Episode 2 Level Review and Testing Discussion

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Re: Episode 2 Review Thread

Post by lucasadrianogb »

yo can any of you test my level?
i want some critisism early on so i can fix anything as fast as possible.

the download link is on the wiki page

http://asmbxt.wikia.com/wiki/The_Ninji_ ... fy=created
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Re: Episode 2 Review Thread

Post by Willhart »

lucasadrianogb wrote:yo can any of you test my level?
I have no idea how to control players jump height for the smaller jumps. You can also get stuck on the pits unable to jump out before gravity changes again. Is there some trick to this I am missing? I seem to overshot the jumps a lot and hit my head to the spikes.

Edit: I do know that the Ninjis tell when the gravity changes, but predicting when it happens is still really difficult. (I assume you have to be in midair when that happens for some parts). Did not get too far on this level.
Last edited by Willhart 7 years ago, edited 3 times in total.
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Re: Episode 2 Review Thread

Post by Imaynotbehere4long »

lucasadrianogb wrote:yo can any of you test my level?
i want some critisism early on so i can fix anything as fast as possible.
lucasadrianogb wrote:you can play as any character
I tested as Sheath, and MAN, this level is annoying. First of all, low gravity is so low, the player can't even jump up one unit high blocks, meaning half the level is spent waiting for high gravity to kick in (and waiting = boring = not fun). Second, most of the time, the spike ceilings are so low that even the smallest jump in high gravity will cause the player to jump into them, meaning that the player has to time his/her jumps just right so that low gravity will kick in at the last minute and prevent this collision. I recommend lowering the layer's movement speed until the player can jump over one unit high blocks in low gravity, then just match that same speed for high gravity; this should fix both issues.

However, the level's biggest problem would have to be the placements of your dead-weight NPCs:
When they're first encountered, the player barely has any room to get past them, and it seems to be completely random whether the player is crushed or not when attempting to pass through (I got crushed most of the time). Again, this wouldn't be as big of an issue if the player could jump at least one unit high in low gravity, but you clearly intended for the player to jump through them while they're bouncing, which is almost impossible.
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Second, I honestly couldn't figure out how to get past this part without taking a hit. The staircase upward isn't so bad since, although it requires the player to wait, it's fairly easy to time and gives some leeway for the jumps. However, going downward is near impossible because, in low gravity, Sheath can't downthrust, and in high gravity, the pipe pushes Sheath just past the top spike, meaning the player would get crushed if he/she attempted to go forward at that point. I recommend increasing the gap between the spikes by one unit. Also, why did you place instant warps in the crevices without any indication that anything is there? If it was to prevent longer restarts, why didn't you do that for all the spikes (or at least the upper ones, which Sheath can't bounce off)?
Image

Plus, when I finally did make it past the pipe staircase, I turned around to prevent Sheath from falling off of the Machinery store (I had built up a run from brute-forcing the spikes), and one of the shells came up, got kicked to the left by Sheath, bounced off of the blocks off-screen, and came back and hit me before I could react. I recommend moving the shell generator a couple units further to the right.

Lastly, I'm almost completely certain that it's impossible to get past the corridor just before the boss. I tried multiple times (as Sheath) with multiple different timings and strategies, but each time, I got hit by a spike in each pair (until I just brute-forced it again). I recommend moving the lower spikes one unit down.

In conclusion: neat concept, terrible execution. The level would benefit from slower layer movements and overall just being built so that it doesn't force the player to wait as much as it does.

P.S. The door's effect sprite isn't affected by moving layers; I recommend using a door that doesn't have an effect sprite, like the main SMW door.
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Re: Episode 2 Review Thread

Post by lucasadrianogb »

Imaynotbehere4long wrote:
I tested as Sheath, and MAN, this level is annoying. First of all, low gravity is so low, the player can't even jump up one unit high blocks, meaning half the level is spent waiting for high gravity to kick in (and waiting = boring = not fun). Second, most of the time, the spike ceilings are so low that even the smallest jump in high gravity will cause the player to jump into them, meaning that the player has to time his/her jumps just right so that low gravity will kick in at the last minute and prevent this collision. I recommend lowering the layer's movement speed until the player can jump over one unit high blocks in low gravity, then just match that same speed for high gravity; this should fix both issues.


Image
Second, I honestly couldn't figure out how to get past this part without taking a hit. The staircase upward isn't so bad since, although it requires the player to wait, it's fairly easy to time and gives some leeway for the jumps. However, going downward is near impossible because, in low gravity, Sheath can't downthrust, and in high gravity, the pipe pushes Sheath just past the top spike, meaning the player would get crushed if he/she attempted to go forward at that point. I recommend increasing the gap between the spikes by one unit. Also, why did you place instant warps in the crevices without any indication that anything is there? If it was to prevent longer restarts, why didn't you do that for all the spikes (or at least the upper ones, which Sheath can't bounce off)?
Image

I'm almost completely certain that it's impossible to get past the corridor just before the boss. I tried multiple times (as Sheath) with multiple different timings and strategies, but each time, I got hit by a spike in each pair (until I just brute-forced it again). I recommend moving the lower spikes one unit down.
Willhart wrote:
I have no idea how to control players jump height for the smaller jumps. You can also get stuck on the pits unable to jump out before gravity changes again. Is there some trick to this I am missing? I seem to overshot the jumps a lot and hit my head to the spikes.

Edit: I do know that the Ninjis tell when the gravity changes, but predicting when it happens is still really difficult. (I assume you have to be in midair when that happens for some parts). Did not get too far on this level.
I have a feeling that both of you didnt get the catch that to make the small jumps you had to jump with the heavy gravity, but you do make a good point on a lot of annoying unnecessary things i can fix
also heres a video of me beating the first version of the level taking few hits
lucasadrianogb-The Ninji Gravity Machinery Store
i updated the level if you wanna test it again. now with an audio cue so you can time your jumps better.
http://asmbxt.wikia.com/wiki/The_Ninji_ ... fy=created
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Re: Episode 2 Review Thread

Post by SAJewers »

So, I just went through a bunch of levels:
Holy wrote:Ectoplasmania
Approved, but you need to filter Sheath out. It was beatable as raocow, but I couldn't make a jump in the vertical section (specifically, the cloud area with the shamans). Also, not sure if you intended this, but in the last water section (with the furbas) in section 2, you can jump over the wall. Otherwise,a fine level.

Mikkofier wrote:Monoland
Approved. Level is nice, seems easy enough, and the only glaring issue I can find is that it feels really empty, though I'm not sure if that problem is fixable. 2 things though that you do need to fix:

  • My biggest gripe is that the lone checkpoint is really lopsided. Either move it, or add a second one using multipoints.lua.
  • Also, you missed re-spriting raocow's coins.
Raocoins wise, I tihnk they're fine, though the frelop one might take people longer than it should be to find it. Otherwise, I don't really see any major issues with this level, though I can really see this one going either way.[/spoiler]
duvi0 wrote:Iceberg Backyard
First off, you didn't follow the file structure guidelines. You don't need the .wld file either. Most of Docopoper's issues seem to have been fixed, which is good. I don't see any real problems with it, though I'm not that attuned to levels like these that are easy.

Approved provided you fix the level to meet the file structure guidelines, and I get confirmation that the level music doesn't get flagged by ContentID.

kitiami wrote:Hakugyokurou
Approved, although barely. This felt way too hard for the wrong reasons

I feel as if the major annoyances I has with this would be aleivated if:

  • The player hitbox was reduced. See PGE's Playable Calibrator thingy.
  • You didn't have to restart the entire thing if you died. If you check the Super Demo Blade test thingy I did up, there's some code there you could use for a shooter-style insta-respawn. Consider implementing that.
Don't get me wrong, the level is good. I just think it's too hard, and for the wrong reasons. If you fixed those 2 gripes, I'd have no problem with this level.[/spoiler]
raekuul wrote:Approaching the Sand Temple
You need to extend your lands 3 blocks offscreen. Also ,the midpoint feels lopsided. Fix those, and I'll approve.

