WIP: The Journey (Super Seecret Update!)

Mapping related threads and questions go in here!
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Smear-Gel
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Post » 21 Feb 2013, 17:43

Add them then!

Also changed my comment to not give it away then.

I actually like world 2-1 more than all of world 1 by the way

ucenna
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Post » 21 Feb 2013, 21:15

Update:
Added "Them" to 2-1
Added credits to first post
Added Mari0bros2 to credits
Added Smear-Gel to credits
World 3 is officially Land of Cloudses, you can call it world three instead though.

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TurretBot
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Post » 21 Feb 2013, 22:34

Ucenna, you should make World 4 "Undecided Weather Lands" (aka World 4) and the weather randomly swaps. (e.g. snow level randomly becomes a desert)

ucenna
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Post » 21 Feb 2013, 23:43

I like it! So far I'm having the worlds transition into each other; big tiles shrink into normal ones in 2-1, you will jump from the top of the mountain onto clouds in 3-1, etc. In 4-1 I think I will have one start in the clouds and you will have to jump from cloud to cloud while random blue lasers will appear. The base level of 4-1 will probably be a bonus level so that if you fall it will send you to 4-1_1 (I don't know if this will work though...)

ucenna
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Post » 21 Feb 2013, 23:52

I hearby declare that World 4 shall hereby be known as "Undecided Weather Lands" (aka World 4)

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Smear-Gel
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Post » 22 Feb 2013, 16:30

I like that the themes for each world is a bit different than the normal themes people use.


Neat! I'm a beta tester. c:

ucenna
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Post » 22 Feb 2013, 17:26

Yeah maybe I should have asked before I did that. It seems to me that your the reason most of my bugs get fixed.

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TurretBot
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Post » 23 Feb 2013, 00:53

ucenna wrote:In 4-1 I think I will have one start in the clouds and you will have to jump from cloud to cloud while random blue lasers will appear.

Every cloud produces different weather.
Also can I beta test =3

ucenna
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Post » 23 Feb 2013, 02:08

Naturally, anyway I'm thinking, you might be able to complete the entire world if you can dodge the blue lasers and pull of the difficult platform jumps. If you fall you naturally get sent to the land portion of the world.
Of course you can beta test, All it really means is that you critize my work to your heart's content.

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TurretBot
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Post » 23 Feb 2013, 05:40

what is world 5 going to be? if you're going to make it so world four is "skippable" then it must be something that you could get to from world of cloudses
if anything I say inside a volcano

ucenna
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Post » 23 Feb 2013, 17:00

Yeah I just realized you can't have an extra flag send you to a different part of the level. So I'm thinking I'll just stick with 4-1 being skipable, unless I can think of something clever (I already tried putting a pipe right after the flag, didn't work)
A Volcano would be cool, I'm thinking you would be going towards the center of the volcano, so World 6 would have to start underground.

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TurretBot
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Post » 23 Feb 2013, 18:23

Just put a pipe to world 5. That's what the W entity is for.

ucenna
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Post » 24 Feb 2013, 21:53

I might.
updated: added 2-2
just so you know 2-2 is partly incomplete. I doesn't have backgrounds. It should be beatable but I haven't checked yet.

ucenna
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Post » 25 Feb 2013, 00:29

Added backgrounds to 2-2 changed some backgrounds in 2-1.
just so you know, because of the nature of 2-2 it doesn't have checkpoints.

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Superjustinbros
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Post » 25 Feb 2013, 01:06

1-1: If anyone could remake the tiles and backgrounds for this level so they don't appear blocky that'd improve the quality of the level by large numbers. Still playable nonetheless.
1-2: I know I've mentioned this before, the the clouds in this BG look terrible, like a rushjob with MSPaint, slap on eyes (which are really close to one another and a bit too large vertically), and call it done. Make the clouds a little more on the professional side and change the height of some of the mountains so they're each at different elevations, and it'll be much better. With the level structure, try not to go insane with the bottomless pits on only the second level. Also, try not to place enemies so they'd get in the way in tight passages and crammed areas, requiring you to either couch-jump or use a take down maneuver (which I like to call it instead of "Hat Stomp") and after you destroy the large brick blocks, you have a "forced small" area. I did enjoy the "shrinking/growing" concept, just a few tweaks to the level's structure and enemy placement and it should be good.

Oh, and you may want to recreate the small pipes so they resemble the normal-sized ones, here they look like Super Paper Mario's pipes.

1-4: Underwater music in a castle level? The ? block in the beginning has one of it's pixels discolored, and the pixel art of Bob at the end looked like another MSPaint-rush job. The fires in the candles in the BGs could also be remade so they don't look like slime. Okay level design, not going to get into too much detail here.
2-1: Try to reduce the number of colors used in the cave BG's here. Your horizontal brown pipe is also missing the middle hue of peach. Also the timer is at a very low value, make it at least 700 or 800 to prevent the player from rushing through. Also overworld music in underground level?
2-2: With both the starting rooms and one of the sub levels you can start inside the rock formation and die instantly if you don't jump the instant the level starts. You could also add a bit more detail into the clouds in the BG. Also try not to avoid giving the player an excess numbers of 1UPS that require little to no effort. This isn't post SMB2. And more overworld music in underground.

