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Mario Must Die 2 (Final stage for realz, no lie)

Kaizo

Originally posted by Sokobansolver
Sorry, no screenshots, just want to give some news about my state of mind...
wall of text

We'd rather see an amazing level that had a lot of effort put into it than a rushed level, so that's good. After starting Mario is Screwed, I better understand the mass amount of thought put into intricate design, and it's not nearly as intricate as this hack.
that means that the last sokobansolver level will be ready in about 3 months if further understand that doing hack and you're interested more in hacks else if but the level of mario must die time consuming if created anything I hope the hack I finished then
I know the feels. To be fair, a level that has a lot of effort is much better than a rushed level, and the fact that it is taking longer to finish due to issues is understandable; if you feel like the shorter levels are more efficient to make, go for it. After all, they aren't difficult to plan out.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Sokobansolver
Sorry, no screenshots, just want to give some news about my state of mind.
Basically I am conflicted. I want to show an actual end to this hack but at the same time I have been feeling increasingly unmotivated and fatigued at making these style of stages in particular, hence my increasing focus on Luigi's Challenge and Nadafinga. This is also the reason for putting this hack on pause.
I don't think I am running out of ideas. I think it may be that my laziness about making sure ideas on paper work properly is brought on by my desire to take a long break from my tendency to design such levels.
I have found that designing hacks with shorter levels (about 2 to 3 minutes) is more fun than designing hacks with fewer but longer levels that abuse more glitches. I think that may be why I had so much fun designing Hertz Donut, and why I am ATM more enthusiastic about Luigi's Challenge than this.
And yet I have been designing longer levels because they look more epic and intimidating, and having so many ideas. I think my own opinion of this hack has kinda wavered between 'this is so awesome and epic' to 'why did I even start this hack in the first place?'
If there is a lesson I have learned from this, it's that I will be ultimately happier if I stick to what I knew I had more fun with and worked well than if I exhaust myself mentally for the sake of entertainment. Still, there were some levels I made that were some of both.
I don't wanna cancel it but I also don't want to make an anticlimax.



As an idea what you could do for the last level is just make a really difficult boss rush. Everyone loves climactic boss fights and they're a lot easier to design than levels are!
Originally posted by hebesphenomegacorona
As an idea what you could do for the last level is just make a really difficult boss rush. Everyone loves climactic boss fights and they're a lot easier to design than levels are!

I think what you're thinking of is a boss bonanza. And that does seem like a good idea. A boss rush would be if I had to fight every boss again, like in Mega Man, and since there were about 3 actual bosses so far (not counting rooms where you have to defeat every enemy to proceed) I don't think it would be much of a boss rush.
I already had a fair amount of rooms designed, tho not necessarily finalized. I wouldn't want the whole level to just consist of boss fights.
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Originally posted by Sokobansolver
Originally posted by hebesphenomegacorona
As an idea what you could do for the last level is just make a really difficult boss rush. Everyone loves climactic boss fights and they're a lot easier to design than levels are!

I think what you're thinking of is a boss bonanza. And that does seem like a good idea. A boss rush would be if I had to fight every boss again, like in Mega Man, and since there were about 3 actual bosses so far (not counting rooms where you have to defeat every enemy to proceed) I don't think it would be much of a boss rush.
I already had a fair amount of rooms designed, tho not necessarily finalized. I wouldn't want the whole level to just consist of boss fights.


We sort of have the same idea, haha. What I was thinking you could do is have a level that isn't exactly long but has a boss bonanza at the end to cap things off. Making the level just one long boss fight would feel really weird; TSRP2 did it and it felt really anticlimactic.
I don't think I'm going to be too overly concerned with consciously forcing myself to make it harder than a specific level, especially not when I'm tired of making long levels. At this point I'd rather focus on an entertaining stage that puts together the skills applied from past levels, and then some.


Stealing from myself.



Metroid/balloon reminds me of C|C Tubular for some reason.



Here's to never growin' up.

Part of an unfinished level that never saw the light of day nor did it really have a home hack.


Ditto

What purpose could a moon possibly serve?

Once this level began to materialize and upon timing it, it ended up a little longer than I predicted so far, so it may very well end up at least as long as Tubular. No idea when the video will be tho, but I have started to pick up the pace. Now the question is if I will maintain that pace.
Some of what I was thinking about for the level:
-Some Arrow wheel mini-puzzles
-A series of rooms where you have to stomp on 8 enemies in a row (1-up) to advance
-At some point at least one or a few rooms where you have to defeat all enemies to proceed (kinda like a boss bonanza).
-At the end, a Hitler boss followed by the Satan boss, the Hitler boss is probably a small graphical alteration of an existing boss. Small, non-spoiler:
I have started some kind of concept for the Satan boss, and it's sort of a puzzle boss.

I decided to scrap the earlier screen with the football, lava, and flower because I couldn't think of anything to do with it. It just looked cool.
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Soo... Will this be possible without savestates?
Originally posted by LatexHydra
Soo... Will this be possible without savestates?

If you're Chuck Norris, sure. Good luck trying to do things like the time up glitch, Yoshi springboard, dodging a Metroid while inflated, arrow wheel geometry in tight corridors, etc. savestateless.
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Originally posted by Sokobansolver
Originally posted by LatexHydra
Soo... Will this be possible without savestates?

If you're Chuck Norris, sure. Good luck trying to do things like the time up glitch, Yoshi springboard, dodging a Metroid while inflated, arrow wheel geometry in tight corridors, etc. savestateless.

