#Sakura SMB DS
1 messages Β· Page 40 of 1
yeah the map points, there's that
oh
fire flower bug? why is it not the first time i see it... (i saw it for example in nsmbu ds)
Its a bug in The custom powerups wich fire flower and mushroom cant be collected with boomerang
yeah weird bug
It i fixed already
in nsmbu ds it happens when you try to collect the fire flower with a mini mushroom i think. probably a powerup hierarchy bug or something
jpg, can you try starting making a bit better screenshots?
i mean, without the emulator buttons and better quality if possible
it's okay if you don't do that but im sure it would've been better
The quality im not sure why it gets like that, but ill do it for the button n stuff
try to search up in the settings somekind of option regarding screenshotting
Yea ill do
This map is so horrible
Feel free to change everything (beside the path if possible)
Ngl idk why i did that type of map
Sure, if you want then suggest anything you want in it
Try taking inspiration from nsmbw w6
the path should have some height variations imo
one level will have now, thanks
2-A
The one next to the grass level in the left
@floral hemlock u can change the Y position of stuff in the path, pls dont change the X and Z tho since it would be hard for me to edit
Ig yea
i want to do the same thing on w2 too
Its possible
If u want to u can do this btw too
To add height variation
something that gives the same vibe, with grass, the volcanoes, some rocky floor, etc
(i've suggested this like twice... but okay)
I love you too :3
also i kinda feel like the grass should be kept, at least in some places. for example that one rainy level with munchers has grass, so it could be represented on the worldmap
Yea
and the trees usually (not always) grow where there's grass around too
WHAT IS THIS π
do you have any beach tileset?
Nah
and could you send me current w2 tileset
or just send me every tileset you have lol
π
IN DMS JPG
Oops
layout spoiler
Airship next to bridge π₯
Ngl this is fire
U made the shitty layout GOOD
Btw @floral hemlock u dont need to hide the house
I can move it unlike the nodes
ah shit i forgot it's an airship level
@floral hemlock do it like that
On the sand part, add a rock in the node part, remove the paths and add bridges
why π
I dont plan adding a beach level there (maybe ill do, ill see, but it will not be completelly beach)
Then ill use it
But add this rock still
Cuz ill use that island tileset u made
Add grass patch here btw:
Sure ofc
how does that level look like?
???
This level have secret exit
While this one dont
switch order of those levels then and modify the areas
that level will fit perfectly to that place
wdym by this 
Oki
read below
ELTS GOOOOOOOO
this worldmap is not what i had imagined at all... 
i guess
Done
wait so you want the rock ground on the middle of the path?
@floral hemlock bullet bill level on 2-2
I didn't wanted to make mario jump cuz its kinda annoying to do
Couuld u add the bridge and rock, so i dont make mario jump, but add foot print in other part?
Of the sand?
And palm tree and such
Oh when exporting dont do ctrl j
then send me palm models, trees and other stuff that im too lazy to export 
Ill add to the tree model
Ur ok with this idea? π₯Ί
I'll see as i continue on this map
wait, will any level have a lava?
it would've been cool if yeah
Yes
omg which one
Ronzer level
alr
GOAT IDEA:
ADD A RONZER NEXT TO THIS LEVEL
i can add mutiple stuff to the tree model
progress
i think the water should look more wasteland-y or more polluted so that it matches the bg lol
-# and also the worldmap
OOOOOOOO
also normal water is good ;p
Yea the bg is diferent in levels too
then send me the in dm's the one you want
it was a suggestion!
it just depends on what the map ends up like lol
They have a white vertex paint, u could make it gray
it's not a vertex paint
it's an actual texture lmao
5 secon fix if there is a tileset
Use the vanilla volcano
yes
that was a good move man π
they could make more visible vertex paint
Fair
Yea
Ill send the tileset for it so u could improve
This is the train
Would break the level effect
freaky jouner
Look at the weels
YES I LIKE BIG TRAINS, WHAT?
