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01C: Coral Corridor - ZMann

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Owner: ZMann

World: 4
Exits: 1
Theme: Water/Reef
Music Options: 1, 2, 3, or compose your own.

Briefing: A single-exit coral reef level. It can be either above ground or underwater.
Cool.

I have a pretty good idea of how I want to design the level already. I want it to start underwater for the first half or so, and then the second half of the level will be above ground, in an island-type setting as a way to lead into the next level on the map.

I'll probably use FP's underwater ground set as the foreground, but I might try to mix it up using the lava/rocky tileset with a more underwater fitting palette. I don't particularly want to use Lucas' underwater BG, though, as it might make my level seem too similar to Lightvayne's.

E: Changed my mind, I'll be using Pheonix's coral reef set. Thus, I'll probably still use Lucas' underwater BG.

I haven't noticed any great beach-oriented graphics around, so for the second half of the level, I'll probably just use FP's redrawn grassland tileset.

I'm not going for anything really gimmicky; I just want to design a fun water level that has an above-ground, island-like second half.
Layout by Mirann <3

I'm probably retired tbh
Given just how many levels are/were using FP's underwater tileset, I'll point out that I did make an actual reef tileset, if you would rather use that.
Apart from that, I can't really say much on anything, other than that the level transition provides for a nice way to provide a contrasting two parts and whatnot. Good luck.
harpy

tits


tumblr
All right, I've been making good progress, so here are a few screens of what I have so far:


One of the orange Cheep-Cheeps demonstrates how some of the coral is not solid. (Also, I decided to add corner tiles to the sand in Pheonix's coral tileset to make the set a little more versatile.)


The coral certainly is abundant in some areas...


The first SMWC coin will be down there, and I'll most likely remove the orange Cheep-Cheep at the bottom of the screen since he makes it a little too obvious that you can go through that coral.
Layout by Mirann <3

I'm probably retired tbh
That's a much better usage of the coral set (compared to DarkBones), and I'm sure Pheonix will agree. I don't have much else to say about the level itself since .. well, it looks pretty standard so far. I'd need to actually play it to judge it, especially since it's a water level.

Looking forward to seeing more.
Level's done, I just need to port everything over to the latest base rom and then I'll provide an IPS.

In the meantime, here's a video of the level. Still a bit unsure of what to call it, though...

How is it?
Layout by Mirann <3

I'm probably retired tbh
This is very nicely done, and the coral tileset is very well used, along with the dark-ish atmosphere working well with the music. The level didn't feel repetitive from watching it, so great job there!

Though, I'd change the background in the second area, and I noticed a bit of slowdown, but that shouldn't be hard to fix. The music for the second area works well, and fits the happy vibe of being in the sunshine after passing through the darker underwater passage.

Also, for a name suggestion, how about "Coral Corridor"?
As I said on IRC, I'd love to see you make use of that coral tileset above the water as well and redo parts of the second half with it. Otherwise, it's pretty good. The first half is overly nice, and fits in as a little non-gimmicky level which still proves to be potentially enjoyable.
I don't really have much to comment on.. I do like the level! I just wanted to say that I think the music in the second part is pretty fitting. I liked how the second part of the level in general is nice and upbeat compared to the previous darker underwater half. So in case you don't get that song you wanted, this one would work nicely.
Thank you all for the comments, guys. :D
Originally posted by S.N.N.
As I said on IRC, I'd love to see you make use of that coral tileset above the water as well and redo parts of the second half with it.
No problem, I'll get right on it. :)
Originally posted by KarateKid5
Though, I'd change the background in the second area
I'm not sure of what other background would work in the second half, though. To my knowledge, there don't appear to be many custom tropical-oriented BGs out there...

Also, "Coral Corridor" only seems fitting for the first half, but maybe when I revise the second half, it could work.

And I might as well go ahead and put up an IPS file of the level as it is right now, before I change the second half. At least you can get a feel for the design of the first half...

IPS link
Layout by Mirann <3

I'm probably retired tbh
This is a pretty great level. I really love the architecture throughout and the distinct contrast between the first and second halves, yet there's still this overall feeling that somehow the two halves belong together. I think this level is one of those rare examples where simplicity wins. The level really sticks to the basics, yet manages to make it really fun. My only true gripe is that the level feels way too short. I was disappointed that it ended as early as it did because of how much I was enjoying it.

I would also say that it's a bit on the easy side for W4, but this level could serve as a nice refreshing breather, so unsure what to say about that.
Originally posted by ZMann
I'm not sure of what other background would work in the second half, though. To my knowledge, there don't appear to be many custom tropical-oriented BGs out there...

Also, "Coral Corridor" only seems fitting for the first half, but maybe when I revise the second half, it could work.


There is the Ludwig's Cutscene BG that was used in "Forest Fringe". I'm using it for the last part of my level as well. The BG uses the BG2 slot and uses ExGFX12B.

Also, for the last area, add a few little coral reefs with some sand. It would make the name more fitting with the second half, plus having the coral touching the grass kinda looks out of place. Instead of munchers, how about some spiky coral?

Either way, again, excellent work on this level! It flows together very nicely and was very enjoyable to play!

Originally posted by Milk
I would also say that it's a bit on the easy side for W4, but this level could serve as a nice refreshing breather, so unsure what to say about that.


