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Tip: Try not to place secret exits at the very end of levels-- the player will basically have to go through the same level twice.Not logged in.
[106] Deep Soda Caverns
Forum Index - Important - The Base Rom Level Design Contest - [106] Deep Soda Caverns
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This level takes place in a cavern full of bubble platforms and classic enemy-filled bubbles. The first part will feature some mini-Mario plaforming regarding them and other sprites. I started designing the second part though, which will be focused on some selective destruction of bubbles:



I'm still not sure if the camera controls are comfy enough to warrant this particular gimmick.

Finally found a way to use my Flying Chainsaws moving horizontaly without having them around during all the stage:



The name and the aestethics of the level are still provisional, as I want the level in itself to convey a certain message so maybe I will rename the level to reflect on that.

Here is the provisional BPS if someone wants to give it a try. Any feedback is welcome! #tb{:]}
hi there,

did you make any update on this level?
I've tried it and well, I play like a granpa, I always end up dying with the flying chainsaw, or in the lava.

I find the concept of this scrolling layer 2 smash interesting, and I didn't know we had this GFX included for the big spike.

Hope to see the part with mini-Mario :) cheers,
Originally posted by Darkslayer
hi there,

did you make any update on this level?
I've tried it and well, I play like a granpa, I always end up dying with the flying chainsaw, or in the lava.

I find the concept of this scrolling layer 2 smash interesting, and I didn't know we had this GFX included for the big spike.

Hope to see the part with mini-Mario :) cheers,

Thanks for the comment. Unfortunately I didn't have a lot of free time lately so there are no updates for the moment, but I will try to get around that during this week.
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Forum Index - Important - The Base Rom Level Design Contest - [106] Deep Soda Caverns

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