Level Clearing
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- Posts: 0
- Joined: 12 years ago
Re: Level Clearing
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.
http://bin.smwcentral.net/u/12792/CIC%2BV1.2.zip
P.S.: The previous issues that were in this level are fixed.
Re: Level Clearing
I submitted this level two weeks ago to get it cleared and nobody's done it yet.
Keys are important. When a key is lost, all madness shall break loose.
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing
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.
Thanks for having patience, everyone.
Re: Level Clearing
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.
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.
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing
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!
dior:
miguel:
Money:
Paralars:
Phanto:
Prime:
tc:
Thanks for all the hard work everyone! Keep it up!
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!
dior:
miguel:
Money:
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- Posts: 0
- Joined: 12 years ago
Re: Level Clearing
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.ProfessorDemetri wrote: miguel:
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.
Re: Level Clearing
tc:
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.
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.
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- Posts: 0
- Joined: 12 years ago
Re: Level Clearing
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
http://bin.smwcentral.net/u/12792/CIC%2BV1.3.zip
Re: Level Clearing
Okay, it's ready.
http://bin.smwcentral.net/u/9567/A2MTFinal.ips
And I'm using Version 2.15 this time.
http://bin.smwcentral.net/u/9567/A2MTFinal.ips
Keys are important. When a key is lost, all madness shall break loose.
- Cmbheadquarters
- Posts: 0
- Joined: 13 years ago
Re: Level Clearing
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
EDIT: NEW VERSION RE DOWNLOAD: 29/8/11 14:46 UTC LONDON
Re: Level Clearing
cmbheadquarters: I really like this level, and am glad to see that it's close to finished.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
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 $23
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$F0
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#2
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#5
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#6 r1^1 /
@7 v170 $E5 $A1 $05 o4
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[e1^1]2[e2]6[e4]4
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[r1]28r4
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[r4]29 @4v190y9o3
f+4g6a6b6
[r1]8
Code: Select all
oo
o o
oooo
o o
-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. -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.
- Cmbheadquarters
- Posts: 0
- Joined: 13 years ago
017 Hey there sewage castle! - 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
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
Re: 017 Hey there sewage castle! - Cmbheadquarters
Never considered the pipe transperecy thing, good job on finding a fix! The new palettes look quite nice as well.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
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!
- Cmbheadquarters
- Posts: 0
- Joined: 13 years ago
Re: 017 Hey there sewage castle! - Cmbheadquarters
Wyatt wrote:Never considered the pipe transperecy thing, good job on finding a fix! The new palettes look quite nice as well.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
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.
Re: Level Clearing
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.
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.
Re: Level Clearing
TomPhanto wasn't cleared? he posted it in the submissions thread and I already inserted it...
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing
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.
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.
Re: Level Clearing
Well I actually did that during insertion so it's all good.
More than one person clearing is a really good thing. It's fine; I just wanted clarification.ProfessorDemetri wrote:Eeehmm, see this is what happens when we have more then one person clearing lol..
Re: Level Clearing
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
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.
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing
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.
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.
Re: Level Clearing
yeah, I guess that's the simple way to fix it.
I edited the ips in the post before
I edited the ips in the post before
Re: Level Clearing
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.
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.