Super Luigi! wrote:Once you go underground in Rainy Night (the area right before Zelda that also holds the key), there's a strange pipe in the way. The warps for it are placed backwards, so I had to resort to glitching through the wall.
I modified the slope that lead into the pipe, it was the slope that caused the problem.
Super Luigi! wrote:The Desert of Mystery can only be played with one person, even though there are two playable characters now. Thus, any dialogue from the NPC Luigi could be interpreted as coming from the person who plays as him.
Tbh, it's only like one or two levels like that.
Super Luigi! wrote:Regarding Desert Dungeon's airship, there are two airship pieces right next to the one you jump in to control the airship. Remove those or raise the controllable airship piece to speed up the ship and avoid killing your players.
I still don't know what you mean, do you mean any of these images?

Despite the cut-off ^^
Super Luigi! wrote:After thinking about what happened in Broken Down Castle, I likely clipped through the wall when changing to Luigi because he was riding on Yoshi. I don't know why this is an issue, but it happened. Maybe it was an abstract glitch that you can't control?
I think I might modify the character changing room so if you find any way of clipping out, it'll pop you back in with a message like "Whoops! That wasn't suppose to happen, luckily we were warned about this happening. So, you're welcome."
Super Luigi! wrote:The dim room in Labyrinth is a neat idea, but it's also very confusing, since the player can't see anything. In the next room, the giant Piranha Plant closest to the edge is very tedious to kill. As for the boss fight, the Rotodisc hits the player immediately, and the whole room is quite cluttered. I know only one Boom-Boom is an enemy, which is an interesting idea, but all four primarily occupy the area between the two Rotodiscs.
A: The whole "can't see anything" is what makes a dark room dark, even if some torches are lit but the ground isn't somewhat visible, it's because I'm too lazy to make transparent graphics of the ground. And I'm too lazy to beg at someone else to do it. B: You can just throw pots (unless you're Link, but if you got like a hammer suit, you can just use that). C: I might remove the rotodiscs.
Super Luigi! wrote:The controllable airship in A Second Invasion suffers from the same problems I listed for Desert Dungeon's. Remove the two blocks right next to the controllable piece, as they greatly hinder the player. Also, that piece is facing left, when it should be right. I also couldn't proceed without the airship after jumping out, and Zelda dies for some reason. After the checkpoint, there's a cluttered room that's filled with enemies. Remove either the Hammer Bro, the Rinka, the Poison Mushrooms, or the Poe. Once I found the key, I couldn't take it back to the door unless I had Link. Furthermore, the door should not be in the water, as swimming in it looks strange. The boss fight is cluttered as well, for there is far too much happening at once. Lastly, the warp after the level doesn't work properly. I suppose I'll go back to the third island now.
As I said about the desert airship, I don't know if any of those 3 are ones you'd prefer to see (even if I have to modify the airship tile that controls it to not contain a cutout). As for the cluttered room, I might remove either the rinka or the poe. The water is planned to be removed as well. I still need to update those instant warps to allow NPCs, and you helped me find one that I missed (which I had a feeling someone would find that out, but with the question being where). And the boss has been modified slightly. There is now a Larry and a blue iron knuckle, plus a propeller block that leads to an endless supply of empty pots (which can kill the blue iron knuckle if you're not using Link).
Super Luigi! wrote:An Airship Invasion has the same airship problem. After entering the enemy airship, a mace-throwing Lizalfos immediately greets the player, which might be too much. The boss fight was actually fair this time.
Read the 3rd quote. And the lizalfo has been moved back a bit.
Super Luigi! wrote:Town of Innocents also has problems. The man harassed by giant Piranha Plants doesn't care if only one is dead, and the key he gives you can be used to unlock the lady's secret door, which doesn't go anywhere. Near the end, the terrain falls apart for some reason, and it is very tedious to destroy all three colored Goombas.
I'm probably going to have it so that when one is killed, he says something about killing the other one. And then the "You saved me" bit. I might have a barrier where you are forced to use the key on the door.
Super Luigi! wrote:Grassy Plains 4 is alright, although it does make me wonder why everyone hates the rain. Is it supposed to be cursed?
