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The 7th Annual VLDC: Overworld Contest (New Deadline: June 15)

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It's time to design the overworld for our contest/collab. The rules are listed below:

1. You will be required to create six submaps and a main overworld using the levels provided below. I have included the theme of each map as well as the general "theme" of each level. Use these as a guide.
2. There should be a total of 82 LEVELS. You can also include the four switch palaces if you wish (they'll be added afterwards if you don't).
3. You should NOT include events in your overworld - just revealed paths and level placements. Pretend that you're creating an overworld for a hack which has all of the exits revealed.
4. Since all of the worlds should be open from the start, try to find a way to make them all equally spaced out from one another. Perhaps start the player in the middle of the main map near a bunch of pipes that lead to the submaps and paths that lead to the other worlds? It's up to you.
5. The deadline is June 15th, 2014 at 11:59 EST. Submit your IPSes to me in a private message.
6. Judging will occur via a community vote which will occur directly after the deadline.

Here are the levels and the requirements for each world. Don't worry about the first three columns - only the last one with the theme is important. That being said, you can also ignore level numbers and level names in your design. Really, this is a contest about visuals more than anything.

Code
GRASS AND FOREST WORLD (MAIN MAP: 11 LEVELS):
116	Golden Yoshi			Forest of Illusion	Forest/Haunted
11D	Giant Shy Guy			Hostel			Haunted/Dark
107	KY2010				Achromatopsia Area	Dark/Cave/Grassland
118	Truxton				Spooky Scary Swamp	Haunted/Forest
12C	gibbl				Bullet Bill Forest	Forest
004	Kenny				Wood and Welkin		Forest
006	SacredSilverYoshi		Stormwood Manor		Haunted/Forest
132	Hinalyte			Pleasant Forest		Grass/Forest
130	Lynnes				Spiny Logging Fort	Fortress/Forest
12E	SuperAgentYoshi			Darkest Woods		Dark/Forest
133	tcdw				Cloudy Sea Ruins	Grass/Coast/Water

DESERT WORLD (MAIN MAP: 6 LEVELS):
10D	Roykirbs			Parallel Pyramid	Desert/Haunted
127	SLBros.				Cortex Pyramid		Desert/Fortress
10F	GloriousWater			GrittyDesert		Desert/Mountain
021	Ludus				Why the Sand's Hot	Desert/Fire
010	levelengine			Desert Battlefront	Desert/Grassland/Dark
10A	Mineyl				Red Hot Ruckus		Fire/Cave

MOUNTAIN WORLD (MAIN MAP: 11 LEVELS):
113	Mirann & Oh Hell No		Stony Seaside		Mountain/Coastline
11A	MercuryPenny			Rexes and Koopas	Mountain
01A	Underway			Purple Plateau		Mountain
022	worldpeace			Cavern of Pandora	Cave/Mountain
103	superdragonyoshi1		Tri-Top Traverse	Mountain
12F	MrUltimateKirby			To the Forest		Grass/Mountain/Forest
01F	Koopster			Rushed Ridge		Mountain/Ruin
00D	Sokobansolver			Zip-Line Adventure	Mountain
002	mariocool1999			Sunset Scare		Grass/Mountain/Haunted
015	Carld923			Morton's Magma Mountain	Fire/Fortress/Mountain/Cave
129	Shog				Reznor's Ice Path	Fortress/Ice/Mountain/Fire

ICE WORLD (MAIN MAP: 9 LEVELS):
120	Wuthering			Floating Fish		Ice/Fortress
119	GeminiRage			Prism Peaks		Ice/Mountain
115	zkip				(not named)		Ice/Forest
121	ferrety111			Snow My!		Ice/Mountain
011	Harumi Makoto			Shivery Summit		Ice/Mountain/Forest
001	Lui37				Brisk Barren		Ice/Fortress/Desert
11F	Mikul3242			Winter Wrap World	Ice
007	Aquamentus			Frozen Passageway	Ice/Fortress
122	Snowshoe			Frosty Freeze		Ice/Cave

