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Overworld Discussion: Planning Phase

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O_o i have an idea.

i recently read the first book of "Percy Jackson and the Olympians"

here my idea: an Olimpyan god based OW , like one electricity for Zeus , a water world for poseidon , and an underworld for Hades, etc.

Thanks Ladida for this EPIC and Awesome layout!

Originally posted by S.N.N.
Elaborate on "non-linear" world though, as that could be taken a couple of ways. I'm assuming you mean something like this:

World 1 -> World 2 -> World 3 or 4 -> World 5 -> World 6 or 7 -> World 8


I was thinking more like

World 1 -> World 2/3/4/5 -> World 6 -> World 7 -> World 8

Or something, that whole group could be anything really. We could easily make it so that those group of worlds can be completed in any order, as long as all of them are finished, in order to progress. I'm pretty sure I've seen this in one of the VIPs, but I'm not entirely sure how other people thought of it.
What if we did something like:

World 1 -> World 2/3/4/5 -> World 6 -> etc

and 2/3/4/5 had each of the switch palaces at the end of them? Once you press them all, you can go back to world 1 and pass through to world 6 or something?

...or something.

...something.
Originally posted by S.N.N.
What if we did something like:

World 1 -> World 2/3/4/5 -> World 6 -> etc

and 2/3/4/5 had each of the switch palaces at the end of them? Once you press them all, you can go back to world 1 and pass through to world 6 or something?

...or something.

...something.

I like this idea.
Or you could just have the switch palaces after the castles.
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That could work, couldn't it? Defeat the boss, he teleports you to the switch room (which, in order to tie into the story, could "deactivate" the power plant). Once all four plants are deactivated, you can progress further in the hack.

e: or yeah, make the palaces separate levels after the castles.
I would have no problem with the switches being in boss levels. I'd much rather that than a blah 2 screen room of coins that you can never go back to. You could even put that blah 2 screen room of coins at the end of the boss, like a prize! Though, that would mean you'd need some alternate exit for future visits to a castle/factory.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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! Switches can allow for some more clever setups if used properly and to help with "dynamic" game difficulty. And of course, to always throw a bone at the player.

Honestly, I'm in favor of making Switch Palaces more like actual levels, though you'll obviously will have to make an alternate exit to the level if the Switch has already been pressed.

They could also immediately succeed the boss levels, as if the boss was guarding the switch palace in a way. The switch palace idea is great, we could have levels completely change based on what worlds you've beaten using switch blocks, maybe provide more realism. E.g. beating some water world drains the water in another level.

The amount of posts this thread is getting per minute is crazy.
All of a sudden, I feel like drawing how I feel the overworld should look, now that we've come up with all these ideas.
Who's going to be making the overworld? I would definitely volunteer for it, or at least would like to do the first industrious/grassland submap that you guys where talking about.

As for the switch idea, why don't we make them "Power" switches? This is a factory themed hack, after all. Basically when you press the switch, power would go off/on in the specific world or in certain areas, and you would be able to use things such as electric lifts or pass through force fields to get into secrets and things such as that.
i like this idea

world 1---> world2/3/4/5 -----> world 6....

the boss level can be like this:


[boss room] when you pass the boss , you can move to a next room like in NSMB, when you are next to the boss, the camera stays there , and you can only be in 1 or 2 screens. also , when you kill the boss , the camera moves again , and you go to a pipe , wich get you to a laaaaaaargeeeeee bonus room and at the end of the room... the ! swich!!!!

Thanks Ladida for this EPIC and Awesome layout!

Maybe,like Megaman the Switch could make it for a World easier and for the other World harder.

Example: If I activate the W2 Switch will ba this easier for the 3rd World but it will make the 5th World harder
I could volunteer to make the OW with Lynnes, as I've shown before, the Overworlds I make are pretty good if I do say so myself.
Originally posted by Rockythetigre
Maybe,like Megaman the Switch could make it for a World easier and for the other World harder.

Example: If I activate the W2 Switch will ba this easier for the 3rd World but it will make the 5th World harder



and if the swich makes one more easy and other more hard , then you can activate/deactivate the swich by killing another time the boss

Thanks Ladida for this EPIC and Awesome layout!

A lot of people want to make the overworld (or help with it), but I'll cover that in Phase 2 of the overworld planning. For now, I'd just continue discussing layout ideas and themes, and later on today I'll open up a new thread where we can "finalize" the map, so to speak.

e: for the record, I agree 100% with the "switches make the other three worlds more difficult" idea. As in, 2/3/4/5 all have the same difficulty curve, but as you beat the other switches, the worlds you HAVEN'T beaten get harder. Of course, this will rely on the users designing their levels with that in mind.
Originally posted by Blumiere
My own contribution: a retro world. Don't know how you'd implement it, whether it be lead into by a door or it's just simply like that, but Mario's graphics would be changed to his old ones from, say, Super Mario Brothers, and you venture through levels that focus on various retro Mario games to broaden the graphics and stuff. Boss of the world could be, say, DK, and it's a vertical level and you have to jump over the barrels and whatnot while climbing the red platforms to reach the top and unplug the power to the factory. I guess the levels in general can be things from old Zelda games (RPG patch?), maybe Kid Icarus ...

I was totally going to make that for my second SMWCP level, just no time.
Originally posted by S.N.N.
e: for the record, I agree 100% with the "switches make the other three worlds more difficult" idea. As in, 2/3/4/5 all have the same difficulty curve, but as you beat the other switches, the worlds you HAVEN'T beaten get harder. Of course, this will rely on the users designing their levels with that in mind.


I can't really imagine this possible. Not with the regular SMW switches at least. How can adding blocks make something harder instead of easier? Well yeah, they could limit your jump height, but that, in my opinion, would just be far beyond bad level designing. In that case even linar map order would be better. Unlinearity could still be added by having warp stars and lots of alternate exits.
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Originally posted by RPG Hacker
How can adding blocks make something harder instead of easier?


MrDeePay did it perfectly in his SMWCP level. Creating extra walls, even having something like two doors (one which could lead to an easier portion, one which leads to a harder portion, but the easier one could be blocked off if the switch was pressed).

There are tons of ways that blocks could add to the difficulty, using clever design.
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