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[WIP] Super Mario Island

Mapping related threads and questions go in here!
Firaga
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Post » 15 Jun 2014, 22:21

Welcome to...
Image

A comeback classic to Super Mario World based around it's style. 'don your hat and overalls and get ready for another adventure full of baddy-stomping and princess-saving!

Code: Select all

TODO:
- Get NewMario's Animations to work + Fireball Color Compatibility.
- Make suitable Underground tiles.


Levels + Completion
World 1: Pipe Valley (~20%)
Level 1: 95%
Level 2: 0%
Level 3: 20%
Level 4: 0%

World 2: ???

Screenshots
Image
Image

Thanks to
SauloFX for help with enemy creation and level design
MM102 for help with logo creation
Last edited by Firaga on 29 Mar 2015, 19:55, edited 12 times in total.

Villager103
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Post » 16 Jun 2014, 09:38

This looks like a very good mappack!
What do you think the ending should be? Just saving Princess Toadstool would just be a bit... unoriginal?

Maybe you should make a more original ending?

My list:
Aperture Science butting into the ending
Classic Mario
Full fleshed boss battle
Bowser Chase

Another recommended ending:
As Mario walks away from the boss room, Mario finds GLaDOS in a room and Mario has to defeat GLaDOS to save the princess.

Just a few suggestions.

idiot9.0
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Post » 16 Jun 2014, 10:09

I'm loving every bit of that eye candy there Firaga. If the level design is as good as the graphics, this could be a new favorite.

Firaga
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Post » 16 Jun 2014, 19:07

Villager103 wrote:This looks like a very good mappack!
What do you think the ending should be? Just saving Princess Toadstool would just be a bit... unoriginal?

Maybe you should make a more original ending?

My list:
Aperture Science butting into the ending
Classic Mario
Full fleshed boss battle
Bowser Chase

Another recommended ending:
As Mario walks away from the boss room, Mario finds GLaDOS in a room and Mario has to defeat GLaDOS to save the princess.

Just a few suggestions.

Firaga wrote:...a comeback classic to Super Mario World based around it's style...

No Aperture science anything except the portal gun. No GLaDOS, and no direct puzzles. Portal gun is only used to get around easier.

TurretBot
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Post » 17 Jun 2014, 07:31

Well, Super Mario World does have it's fair share of puzzles.
Mainly the bonus areas and Ghost Houses.

bubba_nate
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Post » 17 Jun 2014, 22:58

Make the Minus world hell. Literally, make it look like hell with demon-goomba-things and fire and stuff, and be reached from the basement of a ghost house, through a evil-looking black-and-red door with horns on it.

HowToEatGirafes
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Post » 17 Jun 2014, 23:01

This tileset is awesome i love those brown bricks , the grass , the signs ... everything ! looks like a good mappack ! Can't wait for it to be released !

bubba_nate
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Post » 19 Jun 2014, 00:39

graphics=gameplay?

Mr.Q.Marx?
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Post » 19 Jun 2014, 18:40

bubba_nate wrote:graphics=gameplay?

Try reviewing the gameplay. Try reviewing the gameplay from that one picture. Go on. I want to see your review.

TurretBot
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Post » 19 Jun 2014, 18:46

Mr.Q.Marx? wrote:
bubba_nate wrote:graphics=gameplay?

Try reviewing the gameplay. Try reviewing the gameplay from that one picture. Go on. I want to see your review.

too stiff, nothing moves, is it broken or something?
can't play, 0/10

Smear-Gel
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Post » 20 Jun 2014, 04:31

Mr.Q.Marx? wrote:
bubba_nate wrote:graphics=gameplay?

Try reviewing the gameplay. Try reviewing the gameplay from that one picture. Go on. I want to see your review.


Love this.


And love the picture. And the mario. And the everything about this so far.

MM102
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Post » 20 Jun 2014, 09:01

Can't wait Firaga! Keep up the good work
(Tbh I'm mostly posting to keep better tabs on this :P)

Superjustinbros
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Post » 28 Jun 2014, 18:43

It's not playable for now so all we have is that pic.

The tileset is looking rather good though. I'm liking it.

Danny
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Post » 19 Jul 2014, 00:14

im curiouse to see the bowser chase

Firaga
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Post » 19 Jul 2014, 00:44

New update after I've been lazy.
I removed the ugly blue of the level, and changed it to brown, looks pretty good imo.
Image

Also, there probably won't be a release until it's done. Expect it in 8 years by the time I finish (hopefully 7 years before this).

