Language…
13 users online:  Ahrion, crocodileman94,  Fernap, Foxy_9000_, Gamet2004, hoangng,  MarkAlarm, monkey03297, pnaha, Scags, sinseiga, Sweetdude, Tsquare07 - Guests: 258 - Bots: 283
Users: 64,795 (2,376 active)
Latest user: mathew

SMW3 a vanilla hack

Standard

  • Pages:
  • 1
  • 2

I worked on these 3 worlds for about 2-3 months.
of course this hack has a few places that need to be polished.
but for the most part I think I've done good so far.

World 1 Grassy plains:
this is the world 1 map.
Not much to say about this, just the world 1 map :P

Grassy plains 1:

Ice cavern:

Grassy plains 2:

Mountain adventure:
this shows how annoying this level is -_-
This level is gonna be changed to make it much easier.

Iggy's Castle:

There is a demo here
but It's not finished yet it's almost 3 worlds.

I'll post more pictures of the other worlds/levels later.


Edit: here's 2 more screenshots

Mole mines 1:

Mole mines 2:
these are 2 levels from world 2.
sorry It's taking so long for screenshots of levels that are already made #smw{^_^;}
Well it seems obvious that you're not an advantaged SMW Hacker, but that's no problem cause we all had to learn first ;))
So and now to the screenshots:

The Overworld Grassy Plains is a bit empty, it needs way more decoration, curves and other floors. Sometimes you used the wrong tiles at the corners. For example the corner part right under the castle - the corner in the water goes to the right and up, but the grassy corner part stays straight on , it also would have to go to the right and up.

To the Grassy plains 1 and the ice cavern: It all looks a bit monotonous , you should fill the level with more pathes, decoration and maybe more kind of enemies.

To the grassy plains 2: I like the well edited Background and the wooden blocks seems also very good.
Originally posted by Mawwo7
Well it seems obvious that you're not an advantaged SMW Hacker, but that's no problem cause we all had to learn first ;))
So and now to the screenshots:

The Overworld Grassy Plains is a bit empty, it needs way more decoration, curves and other floors. Sometimes you used the wrong tiles at the corners. For example the corner part right under the castle - the corner in the water goes to the right and up, but the grassy corner part stays straight on , it also would have to go to the right and up.

To the Grassy plains 1 and the ice cavern: It all looks a bit monotonous , you should fill the level with more pathes, decoration and maybe more kind of enemies.

To the grassy plains 2: I like the well edited Background and the wooden blocks seems also very good.

thanks for the feedback #smw{^_^}

-actually Grassy plains has some better areas. I just didn't take a good screenshot #smw{^_^;}
I'm gonna put some better screenshots up later.

as for the OW. I'm still editing it a little but I'll make sure to add more decoration and use the right corner pieces.

And thank you very much for the compliment on grassy plains 2. #smw{^_^}
Originally posted by Slaxles
Okay, i see you have potential for making a nice and solid vanilla hack. I'm currently playing the demo (only world 1 so far) and i must point out some things.

Grassy Plains 1:

These trees are a creative use of Map16, but they look all the same. (Same height, same look.). Try adding some variety.

Minor, but this mole jumps trough a solid wall. Maybe move the mole up.

Why did you add so many yellow blocks? The level has no secret exit and players will not replay for Yoshi Coins. I haven't even seen a switch in world 1! #smw{o_O?}

Ice Cavern:

Uh, Mario's climbing behind the rope. Disable priority on the rope.

The effects in this level are neat, but the level itself is kinda dull. This passage is just slopes and hard-to-avoid parakoopas. How about some other ledges or coins?

I accidently entered the pipe at the end before i grabbed the P-Switch. Please add a text box that says that this pipe leads back to the beginning.

The level also was alot harder than the first. With slippery controls and annoying enemies, it doesn't feel like a 1-2 level.

Grassy Plains 2:

Some of these enimies are just stupidly placed. Like these Parakoopas, they just fall to their death when you see them.

Forced Parakoopa-jumping just sucks. If its really needed, add ground underneath and a reset door.

This one felt so... empty and lazy. Don't get me wrong, but the first section is just hills with nothing but some enimies. But i like the background.

Mountain Climbing:
Oh boy, this one. First of all, this is waaaay to difficult for normal, not-savestate-using players. 1x1 platforms, surprise rocks and koopas on tiny platforms. Also, it is incredibly long (i had about 50 seconds when i got the midway point). I hope you change some things in this level.

Mayor slowdown at start. Delete 3-4 enimies here.

Oh man. The player has idea whatsoever where the rocks will fall, making it total unfair.

