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ColonFour

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It's been a while...

I want to combine things I missed out on doing in ColonThree, reimagine the one-off levels I released, and implement many level design concepts I've had floating around my head for years. This hack (that I'm labelling ColonFour for the time being) is very much in its infancy, but I'm bursting with ideas!

I'll be (very slowly) posting progress updates here for those interested.

1. Do these look familiar?



A sequel to ColonThree? I'm hyped!
To answer the question: The first screenshot is Precise Perfection (in a different tileset) but I don't recognize the second one.
Originally posted by xHF01x
A sequel to ColonThree? I'm hyped!
To answer the question: The first screenshot is Precise Perfection (in a different tileset) but I don't recognize the second one.


Yep, I didn't like the look or format of the old one so I made it brighter and moved things around. The 2nd one is an extension to the Precise Perfection room, and I plan to see how long I can make that room whilst keeping it fresh and sticking to the no-items theme.
Originally posted by Sokobansolver
I'm intrigued for a :3 sequel since :3 was fun to watch, almost like a mini-movie.


Thank you! I hope my motivation and creativity last long enough to make a worthy sequel. I'm also trying to keep it vanilla which adds a nice challenge from a developer point of view; no item-only or powerup cancelling blocks, nor any on/off blocks with weird properties. Only thing I have is sideways munchers and other kill blocks, purely for aesthetics, but we'll see how long I stick to that.

2. Started a disco shell cave. The 2 ? blocks below the p-switch are ones Mario can hit from below, and the other 8 appear when the p-switch is hit. Mario spawns just above the green koopa.

welcome back :)

extremely excited for this
I make an optimized TAS of Precise Perfection and one day later this get's announced -- maybe I should make an optimized TAS of cataclysm after all...

In all seriousness, I'm really excited to see you building pit levels again. Those turn blocks sure look like they want to be duplicated.
Originally posted by GbreezeSunset
welcome back :)

extremely excited for this


Thanks :) also thanks for the palettes which I've yoinked while I'm in the designing phase haha.

Originally posted by dacin
I make an optimized TAS of Precise Perfection and one day later this get's announced -- maybe I should make an optimized TAS of cataclysm after all...

In all seriousness, I'm really excited to see you building pit levels again. Those turn blocks sure look like they want to be duplicated.


This hack is going to need a bunch of testing by people more up to date than me, I'll definitely need some anti-break mechanisms in place.

3. More added to the PP level, and beginning of a new level focused around koopas. There's probably some way to break this opening section, still need to figure out a way to prevent it.



4. Progress with the disco shell room, Mario starts on the red x. Lots of sprites and some turn blocks, so this will be difficult to make sure the intended solution is followed.

Do you think this hack will be the longest pit hack in existence?
Originally posted by CourtlyHades296
Do you think this hack will be the longest pit hack in existence?


As long as I can keep my ideas fresh, absolutely. My goal is to build each room around a theme and get as creative as I can with them. By limiting myself and what I can add in each room, it helps the hack as a whole not feel repetitive, which gives a lot of space to make it as long as I can.

So far the room themes I've started are:

Precise Perfection - No items, just precision jumps and moving platforms. Might consider adding ropes if I'm careful with them, maybe some saws, not sure yet.
Disco Depths - Disco shells, lava, and layer 2 obstacles. Lots of transporting multiple disco shells around.
Koopa Kliffs - Using Koopa mechanics to get around, and big jumps over gaps using items to get across. The big open jumps concept has been used in Item Abuse 1/2, Glitch Abuse 1/2, and plenty of other pit hacks, so I'm hoping this adds a new spin on it.

I also made a little transition level, I think they're neat when used between certain rooms:

If your thinking of some music that could be used in your hack, Final Fantasy VI - Metamorphosis by KevinM is a nice, dark, fast-paced piece.
Originally posted by CourtlyHades296
If your thinking of some music that could be used in your hack, Final Fantasy VI - Metamorphosis by KevinM is a nice, dark, fast-paced piece.


If it fits with the vibe of a room I end up making I might add it, good piece. For now I'm thinking of sticking to mainly smw music, maybe some Pokémon or other Nintendo music.
Colon:Three used mainly custom music, so this one should too.
Originally posted by CourtlyHades296
Colon:Three used mainly custom music, so this one should too.


Yeh potentially, although there's no shadowdragon this time :(

Struggling with lag in Disco Depths, had to remove the blargs :(
If the lag persists, I might have to completely rethink this room, my ambitions are too high for the rom to keep up...
5. While I await the other rooms to be tested, I started a bit of work on a shelljump vertical level. I want to try and put my "Worlds Longest Shelljump" to shame, with a level using only 1 shell. Who knows how far it'll be able to go while not becoming repetitive. Maybe I'll split it up into a few rooms with various shell gimmicks being used.

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