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11C: Artillery Auberge - yoshicookiezeus
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11C: Artillery Auberge - yoshicookiezeus
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Owner: yoshicookiezeus

World: 7
Exits: 2
Theme: Sky Pool
Music Options: 1, 2, 3, or compose your own.

Briefing: Simply put, it's a water level in the sky. There are plenty of options available for this one - you could make it fully underwater, or you could have it so that you can "swim" in the clouds (Kirby-esque, perhaps)?
So the idea I have for this level is, for all intents and purposes, an airship level. However, instead of using a fleet of normal airships to protect his interests in the sky world, Norveg has been repurposing a chain of small floating islands, outfitting them with a variety of artillery weapons.

I'll be using the Girder Grasslands tileset for my level, although I'm going to need to add some tiles for cannons and for giving the islands proper bottoms. I'll also be coding some new artillery sprites; I've already come up with ideas for a bullet that splits in two and a laser cannon. I'm not entirely sure what to do with the secret exit yet, but I'm considering having the player find a Yoshi in a secret area and then keep him to a certain point in the level to access an alternate path. Also I'll most likely be using some form of autoscroll, since a) it's sort of traditional for airship levels and b) it's integral to the only way I can think off to pull off the laser cannon.

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My YouTube channel
Get the official ASMT resource pack here!

Laser is not difficult.

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My YouTube channel
Get the official ASMT resource pack here!



Done with the second sprite as well. Now I just need to draw those extra graphics tiles I need, and then I can get started with designing the actual level.

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My YouTube channel
Get the official ASMT resource pack here!

Why is this thread so inactive? D:

Anyway:



Now I'm done with the graphics I needed as well (except that I'm going to need some sort of layer 3 background, but that'll come later), so expect an actual level design update soon.

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My YouTube channel
Get the official ASMT resource pack here!

You want some activity? Okay...

I noticed the original level concept described a water level. Did you have any plans of incorporating swimming segments like say, cloud swimming or swimming underneath the ships? I could imagine any flying ship to be packing lots of weapons underneath for the purpose of land bombardments.

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My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
S.N.N. told me that I didn't need to worry about the level description being that of a water level, but now that I think about it, combining projectile shooters with the enhanced mobility water gives is a very interesting concept. I don't think I'll be making the entire level water-themed, but putting in some pools of water here and there doesn't seem a bad idea at all.

And while I'm at it, have some screenshots of the few screens I've done so far:







The Girder Grasslands theme keeps reminding me of a construction site, so I decided to change the concept behind my level a bit :V

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My YouTube channel
Get the official ASMT resource pack here!

I love how you've integrated the your shooters into the girder set, it looks wonderful. Looking forward to seeing where else you take the concept.
Got a bit more of the level done today; here's what I have so far. The custom sprite Xs are all diagonal shooters, and one of the ? blocks on the top left contains a Yoshi that you'll need to keep to somewhere around the midway point to be able to access the secret exit. One of the exits will involve climbing an unfinished tower, while the other will revolve around lasers and autoscrolling; I haven't decided which will be which yet.

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My YouTube channel
Get the official ASMT resource pack here!

Maybe it looks better in motion, but I feel like the dark girders make things look too busy. You'll have to make sure that there's a sufficient level of contrast between the walkable girders and the decorative ones or else I can see people getting confused.

I'm trying to figure out how to get to the star coin, am I right in assuming you need to bounce off the blue koopa onto the bullet as it passes, thereby getting on the ceiling?
I see what you mean about the palette. What do you think of this instead?



Giving non-solid objects lighter outlines somehow always seems to help a lot with making clear that they are indeed non-solid. I was going with the Girder Grasslands style of having them darker, but I guess that doesn't work very well when you use them in the way I do.

And yes, that is how you are supposed to get the SMWC coin.

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My YouTube channel
Get the official ASMT resource pack here!

That does look like it's working pretty well, maybe a little darker on the solid elements to really make sure. Again, it's probably better in motion.
This looks kinds of weird to me, because every other level that uses the girders used darker tiles for decoration and light tiles for solid blocks.

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Your layout has been removed.
While I like the ideas you have for your level (like the different canons) I dislike the graphical design here to be honest. I took a look on your first room and well it just looks to geometrical for me. I would also suggest to use the floating island tiles seen in the Radiatus Ruins since they look superior and grant a specific visual consistancy for world 6. I would also like to see the seperate islands being linked with chains or something comparable. :)
Originally posted by Slit08
While I like the ideas you have for your level (like the different canons) I dislike the graphical design here to be honest. I took a look on your first room and well it just looks to geometrical for me. I would also suggest to use the floating island tiles seen in the Radiatus Ruins since they look superior and grant a specific visual consistancy for world 6. I would also like to see the seperate islands being linked with chains or something comparable. :)

...except that doesn't fit my level theme at all. The level takes place in the girder skeleton of an unfinished skyscraper; of course it's going to contain a lot of rectangles. And besides, the floating islands tileset isn't compatible with the girder tileset at all.

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My YouTube channel
Get the official ASMT resource pack here!

I would advise against the light colors for the pass-through tiles, as I believe literally every other level so far has the opposite going on. Not only that, but just by eyeballing that screenshot, it still looks pretty solid to me, even with the pale outline. I think if ya darkened the pass-through girders slightly more than they were before, it would probably be fine. Maybe ya could even brighten up the solid ones just a touch as well.

Other than that, the new sprites seem like they'll be awesome to play around with!

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Pepper your angus.
I agree that the solid girders should be lighter than the walk-through ones, but I really like the level's concept and what you have shown so far. Anyway, here are some suggestions for names:

Stratosphere Sauna
Risky Resort
Aerial Auberge
Salvo Spa
Very well then; on popular demand, here's the new palette. Better or worse?



EDIT: ...this is the palette I was using earlier, isn't it? :V

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My YouTube channel
Get the official ASMT resource pack here!

I think it actually was, though honestly, this one looks fine. It's very easy to differentiate between the solid and non-solid stuff now.
Originally posted by S.N.N.
I think it actually was, though honestly, this one looks fine. It's very easy to differentiate between the solid and non-solid stuff now.

I agree with this, but I also think the girders would look better and more unique if they were a little more green, since Vic Rattlehead already used gray girders(++) in his level.

Edit: Wait a bit. Looking through the thread again, the first girder palette you had was actually really good. Any reason to as why you changed it? :o

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aran - Graces of Heaven
Pages: « 1 2 3 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11C: Artillery Auberge - yoshicookiezeus

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