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[W5] Chaotic City
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMWCX - [W5] Chaotic City
Pages: « 1 »
A city type level I'm working on. So far I have done one section and a bonus area with an additional Star. Here is a screenshot. There are another 7 screens in the album link below.



IMAGE ALBUM

DOWNLOAD
Looks quite nice so far, I'd half to play it to tell if the difficulty is good but from what I can see it seems well designed and good aesthetically.
Do you have anything playable to test out at this point, or are you still working on it?
Still working on it.
I'm working on a factory level so maybe our levels with be world buddies! haha Looks good, nice use of moving stuff and collectable star. It's always better to use that unless you are making separate paths.

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Your layout has been removed.
I have decided to upload the first part of the level so everyone can try it out.

Here is the link: DOWNLOAD (4 MB)

Let me know if I need to change anything. Ignore the black lines under the spikes. I'll change those when I finish the level.

Door by the midpoint doesn't work as I need to build that section.
Started working on the second part of the level. Here is a screenshot:


That passage on the left will lead to another Star.
You've designed a great level so far. The first half was pretty well done and I don't have anything to complain. Choice of music and visuals are also top notch. Personally this level might suit the midgame (around world 4)!
Thanks Slit08! #w{=)}

Couple more screens to show:

A bonus area with an additional Star and a Hammer Bro Powerup as a reward too. This is past the route blocked by the Red Switch.


The platform moves along the line guide with the use of some Events.

The end of the level.

UPDATE: It's finished!

DOWNLOAD
Those graphics for the the lamp posts look familiar..
Originally posted by Dakras Hayashi
Those graphics for the the lamp posts look familiar..

Yes, they come from these graphics. They were ripped for SMBX by supermarioman.
Has Major Errors

>The Thwomps are very, very buggy. The biggest problem with them is that they often crush the player into the floor, causing the game to scoot the player through the ground and into bottomless pits. They often slowdown the game and do not provide enough time to get under them.
>The enemy selection is haphazard.
>There are waaaaaay too many sprites in this level. Not only was it claustrophobic, but the larger problem was that it caused major slowdown, to the point where a required line-guided platform disappeared and I was forced to restart the level from the midway point.
>Some invisible blocks leading to a 1-UP in the first section are in the middle of several enemies and can be accidentally hit by a player, causing him/her to fall and possibly hit an enemy they were dodging (my case).
>The music is a little unfitting. I love the SA1 soundtrack as much as the next guy, but that theme was a day theme, and this is a night level. A very small matter though.
Originally posted by Egadd
>The Thwomps are very, very buggy. The biggest problem with them is that they often crush the player into the floor, causing the game to scoot the player through the ground and into bottomless pits. They often slowdown the game and do not provide enough time to get under them.

I see what you mean. Mario does glitch into the wall. I'll widen the impact area. I could replace the 'Thwomps' with events but the 'THUD!' sound would still be heard in another section.

EDIT: I decided to take out the Thwomps in the passage leading to the first secret star.

Originally posted by Egadd
>The enemy selection is haphazard.

Hmmm... any suggestions what I should use instead?

Originally posted by Egadd
>There are waaaaaay too many sprites in this level. Not only was it claustrophobic, but the larger problem was that it caused major slowdown, to the point where a required line-guided platform disappeared and I was forced to restart the level from the midway point.

Where was the worst of the slowdown? Is it the generators causing it?

Originally posted by Egadd
>Some invisible blocks leading to a 1-UP in the first section are in the middle of several enemies and can be accidentally hit by a player, causing him/her to fall and possibly hit an enemy they were dodging (my case).

I'll take those out and replace with visible blocks.

Originally posted by Egadd
>The music is a little unfitting. I love the SA1 soundtrack as much as the next guy, but that theme was a day theme, and this is a night level. A very small matter though.

What track would be a better fit?
Originally posted by MarioFan22
Hmmm... any suggestions what I should use instead?


Bullies, Hammer Bros., and Snifits would all work.

Originally posted by MarioFan22
Where was the worst of the slowdown? Is it the generators causing it?


I was having issues the whole time (though I was running a lot of programs when I played it, it was still a lot worse than the level I played before it). The second part is definitely the big issue here.

Originally posted by MarioFan22
What track would be a better fit?


To keep with the SA1 theme:

Run through Speed Highway... Speed Highway would be my top choice. Any from Twinkle Park or others from Speed Highway would work as well. Btw Sega makes the best soundtracks hands down.
OK, here is an updated version:

DOWNLOAD (3.4MB)

Changes made:
- Removed excessive enemies and replaced many with Snifits, Hammer Bros & Bullies.
- Removed the 2 Thwomps in the passage to the first star.
- Made the Thwomps easier to pass. Added a small 3x2 hole underneath the larger Thwomps.
- Route to the Green Switch is a bit simpler.
- Changed music to 'Run Through Speed Highway' from SA1.
- Made the waterfall swimmable for easier access to the pipe.
- Removed invisible blocks in first section.
- Made the second Ace Coin slightly more challenging.
- Replaced Tanooki Block with a Yoshi.
- Added 2 Leaf power-ups.

I didn't experience any slowdown so hopefully it's all good.
Has Minor Errors

Woah, it's so much better #smw{<3}. There are a couple things I need you to do before I can accept this.

>The platform in the second section is still disappearing, specifically the one under all of the empty blue switch blocks.
>It's near impossible to get out from the nook where the green switch block is because the checkered platforms will fall. Just go ahead and make them solid.

Hopefully these are just minor things, I'm really happy with how this has turned out though!
Alright, here's another version:

DOWNLOAD

Just a couple of changes this time:
- Changed platform under blue switch blocks to Off
- Platforms to the Green Switch are now solid.
Accepted!

Mid-Late Game

Cool, I'm liking it!
Pages: « 1 »
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