 |
|
 |
|
| Kaizo Hack Submissions - Edit: Most recent list of May 1st |
|
Forum Index - SMW Hacking - SMW Hack Discussion - Kaizo Hacks - Kaizo Hack Submissions - Edit: Most recent list of May 1st |
|
|
|
|
| Posted on 2010-09-30 08:15:15 AM |
Link |
|
Originally posted by MarioFan22What the heck am I supposed to do here?
Fucking hell, that first section was evil! #w{  }
I made like 10 save states after that shell part. I NEVER want to do that again!
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/gVVHqZSIssc?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/gVVHqZSIssc?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
I decided to make the video of my first level public, don't watch it if you don't want to spoil the fun.
There my be some changes, but i think everything should be clear. Also congratulation for beating the first part, could you plz tell me if you did it the same way I did?
-Opossum
|
|
| Posted on 2010-09-30 09:30:17 AM |
Link |
|
Originally posted by SoulJester726ummmm... idk, i would say its not pit. to me it looked like it was like wot difficulty which wasnt pit imo. but it was pretty nice, however the theme kinda reminded me of some level i saw recently... a house of some sort i think? 
Read the comments.
KBB comented on the video saying that he stole the graphic xD
I don't mind since WoT is my main inspiration for kaizo's (and yes WoT is pit )
|
|
| Posted on 2010-09-30 11:10:46 AM |
Link |
|
Kaizzle 2.1.1
tiny update cause i forgot to delete a debug pipe at the beginning of level 103 you can just remove it with lunar magic if you don't want to download and patch again.
|
|
| Posted on 2010-09-30 02:44:14 PM |
Link |
|
Originally posted by OGS93
Read the comments.
KBB comented on the video saying that he stole the graphic xD
I don't mind since WoT is my main inspiration for kaizo's (and yes WoT is pit  )
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/-6eYJld_ZrI?fs=1&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/-6eYJld_ZrI?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
other graphic :/, and now i dont want to do a pit anymore, but a hard hack.
|
|
| Posted on 2010-09-30 03:19:48 PM |
Link |
|
meh, that could be much much harder... looks nice though
|
|
| Posted on 2010-09-30 10:26:17 PM |
Link |
|
Dawn: Good so far but if you can, you should make it so when Mario touches the cloud it disappear, or better, causes a explosion .
I don't know how to do it but it will look cool.
Also, I'm making the battleship level in my hack a lot harder then it's now. The gimmick in the level is that Mario got a broken leg so he can't jump. So he have to use the bullet bills or any other enemies to reach higher ground.
|
|
| Posted on 2010-10-01 09:20:58 AM |
Link |
|
where's the super mario world FML guy?
I just watched his latest videos and the level design in them are as good as C|C, truly amazing... I f you are reading this please post those videos D:
@notgoodwithusernames: your gimmick sounds like something from   (or is it kouhai?), anyways sounds good... if you use it right :/
|
|
| Posted on 2010-10-01 01:19:28 PM |
Link |
|
Hello all you Kaizo-ers and Pit-ers So yeah today I was like "Maaaaan I'm bored..." and I began looking through the forums. Looked at the updates here and said to myself "I know! I'll make a short Kaizo hack!" Reusing the name from an old abandoned Kaizo hack I was making, Psycadelic Mario was born (or reborn, either way...)
So I'm working on the first level named "Muncher Gimmicks" and have just finished the first part of it.
It's a large image so I've linked it to here!
Comments? Baring in mind this is only the first part so no comments like "it's too short". Also it's not meant to be full on pit. It's suppost to be more of a gentle pit challenge that would be just about possible without frame by frame and all that.
|
|
| Posted on 2010-10-01 01:30:21 PM |
Link |
|
'a gentle pit challenge'?
It seems you are quite wrong concerning difficulty - this would barely pass as 'soft-Kaizo', and never as 'Pit'. Perhaps watch Dawn's video of a level, which is just a tad easy for Pit and too hard for Kaizo (I know I can't do that without slowdown...).
Also I'd strongly suggest you search for a playtester, because the level contains some errors. The segment is quite suggestive to take a certain path, but by being creative now and then this level can be extremely broken. Example: swallow a Rainbow Shell with Yoshi, to fly over the level.
