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Tip: Don't just modify the original SMW overworld; start from scratch.Not logged in.
Posts by HammerGuy
HammerGuy's Profile - Posts by HammerGuy
Pages: « 1 2 »
It's another Cookie Mountain level.

It's just like the original, but it's another one.
I'm liking the polish you've done so far, I'll give this new version a run over the weekend.
Wood n Blocks

Originally posted by the enclosed levelinfo.txt
Level Name: Wood n Blocks
Secret Exit: Yes
Message Box Text: (None)

Quad Edit: Its probably more polish.
A screen from my submission: Wood n Blocks
A few more screens as one is never enough:




And the bonus area to drive home the type of level it is:
Originally posted by Frost
Originally posted by Gregor
Why does it take place at night, though?

The same reason SMB1's World 6 is set at night.
Just because.

You can never have enough night backdrops.
Wood n Blocks

(Crossposted from the image thread, some of the level design may of slightly changed from what is seen here)







Train of thought commentary:

Pretty much wanted to make a Mario-3-like level and rolled with it, picking out the "Wood with Blocks" aesthetic as the most likely distinctly SMB3 theme that can be recreated with SMW only assets. The level has two exits, the secret exit being a puzzle and tribute to one of Mario 3's secrets. The BGs for both main and sub levels pull from the same base ExGFX base (as is the FG) and just barely fitted into the half Map16 page limit; The Bonus BG being based on an unused background in SMA4. I was pleasantly surprised and pleased to see the FG tiles come together nicely as they did. The level itself is intended to just be a fun romp that you might see in the early-mid game.
This level gives me a whole radical 80s aesthetic vibe.
I'd say there is quite a sizable amount of levels that take place either during the evening or at night.
Dry Dry Hostel

Against my better judgement, this was farted out after a few or several hours.
A relatively quick and dirty HVLDCLDC:24Hos Entry: Dry Dry Hostel

Originally posted by Lazy
Originally posted by Koopster
Unless we want to actually make a progression hack?

That's an interesting idea. If we take all the entries, order them by difficulty and compile them into an actual hack (basically like a JUMP collab), it might just turn out pretty good. Should be pretty easy to compile too since there are no custom resources involved.

+1 for no custom music. SMW's music is nice.

This kinda sounds closer to like Doom the Way id Did in concept than VLDC or JUMP, where the idea was to basically emulate the spirit of the original level design and limitations while still being new, in a sense making additional levels that could of been in the base game.
In contrast to VLDC, I think the level entries should remain unnamed only being attributed to its author until it gets placed into the collaboration, where it would get a name based on its placement in the world. The Author's Name and Score being displayed somewhere. This assumes however that the overworld map would end up being structured similarly to vanilla SMW worlds; take the Pure Vanilla idea and stretch it all the way to the Overworld structure.
Originally posted by leod
Not being allowed to name your level is silly, it has no actual bearing on the level at all in any way.
Each level in vanilla Super Mario World manage to hold a distinction to themselves without needing a name, so couldn't it be argued that a pure vanilla level should be able to also hold such a distinction? A compromise could be allowing names for the contest, but the collab then transfering to the SMW world-level naming style, with original name in the author text blurb area.
Super Mario World Design Level Contest (SMWDLC)
Seems straight to the point on what it is.
OLDC has that wordplay that I like.
Entry v2

Originally posted by Level Entry Notes
SELTER FORTRESS
by HammerGuy

Level name is basically a placeholder, though if no level renaming is a thing for the collab portion, is fine as is.

As I considered it a midgame level I would assume the player would have access to the Yellow Switch Palace, and any Top Secret Area equivalent, thus they are provided.

No secret exit; Does have Dragon Coins; One hidden 1up somewhere.
If someone slid this into a single random level in a sea of otherwise vanilla content, would anyone notice? #tb{:?}
Originally posted by yoshifanatic
- Reduced Yoshi's fall speed from #$40 to #$30.
- Reduced the minimum Y speed Yoshi must have to flutter jump from #$24 to #$1F.


After doing a romp of the early game; Flutter jump now feels a whole lot more reliable after jumps with even more than a few frames of fall time, generously helpful. #smw{:TUP:}
Though now this means that Fat Yoshi now has a bizarrely competent Yoshi Flutter Jump in comparison; the old value seemed more fitting to him as I got used to it in the later portion of the game. :P


On the topic of unlocks: Have you considered the possibility of being able to switch to the alternate player palette used in the A Yoshi Story/Yoshi Theater (or alternatively the whole standard assortment of Yoshi colors), either as a cheat, unlock, or reward?
This hack would be a good introduction to puzzle based hacks, nothing too difficult, can be completed within an hour or two. Not even a need for savestates or anything.
Pages: « 1 2 »
HammerGuy's Profile - Posts by HammerGuy

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