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Level Submissions

Posted: 27 May 2010, 12:50
by flameofdoubt
This is not the place to submit levels you've completed.

If you have posted your level in the "Level Clearing" thread (pending a better name), and me, Tails_155 or Chdata has cleared your level as complete and up to standard, then you may post your submissions here. If you have any questions about the submission process, you may ask here.

Tails_155 - I reserve the right to edit any palettes without warning. If the palettes are too bland I will adjust them, I don't know whether I will do all of them, some I may turn away if I get swamped.

Use LM1.9 and submit .map16 files.

Submission process:

In the text files, inform us if you end up NOT using a slot, so we can updating accordingly.
If any of your levels are above 20kb, we will ask you to optimize them.

Once your level has been cleared and is up to standard, make a ZIP file containing the .mwl files, any ExGFX, MAP16, custom sprites or blocks or music, and messageblock contents. Make sure you repoint secondary exits not used to other levels, so that they won't overwrite ones used by other people (thanks ycz). Then make a post here containing the file. In that post you must have the words "LevelXXX" and the name of your level as seen in the wiki or decided by yourself. The level number must be in 3 digit format. Please do this as hunting through pages of submissions is not fun, and this makes everything a lot easier.

Clarification:

What's needed:
ALL .mwls for ALL your sublevels
ALL ExGFX made FOR YOUR LEVELS (not every single ExGFX file, we have the ones in the Base ROM, and keep the filenames exactly how you had them for inclusion, don't change it at all.)
If you used a custom Map16, that page (save by pressing F2, then yes, from the Map16 window)
ANY custom sprites (.cfg AND .asm files!) or blocks (.bin or .asm files) used which are not already in the ROM
ALL custom music that you used
An IPS with the level (to make sure it works right one last time)
ALL your LevelASM (labeled by level)
A text file with this
Submitting Person wrote: Level101.mwl
Level155.mwl
Level156.mwl
Level157.mwl
Hello, in the credits I would like my name as "Tails_155," if underscore is unavailable, "Tails155" works.
This level has 2 exits.

Map16 page goes on page 6

Custom block X.asm goes in position 625 [my level currently doesn't use any, so these are for example purposes]
Custom sprite X.cfg goes in slot 41 [my level currently doesn't use any, so these are for example purposes, don't panic if this was your slot.]

Level 101:
Background bank (if changed from the original level's bank) is 00 (For the background bank number, you go to Level, Change Background Bank, and see what bank it uses (usually 0 or 1 unless you edit it))
Uses song slot 4D
Level 155:
Background bank is 01
Level 156:
Background bank is 00
Level 157:
Background bank is 00

In case something happens, Secondary Exit 155 leads to level 155, screen 2. "Vertical Pipe Up"
X=0 P=0 S=0
Y=7 P=0 S=1
[if this is your secondary exit, this was just an example, don't freak]

Messagebox 1 says "This is a place with stuff"
Messagebox 2 says "You're reading this message."

lolsong.txt goes in slot 4D [again, example]

You can put whatever you want in my chest (if you specifically want something in your chest, tell us!)
As well as any other important notes about your level.
If you do not have a text file explaining where things go, and something happens, then your level cannot be inserted! Please make sure you follow the guidelines.

Re: Level Submissions thread

Posted: 28 May 2010, 23:11
by KingTwelveSixteen
I have three questions:

1. Whats a background bank? Is it a fancy name for background music?
2. How do you repoint secondary exits?
3. What does repoint actually mean?

Re: Level Submissions thread

Posted: 28 May 2010, 23:56
by Tails_155
KingTwelveSixteen wrote:I have three questions:

1. Whats a background bank? Is it a fancy name for background music?
For the background bank number, you go to Level, Change Background Bank, and see what bank it uses (usually 0 or 1 unless you edit it)

Re: Level Submissions thread

Posted: 29 May 2010, 01:32
by darkdevil399
What is the submission deadline? :?:

Re: Level Submissions thread

Posted: 29 May 2010, 01:34
by linlin
darkdevil399 wrote:What is the submission deadline? :?:
there is no official deadline yet; we were speculating in another thread about how long to make it

Re: Level Submissions thread

Posted: 04 Jun 2010, 05:56
by TwoHeadedYoshi
So unless I'm mistaken FoD you said my level is cleared and can be inserted? Then I guess its all done. Its been a pleasure working with all of you.

Re: Level Submissions thread

Posted: 08 Jun 2010, 14:17
by yoshiguy978
my level is now ready for submission so here it is
A2MT level 19 P-Switch Beach.zip

:!: Done :!:

-Tails_155

Re: Level Submissions thread

Posted: 15 Jun 2010, 00:50
by tatanga
Tails_155 wrote: - I reserve the right to edit any palettes without warning. If the palettes are too bland I will adjust them, I don't know whether I will do all of them, some I may turn away if I get swamped.
Have to say I disagree with this for several reasons. First of all, the palettes a level uses contribute a lot towards the atmosphere of the level. Changing the palettes of a level to suit your own style will ruin the intended effect.

Of course, I'm not saying that levels with bad palettes should be allowed. On the contrary, I think we should make sure all levels have suitable palettes. However, I do think that the level designer should have the last say in what palette his/her level uses. If there's a disagreement, the level designer and the one inserting the level should try and work together to find a suitable outcome, instead of inserter just editing the palettes on his own.

Many of the level designers here have unique ways of creating palettes, and I would hate to see them replaced with generic ones made only with the Lunar Magic gradient tool.

Re: Level Submissions thread

Posted: 15 Jun 2010, 03:51
by Tails_155
tatanga wrote:
Tails_155 wrote: - I reserve the right to edit any palettes without warning. If the palettes are too bland I will adjust them, I don't know whether I will do all of them, some I may turn away if I get swamped.
Have to say I disagree with this for several reasons. First of all, the palettes a level uses contribute a lot towards the atmosphere of the level. Changing the palettes of a level to suit your own style will ruin the intended effect.

