A0zora (To be recreated)

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Superjustinbros
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Post » 28 Apr 2012, 10:54

Hey everyone. Since I would be doing it eventually, I've decided to create a thread dedicated to an original level set I'm not even halfway done with, titled A0zora (Japanese for "Sky").

Image
Download v0.14 below:

http://dl.dropbox.com/u/101251006/A0zora%20v015.zip

Download the mod seperately: (usually updated more often and without notice)
http://dl.dropbox.com/u/101251006/Archive.zip

Now includes pbalazs' Better Level Editor bundled with the mod! More info here: viewtopic.php?p=31566#p31566

Now includes a music and graphic mod (LOVE needs to be downloaded on your computer to play the mod), which also includes several enhancements to the game itself. The mod is entirely optional; A0zora will run perfectly with vanilla Mari0.

The mod includes the following enhancements:
*New player character. (Unlike Mario, he can display aiming in all directions when jumping, sliding, or shooting)
*Enhanced SMB tileset.
*Game font now displays a drop shadow.
*Some Portal tiles are demade into 8bit.
*New enemy and item graphics.
*Decoy sprites are no longer re-used enemies.
*New sound effects.
*Upbeat energetic soundtrack.
*Debris of Broken blocks now colored properly. (pbalazs)
*Stars now play the Powerup sound effect and award points upon pickup. (JohnnyM21)
*The Better Level Editor. (pbalazs)
*Enemies can now give 10,000 points instead of 1UPs. (BobTheLawyer)
*Editor supports infinite worlds. (Qcode)

The maps are meant to represent many different styles of utopia, or paradise, and the mappack as a whole will contain a mix of platorming and puzzle levels taking into some (hopefully intresting) limits. Each level will be unique in some way or another, with the eleven worlds sporting their own theme:

1: Average Mario-based overworld.
2: Varies, no one theme is shared between the four levels, begins as a sky-based world
3: Again varies, but begins as beach, then goes to a variety.
4: Nature/Jungle
5: City/Casino
6: Cave/Desert Oasis
7: Arctic
8: Apocalyptic
_: Deserted (End of the) World
9: Cosmic
0: Heaven

 There is a warp pipe hidden right behind the start of 1-1 that allows you to explore other worlds without reaching them first, very useful for seeing the rest of the mappack especially since the current demo ends at 2-4 if played linearly. 

At the time writing this, only a fraction of the levels are complete and entirely playable. I'm not really aiming for Nintendo Hard levels in the map pack, but I still want to squeeze in many tricky aspects into the levels, including shout-outs to ROM hacks of Super Mario Bros. and possibly other Mari0 map packs by other authors. I should bring up that this map pack is compatable with any Mari0 mod that exists on the forums; in short it will run on vanilla Mari0.

This map pack may take me a while (with production occurring gradually before release) so that it can utilitize new features that will be added in Mari0: Special Edition, which include:

*Purple Adhension (Sticky) Gel
*Grates (and if possible, Grate Brick Blocks)
*Excursion Funnels
*Mirror Blocks and Mirror Brick Blocks
*Raccoon Mario
*Improved Faith Plates
*Sight/Touch Triggers
*Platforms
*Gel Dispensers w/ Input (Such as 3-2)
*Vertically-scrolling levels (such as one part of 2-4)
*Auto-placing Portals

This will also require me to draw up additional frames for Aozora, without the Portal Gun and with the Minecraft pickaxe, plus all the above with the Raccoon Leaf, and front and back facing sprites.

Some areas of the map pack have been created in advance to prepare for these features, such as the third levels of World 4 and 5, while some of the puzzle-oriented areas may be modified to add in Platforms and Excrusion funnels, and certain light bridges in the map pack will be replaced by grates. If the default Portal tile set is updated with new tiles, I will find a way to include them too.

The mod will be updated with a SE version with the existing graphics carried over as well as many new ones.

If you want to use the tiles in this map pack, you may find them here: viewtopic.php?f=12&t=1326
Last edited by Superjustinbros on 07 Apr 2013, 04:00, edited 51 times in total.

