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Smw DLC pack 2- Discussion

Well, DLC pack 1 has gone quite well, A wide variety of level designers created some good stuff from I've seen so far. I'm playtesting it now, and waiting on small handfull of levels to finish up.

Seems like a good time to disscuss a second pack and what changes you might like.

p.s. This hack wont start untill the first is over.
I would say let's go for a more traditional collab, unlike the first one which only could be vanilla without any custom stuff or modifying the Map16 pages.
I am more reaching towards having OLDC rules + custom palettes (and maybe music) and the patch that adds an extra row to the level selection screen. I think that would help the popularity even if that would mean it wouldn't be compatible with SMA2.
Yes, basically OLDC + Custom Palettes would be fine. I'd say we can use a standard map16 custom page (like vldcx did) for global use, but that would exclude unintended behavior and glitches. The same patch fixes would be ok too, among with SA-1. The rest of the things must remain as same as the original SMW
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2021 TRENO vibe check thread
I would want to add wall jumping and shell collected coins. A few custom sprites. Maybe a few custom blocks. For instance blocks that break with fireballs, donut blocks. sprites; hammer bros, boss bass, smb3 lakitu (smw one isnt compatible with nmstl) sideways piranhas and regular ones too. Maybe a wind generator too.
I have been able to recreate it yet but I would like if the p-switch and star timers stay activated when entering another room(like smb3). I think thats more then plenty to give for people to make new gimmicks.
I think music, we should only replace the sound track. Don't know I guess I'm kinda weird like nintendo and don't like 50 tracks in one hack.

We definitely have to make it's something I can keep track of. I kinda hoping to keep this one strickly mwl files, some peoples bps files had other levels modifyed so when I extracted them overwrote others.
No, that'd be costly of the SMW feeling, except for the shell collected coins. Please no custom blocks or sprites.
even though smm has some of these? But I knew this might be a proplem... how about imeailas scroll patch, gives more speeds?
either way I will go with the flow, so everybody duke it out for a while and we go from there.#smw{-_-}

oh what is the extra row patch?
New worlds too? just putting the questions out there.
That sounds alright. That is not an add-on that messes with the game too much and removes the essence of basic SMW, so that'd be no problem for me. Same goes for fixing Piranha Plants, by the way.
yeah ok, def gotta have me some piranha this time around. What this extra row patch. I take it not interested in giant versions of smw sprites either?
I'm positive it won't fly, but wall jump could help add flavor to levels, Sega hacked in spindash to sonic1 it's not to far fetched.
I think we should have custom music, but vanilla graphics(?). We could use Map16, maybe we should use some custom blocks. I think the first one is too restricted. Now that I think about it, maybe we should make levels of the VLDC kind of vanilla? I think it would be more interesting that way.
edit: ninja'd
I don't think we should have wall jump.
Well, if you want to make it an actual relatable kind of "sequel" to SMW DLC keep in mind that it is certainly based on SMW, so adding so much things that change the direction of the hack wouldn't be so good (it'll become a simple collab hack) That means, some things can be acceptable (like the Donut Blocks, the sideways piranha plants) but others aren't. And not, I prefer this to be closer to OLDC rather than VLDC.
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The extra row patch is for the OW, so you can have your name under the title of the level, or something like that. Giant versions would be okay for the enemies that had those in SMB3 maybe, but i'm not too big of a fan of it. Custom sprites are just eh for something like this imo. Wall jumps is a definite no for me in the base ROM, but maybe you can make a DX version that does add that along with other gimmicks. Not sure.
ok, I wouldn't want it unless some levels made use of it. I'm sure most want it anyway. we will wait and see what others want too.
I want the sequel to be more like vanilla than chocolate, so it shouldn't have many new things. I think custom palettes, custom music, map16, sideways Piranhas, extra row patch, ON/OFF blocks and screen-scrolling pipes should be enough. I think walljump would either ruin or annoy in a few sections. I don't feel like we should have giant versions of sprites because it'd look more like SMB3 than SMW. Shell collectable coins would not be like SMW either.
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Basically, I believe in peace and bashing two bricks together.

That's pretty much me right there, although shell collecting coins is fine in my opinion.
don't change anything
HOW DO YOu fINISH A COLLAB
(i agree leave it as the first dlc)
don't change anything

edit: don't you fellas dare consider using custom palletes #smrpg{roar}

edit2: make it even nore restrictive than the first one. A really neat challenge would be to ONLY use the exact sprites uses in each level, in totally new ways. For example, if a level doesn't use fuzzies, you cant use them, even if the level uses the mushroom gfx.
I think it won't hurt to have a few custom sprites, patches. It's DLC, why not to add something other then new levels?

Originally posted by Gbreeze
ONLY use the exact sprites uses in each level, in totally new ways.


Not everyone can use same sprites in new ways, I think it won't be fun to use ONLY those for some peoples, it won't add a lot of diffrence from original SMW levels.


We have too many regular collabs like this however. The first one proved to be interesting and doable for beginners, so why throw that away by inputting things people might not want? My suggestion would still be to give the freedom inside of Lunar Magic plus a few patches, but nothing else. Otherwise i'll simply not enter and with me quite a few others.