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trihex

2+2 S log notes

Jul 29th, 2016
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  1. As of right now, Super Mario World 2+2 is my favorite Yoshi Island romhack. It is great for speedrunning and anyone who enjoys watching/playing the orignal can feel the orignal spirit here in level design and length. Issue is, in speedrunning terms, 2+2 is a 4 hour game if using marathon-strats. It can be pushed down to sub 3, but that would require 1-1 wraps which are super anticlimatic.
  2.  
  3. Since 2+2 is *already* a romhack, might as well abuse that stigma/label as a privilege and tinker it fuirther. If we shorten 2+2 and rid it of the autoscrollers, slow levels, and downtempo levels that bloat the playtime, as a 2.5hr speedrun, I feel I have a greater chance to show it off at a GDQ come 2017.
  4.  
  5. Tonight, playing thru 2+2 in full, pausing timer after each level to jott down notes about what tinkers I want in a "2+2 S edit wishlist" - afterward I'll go to Super Mario World Central (premiere romhack community, especially for Yoshi's Island romhacks @ http://www.smwcentral.net/?p=viewforum&f=25) and ask for help from anyone interested to make 2+2 S a reality.
  6.  
  7. ---------
  8.  
  9. 2+2 S editing notes:
  10.  
  11.  
  12. World 1:
  13. 1-1 -> 1-4 : LIKE
  14.  
  15. 1-5: Dislike
  16. Why?
  17. - Add transform block in mole room
  18. - Add transform block in car room
  19. - remove autoscroller trigger in tap-tap room
  20. - Keep tap-tap boss despite not being an autoscroller? Needs Alt/changes in the long room (add more pits?)
  21.  
  22. 1-6 -> 1-7 : LIKE
  23. ? - Make foam section in Room 1 less RNG reliant? (extra egg block / enemies near?)
  24. ? - Make it so bandit can't clip yoshi during ground pound through foam at final pit
  25.  
  26. 1-8 : LIKE
  27.  
  28. ? - add pit ideas to speed up boss fight; reward YOLO risk?
  29.  
  30.  
  31. World 2:
  32. 2-1 -> 2-4 : LIKE
  33.  
  34. 2-5: Dislike
  35. Why?
  36. - Remove/shorten the submarine section?
  37.  
  38. 2-6: Dislike
  39. Why?
  40. - Remove autoscroller trigger in last room
  41. ? - Add alts to make large room w/ fuzzies not lag bad?
  42.  
  43. 2-7 -> 2-8 : LIKE
  44. 2-8 - Move checkpoint rings to more meanignful areas?
  45. GREED? - Make double-dupe platform more safe?
  46.  
  47.  
  48. World 3:
  49. 1-S : LIKE
  50. ? - Adjust the double dupes to be safer?
  51.  
  52. 1-E : LIKE
  53. ? - Add transform back block in mole section in room 1-1
  54. ?- Add platform beneath dupe red coins to be safer?
  55.  
  56. 3-1 : LIKE
  57.  
  58. 3-2 : Dislike
  59. Why?
  60. - Remove autoscroller trigger in room 2 (Likes that room has a height-objective clear)
  61.  
  62. 3-3 -> 3-4 : LIKE
  63. ? - Add formal kamek boss intro?
  64. ? - Add something to make skipping Poochey waiting/final coins possible?
  65.  
  66. ** SOMEHWERE IN WORLD 3 --> remove the bonus room and put something cool at high path (reposition coin or flower??)
  67.  
  68.  
  69. 3-5 -> LIKE
  70. 3-6 -> IT'S OKAY
  71. - section after fire melon ice climb room is pretty linear?
  72. - dedicated targets for flashing eggs in final room? (tap-taps on the way to something?)
  73. - add fire melon to make bucket skip faster?
  74.  
  75. 3-7 -> Dislike
  76. - Reposition both ski lift spawn points to avoid waiting for them
  77. ? - lower height or put flying penguin in position to minimize the wait?
  78.  
  79.  
  80. 3-8 : LIKE
  81. - Put bats/change platform heights so bat-enabled autoscroller skip is possible?
  82. GREEED - Swap mole w/ car cuz car is cooler xD
  83.  
  84. World 4:
  85. 4-1 : LIKE
  86. - Add transform-back block in helicopter room
  87. - Add Speed platform (or deserving/risky way to quickly get back from) to isolated flower in bottom right
  88.  
  89. 4-2 : LIKE2
  90.  
  91. 4-3 : Dislike
  92. Why?
  93. ? - Swap tap-taps for shyguys near beanstalk + train bubble?
  94. ? - Implement a softlock-proof transformation block in train x flower part?
  95. GREED
  96. - Allow Yoshi to go through the final train section, but require super swag to escape high-tracks route?
  97. - Require precise camera manipulation to shoot off-screen red coins above the tracks?
  98.  
  99. 4-4 : LIKE
  100. - Add egg block to first room
  101. - final room w/ useless mini-game tent can be edited out with something cool up top? (coin placed there instead?)
  102.  
  103. 4-5 = GODLIKE
  104.  
  105. 4-6 : ALRIGHT
  106. -balloon spawn points in the 2nd to final room?
