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The sewers and a 'whole new world'
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - The sewers and a 'whole new world'
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So I have a slight proposal.

The sewer world contains four levels: Time Up Tunnels, Catacomb Calamity, Deep Dark Drains, and Tightpipes to Space. Only the first one in this list is something I'd consider a "good" level, and the last one has a decent gimmick in the second half. Here's my suggestion:

-Move "Time Up Tunnels" to the cave world (it's about a world 3 difficulty level).
-Remove Deep Dark Drains and Catacomb Calamity.
-Nuke the intro to Tightpipes to Space and move it to the sky world (with a bit of repurposing).
-Use the new submap to create 6-8 new levels (a second bonus world), thus filling the remaining unused slots in the ROM.

Any thoughts or input on this?
This sounds like a great idea, and cements this being more than just a bugfix or update for the last hack.

I was thinking about suggesting adding additional content to the hack to add more of a "final mix" vibe but there wasn't any space. This would make that possible and even makes the hack worth playing a second time, if you already finished the last one. (In addition to the other levels being changed or remade.)
Remakes usually have new content, so I'm for this, as long as the new world is not just placed at the end of the first bonus world. The entrance should be hidden somewhere around the game, somewhat like thirdspace was in TSRPR. We can use the secret exits that originally lead to the sewer for that.
That sounds like a pretty cool idea. In place of the pseudo-star world that the sewer world was, what if we connect all the pipes back to the Toad Town area for convenience, similar to what was done with the VLDC collab? Of course, they wouldn't all be available right at the start of the game like in the collab, but you get what I mean.
I agree with having the pipes connect back to Toad Town, and I also agree with making the "new" world well hidden. Once I get a new base ROM up and find out where we're at with everything, we can probably discuss some more details about this. Right now, I just want to see if people are on board for it.
Still have to replay the sewer levels and see what I think of them, but I'm fine with this otherwise.

Also, worlds 5, 7, and 8 have a lot of levels, so if we see any redundant ones we really don't need, we could exchange those as well for level slots in the new extra world.

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Sounds like a fantastic idea, not only to make the secret exit levels that are now currently unlocking nothing to unlock something, but also because it will give designers a chance to make completly new levels, further making this different from the original.

- BlackMageMario
As a suggestion, I think for the levels in this secret special world, we should Do what Nintendo did the YI:GBA. The new levels use only resources from the original rom but in a creative way. Basically let's just use what we got cause what we got is great.

(I call dibs on making "An endless world of Marios")

Also, we should reference the removal of the sewer world as a joke in our Toad Town, plus it'd serve as a clue to something new.

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I wonder what a HFD opcode would do in ASM...
I'd be up for it. I figure once we get all the other levels fixed up we throw what we have together and use it.

I -really- wanna make a level with FP's metroid prime 2 theming.

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Was Deep Dark Drains the one where you descended a lot? I actually liked that level a lot. Does it really have that many issues?
Originally posted by S.N.N.
-Move "Time Up Tunnels" to the cave world (it's about a world 3 difficulty level).


If you're going to swap it with a level that has a secret exit (assuming it's swapped with something), please let me know so I remake the level with that in mind.
Originally posted by FPzero
Was Deep Dark Drains the one where you descended a lot? I actually liked that level a lot. Does it really have that many issues?

Same. I haven't replayed it yet, but I'd prefer to keep it if possible.

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Originally posted by FPzero
Was Deep Dark Drains the one where you descended a lot? I actually liked that level a lot. Does it really have that many issues?

I agree. I was hoping it wouldn't get axed because its issues are relatively minor, the biggest one being the easily-corrected low timer.
Clearly I'm misremembering. I just replayed it and yes, it's not as bad as I remember. We could probably repurpose it into a world 1 level since it's quite easy.
Originally posted by S.N.N.
We could probably repurpose it into a world 1 level since it's quite easy.

I was thinking we could put it on the secret path from Gramen Terra along with Garden Path, then remove the secret exit from Big Baddie Cave and put Forgotten Forest on the main path.


Gramen Terra
Garden Path
Deep Dark Drains
World 1 Castle

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Gramen Terra
Forgotten Forest
Big Baddie Cave
Sunny River
World 1 Castle

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Extras



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

Advertising Space

Originally posted by S.N.N.
Clearly I'm misremembering. I just replayed it and yes, it's not as bad as I remember. We could probably repurpose it into a world 1 level since it's quite easy.


I vote to keep the theme as-is, and at most add a short segment to the beginning and end of it. "Short" as in like SMB underground levels.

Yeah, the first sewer level where you fell down was pretty cool (which is why it kinda sucked when it appeared to do nothing when you beat it).

As for reusing themes seen throughout the rest of the hack... that'd be interesting for certain levels I guess but it would be nice if others did introduce their own mechanics or used a combination of different mechanics from other levels. The only theme besides the good old MP2 theme already mentioned that could be useful in another level would be that pyscholdelic (and hard as nails) level in World 8.

- BlackMageMario
Alternative: Use the extra submap for a completely redesigned set of void stages.

Unless we're planning on just throwing away most of the void levels, which I wouldn't mind.

Or, if we're keeping all the void levels in one overworld tile, we need to make them all really short.

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Quite honestly, I never really felt like the 8 void levels (I'm not commenting on my own final void here) were all that good of levels. Spin Jump void was cool and I liked the layout of Sanctuary Void but other than that the rest felt a bit too over the top in difficulty or just overall unfun.

I'd love to see the spin jump blocks re-purposed into a new level and maybe the sanctuary void can be made into something else but if I had to choose between keeping them and cutting them, I'd cut them out.
Originally posted by FPzero
I'd love to see the spin jump blocks re-purposed into a new level and maybe the sanctuary void can be made into something else but if I had to choose between keeping them and cutting them, I'd cut them out.


This is precisely what I wanted to do - move the mountain void (spin jumping) to where Morel Mountain is, move Morel Mountain to world 2, and scrap the other void levels. The sky void (sanctuary) could probably be salvaged and turned into a world 5 level, but as for the others:

Grass void: utterly broken.
Cave void: infamously terrible.
Ice void: nothing special.
Desert void: also nothing special, but it apparently once had a gimmick that never made it into the final version.
Islands void: frustrating.
Lava void: very frustrating.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - The sewers and a 'whole new world'

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