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A random preview of Alyssa's Unlikely Trap
Forum Index - Sunken Ghost Ship - C3 Museum - Spring 2012 - A random preview of Alyssa's Unlikely Trap
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What's this? I'm actually doing what a lot of other people are doing for once, by posting some random update on a hack I'm creating? What's wrong?

Anyway, although AUT1 is nowhere near close to a demo release (those of you who have played the ZGC demos should know how I like climactic endings to my demos), I thought I'd "officially" showcase a few of the levels I've created in the last half-year. (Those of you who have been following my YouTube channel may already have an idea of what I've been working on, though.)

Here's a video of the first castle, a personal favorite of the levels I've designed so far. This castle seems like it might have been neglected at some point, doesn't it? The terrain is pretty uneven, and the local creatures are wandering about the first room... (And yes, the music is the original SMW castle theme, but lowered in pitch for a little variety (and possibly a slightly darker feel). Note that the boss battle theme I attempted to port (Grimoire of Alice from Touhou 5) is unfinished.)

Also, since I already showed half of it a few days ago anyway, here's a video of 2-3, a puddle-filled cave level that also happens to be the first level to use interactive layer 2 (at least, the first to use it in an obvious manner). Plus a bonus preview of the overworld, showcasing how my overworld "status bar" works (it displays the level number, your current exit count, and the highest number of Dragon Coins you've finished the level with).

(Please disregard the obviously-filler overworld music, as well as the blatant cutoff where the Vanilla Volcano (yes, it's an active volcano now, and also been moved later in the game than world 3) is supposed to be. I like to design my world maps in order, and wait to create the map until I have an idea of what most, if not all, level themes in the world will be.)

By the way, remember that since this hack uses SMA2 powerdown, picking up a flower/cape while you have nothing in reserve will give you two extra hits instead of one (and power-ups are pretty common in the early worlds). (As for anyone concerned about capes not appearing in this hack: don't worry, they will. Though not until somewhere near the end of world 2 (you can obtain early capes in a few world 2 bonus games, though it's not exactly reasonable to farm them there).)

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Alyssa's Unlikely Trap - Zeldara's Glitch City
Whoa, the second half of Puddle Passage is like Teal Tide Trek, except loads better XD Great work!

Hmm...layer 3 scrolling in that area to suggest a tide effect (?), plus the bonus game awards two lives per match to compensate for less control...nothing escapes your notice, I see :b

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The bonus game gives you 1 life for simply hitting all the panels, actually. I considered doubling it, but 16 lives possible from a single bonus game (if this hack gets popular enough, I know someone is going to learn how to perfect this bonus game) is a bit too much in my opinion.

The scrolling layer 3 was actually an unintended side effect of the tileset I chose, but I thought it looked better than the other possibilities (non-scrolling layer 3, no layer 3, or midair fish layer 3), so I left it in.

(And yes, that room was partly inspired by Teal Tide Trek, though if you don't mind me saying, I think Teal Tide Trek needed a more interesting layer 1.)

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Alyssa's Unlikely Trap - Zeldara's Glitch City
The castle looks a bit too hard for a world 1 castle, some of the twomps might be hard to dodge with all those spikes arround, but since you're using the SMB3 powerdown patch it might conpensate it.

Overall, you seem to have a nice level design. I didn't know you were working on a hack besides ZGC.
You seem to be very generous with powerups...but I guess that is because it is only a world 1 castle (otherwise I would have placed it in world 3)

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don't click this link...
(just noticed these replies now)

This hack is supposed to be more difficult than average (you might want to compare the castle to level 1-2 before judging the difficulty). Though I also made power-ups pretty common at the start, intended to help players adjust... Actually, nearly every level has at least 2 power-ups before the midpoint and 2 power-ups after, but later on the level length will get longer, so they won't seem as common.

(I happen to like hacks like TSRP2 and Kamek's Revenge that have long, difficult, but fair levels. I also like relatively forgiving health systems; Yoshi's Island proves that the ability to take a lot of hits without dying doesn't necessarily result in an easy game.)

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Alyssa's Unlikely Trap - Zeldara's Glitch City
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Forum Index - Sunken Ghost Ship - C3 Museum - Spring 2012 - A random preview of Alyssa's Unlikely Trap

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