I'm liking the challenge aspect of that. I'll try it.
Final stage. Many brave Yoshis lost their lives that day.
This marks the end of an era because it's my last multi-level Kaizo hack featuring such long, batshit stages. If I ever make any more levels like that, they will be stand-alone one level hacks.

A lot of the screens I showed didn't make it either because they were half-baked, the level would be "too long" or it looked good on paper but didn't translate well into actual gameplay for some reason.
Also, I kinda thought about remaking stage 1 somewhat, but IDK. I kinda have mixed feelings about the inclusion of that Forky-inspired vertical segment, particularly being in a first level, but I also don't feel like doing anything relating to this hack for a while and just wanna move on (that includes playing it to make sure it's functional).
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Originally posted by Sokobansolver
Final stage.
This marks the end of an era because it's my last multi-level Kaizo hack featuring such long, batshit stages. If I ever make any more levels like that, they will be stand-alone one level hacks.

Well, you have like 3 similar hacks you started that you could just add to if you felt like making more of these stages.

Originally posted by Sokobansolver
Also, I kinda thought about remaking stage 1 somewhat, but IDK. I kinda have mixed feelings about the inclusion of that Forky-inspired vertical segment, particularly being in a first level, but I also don't feel like doing anything relating to this hack for a while and just wanna move on (that includes playing it to make sure it's functional).

Yeah. Although I did enjoy stage 1 and there were many creative things in it, I felt it was a little over-designed and too intricate for the first stage. That's on you, though.
Originally posted by Sixcorby
Well, you have like 3 similar hacks you started that you could just add to if you felt like making more of these stages.

I'm not currently working on any similar hacks, so I feel like it would clash a bit. Well I'd started the Sokobanthology but that doesn't really count because none of the levels are new.
If you're talking about E=MC Hammer, I was thinking of just releasing the current stages as a demo and restarting it from scratch, not striving to make the levels too long.
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Originally posted by Sokobansolver
Originally posted by Sixcorby
Well, you have like 3 similar hacks you started that you could just add to if you felt like making more of these stages.

I'm not currently working on any similar hacks, so I feel like it would clash a bit. Well I'd started the Sokobanthology but that doesn't really count because none of the levels are new.
If you're talking about E=MC Hammer, I was thinking of just releasing the current stages as a demo and restarting it from scratch, not striving to make the levels too long.

I was also talking about Super Mario W00t and Holy Schiebe. You started them but never continued them, I was saying that you could just add stages whenever you felt like creating long and intricate stages.
Oh, okay. I completely forgot about them. I don't really feel very passionate about them, but if I ever did anything with them, w00t would be more likely. I don't really like Holy Sheisse that much. I think it might be the first time I made a non-joke hack that even I thought was unfun to play through. If I feel like making Sokobanthology a thing I might use Super Mario w00t's levels so they don't go to waste.
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I know the feelings. To be fair, I completely agree with what Sixcorby said, try to do some long and intricate levels whenever you feel like it. The first level was good but it was too complicated for the first level with those glitches, but that's up to you to decide.

This is definitely one of the best levels you have ever made. A lot of those segments looked pretty intense, especially the Arrow Wheel rooms. At least the first boss isn't too breakable like in the previous hack of the series (I found the last boss to be fitting with the prologue, lol). At 3:35, you could just eat the koopa rather than waiting for it to get out of the way, but it's not a big deal.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Katerpie
The first level was good but it was too complicated for the first level with those glitches, but that's up to you to decide.

I agree. I don't think I wanna totally remake it. Just that one vertical puzzle part, probably.


Originally posted by Katerpie
At least the first boss isn't too breakable like in the previous hack of the series (I found the last boss to be fitting with the prologue, lol).

It's sorta meant to be a reference to sotel11's TASes as well.
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Incredible level. I thought God Painful in MMD was nearly unplayable, but this level looks a little more fun than God Painful even though the level looks insanely difficult. I loved many of the glitches, tricks, and custom sprites used in this level. I'm happy to see this hack finally completed.
Some surprisingly good news regarding this hack.
For once I actually felt in the mood to go back to this hack, fix it up more (including the P-Switch music fix Nambona mentioned since I wanted to mute the P-Switch music), and update the IPS since it really needed that. I don't think I really did anything major to the levels post-production (besides occasionally moving around entrances temporarily), so they should be okay, but for now it'll be in the file bin just in case (I don't want to put it in the moderation queue just yet). Just to make things a little easier, there are 2 IPS's: one is the regular version, and the other is the same except every level is freely accessible from the start. The design of the levels have been finished for ages but it's been on the back burner and I was lazy.

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It's a bit more polished than the one I put out there that one C3 (I still hadn't fixed all the music yet when I had put it up before. Whoops!) By that I mean due to the track numbering, some sublevels would either play the wrong music or none. Some parts I felt like making easier while still maintaining creativity and level layout, and still keeping batshit insanity. I think the level length combined with intricacy was more of a major soul eater than the actual difficulty. Less to none marathon levels (7-8 minutes to TAW or longer) in future projects is one of the few things I know I don't want to budge on, even if I feel like making MMD3.
I also felt like removing some of my personal least favorite rooms or segments I felt seemed pointless, particularly the entire LoA, parts of the first stage, IHM2, and the final stage. Might as well admit right now that some segments might have felt like filler to me since I wanted long levels.
In addition to removing a handful of segments from the last stage, I decided to add some non-linearity by adding a couple opportunities for the player to choose which sequence of rooms to do next so they don’t have to play all of it in one go, kinda like Hertz Donut’s final stage. So I’m kinda reducing the length while not deleting too much.
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Kaizo