The train in this level is pretty big yea
Bigger than the w3 one
W5 will be bigger tho
holy fuck how the sand from w3 is so ugly
i remade it
@remote star
i gotta make those foot prints smaller
anyway, here full map in this moment
An u make the sand in the same level as the rocks so i dont need to make mario go down and such? π₯Ί
Like a bigger mount of sand
JPEG MAKE HIM GO DOWN OR IM MURDERING YOU
WE NEED MORE VARIATION IN PATH Z POSITIONS 
i wanted to say that
-# respectfullyπ
Ok ill do π
I mean ill modfy the path animaion and map code anyways so its fine
could you show me jpg whole map in game?
and pathing?
how mario moves and sees?
yes
Is there any way you can make the edges of the ground less sharp and more rounded? Because it seems a bit strange to me that the whole ground is made of pure sharp cubes
It also feels a bit weird to me that the skybox is randomly mirrored
It's a very common way to make a worldmap in this style or any other, since the moment I bevel it I might have later issues with it being accurate to other stuff or generally having good uv, and I change the ground all the time
I will do it the moment that I'm sure I'm happy with the placement and shape
jpgs fault for making mirrorable background π
could you also send me in dms that tree model??
I need to put them out
also could you please send me a screenshots of every level?
in their most interesting part or something
so I could know exactly their gimmicks and how they look like
I want to express them on the map slightly
Its not mirrorable π
Sure
The tree model is a separated file btw so when u export, export the model for the map, and then the model for the tree (the tree will have the: tree's, airship, jumping fish and ronzer)
@floral hemlock
look at the image file π
I mean actual tree model
green
leafs
lmao
I want to put them out somewhere and we good

Yup ik, its because this file have a airship too
So thats why i said that
now it's good π₯π₯
Wait no
honestly whenever i make rounded edges i just use a set of 3 values everytime and just extrude the edge using those values till it makes a rounded corner lol
bevel is definetely better tho, but it can be problematic at times
if you're making wrong or very complicated shape
rounded corners for yall
@remote star how should i improve this part?
Add small volcanos and bushes
where volcano?
In thr ground
still the case...
jpg, i'll eat you
imo the worldmap rn feels like some rocky plateaux on which the player walks on, and with some volcanoes randomly placed around, sometimes on these plateaux
what i had imagined was making a more island-like worldmap, with a bit more land, larger volcanoes which would blend with the ground
kinda like how it looks like in the backgrounds, but on the worldmap
literally imagine if the volcano backgrounds (the one i sent earlier and the one that is the current bg of the worldmap) were turned into a 3d space which mario could go around of, just more island-shaped
alr then listen, i'll add grass
-# please don't force me to draw what it looks like in my head in ibis paint...
lmao dw
Dont add much grass since its a rock world, add it in that island and in some tree spots
Like they said

how to add grass
how to grass
too hard
@remote star draw me a grass π
or wait
since the beach are will use island tileset
then i will need to use this one too
How can i pair those up to look good?
ugh
This grass for 2-A
And the island one for the beach grass
i'll remake this for you someday...
@remote star funfact! you will be the first person (before zstar) to use my island tileset 
and it will be extended + improved massively
HELL YEAAAAA
but there is a problem
Ronzer is nice ngl
how can i express this tileset here
Add some small parts in the sand with the rock and grass part of the island tileset
Or add a bridge with a higher part in tbe node, That would remove profunity tho
draw it jpg ;3
something like that
yes i had the sudden motivation to actually do it in ibis paint lol
yw!
a
how π
i want to use somehow my island tileset π
also feel free to change this to whatever you want, or change things you don't like (or keep things you like). it's just a general idea of what i had imagined
alr, i'll figure out somehow the grass texture and i do this
okay 
This is actually peak, I'd like to see this concept in the final worldmap
thankss!!!