  107.  
  108. 4-7: HARD BUT FAIR
  109. ? - make double dupes less reliant on good RNG of fuzzies?
  110. ? - move fuzzie spawns past the red coin shy guys? (and if so, add more hard shit in fuzzy get-fucked section?)
  111.  
  112. 4-8: Dislike
  113. GREED - drop slow tetris fall section w/ alt vertical platforming? (arrow dial, beanstalk? idc, anything)
  114. - Drop the autoscroller before the boss
  115. ? - add a cloud climbing section (not going forward), anti-linear, that rewards getting up fast with 2 clutch red coin shy guys?
  116.  
  117. 4-E = GODLIKE
  118.  
  119. 4-S = CANCER DICK AIDS
  120. - literally delete this level
  121.  
  122. ? - replace 4-S w/ a 2nd pit of 50 trials, thus totalling 100 trials? Perhaps a twist on the key-per-room, but also considerably faster, more trihard approved, and swag looking?
  123.  
  124. World 5:
  125.  
  126. 5-1 - ALRIGHT
  127. GREED - remove or speed-up the autoscroller somehow?
  128. - in 1st locked room, make soft-lock proof pls
  129. GREED - 1st locked room, perhaps put more consideration into SNES limited memeory with forced escort of bandit?
  130.  
  131. 5-2 - ALRIGHT
  132. - remove sub section, too long and uninteresting. Up the stakes of the jumbo fish attacking you somehow in the next room instead? (Perhaps somehow incorporating vertical platforming w/ fish around - if that works?)
  133.  
  134. 5-3 = LIKE
  135.  
  136. 5-4 = ALRIGHT
  137. - place checkpoint ring BEFORE risky-as-fuck shy guy coin above nothing
  138. ? - exit room to de-spawn red platform trail? Is that intended? Can that be avoided to be a better, clean level design?
  139. GREED - way to cheese the triple balloon waiting room via camera manipulation pls?
  140. ? - make dungeon hub room smaller possibly? seems excessively large? (might be nitpicking)
  141.  
  142. 5-5 = LITTLE LONG, BUT LEGIT
  143. GREED - an enemy at final room for bonus skip?
  144.  
  145. 5-6 - LITTLE LONG W/ ALL THE HELICOPTER, BUT LEGIT
  146. ? - insert red coin shy guy at top left reachable portion of the room to give access to red coins at top, near-ceiling, and be able to cheese helicopter section
  147. - REMOVE mole room. Slow and dumb, if Flowers here, place elsewhere (Mole room allowed to be kept if inserted red coin shy guy allows double dupe skip, and flower is placed elsewhere)
  148. ? - if remove mole room, perhaps put flower or more content/purpose in Kamek room w/ key off to far right of main room?
  149.  
  150. 5-7 - LITTLE LONG, ITS ALRIGHT
  151. ? - Remove all the bonus room filler
  152. ? - Make the hidden passage red coins feel like it matters more?
  153. GREED - some way to make the platform skip at end of room 1 less insane to go for?
  154.  
  155. 5-8 - LEGIT
  156. GREED - Can the concept be re-worked to require all 4 rooms?
  157. - Can the levels be re-wired so 5-8 is the epic finale in a 100% speedrun?
  158. ? - Car section in beginning is kindda high-punish for the missed flower? (Do we really want the car section at all?)
  159. IDEA - Re-work 5-8 into a tribute to 4-4, and each room have a key that requires all keys to make it to bowser?
  160.  
  161. 5-E -
  162.  
  163.  
  164. ----
  165. TASK LIST FOR SMWC THREAD:
  166. 1) new title "GOLDEN Yoshi's Island"
  167. 2) work on WIP of a 50 pits trial pt 2 level (possibly include multiple bosses if possible?) as the new 4-E
  168. 3) easy: level edits that request only remove assets
  169. 4) hard: level edits that require modifying/adding assets
  170. 5) ASM: change transofmration speed; remove kamek dialogue in all boss fights but final; remove/change tutorial level to be less invasive
  171.  
  172. 6) Purely to make trihex happy:
  173.  
  174. - ability/special code/option to play credits sequence from level select (to give a 100% run a proper credits finish)
  175. - add romhack credits/special thanks to everyone who helps make 2+2 S possible
  176. - new icon for "Pit of 100 Trials Pt 2" ; possibly of Paper Mario pixel art?
  177. - default the control scheme to type 2 - hasty (if possible?)
  178. - remove island cutscenes after each boss? (Is this possible? If so, still not certain if that's required if it's annoying to do)
  179. There's a wip list of what I'd look into in the thread
  180. #6 items I'd rather run by you first and know how annoying any of that is to do
  181.  
  182. ----
  183. WHAT TO DO:
  184. - 29 levels edited (varying from easy stuff to adding assets)
  185. - new title
  186. - 1 new level made
  187. - small ASM tweaks to speed up stuff
  188. - cut 6 levels, thus ridding of secrets (1 of which is 4-S for sure; some of the other secrets are pretty slow like 2-S)
  189. - re-arrange levels to narratively emphasize Pit of 50 Trials, IMO)
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