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Treachrous Treetop

PostPosted: November 23rd, 2012, 6:33 am
by 1018peter
Treachrous Treetop
While the portal is slightly quiet due 22nd LDC,Here's a level short that you can spare your time with!(It's really short)
Get to the end!


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Super Mario 63
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Response: Treachrous Treetop

PostPosted: November 23rd, 2012, 12:45 pm
by CedarBranch
This level isn't the shortest. :3



Well, it has many original ideas. I liked going down the tree; very creative there! It was fun for the most part.

But, some issues hurt my score:

On the signs I found, you didn't add spaces after the punctuation. That is part of what we call "grammar."

Did you test the right side of the first transition? If you jump into the "boundary," you'll enter the outside of the tree's inside. Please place the blocks further away from the level transition. You could also use invisible tiles, but I do not think you know how. I'll tell you how I do it in this spoiler:

Placing Invisible Tiles: show
Step 1a) Place any tile that you know the ID of where you want invisible tiles to be.
1b) You could use the very first Snow Tile, 6K, like I do.
1c) The easiest way to find out a Tile's ID, without looking it up, is to only place one kind of tile in the level. It would be the only tile to show up in the code.
2) After placing the tile(s), save/copy the level code and paste it onto a word processing program, such as Notepad or Microsoft Word.
3) After pasting the code, highlight the entire code (or just the tile section). Hold the "ctrl" key, then press "f" on your keyboard to bring up the "find" window. Type the Tile ID into the "find what:" box.
4) Click "More" then check the "Match Case" box, and click "Find In" > "Current Selection."
5) Now, the only things highlighted should be whatever you typed (the Tile ID) into the "find" box. Replace the ID with this:
    7^
6) After doing that, copy the new level code and load/paste it back into the game.
7) If you did all of this correctly, the desired Tiles you placed should now be invisible. In the Level Editor screen, they'll look like an blue, empty grid tile.

Also, the enemies past the "Tree's Inside" look like they were just slapped onto the level. In this particular scenario I do not think it is considered spamming, but it could be neater and more well-thought out.
A few Sprites were pointless. The Bob-ombs next to the first Sling Star never have to be bothered with.
Lastly, place the twin Flame Towers above the final line of Bricks further in, but making them shorter to leave room for you to go between them safely. They hurt you from the other sides of the walls. Even though that could easily be avoided, please remove the bug in case some guy decides to jump there, then starts complaining (yes. Someone may become bored and fiddle around.)
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ENOUGH OF THE BAD STUFF, TRIPLE J. (talking in third person. :3)

This level was still good. I found it to be quite entertaining. The trees at the very beginning were too creative; I am surprised I haven't thought of that myself! The puzzles were a bit clever. That one part had me intensely focused on quickly reaching the Switches. :P

3.2 > 3 Stars