Little Boo wrote:The Chest
Rejected.

  • Level feels too cramped at times.
  • way too stringent on the powerups IMO
  • Lands needs to be extended 3 blocks offscreen
  • Boss is impossible as Sheath
  • Did not replace effect graphics for Big Boo
  • Boss includes a poerup generator. That's a very good sign that the boss is not balanced, as evident in MAGLX2.
[/spoiler]
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Re: Episode 2 Review Thread

Post by WasabiJellyfish »

Wait if a level is approved does that mean it's automatically in the game? Or is it just shortlisted?
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Re: Episode 2 Review Thread

Post by Mikkofier »

SAJewers wrote:
Mikkofier wrote:Monoland
Approved. Level is nice, seems easy enough, and the only glaring issue I can find is that it feels really empty, though I'm not sure if that problem is fixable. 2 things though that you do need to fix:

  • My biggest gripe is that the lone checkpoint is really lopsided. Either move it, or add a second one using multipoints.lua.
  • Also, you missed re-spriting raocow's coins.
Raocoins wise, I tihnk they're fine, though the frelop one might take people longer than it should be to find it. Otherwise, I don't really see any major issues with this level, though I can really see this one going either way.[/spoiler]
  • I like to think the emptiness is deliberate in this one. It's part of the "mood".
  • I've moved the checkpoint. I'll upload the level later so you can tell me if it's better or not.
  • I don't understand. Has the raocoin graphic been changed again? I admit I haven't kept up with updates.
  • And now I'll embarrass myself by asking what's a frelop?
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Re: Episode 2 Review Thread

Post by SAJewers »

I mean the SMB2 coin graphic. If you play as raocow, and hit a coin block, you'll get unchanged SMB2 coins.
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Re: Episode 2 Review Thread

Post by Mikkofier »

Oh, ok.
...what's a frelop?
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Re: Episode 2 Review Thread

Post by SAJewers »

the one where you go back in the building after talking to greyscale person. frelop's avatar.
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Re: Episode 2 Review Thread

Post by Mikkofier »

Oh, you mean Uboa (One of my avatars too!). And now I have managed to insult another person in addition to embarrassing myself.
But yeah, it's just a raocoin, it might as well be in an easter egg room.
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Re: Episode 2 Review Thread

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Keep in mind that raocoins will be a thing, line in A2MT. raocow is almost certainly gonna be getting them all.
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Re: Episode 2 Review Thread

Post by Hoeloe »

SAJewers wrote:Keep in mind that raocoins will be a thing, line in A2MT. raocow is almost certainly gonna be getting them all.
Not quite. In A2MT, raocoins were a one-time collectible that were recorded much like leeks. In A2XT, raocoins are more like lives - collected and kept between levels and play sessions, but when you collect one it doesn't add to progress, and doesn't stop you from collecting the same one again later (aside from that you must finish a level to bring out any collected raocoins, rather than just collecting one and dying).
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Re: Episode 2 Review Thread

Post by Mikkofier »

I guess I'll move it then and Uboa room can just be an easter egg room
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Re: Episode 2 Review Thread

Post by raekuul »

I've removed Approaching the Sand Temple from the submitted list for the time being; the submitted version wasn't the version I thought I was submitting. Which means I need to go back and re-create version 3. On the plus side, I'll be able to fix a few things.

The corrected version of the level has been submitted. Please disregard the old version.
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Re: Episode 2 Review Thread

Post by ztarwuff »

Desert Dash: Goopa Brigade by LouieJub

This is another level that needs toning down. The autoscroll doesn't let up at all. Those pitcher plants and leaping plants need to be removed and the number of Goopas needs to be trimmed down, especially near the beginning and in that mass of platforms.

