Description

~ LOOK! ~
"In anticipation of Super RMN World 2: Bro-shi's Island (or whatever it will be called), I'm taking it upon myself to issue a call to all potential SMBX devs! Even if you've never touched the engine, now's the time to give it a shot!"
It's like what Isrieri said, and I'm saying the same thing for this sequel to the Castles Masterpiece Set!

Time to give SMBX a shot and make a level!


Sign Ups: 4/02~4/05
Development: 4/05~5/05
Compilation: 5/05~5/08
Release: 5/09

~ Hey, Listen! ~

This is important, as it'll affect what your levels are!

All levels must be made as if a part of one continuous castle. The continuous castles themselves each have their own theme and hub, five in total.

  • Shroomland ForestThis area's castle has many plants, especially mushrooms, and many piranha plant enemies! The foundation of this castle is blue-green bricks.

  • GreyOcean Ravine
    This area's castle has lots of water and grey-blue bricks.
    Many fish enemies should be used, remember your level doesn't have to be completely submerged, just use water!

  • Redbrick Desert
    This area's castle is basically dry, sandy with red-ish bricks for the foundation. Dry Bones (SMB3 Version/Resized SMW Version), cacti and various other Desert enemies should be here!

  • Sky Domain
    This area's castle is A giant floating castle, include many clouds and grey to white bricks! (SMW Castle tiles would work fine here)
    Enemies should consist of lakitus, parakoopas, bullet bills (Restrict the amount of homing koopas) and various other flying enemies.

  • Industrial Zone

This zone is to have aztec like bricks with many metal frameworks around it, this is because toadly is there, and he like steel.
Oh, and he also likes poison mushrooms, Mind-controlled toads and various spike traps, but that's just him.
Yes you must include those, if you want the graphics download them here:
http://rpgmaker.net/media/content/users/17331/locker/Industrial_Zone_enemies.zip



The first four areas listed are all avalible from the starting point, so you can do them in any order. Keep this in mind! This means that each continuous Castle needs to have easy and hard levels, not one or the other! If there are too many easy levels in a castle, we'll force the new additions to be harder, and vice-versa!

The exception to this rule is the fifth Overall Castle, the Industrial Zone. You should make your levels for this area more on the difficult end, as this area is only unlocked by completing the other four.

Fitting into the theme is not enough for the level to be accepted! Levels must have:

Be saved with THIS naming theme:
<dev>_<zone>_<level>_<diff>_<version>
Example:Ratty524_3_PursuitPalace_4_2

The Difficulty section is assumed to be out of 5, do not put 6 here (you might even want to refrain from making a 5 until the "Industrial Zone"

  • One checkpoint, and only one.
  • The game will only utilize Mario and Luigi as characters
  • All water must be swimmable. Waterfalls must not be.
  • An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
  • The game wont be 2-player, so don't focus on it, but make sure it is at least possible for 2 players.
  • No secret stars.
  • At least two power ups, one at the start and one at the checkpoint.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.
  • THE LEVEL MUST END IN ONE SMB3 STAR
  • THE LEVEL MUST CONTAIN 5 DRAGON COINS!
  • LEVELS CANNOT CONTAIN BOSSES-Mini bosses are okay, however. Just make sure that they are indeed mini!
  • LEVELS CANNOT HAVE: SMW Dry Bones (This is due to a height issue, if you fix this issue you may use them) SMW Bowser Statue. (This is again because of a height issue, if Mario st0od on top of the statue when it fired, Mario would get hurt.) Wall Zipping, this is when you have a 1-tile high hallway, super mario ducks and enters, and when you stand up you "Zip" through the wall. It's Extremely glitchy and can often break your level.


A participant can only submit up to 5 levels, 1 level for each Overall Castle.

~ WATCH OUT! ~
The story of this event is simple: You've received a letter from someone by the name of Mr. Zoad, an Archaeologist! He has asked you to explore a small but diverse island in search of an ancient relic. He warns you, however, that his competitors might be after the same thing.

You must explore the four ruined castles to find the whereabouts of this ancient relic, and be paid in big coins by Mr. Zoad!

Details

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Posts

author=jackalotrun
Alexander XCIII : Skull River- The music doesn't play which as I've checked, is down to a problem in the file name
- In the second section with moving lava, if the skull bridge comes off at altitude, it has a tendency to ride the ground, which is a bit visually obtrusive
- That section with single skulls one after another is overkill because it only takes you one false move, I think two would suffice.
- Otherwise it seems fine, i'll have another play-through when i'm a little less drowsy, but other than that you should be good to go from me.