CAVE WORLD (SUBMAP: 9 LEVELS):
111	MarioFanGamer659		From Hot To Cold	Cave
126	Gamma V				Emerald Grotto		Cave
114	Volke				Coal Stone Cavity	Cave/Coastline
11E	Trollope			Malicious Mines		Cave/Dark
00F	LHB				Inferno Athletic	Cave
012	Aeon				Grinder Grotto		Cave
01C	yoshicookiezeus			Lotus Cave Overpass	Cave
008	MarioFan22			Magma Cavern		Fire/Cave
102	mockingod			Shivery Smolder		Cave/Ice/Fire

SKY WORLD (SUBMAP: 6 LEVELS):
10B	Ascaska				Baked Fish Cake		Sky/Grass
10C	Maruhai				Hanging Gardens		Sky/Grass
01E	ZMann                    	Lakitu's Castle		Fortress/Sky
125	Sockbat Replica			Stronger Than Dirt	Mountain/Sky
01B	Magiluigi & Nimono		Algid Ascent		Sky
00E	antimatterhunter		Devious Devices		Sky

FORTRESS/INDUSTRIAL WORLD (SUBMAP: 9 LEVELS):
123	Exor_Knurd			Frosted Flame Fort	Fortress/Ice/Fire
110	GlitchMr			Reset Tower		Fortress
12D	Superkingyoshi			Dark Depths Luks	Dark/Haunted/Industrial
013	Katerpie			Castle of Chaos		Fortress
003	Everest				Peaceful Night		Sky/Fortress
017	Daizo Dee Von			The Magma Ship		Fire/Airship/Fortress
134	Gregor				Fun Gun Factory		Industrial/Fortress
00A	PatPatPat			Sexy Trap House		Haunted/Fortress
131	Fierce Deity Manuz OW Hacker	Sheer Cold Chateau	Fortress/Ice

ABSTRACT WORLD (SUBMAP: 5 LEVELS):
009	Hielus				Realtor			Abstract
01D	dragoniante174			Epilepsia Way		Abstract
00C	Kipernal			Uncave			Cave/Abstract
128	yogui				Nonsens Zone		Abstract/Water
023	EvilGuy0613			Koopa Road		Grassland/"Space"/Sky




"BEST" WORLD (SUBMAP: 8 LEVELS):
12A	Blue Leaf			Blazing Peak		Fire/Mountain/Cave (1st)
11C	morsel				One Sunday Morning	City/Fortress (2nd)
105	WhiteYoshiEgg			Touch Fuzzy		Forest (3rd)
12B	FPI				Snake Eater		Fortress/Mountain/Sky (4th)
016	notgoodwithusernames		Quicksand Inc.		Desert/Industrial (5th)
020	SCORPION			Volcanic Boiler		Fire/Cave (6th)
112	SilverSwallow			Inside Intestines	Abstract (6th)
00B	Milk				A Study in Fulcrums	Fortress/"Abstract" (6th)

"WORST" WORLD (SUBMAP: 8 LEVELS):
108	MetaKnight3			Cumulus Crag		Sky (75th)
124	Proto Stratos			Nocturnal Freeze		Mountain/Ice (75th)
10E	chineesmw			Twilight Lakeside	Fortress/Forest/Water (77th)
106	HackerOfTheLegend		Vanilla Death Keep	Fortress (78th)
014	BlackMageMario			Bones - Hot Buss	Mountain/Cave (79th)
117	Shyguyninja90			The Comeback		"Hodgepodge"/Ambiguous (80th)
11B	natnew				Green Muncher Land	Grassland (81st)
005 	Confirm SMW Maker		Nice Ice Adventure	Ice ("Kaizo" Alert) (82nd: last place)


Should you have any questions, do not hesitate to ask. This thread will be used for discussion - entries should be sent to me in a PM. Good luck and have fun!
Well, I should try a hand on this. I think I've got some decent experience on overworlds, although I tend to be very slow in designing them. At least, since the themes and all are already given, it will probably be easier to think about what to do.

Also just wondering, will people know who designed which overworld in the voting or will the designers actually be kept secret?
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
Also just wondering, will people know who designed which overworld in the voting or will the designers actually be kept secret?


