Description

WHAT IS THIS?
Super RMN World 2 is a collaborative effort to make a solid Mario game in SMBX. It's the latest in the RMN Bros. series that has run on this site over the years. Unlike previous events, this project is more organized to produce a cohesive result. Even so, all users of RMN are welcome to participate! No past experience necessary! I'm your gracious host, halibabica, and I'll be overseeing the whole thing.



THE STORY
The Mario Bros. are on vacation with Peach in Yoshi's Archipelago, a group of exotic islands far from the Mushroom Kingdom. Of course, wherever they go, trouble quickly follows. Bowser and his Koopa army crash the party and kidnap the princess! The brothers' mission is clear, but something seems off about Bowser'whatever may be, there's work to do! Mario and Luigi hop right to it with the help of the princess' devoted bodyguard, Agent Toad!



WHAT YOU NEED
To participate, you need only make stages in SMBX and submit them. There are some rules, though. Please read the following before diving in.

  • You need Super Mario Bros. X to make your levels.
  • You need to save your levels in this folder. Put it in SMBX's 'worlds' folder and save your levels inside. It contains resources that will be standard for the project.
  • Levels must be created for this event. Don't submit preexisting work!
  • You may use custom graphics and music, but be sure to put them in a folder with the same name as your level. This graphics pack may be useful.


Once you have the engine and the standard resources, you're ready to start! However, for your stages to be accepted, the following must be adhered to.



SUBMISSION GUIDELINES
As this game is intended to feel like a legit Mario title, there must be some consistency in the levels. For this project, you will need:

  • 1 middle ring; the checkpoint for your stage. It's the sparkly ring in the SMW NPC tab. You can't use more than one due to engine limitations, so place it wisely!
  • 5 smiley flowers; these replace dragon coins. They're also on the SMW NPC tab and your stage needs exactly five of them. They must all be obtainable in one go through the level. The debugger can tell you how many you used. For technical reasons, they must all be on the Default layer.
  • 1 end goal roulette; this gate marks the end of the stage. It's on the SMB3 NPC tab, and jumping through it ends the level. The player automatically walks to the right and off-screen when they touch it, so every level must end going to the right.


These objects will only appear if you save your level in the Super RMN World 2 folder. Include them in your stage, and beyond that, the sky's the limit! Or is it?



ADDITIONAL GUIDELINES
This game is themed around Yoshi, and SMBX has a wide variety of them. Each island has its own theme, too. Your stages need to match the themes of the islands they're being made for. The difficulty should be relative to the island's order in the game. Each island also has its own color of Yoshi, so any you include should match, and you're encouraged to use them!

  • You may only submit one stage to each island.
  • You must be able to complete each level while riding Yoshi. This means no ladders required for progress or jumps where you must ditch Yoshi. This includes boss stages (more on this later).



WIsland NameThemesYoshi
1Green Grass Islandgrass/woodGreen
2Deathly Desert Islandsand/ghostsYellow
3Giga Growth Islandplants/giantsPink
4Molten Mine Islandcave/lavaPurple
5Slip Drip Islandwater/iceLight Blue
6Sky High Islandcliffs/cloudsDark Blue
7Pyre Fire Islandfire/wastelandRed
8Brain Drain Islandpipes/factoryBlack

About boss stages, you're allowed to make them, but their rules differ slightly. Each island can only have one boss and one mini-boss. Boss stages should end with the boss room instead of the end goal roulette. Due to post-production event handling, you don't need to include an exit; the stage will end when the fight is over. Boss stages still need to be thematically appropriate and have 1 middle ring and 5 smiley flowers. The player should be able to beat the boss while riding Yoshi. The boss stages of islands 7 and 8 are reserved for story purposes.




