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A Super Mission (WIP)

Super Mario WorldScreenshots

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Hi everyone!
I don't know it this post is suitable for C3 or for the Works in Progress section, so feel free to tell me.
Anyway, I started a new hack called A Super Mission, that will be short. Every level will have a gimmick and use ASM. Here are some screenshots.
Grassland Map: (I was testing a level, that's why Mario is in a different position from Luigi)


Space Map: (I have to edit the path a bit)


Last World:


Simple Overworlds, but still practicing.

And time to show the levels!
Unnamed Water Level: I'm thinking about a good ASM to use, but Mario's difficulty to swim is going to be slightly harder. Any idea or feedback is appreciated.


Mount Kooparest: A big and tall mountain made in LM 3.00 where you can wall kick.


Feedback is appreciated!
Your maps definitely need some tweaking. First one is also kinda flat and some of the pieces of land don't seem to match, especially the one in the top right.
The tiny blue gap in the top part should be the same color as the cliff that comes out of it, and the unrevealed paths should also be the same as the ones above your spawn position.

Not sure what you could use to make the underwater level less boring other than this, it's definitely a recommendation. There's a lot of fun and engaging possibilities with it.
Good luck!
Windowless ride, feeling alive
Are you alive or just breathing?
I have to agree about the maps, they're really square right now. Practice leads to improvement, but so does looking at other people's work for inspiration. That thread has a timeline of improvement, which could come in handy, who knows.

It seems like everything is in a quite early stage right now, so I don't know what else to comment really. I wish you good luck though! The premise looks good.
It's easily the best thing I've done
So why the empty numb?
I'm a newbie making maps, and have no patience, but I will redesign them so they look better. Thanks Koopster and Katerpie (also thank you for recommending the patch)

More progress on the second level, Mount Kooparest

LINK TO IMAGE




MOD EDIT: The image was too big; provide a link instead.
I don't think the first reset door is necessary, as there's still enough room to wallkick on those walls. I suggest moving at least some of the edge tiles a bit to the right/left (depending on which side you pick). Gonna wait for more from this level and what else you can do with that ability.

Also please link to the image as it's currently wildly stretching the tables...
Windowless ride, feeling alive
Are you alive or just breathing?
Sure, thanks Katerpie!
As you stated, this is a WIP and one can clearly tell. Enough had been said about the maps already, so i won't comment on this.

About the Mount Kooparest level: The idea of using wallkicks is nice, but i'm not a fan of rset doors. If your level needs reset doors this usually mean there's some kind of softlock possible and to be this kinda equals to a flaw in design. I'm sure you could try to design around that (there are enough creative hacks out there where you could get some innovative ideas from).
I'd also slightly adjust the FG's palette. The ground per se uses a strong orange, but then it seems to become almost green? I think this is a bit unfitting and i'd try to keep it a tad more orange too (maybe some yellow or slight re could also work).

The latter is just an idea though and doesn't neccessarily need to be changed. The most important thing is the design, since no palettes could make your level good, if it is unfun to play. It seems that you aim to make something decent though and i wish you good luck with it! #smw{:peace:}








Thanks for your feedback!
I put reset doors because the player can make mistakes, but if it is not good for level design, I suppose I will scrap them. I will think about something. If anyone of you have an idea to evade softlock without using doors, feel free to tell me.
As for the FG palette, I've also thought it could be a bit eye-searing, so that could change. Again, thanks for the feedback!
So i made a quick and poor paint edit, of how you could possibly change that part. I hope it's understandable. If not, feel free to contact me again.
This is just one quick solution that came to my mind. If you have other, more creative idea, include these instead of my cheap trick.








Actually, it is a good edit #tb{:D}
I could add one more tile to the part where the R is to make things easier, an interesting idea you've got there. The second part it's great, instead of using a reset door, I could put a vertical bone FG, although the Red Parakoopa wouldn't be necessary, but it can add challenge. As for the Big Dirt FG I will reduce most of them for all of you so you can enjoy this YI DS BG.
Thanks for these great tips! #tb{:D}
Originally posted by N450
Actually, it is a good edit #tb{:D}
I could add one more tile to the part where the R is to make things easier, an interesting idea you've got there. The second part it's great, instead of using a reset door, I could put a vertical bone FG, although the Red Parakoopa wouldn't be necessary, but it can add challenge. As for the Big Dirt FG I will reduce most of them for all of you so you can enjoy this YI DS BG.
Thanks for these great tips! #tb{:D}

I'm glad that you understood my simple edit.
The "add a red parakoopa" annotation i made for the 2nd part isn't neccessary, you're right. My intention, when i wrote this, was that the parakoopa could be a tiny punishhment for failing the jump to the right. If you just create a way back up to the first vertical bone, the player could potentially try this jump endlessly often. If there's a parakoopa on the way back (or any other sprite which serves as a tiny obstacle) the player has to pay some attention, not to get hit on his way back up (which makes it more interesting in my opinion, since you cannot "sleep" during this little backtrack).
As said, the enemy doesn't need to be a red parakoopa. A big variety of sprites could actually fit there. What you're going to do in the end is up to you. I'm sure you'll come up with a good solution for this and if you want i can give you more feedback, once you're done. #tb{:]}








Feedback is always welcomed! #tb{:D} I will continue posting here when I make more progress, but I think an admin may want to move it to the WIP Section, as C3 has finished.
I modified Mount Kooparest as Sariel suggested:

You can see there is not reset door anymore.



I deleted most of the Dirt FG so you can see the BG.

As for the overworlds, I've made some slightly changes trying to reduce the squareness, because I had the events done already.
A million times better now!

e: also, if you want this moved to Works in Progress, ask a staff member to move it, but if they don't, then create a new thread over there instead. It might not appear on the C3 voting if it's moved.
Windowless ride, feeling alive
Are you alive or just breathing?
Thanks Katerpie! For now I will leave it here.
Making slow progress in the hack.
If you don't feel it's critical to move your thread to the Works in Progress subforum in SMW Hacking before the C3 ends, you can always make a new one if you need to show off progress on your hack.
I have a Discord server as well! (by joining, you agree to the rules)
-----
Basically, I believe in peace and bashing two bricks together.

That's also a possibility. I'm thinking about what should I do. Maybe Discord.
Good start.
Too bad the submaps are generic and squarish. I hope you can fix this.
Thanks Rykon!
About overworlds, I've changed a bit because I have already put the events. Tried to reduce squareness. For future hacks I will improve that part.


Originally posted by N450
Thanks Rykon!
About overworlds, I've changed a bit because I have already put the events. Tried to reduce squareness. For future hacks I will improve that part.


Good to hear that, as an OW designer myself. The matter is, do not stop practicing, in order to improve. You have potential.

About your levels: the frist one, in the first post... the palette was strange, in my point of view.

The last level you provided... is nice enough. Nice use of the big level setting, I say, combine with the wall jump and you have a good gimmick in your hands.





Dream team (feed them, please):






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Super Mario WorldScreenshots