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| [Complete] 103 - Opulent Oasis - cstutor89, Teyla, Riolu180, SyStemkraSh, dinomar |
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Forum Index - Events - SMW Central Production 2 - World 4 - [Complete] 103 - Opulent Oasis - cstutor89, Teyla, Riolu180, SyStemkraSh, dinomar |
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| Posted on 2012-03-21 07:24:43 PM |
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That's my thought as well. It's not that I don't find the idea of revisiting a level you beat bad (Super Mario TKO pulled this off really well with the ruined castles), but if you have to play through the entire level again with no incentive or hints to do so at all, it's unlikely anyone will find the secret world.
That, and the path to the secret world was supposed to be "Final level -> pipe to Asteroid Antics (on the main map) -> clue to where the location of the secret world is -> go there -> success".
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| Posted on 2012-03-21 07:31:14 PM |
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adds one major secret to the hack... cant just hand the player the route to world 9 after beating the game dont forget it was close to having to obtain all the smwc coins to get to world 9 now it would be handed to the player. this is a snes hack, snes had more difficult secrets / games then any other system. plus i think both idea can be incorperated.
i suggest a tread get made for the full progression to world 9 .
the move to world 9 should not just be handed to the player after simply beating the game is what im trying to say!
EDIT after collecting (x) amount of smwc coins the hint could be giving to you in a riddle or something along those lines
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| Last edited on 2012-03-21 07:34:12 PM by drmatt13. |
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| Posted on 2012-03-21 07:49:40 PM |
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Originally posted by S.N.N.That's my thought as well. It's not that I don't find the idea of revisiting a level you beat bad (Super Mario TKO pulled this off really well with the ruined castles), but if you have to play through the entire level again with no incentive or hints to do so at all, it's unlikely anyone will find the secret world.
That, and the path to the secret world was supposed to be "Final level -> pipe to Asteroid Antics (on the main map) -> clue to where the location of the secret world is -> go there -> success".
~~~
Revision:
A hut of some sort blocked off because of the "Oasis Curse", will be unblocked after Asteroid Antics...
and inside that hut is a bare, musty room, except for a white, smooth, glimmering bed...
Mario sleeps on it, and he awakes in the same hut, but comes out of it in some sort of hard part of the oasis level
After that, Mario is sent to the Dream World (you know the Sky World in SMB3? That tower to the sky; I liek an idea like that)
Mario - ahem - the player is somehow convinced that Mario is in a "dream world"
but he is actually in another part of the world; on the "Earth", a place so peaceful and "perfect" that unimaginable things can flourish...
and the only way to get there is to sleep on a cursed bed; maybe that's why the oasis was cursed; the Dreamer wanted to be left alone...
...she didn't want her "world" to be touched by other humans; she knew that if someone liek Norveg finds her place it would lose it's magic...
thinking Mario is the same as Norveg, she fights him...
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| Posted on 2012-03-21 07:54:11 PM |
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Or just do what SNN proposed- hide it so well that no blind player will find it without the hint. To make it extra secure, have a LevelASM code in the sublevel that the hidden path leads to or whatever kick Mario out of there if Event xx (whichever one that will be used for the final level's exit) hasn't been acticated.
You're making this more complicated and detailed than it needs to be.
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| Posted on 2012-03-21 08:04:11 PM |
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Originally posted by S.N.N.<SNN> the point of asteroid antics was to provide a hint to where the location of the special world is
<SNN> when you beat Asteroid Antics, the end gives you a "clue" as to which level the exit to the secret world is in
<SNN> that's how DP29 designed it and it's also how i envisioned it
<SNN> so basically
<SNN> hide the entrance so well so that it could only be found with the help of the clue
GSG, I think that people prefer to keep it simple. I appreciate that you want to contribute ideas, but I think it's best if you focus on your level while we tackle ours.
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| Posted on 2012-03-21 08:12:03 PM |
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Originally posted by MrDeePayOr just do what SNN proposed- hide it so well that no blind player will find it without the hint. To make it extra secure, have a LevelASM code in the sublevel that the hidden path leads to or whatever kick Mario out of there if Event xx (whichever one that will be used for the final level's exit) hasn't been acticated.
You're making this more complicated and detailed than it needs to be.
Uhm, yeah; that's basically what I was trying to say.
