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JDCGames Collaboration 2: Cancelled

Standard

@Lord Pokey: Not bad at all! In fact it is really good and the decoration is pretty nice. However I have one suggestion. The palette is good but it is just a little murky. Not in an atmospheric sense but the colors just kind of mesh and fall flat. But I can see this being adjusted for the better very simply. Possibly lighten up dirt dots and darken the grass, but very slightly? Just mess around with it though, make those colors compliment each other and stand out!


Keep up the good work, the level looks great. :)
Claiming sublevel 14a and ExGFX files 12A~12C
Just making my alpha test post now, to be filled in as i'm going along with errors and stuff. =) Levels on the list are the completed ones only.

World 1:
Level 003 - Sunrise Sprint
-Very slight cutoff on screen 5, at the bottom left of the blue mushroom column. Same for all the pipes standing on the black blocks throughout the first sublevel, and the pipe parts connecting to them for each side of it too.
-A bit picky =P, but shoud therre be small light green squares in the background here? (level 3)
-Screen 09-0A: I don't like how the 2 types of ground merge together underneath the midway point, i'd suggest making it all grassland tiles.
-Sublevel FC: The keyhole looks a bit strange on top of a plant object, i'd suggest moving it one tile to the right. =)
-Sublevel FB: At Screen 02, the mushroom column is assembled incorrectly (notice the diamond pattern at the left of it doesn't look quite correct.). And similiar problem again at screen 04.
-Sublevel FB: Screen 03-04, the square platforms and their arrangements look a bit ugly, i'd suggest redoing the ledges at that part so they fit together with the ceiling and floor.
-Sublevel FB: In my oppinion, the blue mhsroom columns without plants on look a bit odd, (both normal and upsidedown ones), i'd suggest adding some perhaps? That'd mean moving the blue throw blocks too though.
-Sublevel FB: I feel that regular inside corner tiles would be better looking than the way the ledges "overlap" at the corners.
-Sublevel FB: Layer priority should be switched off for most of the tiles in my oppinion, it looks a bit odd seeing fish disappear behind the scenery.
-Sublevel FD: The underground tiles should have priority switched off, as the jumping fish disappears into it when it jumps.
-Sublevel FD: I'd suggest removing the small log tile and the conveyor belt as it looks out of place.

Level 004 - SeaBreeze Spree
-Screen 0C: You can get trapped in the water after trying to collect the yoshi coin from down there, i'd suggest lowering the ledge at one point or raising the water.
-Turn layer priority off for certain map16 tiles?

Level 005 - Tide Stride
-A bit nitpicky, but I think it'd be good to replace the floating vertical logs at screens 03, 07 and 09 with vertical pipes, kind of similar to how it looks in the original special world levels for example. =)
-In sublevel 50, i'd suggest using the other palette for the buzzy beetle so that they are blue +orange rather than the gray one.

Level 006 - Stickleback Stride
-The sprite buoyancy should be switched on as there is water in the level.
-A bit picky but I think some bridge end tiles would be good to fix cutoff, for the bridges at screens 01-02, screen 05-06, and screen 0B-0C.

World 2:
Level 009 - Arid Awakening
-I feel the log platform at the start would be better if it was turned into one of those mushroom platforms instead.
-Blank message box at start of 2nd sublevel.
-I think the midway bar should be all on dry land rather than in the quick sand at one part.
-There should really be a power=up quite close to the midway point I think.
-I feel the difficulty at screen 01-02 of level 28 is a bit high for world 2 due to the pokey and the cactus arrangement on that ledge.
-Sublevel 28: That pitching Chuck at screen 06 is very unfair. Same for the one at screen 0A.
-Sublevel 28: Screen 0C. Unless you have a Yoshi which will make the pokey 5 tiles high, there is no way to spin jump off it to reach the ledge above. You can bring the springboard from the right, but you'd have to take a forced hit in order to return with it.
-It feels a little unfocussed to have saws and fuzzies at the first section and then for them not to appear at all in the second section of the level.
-There seems to be a lack of powerups in this level, paritcularly for the 2nd section in it's current form.

Level 00A - Dinosaur Dunes
-I think the pipe at screen 07 would look better if it was 1 tile taller. =)
-sublevel 36: I had a slight bit of slowdown at screen 06, where there were 2 dino-rhinos and the flying hammer bros.

