Banner
Views: 694,754,801
Time:
14 users online: Rotten Moustache , Doppelganger, DanTheVP, FailSandwich, FamilyTeamProductions, Hiro-sofT, Kenny the Coeol Guy, Linkdeadx2, NGB, Reimu Hakurei, Spookiamoto, Biob, Erik, VilelaBot - Guests: 42 - Bots: 180Users: 36,348 (1,531 active)
Latest: Bairon
Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.Not logged in.
Level 16 - Quicksand Inc. (Finished)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 16 - Quicksand Inc. (Finished)
Pages: « 1 »
Once a while ago, I made a level entitled The Flipside for the 5th annual level design contest, and at the time I really liked how the level turned out. To those who may not know, the level was heavily based on the net-gate sprite, in which the player has to switch between being in front and behind the foreground. However, I feel I didn't used the sprite to its fullest potential. So I plan on making a difference to that with the level I'm currently making, which is going to be quite a challenge.

For this level, I plan on making a typical inside a pyramid labyrinth level. I have a lot planned for this, but I don't want to spoiled said plans until they are finalized and what not. However, I to plan on showing whole chucks of the level.

One of the very first sections of the level. Even though it's very basic, this section serves to be a introductory of what to expect in the level such as:
- reset pipes,
- spin jumping on top of enemies,
- screen scrolling,
- and the net-gate sprite gimmick.

Also note that the visuals are not final, as I plan on designing the level first and then visuals second, so I can put extreme care into both of them.

Interesting. I will be watching this closely as it does not seem like a typical labyrinth and the fact that it is vanilla is even more interesting to me. Look good for now though you must be able to attract interest while the player is playing it so you have got yourself a challenge here.
Well I decided to scrap the idea that I had originally planned for this level because I didn't had a whole lot of fun making it, so I just decided to create a fast-paced level that is between normal and hard difficulty.

Nevertheless, here what I have so far but do keep in mind that the visuals are not final yet:

I like how you used the Volcano Lotus as a palm tree. Design looks great. Looking forward to seeing more. #smw{:TUP:}
I like the palm trees too. Your level looks nice so far.
Finished the level a couple of days ago, but I didn't bother posting about it til now.

Here a link to the video if you're interested.
Oh darn, looks like I'm not the only one to use the conveyor belts #ab{x_x}.

Anyways, I played through this yesterday and I found it to be a very, very good level, though that's not say I was expecting anything of a lesser excellence from you. However, f had a complaint about this level, it would be that I did not expect to be able to stand on the palm trees. They look purely decorative, not like the player would be able to interact with them. It's nothing too major though, I was only thrown off a bit by it.

Best of luck with your entry.
Pages: « 1 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 16 - Quicksand Inc. (Finished)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2018 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 21

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented