PYRODOOM'S PROFILE
Bleh. Weee... it's Julie. Woo. Yay.
SMBX designer
On technical hiatus(barely posting but still around)
SMBX designer
On technical hiatus(barely posting but still around)
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Super RMN World 2: Yoshi's Archipelago
author=Animebryan
Tempest Valley (W1) by pyrodoom:
Aww! You butchered the secret room (sad face). The new entrance to that path allows the player to circumvent most of the level though, not a good idea. Maybe have them exit back out closer to where the entrance was.
Hm, strange, though I can understand. I'd need to make a new pipe, which should be easier now that I fixed up my own background pipe graphic for cave stuff, but a good place to put it would be a little harder. I pushed the pipe in the second section far back so that it didn't just drop you off at the end, and the reason I butchered the secret room is because now a tanooki suit AND a hammer suit is too good for the challenge getting to them. I was told to lessen the amount of stuff in there when I moved the entrance, and even a tanooki suit seemed too much since it became less of a secret and more of a second path to take.
Honestly, to make the BS way into the secret more fair I'd prefer to put the black yoshi in the secret room ALONG WITH the tanooki and hammer suits. because fuck difficulty and challenge right
I understand, though, I'll see what I can do.
Super RMN World 2: Yoshi's Archipelago
I have a question.
Remember back when I did the level Metal Harbor, and had Bloopers flying in the sky?
Is there ANY situation that'd be a good idea, or be allowed in this game? I really want to try it again, but I'm not sure if there's anywhere that flying bloopers would fit.
Also, I added a new update for Tempest Valley. "The Hali Update". .3.
Remember back when I did the level Metal Harbor, and had Bloopers flying in the sky?
Is there ANY situation that'd be a good idea, or be allowed in this game? I really want to try it again, but I'm not sure if there's anywhere that flying bloopers would fit.
Also, I added a new update for Tempest Valley. "The Hali Update". .3.
Super RMN World 2: Yoshi's Archipelago
Tokotoko's Road
Just out of curiosity, what's with this name? When I saw the level name I was REALLY interested in the level. It's just so fun to say, but based on what I played, I really don't get it. Who is Tokotoko, and how is this a "road"?
In the meantime, I also want to mention my keyboard is a LITTLE messed up. I set my jump to Z, and sometimes Z doesn't work. Sometimes I'll jump and the jump is gimped(or in Peach's case, sometimes I'll jump and then IMMEDIATELY start hovering. I don't play Peach anymore) I will be changing my control soon, that's my personal problem, it just screwed me over when it came to the quicksand pits.
Pros
Cons
General Things I'd Change
Generally, I kind of liked the level, though it does need a bit of work. Good job for your first level in this event, though. :3
Just out of curiosity, what's with this name? When I saw the level name I was REALLY interested in the level. It's just so fun to say, but based on what I played, I really don't get it. Who is Tokotoko, and how is this a "road"?
In the meantime, I also want to mention my keyboard is a LITTLE messed up. I set my jump to Z, and sometimes Z doesn't work. Sometimes I'll jump and the jump is gimped(or in Peach's case, sometimes I'll jump and then IMMEDIATELY start hovering. I don't play Peach anymore) I will be changing my control soon, that's my personal problem, it just screwed me over when it came to the quicksand pits.
Pros
- Really interesting level design, I liked just rushing through it. It was pretty fun.
- The music choice was nice. Though I never did play much of Banjo Kazooie(got to the first stage, then got bored), I do like the music when I do hear it.
- Once again, that name is really fun to say.
Cons
- Never put an enemy that can kill you without you moving on the first screen. Generally, no matter what the difficulty of your level is, that is bad design. Give your player the time to react to what is about to happen, instead of "LOL u die becuz enemie next 2 u at start"
- This is more of a nitpick, but I don't know many people who like quicksand. Quicksand in SMBX is very, very annoying.
- Don't just put a mushroom in a block. As said before, that is not true to the games, and it's generally kind of annoying. You did put a fire-flower in a later block, so why not the first block when most people will need it?
