Bob's Mappack

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BobTheLawyer
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Post » 26 Nov 2012, 23:09

Alright guys, so this is going to be a real mappack + mod. I'm going to make it real nice before releasing it (don't expect me to finish it, but I'll get done at least 3 good worlds. Hopefully I'll finish, but I don't typically do that, but then again, this is the second time coming back to working on this mod, so maybe I've got a shot).

If finished, it will consist of:
-Custom musics
-Beautiful Levels (I take that very seriously)
-Easier levels (Hopefully)
-Permanent powerups from beating worlds and finding secrets
-Beta testers to tell me that my game is presentable
-and more! Everyone needs corny lines to finish things off...

I don't really have a good name for it. If you think of one, tell me...
Found one. Introducing:
Bob's Mappack
Ok, so that's the old name, but I decided to keep it. Get over it.

Old early evil bad demo release from a while ago:
http://www.mediafire.com/?bouvdx6aprcv8cu
Screenies:
Image
Bottom left feels lacking...
I need more background tiles for the sky. Any suggestions?
Last edited by BobTheLawyer on 05 Nov 2013, 03:12, edited 2 times in total.

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Mari0Maker
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Post » 26 Nov 2012, 23:42

Very challenging. I rage quited after the first level. :P
I have to say though, I looked at the other levels, and this is a good mappack with great potential. I say pick back up the project. :)

As for the name, I'd say somthing like "Epic Hard Levels" or somthing. :P

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BobTheLawyer
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Post » 26 Nov 2012, 23:46

Mari0Maker wrote:Very challenging. I rage quited after the first level. :P
I have to say though, I looked at the other levels, and this is a good mappack with great potential. I say pick back up the project. :)

As for the name, I'd say somthing like "Epic Hard Levels" or somthing. :P
I do need to change that first level...
I was scared of ragequit
I almost did it when I was replaying it.
I'm gonna give more lives, but I will also make that the first level of a different world... (It needs to be the first level, that way you can try it as many times as you want without losing progress)

Dark[Ol(U23)leneri]
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Post » 26 Nov 2012, 23:48

Challange accepted

Dark[Ol(U23)leneri]
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Post » 27 Nov 2012, 00:11

3-1 nice lvl without any lvl end.

There are no rules of etiquette in this mappack.

Also, sorry for affront
Last edited by Dark[Ol(U23)leneri] on 27 Nov 2012, 00:28, edited 1 time in total.

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TripleXero
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Post » 27 Nov 2012, 00:25

You seem to have some anger issues

Dark[Ol(U23)leneri]
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Post » 27 Nov 2012, 00:26

No, i just got some nervouse before exams xD

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BobTheLawyer
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Post » 27 Nov 2012, 00:36

Thank you...
Yeah, I know about world 3.... Work in progress....
First level will be with spring boards and an exploitation of a glitch in the game...

EDIT: If anyone wants a specific kind of challenge (like, revolving around a certain entity, or feature) tell me...

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freakstorm101
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Post » 27 Nov 2012, 06:24

Dark[Ol(U23)leneri] wrote:Challange accepted
How I met your Mother eh, hehehe.

Dark[Ol(U23)leneri]
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Post » 27 Nov 2012, 16:22

freakstorm101 wrote:
Dark[Ol(U23)leneri] wrote:Challange accepted
How I met your Mother eh, hehehe.
Your Mother is mine wife, Luke

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Smear-Gel
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Post » 27 Nov 2012, 19:27

GOOD GOD. 20 tries and I HAVENT PASSED THE FIRST PART.

But I'm determined to beat it. Great puzzle by the way. Awesome potential.

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BobTheLawyer
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Post » 27 Nov 2012, 21:14

Smear-Gel wrote:GOOD GOD. 20 tries and I HAVENT PASSED THE FIRST PART.

But I'm determined to beat it. Great puzzle by the way. Awesome potential.
Yeah... That first part is pretty hard...

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Bonko
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Post » 29 Nov 2012, 01:10

The farthest I've gotten as of now: Completely got the first two rows of invisible blocks and 5 from the upper row.