Level 00B - Solitary Sepulture
-Sprite memory issues on the 2nd sublevel, already pointed out by JDC.
-The koopa shell inside the question mark block is a bit strange.

Level 00D - Ravaged Ruins
-Not sure on the blue koopa with the green shell in the main level.
-Yoshi Coin could do with being placed in the normal level rather than the secret route.

World 3:
Level 011 - Perilous Pathways
-There is a Yoshi coin on a subscreen boundary on sublevel 50.
-I think those munchers could be changed in sublevel 50.
-Sublevel 50: There is a slope tile that you can walk through at screen 02.
-Bad Screen entrance for sublevel 51. Needs to be lowered.

Level 012 - Fiery Flora
-Level 12 Screen A, the side lava acts like water here and you can walk through it.
-There seems to be cut off on the hill outlines in the background of
level 12.
-Sublevel 3A Only a suggestion: but some of the volcano lotuses were a bit annoyingly placed, the ones at screen 03 and 05.
-Sublevel 3A. Only a suggestion again, not a neccessary fix but I feel thta the sumo bros being there half way through the level is a little unfair.

Level 013 - Magma Mound
-Cutoff on the castle blocks in the ground as JDC said, using exgfx 125 though will fix that =)
-Some coins at sublevel 66 screen 04 for the invisible coin blocks would be good.

Level 015 - Cascade Chambers
-The yellow koopa on the mushroom platform at screen 03 doesn't cause
much of a threat.
-The pirahna plants seem a bit low in the pipes on the first section?
-The bridge rails at screen 09-0a look a bit cutoff, perhaps an edge
tile would work here? or perhaps remove them.
-sublevel 143: The yellow donut bridges look rather out of place.

Level 016 - Manic Mines
-Blank Message box at first sublevel.
-sublevel 35, yoshi coin could do with being lowered a bit as it's hard to reach.

Level 017 - Industrial Interior
-You can glitch into the ceiling at the start if you walk left due to
the slopes.
-The flame on screen 08 of the main level can glitch itself into the
ceiling.
-There was a little slowdown at around screens 0F-10

Level 018 - Calignous Cliffs
-There is a used block in the 2nd sublevel one block above the ground which was strange.
-I think some coins at the end part with the springboard would be good to help guide the player.


World 4:
Level 101 - Twilight Trunks
-I have sent an ips to JDC with the errors fixed that he pointed out =)

Level 103 - Foggy Fields
-Slowdown at screen 08-09 at level 103.
-Slowdown at screen 0B of level 103.
-Slowdown at screen 0D of level 103.

Level 104 - Mycollic Marsh
-Needs "Disable Yoshi intro" ticked in LM.
-Incorrect message in the box.
-I think the level should be changed to "Mycolic Marsh", Mycolic being the correct spelling for the word for fungi related stuff =)

Level 105 - Clay Caverns
-Minor nitpick, but could the donut bridges be replaced by something
else?
-Bad screen entrance position to the 2nd sublevel.
-Item Memory index of level 2C should be 01 to reduce risk of disappearing dragon coin. And for sublevel 2B, item memory index 02

Level 107 - Spiny Shelter
I didn't experienc any errors with this level. =)

World 5:
Level 01B - Chilly Course
-Blank message boxes in this level.
-Exiting the puzzle section, you go through a door which then on the
other end is a pipe.

Level 01C - Jagged Jeopardy
-I think the last Yoshi coin could be hidden better.
-I think the saws on the vertical rope at screen 07 could be placed a
bit differently so that the jump isn't as tricky, just a suggestion though.

Level 01D - Hovering Haven
-Cut off in the tree branches near the top, will need exgfx for that
though I think.
-Tree at the edge of a ledge has made some cut-off at screen 08.
-Sprite memory issue at screen 0B with the Chuck, and at screen 0C. This happens regardless of the key being carried with you or not. I think the problem is the swinging brown platform (sprite 5F) at screen 0C.