GENERAL GUIDELINES
I know, I know, we're almost there. In addition to all of the above, please keep the following in mind:

  • Try to stick with one art style for your level. Don't mix SMB3 and SMW koopas/coins/etc.
  • Don't let mushrooms from blocks escape off nearby screen edges.
  • Since stages must end with the end goal roulette, all other exit types are banned.
  • The SMW Bowser statue and SMB3 Lakitu are banned for their quirkiness. Use the SMB3 Bowser statue and SMW Lakitu instead!
  • No swimmable waterfalls. These should be for aesthetic use only.
  • Stages must be two-player compatible. Include both player start positions and ensure the stage is passable more than once. Basically, avoid scenarios that could trap the 2nd player.
  • Prevent no-win situations. If the player isn't dead, they should still be able to complete the stage.
  • Avoid single-tile gaps. The player wall-zips if they stand up in a short passage. This can break the game sometimes, so use caution!





LEVEL FEEDBACK
'HALI THERE ARE TOO MANY RULES I HATE THIS'
I know the rules are extensive, but we're aiming to make this the best episode yet. Don't fret if you can't remember it all. As you submit your stages, I'll be reviewing them and providing feedback. You will be expected to use it to make revisions. Failure to do so may result in your levels being altered post-production, or denied completely! Users are encouraged to test each other's levels. Every bit of feedback helps!



TIMELINE
Submissions will be open for all of July. Afterward, there will be a two-week period where revisions can still be made (but no new submissions). Then the gates will shut and the rest of the game will be processed by yours truly. It will take time, but it will get done.

If you have any questions, please ask! I hope we can build a fantastic new RMN World together!

Details

  • 07/01/2016 12:00 AM
  • 08/15/2016 11:59 PM

Registration

You must be logged in to sign up for Super RMN World 2: Yoshi's Archipelago.

Participants Entries
kentona
Davenport
Jparker1984
Solitayre
Ratty524
outcry312
nin8halos
Bart_Sol
pyrodoom
Seiromem
jackalotrun
Blobofgoo
Animebryan
lonestarluigi
Jalex
TungerManU
NeverSilent
Illy
Frozen
Fflo
El_WaKa
Frogge
Punkitt
Thunder176
Kloe
KuraiYukiChan
eric00051
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

Ratty524
The 524 is for 524 Stone Crabs
12986
Green Thumb
+ I love the concept of using water to grow platforms!

- There are certain spots I can stand on without falling off screen. The solution here is to make the platforms ONLY appear when the switch is activated, as oppose to simply hiding them offscreen.

This is one of them, you can also do it in the section where the pink yoshi is available.

- Mind your screen sides. Cover your pits with extra side-tiles on the bottom so that the player won't use an exploit to fly under your level.

- The miniboss against the homing koopas is kind of... eh. It doesn't have a lot of variety to it and I just feel like you can do something more clever than "spam a bunch of homing koopas." That's just me, though.

Doom Dunes
- Forcing the collection of flowers by riding quicksand is just horrible. Quicksand in general is a risky thing to use in this engine due to how it slow things down and getting out of it is a frustrating, tedious experience. I'd rather you shift the thinking of your challenge to "can you avoid the quicksand to get that flower" instead of "can you amass enough patience to get this flower out of quicksand?"

- How do you get out of this room as small mario?

It could honestly do without some of those Dry Bones to free up the space a little.

- It's okay overall, but I don't know. It could stand to be presented better. Maybe use a more distinguishable block tile for the firebars, or take whatever Hali said as good advice.

Slip n' Snow
- A lot of platforms here have high elevations and the trip down is blind more often than not. You should clue what leads to a pit and what doesn't, or just lower every platform a tile or two.

- How do you get the last flower that's inside a cliff?

Giga Funklen
- Why are the shy guys here immune to Yoshi's tongue?

- I got trapped in the room with the flower guarded by that piranha plant; near the P-switch. The only way out was to take a hit. Why are the multi-hit piranha plants even in this level? They inherently invite tedium due to the fact that they require more than 1 hit to kill, which clashes with the fire-spitting piranhas in the same level. Honestly, just stick with the regular giant piranha plant in the default editor. I can see them serving the same purpose while allowing some room for error. They'll look better with the rest of the level, too, being SMB3-styled.

- I'd edit the giant switch to have a "P" instead of a "!" to avoid any potential confusion the player would have.

- There is a point with the giant piranhas and vines (just past the pokey towers) that I swear is impossible to clear without ditching yoshi. I think that's against the event rules, but regardless I kind of rage quit at that point as between this and the room where I was trapped, the level was frustrating me.

