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Super Mario: Other World - dead

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I haven't posted anything in a while,
not that it matters since no one cares about this hack
so I have a couple of screenshots of two new levels for World 3 (which goes by Ice Cream Tundra now)

Ice Cream Tundra 3: Frigid Cavern





Ice Cream Tundra castle: Freezing Point Fortress (WIP)





Sorry that I post levels all out of order, sometimes I work on more than one level at a time and make more progress on a later level instead of the ones before it...
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Ice Cream Tundra 3 looks a little bland, but for the rest it looks like a very interesting hack.
I've got more stuffs to show!

Ice Cream Tundra 4: Frigid Forest


Generic athletic level, not much going on here.

Ice Cream Tundra 5: Ghost House (Doesn't have a name yet)



The first ghost house level. Not much to say about it, other than it uses color switches, fake Boo doors, and a secret exit, which most ghost houses have anyway.
Ice Cream Tundra 6: (Doesn't have a name yet)


Clearly not finished. Not much to say about it, other than it has small lava pits with Podoboos jumping out of them.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Update!

I edited the submap for Ice Cream Tundra:



Ice Cream Tundra 6: Lavalake Odyssey




Ice Cream Tundra 7: (Currently unnamed)


Not much to show here, since the entire level is just an autoscrolling bridge.

Ice Cream Tundra castle:


This is the second half of the castle. Uses layer 2 skewers.

And since I've shown almost nothing for world 2, Choco Desert...
Choco Desert 4: Choco Port



Choco Desert 5: Sandplank Chasm


This stage uses the waterfall platforms from SMB2.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
The levels look good, but what I don't like is the palette of the Shy guy in ICT 7. It has too much black around the mask. However, that is my only complaint. This could become pretty cool.
Lookin' nice!


However, this submap looks pretty empty and bland, even if it's a tundra. Perhaps you could spice up the ground, or something?
I think it's time for a small
Update!

Okay, so...I was actually planning to release the new demo this week, but I decided at the last minute to finish up the main overworld, since having a half finished map would look horrific in such a big update. But the problem is that I'm really bad a designing maps, so it may will take a while before I finish it, or at least have enough to show to the public.

But I can't leave you guys empty handed, so I'll show off this level I just finished.

World A - Cherry Blossom Village 1: Bamboo Cliffs





As you'd guess, this level revolves around...well, climbing bamboo. Atop the bamboo stalks, you may find various rewards, like coins or 1-ups. This level also uses a new enemy, pile-driver micro goombas, that hide among piles of turn blocks.

The bamboo exgfx is not mine.
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
I think it looks visually empty. Add more decoration here. Other than that, everything looks like an amazing experience for an eye.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

Looks nice so far, but I agree on it being a bit empty, some bushes would be pretty good as decoration seems to be lacking in variety. Design seems good, but I'd like to see some more of the turn block Goombas, as they only appear once in the screens.
My
Update senses are tingling...
I've got a new stage to show off.

World A - Cherry Blossom Village 2: Overgrown Shrine (AKA get used to seeing green)




You're going to be climbing a lot of bamboo and vines in this level. This level also introduces a new enemy: Bomb/rock throwing Monty Moles. And in the fourth screenshot, you'll notice an odd-looking Pokey. Is it a new species? Is it special? What does it do?!
It's literally just a recolored Pokey with a flower on its' head to match the environment, sorry to disappoint

your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Looks very fancy aand Mario-like. Nice.
Looks like yet another great mix of SMW original and custom graphics. Don't the first and the last screenshots look empty? I said the same thing giving you feedback previously.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

So, I just began working on the submap for the abstract world...


But it's looking kinda empty right now and I'm not sure what else to add
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
You can add more islands than you imagined, even if the player does not access them.
Oh yeah... and more ex-animation!
Exclusive content and nostalgia!
Why am I posting at 6 in the morning? I don't know, but I haven't posted anything in a while so I it's time for an Update.

Grape Ruins 2: Reach the Moon




This stage is pretty much an average stage, but the propeller block shown in the second screen can help you reach great heights and collect goodies normally out of Mario's reach.

Grape Ruins 3: (Currently unnamed)




This stage introduces a classic enemy: Boomerang Bros! ...But aside from that, there isn't anything too special about it. Name suggestions would be nice


Grape Ruins A: Dawn Breaks



This is the only level in Grape Ruins that takes place in the day. It's also a secret level that leads to the blue switch stage.

By the way, the demo is almost complete. I only have 3 more stages to finish in Grape Ruins, including the switch palace stage.
Also, HDMA gradients are a thing now
your simplistic human mind cannot possibly comprehend the complexities of my thoughts
Your levels sound really tasty and I enjoyed the screenshots thoroughly. Is this just me or the beginning of Grape Ruins 3 looks empty, despite the possibility of adding an enemy in a 6-block gap? You should fix the graphics of a slope on the second-to-last screen of Grape Ruins A so the shading is dived correctly. Other than that, seems really nice for me!
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

Just have to say, I like that your level names include a unique aspect, instead of just being "grape ruins". Ya know, you could have the levels have just the unique part, but the world would be called "grape world" or something.

The dirt tiles in Reach the Moon and Dawn Breaks are eh to me. I think having regular grass tileset dirt looks better than the cave tiles.

e: also apparently some of the stone block structures are placed so that it gives the illusion of depth, but it looks slightly inconsistent with other stones being placed clearly on top of grass. Lastly, I hope that you create more levels like "To the Moon" that are more gimmick based. I can see a bit of inspiration from 12 orbs, so the only thing I would caution against is making sure every level feels like a unique experience (so no levels just to "have them"). Keep it up!

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