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## Level Finalization/QA List (Tweaking of Inserted Levels)

Anthrax 2 Multiply Themodynamics
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### Level Finalization/QA List (Tweaking of Inserted Levels)

Hello everyone. I have commandeered this OP. I assure you this is proper use of eminent domain. All the suggested changes for every level will go in this post. They will be reorganized for optimal comprehension.

Original OP in spoiler
Color code for levels
Broken and unacceptable (Red)
Questionable (black)
Passing (Mossy Green)
All good (Blue)
Special case/undefined (Other)

Code for fixes
-critical (Red)
-discretionary (Orange or Black)
-dismissed (Mossy Green)
-Creative suggestion (Cyan)
-might be antiquated suggestion (Purple)

001 Further over there

002 Castle in the sky

003 Skyway to Wonderland
004 The great pit
005 Block Fort
006 Punctuated time
007 Flooded Village
008 Land of Illusion
009 the level of slipery floors and ghost
00A Ye old spookhouse
00B Violet velocity
00C Super Vehicle 00C Onwards to Moscow
00D demo kong country
00E Time will hide your way
00F Chilly Ice Cave
010 fireyblaze pending
011 betrayal rock
012 Down to green
013 Sky Castle West
014 Calm Forest
015 P.key's mansion
016 no secret exit here
017 hey there sewage castle
018 Aerial Athletics
019 P-Switch Beach
01A capefeather pending
01B Where am I?
01C Intertwined Plains
01D A Stroll Under The Stars
01E Thwomp Ahoy!
01F
Moonlit Mountain
020 Running Like Clockwork
021 Something to do with layer 2
023 Demo's Hydrophobia
024 Air Arena(open to drudging)
101 A Menagerie in Glass
102 Sodium Fortrate
106 A.D.D.
107 Sagan Leagues above the Surface
108 Smouldering Stones
109 Verdant Varmit
10A The Meaning of Sharp
10B Mail Delivery
10C Undermoore Passage
10D Cumulonimbastille
10F I Need a P
110 Painting the Treehouse
111 Unpleasant Intruder
112 The happy lake
113 La joie de glisser
114 Skythorne Valley
115 ]Dancing with shells
116 A Gelatin Factory
117 Demo's Wondrous Pitfall!
118 Forest of Realism
119 Forest Fever
11A Dodge that beefsteak
11B Woodchuck woods(not on OW)
11C Magical Lava Zone
11D Starlight Resort
11E Farenheit Something
11F Tangled Grounds
120 Mansion of Onoffness
122 Phase Out
124 Nezumi's Farmville(why is it not on the OW?)
125 Coin Town USA
126 Deja Vu
128 A Beach
12A Light and Darkness
12B shdwdrgnix Pending

12C Alex Extraordinary Flip Notes! pending sorta
12D Crazed Crayon Combat
12E A layer2 Romp
12F Lakitrouble in the Lakitundra
130 Wrathful Romp
132 Multi-Tier Hillside
133 Goofy Grotto
134 THUMP
136 So close, yet so...
137 Thwomp Garden
138 LBS
139 Dairy Disaster
13A Dark Side of the Moon
13B Irritating...

-Message blocks are broken throughout the hack
The no yoshi intro should be removed, also applies to a lot of other levels.

Special/switch palaces.

- Switch blocks are used in few levels. May need a stance on switch block useage. Some levels are:
Irriiating, sky castle west, I need a P

org $00F619 ; Prevents screen from scrolling when Mario loses a life. (MDP) db$12,\$14 ; Would prevent certain things from being "spoilered" because the player saw
;something they "should not have after dying. (MDP)
- Edit item goal reward to not give useless powerups(SP)

Post edit notes (for internal use):
Last edited by Septentrion Pleiades on 27 May 2013, 21:48, edited 62 times in total.

raocow
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### Re: Final Tweeking of Inserted Levels

Also, peeps, be aware that once a level is accepted, it's 'in', even if the level's author isn't around. This means that we might have to do some changes without their consent. We want to avoid that, but if it comes to it we will. In a perfect world, any changes that happen at this point should be minimal and easy enough to 'patch', but, well we'll see.
the chillaxest of dragons

Posts: 92
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### Re: Final Tweeking of Inserted Levels

Mansion of Onoffness
A2MT_00008.png (9.11 KiB) Viewed 10319 times
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A2MT_00010.png (12.1 KiB) Viewed 10319 times
I severely question the judgement of whoever approved this level; the best adjective I can find to describe the difficulty in the second room is "Kaizo-esque". I have not even been able to complete the first jump of the room without tool-assistance, and it's pretty damn difficult even when spamming rewinds to former hell and back.

