Here's 01C: From 30.4 to 17.7 kB (there's a lot of tiling in here that cannot be reduced)
That still leaves 10B I took yesterday, although looking at the tiling I dont' expect as major improvements as with this one. Those two levels are a lot more complex structures. This probably goes for a several other levels on the list.
Also, good work people. :) With a few more we should be able to gain somewhere like 0.5 MB. XD
Here's some info for the interested people:
-Stretching out the largest segments of one tile(block) is always most optimal. In some cases replacing a tile form the default set with one from Map16 allows you to stretch it a lot further. This goes especially for large dirt sections.
-Selecting larger blocks from the Map16 window also allows you to generate larger segments of alternating tile data. Too bad this doesn't work in diagonal slopes.
-I've seen a lot of occassions where the ledge and dirt tiles are inserted separately. Just by using Tile Command 14 you can easily merge them. It's strange that such a common thing is often not used... It's not only very storage effecient, but the dynamic stretching embedded in the standard commands makes designing levels a lot easier.
-Some levels have several layers of tiles stacked up on eachother, which allows you to hide a 'second' level setup below the actual level this is silly and serves absolutely no purpose. To easily get rid of all those tiles in one go do the following:
- Open the level, select the entire layer 1 map and copy it into the clipboard (Ctrl+C)
- Directly after that delete the top layer (just hit delete)
- All the tiles that remain visible can safely be deleted. So just select the remainder of the map and keep on deleting until there's nothing left.
- Once the map is clear, paste the layer 1 from the buffer (Ctrl+V)
- Save the level. You now removed all the hidden tiles that are not used by the actual level in the game.