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The 6th Annual SMW Central Level Design Contest [Discussions]

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How do you remap FG/BG graphics? o.O
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Originally posted by MaxodeX
How do you remap FG/BG graphics? o.O

Was talking about Mario and the States Bar.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Noticed a stake should of been lowered by one tile so it appears cutoff. That's fine though, as long as you guys have fun!
I figured I had the time to do at least some entries.

Lemonade Enjoyable Pros:
Just plain fun
Interesting Landmasses
Cons:
Difficulty Spike in Cave
1UPDudes Ambivalent Pros:
Used Dino-Rhinos
Somewhat Effective with Sprite Design
Cons:
Very linear in the micro
Gloomy Star Ambivalent Pros:
Varied Terrain
Well-used sprites
Cons:
Too Long
Secret Exit revolved around percise item babysitting
Half-Blind Falls
Lots of tedious retrying in the second half
Cramped
Undy Ambivalent-Enjoyable Pros:
Very well-used sprites
Space used well
Cons:
The P-Balloon section
Several very tedious jumps
Africe? Not for Me Pros:
It looks nice I guess
Cons:
Mind-bendingly hard
Cramped as all get out
Munchers everywhere
The occasional Koopa and that's it:
spin jump is pretty much required
Slippery
Auto-scroll on the second half
and that's where I stopped
AirMario Unfufilling Pros:
The priorty dirt is cool
Cons:
Incredibly Short
Little Consistancy
Aquamentus Unfufilling Pros:
The one swimming part was ok
Cons:
Lots of boring trial-and-error to find the exit
Archie Unfufilling Pros:
Most of the puzzles were designed somewhat well
The sublevels intertwined nicely
Cons:
I could never find out what on earth I was doing
Incredibly confusing
Several things suddenly thrown at you:
sudden deaths
Shog Ambivalent Pros:
Pretty normal level design
Cons:
Very, very big, hard to figure out what you're doing
A little boring
chinesesmw Enjoyable-Favorite Pros:
Varied, non-linear yet driving level design
Great selection of sprites without ever seeming
out of place or gimmicky
Blend of sprite and terrain based gameplay
Cons:
The fake platforms are very similar to the not fake
Blazing Desert? Not for Me Pros:
Lots of coins
Cons:
Lots of the sprites are unkillable
Ground often acts glitchy
Nearly everything is the same color
I hate to talk about graphics, but the palette is really awful
Big Mario Discrimination
bokunes Not for Me Pros:
It's a level
Cons:
It's the most linear, boring creation I've played so far
So many goals, all involve item babysitting, some are FAKE
tatanga Unfufilling Pros:
No munchers
Cons:
Only a blue block reskin of them
Pretty much a long, tedious slog through something that's almost
kaizo. I'm pretty sure I got to a point where it was impossible
to pass if you weren't Big Mario.
Gamma V Ambivalent Pros:
Good old Mario gameplay
Timed platforms get used for once
Cons:
Very sparse, often feels like not much is going on
Just sort of average
Cutoff in classic Gamma V fashion =D
Burst Man Favorite Pros:
Cliche Wall of Death, but pulled off correctly
Feels just like Super Mario World
imo fufills the contest requirements
Cons:
Sometimes a little too much trial and error
Caraccs Enjoyable-Favorite Pros:
Really cool color gimmick that keeps you guessing what's
coming up next
Cons:
A little slowdown
NeoCarld923 Enjoyable Pros:
Design was spot-on
Somewhat consistant
Cons:
Lacks a solid idea
Daizo Dee Von Enjoyable Pros:
You took everything I hate about SMW and made a fun level
Cons:
Sometimes a little cramped
Dakress Favorite Pros:
The most realistic and best ship I've seen in the hacking scene so far
Custom boss
Exploration based
Actually good water section
Cons:
Not many sprites, but who cares? Just take in the scope and size
of the ship
K1ngHacks Ambivalent Pros:
Stays true to SMW
Cons:
Just sort of boring
Weird footballs (or is that just me)
TLMB Enjoyable Pros:
Nice little idea, pretty fun
Cons:
Major slowdown
Doopy Buckride Unfufilling Pros:
Experiments with every type of level
Cons:
Too much focus on sprites, little on terrain
Ghost House was boring and uninspired
Often space is either flat or somewhat empty
DPhoenix29 Ambivalent-Enjoyable Pros:
Solid idea
Some sprites used well
Cons:
Other sprites seem too much for random filler
Sprites repeatedly placed in clumps
Design does not match Boiler idea
Some pipes take you to bonus rooms
everest700 Enjoyable Pros:
Pretty much how pseudo-vanilla should be
Cons:
Nothing "super-cool" about it
findoku29 Not for me Pros:
none
Cons:
Mercilessly steals from the first 30 seconds of Kaizo
FOR AN ENTIRE LEVEL
didn't even bother finishing
ferrety111 Favorite Pros:
Everything done perfect
Every single line-guide idea perfectly flowing into
one another
Cons:
Too fun
ShadowFire Ambivalent Pros:
Not bad
Cons:
Too easy to just run on the top
Shortish
FPzero & Teyla Enjoyable Pros:
Well-designed and fun to play
Cons:
I couldn't really find anything wrong
Guinimo Not for Me Pros:
It looks ok
Cons:
80% of the level is three tile high flat ground
Empty as all get out
Steals from SMW
Hadron Ambivalent Pros:
Sort of fun
Cons:
Just really, really average
Filler sequence with the Flying Yoshi was unneeded
Hawthorne Unfufilling Pros:
The parts inbetween the grey platforms
Cons:
Lots and lots and lots and lots and lots of jumping on
grey platforms
Javier Unfufilling Pros:
It's not awful
Cons:
but it's boring and tedious and doesn't look good
Hobz Ambivalent-Enjoyable Pros:
Cool idea
Mostly well-done
Cons:
Lack of a real challenge and direction,
I just stumbled through it to the end.
HyperMario Ambivalent Pros:
Not any glaring bad things
Cons:
Just standard run-and-jump
Originally posted by Egadd

