Re: Filters.
Actually, when I add a filter to one of my levels, it's usually because playing as a certain character or with a certain power-up can make at least part of the level
more difficult, or even impossible. For a quick example of what I mean, try playing Sky Fortress Assault as Peach instead of Mario, and let me know how well you perform on the parts where you have to spin-jump on the grinders.
For a longer, more descriptive example, remember the desert robot in Desert Temple? Whenever the player runs under it, the robot will drop and attempt to crush the player. However, the only way to get the robot to do this was to have a non-friendly Thwomp behind the robot kill a Toad resprite (if the Thwomp were friendly, it would have to be attached to the robot to make it move, but that would make the robot fall too fast). Did you notice how every time the robot falls, it's preceded by a thwack effect and a +100 increase in score? That's the Thwomp killing the Toad resprite. Now, the keen among you may have already figured out the issue here, but for those who haven't: there used to be a few levels in the collab that had hammer suits hidden in them. If the player brought a hammer suit into Desert Temple, managed to keep it until the boss, and accidentally killed the Thwomp with a stray hammer, then the level would become impossible because the robot would never fall, meaning the player could never reach the P-Switch generator needed to reveal Ludwig Von Koopa. If any level in SMWCX were built around using the hammer suit for anything, Desert Temple would have needed a power-up filter. Also, keep in mind that there's no way to make an NPC immune to hammers without Lua.
So yeah, even if you're pro-"player choice," you have to admit that filters still have their benefits and that breaking a level doesn't always mean "making the level easier."
Stink Terios wrote:Super Mario World has a cape feather. It's overpowered. It lets you fly over entire levels. Nintendo knew this, and yet didn't take measures to impede this.
And the worst part? This is only at the very end, it wasn't a thing in most of the game.
Name one room in Bowser's Front Door that can be flown over (including the Back Door). "No measures to impede this" my foot.
And hey, what do you know, that's also at the very end!
Stink Terios wrote:e: Also FUN FACT: I once beat the boss and yet it didn't die and the battle didn't end. Hooray!
Wait, really? I thought I fixed that...
LunarRainbowShyGuy wrote:I wonder if level makers ever go back and play their old levels for fun.
This is the first time I've been involved in a level that long (not counting
Password: Proof of Concept
which works differently than Sky Fortress Assault), so I can't really say. With the exception of my crappy kaizo first episode, most of my old levels are about the length of one of SMWCX's world 2 levels (e.g., Little Ruins) and suffer from aimless design. I did have fun when I went back to play SMBX Teaches Typing to fix some minor graphical errors, though; does that count?