Retrush [SE Demo]

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Sky
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Post » 20 Nov 2014, 11:38

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Get it? Because it's retro styled, and you rush through it... stop throwing tomatoes

Retrush is a different kind of speedrunning mappack. Instead of being one mad dash to the finish with one time limit, each level is broken down into portions with their own set time limits.

Eight time gates are scattered throughout each level. The number on top of each tells you how much time you have to reach the next one. If you don't reach it in time, it's back to the last gate for you! Don't worry too much, however, as you have an infinite number of lives to complete the mappack.

The mappack uses Turret's "Omnipalette" tileset, along with some custom animated tiles to complete the look and feel of each level. The full mappack will have 12 unique levels and feature custom music (haven't decided on what to choose yet). You'll need Mari0 SE beta 9 with the latest enemy.lua in order to play.

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Courtesy of Mari0Maker (watch at 60FPS!) Some testing for a new level. Version notes:
v0.3 - This short demo contains four random levels in no particular order that were finished in July and have been sitting on my hard drive without any love :( I should probably work on the rest of these

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Last edited by Sky on 02 Mar 2023, 05:27, edited 5 times in total.

Squidish
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Post » 20 Nov 2014, 15:38

Dude... This is some pretty amazing stuff. I don't know if I can try it, bbut this is really unique. I love it!

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Sky
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Post » 20 Nov 2014, 20:42

PrincessKiller wrote:Dude... This is some pretty amazing stuff.
Wow, thank y--
PrincessKiller wrote:I don't know if I can try it
Wait, what do you mean? Do you need help with enemy.lua?

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MM102
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Post » 20 Nov 2014, 23:41

You really know how to make the most a tileset Will.
I'll edit this post when I'm done playing it but its good to see more SE mappacks.

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Superjustinbros
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Post » 21 Nov 2014, 02:10

Oh man, I'm loving this already.

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Qwerbey
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Post » 21 Nov 2014, 02:33

I really like this mappack. My only real complaint is that the spike tiles in the second level don't look like they would kill you. I also don't like that the archive is the mappack folder rather than containing it, but that's really just nitpicking.

Worth Downloading:
Yes!
Last edited by Qwerbey on 22 Feb 2015, 04:55, edited 2 times in total.

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Sky
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Post » 21 Nov 2014, 05:17

Thanks for all the praise, guys!
QwertymanO07 wrote:My only real complaint is that the spike tiles in the second level don't look like they would kill you.
Hmm, I didn't think that would be an issue. Any ideas how to make it look more deadly?
QwertymanO07 wrote:I also don't like that the archive is the mappack folder rather than containing it, but that's really just nitpicking.
That's to make it easier on the Windows "Extract All" dialog (which automatically extracts to a new folder).

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idiot9.0
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Post » 21 Nov 2014, 10:33

The fourth level is my favorite. Seriously continue this, it has been amazing so far.

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Sky
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Post » 21 Nov 2014, 21:50

Check out this awesome 60FPS playthrough by Mari0Maker!


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Qwerbey
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Post » 22 Nov 2014, 00:48

WillWare wrote:Hmm, I didn't think that would be an issue. Any ideas how to make it look more deadly?
I think the best thing to do is have the player watch an enemy touch it before it's possible for them to.

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MM102
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Post » 22 Nov 2014, 01:31

Okay I played it and I loved it so far.
Everything is ascetically pleasing and great use of new features too.
Not overly hard or over bearing.
Over all I loved it.

Minor details:
  • Impressive wiring and manipulation of the tileset.
  • Level 1-1 was pretty easy yet a bit boring.
  • Level 1-2 was really hard just because you have to both balance going fast and being careful.
  • Image dick move. I love it.
  • Level 1-3 was cool easier than 1-2 but harder than 1-1
  • Level 1-4 really stood out to me with both the visuals and the gimmick. Like 1-3 I found t to be the perfect difficulty.
  • I love the attention to detail with the waterfalls behind the Bowser bridge blocks.
  • blue parakoopas don't turn around maybe you should fix that.

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Sky
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Post » 22 Nov 2014, 08:00

Made a proper logo for the mappack!
QwertymanO07 wrote:
WillWare wrote:Hmm, I didn't think that would be an issue. Any ideas how to make it look more deadly?
I think the best thing to do is have the player watch an enemy touch it before it's possible for them to.
Got it in! Thanks for suggesting that.
MM102 wrote:Over all I loved it.
Yay~
MM102 wrote:
  • blue parakoopas don't turn around maybe you should fix that.
Apparently that's a limitation of flyhorizontal, but I'll add that in manually. I didn't even notice it before, now it's bugging me >_>

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UnoffThrower2
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Post » 03 Jun 2020, 20:50

I know this is old but, can you help?
Every time I try to load it on SE it crashes because of a supposed "NIL Value"
I have the latest beta of SE so that isn't the reason.

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