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Gate to the Star Road - Use my levels in your edits!
Forum Index - SMW Hacking - Full Hack Releases - Gate to the Star Road - Use my levels in your edits!
Pages: « 1 »
I've been sitting on four edited levels since about the year 2000, and finally found a good venue to release them. These aren't some random hacks, either; great care went into the playability and aesthetics of each.



Download the patch here!

I'm also explicitly allowing authors of other level edits to include these levels, as long as credit is given to me. (In the edit itself, the documentation, etc.)

From the README:

Code
This patch file may be freely distributed if no fees are
charged for its transmission or use.

Levels from the patch MAY be copied and redistributed, in
original or modified form, as long as credit is given to
the original author.

Inclusion of copyrighted ROMs with Gate to the Star Road or
distribution of ROMs patched with Gate to the Star Road is
expressly forbidden.

ABOUT
-----
This patch contains four custom levels for Super Mario
World.  They are designed to be challenging, but fair.  No
graphic edits were made because I think Nintendo does a far
better job of sprite design than any fan ever could.  Only
the Yoshi's Island levels are edited at this point;
additional edits will depend on whether there is sufficient
demand.


Comments and suggestions welcome! I know it's short, but a lot of love went into it, so I'm also submitting it for consideration as a Featured Hack. If you like it, please give it a writeup in this thread. Many thanks!
This is a good hack, but has some few flaws. I don't think this hack will be featured, as it is very short, and are way below the average standard of the featured hacks.

I'll show you what i thought about each level:

1st level: The first part had some repetive level design in the start. Cutoffness man also broke into this hack, you put a pipe on a bush, which made a pixel-thin line of background. The second part was a bit hard, and i had to make some pixel-perfect jumps to find the 1up(jumping off a goomba in midair, falling off a legde). This is a good level, but could be a bit boring.

2nd level: This level was the hardest of the four.
But there is a lot of blind jumps here, and monty moles which don't make it much easier. I HAD to use savestates for the last part, which was a pain to complete. Could use a few more platforms towards the end. But i have to say, great idea to put a hidden fire flower in behind a bush! I've never seen that idea before!

3rd level: This level was a vertical one, and i like vertical levels. The first part was a bit hard, like the previous ones. It was basically platforming, with spinies and koopas everywhere. I discovered a feather too, which made it a lot easier. I found a lakitu halfway up, and with my fire flower in the item box, i shot it down. I played around with it, and skipped the last part afterwards. The last part was a freefall level, which was pretty much okay. You should remove some of the platforms, which ruined my falling and caused me to lose my cape and flower.

4th level: This level was creatively made, but also a little repetive. It had a little short time limit, which you should consider fixing. Or at least make the upper path possible to get to from the start.

--------------------
aran - Graces of Heaven
Originally posted by jaymcgavren
I think Nintendo does a far better job of sprite design than any fan ever could.

Heh.
Well, I'll take a look at this in a few hours, and give feedback and stuff. It looks nonlinear from the second pic, which is a good thing.
Xmas, thanks for the detailed writeup! When I have a couple spare hours I'll try to address some of your concerns.

Waweegee, yes, I tried to offer multiple paths through at least a couple of the levels. If you have time to look at the edit, it'll be most appreciated!
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