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Mint-Berry Crunch - CANCELLED: Not finished by deadline
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 11th Vanilla Level Design Contest - Mint-Berry Crunch - CANCELLED: Not finished by deadline
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I was unable to finish this level due to a sort of family emergency and then immediately settling into a new job. Oh well, maybe next year.

Formerly titled "Broken Goal Tape".

Story: The goal tape is broken and it's up to you to find the missing piece and put it back together.

This would be my first contribution to any project, but I've been experimenting with SMW for over 10 years and have just never finished anything.

Everything is executed in adherence with the policies of this contest, to my knowledge.

To do:
🍆 Change the fish bone into something else, because the Eerie Boos need those tiles for the tongue face.
🍆 Do something with Room #25 & #26.
🍆 Reduce difficulty and increase fairness of the mid-way area.
🍆 Do something with the top layer of #1 (which you haven't seen yet).



New pictures:


New video:


Old picture:
Level @ 06/02/2019 2130

Old videos:
2019 02 09 00 15 25
2019 02 07 23 11 26
2019 02 07 19 48 55
2019 02 06 17 31 41
2019 02 04 23 19 28


Since starting the sub-level, I'm beginning to think that I've crossed into insanity and should pull back a bit.

I like difficult levels, but I'd put a distinction between "very hard" and "kaizo". There's no damage boosting and shell jumps here. This is the sort of difficulty I'd like near the end of a game.

There's some sprite tile limits that I need to tend to, so if you speedran through the level carrying an item, sprites would all still spawn correctly.

I'm a bit iffy about having the little piranha plant as an enemy you can't jump on in one colour, and then a blue version of the same GFX being possible to jump on. That's too inconsistent imo.



Originally posted by Conal
I like difficult levels, but I'd put a distinction between "very hard" and "kaizo". There's no damage boosting and shell jumps here. This is the sort of difficulty I'd like near the end of a game.

This isn't "kaizo", it's called "hard for the wrong reasons". Starting with hiding threats behind the trees, and the visual confusion all around. The replacements make no sense and it's not obvious to tell what is what, and when you're overwhelmed with things coming at you from all sides you sort of need to know that.
Please don't make this year's chore level is what I ask of you

Also the red things in the background stick out, like a lot.
Originally posted by Koopster
This isn't "kaizo", it's called "hard for the wrong reasons". Starting with hiding threats behind the trees,

Yeah, I'm going to remove priority on many of these tree stems, since there's too much obscurity.

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and the visual confusion all around. The replacements make no sense and it's not obvious to tell what is what, and when you're overwhelmed with things coming at you from all sides you sort of need to know that.

Can you please elaborate more on what you find confusing so I can rework it?

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Please don't make this year's chore level is what I ask of you

I don't understand. What's a chore level? Sorry.

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Also the red things in the background stick out, like a lot.

True that, I'm planning some ExAnimation trickery to overlay it with something that could blend in better; I found the red to seem a bit too near, because of how vibrant it is.

Thank you for your feedback! :)



Originally posted by Conal
Can you please elaborate more on what you find confusing so I can rework it?

What ticked me off the most were the fortress tiles being unsolid and the skulls being throw blocks. Some other changes I just found bad-looking, like the Bowser thwimps and the little blue plant which is probably a naked koopa, but those are more personal ones.

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I don't understand. What's a chore level? Sorry.

For better clarity, that would be a level that's a chore to complete. Levels that are way too long and unforgiving from past contests come to mind.
Originally posted by Koopster
What ticked me off the most were the fortress tiles being unsolid and the skulls being throw blocks. Some other changes I just found bad-looking, like the Bowser thwimps and the little blue plant which is probably a naked koopa, but those are more personal ones.


Ah, I see. Yeah, I'm thinking about scrapping everything in the sub-level, besides the red hopping flame piranha. The blue plant was actually a Bob-omb, but I removed it because piranhas can't be killed by jumping on them and there's already a little red hopping flame piranha that you can only spin-jump on as it is.

The skulls were experimental, but I didn't have a use for throw blocks really so I'm gonna remove them, plus some platforms that don't go anywhere. They're sort of left over from experiments when I started making the level.

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I don't understand. What's a chore level? Sorry.

For better clarity, that would be a level that's a chore to complete. Levels that are way too long and unforgiving from past contests come to mind.


I'll definitely cut down the obscuring environment and enemy count in many areas. I definitely don't want to do the chore level, I'm aiming to compete.

What do you think of the aesthetics in the first room?



This level reminds me of my level I entered in vldc 10.
I've made some changes to the initial room, but aren't finished with the hack beyond that. Also, the last "room" is actually room address #1 still, but high enough that Layer 3 is in exactly the same place visually.



Originally posted by werd
This level reminds me of my level I entered in vldc 10.


Can you show me? For my own curiosity. I believe my ideas are original, but I have played VLDC ROMs before and maybe were subconsciously inspired by some things. I'm using my own ideas.



The smashed goal post is a really nice touch and is a neat concept. But overall, this level is just unappealing visually, in my opinion. Mainly the wacky (yet consistent) color choices, and the decision to use overworld graphics to replace certain sprites and alter the backround (I'm referring specifically to the oddly cutoff rock).
There is videos of my level done by stink terios, another by levelengine on a stream video, the secret part that leads to secrect exit of my level was not shown, the level might be around on the site somewhere,look up the secrect exit in lunar magic as it is hard to find.
This isn't too visually unappealing now, but it still needs more. I'm really ticked off by how you reskinned the football to be a thwimp (since thwimps cannot be killed with a single hop), and the overworld tiles in the background with a different color than the rest. The combination of purple foreground with purple background only adds to the confusion.
I hear what you guys are saying about the colours, I've just began some extensive recolouring for your reappraisal.

Edit: Since this video I've moved the moles further down the screen so you can see them before they start falling (which I'd meant to do in the first place). I'm considering changing them into something more plant like.



Originally posted by LethalBrownies
The smashed goal post is a really nice touch and is a neat concept. But overall, this level is just unappealing visually, in my opinion. Mainly the wacky (yet consistent) color choices, and the decision to use overworld graphics to replace certain sprites and alter the backround (I'm referring specifically to the oddly cutoff rock).


That whole room is a testing ground that might get completely scrapped, but the Layer 3 area is just unfinished. Because we're allowed to recolour during the transition from 4BP to 2BP I'm considering having a transparent rock for the water and one for being on the land. They should use separate colours, at least different outlines on the background, which I'll be sure to do in due course. My priority right this moment is fixing those god awful colours.

Originally posted by werd
There is videos of my level


I'm not sure how it looks similar to something you can't show me. :L

Originally posted by Katerpie
This isn't too visually unappealing now, but it still needs more. I'm really ticked off by how you reskinned the football to be a thwimp (since thwimps cannot be killed with a single hop),


I agree. Vanilla tiles should be indicative of expected behaviour. I've been playing around with different tiles on sprites, but will bare that in mind.

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and the overworld tiles in the background with a different color than the rest. The combination of purple foreground with purple background only adds to the confusion.


Yeah, I'm working on the colour as we speak because I'm getting fed up with it. Lol.



Hey guys. I was wondering if anyone would like to partner with me and finish building my level.

I've been far away, without most of my technology, it was a sort of family emergency, but the dog turned out to be fine. #smw{^_^;} So I haven't been working on the level.

We've got until the 20th of March 2019 to finish our levels now, that's good because I thought it was already over.

Would anyone like to take this off my hands and finish it off?



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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 11th Vanilla Level Design Contest - Mint-Berry Crunch - CANCELLED: Not finished by deadline

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