Mari0 Images Thread

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Sky
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Post » 06 Dec 2017, 17:19

Already posted this on Discord, but for those who haven't seen it: Retrush is still in active development, and probably about 50% done. Each stage will have an extra Red Coin Remix challenge with new obstacles and revamped visuals, effectively making a new stage with an old layout. Here's two of the levels and their remixes in action (click for video):

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Image
I wonder if the forum will ever get native support for Streamable?

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TurretBot
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Post » 07 Dec 2017, 04:47

WillWare wrote:50% done
"it would be more than 50% done but then i wanted to make more things than the original plan"

can't wait to go through that train level 500 times again

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Qwerbey
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Post » 07 Dec 2017, 05:10

Are all of the red coin levels blue, or just those two?

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Sky
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Post » 07 Dec 2017, 05:26

QwertymanO07 wrote:Are all of the red coin levels blue, or just those two?
You could probably boil most of the remix levels down to "oh this red/orange level is green/blue now" (or vice versa). To be fair, that's 4 of the 5 main colors that I have available in this tileset, but still. I'm trying to make creative changes at least; I'm really proud of how the desert haze at the top turns into light refractions in the water, for example.
TurretBot wrote:
WillWare wrote:50% done
"it would be more than 50% done but then i wanted to make more things than the original plan"
Literally this, it was gonna be just 12 levels, and I had 10½ done when I picked up development again - then I came up with Red Coin Remixes (effectively doubling the level count) and then I came up with 4 more level ideas (which is actually 8 because remixes) and then I came up with more stuff that I can't talk about yet and now I'm gonna be working on this mappack until the heat death of the universe... or worse, a new Mari0 update will come out first
Last edited by Sky on 07 Dec 2017, 05:28, edited 1 time in total.

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TurretBot
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Post » 07 Dec 2017, 05:27

WillWare wrote:or worse, a new Mari0 update will come out first
with a new level format

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MagicPillow
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Post » 09 Dec 2017, 06:56

Last edited by MagicPillow on 12 Mar 2018, 10:49, edited 1 time in total.

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Villager103
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Post » 07 Jan 2018, 12:20

And now, for my biggest, most ambitious project yet...
...that probably won't ever get finished because i'm a lazy fuck...

Image

The Forgotten Tests.

This mappack is in a very early stage of development, anything you see in these screenshots is subject to change. Feedback is appreciated.

Note: The red tiles in the 4th screenshot are just placeholders, they will be invisible in the final version.

Eden GT
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Post » 11 Jan 2018, 15:06

2-3 concept.
<removed>
Last edited by Eden GT on 15 May 2020, 03:26, edited 1 time in total.

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Skel3t
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Post » 16 Jan 2018, 12:45

so here are some screens of some levels(that are in progress) in super mario new lands for alesan99's enemies.
https://imgur.com/a/TMKFF
themes for worlds:
world 1-basic grassy plains theme
world 2-desert and fire theme
world 3-the opposite of above
world 4-giant world
world 5-cloud and sky world
world 6-troll maze forest
world 7- space world
world 8- ????

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Villager103
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Post » 17 Jan 2018, 23:19

The Forgotten Tests: Mid January Update

Development has slowed down by a fair amount, mostly thanks to me discovering /r/slutoon other projects and Half-Life 2. Development has not stopped, though, so here are the things that I have accomplished:

Graphics for the testing elements
Image Includes cubes, droppers, buttons of both kinds, indicator lights, doors, fizzlers and gel tubes. If you haven't already noticed, there is a new enrichment sphere background.
Sneak-peek of a test chamber!
Image There are currently 3 test chambers done, I will only be showing off a select few because I don't want to spoil the rest.
If any of you believe that any of the test element graphics need modification, let me know.

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Qwerbey
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Post » 18 Jan 2018, 22:17

Something about that green metal paneling seems off; maybe it's just the saturation. Here's the actual texture, for reference:


Also, keep in mind that there are also other colors of paneling for the underground levels, including blue and grey, but I don't recall if Valve ever actually used them or not.

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Villager103
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Post » 27 Jan 2018, 09:16

TFT: (an early) february update

Eyecandy
Image
Antlines have been modified, along with adding an animation to the cube dropper. The cube also has a woodgrain pattern like in the actual game.
And the tiles are desaturated.
Pump Station Alpha
Image
It looks alright now, although I kinda want to make it look a bit more dilapidated. Very unfinished.

