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Level 119 - Prism Peaks (hopefully final version)

This will be the thread for my VLDC level.

I was playing around with the cave background one day and after some modification and repalleting, I came up with something that look like snowy mountain spires.



It's going to be an icy level with an athletic feel to it: lots of jumps across treacherous heights, and whatever elements I can build my level around.
Now that's an example of tileset mixing done right. It isn't too overwhelming and it looks really good - keep it up!
The background and palettes are amazing looking, can't really say anything beyond that yet.
Thanks for the feedback. I was worried about the palettes, trying to get something that looks icy yet had enough contrast. In case it isn't obvious yet, the lighter colored foreground terrain is just decoration and won't serve as footing.

Anyways, making a little progress!

The overall theme of this level will be lots of sloped, icy terrain over a bottomless pit to keep the player in motion. Early on there will be plenty of flat spots for breathing room, but those will become more scarce as the level progresses to keep the player on their toes!

The first 30% or so of this level will involve mostly Parakoopas as enemies. Later portions of the level I intend to introduce more tricky opponents like Chucks or possibly Para Bob-Ombs.
Removed, scroll further down for latest update.
It was actually rather enjoyable. I liked the decoration, but the level could be a little bit more then just be aware of sliding off the slope platforms with slippery physics enabled... which I didn't think the level was slippery until I actually played it. If you want to keep the palette, I would suggest trying the level without the slippery physics available, because right now it seems unnecessary to me. Right now it seems like the physics was only added on to increase difficulty.

That's just my opinion, though.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Actually, the difference in difficulty between making it slippery and non-slippery was very small.

In some spots, I found the level was actually easier due to slippery physics, such as any spot where you're try to jump off an uphill slope because you don't immediately begin sliding down when you stop running. Though I guess it does make collecting the contents of those coin blocks in Screen 11 a bit of an annoyance... that's about all I could find wrong with using ice physics here.

I personally thought the palette alone should've been a good indicator this level was icy (along with the fact this level would be placed into the Ice World in the collab ROM), but I made the traversable foreground a bit lighter. Understand I can't make it too light, or else there would be issues with palette contrast, especially once I start adding more decoration.
Still working on this. Mainly, adding the decoration before I consider this done.

I decided to truncate the second half of the this level into a sublevel. In addition, I also thought about trying a different palette as well for the second half.


First half

Second half

I was thinking more of an afternoon feeling in the second half. In addition, I decided use an additional color for the decorative formations.
Updated.

Not much has changed in terms of level structure, more of an aesthetics update, but unless someone thinks otherwise, I feel this level is very much done.


Final version is in the Submissions topic, 56th post or so. Go look for it there.