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Dark Side of the Kingdom ~ Team Hack | Looks like it died?!

Standard

This project is a big one - it uses the maximum amount of levels and exits that the original SMW can give. This means: 94 levels, 120 exits. This's also a Choconilla hack that, while uses a little amount of custom/external resources, aims to keep the SMW feel at most. And the most relevant of all: This is an open team hack, meaning that you can join us! So, of course, I want you to join us - no matter your skill level. You shall have a big help from us all, as well as you shall be helpful.

Getting started:

Here's a set of guidelines you may follow in order to help on this project, especially if you want to make levels, submaps or music. If there's anything that's not clearly mentioned or you wish to add, just post here and the leaders may answer everything.

And you can chat about the project on IRC, as well. #dsotk is the channel's name, and you'll pretty much see Egadd and me lurking around there. You may want to join the conversation if you want to discuss about levels, updates and whatever else which's related to this team hack.

As said previously, you can take part in levels, submaps or music for this hack in special. But other minor contributions such as graphics, playtesting and feedback are also really appreciated and wanted by part of all members. With that said, here we go with the claiming lists:

Level and Overworld Signups ~ Claimable!
How to upload ressources...
Compositions List ~ Claimable!
Sublevels ~ no need to claim!
Boss list ~ Do you have ideas?

Base Rom!

Leadership:

mrdeppelman: I'm the leader of this thread. I'm going to update the first post when necessary. Also, I'm doing some of the updates on the Base Rom and on the lists.
Egadd: Main leader. He coordinates the project, giving comments. He's also the Main feedback maker/playtester and the one responsible by the storyline. Also responsible for updating Levels/Sublevels/Compositions lists, but mainly focusing on reviewing every work that's submitted for the project. He's also the main OP who lurks around the IRC channel #dsotk. This is probably the guy you'll see here and there anytime to answer your questions and whatnot.
Buried Alive: Creator of the project. Mainly helps on level designing and in giving concept storyline ideas as well as with occasional level ideas.
MetalJo: The reclusive leader. He's less absent during my absences and Egadd's absences. Gives feedback always when possible, and can accept few ASM request tasks when he find possible and interesting.


All leaders have the power to accept/reject levels in consent, as well as the power to edit/update the Base and lists. But updating the thread is my main function anyways...

Storyline:

Oh, yeah. I didn't mention the main storyline of the hack. Egadd's still working on the complete version, but you can read the Intro here. Anyway, any ideas from you are welcome.

Screenshots/Videos/SPCs



Videos:
Mushroom Kingdom 1
Mushroom Kingdom 2

SPCs:
Cheep-Cheep River Submap
Athletic Theme
Hell-Fire Caverns
Ice Caves
Intro Cutscene
Mushroom Kingdom Submap
Post-Final Battle Cutscene
Smash Mountain Submap
Spirit's Lair Caverns
Water Theme

Feedback is also a great help, so much appreciated here. Thanks for coming, and enjoy your stay!

Remember the Choconilla style!
Not another...

Hi new people, I'm Egadd, and I'm (by this point) one of the main leaders on the hack. This is our fourth thread, and if we make another, I will happily impale mrdeppel post this again. I do most of the nitpicking, I write the storyline, and I made the IRC channel #dsotk.

@Mrdeppel, you forgot the 3 new scripts I created, I put them in our domain, so no worries. Also, might want to fix a few typos #ab{:P}. Last thing, can I have a Dark Green name pls!!!!!
Hello, I'm JDC - one of the testers for this hack. (also, what do you mean by "..and team" in the first post?)
(I'll be reposting my review so far as it is on the old thread).




Dark Side of the Kingdom: Testing
Notes before I start:
I'm pretty much going into the blind as I haven't followed this thread much myself. I'll be commenting on some things I notice as well as any errors I find. At the end of each level, I will give a percentage that will go of the following scale. (I do this for JDCGC2 too. No particular reason, but I feel it gives the designer a good gauge of how good the level really is):
90%+ Masterclass
85%+ Exceptional
80%+ Great
75%+ Good
70%+ Average
60%+ Poor


World 1: Mushroom Kingdom
001: Mushroom Kingdom 1
-Will a custom palette be added to this level eventually? Or custom GFX?
-(minor) Not sure about the design choice of introducing tileset specific sprites immediately after the midway point. It feels like a bit of a clash compared to the earlier parts of the level just using goombas and koopas.
-In addition, the second half of the level feels a lot harder than the first. I feel this should be evened out a little.
-Level 1, Screen 9/A: The section near the midway point feels a little flat.
-Level 1, screen B: Some minor cutoff with the doughnut bridge tile here.
Percentage: 77%

002: Mushroom Kingdom 2
-Will a custom palette be added to this level eventually? Or custom GFX?
-Level 2, Screen 5: The dragon coin here should be moved two tiles above so that you can reach it easier when bouncing of the red paratroopa.
-Level 2, Screen E: The position of the flying green paratroopa here isn't so great. I'd recommend you remove him as there are plenty of enemies on that screen anyway.
-Sublevel 2B, Screen 1: What is with the random floating bone structure here? I feel it is best removed for consistency purposes.
Percentage: 79%

004: Mushroom Secret 1
-Ah, I see now. I guess this is like a nostalgia world of sorts? If so, could this level have a custom BG palette too as well as a custom FG one?
-The time limit in this level should be extended a little. I was running out of time by the end of it.
Percentage: 82%

007: Mushroom Kingdom 5
-Level 7, Screen A: A tiny bit of slowdown here.
-Llevel 7, Screen 11: How are you supposed to get this yoshi coin without getting hit? I'm probably missing a silver p switch I'm guessing but I couldn't find one in the level.
Percentage: 80%

008: Mushroom Kingdom 6
-Maybe just me, but the net tiles here are a little confusing because they look climbable at first.
-Aside from the rather odd design choice of the net tiles, I think this is the best level so far. The designer has seemed to stuck with the gimmick throughout the level which is a good thing. The level could do with a touch more variety in enemies though, but that is just minor.
Percentage: 84%

009: 2000
-As a suggestion for the new level name, how about "Mushroom Castle" (since I guess you are going along with that format for your levels)?
-Screen 1: The castle Blocks along the path you fall down here look solid when they aren't. I suggest the pass-throughable castle blocks be darkened slightly.
-Screen 6: If I accidently lose the P switch here, I am stuck. I'd advise the used block wall be gone, but still keep the reward for the yoshi coins (and the coins on top of the falling platforms).
-And at the end, I'm at a cave made of honey. What? This doesn't really make any sense.
-In summary, I feel this is the worst level yet unfortunately. It feels mostly erratic and disjointed throughout with no real sense or cohenerance with the level design.
Percentage: 71%
e: After doing a bit of digging in the base ROM, it seems to be a W3 level (honey cavern). I'll do the review on that when I get to W3.


World 2: Cheep Cheep River
00B: cheep Cheep River 2
-Screen 5: Just a minor nitpick, but the random rock here seems a little odd.
-Sublevel 31, Screen 1: I don't really like where the yoshi coin is here. If you're going to keep it there, how about marking where the invisible coin blocks are?
-This is a very impressive level! It had clear focus and felt quite entertaining to play. Very good job.
Percentage: 89%

00C: BUTTER BRIDGE 1
-Should this be called "Cheep Cheep Cave"?
-Maybe just me, but some areas of this level feel a little "cramped".
-Screen 9: Not too big of a deal, but you can "walk" on the turn block bridges when they're completely closed.
Percentage: 82%

012: Carrot Creek
-Screen 3: A bit of slowdown here
-Screen 7: A bit of slowdown here (whilst in the water)
-Screen F: A tiny bit of slowdown here too.
-Screen F: More slowdown near the end of this screen with the pipe.
-Sublevel 29, screen 3: The spike balls don't serve much of a threat to mario unfortunately as you can skip right past them.
-Another very good level. This world has been much better than world 1 I must say.
Percentage: 88%


World 3: Honey Forest
015: Honey Forest 1
Originally posted by Schieber1234
So, here's the file, that you can test it. :)


New thread again? xD
Anyways I wanted to re-post that i'm done with my level cause Q-Bee didn't notice that i'm done. So mrdeppelman can test it now and if nothing is wrong, then insert it ;)
My YT channel
Dark Side of the kingdom phase 4(Dark Side of the kingdom's wrath)


Also Q-bee is hated.Why?Is this the dark future or something?