Of course, I'm not saying that levels with bad palettes should be allowed. On the contrary, I think we should make sure all levels have suitable palettes. However, I do think that the level designer should have the last say in what palette his/her level uses. If there's a disagreement, the level designer and the one inserting the level should try and work together to find a suitable outcome, instead of inserter just editing the palettes on his own.

Many of the level designers here have unique ways of creating palettes, and I would hate to see them replaced with generic ones made only with the Lunar Magic gradient tool.
I mean a few specific things with this, primarily HUD colors, and if something seems like it clashes just a bit. I wouldn't redo the whole palette, if the whole thing needed to be redone, I'd have requested it prior.

Also, and I know you didn't mean it how it came out (or at least I hope so.) I do a lot more than just use the gradient tool when I make my palettes. ;)

But I just want you to know that I wouldn't take it upon my self (by this stage, anyway,) to redo the whole palette.

By "too bland," I basically mean "vanilla palette."

Re: Level Submissions thread

Posted: 15 Jun 2010, 04:59
by tatanga
Tails_155 wrote:Also, and I know you didn't mean it how it came out (or at least I hope so.) I do a lot more than just use the gradient tool when I make my palettes. ;)
Yeah, that wasn't supposed to be a jab at your palette making skills, I'm sorry if it came across that way. I'm actually a fan of many of them. :)

I think we're pretty much in agreement, it's just the part with the "no warning" struck a raw cord with me. I think custom palettes should be the norm, but some levels (booster's junkyard comes to mind here) seem to work well with the original palettes as well.

Re: Level Submissions thread

Posted: 17 Jun 2010, 03:39
by limepie20
On a level with layer 2 you cant see your background bank.
Also, exactly what is "repointing secondary exits"?

Re: Level Submissions thread

Posted: 20 Jun 2010, 11:32
by Senjan
Very well. After much going through the level is finally complete.
Thanks to everyone who gave feedback on my level.

JUST-IN-CASE PROOF:
flameofdoubt wrote:If you're ok with this and the player having to go through it again (I doubt they'll mind too much since it's such a nice level), then consider it cleared and you can submit it.
So if the level is considered qualified to you then I will send the .zip here.


:!: Done :!:

-Tails_155

Re: Level Submissions thread

Posted: 20 Jun 2010, 13:30
by Tails_155
Senjan wrote:Very well. After much going through the level is finally complete.
Thanks to everyone who gave feedback on my level.

JUST-IN-CASE PROOF:
flameofdoubt wrote:If you're ok with this and the player having to go through it again (I doubt they'll mind too much since it's such a nice level), then consider it cleared and you can submit it.
Do you mind if I add some of the updated map16 tiles to get rid of some cement blocks? It won't change the functionality of anything, just the looks.

If that's fine, remember what you need to submit, we don't need an IPS, we need the stuff in the first post.

Re: Level Submissions thread

Posted: 20 Jun 2010, 15:01
by flameofdoubt
Senjan: Did you edit your post to take out the download? It's up to you either I can put the level in and Tails can try tweaking it then see what you think or you can sort it out with him and then I'll insert it.

Re: Level Submissions thread

Posted: 20 Jun 2010, 15:05
by Senjan
Yeah sorry about that Flame. I noticed I forgot to add in the map16 pages. But when I came back to update the link, i got an internet error message that said "session determined" something, preventing me to update my post. No idea whats going on, but Ill put the new zip here and hope for no crashing from my side. My net seems to be VERY unstable. Sorry for the problems.


:!: Done :!:

-Tails_155

Re: Level Submissions thread

Posted: 20 Jun 2010, 15:32
by flameofdoubt
Senjan: There seems to be something wrong with your MAP16...when I insert it some of the tiles are wrong. The tetris blocks for instance are fine but the spikes are off as well as other things.

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:01
by Senjan
Arghhh I forgot to update them! Foolish me!


:!: Done :!:

-Tails_155

(You're killing me, Senjan... XP)

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:07
by flameofdoubt
Senjan: There are still blocks not working that are meant to act like cement blocks..? As in that fixed some but not all of them.

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:12
by Senjan
I'll check the map16 page again and test out my level more deeply this time.
Which blocks have you found that doesnt work right?

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:19
by flameofdoubt
Er...tiles like 61B and 61C and...tiles that are from Tails' MAP16 page...how come you're using stuff from page 6?

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:33
by Senjan
I don't know. I must have thought that those were there, free to be used. Anyway those tiles that I used in page 6 is now added in my own page on 0x1E89, 8A, 8B & 8C.
The level is NOT using anything from Page 6.

Here is the update.


:!: Done :!:

-Tails_155

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:43
by flameofdoubt
Of the four tiles you added I could only find two that I needed to use, do I need to put the last two anywhere..?

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:50
by Senjan
flameofdoubt wrote:Of the four tiles you added I could only find two that I needed to use, do I need to put the last two anywhere..?
* 89 & 8A is used for the little hill-ish decoration with a green tip on top, as decoration for the main levels.

* 8B, the layer priority enabled mud is used in the hidden path to the chest in the tetris level.
* 8C is used for the top right corner that I normally used in page 6.

Image

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:56
by flameofdoubt
I've fixed everything apart from 8C because 8C doesn't look like it needs to be fixed, there's already an appropriate tile there...

Re: Level Submissions thread

Posted: 20 Jun 2010, 16:57
by Senjan
flameofdoubt wrote:I've fixed everything apart from 8C because 8C doesn't look like it needs to be fixed, there's already an appropriate tile there...
EDIT: Okay then nevermind that one.