The details are just how to tie in W9 in all of this (and that 103 curse)
The existence of W9 has been one of the most discussed things throughout; that was my idea how everything could tie together
(copies post to put in the W9 discussion instead; this surely wasn't the right thread to post it in in the first place)
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| Posted on 2012-03-21 08:54:40 PM |
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and that is exactly why i suggested we make a thread that people can discuss there ideas about how we should go about getting to world 9
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| Posted on 2012-03-21 09:37:28 PM |
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But .. we already discussed it ages ago. I'm not just pulling those thoughts out of thin air. I forget the exact thread it's in, but it was even stickied for a while. Why would we suddenly change things around?
The only thing that was really undecided is which level the secret entrance would be in, and since this one seems pretty ambitious, I figured it would be the best fit.
EDIT: It was discussed extensively here.
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| Last edited on 2012-03-21 09:38:58 PM by S.N.N.. |
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| Posted on 2012-03-22 03:08:34 PM |
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So how exactly are we going to split this up? I figure we should look at everyone's level design, and put those who design similar to work together on specific parts, so there's no real jarring transitions or anything.
Also, curious, are we still doing the "3 exit" thing we talked about?
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| Posted on 2012-03-22 03:27:02 PM |
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Teyla: We are. We've been given 2 exits already, and we're planning on having our level be the entrance to World 9.
As for splitting it up, I had two ideas for that.
1: If all six of us do the level design (and I'm assuming we are, even though we don't need to), half of us could do the main path (with secret exit cleverly hidden in it; Teyla suggested we simply hide the room with the key), half could do the W9 path. 3 people per path, each person gets 1/3 the path. But then we'd need to plan out the length beforehand.
Pro: Everyone gets equal screens.
Con: Would require more planning.
2: We play relay with the level. Each person gets some time with the level, and after that time is up, it goes to the next person to build off what was made previously. Of course, we'd be allowed to edit what the others made, but not TOO heavily; perhaps just balancing removals/additions and perhaps additions to the layout that cross over into what part that person is making.
Pros: Would be much easier to design the level without conflicts because each person knows what the previous person did with the level. Could also be fun and allow each person to offer their own touch to each part, doing little tweaks and stuff if they feel it's needed.
Cons: Would take a while for the last person to get to design anything, and some people might be able to design the whole thing in the given time, while others might be too slow to make very many screens. A 'fix' for that might also be to only allow each person a maximum number of screens.
What do you guys think?
EDIT: Personally, I'd like to do the second option! I think it'd be really neat to build my portion of the level on a foundation made by someone else.
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| Last edited on 2012-03-22 03:31:12 PM by Riolu180. |
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| Posted on 2012-03-23 07:37:08 PM |
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Okay I'm a little bit irritated with the fact that there's 60+ posts and nothing on design/layout yet. So here's two designs I've come up, one is way more filled in than the other. One is the cursed idea and the other is exploration. Sorry for it looking not so great but I can't draw worth a dang lol.
I just want to get started and I don't feel like I can without a solid design that can be taken.
As for the cursed idea:

Concept: A curse has been placed on the oasis until Norveg's secret in the Astroid level (13A) is released. Mario must either combat the curse by going through it, falling for it, or finding out the secret. The curse is formed by a dead Yoshi due to Norveg.
Number of Exits: 3
Section 1: Simple Desert (8-10 screens)
Section 2: Rising/Falling Water dodging enemies (16 screens + midway)
Section 3: Exits (2 screens each) - SE is outside, NE is inside
Section 4: Swimming section avoiding all kinds of whirlpools/enemies/speedy water/Yoshi (16 screens + midway).
Section 5: A copter section or descending down into the darkest part of the level (10 screens).
Section 6: Ghostly Shaft (cursed by a dead Yoshi) with Time Split into the Dream World (5 screens + dialogue).
Normal Exit (NE) - Fall for the curse and survive your way through it.
Secret Exit 1 (SE1) - Go through the cursed water w/o actually falling for it.
Secret Exit 2 (SE2) - Find the opening in the water and find out what the curse was about.
Here's the other idea (exploration):

Concept: Explore through and around the natural underground oasis. Search for many treasures to uncover a secret and a trembling secret below the earth of this underground oasis.
Number of Exits: 3
Section 1: Simple Desert (10-12 Screens) - NE is outside.
Sections 2-5: You'll have to fill in this. (Probably 10 screens each)
Sections 6: Shaft Descending down into Dream World (10 screens + dialogue)
Normal Exit (NE) - Find the way out of the underground area.
Secret Exit 1 (SE1) - Find the four purple jewels to open the door.
