GMDragon11 wrote:I think the people who don't understand LL's designer should stick with SM63's instead of whining about it. I didn't understand LL much so I sticked with SM63, and I've never doubted it. Never. Ever.
But the people who want to make LL levels but don't have much motivation should wait for the 1st Last Legacy LDC. You'll have to be patient, but it's worth it.
Last Legacy's level designer seems better than
Super Mario 63's, if only because it has features that SM63's really
should have had. Like vertical level transitions, for instance. (
My original idea for the Bowser's Castle level in Super Luigi Bros. could have worked
really well if I could use vertical level transitions to keep the action in each segment at a manageable level. Oh well, I like
the rebuilt-from-the-ground-up version a lot better.) I was so excited when I heard that SM63's level designer had been updated, but the only new feature seems to be the fire pillars. Where's my Spinning Hearts and Kamek?!?
Speaking of
Super Luigi Bros. 1, I did make a
Last Legacy level that's intended to be the second level of the game, between
Koopa Khaos and
Dry Dry River. (
Last Legacy's engine is used because this level is played as an entirely separate character.) Have I actually submitted it to the portal? I can't remember.
Also, Level 3-1 of
Super Luigi Bros. 2,
Fruity Fits of Freedom, no longer works for some reason; it loads just fine and can be previewed, but, at least for me, trying to actually play it inevitably crashes Flash. I can't figure out what the problem is, so I'm working on a complete reboot of the level that won't be quite so crash-prone.
It's a shame, I really liked the original. And every other level in
Super Luigi Bros. 2 works fine. (
Hotel Kamek will devour your processor alive, but the level itself is functional, and fixing its framerate issues would require a very awkward horizontal level transition placement.) It's just Fruity Fits of Freedom that has problems.