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renhoek
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Post » 28 Apr 2012, 11:35

Superjustinbros wrote: 4: Nature/Jungle
5: City/Casino
two of my favorite themes :D

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idiot9.0
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Post » 28 Apr 2012, 13:47

xXxrenhoekxXx wrote:
Superjustinbros wrote: 4: Nature/Jungle
5: City/Casino
two of my favorite themes :D
I second that. Who doesn't love a good casino level? :D
Also good luck on the mappack, I'm expecting something awesome from you :3

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Sky
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Post » 28 Apr 2012, 18:13

Superjustinbros wrote:8: Acopyptic
Did you mean: apocalyptic

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Superjustinbros
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Post » 28 Apr 2012, 18:36

WillWare wrote:
Superjustinbros wrote:8: Acopyptic
Did you mean: apocalyptic
Whoops, my bad. ^^;

Anywho here are the screens.

Image

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Sky
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Post » 28 Apr 2012, 20:20

Okay, this looks amazing. I have to play this soon.

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renhoek
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Post » 29 Apr 2012, 03:31

WOW
you really know how to use tilesets creatively.

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Superjustinbros
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Post » 30 Apr 2012, 13:27

Glad to hear guys. I'm not sure how well this mappack will fare now that the masterpiece known as 0' Brothers was released last weekend and taking up the forums by storm, but I'll see if I can get it some reputation. It should also expose some of the stranger sides of Mari0, like in 5-3 where you use gel to trigger one of the moving platforms from the Coin Heaven bonus stages.

But otherwise yea it's still being worked on.

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Sky
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Post » 30 Apr 2012, 17:01

0'Brothers is the exception, I find.
(More like the exceptional, but hey...)
Don't be intimidated. If nothing else, I want to see this. You have to finish it now.

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Superjustinbros
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Post » 30 Apr 2012, 20:25

WillWare wrote:0'Brothers is the exception, I find.
(More like the exceptional, but hey...)
Don't be intimidated. If nothing else, I want to see this. You have to finish it now.
I feel very proud of myself. :')

I worked a bit more on 6-2 and 7-1, the former which now contains a section where you travel behind the level's landscape by going into one of the desert homes.

EDIT: Completed World 4-1, but it hasn't been fully tested yet.
2nd EDIT: Tweaked 5-1 a bit and added two bonus rooms, one which is puzzle-oriented, requiring a trick that I swear no one has tried yet to this day.
3rd EDIT: Finished 6-2 and did a little work on 6-4.

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Post » 03 May 2012, 01:55

Alright, Just so I don't overdue myself, here's V0.1 of the mappack, containing a fraction of the levels that will be present in the final release. There is no music, as you're intended to pop up your favorite videogame OST as you play the levels. I'd bundle the recommended musics in a separate .zip, but I feel like it'd be a little excessive.

The Download

http://www.mediafire.com/?3kj78o4avkp21r6

Complete Levels

*All of World 1
*All of World 2
*All of World 3
*World 4-1
*World 5-1
*World 5-2
*World 6-2

Partially Complete Levels

*World 4-2
*World 4-3
*World 4-4
*World 5-3
*World 5-4 (has barely anything in it, just started)
*World 6-1
*World 6-4
*World 7-1
*World 7-2
*World 7-3
*World 8-1
*World 8-4

The tileset used in this mappack is located here: viewtopic.php?f=12&t=1326

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idiot9.0
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Post » 03 May 2012, 02:20

I've only played through the first world of the demo so far, but I have to say nice work so far. Levels are fun, and the tileset really makes this mappack visually pleasing. Keep up the good work.

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Superjustinbros
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Post » 03 May 2012, 02:37

idiot9.0 wrote:I've only played through the first world of the demo so far, but I have to say nice work so far. Levels are fun, and the tileset really makes this mappack visually pleasing. Keep up the good work.
Thanks, I modified 2-2 a bit to make it a little easier (mainly the third room) and upped the time limit to 1,300. I also fixed the broken warp pipe in World 4-1's underground exit pipe, so I'd recommend anyone who downloads this map pack to go into the editor and spice up the changes listed here, it'll make everyone happy in the end.