A Menagerie in Glass
A2MT_00012.png (7.32 KiB) Viewed 10319 times
Due to the "switch icy level setting" blocks acting solid rather than walkthrough, one of the dragon coins is impossible to get.

Forest of Realism
A2MT_00013.png (7.93 KiB) Viewed 10319 times
The layer priority on the branches and tree trunk don't match up, and I rather question the trees being solid in the first place.
A2MT_00014.png (4.66 KiB) Viewed 10319 times
A2MT_00015.png (5.54 KiB) Viewed 10319 times
A2MT_00016.png (6.19 KiB) Viewed 10319 times
A2MT_00017.png (8.58 KiB) Viewed 10319 times
The whole level is absolutely riddled with this kind of errors. Also, sprite memory issues and a really ugly-looking firebar in the second screenshot.

More to come later...

Chdata
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### Re: Final Tweeking of Inserted Levels

Suggestion for testers: Pay attention to how many tries it takes you to beat a level without savestates.

Trouble with a capital COW.

$\tan{A}\sin{N}$

Wyatt
Posts: 20
Joined: 10 years ago

### Re: Final Tweeking of Inserted Levels

I have a suggestion: we should rate levels in difficulty using a 5 star system (with half-stars) like the VIPs do, for the sake of organizing them in the overworld when that time comes. I know that's not what this thread was made for, but since this will probably become the general discussion thread for inserted levels, it's probably the best place to mention it.

EDIT: For reference, examples of different difficulties by VIP's standards:
1 2
★★ 1 2
★★★ 1 2
★★★★ 1 2
★★★★☆ 1 2
★★★★★ 1 2

To compare to the original SMW, outrageous (probably the hardest level in the game) is about ★★☆.

S.N.N.
Posts: 520
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### Re: Final Tweeking of Inserted Levels

The thing I'm worried about with giving that huge amount of freedom to people (that is, letting them design any kind of level they want with any kind of difficulty level) is that you may end up with too much of one thing. Like, if everyone designs a hard level because they take on the mindset that "maybe other people in the hack will design an easy level", you'd end up with a very .. well, WEIRD difficulty curve. I'm interested in seeing how that plays out, I suppose.

Anyway, I have a few gripes about some cleared levels thus far. I'll try and get a post up by tomorrow since I'm pulling the night shift at work tonight (going to need a bit of sleep).

Wyatt
Posts: 20
Joined: 10 years ago

### Re: Final Tweeking of Inserted Levels

Well, that's how the VIPs did it, and it's been working for us so far, our levels are pretty spread out in terms of difficulty. I don't think it's worth worrying about now; if we get like 70 levels inserted and they're generally hard, we can get people to only make easy levels from then on to compensate.

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### Re: Final Tweeking of Inserted Levels

Forest of Realism (because I forgot some stuff)

There is exactly one of these spike things in the entire level. As such, since you aren't expecting it, it is rather easy to mistake it for one of the normal rock decorations; I didn't even notice it until I had run into it and gotten hurt. Since it ultimately is rather pointless, I would recommend just removing it.

More Map16 errors.

Sky Castle West

There are three points in the first part of the level with a Boomerang Bro placed right next to a rather wide pit. Even knowing that they are there, getting past them without getting hurt is rather difficult, and they are pretty much guaranteed to hit you when you first encounter them. Perhaps move them back a couple of tiles, to give you enough space to land?

This Magic Bro is rather fond of getting himself stuck in the ground. Suggestion: make the various Bro sprites just do small jumps without changing level if the extra bit is set.

The bombs change colour when they are thrown, and the explosion stars appear to be missing from the graphics file.

betrayal rock

These "solid to sprites" blocks could use some better graphics. Didn't someone draw some earlier?

The coins that were next to Demo would be better placed out of Direct Map16, since otherwise you only have to wait for the P-Switch to run out the very first time you get to this part.

...invisible coin block traps? Seriously?

I'm not a big fan of this particular setup; getting through it feels almost luckbased, and if you don't, you get crushed and have to start the first two rooms all over again. Also, according to Lunar Magic there's supposed to be a Dragon Coin in the top middle here; it never showed up, most likely due to bad item memory settings.

