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The 8th Annual VLDC - Overworld Contest
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - The 8th Annual VLDC - Overworld Contest
Pages: « 1 2 3 4 5 » Link
All of the levels have been inserted, so there is only one thing in the way of this collab being released - the overworld! Quite a few people have been waiting for this, so without further ado, here it is:


RULES:
1. Like last year, you will be provided with the themes each map should be (e.g. grass, fire, etc), whether or not they should be on the main map/the submap, and how many levels are in each world. The only requirement is that you place these levels accordingly. If you need some inspiration/insight, go take a look at the map used in the 7th VLDC.
2. Do not include path-revealing. All levels are to be open from the start, so events will not be needed. Simply include the already-revealed paths connecting all of the levels.
3. Like last year, include a little hub area where the player starts with pipes/whatever that connect all of the worlds.
4. Like last year (again), the map doesn't need to be vanilla. Feel free to use whatever custom graphics, code, etc. that you'd like. Make them as pretty as possible!
5. You'll be leaving one of the submaps empty. This means you'll be placing the levels for the MAIN MAP and FIVE SUBMAPS.
6. Here is an IPS of every level entered into this year's VLDC. It is in no condition to be played, but you can use it to look at the levels and help give you some ideas for your maps. If you'd like, you can even use it as a base for designing your overworld.
7. The deadline is March 21st, 2015 at 11:59 PM EST. SUBMIT YOUR IPS IN A PM, NOT IN THIS THREAD. I will be posting the maps after the deadline and the userbase will vote on their favorite.


**BELOW ARE THE WORLD THEMES AND LEVELS YOU MUST PLACE ON THE MAP**



GRASS WORLD (MAIN MAP - 12 LEVELS):
Star Hills --- Adam (102)
Yoshi's Starvation --- Eminus (010)
Wholly Unnecessary --- ferrety111 (003)
Chai Tea --- Final Theory (012)
Platform Panic --- Gregor (103)
A Walk --- Guilherme F Santos (107)
Copyright Violation --- Milk (01A)
Pipes and Vines --- Nin (10F)
Lightning Lands --- Samario (008)
Pipe Path --- Snowshoe (119)
Before Brightness --- tcdw (10E)
The POW Perspective --- TheOtherGuy25 (10D)

FOREST WORLD (MAIN MAP - 13 LEVELS)
Bright Forest --- DanielGolosneanu10 (00F)
Purple Pyre --- Dr. Tapeworm (120) - SECRET EXIT
Sea Side Course --- dragoniante174 (12A)
Ruinswamplatformist --- imamelia (023)
Trunk Trouble --- Izuna (105) - SECRET EXIT
Verlassen --- JackTheSpades (115)
Rex's Shroom Garden --- JaphethMario21st (005)
Tragic Revolution --- Koopster (12B) - SECRET EXIT
Kind Timber Biome --- KTBHacking (015) - SECRET EXIT
Fez 2 --- Richard Nixon (022)
Eating Block Ruins --- SomeGuy712x (129) - SECRET EXIT
Goal Hunt --- SyStemkraSh (124)
Conveyor Coppice --- Wuthering (018)

MOUNTAIN WORLD (MAIN MAP - 11 LEVELS)
Kobalt Quarry --- Blue Leaf (11A) - SECRET EXIT
PISTACHIO CLIFFS 3 --- agie777 (001)
Pokey's Paradise --- Alexis (101)
Lake in a Mountain --- Gabriel Yanni (004)
HOW DOES MOLES --- lolyoshi (01B)
Exciting Expansions --- Lui37 (130)
Somber Sepia --- MegaMarioMan9 (110
Mushroom Skies --- nick 139 (020)
It Really Makes It --- Sockbat Replica (009)
Variety Path --- KevKot (12F) - SECRET EXIT
Yellow Switch Palace --- leod (134)