Alright. I want a few more opinions on the single-skull section before I commit to any changes, but I'll take these into consideration if I have to redesign the level (and hopefully I'll remember to verify that the music works after changing filenames before sending the next one out; thanks for catching that)

P.S. How does the actual judging work? Surely we're not going to do it all in this comment thread, are we?
Seiromem
I would have more makerscore If I did things.
6375
author=AlexanderXCIII
P.S. How does the actual judging work? Surely we're not going to do it all in this comment thread, are we?


Uhhhh.....
Three levels are up for now.
I'm still working on a few aspects namely,
the dragon coins and the limited amount of powerups.
The file names will soon be adjusted to match the format.
author=Davenport
Three levels are up for now.
I'm still working on a few aspects namely,
the dragon coins and the limited amount of powerups.
The file names will soon be adjusted to match the format.

Wow, you're fast. That's two levels in the same day, is it not?
Decky
I'm a dog pirate
19645
God damn it do I need to install SMBX again I can participate. IT BECKONS.

I'm not good at making hard castle levels that'll make people want to ragequit though. I make people ragequit because my levels are too cluttered, not because they are too hard.
author=AlexanderXCIII
author=jackalotrun
Alexander XCIII : Skull River- The music doesn't play which as I've checked, is down to a problem in the file name
- In the second section with moving lava, if the skull bridge comes off at altitude, it has a tendency to ride the ground, which is a bit visually obtrusive
- That section with single skulls one after another is overkill because it only takes you one false move, I think two would suffice.
- Otherwise it seems fine, i'll have another play-through when i'm a little less drowsy, but other than that you should be good to go from me.
Alright. I want a few more opinions on the single-skull section before I commit to any changes, but I'll take these into consideration if I have to redesign the level (and hopefully I'll remember to verify that the music works after changing filenames before sending the next one out; thanks for catching that)

P.S. How does the actual judging work? Surely we're not going to do it all in this comment thread, are we?


Oh, there's something forgot, Why mushrooms no move?!?
Ratty : Pursuit Palace

Just two things

- Those metal blocks at the start and checkpoint look a bit out of place with the ancient temple theme.
- There's a small platform in the lava run after the checkpoint that requires me to slow down to land which 90% of the time, kills me :

It doesn't need to be much bigger I reckon but you should definitely make it bigger.
author=jackalotrun
Why mushrooms no move?!?

Because apparently there's a chance that a mushroom falling into lava can crash the game, and stationary mushrooms are, as far as I know, the most effective solution.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=AlexanderXCIII
author=Davenport
Three levels are up for now.
I'm still working on a few aspects namely,
the dragon coins and the limited amount of powerups.
The file names will soon be adjusted to match the format.
Wow, you're fast. That's two levels in the same day, is it not?

That's davenport. Unfortunately, it typically means that we've got our work cut out as far as judging is concerned.

@Jackalotrun:
- I don't know. They look fine to me, but I guess I could do a better job in making the wall look more temple-like than something metallic.

- It might be the positioning of that platform that could be the problem, too, especially since you mention that you have to slow down to reach it. I'll fix that, Thanks!

I'll download the new submissions and get to judging soon.
I resubmitted my levels with the following updates:
-----------------------------------------------------
1. Fewer powerup blocks.(Entrance&checkpoint)
2. 5 Dragon coins in total.
3. The 1 up-mushrooms are harder to find.
4. I'm still working on the format name issue.
Thoughts on levels so far, after playing with both Mario and Luigi:

Ratty524 - Pursuit Palace
* It's short, and doesn't explore the gimmick very far, but I think that works in the level's favor, given how unforgiving the lava can be to the player.
* I didn't have very much difficulty with the level, but I found that it's somewhat harder with Luigi due to his lower acceleration (and Luigi's top speed seems to be identical to that of the lava, I don't think I noticed with Mario)
* Overall, I enjoyed the level, even though it plays it safe compared to other "chase" levels.

Jackalotrun - Overgrown Obelisk
* In two locations, it is possible to glitch into the ground using the skull rafts:

The first instance, pictured here, is harmless because I can escape at the notch on the right side. The second one, at the end of the level, has no such escape, except for back onto the raft (assuming it hasn't despawned).
* Overall, the level feels bland and empty. I'd recommend adding decorations to the foreground and lowering the ceiling to fill in some unused space at the top of the screen.
* The level is very easy (especially after building and playtesting my own level), but I think it works fine as an early level.