+ To at least give you some credit, I like how you utilized veggies here.

Abandoned Factory
- This might be too hard even for W8 standards. The rate at which the poison shrooms generate and the conveyor placement doesn't allow much room for error. Maybe increase the delay a little bit?

- I just learned that black yoshi can use those bots to fly. I hope you are aware of this, too.

- Something about it drags on a bit too long imo. It's hard for me to say what, though.

Future Shock
- It was sometimes hard for me to distinguish background objects from walls. Maybe if you chose a brighter color scheme for the solid blocks, it would fix this?

- Hali is right about those fishes. I'd clue their appearance somehow.

- Why are giant balls shooting out of tiny cannons? I don't think it'll make a huge difference if the balls where the same size as the horizontal blasters.

+ Overall this wasn't bad! I could see it as a perfect introductory level to World 8.
Seiromem
I would have more makerscore If I did things.
6375
author=Ratty524
Giga Funklen
- Why are the shy guys here immune to Yoshi's tongue?


Honestly, I found them like that, and I have yet to change it.

- I got trapped in the room with the flower guarded by that piranha plant; near the P-switch. The only way out was to take a hit. Why are the multi-hit piranha plants even in this level? They inherently invite tedium due to the fact that they require more than 1 hit to kill, which clashes with the fire-spitting piranhas in the same level. Honestly, just stick with the regular giant piranha plant in the default editor. I can see them serving the same purpose while allowing some room for error. They'll look better with the rest of the level, too, being SMB3-styled.


The multi-hit piranahs come out of the ground and STAY out of the ground- it's to avoid having a player go "Wth, where the hell did that come from, I didn't see it! It just came outta the goddamn ground, piranah plants don't do that!" And I' NOT shoving in a shit ton of pipes just to make sure that doesn't happen. They're compleyely fine, in my opinion. Now, the amount of them I might reduce, ESPECIALLY at that lotus flower bit. THAT'S when I'd agree that it gets tedious.

Also, I just like having an enemy that sticks around just a bit longer that you're free to ignore after the first hit(most of the time) or if you feel like just chucking veggies for them satisfying bonks. Besides, it only takes two veggies to completely destroy them, and they're usually in spots where you can chain hit some other enemies, making it feel more worth it.

Honestly, I don't know why I don't have another veggie in that place. My original reason, I think, was to punish you for not thinking ahead and just running striaght in there but 'meh' another veggie inside is just better.

- I'd edit the giant switch to have a "P" instead of a "!" to avoid any potential confusion the player would have.


Alright, I'll do my best!

- There is a point with the giant piranhas and vines (just past the pokey towers) that I swear is impossible to clear without ditching yoshi. I think that's against the event rules, but regardless I kind of rage quit at that point as between this and the room where I was trapped, the level was frustrating me.


I'm pretty sure that's not the case? But if it is difficult to make in just a regular jump, then I should still change it. It's only W3.

+ To at least give you some credit, I like how you utilized veggies here.


Mission accomplished!
Abandoned Factory
- This might be too hard even for W8 standards. The rate at which the poison shrooms generate and the conveyor placement doesn't allow much room for error. Maybe increase the delay a little bit?

- I just learned that black yoshi can use those bots to fly. I hope you are aware of this, too.

- Something about it drags on a bit too long imo. It's hard for me to say what, though.


I thought I fixed that? I mean, I'm pretty sure I uploaded that version. Maybe I didn't increase the delay enough? What IS the delay on your version?
And I was aware of the bots thing. That's mainly why I had them; to make it feel like you can get yoshi powers instead of having the yoshi just be an extra hit.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Seiromem
The multi-hit piranahs come out of the ground and STAY out of the ground- it's to avoid having a player go "Wth, where the hell did that come from, I didn't see it! It just came outta the goddamn ground, piranah plants don't do that!" And I' NOT shoving in a shit ton of pipes just to make sure that doesn't happen. They're compleyely fine, in my opinion. Now, the amount of them I might reduce, ESPECIALLY at that lotus flower bit. THAT'S when I'd agree that it gets tedious.