Secret until after voting is done to prevent bias.
I definetly give it a try,
Can we disable path animations via the extra options window to allow for palettes 0-3 to be used?
Wow this sounds like something I could do. The OW still has to be fully vanilla right? (No YY-CHR nor ASM).


E: @wuthering my guess is yes since there won't be any events.
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to hear birds and see none.
Alright, let's give this a try. Hopefully I can get something done this week.
Originally posted by Wuthering
Can we disable path animations via the extra options window to allow for palettes 0-3 to be used?


Yep.

Originally posted by MaxodeX
Wow this sounds like something I could do. The OW still has to be fully vanilla right? (No YY-CHR nor ASM).


I'd prefer if they were vanilla, but I don't think I'd shoot anyone down for using extra graphics and/or ASM. This was a vanilla level design contest, after all - the map isn't really included in that.


Might as well get started now. Come at me, gents.

--

Do we have to fully complete the overworld to submit it? and is the overworld judged on a whole-package basis, or is each submap/world map judged indivdually?
Later.
I really should give a try for it.
Originally posted by ShadowFire
Do we have to fully complete the overworld to submit it? and is the overworld judged on a whole-package basis, or is each submap/world map judged indivdually?


It's judged as a whole package. Please try to submit an entirely completed entry (six submaps + the main map with four worlds).
A couple of questions.
1. What levels are the switch palaces going to be? I assume they will be taken from the 24h contest, but does it matter where in the hack they go? (assuming not best or worst)

2. Are we going to incorporate secret exits into our maps, or is that an optional thing?
If we are supposed to, do you mind making an indicator or something on what levels have secret exits?
woag.....

(previously superdragonyoshi1. sup yall.)
Originally posted by superdragonyoshi1
1. What levels are the switch palaces going to be? I assume they will be taken from the 24h contest, but does it matter where in the hack they go? (assuming not best or worst)


Anywhere except the best and the worst world, yeah. As long as there isn't more than one per world, I don't think it matters where they go.

Originally posted by superdragonyoshi1
2. Are we going to incorporate secret exits into our maps, or is that an optional thing?
If we are supposed to, do you mind making an indicator or something on what levels have secret exits?


Secret exits won't be necessary because the entire map will be open from the start (no events) - however, you are more than welcome to make multiple paths come off of certain levels and have them all interconnect in any way you'd like.
Wait a second, didn't you transfer the ROM 2 levels to ROM 1? So what levels numbers should we use for them?
EDIT: wait, just realised the paragraph right before the list.

Also is there some easy way to find which levels have one exit and which have two? I was planning on using yellow/red dots.
It's easily the best thing I've done
So why the empty numb?
Does a base ROM with all the levels on it exist yet? It would be easier to design the overworld if you had quick access to all the levels on one ROM rather than downloading each individual entry.
If I was not so slow in designing overworlds I would have at least given it a shot. Ah well good luck everyone!
Originally posted by S.N.N.
Miku3242


Hey, where's L? #smw{O_O}

Anyway, I might give it a try. I'm not so good at making OW's, but when I get something decent I'll probably send it.
Currently working on: Mariadventures.

back from death (again!)
Originally posted by Koopster
Also is there some easy way to find which levels have one exit and which have two? I was planning on using yellow/red dots.


Don't worry about that - they can all be yellow. I still have to give the ROM 2 levels (well, the ones that have yet to be inserted into ROM 1) a playthrough to determine which ones have secret exits anyway.

..plus, as I said before, there will be no events on the map and everything will be open from the start, so secret paths will be unnecessary.

Originally posted by LHB
Does a base ROM with all the levels on it exist yet?


Unfortunately I only have a base ROM with about half of the levels inserted. I asked MrDeePay to play through a bit of them and provide me a comprehensive list of themes to help people out though (and save them the trouble of having to play them all), hence the list in the first post.

Originally posted by Mikul3242
Hey, where's L?


Whoops, my bad. Sorry.
I was wondering how my level looks like in overworld.
Haha
I'll give it a try.
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