It looks like a typical 'first Kaizo Level ever made', I think it'd be a good idea if you played some more Kaizo hacks and created something like 3 levels before you start making levels for the actual hack.
|
|
| Posted on 2010-10-01 01:55:56 PM |
Link |
|
Sorry guys. Not 100% sure why I waited, but here ya go, with a Harry Potter reference, followed by a real life example of Platform Hell according to TvTropes (Ninja Warrior):
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/GIeXPtSZHIU?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/GIeXPtSZHIU?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/CNL1zRHXk4E?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/CNL1zRHXk4E?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
MOVE FASTER, MARIO!
|
|
| Posted on 2010-10-01 04:58:16 PM |
Link |
|
Originally posted by OGS93anyways sounds good... if you use it right :/
How do you think? I was thinking of nuking the level but I'm not really sure.
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Plx2Jw2XKDU?fs=1&hl=en_US&color1=0x5d1719&color2=0xcd311b"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Plx2Jw2XKDU?fs=1&hl=en_US&color1=0x5d1719&color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Did anyone made a video of them playing the level "snarly" in C|C without slowdown? If not I may do a let's play for it. Don't worry I will ask permission first .
Kaizokoban: Cool levels but I somewhat like the castle level a little bit more because it's not as much glitch abusing. Also find something to replace those cement blocks. Seeing them stack like that looks ugly, but good levels never the less.
|
| Last edited on 2010-10-01 05:06:05 PM by notgoodwithusernames. |
|
| Posted on 2010-10-01 05:48:58 PM |
Link |
|
|
When I release the hack, I will probably replace Ninja Warrior's cement blocks with Map16 ground tiles with green grass on either side and have them act like cement blocks if it's that much of a problem to leave the cement blocks. I had forgotten I was also gonna add death water because there was water below the obstacle course in real life, and it would be more like the show.
|
|
| Posted on 2010-10-01 06:40:40 PM |
Link |
|
Ok, I'm on Castle of WTF, right before the blue switch.

This last jump is just killing me. I can't jump low enough to dodge the munchers above, and there's a muncher in front, so I have to jump.
I may be losing my touch, or this may be a legit. hard jump. I've gotten stuck on earlier parts, but this jump I've been trying for at least 20 minutes straight. Gimme' a break!
|
|
| Posted on 2010-10-01 07:29:53 PM |
Link |
|
Originally posted by marioVSshadowHello all you Kaizo-ers and Pit-ers  So yeah today I was like "Maaaaan I'm bored..." and I began looking through the forums. Looked at the updates here and said to myself "I know! I'll make a short Kaizo hack!" Reusing the name from an old abandoned Kaizo hack I was making, Psycadelic Mario was born (or reborn, either way...)
So I'm working on the first level named "Muncher Gimmicks" and have just finished the first part of it.
It's a large image so I've linked it to here!
Comments? Baring in mind this is only the first part so no comments like "it's too short". Also it's not meant to be full on pit. It's suppost to be more of a gentle pit challenge that would be just about possible without frame by frame and all that.
pit implies beyond kaizo. your level is just barely difficult. here's a quick list of what jumps out at me at a glance.- less net (as in, keep one or two 16x16 tiles of it, drop the rest. you can change it to a vine if you want, but meh.)
- yoshi should be stationed on a muncher
- bonus points: put a cement block under that, and make there be an impassable wall from above, so mario has to go below it, while still bouncing on the shell
- kill off the golden shell quickly during the level to prevent MASSIVE BREAKAGE with yoshi
- make that jump (onto the clouds) require bouncing off of yoshi, then followed by a shell jump
- remove the second and fourth gaps in that set of five munchers
- bonus points: make them two tiles high

- remove the bottom row ledge from all the way at the left to just before the bullet bill shooters
- bonus points: move everything up 1 tile so that bottom row is actually visible during play
and please tell me you'll add at least some invisible coin blocks (provided they're marked, of course)
...or just rename the difficulty to 'mid-light kaizo' and carry on as before.
