Update 11/12/11
Lately I've been getting distracted by Modern Warfare 3's release and school as well as coming down with a small cold, but ShodanWii and I have pumped out an update for this weekend.
Known Problems:
- You can become permanently frozen between two Freeze Boos.
- Thermometer's palette which is linked to the Freeze Boo's palette.
- Slowdown and sprite disappearances in second part of the level.
Problems addressed and fixed:
- Fixed a pillar in the first part of the level so that it acts as shade.
- Length of first part of the level has been cut down by a couple of screens.
- Bowser statues in second part of the level have been removed.
- Switch puzzle in second room has been remade.
- Various parts throughout the level have been fixed.
Update the 3rd
I've reworked the switch puzzle in my level, and keep in mind that it IS possible, and you have to pass it a way you don't expect.
@ AxemJinx: I've fixed up the problems you pointed out for my part of the level and ShodanWii shortened the end of his level by a couple of screens.
@ S.N.N.: Sorry for being a bit late with the update; I hope this will be cleared as well.
Any feedback/questions/comments welcome.
Lately I've been getting distracted by Modern Warfare 3's release and school as well as coming down with a small cold, but ShodanWii and I have pumped out an update for this weekend.
Known Problems:
- You can become permanently frozen between two Freeze Boos.
- Thermometer's palette which is linked to the Freeze Boo's palette.
- Slowdown and sprite disappearances in second part of the level.
Problems addressed and fixed:
- Fixed a pillar in the first part of the level so that it acts as shade.
- Length of first part of the level has been cut down by a couple of screens.
- Bowser statues in second part of the level have been removed.
- Switch puzzle in second room has been remade.
- Various parts throughout the level have been fixed.
Update the 3rd
I've reworked the switch puzzle in my level, and keep in mind that it IS possible, and you have to pass it a way you don't expect.
@ AxemJinx: I've fixed up the problems you pointed out for my part of the level and ShodanWii shortened the end of his level by a couple of screens.
@ S.N.N.: Sorry for being a bit late with the update; I hope this will be cleared as well.
Originally posted by AxemJinx
14D
0: As soon as you enter the area, there's a big hot head approaching AND blocking a message box that might have something important to say, a freeze boo that makes things feel pretty clastrophobic, and eeries that spawn farily close to the on/off switch you need to press. Might just be me, but I think a bit more leeway here would also be better. It just seems like a lot to take in for the first screen.
I only removed the freeze Boo, but everything else still remains there.
4: Looked a lot trickier than it actually was for me- I never missed this jump. Did anyone have problems here?
I've never missed that jump either, and I haven't received any feedback from anyone about this as well.
7, bottom: The statue despawns sometimes, maybe due to the randomness of the eerie spawns.
I've seen the statue stop firing completely, but I've never seen it disappear. In that case, it's been removed.
7, top: This ends up being less complex than it looks. That doesn't make it bad, but I found myself wondering whether it's possible to make the path through here a bit more irregular somehow.
Fixed; the switch puzzle has been remade, and let's just say the solution to do it isn't what someone would expect.
A, top: Might have just been me, but sometimes the randomness of the eeries would create awfully tough scenarios here. I'm not sure what would "fix" this issue, though.
I left this place untouched; this area seems luck-based, sometimes spawning Eeries in uncomfortable areas and at other times spawning them nowhere near the player. For me, I always ran into the latter every time I ran through the level.
C, top: While the bottom path was fine, getting through this boo ring on the top path was fairly boring, maybe because there's no room to move and nothing else going on.
It has been replaced with the Boo laser train stream things and a sparky that circles the switch. The layout is slightly less cramped and is a bit different.
D, middle: This statue also despawned once for me, if I remember correctly. Might be the boo ring plus the random eerie spawns.
That statue has been replaced with a Hothead and a Sparky, and the layout is slightly different.
14E
4: When I reached this screen, I thought maybe there would be a more outdoorsy area, since up until that point everything took place in the pyramid. I was a little sad to see the level end almost right after that. I'm not telling you to add more, though, because that would make the level too long. I think what I'm trying to say is that I wanted to see more, which means you did a good job on the design. Make sense?
I get what you mean. I thought of making the area longer but I wanted to put the level end not too far away from the pyramid.