It would feel rather more intuitive for these branches to act like ledges rather than cement blocks. Also, there doesn't seem to be any point to that earthquake Thwomp other than for it to be obnoxiously annoying; it doesn't really increase the chance of you getting hit by a powerup.

This part feels rather ridiculous, especially at the very end of a long and annoying room. It would probably be fine without the earthquake Thwomp, though.

I really, really don't like how dying anywhere in this room has you redo the previous one every time, giving a) how easy it is to die and b) how annoying the previous room is. Suggestion: swap this room with the one before it.

[no picture, because I didn't realize this until after I played the level]

The door at the top left of the room in the above screenshot could use some indication that it leads forward in the level. With a powerup next to it and those turn blocks at the bottom of the room, I took it for a reset door, and didn't realize that there was a path other than the one leading to the chest until I took a look at the level in Lunar Magic.

This part also feels rather ridiculous: since you can't see the floor when you trigger the turnips, getting them in a formation that allows you to get to the P-Switch safely requires either an amazing sense of timing or quite a bit of luck.

Going in the final pipe as big Demo takes you back to the start, with no way to progress other than starting the level over completely or dying.

And finally, I question if having to find an invisible coin block (with the penalty for trying to make the jump normally being starting the level over) really is necessary after all that.

Stay tuned for even more...

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### Re: Final Tweeking of Inserted Levels

Where Am I?

While the floor already has it, the ceiling could use some layer priority as well; Demo's hair sticking out between the ceiling and the wall just looks awkward.

With the Koopa walking through the wall in plain sight, the secret passage leading to the chest is ridiculously easy to find.

The P-Switch music sounds off in this room, probably due to samples. (although this might be a non-issue if we're using the ticking patch again)

What are these sparkle things supposed to be? They are all over the level, and just look generally weird.

That's not the correct goal post, is it?

Intertwined Plains

*Gee
Also, the "TRANSLATION" part seems kind of unnecessary, and just seems to call attention to how the gimmick doesn't really have anything to do with the level.

Putting enemies below blind falls is not a very nice trick at all.

...is a reset door really necessary here? (and speaking of which, those reset door graphics look incredibly out of place; we seriously need better global ones)

[not pictured]

Such a slow-paced and long level really could use a midpoint, even if it's rather easy.

Again with the "blind fall into enemy" setup.

raocow
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### Re: Final Tweeking of Inserted Levels

Alright, here are my suggested fixes to limepie, as the way I see it for most of these it would be a lot less work to just fix it directly in the master rom, since it's a lot of relatively small things. My suggestions and what notwill be in bold.

These "solid to sprites" blocks could use some better graphics. Didn't someone draw some earlier?
Go ahead and switch them for the 'base' blocks. Those honestly, these common images for these special blocks really should be in the game by now, available to be used by everyone. Somewhere in the common map16 pages.

The coins that were next to Demo would be better placed out of Direct Map16, since otherwise you only have to wait for the P-Switch to run out the very first time you get to this part.

I had no idea that was possible! I suppose it should be pretty easy to fix?

...invisible coin block traps? Seriously?
Hmm, there are solid blocks 'under' where each of the blocks are, in the crate you are standing on, which are supposed to clue you in. If people thing it's too unintuitive, go ahead and remove all the invisible coins then.

I'm not a big fan of this particular setup; getting through it feels almost luckbased, and if you don't, you get crushed and have to start the first two rooms all over again. Also, according to Lunar Magic there's supposed to be a Dragon Coin in the top middle here; it never showed up, most likely due to bad item memory settings.

Fair enough. Remove the springy things, and lower one of the clear blocks one block down, so it's easier to jump in. About the 'item memory setting' thing, though, I have NO IDEA what that means.

It would feel rather more intuitive for these branches to act like ledges rather than cement blocks. Also, there doesn't seem to be any point to that earthquake Thwomp other than for it to be obnoxiously annoying; it doesn't really increase the chance of you getting hit by a powerup.

switching how the map16'thd branch behaviours is pretty quick and easy. And technicaly, the earthquake thwomp DOES work with the underwater yoshi retrieval part. I want to insist there, though I suppose I can be convinced otherwise.

This part feels rather ridiculous, especially at the very end of a long and annoying room. It would probably be fine without the earthquake Thwomp, though.