Also, I just like having an enemy that sticks around just a bit longer that you're free to ignore after the first hit(most of the time) or if you feel like just chucking veggies for them satisfying bonks. Besides, it only takes two veggies to completely destroy them, and they're usually in spots where you can chain hit some other enemies, making it feel more worth it.

Honestly, I don't know why I don't have another veggie in that place. My original reason, I think, was to punish you for not thinking ahead and just running striaght in there but 'meh' another veggie inside is just better.

What's wrong with indicating their presence with pipes? I don't think it'll look bad at all, especially given that this is a Mario game we're making, here.

You can have the player ignore a regular piranha as well: either through jumping over them at the right time or hitting them. They create the same kind of challenge without the potential of being a nuisance, and it would EASILY solve the trapping issue with the flower close to the P-switch. Don't get me wrong, I don't dislike the multi-hp piranha plant, it's just that I don't think you've used them in a way that convinces me that they belong to the level, or that another npc couldn't share the same purpose, that's why I gave you an alternative.

Also, as I've learned from Boom-Boom Bastille, the designer is always going to be the worst judge in terms of the difficulty of your level.
author=Seiromem
I thought I fixed that? I mean, I'm pretty sure I uploaded that version. Maybe I didn't increase the delay enough? What IS the delay on your version?
And I was aware of the bots thing. That's mainly why I had them; to make it feel like you can get yoshi powers instead of having the yoshi just be an extra hit.

Just checked. They seem to range from 3-4.5 seconds. Weird. Maybe Hali might offer better advice when he gets to it. I just feel like there is something preventing me from fully enjoying it that I can't pinpoint at the moment.


-----------

Serenade Forest
> GLOBAL ISSUES: Your levels really demonstrate a lack of playtesting overall. Many of them contain bugs/crap that would have been easily fixed had you spent more time with your levels. Effect graphics for enemies being incorrect; masking issues, mushrooms appearing in ?-blocks no matter what. There is just too much for me to list. At this point, Davenport, you should be better than this.

- There is a section in the level that requires you to ditch Yoshi to proceed (I think it's in the vine section). I remember that you get another Yoshi afterwards, but I'm not sure Hali is going to be cool with that.

- This level contains no flowers? And red coins lead to a star. Pretty sure that DQ's the level here. Just replace the red coins with flowers if you want an easy way out of this, and get rid of the star to leave that to Hali.

- It might be just me, but it felt like the level dragged on too long.

Blazing Inferno
- In the tile-wide platforming section, there is a part of the lava shoots that look like platforms. This isn't good design, I'd fix that up the fog graphic to look more like fog or remove that fog entirely from those spots.

- The foreground lava flows are nice, but they can be a bit distracting when you are trying to make timed jumps and doge boulders.

- You really don't need a flashing "!" for the lava shoots or the podoboo coming out of the mini-volcano. You can clue that with just design.

- The basic power-up blocks are too high above the ground, which makes getting stuff like mushrooms and flowers cumbersome. Lower them down a tile.

- Your rock-throwing Chargin' Chucks should probably be standing in place instead of moving about.

- Your checkpoint spawn you on top of the platform that shoots out boulders, instead of the proper position. I think that's a bug with sizable platforms, so I think you can remove that platform to leave the checkpoint bare.

- Couldn't bring myself to finish this, sorry. Between the near unreachable ?-blocks and other bullshit this level quickly became an unenjoyable experience for me. I'm not saying it isn't salvageable, but it seriously needs work.

Awesome Ice
- I recommend you borrow the penguin graphics from Solitayre's "Super Penguin Bros." level, as they look a bit more like enemies you'd expect from a Mario game and they have proper effect/masking graphics.

- Not really a fan of the rainbow shells in this level. Could be just me, but I think you can replace them with something that fits better thematically, like the ice-kicking things from SMB3.

- The section with the bowl-shaped pits and rainbow shells is particularly repetitive. You don't really vary the challenge between them in any interesting way.

- Not bad, but I still kind of felt like it could use some work.

