Yeah, I sorta realised that the level seemed like it might be out castling 0F, while 0F did look more ruin-y. I hope the creator doesn't mind.
The main reason why the level is lacking right now is because this is still mostly WIP, and the way I make levels is: have a really basic outline, then test, see if it works, continue level, then when the level design is mostly solid, put in detail (which is what I recommend you do for all your levels, or heck, everything; it really does work. Just ask any artist.)
Anyway, since I'll be needing extra tiles later, could I claim the next three rows down from what I've intentionally claimed?
- BlackMageMario
Originally posted by BlackMageMario
Thank you for the comments.
Yeah, I sorta realised that the level seemed like it might be out castling 0F, while 0F did look more ruin-y. I hope the creator doesn't mind.
The main reason why the level is lacking right now is because this is still mostly WIP, and the way I make levels is: have a really basic outline, then test, see if it works, continue level, then when the level design is mostly solid, put in detail (which is what I recommend you do for all your levels, or heck, everything; it really does work. Just ask any artist.)
Anyway, since I'll be needing extra tiles later, could I claim the next three rows down from what I've intentionally claimed?
I'm not dead yet! *appear like Gundam Exia* My level.
Although the level looks nice, I think I'd rather see an IPS at this point Lord Pokey to see how the level plays out as well.
...I have to at least show some kind of progress:
Sorry for lacking progress, but I was kind of running out of ideas. Well now that I have more inspiration, I can work on this and a few other levels again. I also won't be here for a few days because I have to go to my grandmothers so we can have a family meeting.Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
(rip my other userbars momentarily)
Great palette castle! No bugs! I enjoyed!
Looks pretty good Daizo. Is the tosxic water on layer 2 here?
They are in both layer 1 and layer 2.Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
(rip my other userbars momentarily)
Also both in Layer 1 or Layer 2?
Sorry for the lack of progress, again. I pretty much forgot I still have to work on this. Here's the progress of today. I promise I'll post more the following week. We're close to the midway btw.
@Jonny: I like it. I love how you've hid the dragon coin at the top there. Keep up the good work.
@Oh Hell No: Looks epic. =) Just a question, but are you sure the dragon coin there is reachable with the bouncing koopa near the midway?
@MrEsc - Looks good so far! You seem to have the right sort of mood for your level going there, which is good. =)
@Lord Pokey:
There are a few errors with the level though most of them are quite minor.
Problems Level 102
-Firstly, at every instance an upside down slope is placed on the ceiling, I can "jump" inside it into the ceiling. I'd recommend you replace these upside down slopes with normal corner tiles. The non-steep slopes seem to work fine though, which is odd.
-I'd recommend the walkthroughable tiles on level 102, screen 4 should have the layer priority turned off.
-The dirt tile just about the walkthroughable dirt isn't solid meaning I can jump "inside" that section.
-Maybe just me, but the pipe at screen 7 seems a little strange to me. Sublevel 3B
-This sublevel is already claimed by MrEsc. That's not much of a problem though as it's easy to transfer.
-seems to be a little Big Mario Discrimination at screen 3. I'd recommend to raise the ceiling a little here.
-Quite major slowdown from screens 7 to A
Review
I quite like the aesthetics in this level. It's vastly different to the ones seen in the other W4 levels which is good as that way we'll have a variety of level atmospheres. Your level design remains consistent throughout as well as the sprite choices, which is another thing I often like. There's just a few minor gameplay issues to be fixed, though they aren't anything major. As for now, your level deserves:
88%
As I would like to do something more for this project, I thought of making a preview trailer of this Hack maybe? Ist could be uploaded to SMWCentralnet Youtube-Channel... What do you think? C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!
As I would like to do something more for this project, I thought of making a preview trailer of this Hack maybe? Ist could be uploaded to SMWCentralnet Youtube-Channel... What do you think?
That sounds good. =) I was going to make a trailer a while ago but couldn't get adequate music for it. =/
Would you be willing to do this? =) If so, PM me and I'll give you some requirements and stuff for it.
Originally posted by JDC
@Oh Hell No: Looks epic. =) Just a question, but are you sure the dragon coin there is reachable with the bouncing koopa near the midway?
Tutorial on how to get the third Yoshi Coin in Level 10A
- First, get a throw block
- Fall down and use the springboard to get on the same height as the turn blocks
- Throw the throw block against the turn blocks and squeeze through them
- Get the yoshi coin and follow the alternate path I set up for this.
I made sure you can't get into that by using the springboard thingie
Oh my gosh im sorry ive totally forgotton about this ahh
Well, im still stuck with no ideas on how to finish off my level. I'm planning to have it transition into the next level through a sublevel, but i have no ideas for it. I was going to wait for the next base rom to take a look at the proceeding level, but....