One sky level was supposed to be made by notgoodwithusernames, but he dropped out his claim. In place of him, Daizo and Mellonpizza simultaneously and independently made a level for this. At first their levels were conflicting for insertion, because all of 96 so-called translevels(main levels that can be entered from the map) were already occupied/claimed. So I had to find a way to use sublevels as translevels, which made the ASM management as messy as a ball of string because lunar magic basically doesn't support this AND the relevant RAM tables were not extendable. The new RAM addresses are separated from the vanilla one, and the adhoc nature of the management was my excuse for the mistake in Markyjoe's level :( but hey we managed to have more than 100 translevels including warehouses thanks to it.
So yeah. To be honest, the place of this fortress wasn't a planned thing. Also Daizo just requested a custom boss for his level, so I just made one for him. It's the only reason why the boss is there. To make a relation between sky theme and the castle with giant gimmick, we arrived at a conclusion to make a reference of "Jack and the Beanstalk". So he put the big vine at the beginning of the level.
I'm 100% on this. And I found the challenges in his levels are planned well, and it's a huge difference from levels that are just annoying to me.nathanisbored wrote:I think for me, I really like Jolpe's levels specifically because they don't try to do anything too fancy, and are just pure platforming and mostly vanilla challenges. Palatable Perturbation was obviously more based around a gimmick, but it definitely stood out from his usual design. I still liked it though. To me his levels feel like just the right kind of difficulty, because it's just trying to 'be a hard platforming level' and that's really it, and that's what the SMW engine was made for.
Yeah, that's a good real example. Also he's a very good player too.morsel/morceau wrote:levelengine
I remember it was your first one for JUMP, and it was outstanding when compared to other maps peeps suggested at that time. I'm a huge fan of your maps, and appreciate for taking over the most parts of the overworld. It was a very important anchor that helped this project to be actually finished! (I don't think I've said this, and I should have said earlier but forgot)ravegg wrote:Also hey the world 5 map! It was the first submap I made for jump and one of my personal favorites. It turned out pretty good with the mix of clouds and land on the clouds. I regret making the map split in two, cause you have to restart the music if you go from one end of the world to the other. I'm a huge fan of the map theme, surprised other people don't like as much. It's just chill yo.