Long story short, there is no way to beat this with only 5 lifes.

Iggy's Castle:
Um..? That was pretty short. One tiny outside section, one tiny scrolling section, boss, done. Were you out of ideas?

The green grass looks kinda wierd with the lava. Also, what's with the background?

Here too, why have a black background? Also, there's no music?

Alright, that was a big post. I haven't played Mole mines jet, but i will soon. Anyway, this hack has some pretty cool and unique things too. Keep it up!


I'm actually already working on some of those things now #w{:>}

-I never really thought about the trees looking so plain. 'll get rihgt on that!

-In ice cavern I used the transparent effect. there's not chois for layer priority...

-grassy plains 2 I guess I'll get on that...I din't really see the big deal with koopa jumps though...

-Mountain Adventure...oh I really don't know what I was thinking with this level XD
It's currently under allot of work.

-both rooms of the castle use layer 2.
It was need for:
the lava to be under the grass(Btw I'm changing it to the underground GFX)
and to make sure you couldn't glitch yoshi into the level. I disabled sprite interaction with layer 2 in that little sub-level.
And I'm looking forward to your feedback on molemines ^^

Thanks for the feedback!
It would also be nice if you put some shading on the trees. Also the transparency level mode you have enabled in the ice cavern makes it seem very bright.
Originally posted by Everest
It would also be nice if you put some shading on the trees. Also the transparency level mode you have enabled in the ice cavern makes it seem very bright.

I'm making them darker in grassy plains 2 if that's what you mean.

also is there anything else that really need fixed?

I want to polish these 3 worlds up as much as possible before submitting it.

thanks for the feedback ^^
Ice cavern:I made it not so bright, and added a message telling you to keep the P-switch

Grassy plains 2: Darker trees :D

I'll reply to the other stuff later. XD I'm feeling lazy right now.
I'm going to review this hack as a whole.


The weakest point in it was probably the aesthetical part. I appreciate your creativity at dealing with solely vanilla resources, but I can't avaliate a hack by only the effort put on creativity, but I have to take in consideration the way it was played in it as well. Your hack has a lot of cutoffs and graphical glitches, here and there. The top of those trees on the first-ish levels, the priority used in that level that uses OW graphics... Not to mention not everything looks very good at least in my oppinion.

I feel that if you're going to stay with vanilla, then use the decoration as it was originally used. If you want to have original decoration, for example, a tree, the best solution would be have ExGFX designed for a tree. Most of the times, trying to make your own decorations with the original tiles won't work out well (that doesn't apply if you're going to build your own bush with map16 bush tiles, for example, hope you get the idea).


Your level design was mostly fun to play, although a bit more of consistency to your levels would be good. Also, have a look at some areas that lack enemies.


And finally some major nipticks you should be looking into (there were probably more, but I played this hack like yesterday so :P ):

>In the mountain level, there are jumps that are almost impossible to do without getting hurt. Make sure you'll always test your levels and make sure they're possible to beat without unfair spots;

>In the castle level, in that no-yoshi level, if you're big Mario, that part is extremely annoying to do; it's a while jumping lowered under those blocks... Either use the original no yoshi entrance instead or a custom no yoshi block (unless you don't want custom resources of any kind) to fix that part.


As a final note: looking at the way you have on this hack, I think you fit better on chocolate hacking... I felt you were always trying to go beyond what the original game did, and like I said before, the original resources won't always help you going that way. Now that you have access to the internet, you have a lot of resources open to use; if you want to use them, go for it! It's up to you whether to turn this hack into a chocolate hack or remain it vanilla though, but I feel the sooner fits with your style of hacking better.

Good luck!
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
I'm going to review this hack as a whole.


The weakest point in it was probably the aesthetical part. I appreciate your creativity at dealing with solely vanilla resources, but I can't avaliate a hack by only the effort put on creativity, but I have to take in consideration the way it was played in it as well. Your hack has a lot of cutoffs and graphical glitches, here and there. The top of those trees on the first-ish levels, the priority used in that level that uses OW graphics... Not to mention not everything looks very good at least in my oppinion.

I feel that if you're going to stay with vanilla, then use the decoration as it was originally used. If you want to have original decoration, for example, a tree, the best solution would be have ExGFX designed for a tree. Most of the times, trying to make your own decorations with the original tiles won't work out well (that doesn't apply if you're going to build your own bush with map16 bush tiles, for example, hope you get the idea).


Your level design was mostly fun to play, although a bit more of consistency to your levels would be good. Also, have a look at some areas that lack enemies.