Fair enough, also we could replace the square blocks there by a landmass instead, and it would look nicer.

I really, really don't like how dying anywhere in this room has you redo the previous one every time, giving a) how easy it is to die and b) how annoying the previous room is. Suggestion: swap this room with the one before it.

Can you do that, limepie? It's another fairly simple thing.

[no picture, because I didn't realize this until after I played the level]

The door at the top left of the room in the above screenshot could use some indication that it leads forward in the level. With a powerup next to it and those turn blocks at the bottom of the room, I took it for a reset door, and didn't realize that there was a path other than the one leading to the chest until I took a look at the level in Lunar Magic.

Would changing the door to a small door sufficient?

This part also feels rather ridiculous: since you can't see the floor when you trigger the turnips, getting them in a formation that allows you to get to the P-Switch safely requires either an amazing sense of timing or quite a bit of luck.

By my own playtesting, removing the 'swamping turnip' and only leave two would make it a lot more manageable. Anyone would do.

Going in the final pipe as big Demo takes you back to the start, with no way to progress other than starting the level over completely or dying.

I honestly can't believe this ever turned out. Are there any 'only passable when small' blocks we could put in front of the pipe? Otherwise we'd have to replace it with a small door, I suppose.

And finally, I question if having to find an invisible coin block (with the penalty for trying to make the jump normally being starting the level over) really is necessary after all that.

I'll have to agree with you there, and just replacing the invisible block by a visible one.
the chillaxest of dragons

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### Re: Final Tweeking of Inserted Levels

Calm Forest

The level utilizes these spinjumpable tree trunks absolutely terribly: they appear in exactly three locations, two of which being utterly pointless.

So what would be the best way to tell the player that the tree trunk parts with holes in them aren't solid? I'm not entirely sure, although I am certain that putting the first one on a log over a bottomless pit that Mario has to cross most definitely isn't it. (And why are they nonsolid in the first place? Does Demo fall through that tiny hole or something?)

Question: why the hell is a P-Switch used to deactivate ON/OFF switch blocks? If that isn't unintuitive, I don't know what is. (Also, you could theoretically get stuck inside the parrot coin area and have to reset the game.)

Down a random unmarked pit is not a good place to hide a secret, and even if it was, putting a spike at the bottom of it is just mean.

Whoever is in charge of the base ROM should probably change the switch palace levels to level 0 in the overworld settings until we know which levels are going to be used for them.

If you are going to put a spike there, at least give it a palette so that you can notice it before you hit it and die.

Is there any point whatsoever in having SMB1-style scrolling in this one room? It's inconsistent with the rest of the level and just plain out strange.

[not pictured]

The level only has four parrot coins. Unless the fifth one is so well hidden that even looking in Lunar Magic won't reveal it.

Super Vehicle 00C - Onward to Moscow

The behaviour of the missiles isn't exactly the most intuitive thing ever; having one appear just above Demo's head when she's inside the train is rather odd. Why not just have them always appear at the very top of the level instead?

After landing a few hits on the boss, she fired this at me; what exactly is it supposed to be, and is it something that should be there? Also some glitched tiles appeared at the top right.

It seems that the turnips won't actually fall off the side of the level if I miss them, which means that they start piling up and making other things not spawn (most notably the 5-bullet attack; at the end of the battle, it was reduced to a single one) after a while.

raocow wrote:Hmm, there are solid blocks 'under' where each of the blocks are, in the crate you are standing on, which are supposed to clue you in. If people thing it's too unintuitive, go ahead and remove all the invisible coins then.
...I didn't even notice those, due to the HDMA effect. Still, I don't think those blocks will prevent anyone from getting caught by the trap the first one through, and on the second time people will have already checked the area to find the ones they might have missed, so it ultimately doesn't do anything other than making you replay the room one extra time.
raocow wrote:About the 'item memory setting' thing, though, I have NO IDEA what that means.
The item memory keeps track of which collectables (coins, dragon coins, and invisible 1-up blocks are the most important ones) have been collected in a level; there are three different indexes you can use and if two items are the same relative position in two levels that use the same index, one of them won't show up if you collect the other. It's the bottom right option under the Mario head button.
raocow wrote:And technicaly, the earthquake thwomp DOES work with the underwater yoshi retrieval part.
Only under very specific circumstances that are very easy to avoid: you need to be standing on the bottom of the pool while the Thwomp hits the ground after having triggered the turnip in the corner. At all other times, it is nothing more than an annoyance.
raocow wrote:Would changing the door to a small door sufficient?
It is already a small door. :V Perhaps you could put a coin arrow over it or something?
raocow wrote:Are there any 'only passable when small' blocks we could put in front of the pipe?
Indeed there are, although I'm not sure if we have any good graphics for them yet.

cozyduck
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### Re: Final Tweeking of Inserted Levels

Wyatt wrote: Further over there ★★★★★★★

Level's fully functional but humanly unbeatable.

