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[C] 6-4 - Explosion Chapel
Forum Index - Events - Collaboration Projects - SMWC Island - [C] 6-4 - Explosion Chapel
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Umm, yeah. Dat name... nevermind. Anyway, my fortress level (originally Tap-Tap the Red Nose's fort) is going to focus on two sprites in particular:

• The Kaboomba
• The Key!

as well as revolving around the Sand Block.


Ooh, wow. The idea of the level is to basically collect the key to advance, I plan for the rooms to be short and sweet (where you need to find the key that is. #w{=P})

Otherwise, I plan to take advantage of the fact that the Kaboomba's cannonballs destroy the sandy terrain. It's kind of funny, I remember I once wanted to name it Sand Castle.




I'm looking for level design comments, I plan on changing the atmosphere to something more dark. This is the outside of a fort on World 6 after all.

EDIT : : :
Atmosphere now...
Heh, that atmosphere is exact same as my level! Maybe our levels are kinda similar to each other now? :P
R.I.P. eXcavator... You will always have a place in our hearts...
Neat. I don't think I've seen anyone use the Kaboombas with sand blocks before. The design looks appealing so far, but I'd be careful not to limit yourself to that one sprite - it's a particularly difficult one to work with, and trying to build a level on the scope of 6-4 while keeping it varied enough might prove to be a bit of a challenge.

Looking forward to a playable version.
An update for my level. Do please excuse the glitched up mess of a background, I still have no idea what works with what. Also, if anybody knows how to get the animated torches in the L3 Background, so please let me know. Thanks!




EDIT ::: Nimono helped me fix the background issues. Thank you!
Hmm, this level looks like a blatant edit of one of the rooms in the original game. Why don't you start fresh? Just press Ctrl+Delete, and delete everything you can to start from scratch. Keep trying! #tb{:]}
R.I.P. eXcavator... You will always have a place in our hearts...
6-4 : Kaboomba Keytastrophe
1/2 Level Sample Download
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
Originally posted by Falconpunch
Hmm, this level looks like a blatant edit of one of the rooms in the original game. Why don't you start fresh? Just press Ctrl+Delete, and delete everything you can to start from scratch. Keep trying! #tb{:]}

u wot???????
i really don't have seen a single thing similar.
Anyway i played this and that is not only looking cool, is cool good job!, as SNENU said is better you don't put much areas with those Kaboombas because the player don't "play" on those sections(unless if he\she trow a egg).
#unbanMB980
I updated the IPS with some new changes to the level.
Here is the finished IPS:
6-4 : Kaboomba Keytastrophe
This level fell apart fairly quickly. The first section is appealing and works well, but beyond that, it's either a) more of the same with no progression (the first castle room), or b) a more mediocre clone of the original 6-4. You chose a sprite to base your level around that, while challenging to deal with, is limited in its uses. If I'm being honest, I think the best direction you could take with this level would be to scrap everything after the first midpoint and incorporate a new gimmick into the second half (or at least, a more creative extension of the first). Perhaps you could revamp your level's focus and make it about explosions in general (e.g. incorporate the Ghost Guys that carry torpedoes from the original game's 2-8, add Baron von Zeppelins, etc). I had some screenshots prepared for the first chunk of your level, but I think they're very minor in comparison to the fundamental flaws which riddle everything beyond and including the second main room.

I hope this feedback isn't too discouraging, but I really think this would be the best direction for the level to take. It's up to you whether or not you want to attempt a makeover.
Oh yeah, I'll definitely do that. Keeping the first section, and remaking the others. I was under the impression that people would want to see a recycle of the 3D areas from the original level (because it is in 6-4 only if my memory serves right) in this one.

Yeah, I'll do a remake for the second and third areas.
Originally posted by Scorpion
Oh yeah, I'll definitely do that. Keeping the first section, and remaking the others. I was under the impression that people would want to see a recycle of the 3D areas from the original level (because it is in 6-4 only if my memory serves right) in this one.

Yeah, I'll do a remake for the second and third areas.


It's not a good idea to recycle the original game's level content because it would be a blatant level edit, and that proves you're a lazy designer and aren't thinking outside the box. No offense, just saying.
R.I.P. eXcavator... You will always have a place in our hearts...
"No offense" and "just saying" are the most annoying buzzwords ever.

Anyway, should I play through the first section and offer advice for it?
Originally posted by Falconpunch
It's not a good idea to recycle the original game's level content because it would be a blatant level edit, and that proves you're a lazy designer and aren't thinking outside the box. No offense, just saying.


A blatant level edit is when somebody bases their level off the level design already there. (not getting rid of it) Those 3D sections are very limited in what one can do with them, especially considering sprites like the 3D fire bars were designed with that area. If that's what's considered a blatant level edit, then there might as well not be a 3D area at all in this hack. If I do see one, I'm leaving the site; because it's basically a pure sign at that point that my design skills just aren't welcome.
So I'm doing away with the whole key thing and just making the level on all around explosives.

Huh, my level is based around explosions as well, though yours will have a different feel to it, as well as including some things that I couldn't, such as the bomb-dropping Shyguys. I do like those palettes.
IPS Download


I would like to say it's finished, but there are probably still some bugs that might need to be ironed out; either way, level design, for the most part, is finished. ;)
The new second chunk is better. Unfortunately, I still have a couple of problems with the level, and they're not minor.

1. Too much reliance on instant kill blocks. You have completely saturated your level to the brim with the blue spike balls, and as a result it really detracts from the overall quality of the level. Take a look at the original game or some of the other IPSes submitted so far and note that the better ones tend to use these very sparingly.
2. No sense of progression. Your obstacles don't get harder, nor do they feel exceptionally different from one another. I definitely like the use of the Ghost Guys that drop torpedoes, but when I've seen the same set-up with slightly differently placed sand blocks for the 500th time, it gets a bit repetitive.
3. Oversaturation of stair clouds, undersaturation of star clouds. You do not provide the players with enough opportunities to pick up stars throughout the level.

Overall, I like the aesthetics, I like the first area (though it hasn't changed), and I like where the second area is going. As it stands, it still needs a lot of work before it can be inserted into the hack though.
Im too lazy to download the ips but just one question. Is the boss of this area big tap tap. If so, add some more taps taps in the castle as this is tap tap's castle.And u can also add some explosive type enemies in the boss room, if possible.
Originally posted by Y for yoshi
Im too lazy to download the ips but just one question. Is the boss of this area big tap tap. If so, add some more taps taps in the castle as this is tap tap's castle.And u can also add some explosive type enemies in the boss room, if possible.

This has been discussed before. The castle levels don't need to be themed after the bosses.
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