And finally some major nipticks you should be looking into (there were probably more, but I played this hack like yesterday so :P ):

>In the mountain level, there are jumps that are almost impossible to do without getting hurt. Make sure you'll always test your levels and make sure they're possible to beat without unfair spots;

>In the castle level, in that no-yoshi level, if you're big Mario, that part is extremely annoying to do; it's a while jumping lowered under those blocks... Either use the original no yoshi entrance instead or a custom no yoshi block (unless you don't want custom resources of any kind) to fix that part.


As a final note: looking at the way you have on this hack, I think you fit better on chocolate hacking... I felt you were always trying to go beyond what the original game did, and like I said before, the original resources won't always help you going that way. Now that you have access to the internet, you have a lot of resources open to use; if you want to use them, go for it! It's up to you whether to turn this hack into a chocolate hack or remain it vanilla though, but I feel the sooner fits with your style of hacking better.

Good luck!

well the whole point of this hack is to push my pure vanilla
skills to the limit. and lucky for you I have plans to make a chocolate version when I'm finished making this one. :D

as for the trees, they stay! I spent a long time coming up with those.

But yes I'm not using any external resources. everything is all in LM.

that's why I refuse to use ExGFX. for this hack.

oh and don't worry. that mountain level is getting a good long edit.

I never thought that no yoshi area was that annoying...but I'll shorten it. :)


Originally posted by Slaxles
Alright, i just played Mole Mines + Tip Top Cliffs 1. But first:
Originally posted by Ultradragonyoshi
and to make sure you couldn't glitch yoshi into the level. I disabled sprite interaction with layer 2 in that little sub-level.

Oh, i see. That's actually pretty clever! (although i didn't found a yoshi jet) But you could still create a 'fake' background with layer 3.
Originally posted by Ultradragonyoshi
I'm making them darker in grassy plains 2 if that's what you mean.

Or you could use the darker tiles of the normal bush. Also, you can add berries.

OW:

Looks nice with the giant chasm and the floating islands (i'm probably seeing this totally the wrong way 0.o). Still, it needs more detail, like the first map.

Mole Mines 1:

These platforms have some problems with their corners. Maybe just use the normal vanilla dirt ledges for this one. (or edix the GFX.)

Not the plant head, but the vine killed me. Changing the vine to a solid object would make more sense.

I like this level a lot, it reminds me of Grassy Plains 1. I really dig the magnet wall idea!

Mole Mines 2:
This one was like MM1, but with 1x1 tile jumps and a very difficult-to-reach keyhole #w{:s}. The giant mole is interesting, but does it have a purpuse? Also, you should definitly add more stuff to the switch run (koopas, coins ect.).


The overworld screws up after beating MM2. (Is 'fishy cave' supposed to be lowercase?)

'fishy cave':
That was... surprising. The overworld GFX gimmick is awesome, but the level itself is pretty dang hard, despite being stort.

Invisible pipe? O.o

This part is close to impossible. The parakoopas are trapped between the vine and the first row of piranha plant and will immediately kill the player. The fish just make it even more difficult. Please lower difficulty there.

Haunted Tower:

This has been said a thousand times, but boo rings just waste the players time by waiting.

This room is irritating at first, but it's a very empty and dull passage with boos. Add more paths and enimies in this room!

The idea is good, but most of the time in this battle the player must wait for a slow platform to move down. At least add some boos or even a boo lazer.

Tip Top Cliffs 1:

First of all, i like the background a lot. Simple, jet interesting. The level design also is nice and fresh.

Please make it so you can see the pipe lakitu. I'm always getting ambushed by surprise spinies!

Lakitus and rising pipe ends don't go well together. The pipe ends are sprites and therefore the spinies walk trough them and wierd stuff happens.

Also, your dirt statues are great. ;)

So. I hope i wasn't nitpicking too much. I'm looking forward for more of this hack!

First off Yay I'm clever! XD
Yes I could add a fake layer 3 background but using layer 2 above the ground would probably be easier for what I'm working with here.

-you're not seeing that map to wrong. but the "islands" are supposed to go to the bottom. I just thought that looked like they were fading into the darkness. but maybe I'm seeing my own creation wrong XD

-that outside part of mole mines is under construction right now.

-I'll change the stem part of the plant.
also thanks that magnet wall idea just came to me out of nowhere!

-The OW isn't totaly finished when it come to level names/events.god I hate the OW editor
Yes invisible pipe! YI style YEAH!

-I'll fix fishy cave soon #w{=D}

-Really? I've always liked the boo ring! should I change it?

-okay I'll do that with the 2nd room in haunted tower.(did it look like you were spiraling around the tower?)