Edit:Nevermind I figer out what happend to Q-bee.
Cool you have your level done! Allow me to test it:

Problems
-The grass palette has dark dots in the dirt which isn't how the palettes for that set are supposed to be made unfortunately. The dots in the dirt of the grass should be lighter than the colour of the dirt.
- I feel the time limit should be increased an extra 100 seconds as I was running out of time towards the end of the level.
-Screen 8: the koopa here comes out of nowhere and feels a bit like a cheap hit. I'd suggest this section be reworked.
-Level F7, Screen 7: If you fall down at the wrong place, you could get hit by an enemy which isn't the best idea.
-Level F7, Screen 7: If you wait around that area long enough, the screen would be covered with digging chuck's rocks which will cause major slowdown.
-Level F7, Screen 11: If I get through the little turn block cavern here and wait until the turn block stops spinning, I am stuck.
-Level F7, Screen A: Same issue here with the turn block cavern.
-Level 101, Screen 11: There is some minor cutoff with the corner tiles and the small ledges here where mario respawns.
-Level 101, screen 11: The jump upto the next ledge above here from where you respawn is quite an awkward jump to make in my opinion. I think the ledge above should be lowered one or two tiles.
-Level 101, screen 12: The little section below with the coins is quite difficult to reach I think. (That may just be me though...)
-Level 101: Screen 15: This section should be reworked a little in my opinion. The hammer bro seems to get in the way here - moreso as big mario. In addition, collecting the yoshi coin here before you jump ensures you have to have a "lucky" jump to kill the hammer bro here to continue. Perhaps remove the hammer bro here and add another enemy such as a chainsaw?
-Level 101, screen 17: The corner tile for the ledge is cutoff here also. (also I ran out of time here. The level needs at least 150 -200 seconds more time)
-Level 101, screen 17: why is it that the whole stage is climbable after I exit that rope section? Seems to be a bit of a major error unfortunately. =(
-Level 101, screen 18: The hammer bro here should be raised a little so that he won't "squash" big mario into the ground at one section. I'd suggest he be raised 2-4 tiles upwards.
-Level 101, screen 1A: is the spin jumping here necessary?

Review
This was a good level, but unfortunately riddled with various flaws. You definitely have the right idea I think though. =) Some sections, especially on the line guide sections were pretty clever. Conversely though, I was a bit frustrated at some other line guide sections. The aesthetics on the other hand, I found were good. I like how you have combined tilesets to really produce a "mountainous" type of feel. I think that was pulled of fairly well. Anyways, just fix up those errors and I'll test this level again. Good work.
Percentage: 80% (once you fix the errors)
A other thread well I hope this one goes better. #smw{^_^;}
RMG Productions
I just wanted to say to everyone new to this hack: I'm not a leader, but I am hosting the project files and made the Wario Dash that the hack uses. If there are any problems with either of these, feel free to contact me.
Originally posted by JDC

-Screen 8: the koopa here comes out of nowhere and feels a bit like a cheap hit. I'd suggest this section be reworked.

-Level F7, Screen 11: If I get through the little turn block cavern here and wait until the turn block stops spinning, I am stuck.
-Level F7, Screen A: Same issue here with the turn block cavern.
4 tiles upwards.
-Level 101, screen 1A: is the spin jumping here necessary?

Wow, I worked long on the koopa section but i gonna have to change it anyways...
And, I don't understand how you mean the other two. I mean, how do you even get in there without breaking the turn blocks?
The other ones are fixed.
My YT channel
Explanation time.

I've been busy with my youtube channel, judging for a level design contest, and more importantly, my own romhack (The Way of the M). All these things kept me away from this project, and then Q-bee had left when I realized I should make my return. I waited until everything was decided before returning.