@floral hemlock Please do this
Bester gave like the idea of the year bro
IKR
didnt read messages below so stuff might already be suggested but i think you can start by varying specifically how the paths are layed out because they look a bit too ''in-grid'' without too much variety
considering jpeg said he'll remake the map i think you have all creativity at hand 
omg wow ok i didnt see this thats so awesome
jouner do this now 
The path actually i cant remake cuz i lost the .gbmap π
Click here with
if you want to jouner to do this
remake the gbmap 
Nah
aw
I dont have the area ids anymore and remaking path animations is kinda lame
@floral hemlock MOVE YOUR ASS
then ask jpg to help me with textures and planning other areas
@trail vapor would you bean able to make this more detailed or explain in a way i could understand the way i should do it?
uhh, basically grass, and rounder edges for the rocks
for the big blue circle
and for the other one it's just an edge (i should probably have filled the gap where the bit of water is)
wow thanks!!
thanks!!
also i feel like the volcano should be larger here (or at least i made it larger. if that's on purpose you can keep it)
Please think of that it might not be visible on the actual map so much
You can imagine here how everything might be visible
For the lavafalls, perhaps you could use this texture
is that the 64ds texture for the lethal lava land interior lol
i want to do the lava similiarrly how the lava locked in W8, i don't really know how i could blend those too lol
fair then
if you have a DS screenshot so i could use it as a reference then it will be epic
this or the one JPG used in the old version
Yes, I thought it would fit the DS style
Alr interesting
Perhaps you should add some ground around the end of the lavafall so that it doesn't look like the lava is falling directly in the water, since I feel that looks odd
It will look exactly like here and at the water part there will appear smoke
so it will look alr
i feel like the ground should have a more island-like shape. part of it means rounder cornerd but idk if there's only that
also i still kinda feel like the volcano is a bit too small. even if the top can't really be seen during gameplay, it would still feel like a large volcano
@remote star please try making transition texture
for the grass
i havd idea
make a separate mesh for the grass in the shape
and texture it
what i had in mind was reusing part of the "grass patch" texture from some of the original nsmb worldmaps
nsmbds w6 have it
same
oh yeah
alr then jpg dont do it till i check if it will be good
add grass patch for 2-A too btw, loving this map ngl
yeah sure
sure
jpg please start pinging me less, just because i don't have a problem with it, doesn't mean that you shouldn't do it at all when typing small message
π
yeah np
i can make only this kind of thing while looking good
i'll wait till jpg answers in dm's till continueing with this
Gorgeous lava
you are too
You too >:3
@trail vapor so how you want me to do this place?
Add a bunch of black rocks to make obsidian like thing
Or rock thing
Why its the problem π
Gn! ^^
But jokes aside, Take your time with it
Noticed w2 also need 4 levels to be finished
Desert bg base ill use
But ill make my own of this
i HATE how this looks...
I ACIDENRALLY TURNED THE WHOLE THING INTO A NORMAL MAP FUCK
LMAO
i'd say adding bridges (and optionally leaving one of the gaps for mario to jump over)
also please make the edges and corners of the ground rounder, and if possible a lot rounder to give a more natural shape (rather than smoothened corners)
i'm not fully sure about the idea of using an smw bg. tho i see that you're nsmbds-ifying it. still not fully sure but maybe it could work
yes I will round everything, can we stop mentioning it?
remaking jpg's tileset because it annoys me
Flat walls are yours, right?
Looks good
I do kinda like how the old grass has a slightly more blueish tint tho
Are you gonna make unique tiles for both directions of walls and corners?
this?
nah
it's ugly on this kind of tile
i'll do only one pixel off like i always do
What I meant was adding separate tiles for left and right walls/corners as opposed to just 1 that level designers can mirror
Good to see unique tiles
i think you got answer above 
I got my answer but I didn't really understand what you said
i'm honestly not that much of a fan of this. you're kinda removing some of JPG64's unique ideas, like the unique grass pattern, the blue-ish-ness, and the roughness on the edges (even keeping it slightly would have been good imo)
it does look better in quality but at the same time you're removing some of the ideas and charm imo
i was going onto more MKDS grass pattern but accidentaly started making NSMB W1 grass lmao
atleast i made it near perfect π
i leave decision on @remote star , if he wants a different grass design, i'll do it
sorta miss how the grey squares were sunken in while only the white squares popped out
i think tinting the grass to be more blue like the og tileset and doing this would be good yeah
I did the squares exactly how the nintendo did with MKDS graphics so yeah
wait is it me or did the shading on the bottom right corner look a tad off
like what with those brighter pixels in the middle of the darkness?
from the rim of the grey square
Do you want to try?
you are better at hueing than me
i canβt rn so lol
lol, alr
o
New tree texture
old
i'll play around with the shading still since it's mostly the same as original w5 one
but yeah
It's more shiny now which probably looks better on a low-res DS screen.
isn't there one in the tileset already?
make the leaves have more falloff maybe
i think it looked fine already
yes!!! exactly
maybe i hate it because jpg didn't make the hueing well
it doesn't look like that in the videos and screenshots
the hue looks better in the screenshots that have been shown in the past
different tileset?
there was another tileset with tree but improved by myself
yeah those
still ugly tho lmao
@edgy heron which one do you preffer?
They're not ugly, go to bed Jouner
i would only say the colors could be more vibrant like your Sakura tree but it doesnβt look bad at all
my work, i can do better 
OOOOO
I missed u too <3
The map have culling in nsmb so dw
alr i know what i need to do to make the tree look good
omg what does that mean
It dont render polygons that arent on screen
YES
NOW I CAN PUT 5 MILLION POLY BOWSERS ASS
INSIDE THE MAP
AND IT WILL WORK
what do you think of the tileset remake @remote star ?
should i change somethign
Its looking good ngl
what about the grass?
people above didn't like that i did my own thing so much
what do you think
I liked this grass a lot tbh
Looks really cute
Yea
your mom
then here 3 frames exactly like from smb3
mine looks bad because i reverse the frames at later point
here with 4 frames
yes i know 3 frames
thanks
for yall opinion
Someone know how i can make those rocks nsmb styled? (Brown ones)
use more colors
I need to do more the shading tho
I love how nsmbu used almost every smw bg and recreated it
have you ever seen game called
NSMB2
?
Wait fr
it's probably because the edges of each surface always have the same color, while they should probably have more shading
not exactly sure if it's why tho
I tried separing it in layers and ill see if it helps
now maybe apply some SLIGHT bevel on each layer
also i'm not a big fan of the orange part of the bottom bg: it looks a bit too dark. and i think the hue should shift when the color goes darker/lighter
that looks actually nice!!
I didn't made them
remake this
Im bad making every type of clouds in bg
that's why copying original nsmb backgrounds exists!
for me it's easier because i know how to manipulate thing so they could look right after compression
You could take a look at the chicken clouds background so you can have a reference
the chicken clouds ππ
the orange is too dark and the gradient/color shifting is a bit too strong imo
whats wrong with the clouds
They do not completally fit the NSMB artstyle at all, if JPG wants this effect then it's alright but there is also another problem which is the shading of those clouds, the colours of it are i would say "dead' due to how grey those are
also made a cloud real quick to remember if i still being able to
16 colours
or 15 not sure
are you talking about the big chunk or the smw clouds
smw clouds
big chunk looks fine to me minus the colors which you mentioned lol
but yeah the smw clouds could be done different
-# like my snow bg 
could be executed better but yeah
JPG, i actually like how you made that mountain thing,. meybe just smooth out the edges by one more colour and it's perfect
also for the bg you could maybe use the gradient ones i have made long time ago?
don't expect from me to much if i spend on that 20 seconds
lmao
if someone wants to steal the cloud then here
I didn't wanted to use the chicken clouds from nsmb
Without the bg
jpg do you want to know how to make clouds?
Sure
U think this fits nsmb style tho?
pretty much

tho please try that i wanna see how it looks like
idk how to explain
-# why i said "again" i never asked beforr π
but like, 3d shading kind of thing
welcome to jouner shitty tutorial on certain thing, today i'm gonna to show you all how to make a basic clouds that fits the style of NSMB DS
- Start with the shape (It can be whatever you want(I recommend using circle shapes to make it look more ππ’ππ πΌπ½ππ΅π²πΌπ±)
tbh it doesn't feel much like the nsmb style, but nintendo did the same thing for nsmb2 soo...
