Language…
6 users online: Firstnamebutt, Golden Yoshi, GRIMMKIN, Mario's GameBase, Pink Gold Peach, qantuum - Guests: 244 - Bots: 385
Users: 64,795 (2,378 active)
Latest user: mathew

10F: Terrifying Timbers - Masashi27

Complete

If you take S.N.N.'s advice and make the Boos damage inflicting enemies, I would like to express my interest that you keep the control reversal mechanic as an extra bit option, rather than doing away with it entirely (I could use a unique non-lethal obstacle like it). Though, I did find the shoving part to be a little over the top, considering that if you get pushed into a wall it's almost certainly going to result in death.

As for the level itself, the most annoying thing about it was the crow enemy's hammer arc (they seem to be rocket propelled downwards!) and the incredibly harsh slowdown in the dark section, as has been said by others. Maybe you should do away with the spotlight and think of another way to retain some of the atmosphere the area has (perhaps just using the brightness register, and a switch that will increase the lighting value)?
I know I'm rather late to the party, but so what...

I don't entirely understand the issue with the boos. For me, they have always been incredibly easy enemies to dodge. I think on my first blind run through this level months ago I didn't even have a single run in with them as most of them were set up where you can either easily jump over them (most of the jumps being jumps you were already having to perform for one reason or another) or just simply stand still for a brief second while they pass by. Granted, the ones in the underground section (which I admit, I haven't gotten a chance to test the latest patch, so I don't even know if they're there anymore) were a bit of a nuisance every now and then, but the ones in the treetop area almost felt non-threatening to me. As far as the control reversal, eh, I can go either way on that. While the gimmick itself is a bit "tacked-on" feeling, it doesn't necessarily ruin the situation. I think if we were dealing with more of a flat surface that wasn't subject to numerous wide pits, the control reversal would be perfectly fine - maybe just a pit here or there. But with the style of architecture in the treetop area, the control reversal can come across as aggravating at times. The few times I did have a run in with those things, it always seemed like I'd follow it up by walking off a ledge into utter oblivion. So yea, maybe knocking the control reversal ability would be a good idea.

Same thing with the raven sprites. I've never actually felt endangered by them, but then that could also be a result of my play style in that I usually just rushed past them. I'd always seem to be directly beneath their arc by the time they started throwing hammers. While I will concede that the sprite can definitely be improved, I personally think it needs to be improved in a way that makes it a bit more threatening. Right now, it seems like it's nothing more than a slowdown hog.

For me, all of the frustration in this level has always come from the gravestones and the elite goombas - I just hate both of those sprites. But as much as I dislike those two sprites, I've never really felt that they impede the level in any way.
The only issue I ever had with the Boos was not the reversal gimmick, but the fact that they moved very fast and appeared without warning. Granted, this was in a previous version of the level I tested last month, so I wouldn't know if that was changed or not.

Understand the reason why Sinister Dungeon got a bad rap for the reversal gimmick was because it was a very sudden change. The instant you heard the signal, your controls got switched around; it wasn't even a warning, just an immediate reversal that could mess you up if your prediction is off. To pile on to this, that level was also the worst possible environment to introduce such a gimmick; one filled with conveyor belts over lava, spikes, and other hazards.

In this level, however, your controls only get reversed if the Toxic Boo touches you, and the effect persists for some time (though having it wear off in mid-jump can be bad news). The environment is also far more tame, being a rather simple treetop hopping segment with plenty of safe ground for the most part. So at this point, the only issue with the reversal gimmick here is there's no warning of it wearing off should you progress during a reversal.
..and here is (hopefully) the final version:
Download

What did I do?
- Level 10F contains some paragoombas, but level AC doesn't. It contains advanced goombas instead.
- Level AA still has the spotlight sprite.
For those who aren't happy with this sprite: If this sprite still causes huge lags after applying the FastROM patch, I will remove the sprite, and consider using a brightness gradient (To be honest, I really don't want to do that, but oh well..). Deal?
- Altered the trajectory of the hammers the raven sprites spawn. (I really didn't know what to do with this, but I edited it to make it look more natural and realistic. You guys should have pointed this out earlier, seriously.)
- Touching a toxic boo will no longer reverse controls. It will make the player hop for about 5 ~ 7 seconds. That is all.
- Fixed the baseball pallete in level AB.

Thanks, and don't forget to have fun!
Sorry, my internet router has crashed yesterday and it still hasn't been repaired, so I think I won't be active over the weekend (or maybe the router might start working properly by this evening). Well, I still posted something playable before the deadline, so my level shouldn't be passed on to somebody else. Anyway, if possible, could you guys please spend at least 5 minutes testing my level, and leave a brief comment?

