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Current State of RMN Bros 2, Lastest Level Pack

We're taking too damn long!

Level Feedback - A-D

Get crackin', yous!

Level Feedback - A-D

Update rolling out.

hali or GRS or shortstar, you can make any final changes to my levels if needed, who knows when I'll get around to it.

author=halibabica
Get crackin', yous!

Crush Fortress
- the ceilings are now much easier to deal with! Almost too easy. ShortStar set a rate for them that worked pretty well. Perhaps you should ask him about it.
These are better now, I think I got the timing just right.


- fire flowers aren't very helpful in this level. They blow up bombs you could be throwing at Wart, and most of the enemies in the level are immune to them. Maybe leaves would be better instead.
Leafs they are.

- change the bomb from projectile to warp! The castle's easier, but the battle is very difficult as it is now! I made this change myself and tested it; it was much more bearable. The Mushrooms spawn at a good rate, too. I think this is all it really needs.
Ok ok

Green Greens
- the Goomba generators are still really fast! I know you like piling them up and kicking a shell in to get 957625436456 1-ups, but that's not a good reason to keep it, and even doing that is unnecessarily tricky.
Done :P

- there are some minor aesthetic issues in the level. Some of the backdrops don't look good underwater (like the brown hills), and there are places where the grass lines up poorly with the ground.
:|

Tower of Pain
- the first two Hammer Bros. you meet tend to wander off their platforms and fall on you. Move them further away from the vine.
Check.

- that 2nd Thwomp is still hard to see! Add a platform inbetween or stick with just one Thwomp!
Thwomp killed.

- I'm okay with the arrow pointing away from the door of death
lol

- can you slide in another row of spikes after the checkpoint? If the player falls off the last rising platform, there's nothing they can do.
Ok.

- Lakitu really makes the final climb unnecessarily hard. Having two scrolling Bullet Bill generators is enough!
K, I put in a green shell so you can kick it at it. This part is supposed to be insane hard, and I'm sure this level isn't going to make it in the regular levels anyway. At least this part is really short.

- I was unsure about you including SMB3's Bowser, but he goes away after one stomp, so that's all right.
Bowser ambush

Also centered longcat instead of stretching



I changed other minor stuff too.

http://rpgmaker.net/users/AncientNoob/locker/RMNBros2_Crush_Fortress_v4_April25.zip
http://rpgmaker.net/users/AncientNoob/locker/RMNBros2_Green_Greens_v4_April25.zip
http://rpgmaker.net/users/AncientNoob/locker/RMNBros2_Tower_Of_Pain_v5_April25.zip

Level Feedback - A-D

I think I fixed everything.

CRUSH CASTLE
-2nd Thwomp is hard to avoid. Fill in the one block hole in your platform before the Thwomp
Done.

-Bad use of ghost tiles. Just take them out.
Done.

- this level looks very inconsistent. A lot of tiles seem out of place or thrown together. You should put it together more logically.
Done maybe? - removed the zelda and ghost blocks among other things

-After the first pipe, there are two thwomps you can't even see until they've already crushed you. Either get rid of them or place them lower. The player needs some sort of warning or its unfair.
- As brickroad mentioned in his blog, the three Thwomps at the top of the first part can't be seen until they're already coming down on you. They should be much easier to see!
(done) brickroads favorite thwomps

-On the second floor of section one, over by the tubes, if you jump in the hole onto the tube platform below, it is impossible to get back up and you are forced to restart the whole level! Make it possible to get back up there! (Add a block about halfway up)
(didn't even notice that ... done)

-In the same area, the lava is too high. When it's level with the platforms, you can unfairly touch the lava and die. Lower the lava level by one.
(done) well, I just got rid of the blargs instead, now you just ride the skulls in peace

-Slow down the bullets on the third floor. It is too hard to find an appropriate time to jump past them.
(done)

-What is the point of the dead Zelda?
Because I can :P (fixed)

-Remove the banzai bill at the checkpoint. It clashes and is an unnecessary obstacle.
- the Banzai Bill before the checkpoint is a total screw-over. I don't think I ever got past it without getting hit. Also, could you please put the checkpoint AFTER the door? It's very annoying having to run left to go through it when the next section is nothing but running right.
(done) - That was designed to make brickroad angry
checkpoint moved.

