PYRODOOM'S PROFILE
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SMBX designer
On technical hiatus(barely posting but still around)
SMBX designer
On technical hiatus(barely posting but still around)
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Castles- Masterpiece Set
author=IsrieriYes, I know about the button, and it didn't work.author=pyrodoom
If you carry an item through the door into the pyramid, it will disappear.
There is a button to allow items through doors. When you go to the Warps & Doors tab, there is a button that says "No NPCs" and by clicking No before placing the door you can let the player carry stuff through it.
Edit:
author=seiromemHuh...that's weird. That didn't happen when I put 2 piranha plants going in opposite directions on a left-right warp pipe.author=DarklordKeinorThat's it! Thanks Keinor!
One thing I have noticed that can prompt the divide by zero error in SMBX is when you go down a pipe while an enemy, such as a fire piranha, is rising out of it.
Castles- Masterpiece Set
Submitted version 2 of Desert Palace, replacing the music, changing some things to make it more interesting, and changing the checkpoints. Plus I added a little trick that I learned lately, because I can, so you don't forget your mushrooms! The Boos may be a pain if you aren't good at dodging, but there should only be 2 Boos on screen at most.
A few things though, that part I think Isreirei said was interesting is kind of buggy. I didn't change it though, because he liked it. Just mention that if you kill one of the Koopa and the Pokey is near the ledge, he can drop on you, or block your way forcing you to jump into him. Another thing is the first door. If you carry an item through the door into the pyramid, it will disappear. I believe this is because you can't carry an object that didn't exist in that section, to that section, so it becomes non-existent. I made sure that NPCs weren't blocked, so that isn't it.
I'd have to say it's a 2.5 or a 3, no further above. :3
A few things though, that part I think Isreirei said was interesting is kind of buggy. I didn't change it though, because he liked it. Just mention that if you kill one of the Koopa and the Pokey is near the ledge, he can drop on you, or block your way forcing you to jump into him. Another thing is the first door. If you carry an item through the door into the pyramid, it will disappear. I believe this is because you can't carry an object that didn't exist in that section, to that section, so it becomes non-existent. I made sure that NPCs weren't blocked, so that isn't it.
I'd have to say it's a 2.5 or a 3, no further above. :3
SMBX: Screen Sides and YOU
I have never had trouble with screen-wrap before, so I don't think this would be an issue, but when you were speaking about screen-wrap and offscreen exit, I was getting extremely confused.
Castles- Masterpiece Set
author=Isrieri
pyrodoomDESERT PALACE
-As of now, the level is very basic. But I think it can be better, as long as you rework it.
-βIt's truly free be stop never throw what's happening.β Wut?
-Move that first goomba two or three tiles to the right of the second one. Ought to fix up that problem of them being too close.
-Change the mushroom at the beginning to a full powerup. Like a fire flower or leaf.
-The first outside area is nice and simple. But the pyramid looks a little bit flat (boring, I mean). You might make it more interesting by putting the door in the middle of the pyramid instead: Have the players jump up some blocks to get to it, rather than just walk on in.
-Once again, needs new music. The current track doesn't fit very well. (But I liked the music itself)
-Once again, you made everything so empty! I see that you followed my advice more closely with sections 3 and 4: You didn't mess with the borders to make everything huge, and just stuck with a linear approach. But there's still a buttload of empty space that ends up unused. The level looks very flat and boring right now. Therefore, the inside of the pyramid needs a lot more work.
-What I recommend to you is this: You know how you took the SMB3 Desert tiles and just made a flat box for the room borders? You need to make them a bit more jagged and dynamic. Take a look at Ratty's Gimmick Castle and check out how he made his ceilings and walls. That's what you need to do with this pyramid, floors included. You can do the same thing with the SMB3 Desert tiles.
-Using that technique, completely rehaul the inside of the pyramid to be a little more interesting: Include more corridors, instead of those big ol' rooms. If you have to completely get rid of the rooms you have and start over, so be it. And have a few more enemies in spots that make the player keep an eye open for them: Like that one spot where you put a Pokey and 2 turtles. That was pretty interesting to have to get around. I used the key to kill them.
-No locked pipes. It's weird, and you could have just used a door. You don't really need a key for this level unless you want to lock a secret room. If you wanted, you could put a locked door deeper in the pyramid, and have the key at the start. And the player needs to carry the key through the pyramid to unlock the optional door. It would make your level more memorable.