- I found two points where I fell into a no-win situation. Once around some moving blocks, I was on a Yoshi and fell down, and despite the fact that the platforms do move down, they didn't move far enough for me to jump on them without ditching my yoshi. Also, there's a part before the first moving block segment near some pirahna plants. I was LUIGI at the time, and I still couldn't get back up from the quicksand. I could blame that on my messed up Z key, but I was skimming the top of the surface and making full jumps before my gimped jump began sucking me down the quicksand(does spinjump not work as well in quicksand, because there's been times when I've done spinjumps to try save myself and it didn't work)
- You shouldn't put pirahna plants in warp pipes. I'm not sure if it only applies to the fire spitting ones or not, but if you go into the pipe at the same time as they do, the game will crash. Just to be safe, don't put any pirahnas in pipes meant to be used to send you elsewhere. It's a general rule of thumb for most players that if a pipe has an enemy in it, like a plant ready to bite your ankles, you probably can't go in that pipe.
- The end of the stage has two of what I would call, "dick moves" there. First, the lesser of two evils, is putting a Yoshi Coin behind the exit. Because of how Yoshi Coins(or flowers, in this game's case) will work, getting you a star at the end of the stage if you collect all of them, it feels rather odd to have one at the very end of the stage to begin with. But generally, it feels wrong, because when I ran through the stage I was searching for the Yoshi Coins and secrets(couldn't find either through my three playthroughs of your level, without just looking over the level map), and I was about to jump for the exit when I finally saw the Yoshi coin there. I would have missed it if I didn't stop. Second problem? What's with the invisible question blocks? There's four surrounding the goal, and only one of them seems to serve any purpose - to be a Kaizo Trap. It didn't happen to me, but you did put an enemy there behind it at the end of the level. I can imagine someone who just lost all of their power-ups getting to the very end of the level, seeing the enemy and trying to jump over to it, and hitting the invisible block and running into the enemy instead, dying. That player would be very upset with you.
- Also, where are the last two coins? According to the debugger, they're there. They DO exist. Thing is, looking over the level map, I could only find one in the air near a pipe where you'd have to do a Yoshi jump, one in the secret area that has a high chance of crashing SMBX, and one behind the exit. That's 3 out of the 5 existence coins. Where are they? If you put them in the quicksand, please, move them elsewhere. Not only can we not see them in the quicksand for some reason... but honestly, just don't hide stuff in quicksand.
General Things I'd Change
- I feel like the checkpoint is a little too far back. I got to the checkpoint pretty early, and there was a lot of level left. I wouldn't say this is a big problem, because the stage isn't that hard, but I almost considered this to be a problem with the level because of the kaizo trap stuff at the end of said level.
- You don't really need the black background since the SMB3 Roulette will be changed into the star circle, and it'll look kind of weird as a result. Just a minor thing, though.
Generally, I kind of liked the level, though it does need a bit of work. Good job for your first level in this event, though. :3
Super RMN World 2: Yoshi's Archipelago
author=Animebryan
Tempest Valley (W1) by pyrodoom:
You shouldn't have enemies that only appear when the P-Switch is hit. I was carrying a shell & it disappeared in my hands when the P-Switch effect ran out, but Mario was still holding 'nothing'. When I hit another P-Switch (while still holding nothing), I was holding an 'active' koopa in my hands (no damage for holding it though).
I figured out how you hid those suits, but to require not only the P-Switch to be active, but to take a leap of faith both upwards & to the right-most edge (and you only get 1 shot at it), most people would never know to 'Yoshi-Boost' to the hidden moon much less ditch him just to get on top knowing there's another one to boost off of. Even knowing how to get there it was hard as hell. Might as well not even be there if it's that difficult (especially for a World 1 level)
Ah, OK then. With the koopa thing, I should have thought of that(in fact, it was something in my mind to test, but each time I kept forgetting to do so. Dang.) I would question why you thought you needed to hold the shell... but honestly, that would be one of the most awkward thing to ask. After all, I carry random shells in Mario games that I can do so, all the time. It's just a Mario thing. Doesn't excuse the fact that it was bad, though. Thanks for pointing this out.
This may be a really stupid question... I think I may have been in a similar situation... what did the nothing DO. As in, when you let go of it, if you did. Did it do nothing, or did it act like a special shell? I may want to check that out, see if you can put the shell back in your hands by pressing the P-Switch again, or something. .3.
Glad to hear someone mention the secret - guess it makes sense that if it's that hard to find the secret(and requires you to ditch a Yoshi... sure it's a secret, and I give you another one up there, but still) in a W1 level, it might as well not be there. I wasn't really thinking secrets add to the difficulty of a level, but since the secret itself seems too hard to find for W1, there really is no point to it, is there? .3.
I'll edit it soon, most likely once Hali begins his reviewing.
author=halibabica
Pouncing off a Bill would be secret material imo. For stage progression, stick to normal mechanics instead of weird tricks or bugs. And even so, reaching secrets shouldn't be hard to understand either.
