(shouting)

Level Clearing

Anthrax 2 Multiply Themodynamics
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miguel21450
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Joined: 12 years ago

Re: Level Clearing

Post by miguel21450 »

Here's the link for Chilly Ice Cave.

http://bin.smwcentral.net/u/12792/CIC%2BV1.2.zip

P.S.: The previous issues that were in this level are fixed.
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TomPhanto
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Location: United States

Re: Level Clearing

Post by TomPhanto »

I submitted this level two weeks ago to get it cleared and nobody's done it yet.
A2MTSubmission.ips
Verdant Varmit
(437.84 KiB) Downloaded 80 times
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Keys are important. When a key is lost, all madness shall break loose.
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ProfessorDemetri
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Joined: 14 years ago
Location: BC, Canada

Re: Level Clearing

Post by ProfessorDemetri »

Like I said in the testing thread, this weekend will have a major update, with clearing, testing, and other tweaks around the project. Check back often.
Thanks for having patience, everyone.
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If you need help with anything, contact me on my skype: Demekun
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Diortem
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Joined: 13 years ago

Re: Level Clearing

Post by Diortem »

Naturally. It's easy to complain about stuff, but getting things done takes more effort and requires a good amount of time to get it cleared properly (some levels are pretty long as well; I think I read somewhere that a level needs to be run through <= 5x before it can be considered cleared). In any case good luck with the clearing! I hope you have fun with the levels, so clearing doesn't become too daunting. Btw. that's also a good sign whether a level is interesting enough overall.

Although, I am also eagerly awaiting the comments cause I do wish to finish any open ends and submit my stuff in the other thread. So maybe it would have been nice if a date is attached to this thread as well. Just like with the testing, so it's easy to see when progress is expected... It's just a suggestion and maybe not fair since the number of clearers is limited. Just my 2 cents. :P
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ProfessorDemetri
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Location: BC, Canada

Re: Level Clearing

Post by ProfessorDemetri »

About the dates and such. Yeah it's a good idea to have a date, the only thing with that is that we simply don't have as much traffic in this thread as we do in the testing thread. And when you have your level just about cleared, ie: here, you're looking for feedback so you can complete it, so I don't think it's absolutely nessecary. But I see what you're talking about.
I like adding a date so that everyone knows when the last batch of clearing has been done.
That is kinda more informative to everyone else, and helps the other clearers.

So from now on, clearers, once you've cleared something, or cleared some, please change the date in the title post so that we know what's been cleared without sifting through 5 pages.

That being said, ON TO THE CRITIQUES! :ugeek:

dior:
You fixed all the problems from before.
The only nitpick I have is that Demo's body, in parts, appear behind the goal posts, while her feet, at the same location of a goal post, appear infront of the land... Layer priority man, tis all.
Fix that one thing and you're cleared. Fix that thing and just go ahead and post an updated version, and nessecary files in the insertion thread.
3 star difficulty.

miguel:
...Eehmm.. What's the first message trying to say? It's all sorts of broken english.
Should it say:

"Brr. IT's so cold in here!
Maybe it's not a good idea to freeze yourself.
You might just survive in this cave."

I don't get the random periods.. it makes it sound wrong or broken.
Either fix that in your next version or just fix that in the txt file you send for insertion.
Also, the red lava palette looks totally wonky with the rest of the ice blue level.
I'd change that to something complimentary. Like a light pale blue, or maybe even a mint green.
Right now it's looks pretty garish to me. Also the corners of the lava bend act as water, so I can go into the corner, but when I jump into the straight away lava, it kills me.
Check your behavior of lava tiles. Actually on closer inspection, did you just set the tile to act as a muncher? Because it's a hard wall when jumped into from the side... it doesn't kill me, only when jumping up into it.. yeah, double check your tile behavior and fix that.
Other then that.. I didn't find you chest.. As long as you have one, I'm okay.
Fix those problems and repost an updated form.