-I'm iffy about quicksand. I told seiromem to get rid of his because it was only there to look desert-y. You actually have quicksand going on in this level. But remember you have to be VERY careful when you use quicksand: It's extremely annoying. Even Solitayre couldn't make it fun when I played his desert level in RMN2. So that big ol' thing of quicksand in the first room needs to go (if you already haven't taken it out).
-So you ought to put quicksand in places that it's easy jump over, but also doesn't take forever to jump out if you get stuck in it. If you want the player to die when they fall, just have an open pit or spikes. You could use quicksand to hide secrets, but in my opinion, it is strictly something to be avoided.
-Change that checkpoint mushroom to the regular checkpoint. For consistency.
-Don't be afraid to put more floating platforms out in the middle of all that empty space: That's how you can fill it up. You don't need a LOAD of stuff to fill it ALL up. You just need something there to make it feel less empty. A ledge here or there with a powerup can often be just the trick.
-The ride up to Mouser is kind of boring. The rails go on for too long, and so you have to wait a long time if the platform gets away from you. When you rework this room, use shorter rails. Make the player have to hop from platform to platform, instead of just taking a ride on them.
-I love the Mouser fight! It's a simple setup but it puts a delightful twist on him. Best part of your level. Don't forget to hide Spawned Npcs when Mouser dies, so that the bombs disappear.
Thanks for the tips and help, I'll try my best to do this, but questions though:
You noticed how I wanted to make my level SMB3 styled, right? So, I'd be happy to find SMB3 styled checkpoints. Also, I am going to make the pyramid a little less flat, but with the tileset I have, that may be a little more difficult than I need. The tileset itself is flat, but at least I got rid of that giant quicksand pit. :3 I will also take out the key, because this may be for quality, but I just don't feel in the mood for making a completely new room for a door to be useful, or not even feel like using a key at all anymore, because I don't even know where I would put a door, maybe on said ledge in section 4, when it's made? But I feel I want my castle to be possible to go through without taking a hit, or losing a key. Because if you get hit, some people stop, but if you stop, some people lose the key. I don't think I want to take that chance, to get someone wandering why they are carrying a key through a stage, then they lose it, still beat the stage, and then what? What will they get from the door? I don't know what would be useful in the level, that a door would be locked for, besides a star, which you've banned. So the key has no purpose, and so the key is gone. I kind of 'blocked' off some areas to make it seem less big and empty, so yeah... I think it will work, but in that small corridor with the enemies in the first pyramid section, I made it slightly bigger so it doesn't bother many people anymore, because that was actually a complaint about the size of the corridor. Plus I'm thinking of shrinking the size of the first door in the pyramid, to make a corridor(not skrink the size of the door, the size of the area it's in.), so when I'm finally truly done, and coins are placed, it should be a better level than before! BTW, music is being changed, and it doesn't say: "It's truly free be stop never throw what's happening.β, it's "If truly free be stopped never through all that's happening"
Castles- Masterpiece Set
author=BlobofgooThanks, but no thanks, I'll search for it myself I guess. :(
@ Pyrodoom
I tihnk this might fit your needs. It kind of has a calm desert vibe.
Awakened Fears of The Gerudo
I got an Error 404
Edit: I think I'll use it. I can only think of one problem with this thing, it's Techno-Zelda. The fact it's Zelda isn't bad enough, though I love Zelda music, Seiromem already has that down. Plus, like most remixes, it has a techno vibe to it, like this song belongs in a techno pyramid, which obviously wasn't what I wanted. The farther I got into the song though, the more I felt it fit with the theme of my stage, so I'll give it a go. :3
Castles- Masterpiece Set
author=DarklordKeinor
PYRODOOM'S DESERT PALACE
Pros:
- Feels more like a castle than your Aquatic Project
- I like how the Mouser Boss was done.
- Section 4 is probably the best part of your level outside of the boss.
- The exterior of the palace in section 1 looks reasonably good.
Cons:
- Your question blocks are 3 blocks high. Raise them to 4 to make them look better.
- The goombas at the start of the stage are a bit too close to me for my liking. Back them away a bit.
- Either slow down the random torpedoes or remove them. They only appear once outside and go by too fast for them to be a threat.
- This is a nitpick. I'm not used to hearing singing in Mario at all. If my ears do not deceive me, it sounds like it is from Sonic. Consider changing the castle music to something else.
- There is not much to say about the interior design of the palace. The first passage is too cramped and not fun to be in at all. Make the passage at least 5 blocks high. Second of all, the level is way too open in other areas. It even feels empty at times.
- There are no coins decorating the level.
