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Just Another SMW Hack

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Yes, that's the title.



Level 105 starts you off right here. The gray pipe takes you to an underground bonus room...



Which is seen here. The orange pipe leads back into a small section of 105 that gives you a 1-Up, while crossing the turn-block bridge leads you to a powerup and a pipe leading to another bonus room with coins.



Or you can hop over the rope instead and end up here:



The P-switch opens up a coin block path to yet another bonus room. And there's yet ANOTHER underground bonus room with a Dragon Coin in it.
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106 starts off a little more plainly:



But you can still go to this bonus room:



Or take this pipe to another, or follow the coins above it to a third.



Or stay on the main path and discover this:



I was really happy with how this landmass turned out:


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You can also climb some vines in the Switch Palace. (And yes, I used the 16×16 editor to make those clear blocks act like cement blocks.)


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103 sticks to the original palette as well, but clearly not to the same level design. It, too, has many bonus rooms...



...including one from a P-switch door. (This actually leads to one room, which leads to a second, then back to the main level.)



And because you might need it, that note block has a powerup to get the trampoline. Conveniently, if you still get hit by the munchers first, you can just use the note block itself.


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102 requires the use of both P-switches:



But I hollowed out the land so you can see what you have to do.


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The next level after the castle (whose picture I removed due to it being too big) is a cave using the chocolate cave palette. That one is also non-linear, coming to a dead-end. The goal is right above you in its own little "room", but you have to use a P-switch door to get to it.
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I've already had up to before the castle beta-tested by someone on the forums, who only had a few minor suggestions here and there for improvement. I think I've done a good job at making the levels non-linear and interesting — lots of bonus rooms, alternate paths, etc. I've also been careful to check for anything that could possibly bring it down. As far as I can see, there are no death traps, graphic glitches/sprite limitations, cutoff, etc.

In fact, I'm thinking of making the plot line be some sort of dream, with things slowly deviating more and more from the original game (while still being vanilla). More varied palettes, tilesets, etc.
This is my signature and stuff.
It's good to see another vanilla hack that uses the original palettes. Will there be any custom palettes at all? Also, in the 14th screen, any reason for the bunch of pipes? I think actual land or something would look better there. Or at least make the pipes more differing lengths.
EDIT: You mentioned more varied palettes, so I guess that implies custom palettes. Did not read the entire OP.
Legacy custom music
A site with a non-useless dislike button
SMW hacking channel

I really only do the pipes as land thing in two short places, neither longer than 1 screen. And when I do it's mostly just to add a little visual variety.
This is my signature and stuff.
There are bad things in some of your screens:



...What.



Use translucent blocks as cement blocks isn't that good.



Remember than Yoshies don't enter on doors.

Also the last screen breaks the tables.

Anyways your level design is medium to fine. I'm liking the levels you're making, also the fact this is a vanilla hack, which we don't see everytimes. Yeah, good luck, I can see future in it!
It's easily the best thing I've done
So why the empty numb?
The upside-down water thing should be fine. I've seen it a couple other times in hacks, and it's been listed as "not a removal reason" a lot in the hack removal log.

Also, I wanted the clear blocks to be like cement blocks in the switch palace because I thought they blended better with the switch palace's blue walls than regular gray cement blocks would. Do you have any other suggestions for blocks there?

I'm aware of Yoshi's limitations, which is why I haven't put him anywhere in the hack — if he were there, I'm sure I'd end up accidentally making a LOT of things incomptable with Yoshi. (Although, why is that always a bad thing? In the actual game, you have to abandon Yoshi in Vanilla Dome 2.)
This is my signature and stuff.
This looks like a cool SMW-based hack. The mushroom column palette in the intro isn't good, I don't like mushroom columns and palette 0. (My opinion).
Whoops, I did screw up the palette there. I should fix that.

(Also, in case you're wondering, I've tested the intro about a zillion times. You can't get killed by that Koopa on the yellow plant column, but you can pick up the mushroom, which I'm sure is not a problem.)