-okay I'll add a boo or 2 :D

-Yay! I myself always liked tip top cliffs one allot.

-heheh surprise spinies! :P but I'll go ahead and change that!

-the moving pipe shall be eliminated!

-and thanks I was kinda bored and made those statues XD

thanks for the feedback everybody! I'll try to post some updates today or tomorrow!


also I never said this before but there are gonna be 10 worlds.

world 1: Grassy Plains

world 2: Mole Mines

world 3: Tip Top Cliffs

world 4: Jungle area(No name yet)

world 5: Desert area(No name yet)

world 6: Ocean area (No name yet)

world 7: Freezing mountain.

world 8: Bowser's wasteland (not confirmed name)

special world: (just special world)

kaizo world: And thus ends the players good mood(XD I'm not sure I'm gonna leave this in the game)
Originally posted by Slaxles
Good. (Well, you could interpret it like that, but to me it felt like a black hole chasing me.)

aww...I spent allot of time trying to make that look right :(

Originally posted by Slaxles
Yes please. Basically the player must wait 10 secs to get inside the ring and another 10 sect to get to the door. A, for example, a big boo or waving eeries would be much more interesting.
Okay...But! what If I give you something to do while waiting?
Multiple Coin block etc.
or maybe Just add and eerie generator?

Originally posted by Slaxles
*prays that it is not in final version*
Now I must keep it in!!! XD

Originally posted by Slaxles
As for Koopster's comment: I can understand your goal with this hack, but sometimes it's just awkward to see strange Map16 experiments rather then enjoyable level design. I think you should set your focus on level design and care about fancy vanilla stuff afterwards. Just sayin' :O

Nuuuuuu! I must do both at the same time!!!!!!!!!!!!!!!!!!
But in all seriousness, most of the really fancy stuff(trees, wooden blocks, etc) was brutally ripped from a failed vanilla hack of mine XD
Hey! here's the revival of this thread!
I'm about to release V1.1 of SMW3 :D

I've got a few screenshots for y'all!


First off.(this is kinda small) but it was impossible, to take yoshi through here. now it's easy :D(I also fixed this problem in a few other levels)


added a boo stream(or whatever people call them)

It was nearly impossible, to beat this boss without enabling"Disable sprite interaction with layer 2" so, now the boo stream just bounces around the room. it does make it more challenging though.


Yep. I fixed the whole "invisible" Lakitus thing. XD





the only full level added to this version.



not much. but it was pointed out that this was VERY hard to reach. so I made it longer.

Please note:this isn't all that I've done. this is just all I'm showing at the moment.


and that ends what I'm showing in the small update.

any feedback?



also, I'd like to thank Dipalon for play testing the hack.
and Slaxles for all the feedback.
Originally posted by Slaxles
Nice to see this hack back (:

I'm looking forward to V1.1, especially to that airship (vanilla airship for the win!). Hopefully, it's going to also be good design-wise. As for the other fixes, can't say too much about this. (except that the first bonus area screen looks really barren and flat)

Keep up the work!

Thanks!
and that first one has a disco shell at the top.
you run around killing enemies with it :D

and, don't worry. I have no plans to stop this hack, I was just taking a break.

and I was gonna say(but forgot to) that
1:Yoshi is now in the first level.
2:castle 1 has a(layer 1 and 2) background.

I still have a few things to fix up and polish.

but expect it up within the next week :)
Minor fixes/updates.

Added more enemies to the second room in "Haunted tower"

Changed "Mountain adventure" to "MT. Koopa Troopa"

Gave "MT. Koopa Troopa" a HUGE makeover. it's now allot easier.

Added a different sized trees.

Added berries to trees.

Fixed a couple of more places, that were not accessible w/Yoshi.

Fixed a few areas, where Yoshi's tongue GFX. were glitched.

Fixed some other(Non visible) issues.


Improved the second room in "Iggy's castle"

More coming soon :)
A few more updates (Sorry for posting these so often, I'll stop that after this update :))

Okay...

OW:
1: fixed a certain event in world 2 that looked bad.

2: fixed up a few things in world 1.

3: add a little more decoration to world one.

4: fixed a few things in world 3

Levels:

1: Added a secret exit to tip top cliffs 3

2: fixed the message block in electric house.

3: change the bonus room that Slaxles pointed out was "Bland"
and after some thought, It really was(Thanks again for all the feedback Slaxles :D)

and, Sorry to say this. but, I've caught a cold. and it'll take a little longer than
expected to finish this demo up.

to do:

Finish "
Tip Top secret
"

Make "
Red switch fortress
"

and a few other things.