Money:
It's really ready for real. :)
Great job!
It was a nice little romp level.
Cleared!
Paralars:
Raocoins, lulz. Also, yeah old baserom thinger.
So at the part in the third room, with the water, to the far right, there's just a big open drop off of death? Eehm, why?
Also, that water part, above the second cat fish, you can jump up into the roof.. but there's nothing there. You can't walk around in the dirt or anything, so I don't get the point of this either. Maybe a mistake?
In the room with the munchers and vines, I feel like when it's put into the new baserom with the updated graphics, the vine toppers being the grinders, wont make much sense graphically. Find a different topper for the vines.
The palette for the pipe in the thwomp room is bad. Change it. I mean, it looks cool to me, but it still looks broken.
Under the final goal post, the arrow sign pointing right, directly underneath it is a random piece of ground, just kinda floating there... it's pretty fancy. Take 'er out.
Yeah. Overall solid level. Just little things need to be fixed.
Post an updated version here.
Phanto:
So I believe I said this before, but there's a graphical glitch whenever I get a coin block. It's glitched out. Did you over write the graphic file for that?
Also, the munches and pokey graphics have changed, you might want to just insert this into the baserom to make sure the palettes work out with the new graphics.
So in the second room, with the line rails, when I hit the second switch, with the grinder, the grinder came off the rail and a frame later, just simply disappeared.
Didn't fall, didn't anything, just disappeared.. O_O I'm honestly stumped at that lol.
Also, didn't find a chest, so if there's one in there, I'll take your word for it.
Just about done. Figure out that weird coin block glitch and make sure the new graphics work with the palettes you have, and you'll be cleared.
There's nothing that can be done about the line rails, atleast I don't think so...
Prime:
Again, seriously there's a random map16 tile just sitting on the second house's roof.
But everything else seems in order.
I love how you made more houses. That's great!
So just fix that one map16 tile, and you're cleared.
When you fix it, just add an updated version of the .ips. Just go to the insertion thread and go from there.
It's a minor fix, so no need to post here again.
Cleared when that one tile is fixed.
tc:
Good job, buddy.
Cleared. Take 'er over to the insertion thread and follow the directions there.
3.5 stars of difficulty!
Thanks for all the hard work everyone! Keep it up!
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If you need help with anything, contact me on my skype: Demekun
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Diortem
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Joined: 13 years ago

Re: Level Clearing

Post by Diortem »

Ah, ok thanks for the info.
Only 3 stars? I guess I mellowed out some sections a little too much. :P Nah, I'm fine with being in the center of easy/hard given that the scale goes up to 5 (apart from certain exceptions). It's pretty hard to get a good balance sometimes.~ One tile difference can make a heck of a difference for some jumps.

Anyway, about the cutoff issue you mentioned. I think I understand what you mean, but the problem lies not in the goal post. If you raster out the level (taking the top & left pixels for every tile) you'll notice that Demo's feet are sticking into the ground. Just look at any random level, when Demo hits the goal the toes always show. XD Mario's shoes are too, but because the bottom line of pixels is completely black you don't notice this. I tried to make a example of this with a 4x zoomed image. With the brown blocks as reference for the pixel offsets.
close up.png
close up.png (3.9 KiB) Viewed 5367 times
The only thing I could do is add Map16 ground tiles with 'priority' enabled below each goal post. However, this will lead to strange effects (like enemies being cutoff behind that tile, when the fall through the ground when dying). The only way to fix this correctly is by adjusting Demo's toes. I'm not in the position to alter Demo's sprite, but there's no possible way I can fix this without causing cutoff elsewhere... So unless there's another option, that I can't see, what should be done?
miguel21450
Posts: 0
Joined: 12 years ago

Re: Level Clearing

Post by miguel21450 »

ProfessorDemetri wrote: miguel:
...Eehmm.. What's the first message trying to say? It's all sorts of broken english.
Should it say:

"Brr. IT's so cold in here!
Maybe it's not a good idea to freeze yourself.
You might just survive in this cave."