Twilight Desert
- Waiting to ride the Pokey to hit the ?-block is boring, and it's not that interesting to throw them either. I'd just make them accessible and save those kind of gimmicks for special power-ups like 1-ups and the likes.

- The first warp pipe I come across warps in the wrong way, and if you are big, it'll warp you into the floor, causing you to wall-zip into a pit of spikes. Again, please playtest.

- There is a red coin in a pit with the bony lava lotus that will trap you if you go in. Please rework that spot.

- Part of me really wants to like this level because the aesthetics are nice and the music was great, but the things I mentioned above kept it from being enjoyable.

Sinister Crypt
+ VERY well-made! Nice work on this.

- I'm not sure on the spin-jump eerie section if only because there is no real indication that you should do it. Not that I had trouble, but for other players who are less familiar with the mechanics, that could be helpful.

Lakitu Rampage
+ Again, I had fun with this!

- Your music doesn't play due to the wrong file name being specified.

- Lakitu is kind of a pain in vertical sections.

Super Penguin Bros.
- Where is Luigi's start position?

- I think lowering the spawn rate of the generating penguins would help those sections in the level feel a bit more tame.

+ Aside from that, it was a nice level!

Perilous Pipe Warehouse
+ I found this to be quite solid. Good use of secrets and the P-switch.

- Your background graphic pans weirdly. I think you need to assign it to a different background type that stays fixed on the screen.

Jungle Rumble
- The music you specified doesn't seem to be included in the download for this level.

- I really feel like this level could do without homing koopas. They don't really add much and are kind of obnoxious to deal with for this world.

- You might be a bit too generous with your coin distribution.

+ Otherwise, it's not bad.
Lol I know it may seem selfish to ask this. But can anyone leave a little bit of feedback on my level?
Fflo
Be careful ! I'm French
3650
author=Ratty524
Jungle Rumble
- The music you specified doesn't seem to be included in the download for this level.

- I really feel like this level could do without homing koopas. They don't really add much and are kind of obnoxious to deal with for this world.

- You might be a bit too generous with your coin distribution.

+ Otherwise, it's not bad.

I was distracted and forgot to add the music file in the archive.
Seiromem
I would have more makerscore If I did things.
6375
author=Ratty
Also, as I've learned from Boom-Boom Bastille, the designer is always going to be the worst judge in terms of the difficulty of your level.

We're not talking about difficulty right now, are we? We're talking about tedium.

author=Ratty
What's wrong with indicating their presence with pipes? I don't think it'll look bad at all, especially given that this is a Mario game we're making, here.


Because there are a LOT of places that I'll have to shove pipes into, and most of those places are on top of sizeables, meaning they'd actually get in the way of the level I already have made. I think that's a good use for them, a prianah similar enemy for sizeables.

Anyways, I can't see a good reason not to use the multi-hit ones over the regular ones, either, and I can only see it being more of a problem to try to implement them than whatever benefits the 1-hit ones give.
Just submitted an update to Lakitu Rampage, with most of hali's suggestions. I kept the 3-up moon portion the same because I think it's too hard for the flower (near impossible if the lakitu is still alive).

I'll have the update for Sinister Crypt up in a couple days, still need to figure out how/if I'll include the miniboss.
Updates are complete for the four new levels submitted.
I did my best to fix the aforementioned issues.
Update to Sinister Crypt is up. Added a SMB1 Dry Bowser* to the end, and made the pipe to the bonus room two-way, just in case the player sees the eerie raft and says 'lol nope'.

*It turns out that the Red Yoshi GFX pack doesn't have a SMB1 Dry Bowser, so I modified a sprite of SMB3 Bowser and it turned out... not great. If anyone has a proper SMB1 Dry Bowser sprite I could use, I'd really appreciate it. Thanks.
More feedback:

Jungle Rumble (W3) by Fflo:
Removing the blue paratroopa generator was a improvement. The flowers were too easy & should require more effort. Adding a platform generator where the last flower was is a bad idea. I had trouble getting it because new platforms would keep me from going low enough to touch it.