The final version will have these fixed for sure.

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Sky
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Post » 03 May 2012, 02:41

It's a bit disconcerting not having any music, but everything else is great. I really love this so far.

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Superjustinbros
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Post » 03 May 2012, 02:58

WillWare wrote:It's a bit disconcerting not having any music, but everything else is great. I really love this so far.
Thanks. I'll make sure there's a version with music when everything is completed.

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Post » 07 May 2012, 03:08

I hope you all missed me, because here's v0.2 of the mappack, now with custom backgrounds!

http://www.mediafire.com/?qv4qub4i1mx9nf3

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Post » 13 May 2012, 22:18

(Yea it's a tri-post. Sue me, but how else will anyone notice)

I just wanted to say I'm thinking of putting this mappack on hold so I can prepare to experiment with the upcoming new features of Mari0 SE when it finally is released and insert them into the partially complete/not started levels.

I'm also thinking on upgrading the tileset to my newest reversion (which adds more colors) and add the mirror blocks (agmonst others) that were recently shown on the forums to be in SE, in both solid and brick block format.

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Superjustinbros
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Post » 30 May 2012, 12:46

Some more screens:
Image
Swapped to Tinypic to improve screenshot resolution.
Last edited by Superjustinbros on 30 May 2012, 13:47, edited 1 time in total.

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renhoek
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Post » 30 May 2012, 12:49

those are cool but I can see some cut off in some of the screens.

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Superjustinbros
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Post » 30 May 2012, 12:56

xXxrenhoekxXx wrote:those are cool but I can see some cut off in some of the screens.
That's because of Photobucket's stupid gimmick of resizing large images. The resolution isn't too off, and you can still get a glimpse of the backgrounds.

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renhoek
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Post » 30 May 2012, 13:53

no I meant cut off in some of the tiles on the screen :P
e.g. that green thing's flying in air when it's meant to be connected to the root,
that hill sudden;y stops instead of merging with the water.

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Superjustinbros
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Post » 30 May 2012, 14:10

xXxrenhoekxXx wrote:no I meant cut off in some of the tiles on the screen :P
e.g. that green thing's flying in air when it's meant to be connected to the root,
that hill sudden;y stops instead of merging with the water.
Come on, you don't need to be like all the moderators on SMW central.

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idiot9.0
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Post » 30 May 2012, 14:20

Superjustinbros wrote:Come on, you don't need to be like all the moderators on SMW central.
No offense, but I have to agree with Renhoek and the SMW Central moderators.
Don't get me wrong, this is looking fantastic, and I can't wait to play it. However, that bush just floating above the water does look rather odd, and kind of ugly as well. I would understand that the cutoff is only there because you're focusing on the main level design, but I would really recommend you make some additional tiles or do something to make it look fluent, and not have cutoff.

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Superjustinbros
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Post » 30 May 2012, 18:44

Alright, if it's really going to kill you like all the people that play the PS3 and 360 for the graphics, I'll remove them.

I need to mention, Mari0 as a whole is based on an 8 Bit game, not a 16 bit game. Do you think people instantly hated NES games just because one or two of them has minor graphical oddities?

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Sky
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Post » 30 May 2012, 19:17

I think it looks great so far, tile cutoffs or not. And I would actually prefer not - it seems like a lot of work to be done to fix it.

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renhoek
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Post » 31 May 2012, 03:15

it has nothing to do with the bits of a system it's just it was very noticeable,
it's your level so you can do what you want I was just making a suggestion,
besides I do see some big game nes titles cut corners.

heck if you look at the tree platforms tileset in the origial smb you can see green instead of brown under the tiles...

can we stop fighting and go back to being fwends?

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Superjustinbros
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Post » 31 May 2012, 03:59

xXxrenhoekxXx wrote:can we stop fighting and go back to being fwends?
Sure. Why not. ;)

BTW, the reason why I do not desire to remove the upside-down trees is because Alice used them in their map pack "Wonderland" and no one went bullistic.

