(shouting)

[134] Earthquake Havoc

Half a jump is still a jump
Post Reply
errorgfx01
Posts: 12
Joined: 7 years ago

[134] Earthquake Havoc

Post by errorgfx01 »

Image

* The ips file, mwl files, mml file, sprite asm+cfg file is included.
* Music (mml) files are not inserted yet.
* This Version is not completed. (It is completed until midway point and secret exit.)

* This Version is fully completed version. (Boss might be changed to a custom boss, or the boss would be one of the Bowser's seven serpents.)

* if this gets accepted, I'd like to request the level filter out all Yoshis and Feather Item.

Old Link1 : https://www.dropbox.com/s/uxjjdou3kf5kq ... 9.zip?dl=0
Old Link2 : https://www.dropbox.com/s/pgub0p31i1x4z ... 9.zip?dl=0

* The final version of the level is uploaded.
* The main improvement of the level is to nerf the level and to redesign some esthethic details.
Final Link : https://www.dropbox.com/s/fsh6spbpg6cdf ... 9.zip?dl=0
Final Link : https://www.dropbox.com/s/6ldswt5phagpn ... 9.zip?dl=0

[EDIT] The latest version : https://www.dropbox.com/s/722qyi854xi4i ... 9.zip?dl=0
Last edited by errorgfx01 6 years ago, edited 3 times in total.
errorgfx01
Posts: 12
Joined: 7 years ago

Re: [134] Earthquake Havoc

Post by errorgfx01 »

Since there an unexpected trick to reach a secret exit, I modified the first section.
You can download the modified one via the dropbox link.
User avatar
ft029
m/m wannabe
Posts: 537
Joined: 7 years ago
Location: U.S.

Re: [134] Earthquake Havoc

Post by ft029 »

Honestly, this gimmick is quite annoying and takes too long to get used to. I think some simpler obstacles should be used, and only add fish in the water later on (as they are extremely annoying). Some dragon coins are just insane and too convoluted. Some of the ways the gimmick was used were quite clever, but a lot of it was just testing whether you know what to do beforehand or not. The execution of each section is also quite difficult and sometimes feels luck-based (hopping furiously on the purple blocks).

I died about 15 times before completing the first half of this level. But if you follow the advice above, the level should become easier :) .

The background and little trees are nice, but you don't have to copy every little thing worldpeace does. The music does not fit in a cave level. EDIT: I see that you claimed Cave Story: Gravity. uhh. okay
Mosts Awards:
Image
Image
errorgfx01
Posts: 12
Joined: 7 years ago

Re: [134] Earthquake Havoc

Post by errorgfx01 »

ft029 wrote:Honestly, this gimmick is quite annoying and takes too long to get used to. I think some simpler obstacles should be used, and only add fish in the water later on (as they are extremely annoying). Some dragon coins are just insane and too convoluted. Some of the ways the gimmick was used were quite clever, but a lot of it was just testing whether you know what to do beforehand or not. The execution of each section is also quite difficult and sometimes feels luck-based (hopping furiously on the purple blocks).

I died about 15 times before completing the first half of this level. But if you follow the advice above, the level should become easier :) .

The background and little trees are nice, but you don't have to copy every little thing worldpeace does. The music does not fit in a cave level. EDIT: I see that you claimed Cave Story: Gravity. uhh. okay
I was supposed to design the first half requires some thinking skills to solve a puzzle, and the last half requires some skills to catch a timing.
I agree that the fish below the puzzle is annoying because I also died by fishes several times. Maybe revoming fishes below the puzzle seems great. Also, adding 1~2 basic puzzle in front of the level will be make it player-friendly. Also, I will remove some tricky puzzles at the last half and the secret exit. I supposed to make the world-5 level, so the level became very hard. (I don't have the time at the day, so I will edit the level at evening.)
You said that some decorations are a mimic of worldpeace, but I don't know what it is.
User avatar
ft029
m/m wannabe
Posts: 537
Joined: 7 years ago
Location: U.S.

Re: [134] Earthquake Havoc

Post by ft029 »

Sounds good. Can't wait to see the improvements!
Mosts Awards:
Image
Image
errorgfx01
Posts: 12
Joined: 7 years ago

Re: [134] Earthquake Havoc

Post by errorgfx01 »

The final version of the level is uploaded!
The main improvement of the level is to nerf the level and to redesign some esthethic details.

Final Link : https://www.dropbox.com/s/fsh6spbpg6cdf ... 9.zip?dl=0
User avatar
ft029
m/m wannabe
Posts: 537
Joined: 7 years ago
Location: U.S.

Re: [134] Earthquake Havoc

Post by ft029 »

The first half is very good. The 4th dragon coin is very precise though. Maybe move the thwomp up one tile so that the player has more time to jump? Also, I could not figure out how to get the secret exit because the timing seems random.

The second half of the level has issues though.

Image
I don't think this is a very good introduction to the "layer 2 smash's earthquake also makes the blocks change". I suggest changing up this obstacle entirely. I also want to point out that the falling spike that is boxed in red falls when Mario enters the level, making it useless. The saw is very annoying and is sometimes in the way, and I also have to duck under the saw sometimes, which makes me fall off the blue blocks. Maybe move those blue blocks down by one tile so that I don't have to duck. The formation with blue and purple blocks afterwards is weird and is basically a precision jump.


Image
I always just spinjumped on the saw, never even touching those blue and purple blocks.


Image
The red line shows my path throughout this obstacle. It took many tries to figure out a consistent way to get past this. Make it safer/simpler or make it more obvious what the player is supposed to do.


Image
This obstacle is stressful. I think the moving platform is redundant, and so is the second thwomp.


Image
To get the powerup, I have to wait one cycle because the saw is always in the way the first time. Making the player wait like that is bad.


Image
That saw that falls on you is a really cheap obstacle. Perhaps instead have a ball and chain that you sometimes have to jump over.
Mosts Awards:
Image
Image
errorgfx01
Posts: 12
Joined: 7 years ago

Re: [134] Earthquake Havoc

Post by errorgfx01 »

I made a minor edit of some issues of last half part. At the level, the coin gives a hint for some puzzled section.

Expired link : http://bin.smwcentral.net/u/8581/earthquake.ips
Expired link : http://bin.smwcentral.net/u/8581/lv149.mwl

There is some issue that mario can stuck in some areas. I changed that Mario can die at these areas.

https://www.dropbox.com/s/6ldswt5phagpn ... 9.zip?dl=0
User avatar
aterraformer
Posts: 330
Joined: 12 years ago
Location: The Astral

Re: [134] Earthquake Havoc

Post by aterraformer »

I need your map16
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
Image
Image
User avatar
aterraformer
Posts: 330
Joined: 12 years ago
Location: The Astral

Re: [134] Earthquake Havoc

Post by aterraformer »

Thanks
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
Image
Image
errorgfx01
Posts: 12
Joined: 7 years ago

Re: [134] Earthquake Havoc

Post by errorgfx01 »

http://bin.smwcentral.net/u/8581/lv148.mwl
http://bin.smwcentral.net/u/8581/Earthq ... d%2529.ips

I replaced the secret exit route to a 3-up moon route. Also, 3-up moon route takes advance to the midway exit.

Now, the level has 1 exit.
errorgfx01
Posts: 12
Joined: 7 years ago

Re: [134] Earthquake Havoc

Post by errorgfx01 »

The latest version : https://www.dropbox.com/s/722qyi854xi4i ... 9.zip?dl=0

This version is the modified version with testers' feedback.
The 3rd Yoshi Coin route is not removed because there is an opinion not to remove that.
Post Reply