By the by, I'd like to apply a few patches, but I can't find a workable way to apply them on a Mac. Could I send someone the IPS and have them patch it for me?
This is my signature and stuff.
I can try. What patches do you have in mind?
Slope Pass, No More Sprite Tile Limits, Extended Overworld Level Names, Piranha Plant Fix Patch Fix.

The IPS is here: http://bin.smwcentral.net/u/12545/hack%2B2%2Bpatch.ips
This is my signature and stuff.
Think I patched it, but I am not sure. Apply the IPS file that is in my files.
Yep, that patch worked fine.
This is my signature and stuff.
By the way, your level design and map16 effort was amazing.
Thank you. I've actually worked on this for several months as it is — learned how to use Map16 and all.

I also read the Hack Removal logs a bunch of times to get a good feel for what to avoid and how to fix common issues.
This is my signature and stuff.
Looks like an acceptable vanilla hack. Will you remake the overworld?
I still haven't paid any mind to the overworld yet, since I want to focus more on level design at this point.

However, if I go with my intended plot line of it being a dream, then the overworld could start out looking the same at first, then becoming more and more different with each submap.

You know, like one of those weird dreams where you're in your bedroom, but you walk out and find yourself in the mall, then you go into a store that hasn't actually been IN the mall since you were a child… then you go into the store's stock room and find a portal to another dimension. That kind of dream.
This is my signature and stuff.
Bumping to say I've made some progress finally. It's in my files bin if you want to try it out.

I'm really looking for some discussion on my levels. This thread is too one-sided.

(I posted a bump before, but accidentally deleted it.)
This is my signature and stuff.
Well, I've finally updated this as far as Donut Plains 3.

I changed the one level to make it less pipe-y:



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The start of the castle:



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More castle-y action:



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And more:



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Part of a chocolate cave right after the castle:



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More of the cave. I ended up making this very non-linear, complete with a dead-end right under the exit. You have to use a P-switch to get to the door leading to the exit:



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A nighttime tree level follows:



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Which leads you to a cave, then to here:



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Start of the Ghost House:



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More Ghost House:



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Near the end of the Ghost House. Use a coin snake to get to the regular or secret exit:




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ETA: I would really like a beta tester
This is my signature and stuff.
Beta Testing...sure, why not. Drop me a line on the details.

For your latest screenies, I have a few nitpicks (just me being O.C.D.):



I see you're making that translucent block act as block 130 again in the first shot, but then you switch back to the cement block...inconsistency like that probably isn't a big deal for people playing your hack but the glass block doesn't really match with the castle motif around it.



The hell is that stuff?! Hot chocolate?!

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Yeah, that's about it. Be sure to PM me if you're still up for a beta tester.
come check out my stream, i play cool stuff sometimes -- twitch.tv/xcombomamba

tl;dr you're a cool person :)
First of all, another new level. Check it out here: http://bin.smwcentral.net/u/12545/hack%2B2%2Bpatch.ips

Originally posted by ThreeStripes
Beta Testing...sure, why not. Drop me a line on the details.


Just looking for ease of gameplay (shouldn't be an issue, since I'm God-awful at the original SMW), level design, etc. I've done my best to make sure there's no cutoff, sprite limitations, what have you.

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I see you're making that translucent block act as block 130 again in the first shot, but then you switch back to the cement block...inconsistency like that probably isn't a big deal for people playing your hack but the glass block doesn't really match with the castle motif around it.


Okay, I'll change that to a cement block. I think I used a glass block somewhere else in the fortress.

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The hell is that stuff?! Hot chocolate?!


That shouldn't be a problem. Chocolate Island 4 in the original uses "hot chocolate" lava too.
This is my signature and stuff.

I'll beta test if you want me to. EDIT: Nice looking hack.
and fixed link here for the ips file.
My channel

I'm back everyone.

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