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Mario's 2 Ways 2 Victory (updated).

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Interesting... Very Interesting...
How did you make the dark muncher deadly?
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@ErikAlay: I don't think that's anything major, but I'll see if I can fix it. The music in Muncher hills is called "Sunset Sonata", it's a custom composision by Red Chameleon

@Charging Chuck: Those munchers are actually instant death blocks, I inserted them with BTSD.
Finished he hack (not all exits) two weeks ago and must say you have done a great job in this hack! Levels were fun designed to play. It has some things here and there that I don't like but nothing can stop this hack from accepting.
I will try now your updated version that I haven't download it.

Again Great job. Bravo.

Your hack rocks!
I'm going to be honest and say this hack is very mediocre to me.

Aside from level specific bugs (which I'll write a detailed report on when I have completed), there are a few general things that seem to appear a lot:
-There are munchers in almost every level. Munchers are seen as a very "cheap" obstacle and it really degrades the design in some levels. The instant death munchers just seem redundant for the most part and they also seem very cheap too.
-Other objects were often overused throughout levels. A few examples that come to mind would be the rectangular dirt blocks in the first level, the ghost house blocks in 10B, donut bridges + log bridges in most of the bridge levels and vines in the aformentioned level 22.
-Some palettes are a little iffy, but on the whole they are OK. In my opinion, there is definitely room for improvement in this department. The palettes of the reset door and the muncher plants strike me as odd in particular.
-Koopa ship (10A) suffered from pointless autoscroll. Especially when the level itself was quite empty and did not have much to dodge enemy wise. In addition, the layer priority enabled fog in that level seemed rather distracting, and caused me to get hit a few times. However, the fog isn't too big of a problem here really.
-Sadly, the level design of the hack isn't much to write home about either. Most levels have various flaws: such as enemy spam (level 1), repetition (level 22), Big Mario Discrimination (level 22), and poor aesthetic choices (level 10, though this is purely my opinion). In the most recent level I have played, 10B, the level design lacked focus and seemed rather sporadic.
-The main overworld, especially the mountain sections, seem a bit square. Furthermore, a custom palette on the overworld would have been nice.

Again, I haven't quite completed the hack yet, but this is what I think so far. Apologies if I sound harsh. Hopefully, you will be able to improve your level design for your next hacking project. I wish you the best of luck. :)
Originally posted by JDC
-There are munchers in almost every level. Munchers are seen as a very "cheap" obstacle and it really degrades the design in some levels. The instant death munchers just seem redundant for the most part and they also seem very cheap too.

Munchers do not decrease the quality of a level, and saying they are "cheap obstacles" is rather arbitrary to me, since they don't even move. An obstacle is a set of various objects and/or sprites, not just objects themselves.

Originally posted by JDC
-Other objects were often overused throughout levels. A few examples that come to mind would be the rectangular dirt blocks in the first level, the ghost house blocks in 10B, donut bridges + log bridges in most of the bridge levels and vines in the aformentioned level 22.

That's because those levels were themed around those objects, or what, do you expect me to use ledges on a full bridge level? Also, most of these are purely aesthetic issues.


Originally posted by JDC
-Some palettes are a little iffy, but on the whole they are OK. In my opinion, there is definitely room for improvement in this department. The palettes of the reset door and the muncher plants strike me as odd in particular.

I might change the color of the reset doors, I didn't really liked it either.

Originally posted by JDC
-Koopa ship (10A) suffered from pointless autoscroll. Especially when the level itself was quite empty and did not have much to dodge enemy wise. In addition, the layer priority enabled fog in that level seemed rather distracting, and caused me to get hit a few times. However, the fog isn't too big of a problem here really.

I felt the level was hard enough the way it is now, so I didn't want to add more enemies, I'll check it out though.

Originally posted by JDC
-Sadly, the level design of the hack isn't much to write home about either. Most levels have various flaws: such as enemy spam (level 1), repetition (level 22), Big Mario Discrimination (level 22), and poor aesthetic choices (level 10, though this is purely my opinion). In the most recent level I have played, 10B, the level design lacked focus and seemed rather sporadic.

I'll check on those, although I must say you seem to be taking specific issues in some levels and generalizing them, or at least that's the impression I get from reading your post.

Originally posted by JDC
-The main overworld, especially the mountain sections, seem a bit square. Furthermore, a custom palette on the overworld would have been nice.

I already talked about the overworld problems in another post, and it does use a custom palette.

Thanks for the feedback, and I'm sorry you didn't like the hack.
I'm planning to upload another fixed version of the hack in the next couple of days, but there's something I need to know before. So, to anyone who has played the hack, do the green switch palace blocks give you capes or mushrooms? Normally, they should give you mushrooms, since I made a hex edit for that, and when I hit the blocks I always get mushrooms (I even made some test and stuff), but I recently watched an LP and for some reason the guy got capes from those blocks.

Edit: nevermind, I found out what the problem was, apparently I had to do another hex edit to prevent a cape from spawning if Mario is ridding Yoshi. I'll probably upload the next version tomorrow, so stay tuned.


Moderating this right now and have 28 exits so far with 4 errors/suggestions. I won't write a removal log based on those but rather send you a PM for an update you could implement. But if I find a few more I'll write one. But these errors are minor so they're not really a big deal and can be all fixed in a matter of 5 minutes.
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I like the music, especially the Seiken Densetsu 3 cafe music. (That's what it is, right?)
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