Originally posted by MrDeePayThe level has a few instances where Mario can do a blind drop and land on a Cheep-Cheep that's placed one tile beneath the surface of the water.
I'll try moving some stuff around a little so it's not as much of an unfair hit. (I might get rid of that first fish altogether.)
Originally posted by MrDeePayMinor, but it's possible for Mario to hug edge of the screen during the victory march. Extending that level out by one screen should work.
If it's really a problem I'll rearrange that ending section slightly, because I don't really want to over-extend the empty space at the end; it's just kind of ugly and it doesn't sit well with me to have so much empty space.
Originally posted by AxemJinxNot necessarily a problem, but the smwcoins are slanted slightly toward the first half of the stage.
Yeah, I noticed that myself but I didn't think it really mattered much. The third one is still after the midpoint so eh.
Originally posted by AxemJinxCan't sublevel 191 be appended to sublevel 4 to save room for other stages? Also, what if you hid a 1up above the ceiling there, to reward players for understanding this level's design style?
Putting the goal section in the same level as the entrance would make it possible for the player to just jump over the whole level, unless I extended the ground to the top of the screen and used the ceiling generator, but I don't really want to do that. And I don't think one sublevel would be much of an issue seeing how many are available.
Also I will put a 1UP above the ceiling of the ending section, I don't know why I didn't come up with that myself.
Originally posted by S.N.N.-I don't really like the placement of that Buzzy Beetle up top. It's very possible he'll fall on you on your way back from getting the SMWC coin.
Can't say that's been an issue for me. If it really is a problem I'll do something about it I guess.
Originally posted by S.N.N.-If you want this guy to be an actual threat, I'd move him back a few tiles.
Will do.
Originally posted by akacesfanMaybe you should use a trail of coins to hint at the coin up there. This is just my opinion, but some new players will probably just think of that area as ceiling and not anything special.
There is a coin there already, so I don't see your point.
Originally posted by akacesfanI got killed trying to swim under this Cheep Cheep. Please remove this one, because it's practically impossible to swim around this one unscathed.
I'll move the slope one tile over to the left to provide a little more room. I don't think the Cheep-Cheep is that much of a threat really.
Originally posted by akacesfanMaybe you should use a message box to alert the player that the midpoint is up that pipe. Some people may not be able to find it.
To be honest, you'd have to be pretty dumb to not enter that pipe when you see it. I'd think the only logical thing to do when you see a pipe at the end of a passage would be to enter it.
If you mean that they might not be able to find the vine block to get up there, again: who could possibly miss something like that? Unless this person has never played a Mario game ever, it should be fairly obvious that something is in that lone block.
Originally posted by akacesfanThis Cheep Cheep also caused a lot of problems. Please remove this one as well, because he really did cause a lot of problems.
Is it really that hard to swim underneath a Cheep-Cheep? I guess it's the player's fault for trying to rush through.
Originally posted by akacesfanSo many enemies, one little space...
Uhh, how is that a problem? The only way that could even happen is if you were standing in the same spot for a long time or if you went backwards just to point that out.
Anyway, I'll get all these things fixed soon, and then I'll send the stuff to S.N.N. to insert. edit: changes made, level sent to S.N.N.
edit: oh and for the name, I guess I'll go with
Hiker's Hollow because it fits what I had in mind.
May we meet again outside the battlefield.