(shouting)

Level Clearing

Anthrax 2 Multiply Themodynamics
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limepie20
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Re: Level Clearing

Post by limepie20 »

Thanks, Wyatt. I want to start clearing more often soon, it's just that I've been kinda bus lately. After the next baserom comes out, I'll try to find some time to do some of these. I'm really sorry everyone that your levels are being held up and I wish it wasn't like this.
capefeather
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Re: Level Clearing

Post by capefeather »

...I guess I could ExGFX the original sprites back, at least the munchers. Finding these things is a pain, though...

(Also I forgot that the level name doesn't show up...)
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Tails_155
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Re: Level Clearing

Post by Tails_155 »

http://bin.smwcentral.net/u/6151/GoofyGrotto7.ips
http://bin.smwcentral.net/u/6151/StrollUnderStars2.ips


I have time to post these, so I will. Here are my two levels. Are either of them ready yet?
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Schnurmanator
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Re: Level Clearing

Post by Schnurmanator »

Level 117 updated:
http://bin.smwcentral.net/u/8017/Lvl117_1.4.ips


I fixed everything Wyatt told me to fix (i think).
I used the updated 2.17 Base Rom which has the new parrot coins that don't add to the coin counter. I also added some of the slippery blocks to the water next to the alligators. Fixed minor things here and there. Besides that everything in the level is the same.

I want to use Music 96 (Chrom1um's Something Theme) for the sub level 34 (room with clouds and coins) but it's not inserted into the base ROM, what should I do?
Image
limepie20
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Re: Level Clearing

Post by limepie20 »

Ometeotl:
for some reason your IPS patch didn't work for me.
If you post a working one, I'll put it on the top of my list because technically you were first. Although, we can wait until the MMP problem is solved, too if you want.

flareblade:
flareblade_00000.png
You should have a coin on top of the bone you are supposed to jump on because it is a bit visible but it would help and be more fair. The transition from the first cave room to the next is odd. It would be cool if you added a bit to the first part of the cave where only a little bit of rocks was falling down and no rumbling. I'm not too fond with the music choice in that room. Running Hell is a bit overused and I'm sure you could find some better songs. Maybe there's something already in the baserom. I suggest taking out part where you walk in front of dirt because the falling blocks are behind the dirt but can still hurt you. Do that and put it in clearing just so I can check new music and new gameplay rock thing if you decide to do it. I didn't have problems with the level design or difficulty. I thought the falling rock part was fun.

capefeather:
"TO THE PLUMBER GUY"
Demo isn't Mario so I don't think it really works. Even if the sign wasn't directed at Demo. But I guess it's your choice in the end. Anyway, I like the palette in this room. It's a nice purple and a nice green. The vines growing under the bridge are cut off. Please use the vine end tile in ExGFX135. The bright green pipe doesn't have a good palette. It's too bright and doesn't look great. The first jump in the vertical room is a blind jump and everyone will get hit by the spikes the first time. The pipe at the end of the vertical room is enterable without the p switch. And I think it's way too hard to get to the blue p switch door in the next room.
Honestly, I don't like the level design. It just seems like you put a bunch of venus fly traps everywhere to make it hard. I think it's too hard and the level design doesn't have much unity. You should rely on items like p switches less, too. I think you just find a nice unique theme or gimmick for your level and stick to a reasonable difficulty.
limepie20
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Re: Level Clearing

Post by limepie20 »

Tails (Goofy Grotto):
Nice graphics. It isn't very clear that the pit in the first area teleports you even though it's the only place to go. Even so, a little indication would be nice. I think you should have less of those yellow spiky muncher guys. They're nice but don't overuse them because it doesn't look great and doesn't provide good gameplay. I loved the palettes in the red and blue room after the autoscroll room but that room the red and blue room was pretty short and felt out of place. Maybe you can switch the red and blue graphics to the autoscroll room?
Otherwise, I loved the level. After you fix those, it should be ready to be cleared (I just wanna check).

