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004: Hiker's Hollow - Forty2
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 1 - 004: Hiker's Hollow - Forty2
Tags:
Pages: « 1 2 3 »
Owner: Forty2

World: 1
Exits: 1
Theme: Grass/Industry Cave
Music Options: 1, 2, or compose your own.

Briefing: This is the third main level in the hack. Use it as a foundation to introduce cave-like enemies to the game. If you wish, you may want to include a couple of mechanical decorations, but it's not really necessary.

Cave enemies tend to be more dangerous than grassland enemies. be careful in how you introduce these enemies to players. Another thing to watch out for is claustrophobic design and lava. Don't make the player feel restricted this early in the game by making tight tunnels. Similarly, while lava makes for a good "avoid this!" in caves, limit your usage of it this early in the game.
grabbing for forty2

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Your layout has been removed.
So, I'm going to be making a cave level I guess.

The planned setting for my level is a cave seemingly (and quite possibly) untouched by Norveg's industrial operations. The surrounding outside areas would be similar to earlier grassland levels, except without the industrial whatevers, and possibly thicker grass. The inside of the cave would be a normal, natural cave free of machinery and all that. However, I may try to work in a bonus area with some factory decorations and stuff, which could act some sort of somewhat plot-related thing maybe. But apart from that it'll just simply be a cave, with Buzzy Beetles, Spike Tops, Swoopers and some Piranha Plants. Might also include some water (and fish) for a bit more of a "nature" feel to it.

The original name I had come up with for the level was Virgin Hollow, but that doesn't work with the level naming guidelines we have, and could be easily... misinterpreted. I'm open to suggestions for the level name I guess (though it'd probably be best for me to make the level and confirm that I can't come up with anything at all before coming up with a name for me).

So, uh, yeah. I'll probably have to request some graphics and stuff before I actually start making the level, because I'm pretty terrible at drawing and I like to make every part of the level at the same time (landforms, sprite placement, aesthetics, everything) and I don't seem to have located a cave tileset in the base ROM.

I guess that's all then. I'll post again when I actually have something to show. Might take a while.

Level Progress:
Not started.


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May we meet again outside the battlefield.
Yeah, this level contrasts and compares with mine really well, so making our levels feel like "mirrors" in terms of concept while being similar in design should work out quite nicely.

In terms of the actual design, though, I'm glad you're sticking with more "natural" enemies like buzzies and piranha plants, since my level will be pretty full of "trained" enemies like koopas. In terms of structure, how linear are we looking at, here?
I'd say we have a good mix so far in World 1, especially if this one's going to be mostly nature-based.

I'm not too worried about linearity or nonlinearity here; I'd say just pay attention to the direction of movement. If this is a naturally-formed cave, I'd probably expect it to either have a lot of twists and turns, or very open, irregularly contoured areas, or both. Ample use of slope tiles would help mitigate difficulty, as the player can use them to slide into enemies, but try not to rely exclusively on that either. I see you're using pipe- and ceiling-based enemies, so you shouldn't have many problems finding a good balance.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I have to say your idea is quite creative Forty, I like how you want to give a good nature feel to your level. Normaly, I'd disrecoment sprites such as buzy beetles or spike tops, since they are quite easy to avoid and it's kind of hard to make obstacles with them, but, since this is a world 1 level, I guess that's ok. Maybe you should add some goombas and koopas as well, just to have some variety.

I'm not sure if having part of te factory as a bonus room is a good idea because you know...norveg is the bad guy here, why would should we use part of him territory as a bonus area? Maybe you could make the cave part free of any norveg stuff while the ouside grassland part has some industrial structures on it. It's just a sugestion though, you don't need to do it if you don't want to, after all, it's your level.
Well, since I actually made something today, I might as well show it.

Here is basically the introduction to the stage. Nothing special really. BG is obviously a placeholder. Pipe at the back is where the little midpoint area will eventually be.

So yeah, I've made a little bit of progress. I don't think I've done anything wrong yet, have I?

Level Progress:
FG chosen, BG(s) yet to be found.
3 screens built.

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May we meet again outside the battlefield.
Looks pretty good so far. Don't forget to add a shell so you can hit the ? block.
If you don't want people to see the midpoint area at the start, you'll probably want to move it a bit further back. Also, can you get on top of the stage via the sliding koopa? Do you want players to be able?