Thanks Hali. I'm also thinking of using it for separate paths. Let's say, near a bullet bill generator there is an upper and lower path, and to get on the upper path and get the goodies that'll be on it, you use the bullet bill(or power-up like a leaf or tanuki suit, if you want... I guess. Not like I put that bullet bill there or anything. ;-;).
Super RMN World 2: Yoshi's Archipelago
author=Ratty524author=EuxoaI think "standard Mario hard" would be best here. I don't think we should count on the player mastering obtuse mechanics at this point.
How hard are world 8 levels supposed to be? Like just general Mario hard with strategically placed enemies and some platforming or can they be really hard, like requiring precise trick jumps, like shell jumps or whatever else?
(I think) I have some neat ideas for this level but I'm not sure how challenging it's supposed to be.
Would Bullet Bill bouncing count as an "obtuse mechanic"?
And while the level itself can't use those sort of "obtuse mechanics", could they be used for getting to secrets?
Super RMN World 2: Yoshi's Archipelago
Turns out I don't have everything I need for Deep Sea, so I may just make Aerial Garden.
Really, I was struggling on finding a good background for the level, and was eventually planning on asking whoever made Water Temple is I could use the graphics(though, unless they made the graphics, I'm not sure if it's them I'd need to ask). I could probably incorporate what I was going to do for Deep Sea into Aerial Garden. Using an SMB3 tileset based on Super Mario 3D Land's sky stages for it.
btw, world 6 sky stage? MY BLOODLUST SHALL NOT BE SATIATED. ALL THE LAKITUS. ALL THE FREAKING LAKITUS!!!
Really, I was struggling on finding a good background for the level, and was eventually planning on asking whoever made Water Temple is I could use the graphics(though, unless they made the graphics, I'm not sure if it's them I'd need to ask). I could probably incorporate what I was going to do for Deep Sea into Aerial Garden. Using an SMB3 tileset based on Super Mario 3D Land's sky stages for it.
btw, world 6 sky stage? MY BLOODLUST SHALL NOT BE SATIATED. ALL THE LAKITUS. ALL THE FREAKING LAKITUS!!!
Super RMN World 2: Yoshi's Archipelago
I've got plans for four levels, maybe a fifth if I have the time. Crossing with the world themes of this game, the themes I'm going off of are Sonic(as usual, but mostly fangame Sonic, like Sonic Robo Blast 2).
I've got my grassland level based off the song in Sonic Robo Blast 2: Mystic Realm, and I'm planning Deep Sea for World 5 and Aerial Garden for World 6. Then it's up to whatever levels I make after that, though I did look over RMN World 1's event page while waiting for notifications last night, and remembered I was gonna make a Crisis City stage but sort of... stopped. Maybe I could try again? Techno Hill may be my World 8 stage.
I have an idea for World 2, but I don't really care for deserts. I loved making Oil Oasis(and I'm glad alot of people seemed to like it), and Desert Palace was OK, but... deserts just suck. They are worst than water levels, in my opinion.
Thanks, nice to here that, Jack! I think I moved it down because I'd rather not have a player land on a block and have to wait 5 seconds for it to turn into a flower, but I may change that. If it "kinda ruins the fun of finding it via the blue coin trail", that doesn't sound too good.
Edit: I just noticed Solitayre's review.
It'd probably do good to play the latest version then. One of the first changes I made was taking out the lakitus. Something tells me the final game is going to have a change to the lines for all levels(keeping with that "consistency" I imagine, which is a good idea).
I am wondering what you problem was with the gimmick, though. "I wasn't even sure how to solve it." The first time it's introduced, it's just there to introduce the concept, and give you a Yoshi. If you get to the next one before it despawns, you can ignore the second section entirely, most likely. It's also used with an incredibly hidden secret, one that no one seems to have found yet(maybe too well hidden?). The third one is the exact same, just that you need to use it to go up the mountain. Whenever it's needed, a P-Switch is there to use.
If the issue is that I'm using a P-Switch, well... I did try everything else, and personally I don't like the color-switches that much(heck, I only just thought of that now). I did try other ways before finally deciding on the P-Switch, because it was already set up with two events connected to it starting and stopping, so unless someone has a suggestion of what I switch the P-Switch(lol) out with, I don't think that can be changed.
I'm glad alot of people are liking the atmosphere I put into the level, though at some points I feel it's a little lacking.
