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Mario Quest
Forum Index - SMW Hacking - Works in Progress - Mario Quest
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Mario Quest!



Mario goes on a quest to a mysterious new land. Fun ensues, many baddies in the way. I've been working on this for a bit in my spare time.
About the hack: Mario goes on some sort of quest. Not too sure about the plot, but that's not overwhelmingly important. This is a Mario game!

As for the level design, I spend a lot of time on each level, and I don't have much time to spare. I enjoy non-linear level design in platforms, and I'd really like to capture that here. Tweaking the levels to my liking can be very difficult, sometimes I am a bit of a perfectionist. I am trying my very best to capture fun level design. I hope for a demonstration patch to be out soon (I very much would enjoy hearing community feedback).

Here's what I have right now:

Click me
Main overworld. This is mostly finished, all events are input. I like how it turned out. I made it a link because it is a large image.


Cave map. It's a watery-themed cave, as you may notice.


Random castle. This was initially planned to be the first castle, but it must be moved. I like its design much, but it is much too difficult for a world 1 castle. I'm thinking maybe world 5, but we will see.


Plains level. Probably level 2, Fog-laden path. Sprite set is likely staying, but level itself needs work. I like how the BG palette turned out here, it's supposed to be more evening-like.


World 1 with events. There are many shortcuts on the map, not only limited to the star warps :)



World 2 castle entrance. Tile set looks nice (I think foreground works well with background), but I may tweak block colors.


Level 1. Not much else to say here, to be honest.


Ice world map. This one came out very nice, needed many revisions to get a decent design for some reason. Submaps can be difficult to design when you have too many ideas.

There is much that I intend to implement (Sprite status bar for increased BG palette without interference, Layer 3 backgrounds, HDMA bg colors) but that is for later.

I will try to update this thread when I can. I am a bit slow, but I would appreciate any comment on my current ideas. Thank you for looking! #thp{=D}
The vanilla SMW graphics clash a bit with all the SMAS ones. It might just be the palettes, but it just doesn't fit all the greatly in my opinion.

Other than that, this is looking to be quite promising so far! You did a pretty fantastic job with the overworld, although the dark green trees look a bit strange, as in, those brown dots in them are far too bright.
Wow! For a newcomer, you seem to be off on a great start! I disagree with Wuthering, though, as I think the vanilla blocks don't clash. The cave overworld looks pretty good, and I'm generally already loving what you have so far. I'm looking forward to more updates!
Bump of justice

I updated main overworld:

Click
Just need to fill some empty spaces (looking at you, top right)

Also redoing some sub maps

New world 1 map


New world 3 map
(i'd like some critiques on this one, needs a lot of work)

and more level screenies (I disabled status bar for now because colors are ugly and I have to implement Sprite Status Bar at some point):



It's not much for such a long time, but it's coming along. I also scrapped some earlier work due to me not liking it (such as a large portion of the overworld as you may notice)

comments etc. much appreciated!
I like it! It oddly reminds me of the Vip & Wall Mix series.
There's a perspective flaw with the overworld in the first screenshot where that penninsula is. That and the YI, SMW, and SMAS graphics in your first set of screenshots clash very badly making it unpleasant to eye. Find a better way to mix and match tilesets.
Originally posted by SuperSaiyanSquidward
I like it! It oddly reminds me of the Vip & Wall Mix series.

Thank you for the feedback! I very much like the VIP & Wall Mix series, so I may have utilized elements I like in it.

Originally posted by Skullkid
and the YI, SMW, and SMAS graphics in your first set of screenshots clash very badly making it unpleasant to eye.


Thanks for your feedback. The graphics clashing really seems to be an opinionated thing. It doesn't clash at all to me (and it seems about 50/50 depending on who is asked), but that tileset has currently been scrapped regardless.

Originally posted by Skullkid
There's a perspective flaw with the overworld in the first screenshot where that penninsula is.


It's supposed to be an upward slope, not straight ground. I will try to make it look better if I ultimately decide to use the submap. At the current it feels very cramped and hasn't yet made the cut in the redesign.

Originally posted by Skullkid
Find a better way to mix and match tilesets.

If you had some examples/advice to give me here, that would be awesome. Thanks for all your feedback.
Hey there!

Great job so far. I'm liking what I see with the style of this hack. It's great to see you stick to one consistent style throughout the hack (SMAS) and not a mishmash of various graphics.

Regarding the graphics clash that skullkid mentioned, I personally do not see the clash there. The graphics go together quite well to me, because they're all similar cartoony styles.

There's one thing I would like to point out though:


This OW has a few perspective problems. Near the middle and the right of the map the cliffs go downwards which looks odd to me. Ideally, the cliff's height should be equal throughout. You've done this on the other maps so this is the only map with this problem in. It shouldn't be too hard to fix!
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