Level 01E - Soaring Sanctuary
-I think the spike palette could be darkened a little.
-Blank message boxes.
-I think it would be good if the vines were made so that they
functioned, or perhaps use a different graphic in it's place instead.
-The midway point was placed by map16, meaning that it respawns every
time that Mario starts from there.
-At level 1E screen 0A, I think it might be better to raise that low muncher by 1 block. =)
-Also at screen 0A, maybe a clue as to where the invisble coin blocks
are would be good perhaps? =)
-I think maybe the donut bridge at screen 0C could be changed to a branch or 2 for consistency with the other trees.
-Level 8A Screen 06: Maybe a coin to show the invisible note block would be good?
-8A Screen 07: I think either the munchers over the gap should be lowered by 1, or perhaps the ceiling raised a little as it's hard to get across the gap as big Mario due to it.

World 6:
Level 109 - Sombre Steppe
-The mole holes act like solid blocks.
-At screen 07, there is a piranha plant that goes behind the FG.
-Slight sprite memory problem at screen 08 with the flyin' hammer bros.
-Random map16 tile at screen 08.
-Pirahna plant behind foreground tiles again at screen 0B.

World S:
Level 120 - Cocoa Clifftops
-The right-hand saw doesn't jump properly at the conveyor belt section. (Screen 17)

Level 122 - Caramel Core
-Coins should be added at level 47, near the vertical drop with saws to help guide the player. (Screen 09.)
JDCG2: Alpha Testing (JDC's Notes)
Here are my notes for the alpha testing of JDGC2. I've elected Daizo, MrEsc, Myself and Evilguy to assist in doing this.
We will go through each level in the baseROM and point out any necessary errors or minor nitpicks that may need fixing. This list only includes complete levels.





World 1: Coastal Beach World
001: Broken Bridges (Special Level)
-Second half of this level will be designed when all levels are complete. (This'll be a minilevel which will be the path to the Chocolate Island world

006: StickleBack Stride (Mario's Hat)
-Music issue. Will be fixed once we switch to AM405.

005: Tide Stride (Austin)
-This level needs a new name, as both this level and 006 have "stride" in them.
-Quite a bit of slowdown around screens C and D in the main level.
-The 1up block at screen D shouldn't be 1 tile from the ceiling. It should be reduced to 2 tiles from the ceiling to prevent glitches.
-The 2nd section of the level could do with a different song.
-There's only 4 yoshi coins in the level!

004: Seabreeze Spree (Jonny)
-I think it'd be better with the layer priority switched off here as it's a little awkward otherwise
-The 4th Dragon coin is impossible to get out of whilst big mario!



003: Sunrise Shore (Luigi370)
-Needs new music. (Also music issue, will be fixed with AM405)
-Needs a time limit. How about 400 seconds?
-The FG tiles (cave) seem to be layer priority enabled.
-Again with the underwater section (!?), the FG tiles are layer priority enabled
-The corner tile on the opening on the secret passage to 5th yoshi coin is passthroughable.
-Why do the end sections (FB and FD) have different palettes to 3? It seems unnecessary.
This level is one of the weakest in the whole collab unfortunately and needs either a) serious level design improvements to meet the standards of the other levels or b) to be scrapped from the project entirely.





World 2: Desert/Ruins World
00A: Dinosaur Dunes (JDC)
-The cave music in this area could do with some more fitting music.
-The "brown" outline on the clouds here isn't the best.
-The enemy blocks could have a more matching palette to the ? blocks in the 2nd section.
-The way the hammer bro lift moves (36S5) could be moved to the left a little.

009: Arid Awakening (Falconpunch)
-The kicking koopa at the start isn't necessary.
-This level will need new music as this is one of two levels that uses an AddmusicM sampled port.
-There's a bit too much decoration in this level. The level feels a little busy at times because of this.
-Blank message box at 28.
-Cutoff with the very steep slope here. (28S3)
-Same issue on screen 4 here. (steep slopes)
-Not really too happy with the pitching chuck arrangement on screen 6.
It seems a little too difficult.
-Another steep slope issue on 28SB
-The jump from the springboard (D) back to the ledge to climb up is a bit too difficult. The height of the pokeys at D should be reduced.
-Yoshi coin doesn't appear in sublevel 29.