Davenport, I'll post my thought on your levels after redownloading and playing them thoroughly. I want to test each level with both Mario and Luigi before posting critique.
Seiromem
I would have more makerscore If I did things.
6375
Jack, I think you should have a different title for your level, I remember in the First CMS Otaboo made one with that exact name.

Also, Ratty and Alex, in my opinion I dislike the music you chose.

For Ratty, I simply dislike lyrics in video game music =P
For Alex, I don't think it fits well with the lava theme.
Also your music didn't play when I started the level. you forgot the v in front of the 1.
author=AlexanderXCIII
Jackalotrun - Overgrown Obelisk
* In two locations, it is possible to glitch into the ground using the skull rafts:

The first instance, pictured here, is harmless because I can escape at the notch on the right side. The second one, at the end of the level, has no such escape, except for back onto the raft (assuming it hasn't despawned).
* Overall, the level feels bland and empty. I'd recommend adding decorations to the foreground and lowering the ceiling to fill in some unused space at the top of the screen.
* The level is very easy (especially after building and playtesting my own level), but I think it works fine as an early level.

Hmmm, I didn't know that skull rafts cause that glitch, how does it happen?
I'm trying to think of another name for the level, Forest Caldera?
Gods, I've got really bad for double posts recently.

Davenport : Sunken Temple

- Please, god almighty, do not change the music from custom to bloody SMW Castle
- The star had me jumping to grab it for 10 seconds, 10 seconds longer than it should.

Davenport : Tower of Peril

- This level is graphically horrible
- The spikes aren't for the logs, the stone appears and disappears randomly
- The pillars are just tons of stone blocks in a column
- When the spikes are over the glass orbs, it looks like a random rope
- When the spikes are over the laser orbs, it looks like a random rope... with a laser orb on the end
- There's flying jellyfish
- At the end there's two entrances, one has coins, I like coins, I go for coins, I end up in a no win situation, don't do that.
- The concept is a good idea but it's a bit dull, make it more difficult or shorter.

Davenport : Brownstone Castle

- Hmmm, the outside's a bit... green
- What's with the castle outside?
- What's with the wall outside?
- Erm, how to explain this? Where's the stair corner pieces?
- Please remove the part with the diagonal platforms, it's glitchy and boring.
- Can most certainly be salvaged

I'll look into modifying my level when I have a smidge more info.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=AlexanderXCIII
Thoughts on levels so far, after playing with both Mario and Luigi:

Ratty524 - Pursuit Palace
* It's short, and doesn't explore the gimmick very far, but I think that works in the level's favor, given how unforgiving the lava can be to the player.
* I didn't have very much difficulty with the level, but I found that it's somewhat harder with Luigi due to his lower acceleration (and Luigi's top speed seems to be identical to that of the lava, I don't think I noticed with Mario)
* Overall, I enjoyed the level, even though it plays it safe compared to other "chase" levels.

- That's precisely the reason why it's kept short. Do you think the lava could be slowed down a touch?
- For the last suggestion, thanks! I was making this with the "average" skill-level player in mind, so it's not really meant to be TOO difficult despite the rating.



With that aside, time to start the crack-down!
A (+) Beside a sentence is a compliment, or what you did good with the level. A (-) is something wrong with it.

Davenport
Brownstone Castle
+ I was surprised to see that this and your other levels have been pretty sound graphically. It gives me hope that you really are learning from your past mistakes, Davenport

- Still some places where you misuse tilesets are scattered about this level. I also don't get how I enter a tiny SMB1 styled building to enter this level, yet there is a section in this level where I wind up outside a massive castle roof.

- I feel like the first part of this level, before the checkpoint, goes on a bit too long. You might want to cut the last one or so thwomp-jumping challenges to condense this a little. There is no way you can beat this entire level under four minutes as it stands (though not just for this reason).

- Avoid having too many sections where you have to trigger a thowmp by jumping to the side and quickly returning to your spot on the ledge. Pace it by having thowmps fall into 2-tile wide pits with no spikes surrounding the pits, then lead up to that gimmick. The reason I'm picking on this is because the tactic is both relatively advanced and somewhat cumbersome to pull off, and doing it more than two times kills the flow of your level.

- The blocks with power-ups near the checkpoint are placed too high up. It's reachable but it shouldn't take an insane amount of effort to do so. My personal rule with these blocks is to always place them 3 tiles maximum above the ground.