I don't get the random periods.. it makes it sound wrong or broken.
Either fix that in your next version or just fix that in the txt file you send for insertion.
Also, the red lava palette looks totally wonky with the rest of the ice blue level.
I'd change that to something complimentary. Like a light pale blue, or maybe even a mint green.
Right now it's looks pretty garish to me. Also the corners of the lava bend act as water, so I can go into the corner, but when I jump into the straight away lava, it kills me.
Check your behavior of lava tiles. Actually on closer inspection, did you just set the tile to act as a muncher? Because it's a hard wall when jumped into from the side... it doesn't kill me, only when jumping up into it.. yeah, double check your tile behavior and fix that.
Other then that.. I didn't find you chest.. As long as you have one, I'm okay.
Fix those problems and repost an updated form.
To get the chest you need a mushroom and break out the first three blocks next to the goal. Enter the pipe and the chest is there.
Some lava tiles are acting like tile 1FF, others are acting like the edge of a lava (tile 15B) and the others are acting like tile 5.
I'll fix the issues and send an updated version soon today.
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7TC7
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Posts: 57
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Location: Austria

Re: Level Clearing

Post by 7TC7 »

tc:
Good job, buddy.
Cleared. Take 'er over to the insertion thread and follow the directions there.
3.5 stars of difficulty!
If thats the case, wonderful.
Now, there is but one last question I am having. About that chest, all levels have.
Right now it still has that placeholder 3up replacing it. I'm asuming I should do something about that, or will that be done in insertion, which I kinda doubt? I'm not really up to searching through long threads for an answer so... is the chest already in the baserom, how do I get at it and put it in the level. I'm asuming it's again some map16 stuff, but a short explanation would be great nontheless.
Meet me at YouTube and watch Touhou stuff!
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miguel21450
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Joined: 12 years ago

Re: Level Clearing

Post by miguel21450 »

Okay, there's my level (AGAIN), this time all the issues are fixed. The lava is acting now like tile 1FF and the lava's color was made a little blueish, compared to the rest of the level.
http://bin.smwcentral.net/u/12792/CIC%2BV1.3.zip
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TomPhanto
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Location: United States

Re: Level Clearing

Post by TomPhanto »

Okay, it's ready.

http://bin.smwcentral.net/u/9567/A2MTFinal.ips
As for the treasure chest:
Image
Basically, there's a ledge on top where you can go all the way to the right. The chest is at the end.
And I'm using Version 2.15 this time.
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Keys are important. When a key is lost, all madness shall break loose.
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Cmbheadquarters
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Joined: 13 years ago

Re: Level Clearing

Post by Cmbheadquarters »

I've pretty much done every improvement asked of me, and ProfDemitri Told me it was best to post here. I really think there's nothing left to be done here, so here goes: http://bin.smwcentral.net/u/15352/heyth ... earing.ips

EDIT: NEW VERSION RE DOWNLOAD: 29/8/11 14:46 UTC LONDON
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Wyatt
Posts: 20
Joined: 14 years ago

Re: Level Clearing

Post by Wyatt »

Cmbheadquarters wrote:I've pretty much done every improvement asked of me, and ProfDemitri Told me it was best to post here. I really think there's nothing left to be done here, so here goes: http://bin.smwcentral.net/u/15352/heyth ... earing.ips

EDIT: NEW VERSION RE DOWNLOAD: 29/8/11 14:46 UTC LONDON
cmbheadquarters: I really like this level, and am glad to see that it's close to finished.
Difficulty=★★★
First half:
-first thing's first: the music in this level breaks bsnes. This is actually my fault, I gave you a broken song. Here's the new code for the song:

Code: Select all

;sample bank

	$ED $80 $6D $23
	$ED $80 $7D $00
	$F0

$EF $FF $30 $30 $F1 $06 $20 $01

t58 w255
#0
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(2)2
>c+8c+8r8c+8c+8c+8r8c+8
<a+8a+8r8a+8a+8a+8r8a+8
(2)6
>c+8c+8r8c+8c+8c+8r8c+8
<(2)a+8a+8r8a+8
$ED$38$87v255o2y11b4>c+4d4d16r16c+16r16
d4^8c+16c16<b4^8g16r16
f+4^8a+4^8e4
f+2d4e4
f+4^8a+4^8c+4
f+4a+4>c+4f+4
o3v200y9b8b8r8b8b8b8r8b8
>c+8c+8r8c+8c+8c+8r8c+8
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>c+8c+8r8c+8c+8c+8r8c+8
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@2o5v175
y10g2^8a16g16f+16r16e16r16
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>c+2^8<a+16r16>d8e8
d2<b4>d8<b8
>d1^2^8
d8e16r16d16r16
c+1^1
@3o3l16y5t56brf+rbr>drf+r=60dr
<t55f+r>drc-rdrf+rdr<f+r8.
brf+rbr>drf+r=60dr
<f+r>drc-rdrgrf+rdr<f+r
a+rera+r>c+rer=60c+r
<er>c+r<a+r>c+rf+rer<a+rgr
@6v200y9$ED$00$00
>f+1^1<
@6v230[bege]8>
[c+<fg+f>]8
[c+o2f+>f+<f+>b<f+]5
[o4c+o2f+>f+<f+>a+<f+]5o4
f+c+<a+f+