00B: Solitary Sepulture (Evilguy019)
-The palette of the skull launchers could be improved slightly.
-It's quite difficult to see the "outlines" of the dirt due to the non-black outline.
-Sprite memory issue at 67 S4
-The wooden block shouldn't be one tile from the ground on 67 S8.
-There's a koopa "inside" the green shell from the block at SC. This adds a bit of awkwardness to the level.
-MAJOR sprite memory issues here caused by sublevel 67 having sprite memory setting 10! This will be changed to sprite memory setting

00D: Ravaged Ruins (Mr Esc)
-The platform at screen 6 feels a little awkward to reach.
-Not really sure on the idea of having a yoshi coin inside a secret exit route.
-The blue shell at Screen C seems a bit sudden + unexpected.





World 3: Lava Mountains/Mine World
011: Perilous Pathways (Cobra)
-Random "rock" in the ground on 11 S3.
-May just be me, but I feel this level overdoes it a little with the cracks in the ground. Maybe more decoration types can be used here?
-Tiny bit of slowdown around screen C in 11.
-The yoshi coin in the mine area is placed on a sub-screen boundary!
-The rex needs to be moved a few tiles to the left in the lava side of this level (Level 89 screen 3)

013: Magma Mound (Evilguy019)
-Music issue. Will be fixed when we transfer to AM405
-Blocks being 1 tile from a ceiling causes problems. There are a few instances of this throughout the level. (Level13: S4, SC, SE)
-The "castle block" fix should be used here. (ExGFX 125. Was used in manic mines)
-A bit of slowdown in sublevel 66, screen 3.
-I feel you should be better notified of the dragon coin here on screen 4. Perhaps a coin below the invisible coin block?
-The time limit needs to be reduced in this level as it is too high at the moment.

012: Fiery Flora (TomPhanto)
-Music issues which will again be fixed when we switch to addmusic405.
-You can "walk through" the lava tiles on Level 12, SA.
-The ground has layer priority..?
-Maybe just me, but the yoshi coin on screen 7 seems a little awkward. Perhaps it could be moved a little?
-I'm not too happy with the middle part of screen 7 being like that really. I guess the wall that runs down the middle could be "connected" to the middle ledge so it doesn't look like you can drop down here to your death.
-The fireball arrangement at screen 6 feels a little cheap. Perhaps this could be reworked a little?
-Quite a few slowdown issues in sublevel 3A. These should be fixed.
-The lava on sublevel 3A should be acted like a kill block to avoid issues like "swimming" in the lava.

016: Manic Mines (Mr Esc)
-Blank message box
-The platform with the yoshi coin on (Sublevel 33, S3) should be brought down one tile so you die when it descends downwards. (It currently stops at the bottom tile of LM)
-How about a 1up or a 3up moon at sublevel 35? It's quite a tricky one to find I think. =P
-The buzzy beetle sometimes gets "stuck" in the ceiling at Sublevel 33, SB

015: Crystal Chasms (BeniBod)
-I feel the BG palette could be a little better. It stands out too much at the moment.
-The teleport blocks act like mushroom blocks?
-Sudden reaction with the shell. (Sublevel 144 S1)
-You can break the bottommost throw block here, crawl inside and die. (Sublevel 144, S0)
-The pipes look a little odd as they are (Sublevel 144, S0)
-The classic piranha Patch needs to be applied here. (Level 15, S7)
-Why are doughnut bridge tiles on mushrooms? (Level 15, S9/A)
-The mushrooms should create some kind of shadow inside the water. (Though be pass-through-able too)
-The waterfall animation on Laval 15, SC is a little cutoff. (It looks fine in LM though... odd.)
-Can't these doughnut bridges be replaced with mushroom platforms like the rest of the level? (Sublevel 143)
-Maybe just me, but sublevel 143 does seem a little random in design compared to the rest of the level. Perhaps it could work as some kind of bonus sublevel inside the main level or something?
-I don't think there needs to be a 1up as well as a yoshi coin here. Perhaps the 1up can be removed? (Level 15, S1B)
This level feels a little long and un-coherent at times. I think something should possibly be done to sublevel 143. Such as perhaps moving it to a sublevel as a bonus room of sorts?

