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[1] Art Deco Alcove (Demo)
Forum Index - Important - The 12th Vanilla Level Design Contest - [1] Art Deco Alcove (Demo)
Pages: « 1 »
Hello, how do you do, fellow kids? :O

It is I, qantuum, and I will show off my level's shenanigans.

Story is simple, Bowser has hired Mario's former interior designer (keyword: former, because this designer does ugly things). Therefore, Bowser invites Mario to discover the changes to his castle, because in this alternate universe they don't try to kill each other. Mario roams through displays of unnecessary fancy tiles.

Here's some screens of what we get so far.



OK, and then I've recorded that in video. This is the first half of the level.



Thanks for your attention.

Disclaimer: The flickering blue colours are here on purpose... Because... I can.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
Oh jeez I knew I was has been, but to this point?
Well I'm gonna blame it on the crazy good competitors.
Here I am with an image of the next segment. I said it would not be annoying... I don't know I may have a kick for this kinda stuff especially when it's mine.


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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
Some interesting stuff. I like the graphics and how they were designed. I would say some of the cramped areas were not my cup of tea, especially the one-tile gap in the video that Mario had to go through. Kind of broke the flow of the level a little bit.

But overall, not bad so far. :)

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Click here to enter the world of mediocre!
Hi friend, thanks a lot for your visit.
I've submitted the first part of the level for testing on Samuel Zuccati's thread, feel free to play it, too. Some minor changes were done after the video shot.

I agree that I have a thing for cramped areas in my designs usually. And I don't even like to play kaizo or difficulty hard, I'm just afraid that my things fall flat or empty. But, playest over playtest, I notice where I statistically fail the most, and tone these hard parts down, a bit. The last screenshot I've posted was hard and the expanding block bridge was triggering wall clipping, so I made it so it doesn't bug.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
This is a quite interesting level so far. The aesthetics are kinda unusual and even if they are perhaps no 10/10 because of being rather "chaotic" (sorry for not finding a more fitting term) i still like them as a contrast to the vanilla castle tileset.
Gameplay looks kinda tricky at some parts, but it always keeps fair imo, so keep up the good work I'd say #smw{:TUP:}

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I know you commented on a lot of threads but I am thankful you visited me! Thank you so much Sariel. You are an angel. Sariel was an angel's name right?
Actually your comment, and also the comment you've done on Lotica's palettes, encouraged me to keep going with my chaotic aesthetics.

Therefore I am introducing a brighter palette set, as well as some textured decorum on the ceilings and surroundings. Think '80s wallpapers. It is fun!

Also I don't know whether it is noticeable, but the stone on the ground follows exactly the piano pattern, regarding white and black keys.



More soon. I am yet to design the part of the level, that occurs after midway gates.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
OK guys. I think the entry is rather finished.

Can you kindly feedback?

DEMO LINK

And some more screenshots



Happy hacking.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
The graphics are cool, and the gameplay is cooler! The overall aesthetics are colorful, but the autoscroll put really shines it through! For gameplay, it's fun. I liked the part with the spinny platforms, and the part with the rocks looked hard, but just needed you to slide.

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<3
Hey there, I'm glad you enjoyed this creation :)

OK, I think I can finally publish it as an official submission. See you in the submissions thread guys.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
Personally I like how non-linear this level is. Perhaps there are people which dislike such a thing, but I think you didn't went over the border with it, so it should be acceptable to anyone.
The aesthetics are also well done. If you didn't mention the piano pattern though, I wouldn't have actively noticed that. It's a sweet touch and makes the level a tas more unique than it already is.
Perhaps this level won't win the contest due to its slightly chaotic structure, but this is certainly fun to play and I guess you can be proud of what you've done here #tb{:D}

edit: And thank you for calling me an angel. That's very kind of you! #smrpg{<3}

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I played this level. Really good. Had trouble with 2nd part, sometimes because of me. Still, good level.

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You can download my VLDC12 entry Here - final update
Thanks a lot Sariel;
yes I am proud because contests are the only moment when I actually fight to make a level; which is one I delay my romhack project at always.

Ryokon-V73, thanks for playing my entry.
I admit I've become a bit lazy near the end. This second part has a lot of precision jumping and ambush, so one can say it's more difficult than the first part.

I had fun designing this anyways. Can't wait for the full corpus of entries being submitted and judged.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
Judging from the video and the screenshots, the level looks good. Are you going to make any more updates? I like the music too. I will try your entry later.
No, I'm done with the updates. Thanks buddy.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
It was a good concept, but no offense or anything, but it feels like you like to play Dr. Kaizo Mario. The music was really good, but it just felt like there were like a lot of enclosed places and frustrating parts like when I got to that part to that room w/the flying hammer brother and the bullet bills kept shooting at me, and you had to go up through the blocks. I don't know if it's just me, but I didn't know you had to take the P-switch through the pipe when I was playing it on my stream so by the time I got to the blue room, I got "Time's up." Also, there may be a gameplaying issue in the room with the needles where there are the brown statues, and then when they did appear, I couldn't jump over them. I forget what they're called, It was in the room w/the boo right before there are the Spiny's. I kept on falling on the yellow spikes. I will try to finish it later, but it felt like the difficulty was really hard.

Also, in the first room, I didn't know you could jump directly from to go above the cloud so I kept trying to jump on top of the bullet bill and kept dying.

Good luck though.
tbh it impresses me that you find my gameplay kaizo-like while there are more potent candidates like Daizo Dee Von's entry. Try it: it is action packed and calls fast reflexes.

Also it's too bad but a lot of players would understand what's expected from them in the situations you complain about.

Originally posted by Lespna1
when I got to that part to that room w/the flying hammer brother and the bullet bills kept shooting at me, and you had to go up through the blocks.


You can go faster using the flying platform. But admitted, it's has a bit janky of an execution and someone else has told me about. I'll accept this one claim.

Originally posted by Lespna1
I didn't know you had to take the P-switch through the pipe


Well sorry but I believe my design communication had made that very clear. With the Grey Bowser statue blocking the path you can only get rid of it with a grey P-Switch.

Originally posted by Lespna1
Also, there may be a gameplaying issue in the room with the needles where there are the brown statues


No problem here captain, that's just a tiny section of accurate jumping and it still isn't even remotely close to kaizo.

Originally posted by Lespna1
Also, in the first room, I didn't know you could jump directly from to go above the cloud so I kept trying to jump on top of the bullet bill and kept dying.


Again, the visual communication shows a turn block with a Grey Bowser Statue that needs to be released in order to fall on the ground. But if one still can jump without the Statue then my setup stands defeated. Oh well.

Good luck if you try again, sorry for making you angry lol. Hope that clarified it for you buddy.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
Pages: « 1 »
Forum Index - Important - The 12th Vanilla Level Design Contest - [1] Art Deco Alcove (Demo)

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