- The section with the crusher and the blue switch needs to be both tweaked and expanded upon. It's possible to run straight across without triggering the blue switch to destroy the bridge, yet you only take me to a dead end where I get crushed to death. Don't punish the player for thinking outside of the box, people LIKE exploring/using atypical thinking when playing Mario games! Getting across that section without hitting the blue switch is challenging, compared to using the pits to avoid the crusher, so you 'ought to either reward them for not hitting that blue switch, or get rid of that switch and it's respective blocks entirely.
Just to throw in an idea, instead of placing that stupid F-you wall right at the end of that crusher section, have a good power-up or a 1-up guarded by the blue switch color blocks. If the player chooses to ignore the switch at the beginning and make a run for it, he'll be rewarded with that item. If not,the item would be sealed off and the player will miss out on it.

- On that switch-crusher section again, remove the spikes from the first pit you encounter, to encourage the player to utilize those pits to begin with.

- I noticed you had a hidden pipe just above that crusher, but you forgot to add the warp entrance point that leads to whatever secret you were planning on, so fix that.

- The part with the moving sloped platforms is awful, and needs to be scrapped or completely reworked. Not only are the platforms out of place with the theme of this level, they move horrifically slow, out of time, and it's kind of glitchy with the way slopes and moving layers work in this engine. You even have a Blaarg in there which adds nothing to that part of the level.

- The section where you trigger sinking platforms needs more margin for error. You should increase the height of the sinking platforms a little or slow the sinking down. Right now, that part is way too hard to deal with.

- The entire level really goes downhill after the sinking platform part. You introduce a switch puzzle with Kaizo-styled bullshit traps and the level loses complete focus due to the sudden switch between linearity and non-linearity. Honestly, scrap the stupid switch puzzle section altogether, and I think you can legitimately end you level right after the sinking platform section.

- As I played all your levels before you added Dragon Coins, I'll just hope you added them well. I feel like coins in general would help this level a bit.

Current Status: DENIED


Fiery Castle
+ Visuals are ballin' in this!

+ Level's premise is solid and I welcome it, though its execution... Read on.

- This level is way, way, WAY too hard! Borderline impossible, in actuality! That sinking/rising platforms are spread over wide areas of lava and there is absolutely no room for error once you start crossing, even though you throw in a TON of crap (podoboos, firebars, etc.) that force the player to slow down, which ultimately leads to an inevitable death! You need either break up those long sections with some safe platforms, or rework those long sections entirely.

- I particularly hated the part with the ?-blocks placed over a large, rising/sinking platform, with the spike tops circling around them. You encourage the player to slow down and hit some by putting the blocks there in the first place, yet slowing down just a bit in that section will lead to your doom. Stop placing stuff just because you can, and think about how every block/npc you put on the screen will mean to a player.

- Way too sparse in coins and power-ups overall, especially in a level like this. Also, unless your level specifically calls for it, there is no reason to put a mushroom, as oppose to leaf or a fire flower, in a ?-block.

- Section 3 of your level is ironically less painful compared to the rest, and I actually enjoyed this part. Everything you did right with this section should be applied to the previous parts, to a degree.

- Section 4 is just unplayable. Not only do you have a 1-up that will crash game the moment it enters lava, you kill off the player RIGHT AS HE ENTERS THE ROOM with the rising lava, and the skull rafts completely glitch out and dissapear, making the entire section, provided you even got past the rising lava at the start, unwinnable. Please playtest these levels. I should really just be here to give you feedback on an already working level, something like this shows me you just rushed in some shit without actually playing your own level. Can YOU even beat this level?

Current Status: DENIED


Sunken Castle
- Again, you have no coins whatsoever. I check the debugger when playing these levels, so I know it. It would really help this level, too.

- You nee some blocks enclosing the gaps of your water sections off-screen... Or because I'm terrible at explaining stuff like this, you should look at Hali's Screen Sides tutorial here on the site. It's possible to swim over the entire level from above the ceiling, and there are no secrets/reward to accommodate for it.

- Speaking of which, why NOT put secrets in the ceilings of those water sections? It would make this level feel way less bland, for a start!

- Why does the music change in the dry sections of the level? It's kind of jarring.

