The SMWHacking.de Collab is a collaboration hack made in 2014 by a couple of users at the small German ROM hacking community of smwhacking.de.
The hack is short, vanilla in spirit and not all that fancy altogether — our goal was mainly to bring back a bit of activity to the forums, and (after failing to finish a large-scale project) to see if we could get a least a small collaborative project started and finished.
What a neat little hack. It feels really... german. The graphics are bright and colorful and the levels are all very enjoyable (except for Robju's level, that one is gay). not really. you probably won't get the it unless you're german and have played the hack You did a great job, guys.
Oh damn now I regret not having participated... :/ It's a neat little Hack worth a look. Even though the community is not the most active around, you managed to get something done in such a short time. I appreciate it a lot!
it definitely looks like a great hack. the screenshots and description reminded me of the "vanilla level design contest," only this one is a much shorter version. i will definitely play this as soon as i can.
the level design and custom palettes are the most interesting things that i can see in the hack so far.
i sure hope this does pass moderation, as this does look promising!
If you failed at finishing a full-size collab, then scaling back your ambitions was a smart move. I hope other teams learn from your example and don't pursue recklessly overambitious projects, especially since overall this was pretty pleasant to play. The only level I didn't enjoy much was Orbital Checkpoint thanks to all those tricky cramped platform jumps, but even there I could see what the author was going for.
One thing I'd criticize is the number of levels that use p-switches, and items in general. Since the total level count is low, I figured it would be easier to regulate their usage, but seeing the superficial way it was used in Maybe Roy's Fort after all the other instances was a little off-putting. Not a huge deal, though.
I feel like the palette in Not Roy's Castle made it hard to distinguish solid and non-solid tiles.
Evergreen Hills's regular exit doesn't move Mario on the overworld, if I recall. I haven't gotten the secret exit, but that might be worth checking too.
But yeah, nice work. One of the highlights for me was seeing how inconspicuously you managed to fit a layer 3 background into What Goes Up. Now that Lunar Magic natively supports layer 3 editing, it's something I'd like to use in future levels.
Thanks for the comments, everyone! I'm probably speaking on behalf of everyone involved when I say I'm glad this is well received.
Originally posted by Ningamer
WYE, you should really LP this hack on your channel (to raise awareness for it) It would be cool to also maybe have your thoughts on the levels in the description.
I would, but I'm not a good LPer. Whoever wants to can feel more than free to, though.
Originally posted by AxemJinx
If you failed at finishing a full-size collab, then scaling back your ambitions was a smart move. I hope other teams learn from your example and don't pursue recklessly overambitious projects, especially since overall this was pretty pleasant to play.
Thanks a lot! I appreciate the design feedback as well. I hardly tampered with the levels that were sent in, fixing only the most glaring issues, but if the community ever gets around to making another project, we should probably keep more of an eye on the level design.