Super mario bros lost levels/2(j) (DLC) & Bonus.

Mapping related threads and questions go in here!
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renhoek
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Post » 04 Mar 2012, 00:58

Game downloads.
V 1.0
http://www.mediafire.com/?sd8902cl2h54sv8
V 1.1
http://www.mediafire.com/?tpvibh2f73ti868
V 1.2
http://www.mediafire.com/?m490pbfdyhgy1a3
*now fully compatible with current tileset
V 1.3 fanal final...
http://www.mediafire.com/?o7a6rs21cc7qubm

*I'm sure it's finally finished

Bonus worlds.
V 1.0
http://www.mediafire.com/?j6p60jgf5j4n1vv
V 1.1
http://www.mediafire.com/?kcevzydlg3yj58q
v1.2
http://www.mediafire.com/?depxx8aplgpfjae
Image


it took me a whole week to make but it's done! I'd like to thank a few people
Raicuparta - support
Trosh - advice (he gave me heads up and tips on the level editor.)
4matsy - additional help (those maps helped me with the enemy placement, bug reports.)

Big poster
http://i43.tinypic.com/jhc513.png

small poster
http://i40.tinypic.com/ofudxl.png

Big event poster
http://i44.tinypic.com/5y9mkp.png

small event poster
http://i42.tinypic.com/21nmp1v.png

And finally HD POSTER!!!
http://i42.tinypic.com/10xr1ut.png

EDIT: I've changed the poster pics because of how much of a paon it is to scroll past them,
just click the link if you still want to see them.

I'd also appreciate any kind of help.

UPDATES!
full smb2j complete 100%!
Image
if you're using the old tiles for a mappack, please update to these
*update* added red... things? (never knew what it was called)


Image
Image
Image
Image

Image
oh and bug report!
can you see what the green springs been replaced with?

Image
with detective luigi!
this is where the game get's dickish.

I'm 50% done... well more 49% still haven't achieved checkpoints.
Image
with more level changes!!!

Image

Image

Image
this world has the most changes and one of my favorite levels.

first gameplay footage!

and my first vid not like anyone cares.

things to expect in the future.
remade into a mod.
Last edited by renhoek on 23 Mar 2012, 02:19, edited 43 times in total.

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trosh
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Post » 04 Mar 2012, 01:13

you're going to have a lot of work on your hands, because though it's easy to add custom tiles, you might have to tinker into custom entities ; that's difficult. If it doesn't just break the whole game.

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CommunistPancake
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Post » 04 Mar 2012, 01:13

Good luck is all I can say, because I don't feel like crushing anyone's dreams with reality today.

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renhoek
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Post » 04 Mar 2012, 02:47

trosh wrote:you're going to have a lot of work on your hands, because though it's easy to add custom tiles, you might have to tinker into custom entities ; that's difficult. If it doesn't just break the whole game.
I know I may not make an exact remake but I'll try my best.

it's also why I'd appreciate any help.

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trosh
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Post » 04 Mar 2012, 02:53

start out by making a mari0 compliant mappack, with normal tiles and all. Make it fit normal gameplay as much as possible. We might try to find a way to add special things like super spring or bounce off enemies or death shroom later.

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renhoek
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Post » 04 Mar 2012, 06:58

thanks for the advice trosh.
already have 1-1 completed.
Imagefixed
I'm going to put goombas above the poisen mushroom blocks.
Last edited by renhoek on 04 Mar 2012, 11:24, edited 1 time in total.

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trosh
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Post » 04 Mar 2012, 10:36

nice, but they won't stay here.
also please do something towards posting smaller pictures on the forum.

asiekierka
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Post » 04 Mar 2012, 11:02

If you need help making custom tiles, ask me - I know how to do it.

