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Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels.
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Posts by Fornaxus
Fornaxus' Profile - Posts by Fornaxus
Pages: « 1 223 24 25 26 »
Hey guys, it has been almost 2 years since I did something for this back, and I was a bit surprised that it's still in development. I hope I can help you out with this beast of a collab by making another level!

Id like to claim:

111: [Creative Level 3] "Tank Hanger" tile set free to use, secret exit (w8)

I skimmed the whole thread but I haven't found the tileset itself. Could someone link it to me if I'm accepted?

Tomorrow I'll get my university notebook, so I can start working straight after that.

E: Phone pls
Awesome! I sneakily already started on the level, so I can show you the first half of it!


I tried to follow the original idea of the tileset, but also experimented with layout and design.

Hope you like it!

E: The custom sprite is the pendulum ball 'n chain by the way. The level may look not that hard, but trust me, it is quite challenging.
I'm always a big fan of simplicity in levels, and I think you're doing a great job in keeping the flow of the level by doing so. Make sure to give the player some breathing room though, so they have time to think about the next obstacle. While the challenge good, sure, the player can get tired after having no safe spots for a long while

Really liking the idea and execution!!
Can I claim a sublevel + secondary entrance for this level? For the second half I want to do a vertical section with Layer 2 shenanigans.
I finished the level! Sorry for the delay, study is giving me a hard time and I'm basically making it between the lectures. The vertical section also turned out a little bit different.


Edit: I just noticed there is no secret exit implemented yet. I'll post an update once I find a good spot.
Pff nice of you guys to bash on someone who is still trying to learn how Lunar Magic works. Remember that you have been at the same spot where he is.

Anyway, nice work on finding out how to put tiles yourself! Don't worry to ask for help on the forums, but trial and error has its advantages too. Also you can find a lot of information regarding how to make overworlds and levels in the documents section and in the help file of Lunar Magic itself (in LM: Help -> Contents).

Currently I think your overworld lacks decoration as others have pointed out, but especially I'm missing variation in the overworld. Try to give the submap a distinct theme. It could be an island, part of a canyon, a forest, everything is possible. Of course plains as a theme is fine, but have a look at the original SMW Donut Plains Overworld. Look how the paths have turns, the mass of land is anything but sqaured, and there is a lake. This makes an overworld a lot more interesting to look at.

I hope this helps and good luck with your new hack!
Originally posted by Kaisaan Siddiqui
I think it's best that you learn how to use LM before making actual levels, so that people can give feedback on the hack instead of your LM skills.

I just partly agree. I don't think you'll learn LM without making levels. Experience is key. Showing off early development will result in critism he can use to make his future levels better (and rework the current one if needed). Your LM skills partly define the quality of your hack anyway.

Don't hesitate to PM me or ask on the forums when you're stuck on something! (but do try though: Stuckness shouldn’t be avoided. It’s the psychic predecessor of all real understanding. (Zen and the Art of Motorcycle Maintanence))
If 2-5 is still free, I'm definitely willing to claim it!
Oh that is no problem at all. Sign me up :P
Level 111 v2

I added a cheesy secret exit and extended the timer. Have fun :)
Oh Wonder
This album is pure gold

Really nice mood-setting music. Makes me slightly tear up sometimes.
Awesome Japanese Acapella Group

The guy who produces the bass has the lowest range I've ever heard :O
Will try to save some space by using the left over map16 tiles from an already finished level (1C) on page 0B. Will try to chunk everything so evental alterations are easily made.
Hi all,

Now that my university exams are over (or actually, for 3 months), I was finally able to get a good grip on this level. Here are the first few screens.


Going for a jungle/forest + ruins feel. Hope you like it!

Since I started this late, I tried to do some more today. I changed the palette of the rhinos, and I also added a new ruin decoration made of the castle tiles to spice those parts up a bit.
Moar prograss

Finished roughly 60% of the level now. I'm not sure what to do with palette 6 as you suggested. I think the coins/question blocks look fine as they are personally.

Second section will still have some forest/jungle, don't worry. I felt like making a small indoor section.
3-7 v1.0

It's done! I think at least. No music inserted yet.

(forgot to change the starting position for testing *sigh*)
Apologies for the late reply. Thanks a lot for reviewing my level!


- Pencils and turn-block bridges are indeed hard to time together. I changed some things around so an annoying situation is a lot less likely to occur.
- Darkened the mossy castle tiles a tad to increase clarity.
- Replaced some enemies with jumping bowser statues as Erik557 suggested.
- Small cutoff fixes and increased time limit.

Can I claim the last open sector? I really want to do some more stuff for this collab :)
Sample level

I'm experimenting with the combination of jungle/desert. It's one of the hardest blends I got my hands on, but I think I have a reasonable set now. Any ideas for changes, new decorations are really appreciated!
Pages: « 1 223 24 25 26 »
Fornaxus' Profile - Posts by Fornaxus

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