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BobTheLawyer
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Post » 29 Nov 2012, 03:41

Bonko wrote:The farthest I've gotten as of now: Completely got the first two rows of invisible blocks and 5 from the upper row.
Is it really that hard?
It took me a while, but I was able to beat it...

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Smear-Gel
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Post » 29 Nov 2012, 18:38

It really is.

Dark[Ol(U23)leneri]
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Post » 29 Nov 2012, 18:40

Did u fix 3-1 lvl?

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BobTheLawyer
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Post » 29 Nov 2012, 21:48

Dark[Ol(U23)leneri] wrote:Did u fix 3-1 lvl?
Almost, I don't know if I should do releases in levels at a time, or worlds.
Level 3-1 wasn't really a level... I did expound upon what was in it, though. Expect faith plates.

TroublingMink59
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Post » 01 Dec 2012, 17:11

I have a video of this on my youtube channel I admit I gave up to easily But it was very well made but please make it easier
Link: http://www.youtube.com/watch?v=V6CIkHbb49Q&feature=plcp

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Mari0Maker
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Post » 01 Dec 2012, 17:14

TroublingMink59 wrote:I have a video of this on my youtube channel I admit I gave up to easily But it was very well made but please make it easier
Link: http://www.youtube.com/watch?v=V6CIkHbb49Q&feature=plcp
If you play in scale 1, gameplay should be better. Also, another way is to not play a mappack with lots of entities. Hope it helps. :)

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BobTheLawyer
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Post » 23 Oct 2013, 22:15

Alright guys, I recognize that this mappack is very hard.
I'm planning on adjusting it.

A lot of this map is puzzle based, so I feel that if I made some of it easier, it might be able to be solved in a different way.
I've created another "puzzle"

Nearly every level (if not every) has multiple endings, and sometimes 3 or 4.
I've thrown so many secret places into these and made them hard to reach.

I plan on making a mod that has a muhsroom that boosts speed, jump, fireballs, and something else. Can't think of anything at the moment.
Suggestions welcome!

Was there a mod that fixed the checkpoint issue?

B-Man99
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Post » 23 Oct 2013, 23:20

Holy cow this is one of the best mappacks I've played in a while. Almost perfect in my opinion and it isn't even finished yet! Looking forward to seeing what 3-1 turns into... :)

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BobTheLawyer
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Post » 23 Oct 2013, 23:42

Thanks B-Man!
Just cause you asked, have a preview into 3-2 (3-1 is pretty much previewed, being that the unfinished version is still in the download)
Image
Picture created using my Better Editor mod!
The goombas are decorative. Ever since my first release got hated on, making the background visually appealing is important to me.

B-Man99
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Post » 24 Oct 2013, 03:23

Sweet! I can't wait. Didn't realize the initial release was hated on, god people would hate anything I made... I just can't manage to make stuff easier... that's why I haven't put anything up here yet :D
In all seriousness though, you DEFINITELY don't need to worry about not having quality background or whatever with that screencap :)
Hope you're enjoying this as much as I am!

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BobTheLawyer
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Post » 24 Oct 2013, 04:21

I don't sprite (at all), so I'm not going to make any kind of background.
The initial release wasn't hated on because of hard levels (though that was annoying to people)
People hated the graphics.
I had only the default tiles, which was terrible.

I now use SJB's amazing tileset, which gives my map a lot more life, plus, I now have things like background tiles and decorative things like the goombas

B-Man99
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Post » 24 Oct 2013, 04:42

Ahhh I get it
I was just saying, that screencap looked SWEET
Keep up the fantastic work, and thanks for it all so far!

Wilo
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Post » 24 Oct 2013, 23:02

Nice job, Bob! This mappack has quite the unique personality and level design compared to those I've seen in the past (no pointing fingers).
The levels are smooth and display challenge. I like it.

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BobTheLawyer
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Post » 25 Oct 2013, 02:36

I would love ideas for the boosts mushrooms give you.
So far, I'm thinking, running, jumping, and fireballs.
I'd love at least a fourth one!