The mountain cutoff on the upside(?) has been ridden of in 3-1, the only level to have said issue.
Last edited by Superjustinbros on 31 May 2012, 19:31, edited 1 time in total.

FaycalMenouar
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Post » 31 May 2012, 11:33

Nice , i'm trying it out

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Superjustinbros
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Post » 06 Jun 2012, 21:09

http://blog.stabyourself.net/post/24547 ... -changelog

Holy hell, I'm going to have a field day with these new features. 0w0 Going to have to revamp a lot of things in the existing levels just to take advantage of these objects.

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renhoek
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Post » 07 Jun 2012, 09:52

wow I think I'll wait until special edition comes out to continue my mods as well.
Also looking at your images from a less critical angle,
HOW THE F*CK DID I CARE ABOUT CUT OFF THAT SH*TS BEAUTIFUL!

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Superjustinbros
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Post » 07 Jun 2012, 21:27

Here's an updated version of the demo. We're onto the third demo, and the screens above pretty much illustrate it http://www.mediafire.com/?2w5bajbl4bzf1us.

*WHAT YOU GET*

*First 13 levels playable
*redesigned, but yet still simple backgrounds (shown in the screenshots above)
*playable previews/demos for upcoming levels (once SE comes out, levels will be added, changed, extended, or replaced)
*Tons of portaling

*WHAT YOU DON'T GET*

*Scenery Porn
*Hi-Res Detailed Graphics
*Altered enemy graphics
*Different Music (yet)
*Cake

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Post » 10 Jun 2012, 20:25

I've decided to make World 6-3 dedicated to Assasin-Kiashi's donation for MrCytosine's We Need To Go Depper. So expect it to be as long as 6-1, maybe a bit more longer.

But I've only just done roughly the first screen of the level, and I still want to mess with Special's features.

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Post » 19 Jun 2012, 07:23

Here's a special treat for you all.

Not only is this the fourth demo, with minor edits and fixes to the levels...

...but it also contains a custom Mod to increase the entertainment.

Get 'er here.

http://www.mediafire.com/?wnm5t6taz2ze81v

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renhoek
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Post » 19 Jun 2012, 10:20

WOW I'm playing the map right now and oh my god it's one of the best maps I've played,
even ranks up with 0'brothers.
I love the music,
think I might to a video about this later on,
oh and I heard the warp sound and laughed so hard

EDIT: I just died... you didn't play the music I think you did, did you :3

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Superjustinbros
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Post » 19 Jun 2012, 21:27

My heart just grew ten times the size of my chest. :')

Thanks you so much, buddy.

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Post » 21 Jun 2012, 05:22

Updated to version 0.4A.

http://www.mediafire.com/?2xycfa7aa27jncj

Doesn't bring too much changes, just some edits, though the map pack is still far from done, until SE comes out. I sure hope that the new map pack format doesn't screw with A0zora's current form too much.

And I just wanted to throw this out there, does the bundled mod makes most of the map packs you've played so far well, much more entertaining with the upbeat music and such?

Developer's note: I think the Game Over chime should've been the one from Wai Wai World 2.

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renhoek
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Post » 21 Jun 2012, 10:06

I'd prefer it to be the oddworld adventures death tune but that's because I'm a oddworld fan boy.
also have you considered evening out the audio in audacity?

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Superjustinbros
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Post » 21 Jun 2012, 15:38

xXxrenhoekxXx wrote:I'd prefer it to be the oddworld adventures death tune but that's because I'm a oddworld fan boy.
also have you considered evening out the audio in audacity?
The death tune is Oddwold Adventures, the Game Over tune is Wai Wai World 2.

Also, no means to be rude, but when do you plan on making the video?

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renhoek
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Post » 21 Jun 2012, 15:53

soon I recently got back into smw hacking (as well as learning sonic hacking) soo... Yeah I get distracted way to easily,
I'll start tomorrow.
I'll show the vid to you before I make it public.
seriously though I wanted to stop around world 3 and couldn't help myself and played further.