Well, technically it'd kinda be "World 3" in terms of difficulty, as the actual World 3 and World 2 both share World 2 difficulty (since you get a choice between the two.
Originally posted by Karatekid5
There is the Ludwig's Cutscene BG that was used in "Forest Fringe". I'm using it for the last part of my level as well. The BG uses the BG2 slot and uses ExGFX12B.
Oh, cool--

...oh, it uses BG2. Dang, I've had the coral tileset on BG2 to save Map16 space. Hmmm...I'll see what I can do.

Also, I did already make changes to the second half. I did keep some of the general design from before, but it now uses the coral tileset alone instead of the redrawn grass.

New video~

New IPS link~
Layout by Mirann <3

I'm probably retired tbh
The Ludwig Cutscene ocean doesn't use very many Map16 tiles, so making a BG3 version should be pretty easy, but it's your decision. Though, I'm surprised there isn't a global ocean BG yet.
The second half is looking much better and more beach-like from the coral tileset alone, and you did a great job making it work as a beach even though it's an underwater tileset. The Spiny Cheeps are also a nice addition and add some variety to the enemies lurking in the water.
The level is getting even nicer with each update, so I can't wait to see how it all turns out!

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

By itself, I felt the level was pretty well made and quite enjoyable. I could easily see it inserted into the base ROM as well... that is, if it were for World 1 or 2. The main issue I think this level has is that it's pretty short (as Milk said) and easy for a World 4 level. The level before yours (Hydrostatic Halt) is pretty tough to complete and encountering this level comes off as a large drop in difficulty. Unfortunately, the only suggestion I could think for this would be to scrap the level and restart, but with early-mid World 4 difficulty in mind.

Wait a minute, what happened here? The level's difficulty took a step backwards. I already thought the level was too easy for W4 and now, with the alterations to the second half, it's even easier. Also, despite the increase in coral usage and beach scenery throughout the second half, which is definitely an improvement and really helps keep the theme going, the architecture is less intriguing. You had some really interesting land/dolphin setups in the earlier version and now it's just all wide open land. I guess the "openness" is more befitting of a beach theme and I can only assume that the tileset doesn't allow for some of the more interesting land formations you had going on, but for me at least, the level wasn't near as engaging as it was before. With the altered spritework, open terrain and general lack of difficulty, it now just feels like a generic W1/W2 grade level (disregarding themes of course).

That's not to say it's a bad level now. It's not. As MrDeePay said, this would make a great W1/W2 level (again, disregarding themes). On it's own, it still is a great level, even with my personal opinions regarding the architecture changes you made, but I just don't see it fitting in W4 as is.

Originally posted by Karatekid5
Well, technically it'd kinda be "World 3" in terms of difficulty, as the actual World 3 and World 2 both share World 2 difficulty

Yes, while this is technically true, I feel that there's levels in World's 1-3 that are much more difficult than this as it stands.

Final note: There's some wackiness occurring with koopas/goombas in the second half. If you kill them with a fireball while above the beach graphics, the killed sprite will rocket off to the right when it hits the water. I'm assuming this is because you have all of your filler beach tiles set to act like tile 130 instead of 25.
Originally posted by MrDeePay
Unfortunately, the only suggestion I could think for this would be to scrap the level and restart, but with early-mid World 4 difficulty in mind.
Sorry, but that's not an option for me. I only have a few days--maybe less--before I'm inevitably bogged down with college work, and I really want to get this level to where everyone likes it before that happens. Call me stubborn or hardheaded, but I'm really dedicating a lot of time to this level, and pretty soon I won't have that time available.
Originally posted by Milk
and I can only assume that the tileset doesn't allow for some of the more interesting land formations you had going on
Yes, that's true, but SNN wanted me to make use of the tileset for the second half of the level, so...eh.

It seems the general consensus is that my level needs to be more difficult. Well then, what ye ask for, ye shall receive, and since I don't feel like making yet another video, have some screens:




The Mini-Puffers are present even underwater now, along with quite a few more fish.






Above ground is quite a bit more difficult as well. (Plus, I switched over to the Ludwig cutscene BG.)

(fe: I just realized how the last three screens don't really capture much increased difficulty, but whatever.)

Also, IPS link.
Layout by Mirann <3

I'm probably retired tbh
The nice thing about the three coral levels is that they are all one exit. If I put yours at the start of the chain, followed by Karatekid5's (island; get him to end the level underwater) and top it off with Lightvayne's (as his is the hardest of the three so far it seems), then we might be able to make this work very nicely.

As for the level itself, it is indeed very enjoyable. I think the first segment could benefit from a couple more of those circling puffers (particularly the SMWC coin room near the midpoint, and a couple of spots early on). The second half is fine though, and I actually died twice.
Welp, as far as I know, Karatekid tried to conclude his stage with Lynnes Fortress tileset since the Beach Fortress would come after Karatekid's stage.
I like the level, it's varied and fun to play. Maybe a little too straightforward, but then again I'm sorta biased towards complex levels(since that's what I do), so you might as well ignore this. However, my only gripe with this level are the palettes. I suggest you change the underwater FG to be a little darker/gloomier than the surface part, since it's pretty much underwater and everything...
I also suggest changing the BG's palettes to something more unique, because their current setup is already used in other levels.

I can do the palettes for you too, if you want. I already did it for DarkBones, but since his level ended up being scrapped, and my palette with it... yeah. It's only a suggestion, though.
aran - Graces of Heaven
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