But! whenever I get over this cold, I'll be ready to make those...So get ready!
Finally! Here it is!

So I finally got over that cold. and I worked pretty hard on this.

No time to explain the updates right now.

so I'm not gonna make you wait any longer....

SMW3avh V1.1!

I hope you guy enjoy it! :D



also, if I stop replying after tomorrow. it's not because I'm ignoring y'all or something. my internet might get cutoff. so, please don't thunk I'm just being mean :)


Edit:NUUUUUUUUUUUUUUUUUUUUUUUUU!
I just noticed. I forgot to remove that "test door" from Yoshi's house. please just ignore that. This isn't like the "Official" release though.

That's what happens when you're rushed....

Also, it seems you didn't fill up the bottem row in Lunar Magic. This can cause cutoff, even if you (usually) can't see it most of the time.
Anime statistic on MyAnimeList:
400 animes completed ✓
6000 episodes completed ✓
100 Days completed ✓
... what even am I doing with my life?
Originally posted by Slaxles
Didn't expect me to comment, eh?

Nice fixes you got there, both visually and level-wise. Well, it isn't that huge of an update, but still, i have some things to say.
Also, i tried to focus on actual problems rather than those tiny errors.

Let's go!


Ice Cavern's box doesn't say anything. Maybe it's just because of the emulator (i use zsnes), but i've also seen other objects shortly disappear in Ice Cavern.

Mt. Koopa Troopa is nothing anymore like the monstrosity it once was.

Message box misspells cannons. May be a nitpick, but it's so obvious.


This BG still looks pretty wierd. At least change the BG colour, this bright orange is eye-soaring.


TTC1 can be breaked easily. Fire flower, burn lakitu, get cloud, done.
Removing lakitu entirely may be the only solution.


Gee, this doesn't look good. The mist (?) flickers when you move and the clouds have a bad palette. Also, forced powerup losing isn't nice for a player.

TTC3 feels so empty. Other levels had more variety to them.
On the other hand, the airship was amazing. I like the creative use of Map16. Only thing that is unpleasent is the bullet generator in the wendy battle.

Well that's about it. Nice work!


-Someone else had that same problem, with the message :(
It always appears for me(I use Zsnes too)

I''m thinking of changing the level mode. This one seems to cause allot of problems, for other people...

-"monstrosity"? was it that bad before? XD

-Oops. I'll fix that!

-Okay! Maybe I'll make it nighttime and add some stars.

-Yeah... I'll have to find a good replacement.

-Really? I actually like the mist. the layer 3 tides in the original SMW. did the same thing...

-I was thinking that too, actually. I'll most likely change that whole level.

-And I was in a very creative mood. when I made the airship :)

Question. did you find the "Secret exit" in TTC3?

Originally posted by JackTheSpades

Also, it seems you didn't fill up the bottem row in Lunar Magic. This can cause cutoff, even if you (usually) can't see it most of the time.

I Just checked lunar magic. The bottom row is filled. what emulator are you using?
Originally posted by Slaxles
Originally posted by Ultradragonyoshi
-"monstrosity"? was it that bad before? XD

eh i also was playing bad the first time

Originally posted by Ultrasomethingyoshi
-Really? I actually like the mist. the layer 3 tides in the original SMW. did the same thing...

Well, it's your level; it just looks kinda awkward. The really bad looking thing is the cloud palette.

I just went looking for the secret exit and i'm impressed! That secret level is gorgeous, especially the shadow on the mushrooms. BUT:
-That moon is way too easy to get.
-Red Switch Plains has no side exit.

I know. I was a little rushed because I thought I was losing my internet....

But, good eye on the no side exit thing. I didn't notice that.

as always. thank you for the feedback!
I'll get to these things soon :)
Finally back!

I've been working on SMW3AVH some, recently.

I've improved it, quite a bit!

Change log:

1-Changed TipTop Cliffs 2 some.

2-COMPLETELY REMADE TipTop Cliffs 3

3-Fixed up Wendy's Airship

4-Added a side exit to Red Switch Plains.

5-Changed TipTop Secret some.

6-Remade (some of) the overworld


Also, I Added another world. (5/6 levels done)

Screenshots, coming soon!


TipTop Cliffs 2. It's a 8-bit style level, now :P




TipTop Cliffs 3, is now a cave level.(I'm thinking of naming it TipTop Cave)





Okay, now some of the world 4 levels. (It's a beach world)

Level 1:





Level 2:




Secret level:



More, coming soon!
  • Pages:
  • 1
  • 2

Standard