- select the cloud shape and change it to the darker col and make another layer, now select gradient tool and select the gradient that makes the circle like shape. Now at the round parts add some lighter colours (for me putting 3-5 times gradient at that places is enough)
- continue this shit in other parts
Ohhhh
wait how do you select the shape?
I selected the wrong tool
- after you done whole cloud, it looks still bad right? that's why we saved the white part (or any lighter colour you added) onto another layer. Take the eraser tool, set the hardness to very small % and start making sharp edges (not sure how to call them) and generally fix the shading to resemble more cloudy like
magic wand
gradient tool jpg...
oh yeah true
- Take your whole cloud (merge the layers before too.) and take them to any program that let's you compress the colours (Color quantizer, nitropaint etc.)
and set the colours to AROUND 16 or more
what are you trying to do π
Now congratulations, you got a NSMB styled cloud, with more practice and spend time on you will make a very good looking one that fits perfectly to the style
please look at the original backgrounds or other stuff to be more sure of how they should exactly look like.
thanks
Idk if found a "Blackhole" bush
@floral hemlock opnions?
Your technique is peak ngl
Top bg is suposed to be like that
Top + bottom
Details
@floral hemlock u think i could improve this?
Could u try doing improvemrnts to me? π₯Ί im kinda dumb
Gotcha, ill do it
And the cliffs, u think they fit?
i like them 
jpg, orange
Sillhouette level
make the cloud a lighter yellow and shade it to orange 
It looks compressed as hell so sadly ill not use it
Iove this bro
no jpg
Im just messing arround dw
Light without normal map
Btw im using those effect layers
@floral hemlock could u add that tileset to this island here? The one ur remaking
Mkds pattern one yea
Its for the level wich use that tileset
That level (wich is 2-A now)
This level is really fun
yeah I know, this part will be remade
Lemme upload
that screenshot still has old lava texture I used lol
I'm using now mkds one which fits way more
If anyone was curiours how W1 looks exactly with normal looking screen then here
RECORD 4-B
4 B?
π₯Ί
π
Yea level 4-B
I got a name idea for this level....
YOOO PEAK
FINALLY SSMB WILL BE GOOD
-# its already pretty fun but still
lmao im not zstar
but i would be happy to imrpove things that are just straight up bad design
which so far it's most of the levels i have played lmao
Decoration in the void π₯
Here is the vid everyone
Alright so i generally really like this theme and level, you very much improved the graphics here which i'm very happy actually.
But there are 2 problems, one big one
that fucking first star coin
too much power ups
Before releasing the game i should remake the level intros
yes do it
without the enemies in it would've been great too
or atleast good renders
could you send me this tileset in dm's btw?
i want to see if i can improve it slightly
you know jpg? i'll actualy improve this level now lol
Sure
All the star coins u should use mecha koopas to collect btw
When u improve it send in the dm's
Oh btw
On the end of the level u will see that outside of the view theres a wall of tiles
DONT remove it otherwise the game softlocks
@floral hemlock
i wanted to make a funreference with cactus but i realized it would look like swastika
π
i wanted to do him
Yea dont do it π
the level: 
the music: 
The music is good tho
Kourtiss did a excelent work on it
2 songs and ssmb ost will be 100% original
IKR
Ssmb ost imo is a banger
THE CHECKPOINT IS IN A PERFECT PLACE
I moved the shy guy to another platform
next time i will record something i will not record second screen, there isn't happening there anything
nice
Yea true
Nah i want to have a harder game
JPG
(By harder i mean that if the player lost the powerup they cant just use a reserve one)
Ill do later i promisse
Our relationship literally sounds like this jpg
i agree with the "too much powerups" part
especially in world 4, that's too much. it would probably have bren alright in world 1 (usually early w1)
LMAO THAT AUDIO IS FUNNY AS HELL
some sections also lack of coins enemies and blocks
@remote star because of you i got 200+ hours in blender
i'm also not a fan of how the brick blocks and coins look like in silhouette levels
1 year in blender
I love blender
i already explained why for the silhouette for the brick blocks. for the coins, they just don't feel "silhouette-y"
The bricks was suposed to glow (kinda like a light block) since its a area with mechanisms, mecha koopas wich glow too and stuff
Same as the ? blocks
EERIE!!!!!
if yall were curious, this is how the W2 looks like so far
the first and 3rd star coins are literally the same
WTF IS FIVE NIGHTS AT ANIME
kinda the same but yeah
search it up
i know jpg said to keep the sand at the same height, but i still think it's a bad idea
and get traumatized
have you seen pvz's fandom?