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trosh
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Post » 04 Mar 2012, 11:22

good for you - we're talking about custom entities, not custom tiles thank you very much

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renhoek
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Post » 04 Mar 2012, 11:29

trosh wrote:nice, but they won't stay here.
also please do something towards posting smaller pictures on the forum.
ok I'll take smaller pictures next time
asiekierka wrote:If you need help making custom tiles, ask me - I know how to do it.
well I'd appreciate it but I agree with trosh we should focus on the entities rathar than graphics at the moment.
Thanks for the offer thogh.

On-Topic
I've finished world 1-2 and 1-3
Image
Image

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trosh
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Post » 04 Mar 2012, 11:44

good ! keep up the good work. I gotta go do other stuff now, but though I don't really have time to spend to work on this, I'll come check up on the progress later. Please edit you previous post when you add a level.

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renhoek
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Post » 04 Mar 2012, 11:59

oh I forgot
I don't actually own a copy of the game and have no idea where checkpoints are
can someone help me with that please? or find a map that shows the locations.
thank you.

I'm currently working on 1-4 as I speak so I gotta finish it up now.
Last edited by renhoek on 05 Mar 2012, 10:33, edited 1 time in total.

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Raicuparta
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Post » 04 Mar 2012, 17:07

Have you started making custom tiles? I had made one for this before and it worked perfectly, I can see if I still have it.

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Raicuparta
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Post » 04 Mar 2012, 17:21

Found it, was inside one of the betas:
http://i.imgur.com/OaMP9.png

Now here is the thing, you can probably see that it is very incomplete but it could be useful for you anyway.
The reason for the lack of like half of the tiles of SMB2J is that I made that as a texture replacement for SMB, so I only replaced tiles, the only ones I actually added are the last 3, the cloud ends and the old cloud from SMB in case that was necessary.
Also, it is possible (and probable) that I accidentally erased some of those pixels that define if a block is solid, breakable, portalble. Just by looking at the sprites I can see that last cloud is not solid.
Oh and I replaced the background fences with background mushrooms, I don't think there are any fences in SMB2J.
And one last thing, you'll probably notice that some of the green tubes have wrong colors for the borders (green instead of black) because that's how it was in old Mari0 versions, just fix that if you're gonna use it.

EDIT: one last last thing, there are some tiles I didn't replace because I wasn't sure if they were actually changed in the games or if it was just slight differences in the overall color levels of the sprites I found.

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renhoek
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Post » 04 Mar 2012, 17:25

Raicuparta wrote:Found it, was inside one of the betas:
http://i.imgur.com/OaMP9.png

Now here is the thing, you can probably see that it is very incomplete but it could be useful for you anyway.
The reason for the lack of like half of the tiles of SMB2J is that I made that as a texture replacement for SMB, so I only replaced tiles, the only ones I actually added are the last 3, the cloud ends and the old cloud from SMB in case that was necessary.
Also, it is possible (and probable) that I accidentally erased some of those pixels that define if a block is solid, breakable, portalble. Just by looking at the sprites I can see that last cloud is not solid.
Oh and I replaced the background fences with background mushrooms, I don't think there are any fences in SMB2J.
And one last thing, you'll probably notice that some of the green tubes have wrong colors for the borders (green instead of black) because that's how it was in old Mari0 versions, just fix that if you're gonna use it.
thanks
I'll get around to fixing them up tommorow (or maybe tonight :P)
I'll be sure to crdit you
(what I was replying to 5 secs ago :P)
I haven't tried replacing the graphics yet, I've been busy remaking the levels to a precise remake and testing.
Right now I'm tired so I can't be stuffed to do anything else right now.

EDIT: uuuh I need help finding the original tile sheet :P

EDIT2: sorry I should have explained better
I meant the default tile sheet for mari0 derp :P
to late now though I've already constructed custom tiles.
Last edited by renhoek on 05 Mar 2012, 10:35, edited 1 time in total.

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Raicuparta
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Post » 04 Mar 2012, 18:14

http://www.spriters-resource.com/nes/su ... ros2japan/

That tileset kinda sucks because of the white background, but as far as I'm aware it doesn't actually use pure white in any of the tiles, except for that scenario built to the right, which could mean the color levels are slightly changed. So just remove ALL pure white in that sprite and you should be good to go.