HowToEatGirafes
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Post » 19 Jul 2014, 01:00

This is looking great so far , firaga ! But the dirt should have more shading , in my opinion

Firaga
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Post » 19 Jul 2014, 01:06

HowToEatGirafes wrote:This is looking great so far , firaga ! But the dirt should have more shading , in my opinion

I'm limiting it to the SNES palette, and limiting each tile to 8 colors per 16x16.

Firaga
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Post » 20 Jul 2014, 20:40

Double post, but I've got something for everyone, a gif!
Image
Gif courtesy of Saulo, level courtesy of me, Firaga.
I've still only made 1 level, mainly because I wanted to restart the whole thing with the SNES palette (i still have to do "?" blocks and coins) and the levels looked awful.

Danny
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Post » 21 Jul 2014, 02:08

Firaga wrote:
HowToEatGirafes wrote:This is looking great so far , firaga ! But the dirt should have more shading , in my opinion

I'm limiting it to the SNES palette, and limiting each tile to 8 colors per 16x16.






i to am limiting my pallet on a mappack im making and im curious if it actually improves performance in any way or has any cool advantages other than cosmetically looking nicer

Firaga
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Post » 21 Jul 2014, 02:15

Danny wrote:
Firaga wrote:
HowToEatGirafes wrote:This is looking great so far , firaga ! But the dirt should have more shading , in my opinion

I'm limiting it to the SNES palette, and limiting each tile to 8 colors per 16x16.






i to am limiting my pallet on a mappack im making and im curious if it actually improves performance in any way or has any cool advantages other than cosmetically looking nicer

No advantages, but I think it looks better on a palette. It's all about preference though.

Danny
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Post » 21 Jul 2014, 03:08

by the way, is there any function in paint.net to replace all colors in an image

for example kinda like how there is a find and replace for text in notepad++,ms paint, ect. except for colors and not text

alesan99
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Post » 21 Jul 2014, 03:54

Danny wrote:is there any function in paint.net to replace all colors in an image

Change the paint bucket fill method to "global".

Attempt to stay on topic:
The graphics look very good but the outline on the background is a bit too thick imo.

Danny
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Post » 21 Jul 2014, 04:04

alesan99 wrote:
Danny wrote:is there any function in paint.net to replace all colors in an image

Change the paint bucket fill method to "global".

Attempt to stay on topic:
The graphics look very good but the outline on the background is a bit too thick imo.




1. thanks

2. i kinda like the outline, it helps distinguish the backdrop from the map its self

Firaga
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Post » 21 Jul 2014, 22:34

More Progress has been made.
The underground is coming along very nicely (no it's not grass it's moss)
Image

MagicPillow
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Post » 22 Jul 2014, 01:22

Looks great.
I do have one suggestion, though.
Maybe you should make the rocks a little bit darker?
My eyes...

Spider-Man
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Post » 22 Jul 2014, 16:36

MagicPillow wrote:Looks great.
I do have one suggestion, though.
Maybe you should make the rocks a little bit darker?
My eyes...

I know how you feel bro, It's the same.

Shank
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Post » 23 Jul 2014, 03:00

Regarding over-world graphics, the ground (under the grass, of course) seems a little dark and stands out too much from the rest of the scene.

Firaga
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Post » 23 Jul 2014, 19:25

Shank wrote:Regarding over-world graphics, the ground (under the grass, of course) seems a little dark and stands out too much from the rest of the scene.

It probably looks dark because I've made the outline a bit thicker.
Here's some more underground progress!
Image

Villager103
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Post » 24 Jul 2014, 21:30

Firaga wrote:
Shank wrote:Regarding over-world graphics, the ground (under the grass, of course) seems a little dark and stands out too much from the rest of the scene.

It probably looks dark because I've made the outline a bit thicker.
Here's some more underground progress!
Image

Cool! Wait, are those purple gemstones?

Firaga
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Post » 24 Jul 2014, 21:59

Villager103 wrote:
Firaga wrote:
Shank wrote:Regarding over-world graphics, the ground (under the grass, of course) seems a little dark and stands out too much from the rest of the scene.

It probably looks dark because I've made the outline a bit thicker.
Here's some more underground progress!
Image

Cool! Wait, are those purple gemstones?

No they are magical warhorses designed to open portals to hell to consume souls.
They're changed anyway, I didn't like the color for them, too bright.

If you guys like them, I'll consider adding them again, albeit their texture will alter.

