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Re: JUMP Level Submissions Thread

Posted: 01 Feb 2014, 15:13
by worldpeace125
revamped Bridge Engineering.

Re: JUMP Level Submissions Thread

Posted: 04 Feb 2014, 06:25
by Isocitration
Had a pretty nasty headache yesterday, so of course the correct way to cope with it was to make another level.

Name: Tunnel of the Living Rock
Exits: 1
Dragon coins: yeah

Re: JUMP Level Submissions Thread

Posted: 06 Feb 2014, 02:36
by Rextep
Name: TIDES OK

Exits: 1

Dragon Coins: yesh

Sorry it took me like six million years to submit something. I have no excuses.

edit: oh and the level's super easy and uses no custom stuff at all

Re: JUMP Level Submissions Thread

Posted: 15 Feb 2014, 10:19
by worldpeace125
Bridge Engineering v3. some remaining issues were resolved in this version.

Re: JUMP Level Submissions Thread

Posted: 18 Feb 2014, 00:57
by KingYoshi89
I've nerfed/fixed few of my levels. I encourage everyone to modify their levels to make them more casual friendly, please? Here's the changelogs.

Economic Path
-Fixed the unintentional "yoshi filters"
-Made a few jumps LESS annoying.
-The obstacles are now more yoshi-friendly.
-Certain terrain changes.

Into The Dark Forest
-Spinies replaced to be less unfair
-Minor terrain changes
*More Red and Blue blocks were placed to give advantages

PEEK-A-BOO!!
-Fixed a major break that let the player use the directional coin to beat the level
in the first sublevel.
-Fixed broken screen entrance

The terrible whiteness of a sadistic castle
<first room>
-Fixed a spot where you could get stuck until the time ran out.
-Moved few object to make it less claustrophobic
-Two minor sprite replacements

<third room>
-Removed useless message box
-Minor sprite placements

<fourth room>
-Fireballs stopped doing cocaine
-Flying koopa part redone.

<secret exit route>
-Made it less hard

<final room>
-Removed the feather that''s not supposed to be in world 2
-Replaced "feather idea" with a vine block already triggered.

Just Patterns
-Powerup filter room is less annoying

My bowser's castle room
-In general, less annoying.

Just to let you know that sadism castle is using the ludwig boss. So if you need to change it, it's at 06A

Re: JUMP Level Submissions Thread

Posted: 18 Feb 2014, 02:50
by ravegg
I went through once again and fine-tuned all of my levels, hopefully for the last time. If anything still bothers anyone, feel free to say something.

Things I've fixed in all levels
Every level is easier
Dragon coins way simpler to get
Switch blocks added
A few more extra lives

With my level part of this collab complete, I'll get to working on the overworld and finishing that up.

Re: JUMP Level Submissions Thread

Posted: 18 Mar 2014, 09:05
by worldpeace125
I made Bridge Engineering a bit easier.

Changes: sublevel 145, map16, and message110-1

For people who need a solution:
http://youtu.be/o32B6PuCqZs (may be spoiler)

Re: JUMP Level Submissions Thread

Posted: 21 Mar 2014, 17:29
by morsel/morceau
Can't upload attachment here for some reason
http://bin.smwcentral.net/u/14790/morselupdate.zip

Archive contains:
various level improvements (001,005,021,030,035,052,055,0B2,172)
level asm fixed and optimised (005,020,0A6,172)
map16 (for pages 3 and 42)
custom block 3A7 (breakonkickedorthrownitem.asm)

For the custom block you can use "Sprite Smashable Brick" which is Block 57 in Block Tool if you prefer (as before I cannot test the block I have given with BTSD).

I'm not sure if it's any easier to react to what is ahead in level 30 (second half of Shouldering On).

Re: JUMP Level Submissions Thread

Posted: 22 Mar 2014, 19:35
by worldpeace125
bridge engineering v5.zip

Sorry for another chore, but here's an update for bridge engineering again.

I took a lesson from the recent VLDC that some people might not like figuring out hard puzzles and get easily annoyed by them. And this level is placed in World 4. For these reasons, I somehow included a hint for the hard puzzle with on/off switch.

If I'm told that the secret exit is also too hard to figure out, I'm going to update the level once more.

Re: JUMP Level Submissions Thread

Posted: 22 Mar 2014, 22:21
by aterraformer
Hints are good, yeah! It will refrain people from seeing your little "hidden message" haha

Re: JUMP Level Submissions Thread

Posted: 23 Mar 2014, 08:15
by worldpeace125
Haha still the secret exit can be a problem, but maybe I'm probably going to add another very obvious hint for it? It needs you to know that an item falling from the item box doesn't disappear even if it's offscreen, and this might seem buggy or quite excessive for World 4.

