PYRODOOM'S PROFILE

Bleh. Weee... it's Julie. Woo. Yay.
SMBX designer
On technical hiatus(barely posting but still around)
SRW2: Yoshi's Archipelag...
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Super RMN World

author=Blobofgoo
Did you guys know about this?:


You can apparently ride it by throwing it while holding down and moving. You can ride it across water too (maybe lava even) Another thing to put in your tutorial because my stage is going to use feature it.

I found that out on the Super Mario Brothers X forums I'm on. :3

Super RMN World

I actually took the idea from Bossedit who had the idea before I did. I just stole it from him, give him/her credit, not me!
Knux96's Forums: Tutorial on how to make Bloopers fly

Super RMN World

author=Ratty524
Here shall be the start of my level reviews. I'll also be doing you guys a favor and checking the compatibility of the level between characters (except Luigi since other than floaty physics he's identical to Mario)

Pyrodoom's Metal Harbor
+ My favorite stage from SA2
+ Simplistic level design fitting for a world 1 level
- Music paths error: You named your "custom" music field "pyrodoom_2_..." instead of "pyrodoom_1_..." I fixed that for you, though.
- Like Dark said, Bloopers shouldn't fly. The way you implemented this was terrible, too, because its possible for the player to swim on "air". Personally I think this level is better without the bloopers, because your water sections are so sparse anyway.
- Could have done more with this, especially after the checkpoint. The level becomes completely challenge-less past the checkpoint. How about secrets? Especially ones that accommodate power-ups?

And for the character compatibility rating, you are good to go for the most part.
Peach - OK (made the level ridiculously easy, as she tends to do with her mechanics)
Toad - OK
Link - OK

Thanks, sorry about no secrets. I added minor secrets as a "sorry" for anyone who falls somewhere, so you can get power-ups and coins like that. But I've never been big on secrets. I'll try and add some to Oil Oasis(yes, not Oil Kingdom, just changed the name by thinking of a word that is Desert and Ocean, and thought of Oasis. It's also assonance!(alliteration except with vowels))

Hope my updated version is better!

Super RMN World

author=seiromem
author=GloopMaster
I actually *wanted* the player to backtrack, but ok. I'll add some extra enemies and some better secrets.

Also, what "smb3 bricks show thing"?
Some players might not even think to backtrack!
an smb3 bricks show thing is where you have smb3 bricks in the ground with an opening a shell can get into. Some bricks contain coins, but the shell must break through the bricks to get to the coin blocks, at the end, there is either a 1-up or a power-up. Have some empty spaces to where the shell can drop down a level. If you need an example, I can whip up a quick one!

Pyrodoom:
Good:
-Nice music!
-Great graphics!
-neat little convayor belt section. (However, this idea is only used once)

Bad:
-The first shell thing (Where you hit a koopa shell inbetween two blocks that can only be hit by koopa shells for coins/upgrades) takes too long, make a block closer to the coin block.
-The entire level is rather devoid of backround objects!
-The first Bullet Bill Staircase, if you fall inbetween the second blaster and third, or the third and harbor, you're stuck! Add a way to get out!
-The water pit behind the checkpoint is too tricky to jump out of, make it easier or kill you.
-the fifth dragon coin is near impossible to nab.
-The climb up to the broken rocket is boring and tedious.
- Use some of the enemies you have in the level more consistantly
???:
-The squid swims outside the water ?!?!?


Might do more before bowling!

author=DarklordKeinor
Pyrodoom's Metal Harbor
The music doesn't play because the difficulty number and the folder number are both different. Get that fixed. Also, the last section is a bit jarring. When I jumped up to it, I did not expect to be going down. The problem is that I'm flopping in water about 5 times before I get to the land. Considering revising section 2.

Section 1 is fine, except for the rope section, towards the top of the screen. The rope has two layers and the bottom layer isn't hitting anything. Edit the rope graphic and remove the bottom layer. Otherwise, the level is nicely decorated, in regards to blocks. More background objects would improve the look of the level.

Also, when you redo section 2, extend it for a few more screens. The level ends too suddenly after the checkpoint. Also, redraw the swim lines for the water graphic. Do not have the lines going on top of the water. Have them one tile lower. Your blooper swims on air as a result.

