Originally posted by AxemJinx-Maybe it's just me, but I'm not sure I would ever think to jump down there for the first smwcoin. Is there some sort of hint that I missed? Hmm...come to think of it, the lava is enclosed there and that gap does seem a bit empty...so it's probably just me not paying attention. I just wanted to give you my initial reaction, is all. I thought the other two smwcoins were well done, by the way.
If the player is not looking for the SMWC coin and just wants to clear the level he/she probably won't try jumping into the gap and will pass the coin just like you did in the first place. However, if the player is looking for the coin he/she will probably notice there's no lava on the gap and will try to jump in there, like you did later.
Originally posted by AxemJinx-Shouldn't there be a couple of powerups in the underground section, considering how long it is? I understand why blocks would be a bad idea, but maybe you can put the sprite versions somewhere?
Originally posted by MrDeePay- Second half needs more power-ups.
I'm not sure, that part is kind of easy without powerups, but I guess I'll add a hiden mushroom next to the third SMWC coin.
Originally posted by AxemJinx-The way that hopping flame jumped backwards underneath the pipe at the end of the underground section thanks to the sprite collision...maybe you should tweak the enemy arrangement a little so that doesn't happen.
I don't think it can be helped, that's just the way the sprite behaves. Maybe I'll move it a litle though.
Originally posted by MrDeePay- Probably a personal thing, but I am not a fan of the Spin Jump spam and the over-reliance on it.
There's no over-reliance on spin jumps in this level, that's just the way I play. I usually make spin jumps instead of normal jumps because it's safer, it does makes the gameplay easier as AxemJinx said.
Originally posted by MrDeePay- The ground lava = death comes off as a dick move to me and those spots feel better off just being replaced with a gap, and the moving lava will do the job just as well.
The ground lava is part of the tileset, so I don't think there's anything wrong on using it, it's not that hard to notice anyway.
Originally posted by MrDeePay-Noticeable slowdown in placed where there is a lot going on (numerous firebars and Podoboos, for example)
The slowdown you mentioned was the only one in the level. The fastROM patch should be enought to fix it, and if it doesn't, I'll just get rid of the podoboo.
Originally posted by MrDeePay- The palette animation in the second half can/will get irritating to the eyes and that was only used for FP's set.
I'm almost sure this is a personal thing, the animated lava looks better in my opinion, but I'll get rid of the animation anyway since it's not part of the tileset.
Originally posted by AxemJinxAnyway, I think that's more of a problem in the second area because it's hard to see anything at first. aj6666, have you tested this as powered-up Mario? Now I'm wondering whether the gap between the scrolling lava should be a little bigger.
I did, it wasn't much harder than with small Mario, the gap between the scrolling lava is ok.
Thanks for the replies
Edot: I still need a name for my level. I was thinking about "Fire Fields" but that's not original at all, I'd prefer something that includes the word "lava" or "burning".