Giga Funklen (W3) by Seiromem:
Where the giant blue ! switch is, the giant piranha plant below is too close to the edge. Lost my yoshi after making a jump & ran into it because momentum wouldn't let me stop. The walls of pokeys is also a bad idea because it's difficult to deal with them if you don't have any projectiles to take them down with (even with the grass generators). Don't assume that they'll still have yoshi either because I've lost him a few times & not enough veggies to take down those pokeys. How in the hell do you expect anyone to make this jump?:



Couldn't complete the level because of that!


Colonel Cryos Cavalry (W5) by Ratty524:
MP3 doesn't play because the name isn't the same. Some of the things in this level, like the 1-up & later flowers seem impossible to get because there's no way to reach them. It would be possible by yoshi boost if you had actually provided one (oh wait, you did, via INVISIBLE BLOCK! Grrr!). Pretty challenging level for a world 5 boss.


Caustic Chemical Compound (W8) by Ratty524:
I never even noticed the thing with the platforms not looking like they're connected the 1st time I played this. My only problem with the level is that part before the 4th flower where those 3 chemical pipes drop those slime enemies right on the riding platform (spin jumping seems the only way to survive) & the pipe that generates the last riding platform is too low, the pipe & platform generator should be set a little higher (bumped my head & had to ditch yoshi to save myself).


Molten Mine Mire (W4) by Ratty524:
Once again the mp3 doesn't play because the name doesn't match up. Making the player ditch yoshi for that purple pipe is redundant because the exit where the 1-up is can be reached by simply skipping the pipe & yoshi boosting up there instead. Good level though.


Super Penguin Bros. (W5) by Solitayre:
You forgot to put Luigi's starting position. The graphics for this level are just beautiful. I'm guessing that the bumpties are resprited koopas right? The weird thing is when I put one down while its spinning (shell form), the others can walk right through it (bumpty generator). Speaking of which, thank you for the 1-up factory :)



Great level.


Finally got 1 of my levels submitted, W7 Hellfire & Brimstone. It's a hard level. I'm going to be uploading a Let's Test video on youtube to show how its possible to get through the level & get all 5 flowers in 1 go. My world 3 boss level is basically finished except for the boss fight, which is a complete mess! Nothing works right including the events & Naval Piranha's body refusing to appear, despite being on the default layer. I had so much trouble with the editor that I'm not sure if I wanna deal with my world 6 level, since layer movement & auto-scrolling still won't work right.
Solitayre
Circumstance penalty for being the bard.
18257
Infinite penguins = feature, not bug.
Ratty524
The 524 is for 524 Stone Crabs
12986
I'll have to check my file paths, because that shouldn't be happening. D:

For Colonel Cryo's Cavalry, you are supposed to use the bullet bills to get a jump boost onto those platforms with the 1up and flower, though maybe it's not-so-great design.
@Solitayre I never said it was a bug. I just find it strange that they can walk through each other when they're not supposed to. And I would never call an enemy generator turned 1-up factory a bug, never!

@Ratty524 The music file name in the custom section has the folder name with a / then the file name. I just highlight the the folder name & / and delete them.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Animebryan
@Ratty524 The music file name in the custom section has the folder name with a / then the file name. I just highlight the the folder name & / and delete them.

Weird that you would have to do that because all of the music files are in the same folders as the custom graphics.
Seiromem
I would have more makerscore If I did things.
6375
author=Animebryan
Giga Funklen (W3) by Seiromem:
Where the giant blue ! switch is, the giant piranha plant below is too close to the edge. Lost my yoshi after making a jump & ran into it because momentum wouldn't let me stop.


Hate to say it, but this specific case is kinda your own fault =X
However that won't stop me from moving it back a tile or two. It's a simple edit.

The walls of pokeys is also a bad idea because it's difficult to deal with them if you don't have any projectiles to take them down with (even with the grass generators). Don't assume that they'll still have yoshi either because I've lost him a few times & not enough veggies to take down those pokeys.


But... the generator is enough? I mean, it literally takes 1 second for it to grow (so almost instantly after you pick it, not to mention time spent throwing) and one is really all you need to cut a tower in half, and thus be able to get past. What exactly is difficult about it?