Sorry, but that's simply not true.

I went ahead and played the first half. Took me about 2 hours to beat toolless and I'm pretty rusty at the moment.
I'm sure raocow can beat this toolless (well, he should be able to, as it's his level).

What you should be asking is whether you want a level in the hack that only very few people will even consider beating legit. But ASMT had a few of those too.

That being said, here's what I have to say about the level up to the midpoint:

The very first 2 screen are really obnoxious. The worst offender is the fire flower at the part where you have to drop down for the first time. It's seriously positioned in a horrifying way. Admittedly, one does have the option to bring a powerup to the level, but I'm not a fan of such a tough section before the first power up of the level.

In the second section though it's all memorization, because if you don't manipulate all enemies and level states properly, you will always end up in near unwinnable situations.
Also, I couldn't find a good way to deal with the section where you have the very last big boo plus boos and fireflowers, so I ended up tanking it. Now I understand you want part as a way to protect the other pipe, but I think this section could be a bit easier, especially because it's at the very end.

Finally, the beginning of the second section is kinda bad when you're big, because the duck jump onto the up/down blocks is seriously difficult, and the big boo after that can very easily become undodgeable.

And raocow, don't you think it's a bit of a **** move to put feathers that kill you in powerup boxes? I mean, come on...

Wyatt
Posts: 20
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### Re: Final Tweeking of Inserted Levels

cozyduck wrote:
Wyatt wrote: Further over there ★★★★★★★

Level's fully functional but humanly unbeatable.
Sorry, but that's simply not true.

I went ahead and played the first half. Took me about 2 hours to beat toolless and I'm pretty rusty at the moment.
Took me about the same amount of time, I remember really liking the level at that point. Then the first room after the midpoint is actually super fun, and the one after it is stressful but beatable. Pretty sure I got through this all without using tools.

That said, if you're committed to beating the level legit, good luck on the room after those!

raocow, if you're reading this, I remember you once mentioning that you wanted this level removed; you should know that the level's totally fine other than that last room. Not sure what exactly should be done to fix it, but I don't think an extra midpoint would be enough, and also it'd sorta break the flow of the level. You could always just nerf the last room a bunch, but that'd probably take away from the whole point of the level. My suggestion would be to completely remove all danger in the second last sublevel (the second "over there" segment) and nerf the final sublevel just a bit. That's just a suggestion though, if you can find another way to make the level beatable savestateless then go ahead!

While I'm here, gonna call attention to (?) Sky Castle. It's seriously hard to differentiate the background from the foreground in this level. That needs to be fixed. There's also a part with 5 pencils where it's incredibly likely that you'll spawn them such that you must tank a hit to get past. And at that dark blue cloud with the lakitu cloud inside it, the cloud can easily just fall down through the blue and out of your reach.
On a more subjective note, the stairs section was really repetitive. The level's not unfun, but I'm honestly surprised it got cleared considering all the problems it has.

cozyduck
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### Re: Final Tweeking of Inserted Levels

-Further over there, after the midpoint

Well, the boo cloud section is creative, but in the end most stuff is virtually undodgeable, so it becomes all about knowing where the mushrooms spawn and abusing your invincibility frames. Regardless, it's pretty good. I would recommend removing some of the fireflowers. Especially the first one is almost impossible not to tank, and I really hate the one right after the P-switch cage too.

The second section is surprisingly easy, except for the very last smasher, which is a pain. Also, you can get sprite issues here if too many ghosts follow demo.

The third section is atrocious and you should feel ashamed of yourself raocow. Bad visibility, extremely unclearly defined block movements, tons of traps where if you swim ahead at the wrong moment you'll die and there's no way to tell beforehand, slowdown, sprite despawn, and you can get stuck at the very end in the top right corner. My suggestion is to cut it or redo the whole thing.