Re: JUMP Level Submissions Thread

Posted: 23 Mar 2014, 08:45
by aterraformer
An item box power up really never despawns? I could have sworn it happens. Yours is fine since you don't have to go that far down, maybe it only happens in vertical levels.

Re: JUMP Level Submissions Thread

Posted: 25 Mar 2014, 00:56
by ravegg
Here is my Bowser room, totally got rid of my original idea and made a short gauntlet using the winged block sprite. No idea where this stands in difficulty with the other rooms, I can make it longer/shorter or harder/easier if need be. You can access it from the rest of the multi-level doors.This patch should also fix the random paths and levels on the overworld as well.

Re: JUMP Level Submissions Thread

Posted: 27 Mar 2014, 00:46
by ravegg
A few minor tweaks to Disco, and removed some things I accidentally left in the level while testing.

Re: JUMP Level Submissions Thread

Posted: 29 Mar 2014, 03:52
by Pheonix
At this point I have no idea where this level would actually go [seeing as it's pretty easy compared to pretty much everything else], but...

Also I'm still not so sure if the last bit of the first sub-area is doing what I want it to design-wise.

Re: JUMP Level Submissions Thread

Posted: 29 Mar 2014, 11:43
by morsel/morceau
archive contains:

level b3
levelasm for b3
map16 for page 3
custom block 3B7

Re: JUMP Level Submissions Thread

Posted: 29 Mar 2014, 20:49
by ravegg
Map16: 440.bin
Sublevel: B9

This sublevel does require message block #2, hope it doesn't get in the way of anything later on, but it is necessary so that the player knows how the mecanics work. If you follow the instructions in the box you should be fine, but you can get crushed if you don't.

Re: JUMP Level Submissions Thread

Posted: 31 Mar 2014, 02:01
by Rextep
Update for my level (read here as: completely different hopefully not shitty version)

Level name: TIDES, OK?

Yoshi/Dragon/Horse Coins: Yes

Exits: 1

Graphics/Music/Sprites/Map16: nothing that isn't already in the base rom

Not quite as much of a snore-fest as the original version, but it's still pretty easy.

Re: JUMP Level Submissions Thread

Posted: 31 Mar 2014, 02:16
by Pheonix
Cave of Layer 2, which hopefully should now have a first section which doesn't require ridiculous amounts of foreknowledge.

Re: JUMP Level Submissions Thread

Posted: 19 Apr 2014, 17:12
by worldpeace125
Here's a room for real final. It features some obstacles with smashing layer2-water and buoyancy.

I made a patch to minimize some lag due to layer 2 interaction or sprite buoyancy. When you check the second buoyancy option, this patch disables sprite/layer2 interaction more thoroughly than original and we can obtain better performance. (no changes in non-layer2 levels)
Also if you want to disable sprite/layer2 interaction but don't want buoyancy, check the both options. It will disable sprite/layer2 interaction and buoyancy as well. Since there are no existing levels checking all the buoyancy options, this patch doesn't make conflict.

I referred other rooms when deciding the length and difficulty. But if it's too hard or too easy, I can adjust it. Maybe there are too many powerups in my room..?

Re: JUMP Level Submissions Thread

Posted: 21 Apr 2014, 23:53
by KingYoshi89
Tactical Ambush Operation

An intended replacement for "Mine Of Tenebrosity" which is in World 9. Only has one exit.
Super Duper Hard.

Would love if someone tested it.

Re: JUMP Level Submissions Thread

Posted: 25 Apr 2014, 15:39
by worldpeace125
Level BA update:
I just changed LevelASM to make the thwomp summoning jellyfish appear only after P-switch pressed.

Re: JUMP Level Submissions Thread

Posted: 21 Jun 2014, 02:51
by ravegg
I kinda felt like tuning my levels for some reason so that some parts were just less annoying. These are mostly really small edits like extending platforms and adding power-ups, but I feel like they help make the levels more enjoyable. This is probably the last time I'll update until testing and feedback.

The zip file has the lvl files to 5 of my levels, because Pipeline really didn't need it and the second half of Disco is gonna change to something different from just being awful precision jumps.

Re: JUMP Level Submissions Thread

Posted: 22 Jun 2014, 02:24
by ravegg
Revamped the second half of Disco. It's totally different now, and I'll probably have to neuter this a bit more, but I think it's an improvement design-wise. I'm not sure if it's way too difficult/long because World 8's difficulty is kinda all over the place.

You kinda need the red, blue, and yellow switches activated for this level, I wouldn't recommend tackling it without. If you use the patch, there are switches in a spot right under Disco Dance Party.

Re: JUMP Level Submissions Thread

Posted: 23 Jun 2014, 19:23
by worldpeace125
Bridge Engineering update (v6)
I made a hint room for the secret exit. Also I removed some meaningless sprites/obstacles that weren't challenging but just annoying. Since I cannot trace the changes from v5 myself, I put all resources that are different from the base ROM v1.28. IPS file is also included.