Secret Exit 2 (SE2) - Find the secret entrance to the Dream World.
That's all I have for now, come up with more soon so we can get started actually making the level.
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| Posted on 2012-03-23 09:33:15 PM |
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3 exits? One normal exit and two secret exits? Is that impossible to have those 3 exits like that in one level?
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| Posted on 2012-03-23 09:42:32 PM |
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Originally posted by Woody3 exits? One normal exit and two secret exits? Is that impossible to have those 3 exits like that in one level?
Nope, it's actually quite easy to do, it just needs ASM.
cstutor: I'm not sure I like the first idea at all. Shouldn't the normal exit be on the straight path, and the secret exit either hidden somewhere on there, too, or under the water where you have the normal exit at now?
And as for the exploration idea, if I'm understanding it right, is your setup basically that the majority of the level is ONLY for the secret exit and possibly the W9 exit, too? I find that...very strange. I don't think the path to the secret exit should be abnormally long compared to the normal exit. That would just make it obvious where the secret exit is. And then it's not really a good secret!
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| Posted on 2012-03-23 09:57:01 PM |
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I think we should mention it's cursed somewhere, but not really show it, then hammer in the whole cursed idea in the path to world 9. Otherwise it'll just look like a normal oasis until the world 9 thing and they'll be like "Oh crap it WAS cursed"
Huge explorey levels never seem to go over well either. Even if they seem simple, people will get confused and will complain. You can't stop that from happening, even with a map.
Also, "Cursed Cistern" for a level name
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| Posted on 2012-03-23 10:15:16 PM |
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@Woody Yes it's possible to have 3 exits, even 4.
@Riolu180 The NE is on the watery path as riding the whole cursed rising/falling water area is the tougher path to go through. Most players would probably fall in the water and be forced onto the normal path. The SE1 is above the water for that reason. As far as the exploration idea that's really the problem, I just don't know how to represent the NE, SE1, or SE2 because Sections 2-5 are ??? right now. I'd like someone who likes the exploration idea to give some substance to those 4 areas OR have a different approach to the look. Not liking the cursed idea is fine but there's got to be an alternative design to it. Just saying No to every idea doesn't get anything done. Take a look at SyStemKrash's post a couple of posts back, most of those ideas I stated to him.
@Teyla I guess the name is okay, but I'd wait on it right now.
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| Posted on 2012-03-24 03:27:36 AM |
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Sorry for the lack of level layout, but, since i had my own idea of a level, i didn't know that we are going to use rising tides... so my graphics for underwater and sand goes byebye, i guess... 
In the while, since i have the main things ready, can i post the graphics set here, for now? Then i'm going to update the set, but for now, the ground is more important.
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| Posted on 2012-03-24 03:32:07 AM |
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Originally posted by DinomarSorry for the lack of level layout, but, since i had my own idea of a level, i didn't know that we are going to use rising tides... so my graphics for underwater and sand goes byebye, i guess...
In the while, since i have the main things ready, can i post the graphics set here, for now? Then i'm going to update the set, but for now, the ground is more important.
Don't delete any of those yet, I'm pretty sure there might be some use for it somewhere down the line. Yeah you can post them.
EDIT: That might not be the plan we go with either Dinomar. IDK yet.
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| Last edited on 2012-03-24 03:35:05 AM by cstutor89. |
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| Posted on 2012-03-24 03:44:28 AM |
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Alright
Now we can make some tries, i guess.
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| Posted on 2012-03-24 10:04:31 AM |
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Originally posted by TeylaI think we should mention it's cursed somewhere, but not really show it, then hammer in the whole cursed idea in the path to world 9. Otherwise it'll just look like a normal oasis until the world 9 thing and they'll be like "Oh crap it WAS cursed"
Huge explorey levels never seem to go over well either. Even if they seem simple, people will get confused and will complain. You can't stop that from happening, even with a map.
Also, "Cursed Cistern" for a level name 
Well, all of you have shown you have the ability to create high quality levels. If this idea is pulled of really well, and it probably will, this level will be fun to go through. (And might remind people of Kirby games too ^.^)
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| Posted on 2012-03-24 11:35:26 AM |
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Dinomar, do you have the Map16 page as well to assemble the graphics?
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Forum Index - Events - SMW Central Production 2 - World 4 - [Complete] 103 - Opulent Oasis - cstutor89, Teyla, Riolu180, SyStemkraSh, dinomar |
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