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Level Clearing

Anthrax 2 Multiply Themodynamics
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Paralars
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Re: Level Clearing

Postby Paralars » 7 years ago

I only remapped a 6 months old level, so I don't know what some parts were intended to be like.
The workers area is probably just a tease.
The music will have to be replaced anyway, I just put in the castle music in the one sublevel to have something not as terribly unfitting.
For the treasure chest, I probably have an idea.
I'll fix the rest of the problems and post back.
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capefeather
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Re: Level Clearing

Postby capefeather » 7 years ago

Is it possible to put a message into a level that apparently doesn't have a message slot assigned to it? Or do I need to use an asm patch to do even that? -.-

Anyway, I've gone back to the goal sphere so that maybe I could refer to that as the treasure that the owner somehow lost in his sewers or something. The goal sphere does seem more anticlimactic than the goal tape for some reason, despite just replacing the tape with the sphere. Maybe put ceiling plants in there or something?

This might have been less awkward if I'd actually learned to put up with asm long enough to put a boss down there or something...

http://bin.smwcentral.net/u/12461/1a.ips (the link is always the same because I delete and reupload with the same name every time, heh)

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limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

Every level has message slots assigned to them. If you are talking about a sublevel, all of your sublevels use the same messages as your main levels.

S.N.N.
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Re: Level Clearing

Postby S.N.N. » 7 years ago

capefeather:
Not a bad level overall, but I still think it has a bit of a ways to go before it can be cleared. Keep in mind that this is the first time I've tested your level, so if I'm repeating any bugs from earlier, let me know.

1. The music throughout the level is very glitchy. I don't think this is something you'll personally be able to fix, but take it up with whoever has the TXT (Wyatt?) and I'm sure they can.
2. The midway point is skewed and favors the first half of the level. I'd suggest moving it into the beginning of the vertical room (since players are about 99% likely to hit it BEFORE they enter that room), or make a little side-horizontal room right before you enter the vertical room.
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Minor complaint, but having red fireballs with green lava looks rather inconsistent.

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What happened to these guys?

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This part is really nasty compared to any other part in the level. The two Venus plants up top + the spikes + the Chucks makes this part a nightmare to get through.

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Slowdown here due to overloading on sprites.

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Same with here, although six of those shooters actually causes fireballs to not spawn/vanish.

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You initially can't see these guys coming down from above, leading to a blind hit from their fireballs.


Overall, it's not too bad, but it still needs a bit of polishing.

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swirlybomb
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Re: Level Clearing

Postby swirlybomb » 7 years ago

Okay, I guess this is worth a shot, plus this thread will probably give me more detailed feedback than the testing thread will by this point.

My apologies, but I couldn't figure out how to port it to baserom 2.5, so it uses 2.4.

http://dl.dropbox.com/u/14760273/Talkha ... khouse.ips
(The red level on the bottom row; red for identification, not because of a secret exit)

There are some coins during the latter half that often don't appear, and I cannot figure out why. The Blargg room is also a point of contention; I'd like to think it works okay, but it needs to be just right and I'm just not sure if it hits it.
I intend to make the treasure be 'The Moose', which is what the second message box is referring to.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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SyStemkraSh5642
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Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

@ Swirlybomb
It's an excellent level; I loved the atmosphere and the level wasn't overly hard. I didn't see any problems with the Blarggs, but I saw a problem in this part of the level:
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I died here because I had no idea that there was a ceiling here; I thought it was opened up. Can you open up that part of the ceiling, but wall off the sides so that the player can't get on top of the level?

Your level is cleared, as well.

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Paralars
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Re: Level Clearing

Postby Paralars » 7 years ago

(sorry this took so long, been busy with abitur and stuff like that, you know.)

Here is Gelatin Factory again, I hope everything is fixed now.

http://www.mediafire.com/download.php?3mf210h1bghqta6
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Camoslash
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Re: Level Clearing

Postby Camoslash » 7 years ago

Level Submission
Level: 13B
Name: Irritating...
# Of Exits: 1
Music Slot: 4A
ExGFX?: Nope
Custom Sprites?: Only the Box!
In the Box: I would like a SUN! Yup, because the level is wicked hot, so it only makes sense right? I would draw it, but... I suck at drawing plain and simple haha.

.ZIP Contains:
-13B .mwl File
-IPS File
-Text Document (of pretty much this)

.ZIP Folder: http://www.mediafire.com/?apea3p8b8wyoet0

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limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

Camoslash, you aren't ready to submit your level. It must get cleared first. Post the IPS here and let a clearer test it.

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Camoslash
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Re: Level Clearing

Postby Camoslash » 7 years ago

Whoops, my bad haha... Alright here is the IPS:
http://www.mediafire.com/?9kgvdwankbd59nl

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limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

Paralars:
I'm gonna start by talking about the level as a whole. I did not like the section of the level with layer 2 scrolling at all. First of all, it felt weird not having the right music (which was weird). Layer 2 forcing the background to be black kinda ruined the atmosphere for me. Maybe it would be better as grey, but I'm digressing. The most important part of a level is the level design, and I did not have fun with the sublevel. It was basically jumping from one gelatin block to another while they scroll up and down. Nothing clever was done with the layer 2 scrolling. In fact, the scrolling itself was more of a detriment to the level design than a boon. The only time it really even affected the player was the part with the upside down lava. It was only used for a few screens and the way it was introduced was quite unfair because if you tried to get all of the blocks right at the beginning, you are basically stuck. The player needs to be introduced to the happenings of the sublevel without any danger, so the gimmick is fair. In my opinion, the sublevel does not improve the player's experience and should be completely redesigned. If you think it can be saved, by all means, go ahead and try to save it. Though, I already explained that it messes with the atmosphere and, in this context, doesn't work well for the level.
In general, the level felt a bit disorganized. The presence of the green breakable blocks did not feel justified and they were just confusing. I don't understand why they were there really. The green blocks with the coins, too. They were especially confusing because they were prevalent throughout the level and I could not figure out their function. Why are they there? They confuse the player.