Originally posted by KaizokobanWhen I release the hack, I will probably replace Ninja Warrior's cement blocks with Map16 ground tiles with green grass on either side and have them act like cement blocks if it's that much of a problem to leave the cement blocks. I had forgotten I was also gonna add death water because there was water below the obstacle course in real life, and it would be more like the show.
feel free to use this to help. the rest of you guys can too, if you want.
|
|
| Posted on 2010-10-02 03:50:07 AM |
Link |
|
@Kaizokoban Very goods levels! I like how you used the layer 2 in the first level.
<object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/B0pvqdwz7TA?fs=1&hl=it_IT&color1=0x006699&color2=0x54abd6&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/B0pvqdwz7TA?fs=1&hl=it_IT&color1=0x006699&color2=0x54abd6&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="405"></embed></object>
My Bowser's castle second room.
|
|
| Posted on 2010-10-02 04:31:14 AM |
Link |
|
@Kaizokoban: wow! That really is quite good! There's still some room for improvement, but I really like those levels! Some comments:
Hogwarts:
-Your layer 3 disappears with the message box at the start, which looks kinda ugly. I'd recommend not using a Layer 3 image at all (or is there a patch to fix this?).
-At 0:46 you have some floating vines (and at 2:32 too), I suggest you find some nice Map16 way of changing their graphics to something that belongs in the air.
-At 1:05 your noteblocks look odd, fix that.
-At 1:36, can't the player use the shell to go over the level? Are there some spikes there?
-That jump at 1:45 is possible even if you extend it by 1-2 tiles, you could make the level a tad harder there.
-1:47, same as 1:36 but without a shell. Can't the player go over the level there (I assume not as you mention later that there are some spikes, but still)
-The section from 1:50 to 2:22 looks a bit empty, perhaps decorate it a little.
-2:28, noteblock glitchup.
-3:13, you know about the L+R glitch right? It'll let people move faster with a P-balloon.
-3:24, those cement blocks really look bad. They're not nice to look at in general, but they really stand out there
-3:56 In this section the playing is blinded, and has no clue what to do. Make a message appear or give some clues, since this will become an annoying process of trial and error.
-3:58 you made some deathblocks, but they don't look really nice to me. Perhaps look for some custom graphics, or draw some your own, because right now those bullet bill launcher statues look cutoff.
-4:00 FLUNCHERS! Floating munchers, surviving by sapping nutrients from other floating munchers O.o
-4:15 Floating water(!!)
-5:11 People might be able to use the invincibility frames to bypass your first trap here, nothing serious though.
I really like the level, but I think these points need some attention. Good traps!
Ninja Warrior:
0:46 the Block Factory glitch can easily be used here to create more powerups (I hope that is a flower block/edited Yellow Switch block, because giving people a cape is a BAD idea)
0:57 that invisible coin block needs an outline, I wouldn't know what to do with that chuck if you don't give me any hints.
1:31 that rope ends in thin air, place something solid there. Also minor cutoff when you let a rope end in a cement block.
1:45 That shelljump seems really easy, where the spiny section isn't too easy without slowdown. For more consistency in your difficulty curve I'd suggest placing a muncher on top of the obstacle you jump over at 1:45
2:40 a rope ends in thin air.
Also; change the cement blocks. Do some map16 editing with grassland graphics (and perhaps make a small palette change) and the result will be amazing.
Also just out of curiosity; what's in the flying blocks at around 2:00?
Well, that's all for now. I really like these levels, I'm going to have a lot of fun playing your hack as soon as I can 
@notgoodwithusernames: That looks quite a bit better! I assume those coins are brown 'used' blocks and now POW coins? 
My only suggestion would be to move the goomba a little so it doesn't fall in a hole before you even reach it, but other than that it looks quite good!
Ah, also: where are your spiny sections? Especially the part where you were directly touching the ceiling and the spiny was quite fun (if you don't force people to bring items).
@turfoba: that looks quite nice! A bit too easy actually, and the 'build-a-bridge'-section is overused, but I like the custom magikoopa!
Perhaps an idea: those yellow turn blocks look really repetitive. Remove one or two in the middle, replace them with something else, whatnot, but make sure it isn't such an ugly 2x4 rectangle (it really stands out as the rest is beautiful)
Oh and another minor suggestion: at 0:22 there is a sphere from the ball-'n-chain embedded in the ceiling, it looks a bit odd to me. Perhaps you can use Layer 2 to paste a wall tile underneath, it's nothing serious so you could also ignore it.
|
|
| Posted on 2010-10-02 05:34:42 AM |
Link |
|
Originally posted by Artsy3...Ok, I'm on Castle of WTF, right before the blue switch.
