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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex edit at $00EEB2 in the ROM map, you can replay the level without a problem.
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13 - Castle of Chaos
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 13 - Castle of Chaos
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EDIT: my level will be on the first ROM in case the user whose level number is the same as mine on the second ROM is wondering.

It's basically a castle which will be a bit hard, but hopefully won't range on Kaizo difficulty.

Doesn't seem to be as hard as it looks.

I will probably remove either that grinder or the reflecting fireball, as it looks a bit harder as it is right now.

A little question: is the palette good? Basically I want to give the castle a bloody feel to it, and my only concerns while on the early stages of the level are the palettes, since I'm not really used to them.
Looks (mostly) neat. I like the FG palette, but the red in the BG palette stands out like a sore thumb. Also what is that Thwomp doing in the 2nd screen?

Usually inactive/procrastinating on a hack idea.
i actually dont mind the red in the bg.

Your layout has been removed.
Looks a bit difficult, but it's fine. The red looks a bit out of place. If it's supossed to be some kind of light from the lava, I'd suggest using some ExAnimation.
I'm really liking the look of this level. A classic castle level should definitely make it somewhere as long as it's fun and interesting to play. I honestly can not wait to play this level.

Though, you might want to consider moving the Thwomp elsewhere where it won't fall through the floor. The Thwomp has a glitch where it's right side doesn't detect objects and stuff.
Thanks for the feedback guys!

GloriousWater: yeah, I thought that red in the BG would look good. The thwomp is supposed to serve as an obstacle for those who want to hit the turn blocks.

Fisho: I thought the same thing, but I will find my way around it.

Wormer21: it's supposed to have a bloody feel somewhere. I think I'll put ExAnimation there (at least for the first half of the level).

S.C.O.R.P.I.O.N.: I'm aware of that glitch, but I will consider your suggestion and move that thwomp elsewhere.
Almost lost motivation for this but here's the entry.
I will need, however, a few people to test it before it's officially submitted. Not sure if I should keep that name though. If you find any issues in the entry please let me know (I'm aware of the layer 2 spike glitching up at the second phase when you walk a few tiles to the left in the second room, that layer 2 command is rather annoying anyway, and I will fix it).
I managed to die on this low ceiling since the player was big there. Also it was hard to get on this platform.

Aside this, the entry was nice to play, pretty challenging. Though I don't think the music you chose for the castle was fitting at all, it didn't give a chaos feeling as the level name seemed to give.
Thanks for the feedback. I've fixed both of these issues, and whenever I have access to a computer and change some things, I'll officially submit this entry. If anyone else find other issues besides the ones Mirann mentioned, please let me know ASAP.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 13 - Castle of Chaos

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