Now, I'll nitpick. Can't you have the employee of the month sign completely filled in with white. It looks weird with the missing block after the goomba jumps out. Also, I think it may work better if it was a bit later in the level. It comes out of nowhere being the first enemy in the level (but this is completely subjective; leave it if you desire). The hidden springboard in the gelatin is senseless. Nowhere else in the level is anything hidden like that. Just have the pipe accessible normally. And what's with the free life? I have no clue why but when the layer 2 goes as far down as possible, spin jumping makes a bullet bill sound effect. In the third sublevel, I understand having the free life obtainable by using the cloud but all those question mark blocks and especially the coins mislead you to think you can get it without the cloud. It's a secret anyway so why the coins? I don't know how you'd go about fixing this, but I really don't like the small workers only area because it uses an invisible wall. Try not to use one. Also, the chest is easily obtainable by use of cloud. And wrong music in goal area.



Sorry, Camoslash. I'll try to play your level later if someone else doesn't first.

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Argumentable
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Re: Level Clearing

Postby Argumentable » 7 years ago

limepie20 wrote: I have no clue why but when the layer 2 goes as far down as possible, spin jumping makes a bullet bill sound effect.
Cause that's how SMW works

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limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

Argumentable wrote:
limepie20 wrote: I have no clue why but when the layer 2 goes as far down as possible, spin jumping makes a bullet bill sound effect.
Cause that's how SMW works
Man, Nintendo had no clue what they were doing.

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Paralars
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Re: Level Clearing

Postby Paralars » 7 years ago

Ugh..

ugh.

What am I supposed to do?
I just sat in front of that level for 40 minutes and I had no idea what to change exactly.

I don't have any idea what TheGuyWhoIsSitting went for with this level, I just feel it ought to be finished, I believe he kinda forced himself to get it somwhat done and I think the idea and the graphcis are really cute.
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limepie20
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Re: Level Clearing

Postby limepie20 » 7 years ago

Well, my suggestion would be to fix the minor errors, get rid of the confusing blocks, and then replace the layer 2 sublevel with a new normal sublevel.

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Camoslash
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Re: Level Clearing

Postby Camoslash » 7 years ago

Thought I should just re-post this lol:

Level: Irritating...

IPS ---> http://www.mediafire.com/?9kgvdwankbd59nl

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Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 7 years ago

I present thee...

http://www.mediafire.com/?i8gi87t6magg0kf

...my level

Still might change it's name though.
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SyStemkraSh5642
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Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

@ Camoslash:
Your level is okay, but there are a few problems. I constantly saw your lotus fireballs despawn throughout the level because you put 3 of them in the same screen. There are also some occasions where there are layer priority problems such as the fireballs going behind the lava and re-appearing onto the foreground, but that's not too big a deal.
Image.
In this area, a mole can hit you if you're unfortunate enough to fall beside it.
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This corridor is too small for Super Demo; raise the ceiling so it isn't.

Other than that, it should be fine.
@ Septentrion Pleiades
I honestly had a harder time in the first part of the level than the second because of the slower scrolling layer 2 grinder logs. I think you should lower some of those logs and make the level easier or give out more power-ups, because I honestly couldn't beat the first part without save-states.

Also, the level felt empty; it seems that you didn't put enough enemies, but instead put grinders everywhere as your only method of trying to kill Demo. It gets old jumping over grinders and avoiding them repeatedly.

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Camoslash
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Re: Level Clearing

Postby Camoslash » 7 years ago

Alright, fixed those up, except for the layer thing with the hearts, I didn't really see that much of a problem unless you would like me to fix that I would. Should I post the IPS again? Or is it all set to go?

SyStemkraSh5642
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Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

I'd like to give it another try before clearing it.

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Camoslash
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Re: Level Clearing

Postby Camoslash » 7 years ago


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Septentrion Pleiades
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Re: Level Clearing

Postby Septentrion Pleiades » 7 years ago

I made many of the harder jumps easier and completely changed the enemy dynamic of the first part, although it seems to make slowdown. The first part should be much easier because of mushrooms.

http://www.mediafire.com/?gaxnjuib0903nkj
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SyStemkraSh5642
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Re: Level Clearing

Postby SyStemkraSh5642 » 7 years ago

@ Camoslash and Septentrion Pleiades: You're both cleared! Camoslash, maybe you can try to make the level a bit less cramped than it is, because it makes playing as Super/Big Demo harder. Septentrion, there's an issue in the second part where if you die, you're frozen. If I remember correctly however, that was because of the song you chose. It was fixed in a later version.

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tenta
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Re: Level Clearing

Postby tenta » 7 years ago

My level is finally ready to be cleared!

La joie de glisser
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ProfessorDemetri
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Re: Level Clearing

Postby ProfessorDemetri » 7 years ago

Tenta, you need to post an ips so that the clearers can infact, clear it. Thank you in advance. 8-)
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If you need help with anything, contact me on my skype: Demekun


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