It's also possible to get stuck here, thus requiring suicide.
Image

Overall not bad. Keep updating it and play testing every possible path in every level and make the tiles and backgrounds good and it should be passible. :)

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TripleXero
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Post » 25 Feb 2013, 01:21

Off-topic, but to be fair, SMB3's 1UP giveaways are justified, it's a long and sometimes very hard game with a game over = restart, but when it came to GBA, game over was just to the last castle I believe

I really like the levels, the design is well done, but the tileset does need some tweaks. Here's something I made quick to fix that stood out a lot in the screenshot above, it would be used to connect the grass pieces Image

ucenna
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Post » 25 Feb 2013, 02:12

1-1: If anyone could remake the tiles and backgrounds for this level so they don't appear blocky that'd improve the quality of the level by large numbers. Still playable nonetheless.
I'll work on them. How do you you make 16px tiles look unblocky?
1-2: I know I've mentioned this before, the the clouds in this BG look terrible, like a rushjob with MSPaint, slap on eyes (which are really close to one another and a bit too large vertically), and call it done. Make the clouds a little more on the professional side and change the height of some of the mountains so they're each at different elevations, and it'll be much better.
That shouldn't be too hard
With the level structure, try not to go insane with the bottomless pits on only the second level. Also, try not to place enemies so they'd get in the way in tight passages and crammed areas, requiring you to either couch-jump or use a take down maneuver (which I like to call it instead of "Hat Stomp") and after you destroy the large brick blocks, you have a "forced small" area. I did enjoy the "shrinking/growing" concept, just a few tweaks to the level's structure and enemy placement and it should be good.
I assume your refering to the goombas at the end and the koopa in the beginning respectively. Both are 'beatable' with a portal gun.
Oh, and you may want to recreate the small pipes so they resemble the normal-sized ones, here they look like Super Paper Mario's pipes.
Can do!
1-4: Underwater music in a castle level? The ? block in the beginning has one of it's pixels discolored, and the pixel art of Bob at the end looked like another MSPaint-rush job. The fires in the candles in the BGs could also be remade so they don't look like slime. Okay level design, not going to get into too much detail here.
Got it. As to the music I have a tendency to mute the games I play so I didn't notice. I'll fix it.
2-1: Try to reduce the number of colors used in the cave BG's here. Your horizontal brown pipe is also missing the middle hue of peach. Also the timer is at a very low value, make it at least 700 or 800 to prevent the player from rushing through. Also overworld music in underground level?
I not very good at recreating backgrounds but I'll try to redo that back one. I think the timer problem would be more relevent in 2-2 but I'll change it just the same.
2-2: With both the starting rooms and one of the sub levels you can start inside the rock formation and die instantly if you don't jump the instant the level starts. You could also add a bit more detail into the clouds in the BG. Also try not to avoid giving the player an excess numbers of 1UPS that require little to no effort. This isn't post SMB2. And more overworld music in underground.

It's also possible to get stuck here, thus requiring suicide.
Image

Overall not bad. Keep updating it and play testing every possible path in every level and make the tiles and backgrounds good and it should be passible. :)
Thanks ton! I'll get to it.
TripleXero wrote:Off-topic, but to be fair, SMB3's 1UP giveaways are justified, it's a long and sometimes very hard game with a game over = restart, but when it came to GBA, game over was just to the last castle I believe
I thought it was in the original too.

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TripleXero
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Post » 25 Feb 2013, 02:27

I could be wrong about the SMB3 thing, but I'm almost sure you couldn't save at all

ucenna
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Post » 25 Feb 2013, 02:28

ucenna wrote:I'll work on them. How do you you make 16px tiles look unblocky?
figured it out.
Well, my expereince with smb3 probably doesn't count anyway, since I've only played the advanced version and all-star wii version

ucenna
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Post » 25 Feb 2013, 02:40

Superjustinbros wrote: 2-2: With both the starting rooms and one of the sub levels you can start inside the rock formation and die instantly if you don't jump the instant the level starts.
No! I just realized I lost a good portion of 2-2 somehow. Which sublevel.

@TripleXero
Thanks for the tiles I just saw them.

ucenna
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Post » 25 Feb 2013, 03:06

fixed 2-2.

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Smear-Gel
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Post » 25 Feb 2013, 17:05

I thought the underwater music fit the castle level because it was a snow level.

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Superjustinbros
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Post » 25 Feb 2013, 17:56

@SmearGel This time it's now a Giant level.

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Smear-Gel
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Post » 25 Feb 2013, 18:02

I know I mean it was giant but it was also snowy.

But he changed the background making my point pointless now.

ucenna
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Post » 27 Feb 2013, 02:37

Updated: changed 1-1 tiles and backgrounds

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Smear-Gel
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Post » 27 Feb 2013, 20:18

I think one of the "pipes' in 2-2_5 go to the wrong place

ucenna
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Post » 27 Feb 2013, 20:32

I'll check i out. If I remember correctly one pipe leads back to 2-2 or 2-2_10, whereas the other leads to a sublevel that leads to the flag.
edit: By golly your right. All fixed.

ucenna
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Post » 02 Mar 2013, 00:43

I hearby change 'Deep, Deep Volcano' to 'Deep, Deep Chimney'.
Updated: fixed 1-2 backgrounds, didn't finish with the pipes though...

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