Nah, it's just like how people irl don't like getting wet in the rain, especially without an umbrella.
Super Luigi! wrote:First of all, the word "labyrinth" in A LONG labyrinth should be capitalized. As for the level itself, I like how Zelda reacts to the torches being lit. The next room can lag, especially around the Grinders, which unfortunately only sometimes kill Lakitu immediately. Also, the first vine to the ceiling leads to a Blue Koopa kicking a shell, leaving the player with no time to react. I like the spiky Poe and the key that the Firebars are guarding, although it will disappear if the player can't grab it. The Bowser Jr. fight lags slightly and is ridiculous to complete as is. The Birdo raft ride is even worse, however, as it lags and there's simply too much happening. Plus, how is the player supposed to know that they need to ride the raft offscreen at the end? Place some Rupees on the correct path.
Updated labyrinth name, removed some potential lag. I modified the area where the blue koopa was, the lakitu was removed, and 2 grinders were removed. Btw, I'm on a new PC, so I don't know if I removed enough lag-filled items to prevent serious lag.
Super Luigi! wrote:Grassy Plains 6 has many problems. First of all, replace "we'll" to "we" for the man's dialogue. Next, take out the right-facing Piranha Plant and SMW Goomba, as the player will likely get hit exiting the pipe, as well as the four Bullet Bills afterwards. Lastly, the player cannot see the Blue Para-Troopas beforehand when floating over the checkpoint gap as Peach.
Fixed that grammar error, not everyone's English is perfect, even for an American-born person. Moved enemies around, and modified that blue parakoopa section.
Super Luigi! wrote:Yet Another Airship Attack contains yet another poorly-constructed airship, which you should know how to fix by now. The level name itself is also rather weak, just like Grassy Plains 6. Furthermore, Zelda should not be the life of the ship, and she shouldn't be dying in the first place, since she's protected by the ship. All airships also lack any sort of propeller. The key to get inside the big enemy ship at the end might be unobtainable, since the pots may be required. I like how everyone does something to help, but I don't like how the boss is broken. After I beat Boom-Boom, nothing happened, which is probably because some shadowy person clipped through the floor. I'll place him correctly in the Level Editor for now, but you need to fix him yourself. The Dark Lizalfos also turns into Larry when defeated.
Read 3rd quote response. Where else would I put Zelda? If I set her to "Friendly", then she can be clipped out of the ship if the controllable ship collides with another ship or solid object. I'm planning on adding propellers in the final version. Toad now gives a mushroom block when spoken to. I'm pretty sure that happened because I resized the boss with a retexture, and I placed the death for the blue Lizalfo.
Super Luigi! wrote:Shortcut to Hyrule Castle doesn't work properly. The warp works, but the path doesn't appear.
Fixed.
Super Luigi! wrote:Grassy Plains 7 is impossible to complete without the leaf. There is only one, and it's right in the middle of Poes and a Blue Koopa kicking a giant shell, who really shouldn't be there. The extra life in the pit at the end looks like a trap, but it's not clear that the player can jump through a wall. Right before the regular exit, there's also a trapped Goomba, a broken hidden block, and stuck exit tape.
I made it so leaf is required to beat the level. The blue koopa is farther away from the shell. Like against the wall. Removed the hidden block, the goomba has been moved, and the goal post is no longer stuck.
Super Luigi! wrote:Grassy Plains 8's first pit cannot be escaped, so either place a hidden block or lower the grass to avoid this. The secret with two extra lives is nice, but because of the blatant extra life above ground, the player might think that he/she needs to jump down into the pit and climb up to get it. This level is also rather pointless, since it leads to Ground Tanks, Grassy Plain 7's secret exit stage.
I added a ladder. The secret for Grassy Plains 7 only skips the level for those who didn't feel like playing the other level, even if they don't know about it because they found the secret first.
Super Luigi! wrote:The message at the start of Ground Tanks is unnecessary, and the yellow switch cannot conceivably be activated without prior knowledge and either Luigi or Toad/Link with a leaf. I don't care what Zelda had to say either, since I was rushed to the end. Consider providing more cover from Lakitu while keeping good rewards in harm's way.
