Sounds like a cool idea, although we'd have to work with the fact that it has 0F screens and some of the layer 2 smash commands cease to work on certain intervals. We'd have to make two (three?) rooms depending on the ideas we have in mind and also the length of the level.
We could also have a ghost house somewhere, and it could work as a level with no particular gimmick. Or if we want to go with a gimmick, let's make a layer 3 water level!
How about a cloud level with line guides, platforms and saws?
+1 on this, it'd be interesting to see it goes with this concept.
Originally posted by Katerpie
Originally posted by white_moth
Also a castle with layer 2 smash would be cool.
Sounds like a cool idea, although we'd have to work with the fact that it has 0F screens and some of the layer 2 smash commands cease to work on certain intervals.
Is there any patch/hex edit that fixes that? Or a custom sprite we can use instead of the original layer 2 falls? There's a lot of things that can be done with that generator, so it would be nice to have it working on every screen.
About the ghost house, I was thinking that could be the theme for the fifth no gimmick level that would go with the levels from C3.
There's the last version of sprite EA (the Layer 2 Scroll Range 06 command) that turns into a smash command once you lower it one tile when it's on the top. It's basically Smash-1 that works on every screen. Or maybe the Smash-3 command that also acts on every screen, albeit I'm afraid it's far slower than the first two commands.
A water-themed level using the lowering/rising tide would be cool imo. But it usually causes mass slowdown, even with a small number of sprites, so I'd recommend making the hack SA-1 if it's not already.
That wouldn't cause any problem, considering the screens are 100% vanilla.
The rising tide idea sounds extraordinarily complex, as one would have to play through all the screens to see how one's own screen would play. I guess that adds to all the chaos, but it won't make for good level design. Also, people suck at making tide levels (I guess these screens can be used for people to experiment on how to make good tide levels...?)
A line guide level with clouds would also be difficult to manage, but I think it's possible.
A horizontal castle seems nice, as the castle sprite tileset is very flexible. Layer 2 smash sounds hard to work around and would probably just make for a ton of waiting in many sections, but we'll see.
-Cloud level with line guides
-Ghost house with no gimmick
-Castle with layer 2 falls
-Rising tide level
-Cape/Lakitu cloud level
For the line-guide level I we could use both saws and grinders. For the castle level maybe we can expand the spriteset a bit and use some twomp variants (horizontal, diagonal, inverse, 8x8), or roto discs.
The rising tide level could easilly become a "do nothing and wait for the high tide to come" for the reasons ft029 said. About the cape/lakitu cloud levels, I'm not really a fan of those, since all you do is fly arround and dodge flying enemies, although the lakitu cloud one could come up well if done right.
Seconding Mathos, that idea would be alright if it wasn't for the fact that it has a very limited number of screens we'd have to work around with (ala Donut Plains 2).
Unless we split the level into multiple rooms (echoing my previous post) or insert a custom sprite, but I don't know if that would be worth the trouble at all. Maybe it would still work out if it's done correctly somehow.
Is there any other sprite you think I should add? (Custom sprites are ok, btw)
Nah, the tileset is fine as it is now. Using other sprites or custom sprites (unless they're especially made to fit the original game, like Erik's Parakoopas) would make the whole thing feel much less vanilla, which is one of the aspects that make the concept's charm. I personally think that unless on behalf of a very popular request, custom sprites shouldn't be used.
Random gimmick passing:
For boss levels you could use a screen scrolling custom sprite that once (for the sake of simplicity) it reaches screen 1F it would loop to the first screen (making it possible to make only up to screen 1D, for 1E and 1F to be equal to 00 and 01 to make a loop effect) and the boss always center on the screen (like the big boo boss, but could have more health).