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renhoek
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Post » 23 Jun 2012, 13:29

I know I pm'd you the video but I'll just leave the vid I promised here

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Post » 23 Jun 2012, 23:29

xXxrenhoekxXx wrote:I know I pm'd you the video but I'll just leave the vid I promised here
looks like a good let's play :) I posted a link to it from my deviantART, and one of my friends complimented it. Sorry I didn't post it myself, but thanks for doing the honors.

I also assume you found out where the underwater and castle level music comes from. ;)

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renhoek
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Post » 24 Jun 2012, 03:00

I know that the underwater level's theme is from Mr.Gimmick but I haven't seen that much of it to know where the castle theme comes from so I assume it's from the same game? (also I've never played gimmick :P just looks like one of those games I'd fall in love with.)

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Post » 24 Jun 2012, 07:24

xXxrenhoekxXx wrote:I know that the underwater level's theme is from Mr.Gimmick but I haven't seen that much of it to know where the castle theme comes from so I assume it's from the same game? (also I've never played gimmick :P just looks like one of those games I'd fall in love with.)
They're both from Mr. Gimmick, first heard of them via SMBC.

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renhoek
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Post » 24 Jun 2012, 07:32

ever heard of Ufouria?
it's another underrated nes game by sunsoft that didn't come to the usa (ha I got games over here that you didn't... Except I never owned a nes... Or existed at that point...)

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renhoek
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Post » 24 Jun 2012, 13:41

just something nice I decided to do

it's an updated version of the gameplay video (found a video editor) and you should watch it again ;)

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Superjustinbros
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Post » 05 Jul 2012, 20:07

I've updated 3-2 to extend the time limit and simplify some areas screwed by the camera's width. Expect this version of the level to be present in the next version.

P.S. Has anyone here on the forums tried the mappack but have yet to post their opinions?

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Firaga
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Post » 07 Jul 2012, 15:58

This mapack is outanding! Cant wait till its done! :D

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Post » 08 Jul 2012, 01:49

Thanks. 0w0b

I've decided World 4-4 has gone long enough, so I finished development on it. At this time, 4-1 and 4-4 are completed, 4-3 is complete up to the last room of the level, which needs the violet gravity gel in SE to be solvable (and I'll tweak it once available).

I'm positive the current music selection for the mappack isn't final, as I'm not really sastified with (while they are still good) the over world and castle music. I do have some alternatives, but considering my library of BGM is massive compared to only changing two songs, it'll take a while before I decide on music I'm comfortable with.

And no, I don't want a common NES game OST like Zelda, Castlevania, Contra, etc... to work with, more of something obscure or Japan-only, or something no one would consider to plop into a Mari0 map pack.

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Sky
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Post » 08 Jul 2012, 04:54

That can only mean one thing:

I hear this in my head every time I play this mappack anyway. Not sure about castle music, though...

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renhoek
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Post » 08 Jul 2012, 05:44

obscure huh? how about
uforia
http://www.youtube.com/watch?v=pXvgBQQSZ3g
snow bros (not sure about the music but what ever just a suggestion)
http://www.youtube.com/watch?v=Pv1ueZnZXS8
joe and mac
http://www.youtube.com/watch?v=jPi4TX4U ... el&list=UL
rockman 4 mi (hack)
http://www.youtube.com/watch?v=M3kUNS0-huo
challenger
http://www.youtube.com/watch?v=0zGql86-IAo
bubble bobble 2
http://www.youtube.com/watch?v=ZrQ29xVKnLc
want a megaman song that's not megaman?
The Krion Conquest
http://www.youtube.com/watch?v=AUZzl3XO ... B9sUH2n4cY
earth bound zero
http://www.youtube.com/watch?v=uwvxkSJ8Egc
*fanboy mode* and oddworld
these are just off the stop of my head.

EDIT: I forgot one
wander boy III the dragon's trap
http://www.youtube.com/watch?v=YqekqoF1LuQ

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