#1
r1^1/r4 $DE$28$0F$30
o2@4v200y9b8^32r16^32>d8^32r16^32f+8^32r16^32
f2^4d8^32r16^32
c+2^4d8e8
d1
r4f+8^32r16^32a8^32r16^32d8^32r16^32
e2^4f+8g8
c+1
f+2^4^8e16f+16
g2^8a16g16f+16r16e16r16
f+4^8f16e16d4^8<b16r16
>c+2^8<a+16r16>d8e8
d2<b4>d8<b8
>c+1
o2@1v255f+16>f+16a+16>c+16f+16c+16<a+16f+16a+16>c+16f+16a+16>c+16<a+16f+16c+16
r4o3@4v210b8^32r16^32>d8^32r16^32f+8^32r16^32
f2^4d8^32r16^32
c+2^4d8e8
d1
r4f+8^32r16^32a8^32r16^32d8^32r16^32
e2^4f+8g8
c+1
f+2^4^8e16f+16
g2^8a16g16f+16r16e16r16
f+4^8f16e16d4^8<b16r16
>c+2^8<a+16r16>d8e8
d2<b4>d8<b8
>d1^2^8
d8e16r16d16r16
c+1^1
@0$ED$4C$85v255y13o5d=58c+=7c=7<b2^4^8b8^32r32^16f+8^32r32^16b8^32r32^16
>c+=58c=7<b=7a2^4^8e8^32r32^16f+8^32r32^16a8^32r32^16
g4^8f+8^4e4d4e4f+4a=34g+=9g=9
f+=188^4f+4g6a6b6
>e8^32r8..c-2..e4c-4e4
f8^32r8..c+2..f4c-8r24c+8r24f8r24
f+1^2f+=15r=17e=15r=17b=15r=17
a+1^1

#2 
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(3)2
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c+8c+8r8c+8c+8c+8r8c+8
(3)4
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f8f8r8f8f8f8r8f8
f+8f+8r8f+8f+8f+8r8f+8
<l12gb>dgd<bgb>dgd<b
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ea+>c+ec+<a+ea+>c+ec+<a+
df+b>d<bf+df+b>d<bf+
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c+ea+>c+<a+ec+ea+>c+<a+e
>d8d8r8d8d8d8r8d8
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d8d8r8d8d8d8r8d8
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f8f8r8f8f8f8r8f8
f+8f+8r8f+8f+8f+8r8f+8
<gb>dgd<bgb>dgd<b
f+b>df+d<bf+b>df+d<b
ea+>c+ec+<a+ea+>c+ec+<a+
df+b>d<bf+df+b>d<bf+
dgb>d<bgdgb>d<bg
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c+ea+>c+<a+ec+ea+>c+<a+e
y10g2.a=30r=18
b2>d2
e2f+1d2
c+8d8e2d8c+8
c+8<f+8f+4d8e8f+8g8
a2^8d8g8a8>d1
@6v230y11l16[e<gbg>]8
[fc-c+c-]8
[f+<f+bf+>c+<f+>]5
[f+<f+a+f+>c+<f+>]5
a+f+c+<a+

