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VLDC12 - Rules and Submissions (Base Rom updated to v1.1)

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Mad Oak Manor (V2)
(I changed the name of the level in my 3rd edit, I hope thats ok)
Yoshiatom's Post

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Admittingly, I'm a tad nervous... but here goes nothing!

The Haunted Fun House
jurassic-park-font
despite being ice, this is ridiculously unpolished.
- Update 1: Spikes no longer act like munchers, meaning they can no longer be collected while the silver P-switch in the level is active.
- Update 2: Added invisible note blocks along the top of level 1, so you can't go over the level in an unintended way. Added a missing line to a saw at the end of level 1.

Frostbelt
Station Cave Splash

A cave level that attempts to use floating water in interesting ways.

Custom music used: Mega Man ZX - Wonder Panorama (also included in zip file)
My and Wakana's entry

e1: deleted a useless enemy
e2: corrected some grammar issue
e3: edited a Yoshi Coin setup
e4: added a credits level








LEVEL

It was very hard for me to focus on making this level. So many distractors: weather (so hot outside and inside), AM2R randomizer (didn't thought this thing is still updated and randomizer is a lot of fun). Finally finished and I can say it's the weirdest level I have ever done.

Main gimmicks of this level are eating block and wall running. Triangles are really tricky to jump on sometimes, so I hope music will make this experience less frustrating. As for eating block it uses 2 glitches. First is exclusive for baserom 1.1 and doesn't work in vanilla SMW. I'm talking about eating block randomly flying upwards. In vanilla SMW it will ride down instead. So baserom 1.1 slightly changes behavior of eating block. I hope using it will not mean disqualification. I didn't use any asm or anything, only glitch existing in baserom. I also asked about this in Discussion Thread (somewhere at the bottom of Page 9), but nobody answered. I don't know if my question has been unnoticed or simply ignored. So I assumed it was OK.

Second glitch is eating block randomly stopping to move. It happens with both flying up eating blocks and normally behaving eating blocks. It's happening when I put another eating block on screen above. I suspect this one actually may be vanilla. There are also few smaller glitches that may trigger, but they aren't intended.

Level don't have any midpoint, but it has 1up checkpoint. I wanted to make lever for only small Mario to play, so I removed every way to power up. I removed any threat for Mario, so he can't die. Well, technically he can. I wonder if you will find out how.

Aesthetically it's very bad. I wanted to indicate eating block, but it screwed a bit Mario's palette. Background looks idiotic, because I had no patience and skills to make it looking good. Also palette randomly swaps at the end. I have no idea why.

Still I hope that despite all of this you will enjoy this weird level.

IT'S THE SAME LINK LIKE AT THE BEGINNING OF THIS POST.
Destructive Detour

UPD: Version 2:
- Fixed an impossible part
- Slightly change an obstacle
- Changed pallete
Apex of Ascension

yeah i felt like doing this again
edit: Now with a (slightly) better palette
Ghost Fire Bop
I wonder how I do for my first level made in years.

This has been editted to a new version, so basically a resubmit
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