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The Classic Creative Reassembly [team hack]

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Can I claim another secondary entrance and a sublevel? Planning to have some kind of bonus room in the second part.

Here's a screenie of my progress on 1B9

Link
@yoshiatom

So you’re making a level similar to the tank levels in Super Mario Bros 3? That sounds like an interesting idea.

Make sure you’re only using original graphics (since this is a reassembled level) in your animations. I can’t really tell if your altered the original graphics or not in that image.

I don’t really like that palette you’re using the colors look inverted. I’d keep the grassy look. You could try this:



This is also an alternate way to animate the grass you can use it if you wish.

@Frettimo

Thanks, glad you like the idea.

@Oh Hell No

Sure you can take: sublevel 1BD
Wow, I have to say this project looks really neat!! I have some ideas for any of the Cookies and Cream levels. I'm aware they're from a Bonus World but do you have any more information about these levels? Is there a certain theme or difficulty you're looking for?
Super Mario Bros. 3: The New Journey.
Feel free to check out my SMB3 project. Finished and ready for you to play! :)

Cinnamon Hills- SMW Hack
AJ Blaster Master V1.1- Blaster Master Hack
Metroid: Dark Alliance- Blaster Master Hack (Level Design)

Originally posted by AlanJacobs
I have some ideas for any of the Cookies and Cream levels. I'm aware they're from a Bonus World but do you have any more information about these levels? Is there a certain theme or difficulty you're looking for?


You pretty much have complete freedom as far as theme goes in Cookies and Cream levels. For the difficulty I prefer it to be pretty high since it is the last world, but doesn't have to be. The main focus of these types of levels should be blending original graphics with new graphics in new and interesting ways.

Take a look at these screenshots of our two finished Cookies and Cream levels:

Volcano Mines by Aquamentus


Late Rush by SilverSwallow

Yoshiatom's Post
Thanks for the GFX, SliverSwallow. I'll get some progress on my level tomorrow. (I need to drag myself away for Minecraft...#ab{:P})

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Not here to sign up a level or anything, but I've been following this hack for a while and I've got to say it's one of the most interesting hacks I've seen in a long time. I hope you guys manage to pull through and get a full release out!



I want to design a Submap. I forgot how to interpret this >_> Couuld someone explain it to me?
@yoshiatom

No problem, look forward to seeing more progress from you.

@Doopy Buckride

Thanks, if we can stay focused we should have no trouble getting this hack out this year.

@Shog

Not sure if you want my previous quote:

Originally posted by SilverSwallow

Notice in the image that you have three ways to get to the next world and none of those paths will have you play two of the same level types in a row. That’s the idea we’re going for: choice and variety.

The final 4 worlds will be similar but will only have one type of level (classic, creative, reassembled or cookie and cream).


Or if you want more detailed info on the OW idea:

Main thing we want to make sure two level types aren’t back to back and that there are no dead ends (except for the bonus game which will always be a dead end). So regardless of whether the player gets the normal exit or the secret exit they still will ultimately end up on a path to the next world.

Note that example just shows the basic structure. The levels don’t have to be lined up like that, don't need to be that close together, and a classic secret exit level won’t always be at the start of the world.

So here’s an example of how a OW could look that follows that structure (using Zelda 2 GFX to be quick):


I have a level from one of my unfinished hacks that I'm willing to touch up for this project. It's called 'The Final Sunset' but the name is centered around a story from the unfinished hack so I can always change it if you want. Here are some pictures:





Basically, the level has Mario crossing a minefield and the level itself is rather challenging. As you can see, I made some simple custom graphics for the background with a rugged landscape and the sun under the horizon. I created 'Super Goomba' graphics replacing chucks and the 'exploding block' which explodes on contact when Mario hits it (acting as mines). If you like this idea, I'm willing to finish it up for you guys as one of the cookies and cream levels!!
Super Mario Bros. 3: The New Journey.
Feel free to check out my SMB3 project. Finished and ready for you to play! :)

Cinnamon Hills- SMW Hack
AJ Blaster Master V1.1- Blaster Master Hack
Metroid: Dark Alliance- Blaster Master Hack (Level Design)

Wow! The level looks nice! Also, the BG sunset looks great! #smw{^_^}
Amazing layout by JackTheSpades
@ AlanJacobs

Yes I do like that idea, exploding mines and goomba chucks at sunset is quite unique.