WATER AND BEACH WORLD (MAIN MAP - 7 LEVELS)
Seaside Tropical Ruins --- Carld923 (131)
Crystal Reef Garden --- GeminiRage (113) - SECRET EXIT
Signs are Useless --- levelengine (11E)
Waterflow Temple --- SilverSwallow (122)
Log Jammer Jog --- Sokobansolver (114) - SECRET EXIT
Zone 434 --- Master Lakitu (11C) - SECRET EXIT
Green Switch Palace --- JackTheSpades (135)

FACTORY AND CASTLE WORLD (MAIN MAP - 7 LEVELS)
Nephe Court --- Feenicks (011) - SECRET EXIT
I. C. Castle --- Mechanic (128)
St. Patrick's Fort --- PatPatPat (007)
The Koopa Airfleet --- Poloros (021)
butts.zip --- Zyglrox Odyssey (016)
Hostel --- Giant Shy Guy (111)
The Dark Dimension --- Retronom (127)

A TOTAL OF 50 LEVELS SHOULD THEREFORE BE ON THE MAIN MAP.




CAVE WORLD (SUBMAP - 8 LEVELS)
Matrix Mines --- Aquamentus (12D) - SECRET EXIT
Ship Ruins --- Ivan Sword54 (013)
Cakewalk Cavern --- Kerkec (11B) - SECRET EXIT
Cave of Bones --- LimeMaster92 (01C)
Dangerous & Wet --- RedChomp (12C)
Cave of Wall Springboards --- waffledoctor87 (00C)
Caloric Crater --- ZMann (017) - SECRET EXIT
Archaic Art Archive --- Galactaknight (132) - SECRET EXIT

FIRE WORLD (SUBMAP - 8 LEVELS)
Barren Badlands --- Nic Nac (118) - SECRET EXIT
Doritos Desert --- Minimay (11D) - SECRET EXIT
Castle Collapse --- Hinalyte (121) - SECRET EXIT
PaperDomo101 --- Mt. Blazius (133)
Super Hot Field --- TheInsanity115 (002)
Searing Stronghold --- Wakana (11F) - SECRET EXIT
Normal Ghost House --- MercuryPenny (117) - SECRET EXIT
Red Switch Palace --- NGB (137)

ICE AND SKY WORLD (SUBMAP - 8 LEVELS)
Permafrost Pass --- Mineyl (019)
The Ice Fortress --- bbk61 (10A)
A Nice Level --- Teyla (00B)
Blue Switch Palace --- SomeGuy712x (136)

Peachpuff Peaks --- AxemJinx (00D)
Eye of the Storm --- eXcavator (108)
Laputa, Sky Castle --- Luks (01D)
Skybreeze Castle --- Trollope (01E)

LOWEST RANKED WORLD (SUBMAP - 8 LEVELS)
Epic Nothing --- KDeee (006)
A Vanilla Level --- switchpalacecorner (00A)
MariYOLO's Adventure - Negativelysonette (12E) - "SECRET" EXIT
Black Ice --- Dakras Hayashi (00E)
Night of Fire --- Proto Man (112)
P is for Pandemonium --- paran01abug97 (10C)
Holyoke World --- Holyoke (01F) - SECRET EXIT
2 Bros Make a Level --- Kaisaan Siddiqui and Maimur (014)

HIGHEST RANKED WORLD (SUBMAP - 8 LEVELS)
Subterranean Canal --- worldpeace (106)
Manic Mechanisms --- Roykirbs (126)
The Podobooru --- Lazy (10B)
Monocloud Castle --- Lightvayne (125)
Throw Block Heaven --- Gloomier and Mirann (123) - SECRET EXIT
Abandoned Mine --- NGB (116)
FUZZBALL FRENZY --- allowiscous (109)
Municipal Swimming --- Morsel (104) - SECRET EXIT




If you have any questions, or need any clarification, please let me know. Thanks, and good luck.
You didn't specify which levels have a secret exit, and that's very important that detail is in there. Without secret exits, how will we design the multiple paths and mark level tiles red?
I have nothing else to say now. Huh...
fite me irl ow designers.

