Language…
8 users online: autisticsceptile1993, CrazyPencilDawg, Dan2point5, DanMario24YT, Gamet2004, iamtheratio, Scags, TheOrangeToad - Guests: 263 - Bots: 320
Users: 64,795 (2,378 active)
Latest user: mathew

[ACCEPTED] 2-3: Cobrat Dunes (Demo Available)

Just posting to say I'm taking Mirann's level. I already set up the new Cobrat (Schwa's) and a new palette. I revamped and advanced in level design a little bit.

Here's the progress so far. I just want to figure how to make a shooter with "exiting from a pipe" effect.

Feedback is appreciated.
Almost everything seems pretty good. The palette is nice, the enemies look fine, and the overall design is okay. The layer 3 pyramids and the background pyramids look strange compared to each other. I know that you didn't make them (I believe Gamma V did). Course, that's just my opinion.
I don't know what you mean by strange, but thank you anyway!
----
<Erik557> http://bin.smwcentral.net/u/17672/CobratWIP2.png
They don't look similar to each other. The layer 3 is block, and the background is smooth.
ohh. Well, I left it as it's by the meantime.

oh, and this. Please tell me what you think.
Overall I liked the level a lot and thought it was pretty fun but I still found some issues:

The tile underneath Mario acts like solid when it probably shouldn't:


Exiting the sublevel causes this:

(iirc this happens because of No Vertical Scroll+ the Secondary Exit position)

Also the pipe and blocks from the previous picture can't be seen normally but you can still bump into them from underneath:


FG blocking the end level text:


My hacks: Justice for Mario / Unnamed Kaizo Hack
BG3 on subscreen messes up the victory sequence. I don't know if it will be removed because of Morton or whatever, but if it won't you should end the level in the cave sublevel instead. That way BG3 doesn't mess up. It might even be really clever if the next level is an underground one or you pass through a tunnel on the OW.

allow shy guy emojis in post footers you cowards!