I would like to see the aesthetics improved a bit though. The sunset background could use a better transition and the foreground palette should be altered to better fit with the orange background.

Here's an example of how it could be improved:



Also I suggest sprinkling in a little more custom graphics in the foreground as of now it looks like it has a little too much of the original graphics.

So you can go ahead and claim a Cookies and Cream level for this if you want.
Originally posted by Aquamentus
@ AlanJacobs

Yes I do like that idea, exploding mines and goomba chucks at sunset is quite unique.

I would like to see the aesthetics improved a bit though. The sunset background could use a better transition and the foreground palette should be altered to better fit with the orange background.


This is one of many unpolished levels I have and it happens to fit the Cookies and Cream theme and I like the way you expanded on it, Aquamentus!

Originally posted by Aquamentus
Also I suggest sprinkling in a little more custom graphics in the foreground as of now it looks like it has a little too much of the original graphics.


I agree. I'll come up with a solution to this. Perhaps I'll add custom foreground objects to even out the vanilla ground.

I'll go ahead and claim Level 117 for this project! I have 2 ExGFX, 1 for the background and the other for sprites. It looks like Page 1B (FG) and Page 4F (BG) on the Map 16 are open and I'd like to claim them as well if no one else has. Other than that, I should be all set!
Super Mario Bros. 3: The New Journey.
Feel free to check out my SMB3 project. Finished and ready for you to play! :)

Cinnamon Hills- SMW Hack
AJ Blaster Master V1.1- Blaster Master Hack
Metroid: Dark Alliance- Blaster Master Hack (Level Design)

@ AlanJacobs

Yep those Map 16 pages are still free so you can take them, also noted you’ve claimed level 117.

For ExGFX you can take:

ExGFX122

and

ExGFX123
A while back we said we were deciding on a way to speed up this hack's development. We've finally decided that now each of the first 5 worlds will only have one "Creative" level instead of two and feature three "Classic" levels instead of two.
The decision was made since "Classic" levels have been very popular and "Creative" levels haven't been too popular and take a lot more time to make.

Worlds 6,7,8, will remain unchanged. World 9 will now feature just 5 "Cookies & Cream" levels and a final level.

The final level can't be claimed, but instead you can claim sections of the level. Each section is to consist of just one room.

So here is the new level list for remaining levels (to clean things up this list only shows levels in progress or unclaimed)

========

Yellow indicates what is currently claimed.

Tall Meadows (Grass, forest, Swamp)

1. 105: [Creative Level 1 (secret exit)]


Deserted Retreat (Desert, Island, Ruins)

1. 10B: yoshiatom(creative)
2. 18: [Reassembled level 1 (secret exit)]
3. 109: [Classic Level 1 (secret exit)]
4. 5: LHB(classic) (secret exit)


Crushed Heights(Snow, lava, mountains, sky)

1. 1B: : [Reassembled level 2 (secret exit)]
2. 10D: [Classic Level 2]
3. 20: SilverSwallow (RASM)


Aqua Spirits (underwater, haunted, caves)

1.10E: [Creative Level 2] secret exit
2. 10F: [Classic Level 3]
3. 9: [Classic Level 4] (secret exit)


Colossal Tower (interior levels, castles)

1. 110: [Classic Level 5]
2. 111: [Creative Level 3] "Tank Hanger" tile set free to use, secret exit (w8)


Restricted Isle (All reassembled)

1. 101: SilverSwallow (secret exit)
2. 103: Oh Hell No (secret) exit
3. 104: yoshiatom (secret) exit


Flooded Dimensions (All creative)

1.112: [Creative Level 4]
2. 113: [Creative Level 5 (secret exit)]
3. 10C: [Creative Level 6 ] (secret exit) (to W9)


Cookies and Cream (Mix of chocolate and vanilla resources)

1. 117: AlanJacobs secret exit
2. 118: [Cookie and Cream Level 2] "Vanilla Museum" tile set free to use, secret exit
3. 11A: [Cookie and Cream Level 3] secret exit


Bonus Game Levels

W1. 128: [Bonus Game 1]
W2. 129: [Bonus game 2]
W3. 12A: [Bonus game 3]
W4. 12C: [Bonus game 4]
W5. 12D: [Bonus game 5]
W6. 12E: [Bonus game 6]
W8. 12F: [Bonus game 7]


Finale

1. 11C: Final Level (Claim a sublevel below)

30: [Classic Room]
31: [Reassembled Room]
32: [Creative Room]
33: [Cookies and Cream Room]
34: [Mix of All types]
35: [Final Boss/Section]

----

I've already taken the first new "Classic" level in world 1 and completed it.