Verdict: Reject.

Layer Shenanigans by Mari0s0
Folder name incorrect. The first buzzsaw needs to be removed. This level is too much too soon. The layer movement alters the physics to give the level fake difficulty. There's too many enemies to dodge at points and the end is so abrupt, I overshot the leek and fell into a pit. If I hadn't been godmoding with infinite jumping (the only way I could even beat this level), that would have been an annoying and unfair death.

Verdict: Reject.

Goo's Gym by Invisible Sandwich
Second half of the level the Disco Dan is a bit annoying if playing as Sheath. Otherwise, it's alright, I guess. Nothing special. Pretty easy. Graphics aren't consistent, but that's about it.

Also, a few blocks need to be added to the left of the screen so the power up the disco Dan is guarding doesn't disappear off the screen.

Verdict: Automatic Reject. Folder structure incorrect. Otherwise, fine.

Edit: Jeez, I've just realised I've effectively rejected two of LouieJub's levels. Kind of feel bad. Thing is, it's more of an Accept but if you change something. However, I never use that status because experience from my day job states that if you do that, the changes never get implemented. Always approve or reject. Never anything in between.
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Re: Episode 2 Review Thread

Post by GenesisJames »

ztarwuff wrote:Desert Dash: Goopa Brigade by LouieJub

This is another level that needs toning down. The autoscroll doesn't let up at all. Those pitcher plants and leaping plants need to be removed and the number of Goopas needs to be trimmed down, especially near the beginning and in that mass of platforms.

Verdict: Reject.

Layer Shenanigans by Mari0s0
Folder name incorrect. The first buzzsaw needs to be removed. This level is too much too soon. The layer movement alters the physics to give the level fake difficulty. There's too many enemies to dodge at points and the end is so abrupt, I overshot the leek and fell into a pit. If I hadn't been godmoding with infinite jumping (the only way I could even beat this level), that would have been an annoying and unfair death.

Verdict: Reject.

Goo's Gym by Invisible Sandwich
Second half of the level the Disco Dan is a bit annoying if playing as Sheath. Otherwise, it's alright, I guess. Nothing special. Pretty easy. Graphics aren't consistent, but that's about it.

Also, a few blocks need to be added to the left of the screen so the power up the disco Dan is guarding doesn't disappear off the screen.

Verdict: Automatic Reject. Folder structure incorrect. Otherwise, fine.

Edit: Jeez, I've just realised I've effectively rejected two of LouieJub's levels. Kind of feel bad. Thing is, it's more of an Accept but if you change something. However, I never use that status because experience from my day job states that if you do that, the changes never get implemented. Always approve or reject. Never anything in between.
No dude, it's totally fine. I'll take your criticisms to heart and see what I can do.
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Re: Episode 2 Review Thread

Post by Imaynotbehere4long »

Louiejub wrote:Also, if anyone wants to judge my other level, "Castle Climb During Wintertime", I would really appreciate it.
This is actually a pretty good level. It's really easy, but designed so that it feels like it's challenging, so I'd say it's suitable for world 3 or 4. The split paths are also a nice touch. My only complaints are:

1) The version of Cossack's theme you used has jump-cuts all throughout the song, and it's extremely annoying. I recommend seeking out a clean rip of the song, and if it isn't in ogg format, just use this website.

Oh, by the way, your custom songs need to be in ogg format.

2) The first power-up is extremely miss-able. I recommend lowering the platform a bit and having a coin trail lead from the Para-Goopa to the platform.

