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120: Callous Cliffs - Ragey

Complete

Claimed by Ragey

World: 7
Exits: 1
Theme: Sky Cavern
Music Options: 1, 2, 3, or compose your own.

Briefing: A cave in the sky. You may do what you wish with this one. Consider trying to incorporate some external portions as well for an added touch.
Claimed for Ragey (232).

Name: Callous Cliffs or Cliff Caverns

- Level: 120
- Sublevels: 71, 72, 73
- Secondary Exits: 70, 71, 72, 73, 74, 75
- Map16:FG: Page 27, an 8x8 square which makes 64 entries
- Map16:BG: Page 54, a 4x16 square which makes 64 entries
This level will take place on high rock spires and pillars, with parts in an underground atmosphere. I will try to make the level seamless (no sublevel loading between cave and outside areas) for more fun. This does mean that I will probably have to compose a custom "graphics set" out of multiple existing ones, and it may also mean that I should use layer 2 for the level allong with a layer 3 background.

The general shape of this level is already decided, but I'm still looking for a fun and original gimick to make the level stand out. I'm currently looking for one in the custom sections, though if nothing comes up I will just design a 'generic' level.

I will include a "hardmode" for this level, which is basically the same as the normal level, but with a touch that makes the level harder as a whole. At the first part of the level, the player can enable this hardmode by perfoming a specific action.
Originally posted by Ragey

I will include a "hardmode" for this level, which is basically the same as the normal level, but with a touch that makes the level harder as a whole. At the first part of the level, the player can enable this hardmode by perfoming a specific action.

This is an interesting idea, but I don't think it's really a necessary thing. Rather, this pseudo "hard mode" could just be an alternate path that perhaps has either a reward or a shortcut. I'm not saying a hard mode is a hard idea, but that's somewhat of a waste of sublevels for a carbon copy and people might get puzzled of this feature lacking in other levels.
I've realized this was outdated.
Yeah, I'm not sure it makes sense from a consistency standpoint to have a "hard mode" in a single level, when every other level has a set difficulty. I don't know what this "touch" is, but maybe it would be possible to just integrate it with the level design normally?
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The level will have an outdoor and an indoor region, with the outdoor region making up over 70% of the level.

I'm almost completely done with the outdoor design. High rocks make up the land formations here, and a lot of sight is taken away by layer-priorty enabled foreground clouds. The main enemy here are bullet bills; because they are very hard to see behind the clouds, it is quite challanging to evade them. These clouds also cover up a few little secrets, so its a good idea to explore these dangerous cliffs.

Just to state the obvious; while these clouds definately add a lot to the difficulty, no cheap tricks are used. FE: If theres a cloud covering up a ledge with only the left and right edges being visible, theres no 'invisible hole' in between, hidden behind the clouds. Or stuff like that.

Now for the indoor regions.. ;)
Originally posted by Ragey
Just to state the obvious; while these clouds definately add a lot to the difficulty, no cheap tricks are used. FE: If theres a cloud covering up the left and right edges of a ledge, theres no invisible hole in this ledge. Or stuff like that.


Assuming you're using layer 2 for the clouds you could always make them translucent; that way you (and the player) wouldn't have to worry about, for example, enemies accidentally wandering into the clouds and taking cheap shots.
I should get a new layout.

Probably won't, though.
Just a quick post to let you know Im still working on this.
The level is wrapping up nicely and I expect to finish it this weekend. If I for some reason do not make it, a few screenies will be shown at least.

The use of layer 2 is also working quite well, allowing for seamless play between cave and sky areas, and also allowing my "cloud layer" theme to work out as intended.

The thing I really miss is some "custom stuff" to make it stand out. No custom sprites are used yet. I wonder if anyone has a good idea for a sprite, especially one that is suitable for partial hiding behind clouds (a sprite that jumps up and down for example)

Also, some parts of the backgrounds seem empty (remember - I'm using 2 layers throughout the whole level). Are there any layer 3 backgrounds at our desposal? If not, I will just settle for some layer 2 decoration as a "fake background".
How about bouncing coiled vines (beanstalk vines, like the ones leading up to Nimbus Land in Super Mario RPG)? You could even have them in different colors to denote different behavior, like jumping higher or between two points. I suppose you'd need extra graphics space for when they constrict upon landing, though.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Screenshots as promised:

Generic area of the outside level, enemies already beaten



Two screenshots of the same area; the clouds obscure Mario's sight and are ON/OFF controlled. Hope you have a good memory of the area ;)
That is...actually pretty awesome. I assume the room layouts will get even more tricky as the level progresses? Anyway, it's a really interesting idea, and the atmosphere seems nice as well, with the whole sky cavern theme.
Wich gfx/map16 are you using???
Your layout has been removed.
I'm going to give this guy until the beginning of July to return and post progress, otherwise I'm going to offer up his level. Even if he is working, we can't really afford having people vanish with no notice for weeks at a time (unless it's an emergency of course, but that would have to be dealt with when said user returns).

Yep.
Screens incoming tomorrow ;)

I've been majorly delayed by the fact that my 2-layer level causes some slowdown. While it isn't that bad, I really really really hate slowdown, so I'm converting the level to use a single layer. This is a lot of ExGFX work, and is slowing me down by quite a bit.

I've been meaning to come to the forum more, as well, but I've a lot going on in real life - arranging my college (starting Sept), taking driver's lessons, and partying (its important too :)). I also hope to be able to provide more feedback and starting to play other's their levels real soon.

Sorry for the silence guys, but I'm still alive and still working on this.

Edit for xlk: I'm using a recolored version of the graphics found in level 1F8.

Screenshots here => http://s1189.photobucket.com/albums/z440/rageyspictures/?albumview=slideshow

Screenshots of inside areas coming as soon as I found a fitting background for the indoor areas (any suggestions perhaps?)
Its time to upload a part of my level. I think I'm between 40%-50% done now. Complete is the main outside portion allong with a sublevel. Still in the works are three sublevels, of which one is the major cave part.

> Between the first pipe and where you exit from that pipe, a lengthy cave sections (~10-14 dec screens) will be added.
> The third pipe brings you down to a cave section, which will probably feature a layer-2 moving cloud gimmick.
> The last pipe leads to a small cave section with the level finish.

Feedback on the level's difficulty and any slowdowns (I tried to remove these as much as possible) are more than welcome, as are suggestions for a layer 3 background. Other suggestions are welcome too, of course. To make a fair judgment considering the level's length, think about the available part as being 33% of the level's final length.

> IPS patch here: http://bin.smwcentral.net/u/232/level120patch.ips

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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This ROM doesn't have an ExGFX list. Using Standard GFX instead.

Yeah, normally I wouldn't mind testing it with placeholder graphics, but it's hard to tell where the ground is in spots, the "clouds" are see-through, and the fire bros.' fireballs are invisible. I don't pretend to know what the issue is, but are you using the latest base ROM?

Edit: Yeah, I guess that was obvious, then ^_^;

...in which case, you should port stuff over, Ragey.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART

Extras



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

Advertising Space

Originally posted by AxemJinx
are you using the latest base ROM?


Considering that Mario doesn't power-down like he does in SMB3 and the fact that his graphics are still vSMW, it's pretty clear to me that Ragey just posted an IPS of his level on that was done on a (more than a) month-old base ROM.

Yeah, I didn't bother using the newest base ROM. Sorry about that. I'll upload it again later today, with an additional part added to the level.

Complete