Thanks, b

(Posted at school)

Edit: My router has been repaired, so everything is cool now.
Just a couple of minor technical complaints from me.

-In regards to the raven's sound effect, is it possible to only make it play once instead of four times? Having four of the same sound in a row is going to be annoying no matter which effect it is.
-I almost feel like the Toxic Boo is even more arbitrary now - that is, I personally liked the reversed controls better. In the long run it won't make too much of a difference in the overall quality of the level, but I'll let others chime in on this anyway.

I think that's all I have to say. Once other people have tossed in their two cents (or lack thereof), you're welcome to send off the level to me.
Originally posted by S.N.N.
-In regards to the raven's sound effect, is it possible to only make it play once instead of four times? Having four of the same sound in a row is going to be annoying no matter which effect it is.

It definitely is possible for me to do so.

Originally posted by S.N.N.
-I almost feel like the Toxic Boo is even more arbitrary now - that is, I personally liked the reversed controls better. In the long run it won't make too much of a difference in the overall quality of the level, but I'll let others chime in on this anyway.

Well, as you may know, some people are not happy with the 'reversed controls' gimmick. How about this? The more Mario is powerful, the shorter the time until the controls go back to normal is. So for instance, if a toxic boo touches Fire Mario, it will make the controls reversed for a short period of time. If the boo touches small Mario, the controls will be reversed for a longer period of time. I will implement that gimmick before I send SNN the level.

I will submit the level, if other users don't leave a comment by tomorrow.
Thanks,

gah, I was gonna leave a comment on this the other day and I forgot.
Pretty much agree with everything said here. The boo making you bounce just doesn't seem all the threatening to me.

It would be awesome if you were able to make it give you the effect of the "Touch Fuzzy, Get Dizzy" level in YI, of course it would probably need massive coding, but I could of sworn I've seen that effect in a SMW hack once before...

Or. maybe making the boos toss you in a random direction...

Just throwing out other ideas here :P
Layout by LDA during C3.
Actually, that is a very cool idea, Lightvayne! I think it is possible for me to make a wavy effect when a toxic boo touches Mario. Yeah, I'm going to try adding that effect.

Also, the boos actually toss Mario to a direction depending on which way he is facing.

Thanks for the idea anyway.

Edit: I kinda failed using a wave HDMA effect with the existing code. It caused some of the layers to glitch. Sorry, forget about the wave effect please :(
Originally posted by Punk Sarcophagus

First, these things surprisingly doesn't hurt me. Second, they use the SMW graphics.


Originally posted by Punk Sarcophagus

...


Originally posted by Punk Sarcophagus

I think I already mentioned this, but if I haven't, weird death hitbox for the raven thing.


Uhm, was the music change here intentional?


This has always bothered me; weird Elite Goomba palette.
Originally posted by Punk Sarcophagus
Second, they use the SMW graphics.


Is this really a problem? I think it's fine.
-----
My Youtube channel
My Twitter
Originally posted by ShadowAlexandre
Originally posted by Punk Sarcophagus
Second, they use the SMW graphics.


Is this really a problem? I think it's fine.


It is, as 1) graphics and music are all custom, and 2) continuity.
When you consider SMWCP2 isn't supposed to have SMW graphics, yes it is, and SMW's Boos suck anyway, so...


Also:

Okay, this level needs quite a lot of work. The first half is fine, for the most part. The shitty fucking hammer raven is completely removed, the anti-boos are...absent, so it seems. The living gravestone enemies are mostly okay but they have a bug that causes them to go flying. But the first SMWC coin is unfair to get, too.

The second half of the level is INCREDIBLY out of place. The theme of the level was meant to be a graveyard/carnival section, but it suddenly transitions to a dark, wet cavern with fish and blocks that switch when you spinjump... It overall has absolutely NOTHING related to what happened previously in the level, and has nothing to do with a haunted graveyard. I get Masashi27 wanted to create a dark and creepy atmosphere, but it does not work in this case. It feels like a 2-in-1 level, but done very poorly.

So...I'm here to make the level stay consistent with what it's trying to do. I'm gonna revamp Terrifying Timbers, starting with this.

My music choice will be the new haunted carnival theme that will be composed soon, since I think it has loads of potential to work with this level than Melancholic Forest Air.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
That's quite a start Falconpunch. I'm sure the level will work after all. At the screen you show up, why does the clappin' chuck lack a head?!
The new and improved Terrifying Timbers is complete! I decided to celebrate Halloween by finishing and posting the redesigned second half (but undecorated) for playtesting. Sadly, I couldn't finish it 100% before or during Halloween, but I was able to finish it a few days ago and send it to Blind Devil for him to add parallax.


Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
This looks rad as fuck. Good job man.

Complete