(image)
This last jump is just killing me. I can't jump low enough to dodge the munchers above, and there's a muncher in front, so I have to jump.
I may be losing my touch, or this may be a legit. hard jump. I've gotten stuck on earlier parts, but this jump I've been trying for at least 20 minutes straight. Gimme' a break!
It is definitely possible. I've made that jump lots of times when testing. If you tap the spin jump button as lightly as possible then it should be enough to clear the jump. Like so:
<embed src="http://img818.imageshack.us/flvplayer.swf?f=Mmerged" width="480" height="344" allowFullScreen="true" wmode="transparent" type="application/x-shockwave-flash"/>
|
|
| Posted on 2010-10-02 07:01:30 AM |
Link |
|
Originally posted by turbofavid
My Bowser's castle second room.
grr want to play,good ideas, nice level design and this amazing port.
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/Q5Z6uhElAwg?fs=1&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Q5Z6uhElAwg?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
no comment;-D
|
|
| Posted on 2010-10-02 08:18:44 AM |
Link |
|
Wow! Nice!
Some parts where it could be harder:
-As I mentioned earlier I think the jump at 0:05 could be made a bit harder.
-I think it is possible to keep an extra shell at 0:23.
-At 0:50, that jump to the cement blocks seems possible if you move them a tile higher.
Also at 0:57-1:01, do you really have to hurry? It seems you have got quite a bit of time there actually...
But wow, this is looking like quite a good (a bit short) Pit level, I assume you were aiming for that as repetitive hopping glitches are nearly undoable without slowdown/frame advance, at least under these circumstances. But it really looks good!
|
|
| Posted on 2010-10-02 08:29:48 AM |
Link |
|
@ Sadistic Designer
First video:
1:36 The walls are too high, so you can't shell-jump over the level.
1:47 You're correct, the player can't go over the level there.
3:33 I did think of L & R. I'm not sure if this is always true but when I tested 2bular, I think Mario would die if I tried to L + R through brown blocks. Also, I'm pretty sure that's only a recording option and the SNES D-pad would not allow that, so I wish I didn't have to worry about that with balloon levels (I never thought I'd say this, but regular hacks have it easy).
3:56 That was originally the whole point, but just to make it a little easier, I have made the BG a very dark grey so you can still kinda see the line.
3:58 Since I want this to be a vanilla hack, I might just replace many of those cutoff blocks with the death blocks that I use for the majority of the hack, or just make new death blocks that look less cutoff (I sure have a habit of making several different looking death blocks in the same hack, don't I?).
4:00 I think the Munchers growing out of one another is quite funny, but I should still change it, unless I move the message from the first room into there and claim that to be some kind of spell cast on them, since it's Hogwarts. If I did that, it may look like I'm just making excuses to try to get past the radar, so death blocks it is!
Second video:
:46 I don't care if the player can break my levels with block factory, since the average non TASing player probably will not do that, and it's harder than the intended way.
:57 It does have an outline, but it's hard to see. I just changed the BG palette to something darker. Besides that, I'll leave the part like that, because it's so creative.
Not sure what I want to do about the Spiny part. It wasn't fun for me and that was the only part where I needed slowdown. I could try extending it so you have more time to do it. If I did that, then you'd be in more of a rush and (hopefully) would not need slowdown. It's a win-win (or win-lose, depending on your POV).
I'm kinda surprised you didn't say anything about 1:53, which I think seems kinda bland. I'll think of something.
Just to satisfy curiosity:
2:00 The items in the flying blocks are flowers, coins, a 1-up, and a cape, but I don't think there is any way to get them, unless maybe you wall jumped. I'm just that mean!
|
|
|
|
|
|
|
Forum Index - SMW Hacking - SMW Hack Discussion - Kaizo Hacks - Kaizo Hack Submissions - Edit: Most recent list of May 1st |
|
|
 |
|
 |
The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.
Copyright © 2005 - 2013 - SMW Central Legal Information - Link To UsTotal queries: 27
|
|
|
|