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1C - Lotus Cave Overpass (finished, testers welcome)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 1C - Lotus Cave Overpass (finished, testers welcome)
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About time I finally got started on this. La-Mulana has been eating up way too much of my time these last few weeks :V

Anyway, this is a fairly standard athletic level, except it takes place hanging from the ceiling of a cave rather than in the skies. I never really was one for overly fancy mixings of vanilla graphics, so you'll have to be content with a standard cave tileset with ghost house platforms. Hopefully the level design will make up for the lack of graphical fanciness.



This screenshot shows off the sprite theme of the level fairly well: chucks, volcano lotuses and platforms. It's a pity the pitching chuck doesn't mix with the rotating platforms.



A gimmick I'm experimenting with where you have to dodge things on a rotating platform until the P-switch runs out. This particular setup turned out rather difficult, so it will probably have to be moved to near the end of the level.

...maybe I should have gotten more screenshots before making a thread. Oh well, this will do for now. :V

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My YouTube channel
Get the official ASMT resource pack here!

Looks pretty promising. Not much to say, though, with only two screenshots #fim{:3}.
Layout by the lovely, lazy Hinalyte.
Hmm... Honestly, not that impressive to me (and the name sounded like a ripoff of Gamma V's entry). The P-Switch section just looks like it'll be annoying for me. Maybe you should put the platform at the end of the run and the P-switch above some burnt toast blocks. However the idea of an athletic cave seems decent, so I won't abandon hope yet. Also the palette seems kinda light for a cave, you could darken it a bit.

Also how's this for 'not much to say' HOTL?
EDIT: Rank up!

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Usually inactive/procrastinating on a hack idea.
The level itself doesn't look bad: it's got a focus and that's the rotating platforms, a sprite I've always considered rather under-utilized. Can't say if dodging lotus fire while waiting for a P-Switch to run out would be any fun, but I'll just have to wait and see the final product.

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My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
The palette is good, I can't judge too much from the design. I think it may be okay as it is so far, if it won't take too long or be too hard to jodge. Also, it'd probably be better to use this gimmick once or twice. At more times it would get kinda repetitive.
I like those cave & ghost house mixed tilesets. BG palette might be little eye-searing. As Wormer said, I can't judge level design from two screenshots, but I think it looks fine.

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Currently working on: Mariadventures.

back from death (again!)
This can't be a YCZ level - there are no Thwomps.
The era of Thwomps are over.

With that out of the way, I am really liking the look of the level so far. Consistent design has always been a great thing that you have and implemented. Well done so far,
Only a week left - time to stop procrastinating and start actually getting things done!







I think I'll be going for a short but intense level, since that seems to be what I do best.

(also I scrapped the P-switch gimmick, since I couldn't really find a good way to make it all that fun)

--------------------
My YouTube channel
Get the official ASMT resource pack here!

Can't judge too much from these screenshots, but it's gonna be a difficult level. I like challenges.
I like the new additions to the level. But I do have one small problem:

This just looks a tad bit unfair to me. Unless there's something I'm missing, it seems unfair because on the left you have a Volcano Lotus shooting fire at you and to the right you have a Hammer Bros. throwing hammers at you. It seems a bit cramped. Other than that, nice job!
Layout by the lovely, lazy Hinalyte.
I managed to finish on time! Hooray!

Criticism is very welcome - it'd be nice to have some reassurance that I didn't go too overboard on the difficulty. :V It is supposed to be on the higher end of the difficulty scale, though, so be warned.

Also have some screenshots of the second half of the level:





Originally posted by HackerOfTheLegend
I like the new additions to the level. But I do have one small problem:
[image]
This just looks a tad bit unfair to me. Unless there's something I'm missing, it seems unfair because on the left you have a Volcano Lotus shooting fire at you and to the right you have a Hammer Bros. throwing hammers at you. It seems a bit cramped. Other than that, nice job!

That part is actually easier than what it looks: since the level is on the main map, the hammer bro throws his hammers very slowly. If you kill him as soon as you get the chance, you'll have to dodge a grand total of one hammer.

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My YouTube channel
Get the official ASMT resource pack here!

This was pretty good. The gimmick of rotating platforms, dodging lotus fire, and hopping/avoiding chucks is executed to great effect here. Make no mistake, this level was difficult, but in a good way that doesn't overstay it's welcome.

However, I found Screen 06 to be an annoying spot: I could never seem to get past this without taking a hit. There were just so many things that could hit me here: simply standing in the wrong spot and being hit by a football/lotus fire, attempting the jump and getting hit by a football from the chuck high above, having a football spawn in my face from the chuck to the right after crossing the gap... it seems to demand too much timing and precision compared to the rest of the level. Maybe I was going about it the wrong way, but that spot definitely gave me trouble.

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My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Pages: « 1 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 1C - Lotus Cave Overpass (finished, testers welcome)

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