017: Industrial Interior (Daizo Dee Von)
-I can glitch into the slope wall at the start.
-This is the other song which only works for addmusicM. A new one should be inserted when we transfer back to 405. (Jazz Jackrabbit industrius)
-The hopping flame can glitch into the wall. (Screen 8)
-The area around screen 9 feels a little cramped. I feel the ceiling should be raised here.
-A little slowdown around screen F.
-Seems to be a missing tile here. (Sublevel 30, S0)
-Incorrect background starting position after exiting sublevel 30.
-A bit of cutoff with the very steep slope. (Level 17, Screen 14)
-The area with the hopping flame at the top also feels a bit cramped. (Level 17, screen 15)
-The way the grey platform "overlaps" the ground looks a little odd. (Level 17, screen 12)
-Although minor, there's a bit of graphical cutoff with the industrial blocks in some places.
-The buzzy beetle boss needs to be inserted.

018: Calignous Cliffs (Austin)
-The area on Level 18, screen 9 feels a little cramped. The ceiling should be raised here.
-Unnecessary used block here (sublevel 70, S2)
-I don't like the way the lakitu is in the bush at screen 2
-I feel there should be some coins at Sublevel 70, S0 to show you're meant to use the springboard there.
-The end goal sphere should be replaced with a standard goal point. (Sublevel 71)





World 4: Jungle/Swamp World
101: Twilight Trunks (Mr Esc)
-issue with piranha plants and trees
-Shouldn't the platform with pitching chuck on be moved down one tile so you can;t go down at that point? (Screen 5)

105: Clay Caverns (Mario's Hat)
-Music issue. Will be fixed as soon as we transfer to 405.
-I feel a new level name may be appropriate as the current one doesn't really fit too well.
-Yoshi coin doesn't appear at 2C?
-Minor issue, but shouldn't the water have a shadow for the bits you can not pass through? (sublevel 2A)

107: Spiny Shelter (JDC)
-A bit of slowdown around S4

104: Mycollic Marsh (GeminiRage)
-What does "Mycollic" even mean? Googling it gets no results.
-Music issue.
-The no-yoshi intro should be cut out.
-Message boxes need filling out. (s2)
-Some more fitting music is needed for the bonus room

103: Foggy Fields (Q-Bee)
-Slowdown around screen 7
-Slowdown around screen 8
-Slowdown around screen D
-Slowdown around Screen E





World 5: Icy Skies World
01B: Chilly Course (JDC)
-Needs optimisation. Understandable at the high object size due to the nature of the level, but it could be reduced to < 3000.
-Two blank message boxes in sublevel 25, S3.
-One of the message boxes should give a subtle hint about the puzzle I reckon
-When quitting the puzzle, you come out of a pipe after exiting through a door.
-Why are you spawned out of the same pipe which has the other sublevel in? this needs to be changed.
-This level needs more time. Especially if people are trying to figure out the feindish puzzle. =P
-The goal platform should be extended so you aren't walking into a wall with the victory walk.

01C: Jagged Jeopardy (Mario's Hat)
-Music issue.
-Location of last yoshi coin could be improved slightly.

01E: Soaring Sanctuary (Evilguy019)
-Music issue
-Mole holes are solid?
-Blank message box
-Not really sure on the whole "vines not being climable" thing. It
distracts from the level I think.
-Slowdown (8A, S2-3)
-The should be a coin below the notebloc here to tell you where it is
-Perhaps the noteblock could be replaced by a normal coin block as the palette on the note block isn't the best.
-Minor cutoff (8A, S8)

01D: Hovering Haven (ShadowFire)
-Minor graphical cutoff with the tree branches
-Minor slowdowmn around Screen A





World 6: Themed Factories World
109: Somber Steppe (ShadowFire)
-The mole holes are set toact like solid objects here too.
-I feel a little less coins in 145 should be used.
-Major Slowdown around screen 7
-Random tile at screen 9
-Bit of slowdown around screen A
This level leads to 146 which is a sublevel of mycollic marsh! This should be fixed.





World S: Chocolate Island World
122: Caramel Core (Mr Esc)
-Wrong corner tile around screen 3.
-The stars in the BG could do with a better palette
-There needs to be some indication of where to land at Sublevel 47, screen 9

120: Cocoa Clifftops (JDC)
-Corner tiles being placed on the fence at screen 3?
-Saw won't "jump" at screen 17.
-Multiple midways patch needs inserting for the boss.
-Palette issues on the boss






Edit: (Regarding level 3)
Quote
[00:33:26] JDC : I've been talking to MrEsc about this, but what shall we do with Sunrise Shore?
[00:34:50] JDC : Thing is, the level's quite weak compared to the rest
[00:35:13] JDC : It'd need serious work to improve it
[00:35:23] Daizo Dee Von : You mean the one with too much decoration? We could restart it badly.
[00:35:28] JDC : or it could be dropped frokm the project entirely
[00:35:44] Daizo Dee Von : Or just leave it and let S.N.N. troll us-
[00:35:47] * Daizo Dee Von is shot
[00:35:52] JDC : You're thinking of arid awakening Daizo
[00:36:06] Daizo Dee Von : Oh.
[00:36:35] Daizo Dee Von : I mean Luigi270's level. (is that his name?)
[00:36:43] JDC : yes, that's the one
[00:37:16] Daizo Dee Von : I think it has too much detail and way too different.
[00:37:52] JDC : that's the least of the level's worries to be honest. =p
[00:38:07] Mr Esc : I kind of feel that removing Sunrise Shore would be the easiest option, though it would be nice to be able to fix it and improve it, I feel it might be a bit much work and not worth it in the end. =(
[00:38:51] Mr Esc : Maybe we could open the level slot and let someone else design one in it's place? =)
[00:39:07] JDC : Hm, that might be the best option I think
[00:39:28] JDC : I guess so. I don't think the level's salvageable really
[00:39:34] Daizo Dee Von : That is basically what we can do.
JDCGC2: The Alpha Testing (DDV's Nitpicks & Errors)
Since I am lazy to find my other post, I might as well do this post all over again.

Legends:
White - Didn't get there
Green - All Good
Blue - Nitpick
Yellow - Needs some work
Red - ...Really?



World 1:
Level 003 - Sunrise Sprint
Level 004 - SeaBreeze Spree
-The name should be 'Sea-Breeze Spree'
-Big Mario can't jump out of the water that high. (Link) (Linkso) (Sugt)
-Layer priority issues here. (Link1) (Link2) (Sugt)
Level 005 - Tide Stride
Level 006 - Stickleback Stride


World 2:
Level 009 - Arid Awakening
Level 00A - Dinosaur Dunes
Level 00B - Solitary Sepulture
Level 00D - Ravaged Ruins

World 3:
Level 011 - Perilous Pathways
Level 012 - Fiery Flora
Level 013 - Magma Mound
Level 015 - Cascade Chambers
Level 016 - Manic Mines
Level 017 - Industrial Interior
Level 018 - Calignous Cliffs

World 4:
Level 101 - Twilight Trunks
Level 103 - Foggy Fields
Level 104 - Mycollic Marsh
Level 105 - Clay Caverns
Level 107 - Spiny Shelter


World 5:
Level 01B - Chilly Course
Level 01C - Jagged Jeopardy
Level 01D - Hovering Haven
Level 01E - Soaring Sanctuary

World 6:
Level 109 - Sombre Steppe

World S:
Level 120 - Cocoa Clifftops
Level 122 - Caramel Core
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Please Close This Thread.
What are you even
In case you didn't know yet, your posts make no sense whatsoever. Not sure if you'll be coming back to this thread to read this, but consider this a warning - more of this will certainly get you banned.

Sorry guys, carry on.


 
BMM's testing

World 1:
Level 003 - Sunrise Shore
- Very good job. There are no issues to speak of. Keep up the good work!
Level 004 - SeaBreeze Spree
Level 005 - Tide Stride
Level 006 - Stickleback Stride


World 2:
Level 009 - Arid Awakening
Level 00A - Dinosaur Dunes
Level 00B - Solitary Sepulture
Level 00D - Ravaged Ruins

World 3:
Level 011 - Perilous Pathways
Level 012 - Fiery Flora
Level 013 - Magma Mound
Level 015 - Cascade Chambers
Level 016 - Manic Mines
Level 017 - Industrial Interior
Level 018 - Calignous Cliffs

World 4:
Level 101 - Twilight Trunks
Level 103 - Foggy Fields
Level 104 - Mycollic Marsh
Level 105 - Clay Caverns
Level 107 - Spiny Shelter


World 5:
Level 01B - Chilly Course
Level 01C - Jagged Jeopardy
Level 01D - Hovering Haven
Level 01E - Soaring Sanctuary

