In the first text there's suppose to be a comma after then. Pipe warps are a bit glitchy. It's possible to avoid the filter while wearing a boot. This level is too hard for world 5. I think this level is world end/postgame difficulty.
When your big and you stay on the top of thwomp attachment layer when you reach the highest height when your not on the edge you die when you are big. Same thing happens with the 4 block long custom red platform in the text room when you stand on the edges when you are big and are raised to the 2 block opening you die. Sometimes when you jump when your near the 2-stack text theres a graphic glicth. It is possible to get to the horse required secret-exit when you dont have a yoshi so make it possible to go out of when you enter it without a horse. In the muncher run room you can climb on the vines and if the player plays it for the 1st time they wont know your not supposed to.
Somewhat fixed the first two problems (although I couldn't properly duplicate the second) by adding spikes to the ceiling above those two, making it obvious that you need to get off before it reaches the top. That made getting one of the Dragon Coins impossible so it's been moved.
I assume the graphic glitch you mean is the text settling. That hasn't been fixed and probably won't be.
The Toad in the Horse Required section now mocks players who got there without a horse and offers a pipe to skip ahead to the next area, while making it clear that they'll need to come back again with a horse to get the secret leek.
I think if there's a P-switch right next to a long streak of coins above munchers it's pretty obvious that you're meant to do a P-switch run.
Thanks to 8flight for pointing out the issue! I now made a wall of those special dragon coin blocks so you can't use Yoshi to obtain the P-Switch like you could have in the previous version.
Ancient Tomb
Only includes the .lvl file as the assets are unchanged.
Added a coin trail in the secret section to make a blind jump less blind.
Changed the appearance of the secret exit from the SMB3-style black ending to a leek treasure chest to make it the same as the normal exit.
-Fixed being able to fly up to the secret exit.
-Fixed not having an exit as a star/leek (wow I wasn't paying attention to rules)
-Changed the secret exit room a bit (not that it mattered but I felt it needed it)
He captured!
raocow wrote:last night I had a dream where I finally understood what a 'birb' is, and turns out it's a collyflower
Forced the player to do a boot jump at the end to filter out the red boot.
Didn't fix 8flight's reported issue of the angry suns sometimes going offscreen as keeping them onscreen at all times increased the difficulty substantially and was kind of buggy.
Removed the unnecessary springboard that can get you stuck, fixed an oversight that made the hammer bro spot more annoying than intended, and replaced the Earthbound music in the secret room (apparently the Earthbound soundtrack was released on CD!? didn't expect that)
Made a few fixes to 3 of my levels:
Synthetic Nightmare & Final Fight - Fixed being stuck if spawning at the midpoint.
The Lounge - Added a respawning platform to the beginning section, so you don't seem "stuck"
BeatBoxingBoo wrote:a medley is just, like, a mixture of medics
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