"Clover Hills"


A pretty simple level that features Banzai Bills, Rex enemies, bouncing koopas, turn block bridges and more.
Update on Level 117. This is what I have so far.

Level 117: Minefield Sunset

I tweaked the palette and graphics a bit. The info box explains the different objects in this level. The red and yellow mines explode when touched and I also placed tank barriers which hurt Mario when you land on them. The mine block is rather interesting because sometimes Mario can get lucky and it won't explode when he lightly touches it. I don't know what opinion anyone else would have on the block behavior but I like it that way.

Any feedback on this would be great! Any way I can make it better? Let me know! Thanks!
Super Mario Bros. 3: The New Journey.
Feel free to check out my SMB3 project. Finished and ready for you to play! :)

Cinnamon Hills- SMW Hack
AJ Blaster Master V1.1- Blaster Master Hack
Metroid: Dark Alliance- Blaster Master Hack (Level Design)

It’s looking pretty good AlanJacobs, I do see a few spots that could be improved:



In the first screen the question blocks seem oddly placed; it looks a bit too hard to reach them safely. I’d move them up away from the ground a bit.

You’ve probably already noticed this, but in the second screen shot the cement blocks have a bad palette.

In the final screenshot these mines are all a little too close together and leave too little room to maneuver. I’d suggest you space these mines out a bit more.

Also I don’t think you should use the tank barriers as a damaging obstacle since they look more like decoration to me (despite warning in the info box). I suggest you just use them as decoration and use something else as a damaging obstacle such as barbed wire, fire, or spikes.
Screenshots 1 and 2 are no problem. Easy fixes. For Screenshot 3, see those solid turn blocks and the spring? You have to use them to make your way up and over. To get the key, you need to carry the spring and use the bullet bills to make your way up and over and use the spring to hop on the ledge in the sky. I like it the way it is unless you truly insist on me changing it. I'll make it a bit more obvious for the player that you need to go up and over. Perhaps I'll create a line of turn blocks above the mines to let the player know it can be a ledge to bounce on.

Funny thing, I tried a barbed wire fence but it just looked odd so I decided to use tank barriers instead. I'll draw a bundle of barbed wire to use and hurt Mario on the ground and go from there!
Super Mario Bros. 3: The New Journey.
Feel free to check out my SMB3 project. Finished and ready for you to play! :)

Cinnamon Hills- SMW Hack
AJ Blaster Master V1.1- Blaster Master Hack
Metroid: Dark Alliance- Blaster Master Hack (Level Design)

Originally posted by AlanJacobs

For Screenshot 3, see those solid turn blocks and the spring? You have to use them to make your way up and over. To get the key, you need to carry the spring and use the bullet bills to make your way up and over and use the spring to hop on the ledge in the sky.


Oh I was looking at it wrong. Yeah that should be okay then.

I just thought of something that could fit well in your level, the P-balloon.



Dodging mines while floating could offer an interesting challenge for the player. Just a suggestion though.
Originally posted by SilverSwallow
I just thought of something that could fit well in your level, the P-balloon.


I like this. It'll make the level less flat, too. I'll see what I can come up with and I'll get back to you!
Super Mario Bros. 3: The New Journey.
Feel free to check out my SMB3 project. Finished and ready for you to play! :)

Cinnamon Hills- SMW Hack
AJ Blaster Master V1.1- Blaster Master Hack
Metroid: Dark Alliance- Blaster Master Hack (Level Design)

Yoshiatom's Post
I apologize that I haven't made any progress on my level, but I'm confused on how to replace the rope conveyors with diffent GFX using Exanimation.
My level (With all content relating to it) is in a ZIP here.
I would be happy if someone could help improve the paltete (I used 103 as a base).

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise

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