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Tip: Never put Sprite 9B (Amazing Flying Hammer Brother) above lava. After being killed, it will still throw hammers until it sinks or goes off-screen.
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Something related to Combo Breaker
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Something related to Combo Breaker
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If you thought I'd just let these levels go to waste, you were wrong. Betcha didn't expect something non-Kaizo from me after recently releasing a harder than average Kaizo hack.
This short hack just consists of some of the levels I had made that would come after the demo, just because I didn't want them to go to waste, and you can play any one you want. Whether or not I actually work on the hack again is up in the air (dissatisfied about it seeming too "generic"). If I do, I think I will redesign the OW a bit and leave out the levels I'm least proud of (Ghostly Galleon is one of them) while making new ones too.
Conveyor Chaos

Athletic Ambush

Cantrip Cavern

Turnblock Tussle

Iceberger Syndrome

Rocky Ride

This stage is short because I wasn't finished with it yet but I wanted to show it off anyway.
Mole-y Crap!
The sequel to Holy Mole-y.




Subverted SMB 1-1 remake.
I was dissatisfied with some parts of Cable Car Cliffs, and I'm not quite finished with Speedrun Fun yet, so they're not included. I also put this together relatively quickly, so this is also somewhat unpolished.
Download

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Huh, strange. Auto-patching just seems to give me the original SMW, and Floating IPS won't manually patch it, saying "This patch is most likely not intended for this ROM." Am I doing something wrong, or is the patch wonky?

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I really do hope that you finish Combo Breaker. From what I played of the old demo, I don't remember it being generic. I've been wanting to LP something of yours for a while but most of your work seems pretty scary for that sort of thing. Will try this out tomorrow, looks neat!

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Your layout has been removed.
Originally posted by AxemJinx
Huh, strange. Auto-patching just seems to give me the original SMW, and Floating IPS won't manually patch it, saying "This patch is most likely not intended for this ROM." Am I doing something wrong, or is the patch wonky?

IDK. I hope I didn't accidentally patch it with a non-SMW ROM. Or I wonder if I mistakenly picked the modified file and then the unmodified instead of the other way around? Replaced the download.
Testing the patch (which I should actually remember to do from now on) for some reason it's giving me bad checksum even tho the original ROM is clean, and when I tried it before patching, the text was white.
Deep down, I would like to actually finish a hack but I just can't seem to stick with any non-Kaizo hack for long. Producing a result that I can ultimately be happy with is really hard for me.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Ok, it works now!

You've got plenty of intricate, clever obstacle setups in this project- I wouldn't say it's generic at all! It is a bit on the hard side, and there are spots that are kind of hard to anticipate the first time around, so maybe that's something to fine-tune a little, but a full-scale hack with this kind of design would be pretty fun to play, I think, even if it's just to see all the level concepts.

I'm also not sure about removing spinbouncing on enemies, but that's just me :b

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by AxemJinx
Ok, it works now!

You've got plenty of intricate, clever obstacle setups in this project- I wouldn't say it's generic at all! It is a bit on the hard side, and there are spots that are kind of hard to anticipate the first time around, so maybe that's something to fine-tune a little, but a full-scale hack with this kind of design would be pretty fun to play, I think, even if it's just to see all the level concepts.

I'm also not sure about removing spinbouncing on enemies, but that's just me :b

Thanks for the support. So maybe the genericness is just me, then. I still plan to renovate/remove levels I don't particularly care about (it's a small list) and possibly change the OW to be more non-linear.
IMO, spin jumping on enemies kinda takes away from the challenge somewhat. Not being able to do that closes some doors and opens others.
Why can't I remember to design levels this good during level design contests?

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
So i was playing Athletic Ambush, and then found a pipe at the checkpoint that took me to a bonus game. I Think you better fix that, and you also left the no Yoshi intro in Iceberg Syndrome.
Nice to see you didn't let the levels to die. Though the palette of Cantrip Cavern is somewhat odd to me (the dirt spots, I meant) but other than that, the general design is not bad.
Originally posted by LaughingLuigi
So i was playing Athletic Ambush, and then found a pipe at the checkpoint that took me to a bonus game. I Think you better fix that, and you also left the no Yoshi intro in Iceberg Syndrome.

Woop.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Pages: « 1 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Something related to Combo Breaker

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