How in the hell do you expect anyone to make this jump?:



Couldn't complete the level because of that!


That was a lazy hotfix when I instead had a vine there, but the vine was rquired, thus no yoshi, thus rule breaking, you get the deal. I didn't put much thought until after the fact, and so I made a post referring to it and if you wanted to you could lower the thing by 1 tile to continue (I still think it's too tight a jump, and lowering it 1 tile more ought to make it good) because I was waiting for hali's feedback so I wouldn't have to make multiple iterations.

However, since you didn't see the post I can't expect Hali to, so I might as well update it with all that's been suggested so far.

halibabica
RMN's Official Reviewmonger
16873
Sorry I've been quiet the last few days. It was a busy weekend and I started a new job today. I'll try to post more feedback tomorrow evening and respond to the questions that have been asked.

@Jalex: I found some viable Dry Bowser sprites when I did a Google search for them. I'd be happy to throw something together when I have the time.
Solitayre
Circumstance penalty for being the bard.
18257
Congrats on the new job, Hali!
Even more feedback:

Wetlands (W3) by Davenport:
Great looking level. Nice to see a level using the Yoshi's Island style considering that's what the game is based on (my W3 boss level uses YI graphics too). However, if the monkeys are resprited dry bones then you need to replace their collapsed spites too, because when I stomped them, they still looked active (even though you hear the dry bones collapsing SE). I can see some sprite clashes too:



Why are mini-rhinos throwing hammers at me? And you forgot to replace their effect sprite for when they die (effect-25). I don't know what the hell you resprited those spinies into, but you forgot to change their effect sprite too (effect-146). The pipe at the end of the 1st section looks horrible (outlines aren't dark enough or non-existent). You should use YI style pipe sections from the suggested graphics pack. Btw, you need to raise the water section by a tile to match the water's surface. You also completely forgot to put in the Dragon Coin Flowers (which are required btw). And what are you supposed to get for getting all the red coins?


Frosty (W5) by Frozen:
The tops of pipes shouldn't be slippery unless you indicate it (replace pipe tops with frosted versions of them). Same goes for ? blocks. Also, losing that 1st mushroom to the pit behind the starting point is not cool (similar to what Hali said about not letting mushrooms go off screen). Can't reach the 1st few flowers if little (might want to lower them by 1 tile). The cave area inside the pipe left of start, the ground isn't slippery. ? blocks just before checkpoint are too high, couldn't reach the ice flower without boosting off of yoshi. The invisible block with the POW block for the last flower is also too high (need to lower it by a tile or two).


Lakitu Rampage (W6) by Jalex:
I haven't even noticed the differences between this version & the last version. Plays well though.


Boom Boom Bastille (W7) by Ratty524:
If you're going to make things require yoshi to obtain (such as the 1-up in a bubble or the last flower), then you might want to tone down the bullet section. Other than that, it's better than the last version.


As far as my boss level for world 3 goes, the boss fight is a lost cause because Naval Piranha is a resprited Mother Brain that's immune to fireballs, which makes it difficult to damage. I can't seem to salvage it. The level plays well though.

With the editor trolling me the way it has, I don't know if I'll even finish my world 6 level. In fact, I might just move on to a world 8 level & that's it. I'll at least try out the 2nd version of Sinister Crypt & Switch Swap Swamp tonight.
Ratty524
The 524 is for 524 Stone Crabs
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author=Animebryan
Boom Boom Bastille (W7) by Ratty524:
If you're going to make things require yoshi to obtain (such as the 1-up in a bubble or the last flower), then you might want to tone down the bullet section. Other than that, it's better than the last version.
Thanks. I think I will given how tight the jumps have to be to speed through it.


So I actually couldn't help but make another level: Switch Swap Swamp for World 1 is up.
There are 4 days left, and I'm still not done with my second level. I have a question - how long, on average, are World 6 Mario levels to complete? I'm just wondering, because I think I may have made my level too short(ey, bet it'd be perfect first world 6 level material if i actually get it uploaded).
I'll get the minor Tempest Valley fix(changing the direction of one of the pipes exits I think) up soon.