#3 @4 v200 y10
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<f+8f+8r8f+8f+8f+8r8f+8
b8b8r8b8b8b8r8b8
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e8e8r8e8e8e8r8e8
>c+8c+8r8c+8c+8c+8r8c+8
<f+8f+8r8f+8f+8f+8r8f+8
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<f+8f+8r8f+8f+8f+8r8f+8
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>c+8c+8r8c+8c+8c+8r8c+8
<f+8f+8r8f+8f+8f+8r8f+8
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>c+8c+8r8c+8c+8c+8r8c+8
<f+8f+8r8f+8f+8f+8r8f+8
g8g8r8g8g8g8>d4
<b8b8r8b8f+4b4
f+8f+8r8f+8f+8f+8e8f+8
b8b8r8b4b8>d4
<g8g8r8g8g8g8r8g8
g8g8r8g8g8g8r8g8
f+8f+8r8f+8f+8f+8r8f+8
f+8f+8r8f+8f+8f+8r8f+8
l16v180
g2^8^16ro3d8.r<b4..rg4..r
c-2^8^16r>d8.r<b4..rf+4..r
<a+2^8^16ro3c+8.r<a+4..re4..r
d4..re4..rf+2^8^16rg8f+v200f
[e8e8r8e8]4
[f8f8r8f8]4
[f+8f+8r8f+8]4<
[f+8f+8r8f+8]4

#4 r1^1/[r1]14
(1)[@0 $E5 $A0 $0E o3v255y10f8f16v210f16 v255 $18$D5 @0 $E5 $A0 $0E f8f8f16v210f16v255f32v210f32f32f32f32f32f32f32]16
r2@3l16v150y5o4dr=180drc-r=156
dr=180erdrc-r=132
c+r=180drc+r=60
<l24[f+a]24
y10
[@0 $E5 $A0 $0E o3v255f8f16v210f16 v255 $0C$D5 @0 $E5 $A0 $0E f16f8f8v255f32v210f32f32f32v255f32v210f32f32f32f16v255f16]8

#5
(1)2/(1)14 $DE$00$00$00
@6$ED$38$87v255o3y11f+2d8^32r16^32f+8^32r16^32
g+2f8^32r16^32g+8^32r16^32
a+2^4f+4
b2a8^32r16^32f+8^32r16^32
g2b2
e4g4b4>d4
f4c+4<b4>c+4
<b2>c+4^8 @2>v175y10e16f+16
@6$ED$38$87v255y11<d2^8<f+16r16b16r16>c+16r16
d4c+8d8f+4<b4
a+4b4>c+4d16r16c+16r16
<b4>c+4d4f+16r16g16r16
a2^4^8g16f+16
e4^8d4^16e4^16
f+1^1
@0 $E5 $A0 $0E o3[f8v110y10f4f4.v140f8v110f4f4f8v140f8v110f4.]3
@6v200y11$ED$00$00
>a1^1
@4$DE$28$0C$40
y9e8^32r8..c-2..e4c-4e4
f8^32r8..c+2..f4c-8r24c+8r24f8r24
f+1^2f+=15r=17e=15r=17b=15r=17
a+1^1

#6 r1^1 /
@7 v170 $E5 $A1 $05 o4
[e1^1e1e2e2
e1^1e1e2e1
e1^1e1^1e2e2e2]2[e2]4e1^1^1^1^1^1
@0 $E5 $A0 $0E 
t56o3v135y10f8f16v105f16 v150 $18$D5$0C @0 $E5 $A0 $0E f16 v120 f16
v165y10f8f16v135f16 v180 $18$D5$0C @0 $E5 $A0 $0E f16 v150 f16
t57v195y10f8f16v165f16 v210 $18$D5$0C @0 $E5 $A0 $0E f16 v180 f16
v225y10f8f16v195f16 v255 $18$D5$0C @0 $E5 $A0 $0E f16 v210 f16
t58 @7 v170 $E5 $A1 $05 o4
[e1^1]2[e2]6[e4]4

#7 r1^1/
[r1]28r4
o1@1v255l16c+f+a+>c+f+a+>c+f+a+>c+f+a+>c+<a+f+c+a+f+c+<a+>f+c+<a+f+c+<a+f+c+
[r4]29 @4v190y9o3
f+4g6a6b6
[r1]8
-can you remove the offscreen ceiling at the very start? it doesn't serve any purpose that I can tell.
cmbCement.png
cmbCement.png (5.91 KiB) Viewed 5266 times
-what's with those cement blocks up there? If they serve some kinda purpose then keep them, but they seem to be pointless and they look bad.
cmbA.png
cmbA.png (8.74 KiB) Viewed 5266 times
-This A is misshapen as heck. Should look like this:

Code: Select all

 oo 
o  o
oooo
o  o
Second half:
-In the room with the blocks that act like different blocks, the palettes on the coins and coin blocks are pretty different from before. This looks especially weird with the parrot coin. The palette actually does look nice, it's the inconsistency that's jarring. Could you maybe modify some other sublevels' palettes so the coins and blocks look this way too? (if this is too time-consuming or difficult don't bother, it's not really a big deal)
-A parrot coin should not be hidden along with the chest. Move that parrot coin to somewhere in the very first room.
cmbStuck.png
cmbStuck.png (6.43 KiB) Viewed 5266 times
-It's possible to get yourself stuck here just by jumping from that pipe on the right. It'd be even easier to get stuck or killed if you brought a trampoline from before. As much as I usually dislike invisible coin block ceilngs, this section could probably use one.
-When demo walks behind the pipe after the goal, her feet (and hair?) stick out. Make the ground and ceiling tiles around the pipe have layer priority over demo.
-Time limit is a bit low, I'd suggest 900.

Sorry if this sounds like more suggestions than you were expecting, but these fixes, barring the pallete thing, shouldn't take much time, and I should be able to clear you once they're done.
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Cmbheadquarters
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017 Hey there sewage castle! - Cmbheadquarters

Post by Cmbheadquarters »

http://bin.smwcentral.net/u/15352/0A2MT ... castle.ips

Did everthing you said, Wyatt. The pipe feet thing was annoying, even though both pipe and floor were layer priority enabled, part of the pipe is transparent, remember? So i had to make a walk through layer priority enabled black tile underneath the pipe (layer 2) Now it works!

Oh yeah, Thank you very much for the music :D
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Wyatt
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Re: 017 Hey there sewage castle! - Cmbheadquarters

Post by Wyatt »

Cmbheadquarters wrote:http://bin.smwcentral.net/u/15352/0A2MT ... castle.ips

Did everthing you said, Wyatt. The pipe feet thing was annoying, even though both pipe and floor were layer priority enabled, part of the pipe is transparent, remember? So i had to make a walk through layer priority enabled black tile underneath the pipe (layer 2) Now it works!

Oh yeah, Thank you very much for the music :D
Never considered the pipe transperecy thing, good job on finding a fix! The new palettes look quite nice as well.

One thing I didn't notice last time: Your chest is a placeholder, not an actual chest. I think the chest is tile 5C, but I'm not too sure about that. You should test your level with the latest baserom to make sure everything works.

Since this is an easy fix, no need to post here again. You are officially cleared, go ahead and submit your level!
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Cmbheadquarters
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Re: 017 Hey there sewage castle! - Cmbheadquarters

Post by Cmbheadquarters »

Wyatt wrote:
Cmbheadquarters wrote:http://bin.smwcentral.net/u/15352/0A2MT ... castle.ips

Did everthing you said, Wyatt. The pipe feet thing was annoying, even though both pipe and floor were layer priority enabled, part of the pipe is transparent, remember? So i had to make a walk through layer priority enabled black tile underneath the pipe (layer 2) Now it works!

Oh yeah, Thank you very much for the music :D
Never considered the pipe transperecy thing, good job on finding a fix! The new palettes look quite nice as well.

One thing I didn't notice last time: Your chest is a placeholder, not an actual chest. I think the chest is tile 5C, but I'm not too sure about that. You should test your level with the latest baserom to make sure everything works.

Since this is an easy fix, no need to post here again. You are officially cleared, go ahead and submit your level!

YAY! *Does Jig* I've been down today (not because of A2MT, personal life) this lifted my mood, once again thanks to everyone who tested my level, and to you, for making the awsome music, and clearing it.
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Wyatt
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Re: Level Clearing

Post by Wyatt »

Glad I could brighten your day, cmb! I wish you the best. Looking forward to your next level.

Can somebody clear miguel's level? I'd do it, but only two people have given him any feedback and I'm one of them.