EDIT: I don't see much a point in faster running. Seems like just harder turning system. You don't really need to run fast in a puzzle game.
Can anyone think of a 3rd mushroom? Maybe x multiplier coins/points/lives
That would be interesting

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BobTheLawyer
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Post » 26 Oct 2013, 00:20

Sorry for the double post.
Don't know if anyone's ever found it, but I have a hidden hub world (world 2): Well, I'm thinking about making my whole mappack be a hub world (kind of like SJB's unfinished Azora).
Since my mappack is going to be using a bonus system, that gives you boost in levels, it would motivate you to beat all the worlds.
Each level will have 3 hidden generic shrooms that give you a plus in something (jump, fireball #, and maybe point multiplier?)
At the end of each world, there will be a special bonus, like hammer imperviablity or something of the such.

What do y'all think of the idea?


Also, I hope to have a demo up soon!

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Superjustinbros
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Post » 26 Oct 2013, 09:16

Count me in, Bob. Some good ideas indeed.

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BobTheLawyer
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Post » 26 Oct 2013, 16:23

Also, how do I use backgrounds?
I've never bothered until I couldn't be content with light blue, dark blue, or black as a level background.

How do I make backgrounds unique for levels/sublevels?

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Mari0Maker
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Post » 26 Oct 2013, 16:32

Zlmpery/SyS.net Blog wrote:Backgrounds:
The screen of Mari0 is 400x224 pixels.
The portal background is the standard custom background, you can overwrite it by doing the following:
Place “background1.png” inside your mappack folder.
You can keep adding consecutive numbers to add more than 1 background (background2.png, background3.png, etc) for parallax scrolling. Adjust the scroll factor slider (main tab) to control the speed of parallax scrolling.
This standard background can be overwritten by each map individually by putting “1-1background1.png” (for world 1-1) inside the folder. Also supports multiple backgrounds.
For sublevels, use “1-1_1background1.png”.
Then check the “Custom Background” box in the main tab of the editor.

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Smear-Gel
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Post » 01 Nov 2013, 17:50

I remember this. That first level was so hard I couldnt beat it, but I sure did have fun trying to.

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BobTheLawyer
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Post » 02 Nov 2013, 03:14

Looking for a beta tester or two...
If you want to beta test, send me a pm. You've got to be willing to do the critiquing this entail (if you have any ideas, actually play through the levels and see the good and bad)s.
First come first serve is how I'll operate so nobody takes me denying their application personally.

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mindnomad
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Post » 07 Nov 2013, 06:05

Wow, this is insanely hard. I like what you're doing with this. Keep it up.

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BobTheLawyer
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Post » 07 Nov 2013, 13:59

mindnomad wrote:Wow, this is insanely hard. I like what you're doing with this. Keep it up.
Yeah. If you use the portal gun, you can make things a lot easier. I'm planning on making some easier levels, and making old levels easier, too.

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mindnomad
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Post » 08 Nov 2013, 00:00

BobTheLawyer wrote: Yeah. If you use the portal gun, you can make things a lot easier.
Haha. I DO use the portal gun. Maybe I just suck more than I thought :P

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BobTheLawyer
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Post » 08 Nov 2013, 00:02

mindnomad wrote:
BobTheLawyer wrote: Yeah. If you use the portal gun, you can make things a lot easier.
Haha. I DO use the portal gun. Maybe I just suck more than I thought :P
No, I just meant that the portal gun makes it EASIER. By no means easy.
Most of the levels are puzzles. Figuring out how to do them is key. The portal gun is the main solution.

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mindnomad
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Post » 08 Nov 2013, 01:06

BobTheLawyer wrote:
mindnomad wrote:
BobTheLawyer wrote: Yeah. If you use the portal gun, you can make things a lot easier.
Haha. I DO use the portal gun. Maybe I just suck more than I thought :P
No, I just meant that the portal gun makes it EASIER. By no means easy.
Most of the levels are puzzles. Figuring out how to do them is key. The portal gun is the main solution.
I managed to get to the low ceiling invisible blocks and Koopas. I like the challenge this is giving though, so no worries :)

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BobTheLawyer
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Post » 08 Nov 2013, 01:14

mindnomad wrote:I managed to get to the low ceiling invisible blocks and Koopas. I like the challenge this is giving though, so no worries :)
Yeah, that was one of the hardest levels.
Making spots for portals is what gets you through. Going to work on making it a little easier with less koopas and more evidence to where the maze gate is.

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