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Enclosure of Agony - yeah another lame and generic castle level with stuff I guess
Forum Index - Important - The Base Rom Level Design Contest - Enclosure of Agony - yeah another lame and generic castle level with stuff I guess
Pages: « 1 »
This is the Enclosure of Agony. A reasonably long, explorative castle level, featuring a big variety of sprite and obstacle setups to make an interesting nonlinear experience.

Not much to show here except for base aesthetics. I do have, however, about 20% of the level design complete, and all of my ideas are fully planned.

edit: there was a picture, accidentally removed it but welp, the next gifs will do lol

More info and screenies will come soon.

Looking at the single screenshot given, the stage appears to be visually neat; I like how the SMB3 Fortress/ Castle tileset mixes well with the SMB1 Castle background, and the use of the Layer 3 Cave graphics for blood ketchup is a nice and creative addition. It is certainly going for a dark and foreboding vibe, which is fitting for the stage's name. The only things that feel off about the stage are the Question Blocks and Mario; they're a bit too bright in relation to the rest of the stage, though that should be an easy fix.

Beyond the graphics, I don't have much to say about the stage. There isn't much going on in the given screenshot, so additional images would be needed to determine what the stage would be about or how it would play. Though this is certainly a good start. And looking at the fact that the stage already has some planning and level development, there is a good amount of promise here. I hope development for the stage continues smoothly, and that some more of the stage will be shown soon.

Anyways, I hope you have a good day and I'll see you later.
Ā”Adios! #smw{:peace:}
Here I come with animated gifs of the first part. They're collapsed so they don't take up a lot of time loading the entire page.

If you somehow can't, or don't want to see them, it mostly shows the real first room of the level, containing a blocked on/off route, an inacessible route (you come out of it later on), and a path in which an on/off switch is found. Said room has donut lifts, pendulum ball'n'chains, bony beetles, dry bones, and several spikes scattered across ground and ceilings. And after you flip the on/off status, you should backtrack a bit to enter an underground section, which will be showed off later.

Short underground area with para dry bones. One of them is used to get a Yoshi coin, along with water. There are some more bony beetles, as well as fishbones.

Every time I see something from you, it's guaranteed to be very aesthetic or quite fun
Third and fourth room are here. The former is another simple area with more of the usual baddies found previously, while the later has Thwomps and smashing layer 2 that gets triggered when you reach the last screen. Again, you gotta hit the on/off switch and backtrack.

Oh well I forgot to mention previously but the undeground section triggers the midway point. There will be a second checkpoint in the level as well because it's a long one.

Would show the second half of the level but it's done so I'll let you guys play it instead.

Here's the link of the BPS.

Hi Blind Devil.

I do love the visuals and the palettes.

I don't know why SMB3 FG graphics seem so much more elegant than the ones from SMW... So : good choice.

I'll play it this week-end.

Edit : Eh, I keep failing at the first room :/ haha I'll try more...
Pages: « 1 »
Forum Index - Important - The Base Rom Level Design Contest - Enclosure of Agony - yeah another lame and generic castle level with stuff I guess

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