WHAT THE FUCK IS THAT JOUNER π
oh well, nvm
maybe it would be better if it was like world 3 of the vanilla game, with slopes all around (idk how to explain)
Thanks for that, that was not fun π
Ill never play fnaf again
I got ptsd
also having one of the ends of the bridges randomly float slightly above the ground feels weird
i also feel like it could be nice to add a few more grass patches too
also, why is there some red stuff on the palm trees?? are they radioactive because of the lava or something??
Iirc its tropical palm trees
Ill rename this world to tropical paradise
it's not really a paradise with volcanoes
also do you actually have a beach level for the world or not?
having a beach level spot on the map is cool, but it wouldn't really make sense if it wasn't the case
wait you said it was world 2? is it 2-3?
2-4, after 2-3
check my island tileset vid
oh ok
wHY
ITS COOL
this is the best one jpg π
It conpress when trying to import 
Rexy Express
@remote star what's the name of this tileset?
@remote star I have a problem
which i consider as a bad design
And it's with the textures on the map
there is literally 4 ground textures
and i think it shouldn't be like that and the limit of textures with different tileset should be limited to max 3
Now i need your opinion on that
Should i remove the island texture and replace it with the MKDS one? (It mean's that island tileset will have the MKDS ground rather my original one)
or i should keep it?
why is there 2 different grass textures?

i'd suggest mixing this effect and the one that made it look like nsmb2, if possible
uhh... a bit too much grass? idk
wanted to show yall how the enemies i have made models/sprites look like since jpg only showed them with bad quality or something else (galoomba not mine obv)
i'm very proud of goonie actually!
he looks great
i wish tho that JPG improves his wing animation to be more accurate
So rare to see a high quality recording of this hack lol
that's why i post it here since it annoyed me all the time and i want to show few of my stuff i made for this hack in high quality too
You and jpg have been doing great work, keep it up πͺ
nah ngl, it gives diversity
thx!! ^w^
WAIT TRUE
lets see, if the vram ecxplodes (if u make pallete16 ot tex4x4 32 colors i doubt it)
Decided to scrap whole map that i have made and return to the origins! Welcome back old W2!!!
vram won't explode π
dw about it
the small nodes
man, i think someone broke into my account recently
hey ztar
The compression..... π
the mountains was great
this is a isolated island so makes sense no castle but a train
how did you name those silver coins jpg?
but on w4, u can add a broken fortress in the last node since it will be a castle-like thing
shuriken coins or just silver coins
silver coins
alr, thanks
im changing the sprites just and i hate how you named them lmao
1
2
332
3
lmaooo
gotcha
i mean these
man i wish they look better after nitro painting them
i gotta make them even better one day
what island texture?
my beloved. i'm actually glad some of the ideas were reused later
here is the new coin!
because JPG is very lazy and didn't do it before!
love u
are galoombas meant to be squished? 
i wanted them to be thrown up but needs code so its fine like that
I think they're squished in the NSMBU style of SMM2 so it kinda makes sense
yea true
there are galoombas on NSMBU?
nsmbu and smm2
i'm pretty sure that there are no galoombas on SMM2 outside SMW style
only goombas and goombrats
Oh wow
In SMM2 yes, but I don't think they're in the original NSMBU
i have to play both to confirm that
they're not
the only game that i know that galoombas can be squished is SM3DW
Recorded 2-2 (or 2-A soon)
2 words
Hate it
.....
@remote star what do you think you are doing wrong in your levels?
