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Level Testing

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Slowdown around this spot especially if you add the Fire Bro that got stomped.


Though someone will have to be very stupid to do it, you still need to compensate for the chance of the player kicking the springboard out of that pig.


A little tricky of a jump especially if Mario's big.



Small amount of cutoff underneath the pipe. Use tils 680-681 for this.


The level just plummets here.
- You offer the player virtually NO wiggle room to the area.
- The moreorless have to do the level without getting hit, and even if they get the Mushroom in the room, it's not gonna do them any good because the sublevel blatantly discriminates against big Mario in almost every way possible for the level.
- There's a massive vibe of trial and error to succeed in this level.


That is all a combination of trying the level out in-game and looking at it in LM. For what it's worth, this is the first level so far in this project that I cannot beat legit because of how ridiculous the difficulty is for the second half.










EDIT:
http://bin.smwcentral.net/u/1365/ShiveringCinders04.ips
Completed version of my level.

Here is the updated version of the world 1 castle.

Link

The midway points will just lead you back to the beginning of the level due of me not setting them up yet.

Lots and lots of slow down here.

I found this a bit hard for world one castle.

I lovee this part. But most people might not know that you can stand on any used block to activate the eating block.

This level has some great level dosing and sprite placement but since there is both top and bottom sections there is a lot slow down. It also feel too difficult for a world 1 castle. Those segment with the mechanic Bowser statues are hard to get through without a power down. Other then that great level design.

2 Powerups in this place, isn't that a bit much?


And a bit further was the thirth! You might want to remove some powerups.


Maybe a bit hard to see, but sprites go behind the light, but mario is in front of it.


I though this pipe was exit-enabled. What's the point of it, actually?
Your layout has been removed.
Originally posted by 2dareduck
Lots and lots of slow down here.

Correct me if I'm wrong, but I think S.N.N. will apply the FastROM patch.

Originally posted by 2dareduck
I found this a bit hard for world one castle.

Fair enough, I could just get rid of the first thwomp to make it easier.

Originally posted by 2dareduck
I lovee this part. But most people might not know that you can stand on any used block to activate the eating block.

True, but do of there being a moving spike, people would realize that if they stand on the block, it may do something.

Originally posted by Bloop
2 Powerups in this place, isn't that a bit much?

The idea is that if you're small, hit the top one first and a mushroom will come out. Grab it and then get the power-up below. I was going to use a 1-up mushroom, but I think that would be too much.

Originally posted by Bloop
And a bit further was the thirth! You might want to remove some powerups.

The level is somewhat hard for world 1, so decreasing on power-ups would make the level downright unfair for world 1.

Originally posted by Bloop
Maybe a bit hard to see, but sprites go behind the light, but mario is in front of it.

I know, but it doesn't worry me to much.

Originally posted by Bloop
I though this pipe was exit-enabled. What's the point of it, actually?

This is where you exit out of the third part of the level, but to get there, you must enter into the blue pipe.
Ok, I fixed the slowdown/cuttof/sprigboard issues. As for the second room, I moved the upside down lava one tile up, I think that should make the level easy enought. I'll send everything to FP soon.

Now I'm here, I'll give MrDeePay's level a try since nobody else has done it. I'll probably edit this post later.

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Originally posted by aj6666
Now I'm here, I'll give MrDeePay's level a try since nobody else has done it. I'll probably edit this post later.



Actually...

Originally posted by aj6666
I'll send everything to FP soon.


Actually, you'll want to send all that stuff to me now rather than FP. We were kind of going to do testing "blocks" (as in, a few people play it, then it goes to FP, then it goes to me), but this level testing thread has worked just fine.
Originally posted by MrDeePay

Oops, I'm sorry, I didn't see that. Well since S.N.N. said your level would be inserted in the base ROM, a review would be pointless now, but I can still make one if you wish.

Originally posted by S.N.N.
Actually, you'll want to send all that stuff to me now rather than FP. We were kind of going to do testing "blocks" (as in, a few people play it, then it goes to FP, then it goes to me), but this level testing thread has worked just fine.

Ok then, I'll send you everything in a few minutes.

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Go ahead anyway- things can always get overlooked, such as a number of things SNN missed in his comment.

http://bin.smwcentral.net/u/1365/ShiveringCinders05.ips
This one should cover all of the errors that were pointed out on top of some more decorations and me prepping the level up for an easy to insert block; plus I removed Blargg from the level. The tradeoff is that now the ice spores and Fire Bro's fireballs now have glitchy graphics so I could fit Hothead into the BIN file.


If no serious complaints come from this one, I'll send a ZIP with all of the necessary files.

I think aj6666's second half should be re-tested just to make sure the 1-tile change solved the problem...and I would like to take a look at MrDeePay's level too, now that he's built the rest of it.

But I guess of course we can still change things after "clearance" if anything comes up, so no worries.
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At the very least, these clearances are much more effective than SMWCP's (or lack thereof - it was more or less "oh cool, you have a decent looking level - let's throw it in the base ROM!") Necessary changes can be made afterwards, though I'm hoping it'll never have to be anything beyond inserting multiple midways or backgrounds.
@notgoodwithusernames

Just tested the latest version, and most of it looks fine. Just have a few issues.