And no need to credit me, the sprites aren't mine so whatever.

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renhoek
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Post » 05 Mar 2012, 00:54

lol I was going to use that sprite sheet for the project anyway
also I'm still going to credit you for support - If you still don't want credit just tell me.
oh and I hate when people ask for you to e-mail them when they did nothing new to the sprites :\

off-topic
HOW COME EVERYTIME I WAKE UP THERE'S 30 NEW THREADS!?!? oh and THEY'VE FOUND THE MAPPING SECTION RUN TO THE TWATTER!

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renhoek
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Post » 05 Mar 2012, 10:24

just finished world 2.

I'd just like to thank everyone for their support.

also in the first picture of world 2 you can see what has replaced the spring in world 2-1.

Still need help with checkpoints, let me make that clear.

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4matsy
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Post » 06 Mar 2012, 03:13

http://www.imasaramario2.com/maps.html

This site I stumbled across some time ago has some pretty good javascript maps of the game. As far as I know, they're accurate down to the tile, and not missing any hidden blocks anywhere, or anything like that. One thing they are missing, though, is checkpoints, and I don't remember their exact locations. Matter of fact, I can't seem to find a map anywhere that has the checkpoints intact. :/

You can scroll the map by clicking and dragging the sky. Items in blocks are displayed above the block, with the block lit up if it's a brick. Multiple-coin bricks are simply lit up with nothing displayed above. All invisible blocks are outlined.

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trosh
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Post » 06 Mar 2012, 03:56

xXxrenhoekxXx wrote:just finished world 2.
good :D
also in the first picture of world 2 you can see what has replaced the spring in world 2-1.
nice :D does it work well ? (anyway I think the springs are even much more powerful than that in smb2(j) )
Still need help with checkpoints, let me make that clear.
well, best thing I can suggest if you're very good at playing / savestating you could always play the original leeeeegal NES ROM.

It looks like you should be able to make the whole game without changing entities -> that's best of course.

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renhoek
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Post » 06 Mar 2012, 11:13

trosh wrote:
xXxrenhoekxXx wrote:just finished world 2.
good :D
also in the first picture of world 2 you can see what has replaced the spring in world 2-1.
nice :D does it work well ? (anyway I think the springs are even much more powerful than that in smb2(j) )
Still need help with checkpoints, let me make that clear.
well, best thing I can suggest if you're very good at playing / savestating you could always play the original leeeeegal NES ROM.

It looks like you should be able to make the whole game without changing entities -> that's best of course.
well it does get you across the gap but you land on top of a pipe with a pirahna...
bit scared someone may die there... So far it hasn't happened.

and to the leeeeegal NES ROM thing I'm a little shy about that kind of thing cuz... well let's just say I got rid of every rom I had and I'm clean now.
4matsy wrote:http://www.imasaramario2.com/maps.html

This site I stumbled across some time ago has some pretty good javascript maps of the game. As far as I know, they're accurate down to the tile, and not missing any hidden blocks anywhere, or anything like that. One thing they are missing, though, is checkpoints, and I don't remember their exact locations. Matter of fact, I can't seem to find a map anywhere that has the checkpoints intact. :/

You can scroll the map by clicking and dragging the sky. Items in blocks are displayed above the block, with the block lit up if it's a brick. Multiple-coin bricks are simply lit up with nothing displayed above. All invisible blocks are outlined.
thanks that really helps me
I'm using these to btw
http://www.nesmaps.com/maps/SuperMarioB ... ers2j.html
seems to have everything...

also before I make it public I'll give it out to a few people for testing to see if I've missed anything.