World 6:
Level 109 - Sombre Steppe

World S:
Level 120 - Cocoa Clifftops
Level 122 - Caramel Core
I finally managed to complete my Level (the icy-skies-themed one)! - Or at least I just set the goal... ;) So here is the ips-file:

http://bin.smwcentral.net/u/20871/icyskielvlnotnamed.ips

And some Screenshots:

(I thought it would be ok to use this fake-cloud for a Yoshi Coin a least ;))
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Awesome. =D

Problems
-The level uses 2378 objects which is quite a bit. Not a major issue for now, but this number could be brought down a little in the future.
-The blind jumps on screen F bug me a little, even if there are coins leading downwards. You don't have to delete this - just rework it a little so you can see each bridge here.
-I'd rather you use a different BG palette. You've copied my BG palette directly from Chilly Course.

Suggestions
Name:
Cold Crossing
Snowy Scaffold

Review
I must say that usage for the fake cloud is much better. I like it.
The level feels pretty cool I think (no pun intended. =p) and the usage of bridges is good and consistent throughout the level. One of the things that did let you down a little was your creativity with enemy placements. Now there were some pretty cool setups in the level (such as the bridge + bullet cannon at screen 9) but some enemies (especially towards the latter half of the level) feel a little tacked on to the environment. This isn't a badthing though, of course, as your level is completely functional. It's just something ti perhaps consider I think. =) Overall, though, I think your level deserves:
82%
I've tested your level too Neidave, I think it's turned out very good =). I agree with what JDC said, I feel that the blind jumps on Screen 0F are a little unfair, if you can make it easier to guide the player by placing the coins differently that'd be good. =).

Other than anything else already mentioned, I think that's all that will need fixing. =)
Thank you both for the Feedback! I will try to improve what you mentioned... Also what I forgot to mention: I used some objects from other map16-Pages included in the baserom. :S If those are going to be changed, there were just some Little Elements needed to be changed... Also @JDC: I must say, that I did not care about the number of objects used. Sorry! Also I completely forgot about changing the bg-pallette at all, which is also going to be changed of course! :)
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Hi again. I'm going to claim exit 3C, it will be used for bonus arena for my level.

Also, the second half of my level will be take place on stone ruin. Inspired from OHN's level. :P
Woosh, my level!
Originally posted by JDC
-The level uses 2378 objects which is quite a bit. Not a major issue for now, but this number could be brought down a little in the future.

I don't even see the issue with this to be honest. Optimizing is only necessary if we where using a lot of huge patches and levelASM codes (And since we are working with vanilla resources and very few patches... yeah). Other then that, its pointless.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Daizo Dee Von
Optimizing is only necessary if we where using a lot of huge patches and levelASM codes

Not really; unless you're doing something truly insane (or something that uses gigantic tables), ASM usually doesn't take up that much space. What really fills a ROM up is graphics and music.
My YouTube channel
Get the official ASMT resource pack here!

I'm sorry for the lack of progress this week. As some of you know, I have been really busy the past 2 weeks and will be busy for 4 more days. Expect some more progress at Friday or Saturday evening.
__
Slowly but steady the level expands, adding 1 screen at a time. The progress of this week:

Originally posted by yoshicookiezeus
unless you're doing something truly insane (or something that uses gigantic tables).

That is what I meant by Huge Patches, like some of it from SMWCP2.

Originally posted by yoshicookiezeus
ASM usually doesn't take up that much space. What really fills a ROM up is graphics and music.

We don't have a lot of that in the collab so that's not the biggest issue.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

@Ohhellno I like the aesthetics of your level with the ruins sections. One thing to wstch out for is the usage of spikes in thrre. It's OK to use spikes in tge level but be sure to make sure that the dpikes aren't placd in too unfair locations
. Othrrwise though the level is looking really good I think. =) Keep it up.

@Optimisation I agree that optimisation isn't totally necessary at the moment. However it shouldn't always be an afterthought. We should still consider optimising some levels as good practice.

@Lord Pokey: Looking good so far. =)
Goin' post more stuff on my level I guess...
Updated! Woo-ha-yo!
- Garma Zabi
This seems like a fun little thing to do something in...

Alright, um. Can I have a level? If I can, then just give me one. I don't care which one, aslong as it's not underwater... not good with those.

Weeee~
YouTube <-- Let's Plays and stuff.
^ Made by Tahixham

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