Well, you can't change characters in an auto-scroller due to A: the infinite amount of time you can spend in there, and B: problems that can be caused in 2-player mode. Also, something you didn't point out that I discovered is that if you get the checkpoint, but die, you basically softlock the level as you will be at the start, but since the checkpoint is at the right edge of the screen (offscreen) you'll just die by being inside the tank. So I replaced it with 2 hearts.
Super Luigi! wrote:Dark Dungeon brings another question to mind. Why do you keep implementing doors in these dungeons that simply exit the level? If the stages were impossible at some point, they would make sense, although that would be another problem. Additionally, the player doesn't automatically enter the level through the door, unlike the other dungeons. In the first room, the last unlit torch hurt me for some reason, but luckily, I could still light them with Link's sword. I don't like having to guess which torch works in the next room either, but I'll let this slide. Fighting Wart is obnoxious if you're not Link, as he gets stuck against the wall and the vegetables don't spawn correctly. Lastly, completing the level doesn't unlock anything, since the exit is incorrectly placed in the World Editor.
The doors act like exits in case you accidentally go into the level. Plus, it wouldn't make sense if the door closed on you and you couldn't logically escape. Plus, the reason there is no entrance sometimes is because checkpoints don't work if an entrance is set. Because the entrance overwrites the checkpoint, therefore the checkpoint is useless and makes the dungeon harder, it's either difficulty or the bad design that needs to be sacrificed. I need to update the notepad files for the torches so they don't hurt. Wart is no longer a huge problem if you're not Link. And I facepalmed when I found out the exit path was wrong.
Super Luigi! wrote:Mysterious Castle starts in the character pipe for some reason, and the torches here can be lit without fire and still hurt as well. Also, the player can become stuck in the second room with enemies, since the bombs are required. After replaying the level, I tried exiting through the front door (like I always do in dungeons) and found that it unlocked a blank blue square on the world map, which is probably because of the five-star locked door later on in the stage. This level also doesn't unlock any paths on the world map, since the Top exit is incorrectly set as SMW Exit.
I forgot to set a warp for the entrance of the castle (since there is no checkpoint).
OH MY GOD! The warp exit!! How did I not see this coming?
Btw, I added bold text to show my reaction. Welp, I'm guessing I'm making the pipe to the outside of the castle, and an offscreen warp.
Super Luigi! wrote:There's a SMB2 tree clipping into a SMB3 grass background object in Master Sword Gate. Also, the SMW Exit doesn't unlock any paths on the map, since you also enabled Offscreen Exit in the level settings. I recommend turning it off. Although some people might become stuck, that is their fault for avoiding the very obvious Master Sword Pedestal and choosing Master Sword Gate instead. Additionally, you could instead create another warp that exits the level normally, so said players can return to the world map and claim the Master Sword.
This tree clipping into the grass background is the same problem as the keyhole in that level back on the first island. I decided to put a barrier after the goal post. Though it will look bad, it allows progression.
Super Luigi! wrote:Just before Death Mountain Range, there's a warp on the world map that doesn't do anything. Perhaps it's not supposed to, but it still seems strange. As for the level itself, it's short, yet solid.
You mean this?
Super Luigi! wrote:The boss fight in Guardians of the Land is also brief, yet great. As of now, there's nothing else to say, although Peach doesn't speak at the end. Consider adding background objects.
I decided to add rocks in the levels (the rocks that are in water levels of SMB3).
Super Luigi! wrote:In Death Mountain Cave Tower, the horse head is almost invisible against the cave background. Plus, the Mario block in the second changing room works, and there's an invisible wall at the top. I also don't know why there's one SMW ? Block that contains a leaf.
Welp, recoloring time. Also, the Mario block has been changed to not work. The wall is so the player doesn't try to move over to the right (even though it's not an offscreen exit). The ? block is now invisible in a slightly different spot.
Super Luigi! wrote:The key is very difficult to grab at Death Mountain Cavern. Please consider either expanding the passageway leading to it or removing the spikes, as the player can become stuck. The puzzle by the midway tape can also break, and providing spikes for death is not an optimal solution. Your secret exit also cannot be accessed unless the player is small. Lastly, remove the Banzai Bill and invisible block near the SMW exit tape.
