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12D: Petroleum Passage - Skewer
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12D: Petroleum Passage - Skewer
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Pages: « 1 2 3 » Link
Claimed by: Skewer (aka S.C.O.R.P.I.ON.)

World: 9
Exits: 2
Theme: Factory Cavern
Music Options: 1, 2, 3, or compose your own.

Briefing: A mechanized cavern. Consider something like an underground sewer, or a waste treatment area. Perhaps toxic gas, or poisoned water? The possibilities here are numerous.
Well, it seems that it's my turn to take a crack at designing a factory level for SMWCPII. It's actually quite funny because in my own hack thread, I've been designing "The Corrupt Factory" with one onset of designing said level being the fact that I didn't get a factory themed level for SMWCPII. Karma sure has a way of making somebody look stupid doesn't it. Heheheee.

Anyway, I plan to take a look at the graphics to my disposal, then take a look at the other graphics in the other Factory themed levels. If there isn't something that fits a cavern like atmosphere, then I'll design something myself for the foreground.

Since this is a factory cavern, I'm also going have pipes/doors that lead to small rooms that'll use the graphics of other factory levels*. It's to give the idea that the cavern inter connects the area, but all exits (except one obviously) have been sealed off.

*They'll be small rooms with either a power up or a bunch of coins.

By the way, I don't want somebody PMing me that I should've said no so that they could get the level. It really upset me when I saw my brother (metalgearhunter) with that kind of PM. Thank you very much for the level SNN.
It's great to see that you're already delving right into it.

I actually watched that video, and I'm really loving that background you made for it. I think it would benefit you AND some of the other factory designers if you decided to create something similar to that (animated gears and whatnot) in your level.

Other than that, the interconnecting rooms idea sounds nice. Looking forward to seeing more.
I'd actually share the BG and FG with the hack (SMWCPII), but I don't know if I can still use said FG and BG in my own. I'm actually wanting to use it, since I won't be able to use it again in HSB2. Not to mention it would be a huge graphical contribution to SMWCPII; and it would give other factory level makers another tileset to use if they want to.

I won't really have a chance to use my factory foreground/background in HSB2 again, since the Corrupt Factory is the only factory level in that hack.
I'd be fine if you wanted to use your own graphics from your hack in SMWCP2. It's a great set, and if you feel you can design comfortably with it, by all means go nuts. Like you said, others may also benefit as well, so it's a win-win situation really.
Alright, I'll besure to modify the Foreground a bit and add some cavern like stuff in it. BG should be alright, so I'll just do as said, and go nuts.

Extras



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

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Originally posted by S.N.N.
I'd be fine if you wanted to use your own graphics from your hack in SMWCP2. It's a great set, and if you feel you can design comfortably with it, by all means go nuts. Like you said, others may also benefit as well, so it's a win-win situation really.


I disagree. I'm trying to picture the FG/BG GFX and the SMWCP2 common sprites/objects and I'm just getting clash. Clever palette editing can perhaps mask the issue somewhat. Then again, the issue with that may stem from the video quality rather than any actual clash.

If all else fails, he can always design a new set that fits the general theme of the other graphics in the hack. With some alterations though, I could see that factory set working out fine.

I guess I'll just hold off on any further graphical judgment until I actually play the level myself.
Well, first piece of progress, I was up pretty late and needed to get some sleep. I wanted to make the background for my level, and possibly others, different from the one on my thread... with the exception of the gears. Do note that I'm not able to replicate one's style, lest I lose my own.* The background itself is animated, pistons and gears basically. I don't know if we're going to be using Layer 3 Exgraphics so I just neglected using a layer three until I know for sure.

*Since I'm doing all the graphics in HSB2, I want them all to fit the same style, so meh.



I won't put a download link, I'm afraid people might wander in here and just download it for use in their own hack. By the way, since I got the level pretty late, I'm not going to promise that I'll have the level done by deadline. There's a lot of stuff to prepare, and I like to take my time when making graphics.

Extras



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

Advertising Space

The deadline only applies to people who got a level in April or May.

Ah I see, so anyway... is the BG good to use for SMWCPII?
I would suggest getting rid of the tiles below the "sunset" styled gradient there and just add in more pipes/gears. It kind of gives off an exterior vibe, and most of the factory should be interior.

Hope that makes sense.
Ah, I see. That sunset gradient is actually supposed to be heat from a lead melter/burner... whatever they're called. The tiles within are supposed to be scrap metal that's going to be melted down. I'll add some more graphics in the below portion of that to make it look more like a lead melter if that helps.

If that idea does fail, I'll get rid of the gradiented part.
Progress. Um, well. None to report. I'm pretty sure that everybody knows that MGH and I are brothers, so obviously when one of us is working, the other one can't. Metalgearhunter is working on his level, so I'm just supporting him for the mean time. Until then, I won't be able to show any progress at this point. Just wanted to let you all know that.

However, tomorrow is the weekend, so I'll be able to show some good progress. I won't really claim any custom sprites until I know I need them.
Wrong thread to be asking questions in, but is there a sprite or a patch that I can use to fix Tile Priority in Verticle levels? It gets really annoying when I can't go behind foreground in a Verticle Level.
That fix has already been applied to the base ROM.

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My YouTube channel
Get the official ASMT resource pack here!

Ah... wait a minute! Alright, so there is something out there. It wouldn't be much trouble if I could hold such a fix and use it on my primary projects?

Extras



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

Advertising Space

Milk has a patch of it in her file bin.

Well, it has been a long time since I updated. However, I now have a lot of content to display. For one thing, the background is complete, and the foreground is completely new. I tried my best to keep it at SMWCPII style. Only problem is, I can't seem to NOT use less than 8 colors. That's the only price for working with me I suppose.

Further more, I had also taken time to complete a couple of requests I had, so that is another explanation/excuse for my delay is content show off.

Otherwise, here's a video. This is what I have done so far in my level. It is to do this:
• Show off graphics.
• Show off the Background in animation.
• Display what design I'm going with in the level.

Nothing more. And by the way, do not say anything about the slowdown. Simply because of too many sprites; which I honestly don't see how five sprites on a screen is too much.
Link, because I'm too lazy to take a screen shot and link the image.
Players may hardly see those "vines".
They also could think that the oil is bad, so you don't try to go into the oil.

The bones of the Dry Bones are glitched. They don't must be like that.

But this looks pretty nice! I hope to see more from you.

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Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12D: Petroleum Passage - Skewer

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