I'd accept this level if I could...do I have the authority to accept levels? Actually, I don't think we're allowed to accept levels whose custom songs aren't in ogg format, so never mind.
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Re: Episode 2 Review Thread

Post by GenesisJames »

Imaynotbehere4long wrote:
Louiejub wrote:Also, if anyone wants to judge my other level, "Castle Climb During Wintertime", I would really appreciate it.
This is actually a pretty good level. It's really easy, but designed so that it feels like it's challenging, so I'd say it's suitable for world 3 or 4. The split paths are also a nice touch. My only complaints are:

1) The version of Cossack's theme you used has jump-cuts all throughout the song, and it's extremely annoying. I recommend seeking out a clean rip of the song, and if it isn't in ogg format, just use this website.

Oh, by the way, your custom songs need to be in ogg format.

2) The first power-up is extremely miss-able. I recommend lowering the platform a bit and having a coin trail lead from the Para-Goopa to the platform.

I'd accept this level if I could...do I have the authority to accept levels? Actually, I don't think we're allowed to accept levels whose custom songs aren't in ogg format, so never mind.
Thanks for the review! Yeah, Most of the other levels that I made were pretty difficult, so I figured that I'd try my hand at an easier one, haha~

I'll see what I can do about the music. Was that formatting a new requirement? I remember mp3 files being accepted before. :|
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Re: Episode 2 Review Thread

Post by Imaynotbehere4long »

Louiejub wrote:Was that formatting a new requirement?
Yes (scroll down a bit and you'll see it).
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Re: Episode 2 Review Thread

Post by GenesisJames »

Imaynotbehere4long wrote:
Louiejub wrote:Was that formatting a new requirement?
Yes (scroll down a bit and you'll see it).
Ah, I see. I'll get on that.
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Re: Episode 2 Review Thread

Post by SAJewers »

Someone want to look at Odd Boss Rush? It's one reject away from the chopping block. Also,Ectoplasmania and Iceberg Backyard are both a accept away from being accepted.
Lv27MarkerMMan wrote:Odd Boss Rush
Rejected. Pretty much agreeing with Willhart here.

  • The filters should just be done via code.
  • First room is just a bunch of Boom-Booms, nothing special at all. It's just really annoying
  • The Tower of Birdos is really unfun.
  • the Larry/Mouser room, is, again nothing special, just annoying.
  • The Bowser room is is boring, as you wait for the Bill to kill it
  • The Ludwig room is, again, annoying. I don't know how you'd do it legit (spoiler: I got annoyed by this level and godmoded through it to see the rest of it)
  • The Wart room is a boring "wait for shells, then tail-swipe them back" mess
  • The double bowser room is again, not interesting at all.
  • I didn't find the Mother Brain room to be that funny at all.
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Re: Episode 2 Review Thread

Post by Wohlstand »

Louiejub wrote:I'll see what I can do about the music. Was that formatting a new requirement? I remember mp3 files being accepted before. :|
Since LunaLUA adds support of ogg/flac/mod/xm/it/s3m/699/etc./spc and in next update nsf/vgm/hes/etc. You even can use tracker format or later chiptune itself which has tiny size in comparison to wave-based formats like wav/mp3/ogg/flac.
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Re: Episode 2 Review Thread

Post by GenesisJames »

Wohlstand wrote:
Louiejub wrote:I'll see what I can do about the music. Was that formatting a new requirement? I remember mp3 files being accepted before. :|
Since LunaLUA adds support of ogg/flac/mod/xm/it/s3m/699/etc./spc and in next update nsf/vgm/hes/etc. You even can use tracker format or later chiptune itself which has tiny size in comparison to wave-based formats like wav/mp3/ogg/flac.
I already updated them with the .ogg format, but thank you anyway! :)
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Re: Episode 2 Review Thread

Post by ztarwuff »

SAJewers wrote:Someone want to look at Odd Boss Rush? It's one reject away from the chopping block. Also,Ectoplasmania... [is] a[n] accept away from being accepted.
I'll be testing it in approximately 11 hours from the time of this post. A preliminary look at the level suggests I might reject it because one particular section looks impossible with Demo. However, I'll know for sure when I try it later on.
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