Tails (Stroll):
Really nothing wrong with the level. It looked great. This level is cleared.

Schnurmanator:
Is it possible that you have the Activision-Talkhaus thing scroll back form Talkhaus to Activision? It would look a lot nicer. Those crocodiles in the lava area are weird without water. You should just the water in there. And I only mean the ones on the dirt, not the ones on the blocks during the skull ride. Otherwise, I liked it a lot. The bonus areas were great, too. You're cleared. The Activision-Talkhaus fix is your choice.
Ometeotl
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Re: Level Clearing

Post by Ometeotl »

limepie20 wrote:Ometeotl:
for some reason your IPS patch didn't work for me.
If you post a working one, I'll put it on the top of my list because technically you were first. Although, we can wait until the MMP problem is solved, too if you want.
Diortem had the same problem. Dunno what he did to fix it.
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Diortem
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Re: Level Clearing

Post by Diortem »

Yeah, that's true. I'm not sure what I did to fix it, I thought I just downloaded the file again (or I might have patched it on a headerless rom though). For reference, I tried your file right now and it didn't work for me either, so I'm not sure...
Ometeotl
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Re: Level Clearing

Post by Ometeotl »

For reference, I'm supposed to use the regular SMW ROM as the Unmodified one, as opposed to the A2MT Base ROM, right?
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Diortem
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Re: Level Clearing

Post by Diortem »

Yup, you're pretty right about that. Also the patch size of 2.1 MB seems normal to what I've seen with other patches. I could have a better look at it.
Cup
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Re: Level Clearing

Post by Cup »

Update
Wyatt, thanks for testing. Sorry it took a few days to make changes. I fixed the cutoff and layer priority mentioned. Does bsnes show more of the bottom row than zsnes? I tended not to fill in the bottom layer to make the final level smaller, but if I need to fix it everywhere it shouldn't be difficult to do. It is fixed where I assume it's most obvious though.

The empty block thing is something found in Super Marisa World, and I like the quirkiness of it. If you still think it feels off (without being endearing), I'll make them coins.

Using the words of Desu-no, there are "grownup reasons" why there are no powerups in the first room. The way I coded the autoscroll is pretty limiting due to a mix of trying to get a scroll that slow and limited asm knowledge. I can't add them at this point without completely redoing the mechanics of that room. To make up for it, I re-balanced the first room in terms of difficulty. It should be a lot more fun now (at least I find it more fun). I can make Demo star on a mushroom though if you think that would be less odd than levelasm, but I always found that to be clunky. Levelasm does the same thing but more under the hood.

The updated music runs really fast. It feels almost twice the tempo. And I am fairly clueless about the castle theme's problems. I know there has always been an issue with accurate emulation and Addmusic, but I'm not aware of the details or changes HuFlungDu's made. It has broken things for me in the past though, so I'm not surprised. Here is the port if you can diagnose it. I've made very few changes since last time I showed it to you. It does need a lot of work regardless, namely looping (which still seems daunting so I've been putting it off until I get ready for submission).

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limepie20
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Re: Level Clearing

Post by limepie20 »

Cup:
Well, you accidentally left in a reset door but that really doesn't matter. I wanna say I'm really glad you used that song because I like it. Also, your midpoint doesn't work. Also, I think the empty coin blocks are kinda odd, but if you want to keep 'em, it's your level. Also, the door at the end of the second half leads to that touhou boss right?
Well, after you fix those two things, it's cleared. I liked it and I'm glad you got this finished. I think you did a good job getting the Marisa World (or land I guess) feel right.
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Tails_155
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Re: Level Clearing

Post by Tails_155 »

limepie20 wrote:Tails (Goofy Grotto):
Nice graphics. It isn't very clear that the pit in the first area teleports you even though it's the only place to go. Even so, a little indication would be nice. I think you should have less of those yellow spiky muncher guys. They're nice but don't overuse them because it doesn't look great and doesn't provide good gameplay. I loved the palettes in the red and blue room after the autoscroll room but that room the red and blue room was pretty short and felt out of place. Maybe you can switch the red and blue graphics to the autoscroll room?
Otherwise, I loved the level. After you fix those, it should be ready to be cleared (I just wanna check).