Let me quote Seiromem: The first Bullet Bill Staircase, if you fall inbetween the second blaster and third, or the third and harbor, you're stuck! Add a way to get out! Remember, we want to avoid no win situations.

You can jump off bullet bills if you get stuck, though it's difficult to. It's pretty much not a no-win situation. I will add a few pipes to the level, seeing as that rocket section needs it, might as well add some more so it's not strange. I didn't think about the swimlines...but the blooper. It's meant to be swimming in the air. You can do that by having a blooper attached to a layer of water, and move around, that way it's as if it's always in water, and moves as doing so. Ever played Super Mario Brothers 2 JAP version? Yeah, that.
Seeing as this stage was based off of Metal Harbor from Sonic Adventure 2, there were definite issues making that part, so seeing as this is 3D to 2D, I had to do something! I will fix that. Next, the jump into nothing, that definetly needs to be fixed. I'll need a pipe.
Two conflicting statements of my BGO placement, one saying there were too little, the other saying there was enough. I don't know what to do here, and the only graphics I found fitting for Metal Harbor were airship BGOs. Another 2 was that Seiromem loved my music choice, while Deckiller apparently didn't hear anything. That's confusing.
All in all, I'll try and fix as much as I can.

Super RMN World

Just completed my first level, can't wait for the feedback! It's Metal Harbor!

But yeah, that rocket is just a joke. XD I was wanting to make it send Mario up and away, but than I realized that it may not be worth the trouble, plus the only way I could think of doing it would make the stage bigger than it really needs to be, so I left it in there, and said it crashed, and the Toad gives an explanation somewhat of why jumping through a hole above you sends you to a completely different area. But than again, it's Mario! No explanation really needed!
While I wait for feedback, I'm getting stages done! Next is either Crisis City or Desert Palace's successor as I'll call it, Oil Pyramid.

Super RMN World

author=Deckiller
Thanks for the feedback.

Hmm, maybe Forest Temple should be world 4 or 5 due to the crusher and the tight disks? What does everyone else think? Slowing down the crusher might make it world 3 quality, but I already have Fire Temple pegged for World 3 or 4. Maybe keep as is and make it world 5?

Second level, Fire Temple, is up~

Difficulty: 3 or 4/8

Water Temple to come at some point this weekend.

author=Deckiller
Water Templeto come at some point this weekend.

author=Deckiller
Water Temple

Super RMN World

author=DarklordKeinor
author=seiromem
Not sure I understand the issue, what's so bad about having the folder contain the level and music? It makes it far easier and more organized says I.
For one, the music isn't playing as a result of it. You need to make the level play the music from the folder.

The level is supposed to be outside of the folder so it will load the custom graphics.
Actually, no. It seems alot better to have the level and music in the same folder, because of how easy it is to make it work. You don't need matching names for folder and stage if the stage is in the folder, and you don't need the level name/song name.mp3 in the custom part of misc. section. What I'm trying to say is that if it worked as many people did this in the Castle Masterpiece set, than it should work here, and so Seiromem is right in my opinion, as it's alot more orderly.
But, though I agree with Seiromem, we all have to do as Hali says or else we can't have our levels in the game. :( Just sayin'.


Edit:I think the word for what the fuck just happened here, is I just got Ninja'd.
Seiromem... -_-

If you had 1 ultimate wish what wud it b?

I wish to be the Time Controller, more powerful than Lockez, having all power over Time!
And if that's too awesome, than Space Controller, because he still has quite a bit of power, but not as much as Time Controller.

Super RMN World

author=DarklordKeinor
author=seiromem
What's the point of putting the SMB3 star in a brown box and in the black area?
What's it supposed to prevent or add exactly?
It's in the vain of Super Mario Brothers 3. All the levels in it ended with a black border and star in the box.

What it ultimately adds is consistency.

...that actually sucks. What if you want to make a vertical level, or a stage that isn't SMB3 styled, it would truly just screw up your plans! My major issue with this, is that it limits where you can put the star, and that's not cool!

Btw, hint to my first level:
"That's The Way I Like It"

Try and guess the theme of the level! :3

Super RMN World

Thankfully I came to RMN on time! I am making a new stage after all! :3