Imo its nice level
im curious if you realize the problems of the designs
2-A is made by mosquito
oh
It's a nice theme and kinda interesting gimmick
but the gameplay π₯
5-1
4-3 and 4-A too
Imo out of all of them 4-A is the only one i really dislike
I actually missed one are but i'm not sure yet how to get in there lol
fuck
i needed to compress that from 200mb to 45 π
i got war flashbacks from illy's vid on the fish part lmao
Btw now this level is 2-A, moved it to give 2-2 a better level
I love acorn
But hey, what u think i could improve in my levels? Since myself i feel they arent that great but i cant figure out what is wrong
I'll say after i'll play more of your levels alright?
you can only get my opinion from 4-B
which was actually a cool level
wish very small issues
anyway im remaking 2-A
it will be the same but better lol
YEAAA
Ignore this tile, it was the old hurt tile
Now its in jyotyu
Muncher was going to be only in this level
But then i decided that i would use it mote
More
ah alright
JPG I thought you had fixed all the issues in this level π₯
This was one of the levels from the demo that I seriously felt it needed many improvements
I seriously suggest you to start testing your own levels more and without any savestates, and if a level is very annoying to play then it means that you must improve it
I usually dont use savestates anymore, but i didn't died much in my levels so i never noticed a error n such
i thought that everybody tested their own levels more often without savesates 
I used savestates before in my videos, but nowdays i dont really uses savestates anymore
I'm just gonna give you a few tips:
- Don't add enemies in places that make them really hard or impossible to dodge (specially in very tight platforms)
- Don't add places that are very annoying to access or very tedious to traverse (examples of this are very tight spaces or 1 block wide platforms)
- Don't add any star coins or secrets in places that are practically impossible to predict (a star coin where you have to fall in an abyss without any indication is not very intuitive at all)
I see
the animation doesn't loop properly imo
I replaced the last frame with the 2nd and now it looks good n faster
yeah it needs a bunch of improvements
-> It closes, open halfway, open full, close halfway ->
a few that come to my mind:
- remove pine trees that are above the abyss/pit/void. they're counter-intuitive and don't make much sense
- warps from falling downwards. they're not great imo: hard to predict, hard to fall properly/to reach, etc
- lower the pipe cannon in the underground section. i remember struggling to get on top of it last time, especially with the munchers around
also sometimes the platforming feels very tight, which is also an issue i have with the level
the warps from falling downwards would be fine if there were at least some coins
coins + more ground + maybe some deco
This 
There were also a few tiling errors that I believe you should fix
For example:
This tree gets cropped because of the mucher below, you should remove that muncher
LMAO
Remove the muncher yea
This pipe joint is not aligned with the pipe above which looks very odd, I also feel this should be a connected pipe instead of a regular pipe entrance
Also, NEVER make 1 tile tall/wide enterable pipes, that looks ugly, you should always try to make them at least 2, 3 or more tiles wide/tall
no it's eating the tree. 100% normal
LMAOOOOO
imo 2 with the pipe connector
also please make it into a connected pipe. i know you can do that jpg (if you don't know how, look at that one nsmbhd page or the wiki)
i learnt how to use connections by watching some pipes in 7-A 
That's what I said
@remote star is this actor different than in the original?
didn't see, mb
Nope its the original
where even was the 3rd yoshi coin in this level? i could never find it π
It was in a hidden pipe, now i removed this pipe and moved the coin to a area
@floral hemlock ill send this version of the level if you didn't started making it already
Actually nvm, i can add it rq
made this
THATS NOT IT
THIS IS IT
jpeg why ππ
you shoulda atleast added a few coins 
glad you changed it tho
this video doesnt show that tho?
im talking about the pipe lol, the one out of the view
why did you completely change the beginning...
to be fair i think this level could make use of a gimmick of sorts, it feels pretty non-gimmicky
not enough munchers?
here is more of the gimmick
i mean something combined with the munchers!
like putting snailicorns or rex's on the munchers would def make it better
if custom actors displayed normalyl there wouldve been
since the munchers alone are pretty stalemate(?)
thats why i leave it to jpg and just say him in dm's what enemies and put some elements to indicate that where he should put them
but yeah, rozner will be cool here
Dont add tile munchers
