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121: Stormy Stronghold - MrDeePay and Lui37
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 121: Stormy Stronghold - MrDeePay and Lui37
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Pages: « 1 2 3 4 »
Old level was by flareblade26 and can be found here

The old level had a lot of issues with it and the difficulty was a way off for world 6. flareblade26 is no longer smw hacking and the general consensus among everyone was to just scrap it and start fresh.


Claimed by: MrDeePay/Lui37 (formerly Falconpunch)

World: 7
Exits: 1
Theme: Sky Castle
Music Options: Sky Castle, or compose your own.
Additional ExGFX Recommendation(s): ExGFX 108 (Indoor Blimp Foreground) [FG3], ExGFX 109 (Indoor Blimp Background) [BG1] -- (These could be useful if you decide to include a blimp portion to the level, otherwise some unique sky castle graphics would be really neat!)

Briefing: This is the castle of the sky world. The mood given off should be relatively royal, sort of like a floating tower. For an inspiration suggestion, check out "City in the Sky" from Twilight Princess (or if you have something creative in mind here, go for it!)

Note that the boss of this castle has been decided to be the "Blimp Duck", which may likely be coded by Kipernal. Design your level up to a boss door which would lead to this room.
So...here's what we've thought of so far:

Lui37 is doing the ASM, which is the following stuff:

-Wind Generator, as we're bringing it back.
-Background scrolling left
-Lightning (There's no lightning generator to use)

Incognito planned to use the graphics from Level 1F, so he'll be doing the graphics and plan out the background.

I will be doing the design. However, I will be doing the design when I get the ASM'd BaseROM from Lui37 and the graphics (Aside from the Background) from Incognito. I'll tell you guys about what we've planned:

Level 121: The wind is not strong here, as it's an introduction to the wind generator. Nothing more.

Level 141: The wind here is slightly stronger than the last level, since the higher Mario climbs the tower, the stronger the wind. This is where the Jeptaks start attacking Mario, as Lightvayne wanted a Jeptak thing, so it starts here.

Level 140: This is the interior of the level. The main part of it is from Level 13E to Level 141. Though there will be a couple of small parts. The midway is found here.

Level 13E: The Jeptaks continue to attack you here, and the wind is even stronger. Better be careful out here. There's no boss door in this level. Instead, the player bounces on a springboard that leads up to the blimp where he fights the boss, Hidenbird.

Ladida's cluster sprite will work well here. The one that blow strong, like the Sandstorm one, but replaced with something different. (Maybe.)

Well, that's about what I remember, so what do you guys think?

EDIT: Level 13E is now the last section.
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Sounds very well planned. I like the concept of the wind, too.
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
I also think that's a nice idea.

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Twitter
<Incognito> minor idea for the ending
<Incognito> you enter a boss door
<Incognito> and then you climb upwards some more
<Incognito> hanging from ropes, maybe, a chain or something
[...]
<Incognito> seeing blimps in the background
<Incognito> and then you find that last springboard.
<Incognito> nintendo did it for hookbill the koopa's castle and TP's city in the sky

/lazy

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aran - Graces of Heaven
Alright, Lui37 has sent me the Patched SMWCP2 BaseROM with the LevelASM in it. The only problem was that Level 13E has the strongest Wind. Oh well. I can use that for the last section then.

Now I need Incognito to do the graphics (Foreground) for the level.
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Oh yeah, I swapped those when setting them up, I don't know what I was thinking, but whatever.

Here's various random test rooms for the wind, anyway. You can see 3 blowing rates there, from weakest to strongest. If anything needs to be tweaked let me know in time, so I can give the ASM files to Lightvayne.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Honestly I find the idea of a wind-based level to this capacity to be far more trouble than it's worth. If anything, I say the method used for Zephyr Manor to be better.

Nothing special, but i've proposed some custom sprites to use in this level:

Albatosses (Sky planes)
Hammer Bro
Boomerang Bro (Incognito prefers the Hammer Bro, though.)
Amps (They fit quite well with the theme.)
Jeptaks
Blue Parakoopa

Of course, there will be Bullet Bills and Parakoopas.

Next time I post here, I promise i'll show an update.
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Posting minor graphics/palette demonstration. All everything remains tentative.

Also, I'm in dire need of someone else to draw decorations for the level so it can look drastically different from the old Stone Sea Sanctuary. I'm no good at graphics drawing, though. Like, not at all. Stuff such as flags, pillars, gold trim on stone blocks, balconies - the works. If any of you decide to take this up, I'll be much grateful.