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Moncole
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Post » 07 Mar 2012, 04:46

Looking great. I played Super Mario Bros 2 and was really hard and will be harder with a portal gun


For the check points you can put them in middle of each level if you can't find out where they were originally


After you finish it can I edit them a little? I will make one called Hard Core and take away all check points and 1ups and make one called Noob Friendly and add more check points and 1ups

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renhoek
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Post » 07 Mar 2012, 09:40

Moncole wrote:Looking great. I played Super Mario Bros 2 and was really hard and will be harder with a portal gun


For the check points you can put them in middle of each level if you can't find out where they were originally


After you finish it can I edit them a little? I will make one called Hard Core and take away all check points and 1ups and make one called Noob Friendly and add more check points and 1ups
you cand do whatever you want with it since I don't technically own any of the level design.

Side note
worlds 9, a, b, c, d, will be made into a bonus mappack.

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renhoek
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Post » 08 Mar 2012, 14:12

*update*
world 4 is completed
I've found a faster way to do level design (began in world 3 :P)
Image
grids 16x16
it's an image displayed on a program
doesn't transfer over other wise pack wpuld have been done by now.
it's gamemaker HOORAY FOR USING PROGRAMS FOR WHAT THEY WEREN'T INTENDED FOR!!!
Last edited by renhoek on 08 Mar 2012, 14:59, edited 1 time in total.

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Raicuparta
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Post » 08 Mar 2012, 14:45

will you fucking stop with the fucking tiny text god fucking damn it

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renhoek
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Post » 08 Mar 2012, 14:58

Raicuparta wrote:will you fucking stop with the fucking tiny text god fucking damn it
never!




ok fine I'll do small from now on didn't think anyone cared.

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Moncole
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Post » 08 Mar 2012, 20:33

Raicuparta wrote:will you fucking stop with the fucking tiny text god fucking damn it
Whats wrong with tiny text?

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NickIAm
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Post » 08 Mar 2012, 20:37

Moncole wrote:
Raicuparta wrote:will you fucking stop with the fucking tiny text god fucking damn it
Whats wrong with tiny text?
nothing

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renhoek
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Post » 09 Mar 2012, 13:56

ok I need help with this.
Image

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Moncole
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Post » 09 Mar 2012, 16:51

xXxrenhoekxXx wrote:ok I need help with this.
Image
Since they cant be on top, you should keep them there

Franpa
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Post » 09 Mar 2012, 17:17

May I use your tiles in my map packs?

thunderfapper
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Post » 09 Mar 2012, 17:59

xXxrenhoekxXx wrote:*op*
Nice! release A (wip) map...

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Ness and Sonic
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Post » 10 Mar 2012, 00:50

Lost levels is longer than 8 worlds. I think it was 13. If you want to do the whole game, you might have to split it up into two parts. I look forward to seeing what the Portal device does to the game's difficulty level since, so I'll wish you the best of luck.

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renhoek
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Post » 10 Mar 2012, 01:17

Ness and Sonic wrote:Lost levels is longer than 8 worlds. I think it was 13. If you want to do the whole game, you might have to split it up into two parts. I look forward to seeing what the Portal device does to the game's difficulty level since, so I'll wish you the best of luck.
thanks for the feed back,
as I said before I plan on releasing worlds 9, a, b, c and d as a seperate mappack.
Franpa wrote:
May I use your tiles in my map packs?
I've got a more "updated" tileset.
AND LASTLY
thunderflipper wrote:Nice! release A (wip) map...
well I have done half the game...
ok here you go
http://www.mediafire.com/?554z1qyr9rc9wfd
I must warn you though the game is still very wip as I've still got to place checkpoints
also if you notice something missing from the original please tell me.

thunderfapper
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Post » 10 Mar 2012, 02:06

xXxrenhoekxXx wrote:
Ness and Sonic wrote:Lost levels is longer than 8 worlds. I think it was 13. If you want to do the whole game, you might have to split it up into two parts. I look forward to seeing what the Portal device does to the game's difficulty level since, so I'll wish you the best of luck.
thanks for the feed back,
as I said before I plan on releasing worlds 9, a, b, c and d as a seperate mappack.
Franpa wrote:
May I use your tiles in my map packs?
I've got a more "updated" tileset.
AND LASTLY
thunderflipper wrote:Nice! release A (wip) map...
well I have done half the game...
ok here you go
http://www.mediafire.com/?554z1qyr9rc9wfd
I must warn you though the game is still very wip as I've still got to place checkpoints
also if you notice something missing from the original please tell me.
Thanks!