9
4: I think that first coin block is too close to where the eating block starts. What if you gave players just a little more leeway to hit all of those blocks in time?

6: This probably should be a 1up, and you should move it higher so you can only access it by bouncing on the ball n' chain before the used blocks get eaten up. Two powerups in this section is enough; we shouldn't be using powerups to artificially dilute the level difficulty. Having said that, don't you think you should add one more powerup to the upper path of 5C? I only see one.


5D If you can't get into the room where the koopa is, then why are there coins there? Also, what is that red question mark block and what is it doing there? Finally, you should move that wall at the top of the level back somewhat so people can see the whole room, no? I don't see why you have to hide the mechanism...


Oh, and doesn't the mushroom after the goal roulette kind of ruin the purpose of the goal roulette? Might just be me, but I think you should remove it.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by MrDeePay
Go ahead anyway- things can always get overlooked, such as a number of things SNN missed in his comment.


I just played through your level and I didn't find any major mistakes, but there are still some things I would like to point out:

-This is probably something personal, but I don't like it when firebars are just floating in the air.

-This may be personal as well, but I don't like it when switch palace blocks become an obstacle instead of helping the player. I don't mind if all it does is preventing a fire bro from sinking into the lava or something like that, but blocking the way to a(n) SMWC coin is going a bit too far, don't you think?

-I had to look into Lunar Magic to find out where the last SMWC coin was (the one in level D2), maybe you should add another parakoopa in level D4 so it will be easier for the player to guess where it is.

Other than that, I liked the design of your level in general, I didn't see any reptitive or empty areas, so no complaints in this part. I also liked the non-linerity of your level and the way you offer many different paths. You realy went all-out here.

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Quote
-This is probably something personal, but I don't like it when firebars are just floating in the air.


Neither could I, but I couldn't think of a good graphic to make for blocks solid only to Mario so I left it alone. Why not use solid blocks instead? Some sections become easier than they I intended on by having them there. Yes, even the littlest of things can make a world of a difference. If a good idea for a graphic comes along, I'll update the level.


Quote
-This may be personal as well, but I don't like it when switch palace blocks become an obstacle instead of helping the player. I don't mind if all it does is preventing a fire bro from sinking into the lava or something like that, but blocking the way to a(n) SMWC coin is going a bit too far, don't you think?



From the level topic:
Making a return from the previous SMWCP, the level will feature the ability to have different routes depeneding on Yoshi/Switch Palace status, but is now expanded upon to include Mario's status as well. I have plans to include ways for Mario to go through the level if he has an Ice Flower, but no special power-ups are in the ROM yet, so I'll push that specific one to the side until further notice. And of course again, Switch status will "readjust" the level difficulty as well, making some segments easier and others more difficult.

And getting the blocked off SMWCoin despite having the Yellow Swtich is still very much possible and at worst only takes a couple more seconds of work. I have tested that portion out myself numerous times and I was always able to get the Coin. (Hell, if it troubles you that much, you can just use a cape.) I could not have done it myself, I would not have put it in there.

Quote
-I had to look into Lunar Magic to find out where the last SMWC coin was (the one in level D2), maybe you should add another parakoopa in level D4 so it will be easier for the player to guess where it is.


There are two different methods to get two of the Coins in the level, as skill-based (faster, but a greater risk) and an exploration-based one (safer, but takes longer to accomplish). You found the exploration-based one- though of course, there's not much exploration required for that one.

Originally posted by AxemJinx
If you can't get into the room where the koopa is, then why are there coins there?

You can get into that room, but you have to be cape Mario to do so.
@MrDeePay

I don't see any major issues with the level design.

As for the message box, it does seem kind of inside-y since it mentions someone by name, but I guess it could go either way.

Also...very rarely, I'll get the sensation that I'm sliding on something that shouldn't be slippery. I have no idea if that's what's actually happening, though. Just wanted to bring it to your attention in case you ever notice something to that effect.


@notgoodwithusernames

Oh, ok. In that case, I'd say it's fine so long as there are capes in World 1.
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The slippery blocks have some side effects that are related to slopes, Yoshi/keys, and Yoshi/Springboards. Unfortunately, there's not an easy fix for the blocks, so I had to work around it as much as I could.


In any case, I'll send the stuff before I go to sleep tonight.

Same as in my level thread:
Originally posted by xlk
Ok, me and mh have managed to get some screens done, so I thought that I should post this for testng:
http://bin.smwcentral.net/u/10043/smwcp2level-xlk-MH.zip
Most of the level desing was made by mh, the palettes and map 16 where made by me.
Also, could anyone make the generator I requested?
And how could I make the fog go infront of mario and FG, being transparent, and not just cut holes on the FG and sprite layer when I enable layer 3 priority?

Your layout has been removed.
Originally posted by me in my level thread
Level 1-3: (currently untitled cave level)
Spans approximately 28 (1C) screens.
Known issues:
-Because of the way Spike Tops (don't) work, some may not appear depending on how you approach them.
-Negligible sprite layer priority issue with a Swooper and a Piranha Plant in a pipe.
-A bit of slowdown occurs in some parts, but that shouldn't be a problem when FastROM is applied.

Oh and also I haven't chosen any music yet, because I don't know.
May we meet again outside the battlefield.