6: Not sure I like this jump, since there's little room to maneuver once you land. Yeah, the hot head moves slowly, but if players dawdle just a little before making this jump, that could lead to an unfair hit, no? See what others think about this one, I guess.
The Hothead was removed with a Sparky, and there is more time to react to it.
7: Might just be me, but I'm not fond of gaps that force you to slide jump near-perfectly. This is right at the end of the stage, too, so if players miss...
The land formation underneath the blue shell has been changed so that there is a small area that you can land on safely.
I admit I haven't played many levels, but this is one of the only ones I've seen that use an "air meter" mechanic and use it well. Good work, you two.
Thank you; ShodanWii and I appreciate it.
Oh, and make sure you fix the palette on the thermometer. The mercury should stand out from the glass.
This is one of the problems I ran into; S.N.N. wanted to prevent any confusion between normal Boos and freeze Boos, and to do that, we had to switch up the palette. However, that palette was also for the thermometer and for some of the enemies, such as the Boo Ring and the Bowser Statue.
0: As soon as you enter the area, there's a big hot head approaching AND blocking a message box that might have something important to say, a freeze boo that makes things feel pretty clastrophobic, and eeries that spawn farily close to the on/off switch you need to press. Might just be me, but I think a bit more leeway here would also be better. It just seems like a lot to take in for the first screen.
I only removed the freeze Boo, but everything else still remains there.
4: Looked a lot trickier than it actually was for me- I never missed this jump. Did anyone have problems here?
I've never missed that jump either, and I haven't received any feedback from anyone about this as well.
7, bottom: The statue despawns sometimes, maybe due to the randomness of the eerie spawns.
I've seen the statue stop firing completely, but I've never seen it disappear. In that case, it's been removed.
7, top: This ends up being less complex than it looks. That doesn't make it bad, but I found myself wondering whether it's possible to make the path through here a bit more irregular somehow.
Fixed; the switch puzzle has been remade, and let's just say the solution to do it isn't what someone would expect.
A, top: Might have just been me, but sometimes the randomness of the eeries would create awfully tough scenarios here. I'm not sure what would "fix" this issue, though.
I left this place untouched; this area seems luck-based, sometimes spawning Eeries in uncomfortable areas and at other times spawning them nowhere near the player. For me, I always ran into the latter every time I ran through the level.
C, top: While the bottom path was fine, getting through this boo ring on the top path was fairly boring, maybe because there's no room to move and nothing else going on.
It has been replaced with the Boo laser train stream things and a sparky that circles the switch. The layout is slightly less cramped and is a bit different.
D, middle: This statue also despawned once for me, if I remember correctly. Might be the boo ring plus the random eerie spawns.
That statue has been replaced with a Hothead and a Sparky, and the layout is slightly different.
14E
4: When I reached this screen, I thought maybe there would be a more outdoorsy area, since up until that point everything took place in the pyramid. I was a little sad to see the level end almost right after that. I'm not telling you to add more, though, because that would make the level too long. I think what I'm trying to say is that I wanted to see more, which means you did a good job on the design. Make sense?
I get what you mean. I thought of making the area longer but I wanted to put the level end not too far away from the pyramid.
6: Not sure I like this jump, since there's little room to maneuver once you land. Yeah, the hot head moves slowly, but if players dawdle just a little before making this jump, that could lead to an unfair hit, no? See what others think about this one, I guess.
The Hothead was removed with a Sparky, and there is more time to react to it.
7: Might just be me, but I'm not fond of gaps that force you to slide jump near-perfectly. This is right at the end of the stage, too, so if players miss...
The land formation underneath the blue shell has been changed so that there is a small area that you can land on safely.
I admit I haven't played many levels, but this is one of the only ones I've seen that use an "air meter" mechanic and use it well. Good work, you two.
Thank you; ShodanWii and I appreciate it.
Oh, and make sure you fix the palette on the thermometer. The mercury should stand out from the glass.
This is one of the problems I ran into; S.N.N. wanted to prevent any confusion between normal Boos and freeze Boos, and to do that, we had to switch up the palette. However, that palette was also for the thermometer and for some of the enemies, such as the Boo Ring and the Bowser Statue.
Any feedback/questions/comments welcome.