-There is a point in the crushing section where there two rotating fireballs. While the crushers are down, it become to hard to avoid the fireballs. Please remove it altogether.
(done) There is now only 1 fireball, and no bullet bill

-Boss Battle is well done, although there is a lot going on onscreen.
- I didn't really see the point in 1-Ups being spawned during the boss fight. Also, SMB2 bombs might work better than the bob-ombs. Turn the generator to warp instead of projectile so the bombs don't blow up when they hit the ground. They throw further than bob-ombs, you see.
(done) I fixed a lot here
-no more shell for super easy win
-no more 1ups
-mario 2 bombs instead
-less stuff happening
Mostly the same fight, minus the shell and minus some difficulty


-Altogether a hectic and irritating level. It has a good gimmick that is overused.
(done) The crushers now slow down and give lots of time for the player to dodge. Wait too long and they punce downward. Makes it a lot less bullshit but still dangerous

GREEN GREENS
-The clouds near the beginning don't look good. Remove them and maybe add an enemy or two in that area.
Done, more enemies added also

- I don't really see the point of an infinite supply of mushrooms from that Note Block. Why not just make it spit out one?
Done, yeah I'm not really sure where I was going with that. Its now just a normal block now

- try to stick with the same style of Koopa within the same level. Having SMB3 Koopas next to SMW Koopas just doesn't look right.
Done, didn't even notice that

- those Goombas spawn waaaaay too fast. Slow down those generators!
-After the ship area, the goombas are spawning too quickly! Increase the generator time.
Done, they are a bit slower now (the point of the fast goombas is if you wait for the gutter to fill up with goombas and throw a shell inside you can earn 99 lives

-Altogether a pleasant and fun level, with a cool pirate gimmick in it!
:) thanks

I also added other things, like coins and a powerup giving the player reason to swim under the ship.
Also reduced some of the background items to fix lag.


TOWER OF PAIN

-Bullet bills are going to fast!
Haha, fixed. You know you can jump up vines quickly though? It was the only way to get through those.

-The jump by the two fireballs and a Thwomp is nearly impossible. Add a platform in there to make it easier.
Done

-The lol and the :D aren't professional.
Done, no more lol and :D, now you fall to your death in silence :P

-WHAT!? You die at the end? At least save the player and give them a star!
-Altogether a humorous, yet unprofessional level.
The level actually continues, you just entered the trap door

- I would take out the lava pit of death entirely. That's just unnecessary.
I added a sign that warns the player

- I don't know if you made that backdrop yourself, but it is pretty ridiculous. Could you at least fix it so it's centered on the screen? I don't know why I'm advising you on the presentation of a Long Cat joke, but it really just looks bad where it currently is.
Done - I had to stretch it horizontally however, might be ugly. Otherwise the level would need to be twice as long. And I didn't make the picture, I found it on some corner of the internet a long time ago

- Okay, you can't even see that second Thwomp until after you've jumped to its platform. Mario can't even make the jump without running, so you're really just screwing the player with this one.
Done

- I'd also leave out the boss fight at the end. Climbing the whole thing is difficult enough! Plus, the last sections auto-scroll, so the player has to wait and dodge a lot before they can even try again.
Done

There are other changes, play the levels again and let me know. Thanks for the feedback.

http://rpgmaker.net/users/AncientNoob/locker/RMNBros2_Tower_Of_Pain_v4.zip
http://rpgmaker.net/users/AncientNoob/locker/RMNBros2_Green_Greens_v3.zip
http://rpgmaker.net/users/AncientNoob/locker/RMNBros2_Crush_Fortress_v2.zip
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