- Why is there a locked pipe? It doesn't add anything to the level and forces the player to fetch a key for no reason.
The cons do outweigh the pros, but this castle can be fixed. Keep Section 1 (but change a few things), 4, and 5. Scrap everything else and make serious revamps.
http://www.youtube.com/watch?v=15T-saQcpo0
Watch this video. This is a romhack castle of Super Mario World (yes there are bad ideas in it, such as flooding some of the areas with too many enemies, but that is not the point). Pay attention to how the enemies and the ceilings are used. Note how it makes the level feel like an obstacle course. In essence, that is what a Mario level is.
I hope this helps you out and gives you more design inspiration. There is potential with this level if you rethink your approach.
I never found a problem with the Gritties(or the Goombas), but I'll move them back a bit farther. And the Torpedo Teds will be removed, as I realize there are no reason for them being there.
The three blocks thing is mainly so it's possible to even jump on them without the fear of getting hurt. Seriously, I always put my item blocks, 3 blocks high, or else you'll have to do a running jump for a lot of things.
About that corridor...yeah...I'll fix that, but the open areas is for the player to have room, if you think it really is empty, I'll fix that too. :3 That word is starting to sound weird in my head...fix.
No coins...crap, I FOTGOT TO PLACE COINS! That is a major screw-up on my part!
There is a locked pipe to get the player to get a key. Exactly, it forces the player to get the key to move on. The fact that enemies are in the way, assuming you didn't fireball them to death then, you would have 2 times more enemies, even though there aren't more enemies then the first time you went through. I guess it should be fixed, because even I was questioning "Why is there a locked pipe? I don't think most pipes are able to be locked...", but some reason I kept it.
The castle music is a Sonic and the Secret Rings song, hint hint why the castle is a Desert Palace. I was also thinking of calling it the Evil Foundry, but it didn't really fit what the level actually was.
author=nin8halos
I have a few things to add about Desert Palace:
1. Very bland visuals.
2. The background doesn't match up at all with the pyramid theme.
3. Metroid enemies at the beginning for no reason.
4. Giant quicksand pit in the first interior room serves no purpose.
1.I know that the visuals aren't the best, the other guy slightly pointed that out, but your 2nd problem with the level doesn't make sense.
2.How does the background not fit the the pyramid theme? The very first NORMAL pyramid(meaning I'm not counting SMB2) has no background at all, plus SMB3 on Gameboy Advance and Super Nintendo used the cave background!
3.What do you mean by this? There are no Metroid enemies, unles you mean the GFX for Torpedo Teds, which covered something from Metroid. If this is the case, the Torpedo Ted's will be fixed as I've mentioned.
4.This will defintely be fixed as the quicksand pit is only to be crossed so that Mario has something in his way to get the key. But since the locked pipe is a problem, the key has no reason anymore, so the top part along with the quicksand, will be destroyed and replaced with "brick", you see, because it's a PYRAMID. The background is starting to make sense to you right now, right?
Castles- Masterpiece Set
So...I've uploaded my stage quite a while ago...um...feedback please?
I've been noticing the lack of notices in my Notices bov, now normally 2-3 at a time in a few hours, when before, it took only one hour to get 10-20. Seriously, what's been going on. Also, I played the "Splinters in the Sky" level, and like most of these stages I didn't finish it. I loved it, until the falling spikes that kill you no matter what, while you are going so slow in the fucking water, while saw blades make you wait to, first time playing, not realizing spikes are falling...slow and painful death. I wasn't having any of it after the second time. -_-
I've been noticing the lack of notices in my Notices bov, now normally 2-3 at a time in a few hours, when before, it took only one hour to get 10-20. Seriously, what's been going on. Also, I played the "Splinters in the Sky" level, and like most of these stages I didn't finish it. I loved it, until the falling spikes that kill you no matter what, while you are going so slow in the fucking water, while saw blades make you wait to, first time playing, not realizing spikes are falling...slow and painful death. I wasn't having any of it after the second time. -_-
Castles- Masterpiece Set
Castles- Masterpiece Set
Hope you like the first version of Desert Palace! Most of my work went into the stage, I hope the quicksand doesn't get annoying. :3
Castles- Masterpiece Set
author=Ratty524author=IsrieriWell yes, but snifits don't really turn around once you jump over them... Or do they!? O_o
I'm pretty sure they were resprited snifits in the version I downloaded.
@pyrodoom: Convince us it's a castle/pyramid through level design, not just by you telling us.
I know. I just wanted to make sure you knew as well. :3













