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Long Live Mario
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Long Live Mario
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I wanted to start this over because now I believe I have a lot more of a concrete direction for this hack, and I don’t want first time readers to read the OP and first few replies of the other thread and think that will be representative of the hack. I don’t think that it was quite ready yet, and I don’t like how indecisive and messy I felt in the previous incarnation of this thread, so don't worry about it. I hope to be more organized this time around. I knew I didn’t want to make an actual 3rd installment unless I believed there was a way I could make shorter, less elaborate levels and have them be difficult and creative enough to be worthy of such a hack title. So yeah, this will be quite different in terms of level design and pattern.
This is kind of a retool of that other hack I just mentioned that went thru more changes than I was comfortable with. I am keeping only some of the ideas (Keen 4 death music, rocket barrel and mine cart levels, and Christopher Robin "boss," for example) but the general vibe of this hack will be much different from before, so I’m kinda half-resuming, half starting over.
I am now planning on (mostly) shorter levels rather than necessarily easier levels. I find that shorter levels are less stressful to design and test, as well as feeling faster paced to construct. I am still not planning to use quite as much glitch abuse, but that doesn’t mean there won’t be any hard glitches. IDK exactly how many levels there will be but I have a pool of ideas thought out.
Just so I don’t run out of ideas, I am kinda designing the levels like how book authors tend to plan out entire story arcs. In fact, the final level is one of the first levels I started working on for this iteration of the hack. It’s actually a major reason this hack kinda got a reboot. It features a fun but hilariously insane and absolutely batshit concept I thought of, and I’ll just say for right now that it’s the first time that I’ve ever designed a final level that uses a one specific, overall gameplay gimmick, and the first time I've actually thought of the possibility of something making God Painful look lame.

Added baseballs. Didn't really feel like directly copying Item Abuse 3. The word "series" may carry a dual meaning.

The opening message, which went thru a ton of revisions. I wanted an element of “write what you know” as well as sounding like a parody of creator breakdown and Freudian Excuse.

Start of Darkness, the first level. Relatively easy stage.



See if you can tell which level I have made before that this is heavily based on (hint: it’s non-SMW)

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
I know how you feel in regards to the fact that you weren't planning to make a MMD3 after all the effort you made while making the second installment. At least, you're relieved after finishing its last level, and hopefully, you're still going to maintain some of the concepts that other hack had before rather than throwing them away.

Liking the first stage so far. The only thing I dislike is those yellow borders around the clouds, but they're so minor they're hardly noticeable. Looking forward to what else you have in mind!
Originally posted by Katerpie
At least, you're relieved after finishing its last level, and hopefully, you're still going to maintain some of the concepts that other hack had before rather than throwing them away.

Yes, I am. One of my goals is balancing speed and efficiency with creativity/difficulty. Stuff that will not take too long to make and yet will still be high impact and not feel rushed. The gimmicks are such that I don't feel like I actively have to try too hard to make it extreme, it's just an inherent quality with whatever gimmicks I chose. Even the last level is like this. I do not believe the last level will take nearly as long or be nearly as indecisive to make this time around, despite what I said about thinking it to be harder than God Painful (still more fun despite that). It might still be a marathon level, tho.
So it's because of this that I'm not too worried about "topping" previous moments. I also kinda wonder if every level will be a difficulty spike compared to the previous, like FNAF.
The other ROM closure was kind of accidental. I didn't realize I hadn't made a back-up of the other ROM (OOC moment) before deleting the folder (don't really remember why I did but I might not have been really feeling it) so I have to remake a few of the stages I liked most to the best of my ability. I feel like that will be the most stressful part, strangely enough.
I wasn't really having much fun making the water meter stage (Deathwater Oasis) for some reason, so that's out. The free-falling stage, even tho I didn't show it, is still in. It's just no longer the first level. It's still early, tho. Same with this one late game concept involving cape-flying.

Originally posted by Katerpie
Liking the first stage so far. The only thing I dislike is those yellow borders around the clouds, but they're so minor they're hardly noticeable. Looking forward to what else you have in mind!

I didn't notice that myself. Spoiler alert:
There will be at least one level that uses Magikoopas.


--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.



Why did you cancel the first version?





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Tag (idiocy) was not closed.
Deleting one of the level concepts but keeping other stuff mostly the same isn't "cancelling." I didn't cancel anything.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Is not it too early to start with MMD3?

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Follows the same layout as a particular non-SMW level I made, and surprisingly enough, seems to be sufficiently difficult with the equivalent SMW layout.
Stage 2, Mine Cart Murder

Blatant edit of a blatant edit. Now more narrowly focused in terms of gameplay.

Makes the mine cart stages in DKCR look lame.

This is why I switched to a P-Switch in the first part. Horizontal key-jumping with the cart isn't quite as hard as it looks apparently.

Originally posted by TheAbusefreakhacker0
Is not it too early to start with MMD3?

Seeing as how I don't really operate on any particular schedule and there is at least one concept I'm particularly excited about, I don't see why it would be. There was that one C3 thread but I might have to update the IPS sometime. Shouldn't be too hard to make necessary corrections if I feel like cutting out rooms I don't like or reinsert correct music but I have to be in the mood to comb thru it. Not sure when I will feel like submitting to the hacks section.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Welp, I think I will work on the final stage now. Only 2 stages in all? You're kidding, right?
Well, the numerous TV advertisements and bombarding of Mario Maker videos (as well as reading about it on TvTropes) were kinda starting to have a profound adverse effect on my ROM hacking motivation. I get the annoying nagging feeling I come up with too many ideas to realistically feel like I have time to include or expand upon, and I don’t want it to get worse or cancel this entirely, so I’ll save just my very favorite ideas that I personally like, and fortunately they don't interfere with the level gimmick. What do I mean by that? Well:


It might not look like much, but Mario cannot go left or right on his own. He has to rely on the level elements.

Twisted familiarity.

Apparently this part is possible. Coolio. Parts like this were why I was wondering if this could be harder than God Painful even tho it isn't gonna be as long.
Fortunately Rocket Barrel and Mine Cart segments don't require pressing either the left or right on the D-pad, so they can continue to be possible.

--------------------
Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Pages: « 1 »
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Long Live Mario

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