Tails (Stroll):
Really nothing wrong with the level. It looked great. This level is cleared.

Schnurmanator:
Is it possible that you have the Activision-Talkhaus thing scroll back form Talkhaus to Activision? It would look a lot nicer. Those crocodiles in the lava area are weird without water. You should just the water in there. And I only mean the ones on the dirt, not the ones on the blocks during the skull ride. Otherwise, I liked it a lot. The bonus areas were great, too. You're cleared. The Activision-Talkhaus fix is your choice.
For clarification are you suggesting to nix the last area? Because that's where the P-Switch is...

Also, do you have any suggestions as to which mini-urchins (munchers) to remove?

I can make a marker for the first room here in a couple days.
I'm member number 499 (⬤)∀(⬤)
limepie20
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Re: Level Clearing

Post by limepie20 »

Tails_155 wrote:For clarification are you suggesting to nix the last area? Because that's where the P-Switch is...
Oh no, that's not what I meant. The thing is I love the palette but it's a bit of an abrupt change. If you want to keep it how it is, I guess that's fine.
Tails_155 wrote:Also, do you have any suggestions as to which mini-urchins (munchers) to remove?
When I said that, I was mostly talking about this area:
tailsgg_00000.png
That's really it.
Ometeotl
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Re: Level Clearing

Post by Ometeotl »

This patch should be working, as far as the midpoint is concerned.

http://bin.smwcentral.net/u/1089/SaganL ... urface.ips
limepie20
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Re: Level Clearing

Post by limepie20 »

Ometeotl:
I liked the first half. I think climbing on the castle was pretty fun. It's hard to tell what you have to do at the beginning but I think someone would figure it out eventually after messing around. I really have no problem with the first half. The first jump in the second half is hard to pull off without taking a hit because when you get to the block on top of the stairs, you lose your momentum and you can't make the jump. You should make the gap one tile smaller. I think the way you get the p switch is pretty dumb. You can change but the way you have it, it's really weird. Also, the pipe at the end of the second half has an odd palette I'd advising fixing.
One last thing. I really don't like the song you chose. It gets very annoying because of that instrument. It just can't be used as the main instrument in a song; it's too loud and just sounds bad. I'm sure there is something else you can find.
But those are all minor fixes so after it's fixed, you're cleared.
Ometeotl
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Re: Level Clearing

Post by Ometeotl »

Well, the pipe's palette was supposed to be similar to the bullet cannons, since you get shot out of one at the end of the level, but I'll change it if it doesn't look right.
limepie20
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Re: Level Clearing

Post by limepie20 »

Ometeotl wrote:Well, the pipe's palette was supposed to be similar to the bullet cannons, since you get shot out of one at the end of the level, but I'll change it if it doesn't look right.
Yeah, I noticed but it just doesn't work with a white outline. Just try combining to different shades of black. You could get it to look very well like that.
Ometeotl
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Re: Level Clearing

Post by Ometeotl »

Does this look better?
limepie20
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Re: Level Clearing

Post by limepie20 »

The white is too bright. It should be more grayish.
capefeather
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Re: Level Clearing

Post by capefeather »

limepie20 wrote:Demo isn't Mario so I don't think it really works. Even if the sign wasn't directed at Demo. But I guess it's your choice in the end. Anyway, I like the palette in this room. It's a nice purple and a nice green. The vines growing under the bridge are cut off. Please use the vine end tile in ExGFX135. The bright green pipe doesn't have a good palette. It's too bright and doesn't look great. The first jump in the vertical room is a blind jump and everyone will get hit by the spikes the first time. The pipe at the end of the vertical room is enterable without the p switch. And I think it's way too hard to get to the blue p switch door in the next room.
Honestly, I don't like the level design. It just seems like you put a bunch of venus fly traps everywhere to make it hard. I think it's too hard and the level design doesn't have much unity. You should rely on items like p switches less, too. I think you just find a nice unique theme or gimmick for your level and stick to a reasonable difficulty.
OK so, this is exactly what I meant with my frustration with the vastly different criticisms between the clearers.

