Ashanmaril wrote:It definitely needs work.
It was pretty much a bunch of random ideas thrown together in no order from what I could tell, and the difficulty went all over. There were also a lot of inconsistency with the blind jumps. Sometimes you could just jump, and in this case you're just supposed to know that there's munchers hidden off screen:
Super Mario World_00001.png
That section was also really confusing/unfair because I initially thought that you were suppose to use the P-switch there and hop across the arrows to get across, but once I got to the other end and went through the pipe, I needed the switch to get through a wall.
Turns out you're supposed to keep the flower and kill the Lakitu with it so you can use his cloud to get across.
That's not a very good mechanic, because what if you lost your flower (like I did)? It means you're forced to kill yourself and start over, or use rewinds.
There were also several parts where you just get yourself stuck if you screwed something up, such as the P-switch runs. If you don't make it through the coin wall in time, they'll turn back to bricks and you're forced to kill yourself.
edit: Also, this is a personal gripe of mine, but why the Forest Maze music? Not only is it extremely overused in SMW hacks, but it really doesn't fit too well in an overworld level. It's made for... Well, a forest.
Yeah, I need to get over that bad habit and putting random puzzles everywhere, something to keep the level kind of fresh, although I can tell now that it's not working.
Whoops, I should probably move those Munchers, that I will fix in the next patch.
I have another bad habit of constantly rewinding each time I screw up, something that I'll probably never be able to fix, but what I can fix is that puzzle(if you can call it that) and in fact in the newest patch (which was made before I could read this comment), I have put a message box before there to let you know of the two ways you can go through the area as intended, this is just the first level, of course and as with most first levels, it might take a few tries.
Well, mostly the Forest Maze music is there because... well... I don't have a whole lot of SPCs quite yet, so I just picked whatever seemed to fit for a prototype level, in total I probably have only 7 or 8 SPC music files at the moment, I'm working on finding more that sound good.
Speaking of patches, here is the newest one, I changed a few enemies, it's not entirely Goombas and Koopas now, the landscapes aren't as dull looking(depending on your opinion of "dull-looking) and there are some ledges instead of note blocks now, discover the rest of the changes in the patch.
http://www.sendspace.com/file/hdo0w6
Edit, Oh and I can't seem to get Blocktool to work, everytime I try to create a block and put it in the ROM, it tells me to save a level in Lunar Magic, which I did prior to creating the block. I even tried saving the level first and then creating the block but it still won't let go in. Can anyone help me out with this predicament?
If you're asking "Why isn't he using Blockreator?", well it's because I don't have that particular .NET Framework to run it and without internet, I can't find a standalone installer that doesn't require internet, so it takes weekly library visits to find the proper tools.