Undy Ambivalent-Enjoyable
Shog Ambivalent




I hate my life right now
There you go, bitch!
If it makes you feel better, I would've given Undy a Enjoyable if not for the P-Balloon section #w{>=)}
I wanna see what you think about my entry, Egadd. #ab{:)}

E: About Undy's entry, several tedious jumps isn't a bad issue (for me, except if the level is too easy).

Originally posted by ShadowPhoenix
I wanna see what you think about my entry, Egadd. #ab{:)}

Words.
[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
Originally posted by PatPatPat
Originally posted by ShadowPhoenix
I wanna see what you think about my entry, Egadd. #ab{:)}

Later.
How would you rate my entry, Egadd?

I don't want to start any quote pyramid crap.
User: Hinalyte / ID: 1553 ~ loading kotori.css
Originally posted by several people
I wanna see what you think about my entry, Egadd. #ab{:)}


Might as well prevent the pyramid from happening.
I am here today to present you fellow SMWC'ers with an exciting offer! Tired and annoyed by the people uploading their IPS files in Zipped folders/.Rar files, confused that one person linked it from a site you have to join in order to download? Sick of the individual downloads of each file? Fear not, for i have Complied all 83 IPS files into a single Zipped Folder. Enjoy

(If someone already did this, oh well)
Originally posted by Egadd
Cons:
Too Long
Secret Exit revolved around percise item babysitting
Half-Blind Falls
Lots of tedious retrying in the second half
Cramped

Okay, I'll have to discuss:

- Too long: it takes me 400 "seconds" to get through the whole level getting all the Yoshi Coins (and falling some times too): 400 + 100 "seconds" for the sake of the player = 500 "seconds". For me 500 "seconds" stand for a fair length. I left more 150 seconds just in case someone falls too much, but that's not the case here.