...but yeah, looks fine so far.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by FirePhoenix
Looks pretty good so far. Don't forget to add a shell so you can hit the ? block.

Last time I checked, Goombas were able to be picked up.

Originally posted by AxemJinx
Also, can you get on top of the stage via the sliding koopa? Do you want players to be able?

I've tested it, and yes it is possible to get on the top of the stage by the sliding Koopa if you jump on it in mid-air, but I don't think anybody would get it on their first try. And yes I do want players to be able to get on top of the stage, I was planning on maybe hiding something there (SMWC coin probably). If jumping on the Koopa is too hard, you can always come back with a cape.

I guess there wasn't really anything to comment on there. I'll probably get started on the actual 'level' part of the level sometime soon.

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May we meet again outside the battlefield.
Originally posted by Forty2
And yes I do want players to be able to get on top of the stage, I was planning on maybe hiding something there (SMWC coin probably). If jumping on the Koopa is too hard, you can always come back with a cape.


I kind of feel that that's too little a reward for such a difficult jump (especially so early in the game). I'd think a 3-up moon would be more suited for a jump like that (unless I'm overestimating its difficulty, of course.).
I should get a new layout.

Probably won't, though.
Honestly I feel that a 3-up would be a bit too much of a reward; maybe just a 1-up and a suitable or fitting Easter Egg (or maybe one of Norveg's troops scouting out up there?). Maybe move it down one if you do that.
In any case, what little you have there looks nice.

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harpy

tits


tumblr
Originally posted by Kipernal
I kind of feel that that's too little a reward for such a difficult jump (especially so early in the game). I'd think a 3-up moon would be more suited for a jump like that (unless I'm overestimating its difficulty, of course.).

Originally posted by me
you can always come back with a cape.

The jump isn't even dangerous at all, just requires a bit of precise timing. And lives are pretty much useless as well, so I think a SMWC coin is a better reward than a moon anyway.

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May we meet again outside the battlefield.
Originally posted by Forty2
just requires a bit of precise timing.


That's the main reason I feel like a SMWC coin shouldn't be put there; precise timing in such an early level feels kind of out of place. But again, remember that I haven't played the level and so I don't know how difficult it actually is. At the very least, you might want to put a couple of coins or something there that indicates that there is something to be found on the ceiling (though this depends on how much you can see up there already; if the player can see that there is clearly defined terrain up there then they'll probably want to investigate without other prompts).
I should get a new layout.

Probably won't, though.
I went and tested it some more, and the jump is really not difficult at all. Once you figure out that you can it's really quite easy to get the timing down.

Anyway, I made some small additions to the introductory section: here. Includes the small midpoint area, and there's also sprites on the top and a coin in sight so people think about trying to get on top. Nothing really new though I guess.

Now that that's done, I might work on the actual level soon.

Level Progress:
4 screens built.


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May we meet again outside the battlefield.
Well, since I haven't updated at all in over a month now, I might as well ask for some feedback on the little bit I have so far.

The first six screens of the main level part. Yeah, that's pretty much everything I've worked on in the past month, I haven't exactly had much motivation or inspiration for SMW hacking recently to be honest, not too sure why. Obviously the BG is only a placeholder.

So yeah I need some feedback on it, personally I'm not sure if it's that good. Maybe it's the (lack of) difficulty due to it being placed in world 1 and all, but I feel like it's missing something.

Level Progress:
10 (decimal) screens built.


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May we meet again outside the battlefield.
What you have so far looks very good. Also, on the offhand chance that you didn't decide on the name for the level, try "Vestal Hollow." It pretty much means the same thing, but without the possible negative connotations. (Thesaurus.com is a wonderful thing.)

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by eXcavator
What you have so far looks very good. Also, on the offhand chance that you didn't decide on the name for the level, try "Vestal Hollow." It pretty much means the same thing, but without the possible negative connotations. (Thesaurus.com is a wonderful thing.)



Only alliterations are allowed for this collab's level names.

Sorry, I guess I just wasn't paying attention.
Originally posted by MrDeePay
Only alliterations are allowed for this collab's level names.


SNN has stated that names that rhyme or are assonant are fine too.

(Also, I need to give an update on my level)
Pages: « 1 2 3 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 1 - 004: Hiker's Hollow - Forty2

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