Originally posted by SupertailsWe need more strict guidelines on what makes levels "fun" this time around. Carrying P-switches and springboards for screens and screens to solve obscure puzzles wasn't fun in SMWCP, and if levels are going to be this long again, we really need to use multiple midways.
This being said, I'd actually go for quality over quantity. I wouldn't mind there being less levels than SMWCP if it meant we had more room in the ROM and more resources, sample banks, patches, etc that could make it in.
We really need to develop Toad Town or whatever hub we use next time further. SMWCP's was a huge disappointment. An idea I had at one point was a "museum" of sorts chronicling a distant world of sorts, which would actually be SMWC's history.
I agree about the guidelines. I also think that this time around, levels NEED to be denied entry if they're too hard and/or too long. If they just need mere tweakings, leave that to whoever designed the level and no one else.
I think the reason we ran out of space was because people were spamming ASM and ExGFX on their levels, not because we used almost every overworld level. I hate to say this, but I think for SMWCP2, there should be limits on what gets used. For graphics, they should be decided beforehand by some people instead of letting the level designers just pick what they want. They may upset some people, but otherwise, everyone will just take ExGFX for the sake of ExGFX and all consistency is gone. Also, people really shouldn't just rely on one specific style for every level they make, if that is why they use ExGFX so much. For other ASM, just limit how much people get to use. A reasonable amount, yes, but not "take however much you want". I know these suggestions are very limiting, but how else are we to cut down on the space we use?
As for the hub, I agree. I think the hub should be made first, to ensure everything intended to be there is there.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money