It really gets me that the pipes just decide to have the same palette as the lava. The alternating pipe palettes place unnecessary restrictions on the level design. I figured it was just a small problem and opted to explore the design of the level rather than worry about it. To be fair, I can just move everything down/right a screen, but seriously, I hate pipes...

The "blind jump" at the beginning of the second room was precisely why I put the nets there. I guess the first nets can be connected together, but merely going to the bottom of the first net is enough to see the second net, and at that point I'd be thinking I should grab that net, too, since nets are usually over something like lava, anyway. I'm also confused as to what you mean by a P-switch in the second room... there is no more P-switch. It does explain the otherwise exaggerated comment on my "rely"ing on P-switches, though.

The third room is where I find criticisms clash the most. To some people, the P-switch run is too hard, and for others it's not hard enough. My compromise solution was a reset door. This kind of thing has been the story of this level the whole time.

I think what gets me the most is the starkly different comments on the level design itself. I've done everything I could to set the theme of the level; the fly traps and jumping piranha plants are the only really interesting plant enemies in this game (I've always found volcano lotuses and munchers a bit dumb), and the original point of the level was that Mario/Demo would enter a pipe that contained a plant and get exactly what should be the consequences of that. And now they're deemed unnecessary embellishment. I honestly don't know what to do with the level anymore without completely redoing it because I can't even friggin get the point across.

I think I should just scrap this level. This experience has been nothing but frustrations, false hopes, and crushing disappointments. It didn't help that my life had gone to hell by the time I even got the level...

Maybe my mistake was using a concept that may require a lot of chocolate to make a vanilla level...
limepie20
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Re: Level Clearing

Post by limepie20 »

capefeather wrote:
Listen,
You can make a good level. Just pick a theme that unifies all of the sublevels together and make sure the level is fair. Just make sure you are having fun making whatever you are making. If you aren't having fun with this, try something new and fresh. If you think you can still salvage this level, go for it. I don't know whether the differing views have been from the testing thread or the clearing thread but try to take in consideration what me or Wyatt (or anyone else who played your level in this thread said). If we actually do have completely differing views, just try to make it hard or easy, but not in between.
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Saturn Moriya
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Re: Level Clearing

Post by Saturn Moriya »

Let's give this a try.

http://bin.smwcentral.net/u/13354/A2MT%2Bpatch.ips

Notes:
-There are lots of cement blocks behind the land, because I previously wanted to use custom graphics on top of them. It didn't work out though, because I can't seem to learn graphics creation.
-The cement blocks in the secret path/bonus area will be replaced once I can find those tiles.
-The chest will be added to in the cavey place near the midpoint.

Level information: This level is a reference to VIP1, complete with it's awkward level design. Yes, it's intentional. It's not all the way through, it's only present in the middle. I didn't do it like that so that people go like: "oh my gosh the level design is a VIP1 reference!". It's only there to recreate the nostalgic feel that I have when I play the VIPs. The Banzai Bill will be replaced by a steak (dodge the beefsteak!). The bonus area/secret path is a reference to the MissingNo level, except that it's only a few screens long and really not that hard. The area of the normal goal is a recreation of the ending of Boon's Mechanism Mansion. The music there is also intentional.
Image

Your blood their blood serves the same!!
limepie20
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Re: Level Clearing

Post by limepie20 »

agie777:
I've never played VIP1 so I wouldn't understand the references but I liked the level. The music fits well. I'd move the mushroom block down one in the beginning because it's a bit of a hassle to get. Also, I don't understand the last room with the clouds. I assume it's a VIP 1 reference but if it isn't, it shouldn't be there. I would clear you, but the level is incomplete so when it's finished, you can put it back here.
limepie20
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Re: Level Clearing

Post by limepie20 »

Here I go...
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