- Overall, this level's biggest downpoint is that it is BORING. All of your traps are easy to out-maneuver due to the amount of open space in this level, and most of the tricks you introduced aren't utilized to their full potential. The dry bones in the water sections add nothing to them in particular, they're just there. Water levels tend to be disliked due to how slow-paced they are in general, so the more instances where you break your water segments up with dry land segments, the better.

- Again with the Mushrooms inside ?-blocks...

Current Status: DENIED


Tower of Pain
+ Another level with a great premise, but again the execution could be better.

- The entire first section before the checkpoint feels too slow-paced. Perhaps you can speed up the side-moving steaks by a decimal point or two, or decrease the time they remain paused.

- The rinkas look horribly out of place, but I understand their purpose. Perhaps you could find a graphic of a hanging candle and have it shoot fireballs instead?

- See my previous comments on the mushrooms in ?-blocks.

- The level took a wrong turn into Lamesville after the checkpoint. I really liked the moving steaks, why did you ditch that idea for a generic elevator section?

- Adding more to that section's suckage is that you put a DEATH TRAP at the star! I don't know why you've been adding these trial-and-error sections to your levels as of late, man. It's bad design, and the player is going to rage quit. Do you really want to repeat the same mistakes the reviewers called out on with CMS 1?

- In case I haven't made it clear already, that elevator section needs to GO.

Current Status: DENIED


AlexanderXCIII
Skull River
+ You win points for a visually good level

+ You win even more points for using Kirby 64 music, but as Jackolotrun pointed out, you have a typo with the path name, causing the music not to play in your level.

- I understand your reasoning for the non-moving mushrooms, but if you think of the game as a whole, it's going to look inconsistent when paired with other levels. I don't know which version of SMBX you use, but only 1up mushrooms and maybe SMW shrooms cause the game to crash when they fall into lava, not smb3 shrooms, as I've noticed. Also, you can generally work around this by placing blocks to keep the mushroom confined within a certain area, just like you did with the first set of powerups? That way, there won't be a chance for the powerup to fall into the lava to begin with.

- The way you aquire the hidden 1-up near the checkpoint feels redundant, because I could have sworn you used the same method to find another one previously in the level. I'd change it up.

- In the segment after the dry bones and the red boot, it's possible to cause a wall-zip effect if the player moves around a bit too much while the skull rafts are falling to the next ledge, causing a cheap death. Not a HUGE deal-breaker with me, but it's something to be aware of.

- The entire section after the checkpoint feels a little bit too long. Consider that the things the player has to do, not just the screens, add length to a level. The skull raft sections inherently force the player to play at a specific pace, which is one example. I kind of feel that you could do without the section with the rising/sinking lava, since it's not really in line with the type of challenges the rest of the level presents.

- In your secret, you take away the red shoe with the grey pipe, but have you considered that the player can just backtrack to keep the shoe throughout the entire level? :P

- The areas you need to duck to avoid a hazardous ceiling aren't indicated that well, even though you tried to. Your hints are just way too subtle. I'd stick with the coin arrows you used at the first section, since they are bright, animated and flashy.

+ Aside from that, I enjoyed this level! I really like how you handled the secret, as well.

Current Status: DENIED (but it's well on it's way to an approval from me)


Jackalotrun
Overgrown Obelisk
- You do know there is a level from CMS 1 with the same name, right?

- Not keen on the first section of the level. It feels empty and boring, and it doesn't really have a purpose in my eyes. I'd axe this and just keep your outside section extremely basic, just like a typical SMW castle intro.

- Yo meng, where are your Dragon Coins? They're required, ya know.

- The part with the podoboos and rolling spiny, just before the checkpoint, is a bit overkill. I think you could just do without that rolling spiny, since this level is relatively easy anyway.

- I haven't been struck by it yet, but I highly recommend getting rid of that swooper that's just above the checkpoint.

- Your green spring boards are terribly cumbersome to jump on. I almost always land to the blocks on the side of them and it screws up my mojo! You could either extend those boards with another one, or you DO know you can set the spring npc to not be grabbed, right? You might need to use a different spring board graphic if you do so, however, for the sake of consistency.