Mr.Q.Marx?
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Post » 25 Jul 2014, 14:15

I like the way you use more colours than just blue and black in the underground. Stops is from being visually more boring than the overworlds.
I'm really looking forward to seeing the underwater and castle seeing as how both of the themes you have already look so beautiful.

Firaga
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Post » 25 Jul 2014, 19:57

Image

More progress. I've gotten the gemstones to the point of where I'm satisfied by how they look.

Danny
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Post » 25 Jul 2014, 23:30

can you post the mario character you are using please? unless your releasing it with the mappack or something which is understandable

bubba_nate
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Post » 26 Jul 2014, 16:47

The random single gems inside the stone don't serve a purpose, do they? If they don't, maybe you should remove them since they add too many distractions from things that do stuff. The purple is okay, though.

Are you going to use Adhesion Gel? It would be preplaced and invisible and basically just be a tile property. (This could allow for some interesting boss fights.)

DerickFabro
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Post » 23 Aug 2014, 02:36

I swear when I saw the name I remembered a game zx spectrum never released, because the game has the same name

Firaga
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Post » 27 Mar 2015, 18:24

"This will return"

Remember that time I finished a mappack? Me either.
So, this marks the day this is officially out of hiatus because I finally have motivation to finish this.

HOWEVER
I cannot do this alone, so I am looking for people to help me in building the physical levels themselves (of course, you will be credited).

There has been a few minor tweaks to the current tileset, and it looks much better now. The next time I can get a screenshot, I will release the tiles as they are now, but NOT the Map.

So I guess I'll see you all then~

renhoek
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Post » 28 Mar 2015, 05:31

Firaga wrote:"This will return"

Remember that time I finished a mappack? Me either.
So, this marks the day this is officially out of hiatus because I finally have motivation to finish this.

HOWEVER
I cannot do this alone, so I am looking for people to help me in building the physical levels themselves (of course, you will be credited).

There has been a few minor tweaks to the current tileset, and it looks much better now. The next time I can get a screenshot, I will release the tiles as they are now, but NOT the Map.

So I guess I'll see you all then~

Oh man this went completely under my radar.
It looks really good so I can't wait to see more from it.

I'm willing to help out. Contact me on steam when you can and we'll talk about it.

Firaga
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Post » 28 Mar 2015, 19:12

Woo! Remember that tileset I promised? I have it~
Image
Other tiles have been omitted for the next world as a secret surprise. ;)

TheDarkerTheLighter
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Post » 30 Mar 2015, 03:48

Sounds very fun, and it's also funny because I was working on a SMBX episode called "Super Mario Island".

jumpinglizard
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Post » 03 Apr 2015, 22:12

Firaga wrote:Woo! Remember that tileset I promised? I have it~
Image
Other tiles have been omitted for the next world as a secret surprise. ;)



wow that level is the worst level design ever

nice tileset! i can help with level design or tilesets,

Superjustinbros
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Post » 04 Apr 2015, 16:29

Woah, I have to admit that's a pretty cool tileset.

Shyguylover
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Post » 23 Dec 2015, 22:53

it looks so cool! i hope it gets out soon :D

HugoBDesigner
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Post » 24 Dec 2015, 07:06

Shyguylover wrote:it looks so cool! i hope it gets out soon :D


Dearest Shyguylover,
as a new member, I understand your lack of knowledge about how these forums work in terms of rules and general good relationship with other users, so I'd like to point out that, in the rules, it is asked that users don't bump threads. What that means is: look at the date the last post was made. If it exceeds two or three months, it's usually not worth it posting in that thread, since it'll only make the old thread stand over newer and more relevant threads. So please, before posting, take a look at the date in which the last post of that thread was posted in. In this case, for example, before your post, it was April 4th, so almost 7 months ago.

Sincerely, HugoBDesigner.

jumpinglizard
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Post » 24 Dec 2015, 23:53

Shyguylover wrote:it looks so cool! i hope it gets out soon :D

Please stop posting on posts which were last year or 3 months ago

MF064DD
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Post » 28 Dec 2015, 06:59

jumpinglizard wrote:
Shyguylover wrote:it looks so cool! i hope it gets out soon :D

Please stop posting on posts which were last year or 3 months ago


jumpinglizard wrote:
Mariofan064 wrote:
goodbot16 wrote:i reccomend alesan99's entities and if you want a challenge go to mapping and find the rainbow factory mappack that i made


Nice bump.

Why are stabyourself users SO angry about necroposting?


Still, I agree with you. Always check the date before you accidentally necropost.

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Post » 28 Dec 2015, 18:00

Remember: if it's a work page like this, PM the author.


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