I've got my grassland level based off the song in Sonic Robo Blast 2: Mystic Realm, and I'm planning Deep Sea for World 5 and Aerial Garden for World 6. Then it's up to whatever levels I make after that, though I did look over RMN World 1's event page while waiting for notifications last night, and remembered I was gonna make a Crisis City stage but sort of... stopped. Maybe I could try again? Techno Hill may be my World 8 stage.
I have an idea for World 2, but I don't really care for deserts. I loved making Oil Oasis(and I'm glad alot of people seemed to like it), and Desert Palace was OK, but... deserts just suck. They are worst than water levels, in my opinion.
author=jackalotrun
Tempest v3by Pyrodoom
- Maybe move that dragon coin up again? Just saying that because you can see it from the nearby dragon coin's location, kinda ruins the fun of finding it via the blue coin trail, but that's just a nitpick, this level is great
Thanks, nice to here that, Jack! I think I moved it down because I'd rather not have a player land on a block and have to wait 5 seconds for it to turn into a flower, but I may change that. If it "kinda ruins the fun of finding it via the blue coin trail", that doesn't sound too good.
Edit: I just noticed Solitayre's review.
author=Solitayre
Tempest Valley is very beautiful and atmospheric but I found its gimmick impenetrable. I wasn't even sure how to solve it. The idea of forming bridges to progress is interesting but there's a better way to go about it, and the lakitus need to go. Changing the 'lines' the tracks follow to white would help a lot. NOTE: I haven't played the latest version.
It'd probably do good to play the latest version then. One of the first changes I made was taking out the lakitus. Something tells me the final game is going to have a change to the lines for all levels(keeping with that "consistency" I imagine, which is a good idea).
I am wondering what you problem was with the gimmick, though. "I wasn't even sure how to solve it." The first time it's introduced, it's just there to introduce the concept, and give you a Yoshi. If you get to the next one before it despawns, you can ignore the second section entirely, most likely. It's also used with an incredibly hidden secret, one that no one seems to have found yet(maybe too well hidden?). The third one is the exact same, just that you need to use it to go up the mountain. Whenever it's needed, a P-Switch is there to use.
If the issue is that I'm using a P-Switch, well... I did try everything else, and personally I don't like the color-switches that much(heck, I only just thought of that now). I did try other ways before finally deciding on the P-Switch, because it was already set up with two events connected to it starting and stopping, so unless someone has a suggestion of what I switch the P-Switch(lol) out with, I don't think that can be changed.
I'm glad alot of people are liking the atmosphere I put into the level, though at some points I feel it's a little lacking.
Super RMN World 2: Yoshi's Archipelago
UPDATE 2! :D
I moved the koopa to the right a bit, and clipped its wings so it can't jump anymore(may have also hit it in the knee caps to make sure), so that it can't get in the way of the invisible block and vice versa. Also switched out the normal coins with blue coins, but I also lowered the Flower a bit for the sake of the player as Yoshi coins do turn into blocks when a P-Switch is active, so if the P-Switch is for some reason active by the time the player falls down past the pipe, they will at least land on the block after the long fall and quickly pick up the Flower shortly after the P-Switch timer ends(I did consider surrounding it in normal coins that would become blocks as to prevent destroying the Flower-block by accident... somehow... but I found it redundant).
I moved the koopa to the right a bit, and clipped its wings so it can't jump anymore(may have also hit it in the knee caps to make sure), so that it can't get in the way of the invisible block and vice versa. Also switched out the normal coins with blue coins, but I also lowered the Flower a bit for the sake of the player as Yoshi coins do turn into blocks when a P-Switch is active, so if the P-Switch is for some reason active by the time the player falls down past the pipe, they will at least land on the block after the long fall and quickly pick up the Flower shortly after the P-Switch timer ends(I did consider surrounding it in normal coins that would become blocks as to prevent destroying the Flower-block by accident... somehow... but I found it redundant).
Super RMN World 2: Yoshi's Archipelago
author=jackalotrun
Tempest v? by Pyrodoom
- Haha, never thought about it but because a P-Switch activates the coins over that dragon coin pit, they become brick blocks
- There's an invisible block on that last segment on an island that Kaizo'd me into a Paratroopa
- Haha, never thought about it but because a P-Switch activates the coins over that dragon coin pit, they become brick blocks
Dang, I forgot about that. Could have sworn that when testing, the Yoshi Coin stayed normal... then again, when testing, I guess the P-Switch ended before I got to the coin. I didn't want to scream at people "HEY, LOOK, DRAGON COIN!!!!" or "HEY, LOOK, SECRET!!!!" because I got a pipe right there as well - that'd be the easiest Yoshi Coin in the game otherwise, and it'd make the pipe useless.