I'm back now. I said earlier in the old thread that I wanted to claim another level. I saw level 129 was open and had an idea in mind. I needed Map16 page 43 (I might have already addressed this) for the background and continued use of Map16 page C. I may add more decorations and tiles in addition to the ones I've got here (If I do so, I'll have to claim Map16 page D).



I added mist and colored it, but it took time to change the background palette from row 0 to row 1 (since mist is controlled by palette row 0).

I don't know about sublevels yet, since I've just started, but I'll let you know about those in time.
I like the colour of the mist, it's mysterious. The level's yours I think. Hopefully I can edit the level list this time -.-
hey,can i join?i would do level E as it is unclaimed!i like the looks of the project i'd like to join it!
Nobody will understand my pure hate for the redrawn tilesets.

Originally posted by Mr.Blue Yoshi
hey,can i join?i would do level E as it is unclaimed!i like the looks of the project i'd like to join it!


I've added the claims to the list. Good luck!


Originally posted by Schieber1234
Originally posted by JDC

-Screen 8: the koopa here comes out of nowhere and feels a bit like a cheap hit. I'd suggest this section be reworked.

-Level F7, Screen 11: If I get through the little turn block cavern here and wait until the turn block stops spinning, I am stuck.
-Level F7, Screen A: Same issue here with the turn block cavern.
4 tiles upwards.
-Level 101, screen 1A: is the spin jumping here necessary?

Wow, I worked long on the koopa section but i gonna have to change it anyways...
And, I don't understand how you mean the other two. I mean, how do you even get in there without breaking the turn blocks?
The other ones are fixed.

What I mean by that is when you break the turn blocks there and go inside, you can wait until the turn blocks stop spinning which will make you "stuck" inside that area.
To Castle 1: I think Q-bee is still fixing my level.
And this level has two parts. The first part has many spikes and the second much lava. And sorry that I forgot the reset pipe.
But anyways thanks for reviewing my level.

My Youtube Channel:
http://www.youtube.com/user/SMWKing2000
A new thread (again)... Good news: This weekend i can repair my PC Wooooooooooooooooo! ^^
i dont know how to do a link so here it is:
http://www.4shared.com/get/8VdZnLdJ/the_dark_side_of_the_kingdom.html
when it said tide i thinked it was rising tide,but still the level is cool:D
Nobody will understand my pure hate for the redrawn tilesets.

Please upload this in your file bin, not stupid 4shared :P Go to "My Files" and upload it there. Thanks.
Problems
-The main level and the sublevel could do with having a custom palette and some custom music.
-Screen 1: The cheep cheep do nothing in the water as you skip past them.
-Screen 3: The flopping cheep cheep here are useless also.
-Screen 6: A tiny bit of slowdown here.
-Screen 9: "silent bills" are a big no as there is no sound effect when going towards the player.
-Screen B: Same issue with the silent bills.
-Screen C-F: The bullet bill cannons here seem sloppily placed and don't really go with the level very well.
-Sublevel 3A: You have not claimed this sublevel.
-Sublevel 3A, screen 3: Some minor cutoff with the bullet bill launchers here.
-Sublevel 3A, Screen 4: Same cutoff with the bullet bill launchers here too.

Review
This level was made in 6 hours, and frankly, it shows. The level design was quite flat and didn't have any clear direction to it. The enemies felt like they were tacked on as an afterthought and didn't really go well with the environment. This means I could bypass most enemies with little thought.

My personal recommendation would be to start over this level and try and be more consistent with your level design and sprite choices. Of course, you can fix up your current level, but ultimately a new level would be better in my opinion.
Percentage: 66%
thanks,im sorta new but not so new,well i'ts there now ,thanks#w{=D}
Nobody will understand my pure hate for the redrawn tilesets.

Originally posted by JDC
What I mean by that is when you break the turn blocks there and go inside, you can wait until the turn blocks stop spinning which will make you "stuck" inside that area.

Ok, maybe i'm really dumb, but how do you even get the blocks to spin?
Sorry for my dumbness D:
My YT channel

Standard