[WIP] Super Mario Island

Mapping related threads and questions go in here!
Post Reply
User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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.

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

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.

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

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.

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

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.

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

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.

User avatar
HowToEatGirafes
Posts: 516
Joined: 05 Feb 2014, 23:18
Contact:

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 !

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 19 Jun 2014, 00:39

graphics=gameplay?

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

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.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

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

User avatar
Smear-Gel
Posts: 297
Joined: 23 Oct 2012, 18:49

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.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

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)

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

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.

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 19 Jul 2014, 00:14

im curiouse to see the bowser chase

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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).

User avatar
HowToEatGirafes
Posts: 516
Joined: 05 Feb 2014, 23:18
Contact:

Post » 19 Jul 2014, 01:00

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

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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.

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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.

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

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

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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.

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

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

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

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.

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

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

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

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...

User avatar
Spider-Man
Posts: 40
Joined: 17 Jun 2014, 07:59

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.

User avatar
Shank
Posts: 225
Joined: 24 Feb 2013, 04:17
Contact:

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.

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

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?

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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.

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

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.

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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.

User avatar
Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

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

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

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.)

User avatar
DerickFabro
Posts: 80
Joined: 24 Nov 2013, 22:29

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

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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~

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

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.

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

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. ;)

User avatar
TheDarkerTheLighter
Posts: 21
Joined: 25 Jan 2015, 04:15
Contact:

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".

User avatar
jumpinglizard
Posts: 312
Joined: 02 Mar 2015, 22:02

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,

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 04 Apr 2015, 16:29

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

User avatar
Shyguylover
Posts: 13
Joined: 20 Nov 2015, 19:30

Post » 23 Dec 2015, 22:53

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

User avatar
HugoBDesigner
Posts: 2188
Joined: 19 Sep 2012, 02:23
Contact:

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.

User avatar
jumpinglizard
Posts: 312
Joined: 02 Mar 2015, 22:02

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
Posts: 719
Joined: 20 May 2014, 00:08

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.

User avatar
Qwerbey
Posts: 1280
Joined: 05 Oct 2012, 07:58
Contact:

Post » 28 Dec 2015, 18:00

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

Post Reply