I'm going to get third again and you can't stop me.

--------------------
Later.
note to contest entrants:
- do not include references to the third reich
- do not include depictions of women with no clothing
Is it okay to depict Spanish Inquisition?
How about naked Barbie dolls?
Originally posted by Giant Shy Guy
Is it okay to depict Spanish Inquisition?

No one depicts the Spanish Inquisition!

I... I may have that wrong...
Hmmmm. I think I'll take a shot at this contest.

Originally posted by Falconpunch
You didn't specify which levels have a secret exit, and that's very important that detail is in there. Without secret exits, how will we design the multiple paths and mark level tiles red?


All of the levels are accessible from the start, so there's really no need to design the paths around secret exits.

--------------------


Originally posted by Proto Stratos
Originally posted by Falconpunch
You didn't specify which levels have a secret exit, and that's very important that detail is in there. Without secret exits, how will we design the multiple paths and mark level tiles red?


All of the levels are accessible from the start, so there's really no need to design the paths around secret exits.


If so, that would mean that the secret exits aren't so "secret".
S.N.N. updated the list and specified which levels have one.
Can I collaborate? :>
Originally posted by S.R.H.
Can I collaborate? :>


This
That's a lot of levels for the main map, though maybe these branching paths might help.

Also expect shenanigans etc (hopefully I can produce something in time).
Originally posted by Ladida
note to contest entrants:
- do not include references to the third reich

how about communism?
There's a particular issue with the world listing not the types of worlds but, there are several levels that use monty moles/amazing hammer bros who's timing depend on what map they're in. The issue is that the world list as it stands now places several that were located in submaps into the main overworld and vice versa causing timing/hammers thrown to be quite different. I have a possibly(?) complete list of what levels have submap based enemies from just looking at MrDeePay's judging sheet. Main thing is would it be possible for designers to change what goes in each world if a level is intended to use the submap timing yet is listed to be on the main overworld?

I've checked and I only found three offenders of flawed placement (Star Hills, A Walk, and Mushroom Skies) - these have been located in the main map while they should've been in a submap (E: according to MDP's list). Neither of those are incredibly dependent of the submap settings though. Maybe A Walk just a little since it spams moles a bit in two areas, but I can't see that being anything other than a little difficult increaser.
You forgot to note that my level (doritos desert) also has a secret exit.
WOW! Results are very good! What is the overworld of this planned VLDC hack?

--------------------
7 years using Smwcentral.net... I think that's not enough.

-ForthRightMC
Originally posted by S.R.H.
Can I collaborate? :>


Go for it.

Originally posted by Galactaknight
stuff about main maps/submaps


There were two levels that relied on this for sure - lolyoshi's and AxemJinx's. The former is on the main map, so it's fine, but the latter is on a submap. I'll have to give it a run during beta testing and see if it drastically damages the level, or if it simply makes the level a bit easier. As for the other levels .. none of them really rely on the map placement, so it shouldn't be much of an issue (though if it is, we can probably fudge together some ASM that fixes it).

Originally posted by Minimay
You forgot to note that my level (doritos desert) also has a secret exit.


My bad - fixed. If anyone else catches a secret exit I missed (or if you forgot to report it when you submitted your level), please let me know.
Originally i deliberately placed my level on a submap for the faster hammers, but i doubt it'll affect much for my level in the long run. in any case, it being on the main map probably makes it a bit more fair too, so i can't really complain about that.
Originally posted by S.N.N.
Manic Mechanisms --- Roykirbs (127)


It's actually level 126.
Layout by x-treme
YouTube
My level (108) used the amazing hammer bros in the Yoshi's Island submap, I wasn't previously aware that the speed varies by submap so idk if putting it somewhere else would mess the level up. However, I think it would considering that my level is very timing based.
Pages: « 1 2 3 4 5 » Link
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - The 8th Annual VLDC - Overworld Contest

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