The only option is to make it so the coins are always there to be seen... or I could move the dragon coin to a position where it could be seen.
If a person just runs through the level, they may not see the Flower as they may not care, but let's say they go down to that low area near the end, in the water.
They get that Flower, and they can see the other one next to the pipe there. That make sense? Does that sound like a good idea?
- There's an invisible block on that last segment on an island that Kaizo'd me into a Paratroopa
Either I take out the invisible block or I take out the Paratroopa. I'd say potentially both to REALLY make sure of it, and to make sure that Flower there isn't too easy to find.
Is this alright?
Super RMN World 2: Yoshi's Archipelago
I updated Tempest Valley.
Changed some enemies around, took out ALL Lakitus, and the most important change of all...
i added some coins and a few off-screen blocks as "just in-case" thingies
OH, and I made the coin-line to the flower thing. You'll only be able to see it when the P-Switch is active, however.
In the process of editing the enemies, especially on that platform ride up the mountain(took out the chaser, and made sure no enemies could blindside you through jumping onto the platform), I also ended up toning down the difficulty. Didn't really need to do too much with enemies beyond the Lakitu and the mountain, it seems.
Also, since I fixed the platform so that it isn't jumping around like a mexican jumping bean, and took out the nearby Lakitu, I didn't need the sign at all. I didn't fix the grammar issues with it, because I just took out the sign entirely. .3.
I do want to note with the Sherbet Summit level that while I did not have a problem landing on the platform(though, the issue may be LANDING on the platform, as opposed to jumping on it after missing it once), the level seemed... dull. There wasn't much to it, and what did interest me was just bad. For example, you try and get the mushroom, only for the platform to leave from under you - or the exact opposite happens, you hit the block while on the platform, and the mushroom falls into a pit. This is why I believe you should almost always start your levels out with power-ups.
To keep on this subject for a small bit longer, though it isn't necessarily about Sherbet Summit, let's not have an enemy that can hurt you before you can react to it on the first screen. This may seem like common sense, and I don't think anyone has been guilty of this so far, but with the mentioning of power-ups being on the first screen, I wanted to continue the thought with saying not to put challenges that risk the character's life along with them. I sort of thought of this because I imagined someone taking this advice, and moving the entire challenge to the beginning of the level as opposed to just putting power-ups in the first part(As in, ignoring the platform bit, you start out the level on the one-block wide ice pillars with a block above you to hit). I don't know why I had that thought specifically, but I felt like sharing it.
It's the first 5 days already, and things seem to be going well so far. :3
Changed some enemies around, took out ALL Lakitus, and the most important change of all...
i added some coins and a few off-screen blocks as "just in-case" thingies
OH, and I made the coin-line to the flower thing. You'll only be able to see it when the P-Switch is active, however.
In the process of editing the enemies, especially on that platform ride up the mountain(took out the chaser, and made sure no enemies could blindside you through jumping onto the platform), I also ended up toning down the difficulty. Didn't really need to do too much with enemies beyond the Lakitu and the mountain, it seems.
Also, since I fixed the platform so that it isn't jumping around like a mexican jumping bean, and took out the nearby Lakitu, I didn't need the sign at all. I didn't fix the grammar issues with it, because I just took out the sign entirely. .3.
I do want to note with the Sherbet Summit level that while I did not have a problem landing on the platform(though, the issue may be LANDING on the platform, as opposed to jumping on it after missing it once), the level seemed... dull. There wasn't much to it, and what did interest me was just bad. For example, you try and get the mushroom, only for the platform to leave from under you - or the exact opposite happens, you hit the block while on the platform, and the mushroom falls into a pit. This is why I believe you should almost always start your levels out with power-ups.
To keep on this subject for a small bit longer, though it isn't necessarily about Sherbet Summit, let's not have an enemy that can hurt you before you can react to it on the first screen. This may seem like common sense, and I don't think anyone has been guilty of this so far, but with the mentioning of power-ups being on the first screen, I wanted to continue the thought with saying not to put challenges that risk the character's life along with them. I sort of thought of this because I imagined someone taking this advice, and moving the entire challenge to the beginning of the level as opposed to just putting power-ups in the first part(As in, ignoring the platform bit, you start out the level on the one-block wide ice pillars with a block above you to hit). I don't know why I had that thought specifically, but I felt like sharing it.
It's the first 5 days already, and things seem to be going well so far. :3