- Secret Exit revolved around percise item babysitting: item babysitting? Where? The only item you really need to carry is a throw block in order to defeat a Volcano Lotus (which is unnecessary if you got a cape), and even if you do have to carry it, it's for about 2~3 screens. You don't have to carry the P-switch nor the springboard: you can use them practically instantly and you'll get the secret exit just fine. As for the key, hell of course the key had to be carried, but again, for only 2~3 screens. @Edit: And besides, this part is rather easy: no gaps, some enemies, and it's a bit linear too. Oh yeah, forgot about the vine block. It requires either a throw block or have a cape, but even if you have to use the block, you have to carry it for about 1 screen.

- Half-Blind Falls: okay, I admit I was a bit harsh forcing the player to land on 3~4 single-tiled ledges, but aside from those, most of the "lengthy" gaps had coins to help in the jumping. And there's also the cape, that if you manage to keep it, the second section will be less "dangerous".

- Lots of tedious retrying in the second half: lots of? There's only one time that you have to go some way down to get a P-switch for a Yoshi Coin. There's another area that you have to jump 2 ledges to get a throw block, go down, throw it on a block and that's it. Both of them are optional btw. If you were referring to the difficulty of landing on slopes and jump right after it, I guess you're kinda right, but anyway, I don't consider it that hard if you played, for example, the slopes area with red para-koopas in Chocolate Island 2 in SMW.

- Cramped: looking in LM for one more time, I came to the conclusion that only 20~30% maximum of the whole level has narrow areas. If you divide the level in 2 halves: the first horizontal part, and the second vertical part, you'll see that: the first part has considerable amount of narrow passages, but not enough to say it's filled with narrowness, while the second one is narrowness-free.

I must admit that some parts of the level really give these feelings, but after a deeper analysis, I can't see that much problem in those. I hope you understand my point of view. :)

@Edit: reading this once more made me think that, all the small issues that I admit were really there, together make a somewhat solid impression. So yeah, I won't deny I was a bit harsh with this level. x(
Originally posted by everyone
I wanna see what you think about my entry, Egadd. #ab{:)}


I'm going in order of the ips names, so most of you will have to wait #ab{:P}

Originally posted by ShadowPhoenix
E: About Undy's entry, several tedious jumps isn't a bad issue (for me, except if the level is too easy).


I know, it just ruined some of the flow of the level. They weren't necessarily hard, they just were, say, having to specially jump as to get up to a ledge a tile too high. The main problem was the P-Balloon area.

Originally posted by Gloomy Star
*stuff*


k




Updated!
Alright, since the contest is done, I decided I'll be streaming all the levels submitted today at around 6pm EST (After a SMW race I'll have with some nice guys).
For those who are interested to watch it, it will be right here.

So, see you guys there.
To be really honest, Undy's level wasn't too much of a hit to me. It was okay, but I honestly had much more fun with other entries. Not saying it was bad; it was set up well, but it wasn't too special for me :V

Oddly enough I didn't find the P-balloon part to be annoying.
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Originally posted by Richard Nixon
Fear not, for i have Complied all 83 IPS files into a single Zipped Folder. Enjoy

(If someone already did this, oh well)

Blame Lui37 :V
Since everyone is advertising anyway :P , I'm up to quickly play and give feedback on any entries. If you wish to have yours played by me, just ask me over the IRC!
It's easily the best thing I've done
So why the empty numb?
Originally posted by Egadd

chinesesmw Enjoyable-Favorite Pros:
Varied, non-linear yet driving level design
Great selection of sprites without ever seeming
out of place or gimmicky
Blend of sprite and terrain based gameplay
Cons:
The fake platforms are very similar to the not fake

Oh, I should've made the fake platforms bigger or scroll with the background but I would've been disqualified because ExGFX use or Layer 2 ExGFX
My YouTube Channel
Best SMW Hacks Compilation
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