- You've got a few incomplete tiles in your level, I pointed them out here:


Current Status: DENIED
Similar to Alexander, though, you just need a few things to get my approval.
author=jackalotrun
Hmmm, I didn't know that skull rafts cause that glitch, how does it happen?
I'm trying to think of another name for the level, Forest Caldera?
Stand on a skull raft next to a wall, face away from the wall, jump.
I actually discovered this bug while building my own level* and now check for it every time I see a skull raft :P

*Trivia: I originally required this bug to get the hammer suit in my level, though not for very long, obviously. The bug is also why I put a "caged" lava lotus at the very end of the level, to provide an escape for the player if they zip.

author=Ratty524
- That's precisely the reason why it's kept short. Do you think the lava could be slowed down a touch?
- For the last suggestion, thanks! I was making this with the "average" skill-level player in mind, so it's not really meant to be TOO difficult despite the rating.
And I think the level is perfectly fine kept short. If you can slow the lava down slightly without using decimal values, that works too. (I actually don't recall seeing the lava as Mario, except the one time I failed to slide through the one-tile gap at the end...)


+ You win points for a visually good level

+ You win even more points for using Kirby 64 music, but as Jackolotrun pointed out, you have a typo with the path name, causing the music not to play in your level.

Yeahh... That'll be the first thing I fix.

- I understand your reasoning for the non-moving mushrooms, but if you think of the game as a whole, it's going to look inconsistent when paired with other levels. I don't know which version of SMBX you use, but only 1up mushrooms and maybe SMW shrooms cause the game to crash when they fall into lava, not smb3 shrooms, as I've noticed. Also, you can generally work around this by placing blocks to keep the mushroom confined within a certain area, just like you did with the first set of powerups? That way, there won't be a chance for the powerup to fall into the lava to begin with.

I'll look into confining the mushrooms through the level geography, then.

- The way you aquire the hidden 1-up near the checkpoint feels redundant, because I could have sworn you used the same method to find another one previously in the level. I'd change it up.

The idea was to make the second 1-up hard to miss so that the player theoretically never gets a game over in the second half. But if you think I should change it up, I can do that.

- In the segment after the dry bones and the red boot, it's possible to cause a wall-zip effect if the player moves around a bit too much while the skull rafts are falling to the next ledge, causing a cheap death. Not a HUGE deal-breaker with me, but it's something to be aware of.

As in, zipping through one of the skulls? Or through something else?

- The entire section after the checkpoint feels a little bit too long. Consider that the things the player has to do, not just the screens, add length to a level. The skull raft sections inherently force the player to play at a specific pace, which is one example. I kind of feel that you could do without the section with the rising/sinking lava, since it's not really in line with the type of challenges the rest of the level presents.

Hmm... The lava tide segment is kind of out of place, I could probably remove that (and the second one as well, if you have a problem with the skulls riding on solid ground afterward...)

- In your secret, you take away the red shoe with the grey pipe, but have you considered that the player can just backtrack to keep the shoe throughout the entire level? :P

The game also gives you back the shoe after finishing the level. To be honest I was hesitant to give out the boot at all, but the top of the lava ceiling afterward was too tempting to ignore.

- The areas you need to duck to avoid a hazardous ceiling aren't indicated that well, even though you tried to. Your hints are just way too subtle. I'd stick with the coin arrows you used at the first section, since they are bright, animated and flashy.

If you want more obvious hints for the low ceilings, I can certainly add those (but I have no intention of scrapping the arrow carved out of lava...)

+ Aside from that, I enjoyed this level! I really like how you handled the secret, as well.

Current Status: DENIED (but it's well on it's way to an approval from me)

Glad you liked it.

No wonder you spoilered everything.

author=seiromem
For Alex, I don't think it fits well with the lava theme.
The more you know
Seiromem
I would have more makerscore If I did things.
6375
Allow me to rephrase.

I don't think it fits well with a Mario lava level.

Also, prevent zipping at all costs. Looks like I forgot some basics in the rules ;_;
author=seiromem
Allow me to rephrase.

I don't think it fits well with a Mario lava level.

Also, prevent zipping at all costs. Looks like I forgot some basics in the rules ;_;


Zipping is a feature, not a bug I'm doing my best to avoid and/or minimize zipping, but I don't think it's 100% avoidable without hacking the source code, at least not for the skull rafts. I'd recommend not enforcing such a rule too strictly.

And I'm still not going to change the music.
author=AlexanderXCIII
Jackalotrun - Overgrown Obelisk
* In two locations, it is possible to glitch into the ground using the skull rafts:

The first instance, pictured here, is harmless because I can escape at the notch on the right side. The second one, at the end of the level, has no such escape, except for back onto the raft (assuming it hasn't despawned).

author=AlexanderXCIII
Stand on a skull raft next to a wall, face away from the wall, jump.

Ahahahahahaha holy shit, I didn't know this either! SMBX continues to astound me.