@TomPhanto:

Verdant Varmit
Difficulty=★★☆
This level is in perfect working order, all you need to do is replace your placeholder chest with an actual chest. Should be tile 5C. For now, you're cleared; fix the chest and you're free to submit your level.
miguel21450
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Re: Level Clearing

Post by miguel21450 »

Could someone clear my level?
limepie20
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Re: Level Clearing

Post by limepie20 »

TomPhanto wasn't cleared? he posted it in the submissions thread and I already inserted it...
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ProfessorDemetri
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Re: Level Clearing

Post by ProfessorDemetri »

What I had told him was probably misconstrude?
Eeehmm, see this is what happens when we have more then one person clearing lol.
The only thing that needs to be switched with Tom's level is the chest. Tis all. It's just a placeholder ATM.
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limepie20
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Re: Level Clearing

Post by limepie20 »

Well I actually did that during insertion so it's all good.
ProfessorDemetri wrote:Eeehmm, see this is what happens when we have more then one person clearing lol..
More than one person clearing is a really good thing. It's fine; I just wanted clarification.
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Paralars
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Re: Level Clearing

Post by Paralars »

Demetri:
Raocoins, lulz. Also, yeah old baserom thinger.
So at the part in the third room, with the water, to the far right, there's just a big open drop off of death? Eehm, why?
I don't know, aesthetic purposes? I'm not trying to defend that cliff element but why not have it there, it has no real gameplay purpose. Should I remove it?
Also, that water part, above the second cat fish, you can jump up into the roof.. but there's nothing there. You can't walk around in the dirt or anything, so I don't get the point of this either. Maybe a mistake?
It's a little hole that goes from the upper level down into the water, as a little trap. The level kind of focuses on revisiting sublevels, so I thought I could add in a little rather harmless trap, it has coins indicating that you should jump over it and falling spinies will show you that you can fall through
In the room with the munchers and vines, I feel like when it's put into the new baserom with the updated graphics, the vine toppers being the grinders, wont make much sense graphically. Find a different topper for the vines.
Makes sense to me, I changed them to ? Blocks and `´ Blocks
The palette for the pipe in the thwomp room is bad. Change it. I mean, it looks cool to me, but it still looks broken.
I think you mean the black pipe, I can't change the palette because the lava/mud uses it. I believe there are tiles in the current ROM that are specificly colored pipes, you could just use those to make a yellow or w/e pipe instead. I don't have those tiles in that ROM though :mrgreen: Couldn't that be done post-insertion then?
Under the final goal post, the arrow sign pointing right, directly underneath it is a random piece of ground, just kinda floating there... it's pretty fancy. Take 'er out.
I don't see it at all?
Yeah. Overall solid level. Just little things need to be fixed.
Post an updated version here.
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Paralars
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Re: Level Clearing

Post by Paralars »

okay since I got no answer I went ahead and assumed that the invisible hole and the cliff of death aren't a big problem, I fixed some stuff and I finally got to see the fancy dirt tile floating under the goal tape, it seems to be the same bug I had in my first level.
There is supposed to be a coin in front of the dirt tile, so you don't actually see the dirt tile usually.
But that coin sometimes just isn't in the level and the dirt tile shows up instead, I don't know how to fix this.
Anyway, updated version
Last edited by Paralars 12 years ago, edited 1 time in total.
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ProfessorDemetri
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Re: Level Clearing

Post by ProfessorDemetri »

Paralars, as I'm currently at work, and can't play test this, all I'll comment on is the coin dirt tile.
I had the same problem with one of my earlier levels too. I just fixed this by cutting off the ground behind the coin, so that the ground/dirt tile wouldn't go into that one spot, so there would be nothing behind the coin. Literally.
As I'm still sick, for the second freakin' time, I'll be testing this abit later.
Thanks for being patient. :|
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Paralars
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Re: Level Clearing

Post by Paralars »

yeah, I guess that's the simple way to fix it.
I edited the ips in the post before
limepie20
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Re: Level Clearing

Post by limepie20 »

Paralars:
First off, I like the palette. It's pretty nice, actually. Also, awesome koopa graphics, man. In the dark room with the dark purplish ground, I don't like the palette of the little line between the "grass" and the "dirt". It's too light. Otherwise, it looks nice and those goombas are great. You should probably switch to a more current baserom so you can give right palettes to the munchers. In the area with all the water, the koopa at the rightmost edge of the level makes it look like there's more stuff but there isn't and you die if you try going there. When you go through the invisible p switch door to the water sublevel, there's a lakitu right at the beginning and if you have fire flower (like I did) you can just kill him and skip that sublevel by flying. There's not really a good solution for this but maybe you have something in mind.
The level was fun and looked nice and the difficulty wasn't too tough. After you fix those things, you're cleared.
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