As far as difficulty is concerned, I only did the second half of the level toolless up to that final section. It seems tough but fine as is up to the last room.

Terry von Feleday
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### Re: Final Tweeking of Inserted Levels

Yeah, I know about the missiles, but I was unable to fix the problem without creating new and worse ones (making them spawn all over the place or hanging in the air or slowing the game down). I'm not sure why, I guess that just comes with being a shoddy programmer.

The other two things are news to me though and never happened in any of my test runs. °-° How does the first thing behave? What happens when you touch it? I want to know if it's just a glitched graphic or the boss trying to spawn something it shouldn't.

Also for the radish glitch: How does this happen? Shouldn't the radish scroll off the screen and disappear? There's no wall or anything on that side of the screen. Maybe extending the ground beyond the screen's edge would help?

Karatekid5
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### Re: Final Tweeking of Inserted Levels

I just noticed something. There are 26 levels inserted in the current baseROM (judging from the map), but there are only 25 on the list in the first post. Should I look for the missing one?
Terry von Feleday wrote:Also for the radish glitch: How does this happen? Shouldn't the radish scroll off the screen and disappear? There's no wall or anything on that side of the screen. Maybe extending the ground beyond the screen's edge would help?
Depends on what kind of scrolling you have. If it's being locked onto one screen, then make sure there's no horizontal scroll if you want to extend the ground. Because if there is horizontal scroll and you extend the ground, the autoscroll or whatever is simulating the moving during the boss fight, will continue to the screen you extended the ground to, causing cutoff. If you're using layer 2 (like on most of the level), then you should be fine extending it, as long as you don't scroll the screen to the extended land (if you didn't extend it a full screen, then again, they're would be cutoff land tiles)
Last edited by Karatekid5 on 25 Jul 2011, 17:55, edited 1 time in total.

ProfessorDemetri
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### Re: Final Tweeking of Inserted Levels

Karate: Sure, if you'd be so kind.

Also, I'll be making changes to these levels unless the original designers come here to say other wise.

If you need help with anything, contact me on my skype: Demekun

Slit08
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### Re: Final Tweeking of Inserted Levels

Hmm stupid question: Where do I get the Base-ROM with all the levels inserted? Cause I would be glad to beta test these stages (as I do for other games as well).
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Night comes and with it terrible horrors.

The hunt begins!

limepie20
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### Re: Final Tweeking of Inserted Levels

Tails_155
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### Re: Final Tweeking of Inserted Levels

I offer to touch up palettes when all is said and done, still.

Also, since when are the icy level settings solid? They weren't when I added them o_o; that makes them less functional...
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raocow
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### Re: Final Tweeking of Inserted Levels

to be fair, that takes like three seconds to fix.
the chillaxest of dragons

Karatekid5
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### Re: Final Tweeking of Inserted Levels

ProfessorDemetri wrote:Karate: Sure, if you'd be so kind.
Compared the BaseROM to the list. The inserted level missing from the first post list is Starlight Resort (It's my own level, how did I not notice that it was missing at first >.<). Just wanted to make sure every level got checked.
Though, are levels that were recently submitted going to me added to the list once they're inserted?

Also, another suggestion for Super Vehicle 00C. Even though it's not really a problem, I just noticed since that you're using layer 2, the background looks very empty. If we're using the STIM Uploader patch + Layer 3 ExGFX, a scrolling layer 3 would also bring more feel to the level, perhaps a scrolling desert background.

limepie20
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### Re: Final Tweeking of Inserted Levels

Yes as the levels are submitted they should be added. I keep the wiki up to date with what's inserted and what isn't. That's probably the best source.

Tails_155
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### Re: Final Tweeking of Inserted Levels

@raocow -- yes it does, but I'm confused why it and others are acting like 130 again... a lot of them are pointless as solid blocks...
Last edited by Tails_155 on 26 Jul 2011, 15:58, edited 1 time in total.
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ProfessorDemetri
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Joined: 10 years ago

### Re: Final Tweeking of Inserted Levels

Sorry I haven't been on for like a day. The internet has been, welp, broken.
It's fixed now.

Karate: Yeah, as more levels are inserted, they'll also be added to this list, and people will be able about them also!

As I do the minor tweaks, I'll be changing the descriptions for those levels from what they are now, to something like 'all clear' or something along those lines.

If you need help with anything, contact me on my skype: Demekun