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[15] Banana Fort
Forum Index - Important - The Base Rom Level Design Contest - [15] Banana Fort
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Hi there !

I got all excited for this contest since this is my first full level design since year 2015. I've been busy at work but I like to care about a SMW craft some time and this just sounded like the perfect opportunity!

I got my level named "Banana Fort"... I guess it is because I wanted to have boomerang bros in a castle setting, and I coloured my assets in yellow as a result.

The baserom is super smooth with its sprites, blocks and graphics ! But with my skill I preferred to keep it quite simple, see screenshots below. Also I used this super music by Wakana.











What you see in the screenshots are rooms 1 and 2, that are 10 screens long in total.

I would record a video of the room 3 playthrough if you like, it is a room where I'll use Catsuit Mario, I really liked this one, and this is the first time I got a foreign power-up in a hack.
There, the design needs to be not too easy (catsuit Mario can swipe out most enemies in a pinch), but not too difficult, so I'm trying to balance this out.
As the power-up is needed in the entire room, there will be available reset pipes and an extended time.

Thnaks for passing by ! #w{<3}
Well...
No news good news?

From my side, I've done this video. Really trying to impede Catsuit Mario in unconventional ways. Job is done. Reset pipes all around if the powerup is lost.

Thoughts?



Starting 1:48 I fail the last segment and take a reset pipe so you see this also.
This last segment of the room, leads to a "final" room, which content is yet to define.
I want it short, like 4-5 screens only, with a challenge including low time limit, jumping and lava...

Welp, all-in-all, that's gonna be a nice 20-screen long level with challenge and fun. Hopefully.
I like the idea of using cat mario in a vertical level, but I think you should make the first screens using cat Mario to be very easy, and with no enemies, for the player feel how cat Mario Works. I don't know, it feels too fast.

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Yo Yo YOOO
Hi mariosr, thanks for your input.
I think it's an audience choice, ie I automatically assume that contest levels players are Mario veterans...

Maybe it's a wrong approach, so I'll likely add two "easy" screens to doodle around with this powerup.
Challenge is a good thing of course, but having a bob-omb falling down directly in the path of where you have to climb the wall (at 1:37) isn't so much of a challenge as it is irritating. Since it falls from the ceiling, the bomb is hardly in your view until it's nearly too late. It's especially bad because, as you show in your video, if you lose the cat powerup then you have to take the reset pipe and do a whole section of the level over again. I'd recommend adding a more reasonable obstacle there and just remove the bomb entirely.

Aside from that and mariosr's comments, it's a pretty cool level overall. I really like the use of the cat powerup in general, it's pretty clever here for the most part with the wall climbing and having to hit the on/off switches to progress.

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I only spend a short period of time per day browsing the forums, so DM me on Discord if you want to talk.

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Currently doing a walkthrough of all the VLDC11 levels, in order of ranking. Reviews of each level are included in the comments!
Thanks.
Yeah, I placed this bob-omb without much thinking. I'll try having it falling from a lower height so it can be seen before climbing the wall.
Also, a small place to experiment Catsuit in a safe setting was added.

Edit : Here is version 1.0 for playtest, thanks.
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Forum Index - Important - The Base Rom Level Design Contest - [15] Banana Fort

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