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Filio
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Post » 10 Mar 2012, 02:45

Wow, why did you have the quote the entire gigantic wall of text of the first post just to post 5 words.

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renhoek
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Post » 10 Mar 2012, 06:02

finished world 5 I may do world six today as well

also if you didn't know I edit the first post to say when I'm working on a world,
I also added the demo to the bottom of the post if anyone wants to play SOME of it.

Franpa
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Post » 10 Mar 2012, 06:26

xXxrenhoekxXx wrote:
Franpa wrote:
May I use your tiles in my map packs?
I've got a more "updated" tileset.
Still, may I use your tileset? Either one. I didn't see a link to the newer one which is why I quoted that particular version.

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renhoek
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Post » 10 Mar 2012, 07:49

Franpa wrote:Still, may I use your tileset? Either one. I didn't see a link to the newer one which is why I quoted that particular version.
yes he allowed me to use his BUT the updated tileset is inside the demo
I must warn you though, it's not done 100% and there's some X's on tiles I need to replace.
you can download the demo and use the tiles there
or you can wait for me to finish the game and release it as a seperate file.

Franpa
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Post » 10 Mar 2012, 07:52

Thanks, I'd just like to hear from Raicuparta now since they're his/hers tiles :)

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renhoek
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Post » 10 Mar 2012, 08:52

Raicuparta wrote:no need to credit me, the sprites aren't mine so whatever.
I don't think he cares if you use it or not.

Maurice
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Post » 10 Mar 2012, 13:37

Franpa wrote:Thanks, I'd just like to hear from Raicuparta now since they're his/hers tiles :)
Raicuparta works at nintendo?!

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RumblezMan
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Post » 10 Mar 2012, 13:48

Nice mappack! Looking forward to the end!

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Raicuparta
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Post » 10 Mar 2012, 13:51

Maurice wrote:
Franpa wrote:Thanks, I'd just like to hear from Raicuparta now since they're his/hers tiles :)
Raicuparta works at nintendo?!
I'm undercover, waiting for the right moment to sue everyone's ass!

But as Maurice hinted, the tiles aren't really mine, they were made by Nintendo and ripped by someone with a lot of patience.

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trosh
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Post » 10 Mar 2012, 18:43

Filio wrote:Wow, why did you have the quote the entire gigantic wall of text of the first post just to post 5 words letters.
trosh wrote:And I have an even worse ratio now :P

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renhoek
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Post » 11 Mar 2012, 03:57

*bump*
sorry to bump this but I need help with this otherwise I won't be able to finish this.
read world 6 of the first post to know what I need help with.

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renhoek
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Post » 11 Mar 2012, 14:09

*bump*
world 7 is now complete

I REALLY NEED HELP WITH THIS LEVEL
http://www.mediafire.com/?554z1qyr9rc9wfd
the maze doesn't seem to work properly if anyone can help me please do!

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trosh
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Post » 11 Mar 2012, 14:14

I tried it but I can't help you cause I don't know how it's supposed to behave. There was some strange stuff with a platform.
Also dude I have no coherent idea how mazes work. just put walls of maze here and there ? I guess. I was supposed to understand them since I wrote their description in mari0, but I really have no idea.

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renhoek
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Post » 11 Mar 2012, 14:20

if I can't get the solution by the time I finish world 8 I'm going to have to change the maze...

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renhoek
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Post » 13 Mar 2012, 12:32

update I made a gameplay video,
it took me longer to make than it should have though...

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