The passage has been extended, but player blocks are in the way (therefore one character will only be able to go through). The puzzle is meant to be thought out clearly otherwise they'd have to die to reset it (as a penalty for screwing up, despite the secret which intentionally requires you to be small to pass. I did that because it would be so easy for players to discover).
Super Luigi! wrote:The Cliff is evident that you are running out of level names. More importantly, however, it has bad design choices. Early on, the player is given a Tanooki Suit for some reason, which is helpful. Soon, there's a gap covered by grey blocks, where the player can clearly see an extra life. If anyone else plays this as long as I have, they will likely break the blocks and jump down the pit in hopes of claiming the life, only for the pit to claim theirs instead. Then again, your project is full of these dirty tricks, so some players might wise up.
Yeah, I had a hard time thinking of level names back then. I slightly modified where the 1up is, so it's no longer a 1-1 situation (where you get the life, but are in a scenario where you are forced to die).
Super Luigi! wrote:Evil Beneath the Earth must refer to the amount of bombs hidden, as there is an awfully large amount for such close combat. Also, the bat at the beginning kills you instantly, which isn't right. Speaking of bats, the one that actually holds the key is a coward. The elevator right before the boss isn't apparent, as the player simply sees Ghost House background pillars.
The bombs aren't meant to be used in the caves, but rather on the digdoggers and deeler in the ghost house. The coward bat is somewhere else. But it won't lead to a situation where it is hard to reach.
Super Luigi! wrote:My only problems with Death Mountain Pitfalls are the Banzai Bill and the horde of other enemies. The secret cave was cool.
I'm probably gonna tune them down, or put them in less bizarre areas.
Super Luigi! wrote:I changed the five-star locked door in Guardians of the Land so it only requires four stars, since this seems to be the only way to advance to Field of Enemies.
Ok, I've changed the required stars on the door. (since players should be able to optionally enter the cave tower without Mario). Also, I realized that I swapped the warp exit and SMW exit around by accident.
Super Luigi! wrote: I don't know what Mario said the first time, but his second line of dialogue should be, "What are you-a waiting for," not, "Wait are you-a waiting for?"
He said something about being you also being stuck under there, and since he can't jump high enough, he couldn't reach the ? block to get the ladders (even though it looks like one, there's a lot more). Also fixed the typo.
Super Luigi! wrote:With the five stars finally in hand, I passed through The Gate and entered Bowser's Castle, which is oddly silent, due to a custom music problem. Furthermore, the key found later cannot be used, as there aren't any normal locked doors. Plus, if the shell is destroyed, the key won't escape the chest in the first place. Since this level is unplayable, I'll skip to the boss. Somehow, Luigi, Toad, and Zelda were sacrificed, which doesn't make any sense, and the Bowser Jr. boss fight was decent.
I don't know why it was silent, the same bug happened with me, for some reason, the audio file must not be working, even though it was working before I switched PC's. Probably gonna have to redownload the .mp3 file. You can use the key on the pipe. I wish it would appear more obvious, but I guess a sign's gonna have to be placed down. I might need to replace the shell with something that can't be destroyed, but can be used to open the chest, maybe the upside down rainbow shell? The whole point of sacrficing Luigi, Toad, and Zelda was to limit the playable characters, and also to get Bowser to snag a 2nd triforce piece (to make the odds a little less unfair when traveling to the Golden Land, like enemies gaining new resistances and speeds with wisdom (somehow).). I did this especially since the player hasn't played with Mario for half of the game. And also, I couldn't let Link be sacrificed because Bowser would have won, and when you reload the file after exiting (if no cheats where used, or redigitiscool), you'd be Link, so I did that.
Also, I still need a bunny form of Mario (Basically Mario with bunny ears, a tail, and all of his other characteristics, but Turnip hasn't completed it in a long time, hell, he hasn't even responded to me on the progress. That's why I ended the demo there (also because half of the game was done). Anyways, I hope to get a reply back for the Airship design you are asking for. Also, when this whole thing is done, these posts need to be deleted to prevent players from spoiling half of the game before even playing/finishing it.