be nice to have some more sprites in this area.
-I'm not a fan of the narrow space here
-I don't think I'd risk it for a 1-up, but it's optional, so I might leave it.
-Even with a cape, this part was really hard and I got hit. Without it's even harder, I might more the pipe a bit to the left to make it easier.

I'll be fixing these issues soon and post a new mwl here. In the meanwhile, let me know if you found something I didn't point out.
Updated the level

Other than fixing the issues I pointed out, I also:
-Toned down some of the hardest parts of the level.
-Removed some sprites that refused to appear.
-Balanced the powerup distribution.
-Inserted this patch.

About the patch above, there was a thwomp that took advantage from that glitch (the one in screen 02), but uning one turn block instead of two fixes the issue.