Interested in showing off your level design skills? Think you have what it takes to beat the crowd? Then this is the contest for you:
The SMWC Level Design Contest
Breakdown and Rules
The rules are simple. You have 10 days to make a one-level hack, using only things from the original SMW (this means NO ExGFX, NO sprites, NO ASM - pure original SMW). Design the level any way you like, have it any length you like - but don't make it TOO long. You may also have any style of level you like - burning layer 2 castle, puzzling switch palace, haunted ghost house. Make it end however you want - balloon puzzle to the goal, keyhole, boss battle. Your only limitation is that you must do everything inside Lunar Magic with no external programs (except an emulator, of course.) The only external program you may use is a tile editor to combine ORIGINAL SMW tilesets (IE. mixing line guides with the cave tileset, mushrooms with the forest tileset, etc). That is it. Nothing more.
Do not change the overworld. Simply edit level 105, but be sure to change it around to make it unique. You may have as many secondary exits as you like, and as many bonus rooms as you like. When you think you have made THE level, upload an IPS patch and post it in this thread.
You may discuss the contest here, ask questions, and post your works, but you must NOT discuss ANY of the other submitted levels besides your own. Doing this will result in disqualification from the contest.
Finally, you may only submit ONE level, so make sure it's the one you want.
ADDED RULE: Thanks to Bloodstar's constant NAGGINGS D: I will allow editing of the "Nintendo Presents" logo so you may sign your name on your level.
Each level will be judged according to the following categories, out of 10 for each.
Creativity: Did you take the original SMW and bend it to form new, creative puzzles, clever areas, and tricky obstacles Difficulty: Is the difficulty just right? Is it not insanely tough, but at the same time, not insanely easy? Appeal: Does the level look nice? Are there any graphical glitches? Functionality: Does the level work properly? Are there any retarded places that are unfair/can kill the player too easily? FUN: Is your level FUN OVERALL?
1. Don't be afraid to use Super GFX to mix original tilesets and sprite sets. That is available to you!
2. Use Layer 2, auto scrolling, and different generators for some interesting puzzles.
3. Feel free to make any style of level that suits you - underwater, dark castle, treacherous (non-annoying) labyrnith, etc.
4. Though it won't be judged, you can edit the level name, intro message, and Nintendo Presents logo to spice it up a bit.
Judging and Deadlines
Since it was FirePhoenix (SnowyFP) who came up with this idea, he has volunteered to help judge this. CyclopsCaveman, also hearing of this, has volunteered to judge. Therefore, them and I will be the three judges of this contest. Thankfully, it should be as unbiased as possible, since we have a variety of people playing.
The deadline is February 25th. Be sure to have your IPSs submitted in this thread by then. Judging and grading will then be done, and the results will be posted for each. Remember, this is a fun contest, and instead of having to make a whole entire hack, you can simply make one level for fun. Finally, also remember that anything in LM is fair game - custom palettes, manipulation of the original Map16 tiles, etc. Do not break the rules and use external programs.
FINAL NOTE: Please do NOT submit your IPSs to the Hack section. Just post the link to them in this thread!
That should be all. If you have any more questions, feel free to ask. Have fun!
This is a great idea. Actually I hope we do these somewhat often.
I have a question. Suppose I have a finished level in my not-yet-released hack that fits the requirements. Can I use that level, even though it will ultimately appear in my own hack later? I ask because my first hack is mostly being done without any outside programs.
Another question: Can we use a tile editor to make sprite and tile swaps? I know that involves an outside program, but it could lead to more creative combinations. Actually, the level in question for me uses them, so...I'll wait for a response before I do anything.
What I mean is my level combines different foreground sets so I can use line guides with normal terrain. Another level I might consider swaps Monty Moles into the castle sprite set so I can use them in a castle setting. Is that sort of thing ok? I'm only using what's in the original game (apart from manipulated Map16 tiles, but those are ok, right?).
Edit: If I'm still being unclear, can I post or send you an example (youtube video link)?
We are allowed to use Custom Palettes and ExAnimation right?
Edit: Plus, can we modify the Map16Page with the original SMW tiles to create new tiles based on the original ones?
Edit2: Just out of couriosity: What does the winner get?
Edit3: Bunch of questions, I know. Can we fix the Piranha's Stem? Of course without the patch. Editing the vine in AllGFX.bin. Apparently editing their colors in YY-CHR with a custom palette. (But since the mushroom shares it's colors with the Piranha stem, I need a custom palette along with recoloring. Nintendo's fault.)
Edit4: *sigh* Can we use ExGFX that is still the original SMW tileset? I have to change my grass tileset to the cave tileset since the downward-slopes would glitch. But since I need the grass tiles but have to change the header to cave, I have to use ExGFX.
Edit5: Meh, don't answer on my last question, I won't use that method.
Question: What if I wanted to combine two tilesets, but I also wanted to use the original tilesets as well? There would be no room in the original graphics for the new tileset, so it would have to be ExGFX. Would using ExGFX in that way be acceptable?
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just a question: you said that it can have as many secondary exits as we want, but I hope this doesn't mean it can be endless,... I mean, one can just join two, three, four, levels he made before and stick them together for the contest, and with time set to 0, there's no gameplay problem...
Have we to value an "integrity" of theme within the level (say, Castle goes with Castle, Mushrooms with Mushrooms, and the like..)
And, say I want the player to find the "real" exit (actually, hidden as a secret exit would be), have I got the possibility to add different exits (the "fake" one, and the "real", secret, one) or I simply must tell the player "sorry man, but your princess is in another castle", and drive him back to the beginning?)
Yes, in the end is more than a single question.
-------------------- to anyone that downloaded Verdant FG: I've fixed it with the gameplay page and a readme, so get the fixed version.