author=halibabica
from Deckiller
I've seen levels with awesome ideas that were underutilized because people didn't want to step on the creator's toes; written feedback wouldn't be enough, because developers are more likely to dig deep into their inspiration when they get to put their own fingerprints on a level, credit and all. It would be a damn good thing if we all had a true reviser for our levels, but that would require everyone to be unafraid to see their ideas reworked.
Funny you should say that, because that's exactly what I did with Yoshi's Archipelago. I made no concessions with that game. If I found a stage lacking, I spruced it up how I saw fit. But I know you have reservations about that game, so...welp.
from jackalotrun
I hate to be a pester Hali, but ya don't seem to have gotten my mailbox message
My bad, dude. I asked, but forgot to check the answer. Liberty is indeed the person you want to contact.
Well, in that project you were just one person and not really intimately involved in the creation of the level - just polishing it. But for most of the project it was the right approach.
I did like the idea behind Mystery Fortress, since it was originally just a SMB3 fortress designed for a SMB3 clone. It
would have been an awesome stage, but we would've needed to overhaul the entire level. Sadly, as it stands, it's unwieldy in its execution because it's two fairly large and puzzle-oriented fortresses wrapped into one. I am obsessed with pacing, so things like that bother me; I just didn't have the interest at the time to change it because my interest in SMBX waxes and wanes.