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aran - Graces of Heaven
Just from that one screenshot, I can feel the stormy atmosphere. The old name for the level was Stormy Siege, are we keeping it?

A suggestion: add some detail to the FG clouds. I know they appear in other levels but they look bland.

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Originally posted by Biospark88
Just from that one screenshot, I can feel the stormy atmosphere. The old name for the level was Stormy Siege, are we keeping it?


The level name will be delt with soon. That's a minor thing.

Originally posted by Biospark88
A suggestion: add some detail to the FG clouds. I know they appear in other levels but they look bland.


Exactly my thoughts. Dem clouds need to be changed.

EDIT: Just a random idea, but what if the dark clouds Mario stood on could act like those lightning tiles in Nexus Norvegicus? It's a neat little hazard I thought of.
Come help save Super Mario World Central Production 2 here!
Originally posted by Professional Isak
Also, I'm in dire need of someone else to draw decorations for the level so it can look drastically different from the old Stone Sea Sanctuary. I'm no good at graphics drawing, though. Like, not at all. Stuff such as flags, pillars, gold trim on stone blocks, balconies - the works. If any of you decide to take this up, I'll be much grateful.

Sure, I'll take this up and show hows much skill I can drawing stuff. #smw{;)}

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why no work
Originally posted by Pokeymeister80
Originally posted by Professional Isak
Also, I'm in dire need of someone else to draw decorations for the level so it can look drastically different from the old Stone Sea Sanctuary. I'm no good at graphics drawing, though. Like, not at all. Stuff such as flags, pillars, gold trim on stone blocks, balconies - the works. If any of you decide to take this up, I'll be much grateful.

Sure, I'll take this up and show hows much skill I can drawing stuff. #smw{;)}


Sure, go for it. Oh, and I forgot to mention this: This level uses the Amps, but there is no amp graphics. The amps were used in Pon-Pon Palace and EREHPS EHT RAEF, but there was no offical graphics for them. (I think). Think you can draw them? They use Palette A, BTW.
Come help save Super Mario World Central Production 2 here!
Just had a brainwave. There was a lightning bolt generator sprite that imamelia made. It was used for a scrapped level in world 9. If it's still in the ROM, it would fit perfectly in a sublevel here.

--------------------
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Originally posted by Biospark88
Just had a brainwave. There was a lightning bolt generator sprite that imamelia made. It was used for a scrapped level in world 9. If it's still in the ROM, it would fit perfectly in a sublevel here.


...You mean the Sumo Lightning bolt or something? It was probably in Cumulus Chapel...Unless you mean something else.
Come help save Super Mario World Central Production 2 here!
Originally posted by Falconpunch
Originally posted by Biospark88
Just had a brainwave. There was a lightning bolt generator sprite that imamelia made. It was used for a scrapped level in world 9. If it's still in the ROM, it would fit perfectly in a sublevel here.


...You mean the Sumo Lightning bolt or something? It was probably in Cumulus Chapel...Unless you mean something else.


It was a lightning bolt that homed in your position and struck every few seconds, just like in DKC3. It was in "Optic Overload". Here's a link to the old thread:

Linky

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
I've done a pillar:

It was meant to be a 32x32 version of pillar in Stone Sea Sanctuary.

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why no work
Originally posted by Pokeymeister80
I've done a pillar:

It was meant to be a 32x32 version of pillar in Stone Sea Sanctuary.


That looks kinda bad, to be honest. Keep improving!

Oh, and here's a sketch of my level:

Link because image is too big.

Yellow dots: SMWC coins
Red/Green Arrows: Doors/pipes.
Orange thing: P-Balloon
Light yellow thing: Bottom of Blimp
Blue things: Midways (Or checkpoints, as they fit better, heh.)

I put in a few more details that I didn't point out, but just ignore them.

Oh, and I need someone to help out with messages:

Message 1:

"Wow! It's really windy up here! Better be careful here, or you'll fall! Oh, and listen, The higher you go, the stronger the wind."

Message 2: (Incomplete)

"Watch out! The lightning up here is intense!"

Yes, imamelia's lightning sprite from DKC3, Lightning Look-out. (His nightmare stage) Sorry to break the promise about not claiming and sprites, Lightvayne.

That is all.
Come help save Super Mario World Central Production 2 here!

I think this would be a improvement.

Feedback and suggestion are welcome. :)

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why no work
Pages: « 1 2 3 4 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 121: Stormy Stronghold - MrDeePay and Lui37

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