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Level 106 - Currently unnamed
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 106 - Currently unnamed
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So I finally made some progress. It's me being lazy again.

This level is a forest/grassy level but for some reason it has a ceiling. Don't kill me on that plz.

It's rather tricky as there's a fair amount of awkward jumps and tricks. I will tone down some of the more annoying ones but I still want this level to be a challenge. I like giving challenges to people and watch them suffer play it.
Probably because I'm more used to making kaizo.

The level so far.
Level 14E just currently has 2 coin blocks and a feather.

For music, I'm stuck between this, this or this. What do you think?

Feedback welcome.
Wait, that's my name for level! XD

The level looks sometimes flat. Maybe you'll add some more decorations, like signs, bushes, etc.
I like those berries in ground. I've seen this idea in some hacks, and - maybe it's very common last time - for me it looks more original than berries growing on bushes =)
Level design is okay, except lack of decoration, but I can't judge from one main sublevel.
About music, I can't listen to it because my speakers are broken.

Currently working on: Mariadventures.

back from death (again!)
What to say about this level so far... It has some nice design. However, my only nitpick is that the area after the midpoint is a bit empty (besides the bullet bill at the end), but I think you are aware of that (are you?).

I find these berries on the ground to be quite weird though. It may be just me since I saw that kind of "decoration" in some of the hacks I've played.

I'm kinda unsure about the music. If I was you I'd pick the last one; it fits the forest theme quite well, and I'd like to see how you would port it.

(no problem if this forest level has a ceiling, I saw some levels of its kind that had it)
Originally posted by Katerpie
I'd like to see how you would port it.

I'm using an external port, seeing as this isn't on SMWC. I've just started porting so I would prolly mess up if I tried.
The design looks quite good. Simple, but good. Some decoration would be nice, because it looks a bit empty.
Le small update.

It may show that I'm rushing slightly.

Also, lol for upside-down bushes.
Better, but still feels a little empty.
Maybe you should edit layer 2 background to make it more unique? For example, add some tree logs from Forest of Illusion.

Yay, upside-down bushes that destroy gravity :)

Currently working on: Mariadventures.

back from death (again!)
Originally posted by Mikul3242
Maybe you should edit layer 2 background to make it more unique? For example, add some tree logs from Forest of Illusion

I can't do that because the tileset is 'Normal 1' while the tree logs are on tileset 'Cloud/forest'. It also overwrites the tiles for the monty mole holes.
It's called tileset mixing. You should have two unused GFX slots in your level which you can use to accomplish what Mikul suggested.

1. In the Super GFX Bypass menu (red poison mushroom in Lunar Magic), enable it and select the GFX tileset containing the Forest tiles (1F) for either BG2 or BG3.
2. Go into the Map16 editor (question block), find page area of Map16 tiles you were assigned for this contest, and open up the 8x8 tile editor (quartered question block in the editor).
3. Find the tree tiles in the 8x8 editor (should be a few pages down), select them, place them into your Map16 area using the 8x8 tile editing function in the Map16 window (the quartered turn-block).
4. You will need to place duplicate 8x8 tiles and flip them around to get them to look identical to original SMW trees.
5. Lastly, make sure your trees "Act as" behavior is set to 25 so that Mario and everything else can pass through them. If you want, you can also turn on priority so Mario and sprites can hide behind them!
6. Once you're done creating the tiles save your Map16 data to the ROM (it's the floppy disk icon in the Map16 editor). Go into the Add Objects -> Direct Map16 Access, locate your tiles, and place them in your level. Test your level to make sure they look and function right in-game.

Just like this, you can add extra tilesets into your level without having to change an existing one! You probably could've found this info in a tutorial, but I'd rather give you the help before anyone makes a snarky comment about your inexperience.

Oh, thank you very much. I will try that out asap. :-)
It's kinda rushed but I'm running out of time. I still have time to make tweaks, adjustments and stuff though, so feedback is still more than welcome. I've also just realised I forgot to put decoration in on the dirt above the end stretch.

I will make a video of it soon.

Originally posted by gibbl
It's kinda rushed but I'm running out of time.

Haha, don't worry man, you're not the only one. I'm still building my level, and I haven't added any decorations to it AT ALL. Also, the deadline is in 5-6 more days, you have plenty of time to modify your level. Good luck!
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Aesthetically, it's pretty simple, but that's not what I'm here about. Design-wise, it's not too bad, although the random nature of the initial blaster shots can mean this stage is either rather easy or somewhat challenging.

There were spots that I did not like... and go figure, both of them involve munchers!

URGH! Not only did I not see this muncher until the noteblock already bounced me up, it's also really difficult to actually perform this twisty jump to overcome this wall! I suggest removing this muncher outright, it will do a lot of good.

Another muncher that was difficult to notice, hidden above the Yoshi Coin here, underneath the status bar.

Other than that, I guess this level is decent for a rushed job.

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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 106 - Currently unnamed

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