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Villager103
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Post » 11 Feb 2018, 19:28

double post baybee
Image
Anyway, here's some High Energy Pellets! Feel free to ask me any questions about them.

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Villager103
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Post » 25 Feb 2018, 08:30

triple post!i should probably stop now

More TFT stuffs!
Image
Introducing the Aperture Science Innovators Cement Storage Cube! This is a variant of the standard Weighted Storage Cube. It was prototyped in 1961 by Aperture Science, however, it was discontinued the following year after many test subjects were injured or killed when trying the handle the cubes. Their weight prohibits you from nudging them or moving them with your portal gun, requiring you to move them only using portals. Be careful though, as they can crush you under their weight!
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Would you guys like to see stuff like this, or should I not waste my time with this?

NOTE: THIS IS NOT A WORKING FEATURE YET, IT'S AN ENEMY DESIGNED TO DEMONSTRATE THIS CONCEPT.

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Qwerbey
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Post » 25 Feb 2018, 13:13

Didn't the old Aperture portal device look like a damn gluon gun?

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Villager103
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Post » 25 Feb 2018, 14:17

QwertymanO07 wrote:Didn't the old Aperture portal device look like a damn gluon gun?
The Portable Quantum Tunneling Device, seen on posters did look like a Gluon Gun. The yellow one on the poster is the Aperture Handheld Portal Device, seen in Portal Stories: Mel. I thought it would be a neat little reference, plus it looks cool.

The mappack will come with a custom character to go with it, and he/she will likely wield a Portable Quantum Tunneling Device.

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MagicPillow
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Post » 25 Jun 2018, 23:43

I didn't even know this was possible
Image

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MagicPillow
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Post » 18 Jul 2018, 11:27

Image

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MagicPillow
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Post » 19 Jul 2018, 07:46

triple post what are you going to do about it
Image

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Sky
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Post » 12 Aug 2018, 03:44

WIP preview of a new level for Retrush, Blueberry Blizzard:
Image
(Click for video!)

I ended up scrapping an old version of this level that I wasn't happy with, and I'm so glad I did – this one looks and plays way better so far!
c-c-c-combo breaker

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Sky
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Post » 21 Aug 2018, 12:04

Image

Look, sometimes you just gotta have a tutorial.

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Sky
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Post » 22 Aug 2018, 12:01

Image

Sorry if I'm posting too much, but I'm just super happy to be working on this again ^_^

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HugoBDesigner
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Post » 13 Sep 2018, 03:13

Who said vanilla 1.6 was dead?
Image
Last edited by HugoBDesigner on 23 Sep 2018, 01:31, edited 1 time in total.

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Qwerbey
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Post » 13 Sep 2018, 17:07

Nobody specifically said it, we just all agreed on it when nobody was making maps for it outside of novelty.

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HugoBDesigner
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Post » 22 Dec 2018, 22:42

Here's a WIP preview of World 2
Image

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Villager103
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Post » 24 Dec 2018, 12:06

Nice take on Old Aperture, though I think the green tiles should be desaturated a bit.

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MagicPillow
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Post » 27 Jan 2019, 05:22

Image

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Sky
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Post » 27 Jan 2019, 09:53

This is pretty busy, visually speaking. Hard to tell what's going on.

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MagicPillow
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Post » 11 Feb 2019, 00:40

Image
Better?

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Qwerbey
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Post » 11 Feb 2019, 02:25

Yeah, much better.

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Villager103
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Post » 25 May 2019, 13:19

for your information, i am not dead, here are some new screenshots of a new mappack i am making, with an SMB1/SMM-esque theme
screenshot1.png
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screenshot2.png
screenshot2.png (23.16 KiB) Viewed 48843 times
screenshot3.png
screenshot3.png (29.48 KiB) Viewed 48843 times
also mega ultra huge bump but who cares lol

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Villager103
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Post » 11 Jun 2019, 12:39

Retro Romp World 4: Now with extra difficulty!
rrscreenie.png
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Britdan
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Post » 14 Jun 2019, 20:30

Villager103 wrote:
11 Feb 2018, 19:28
double post baybee
Image
Anyway, here's some High Energy Pellets! Feel free to ask me any questions about them.
i'm sorry for bringing up an old post but how the hell do you make that with custom enemies ( i assume you made it with custom enemies)

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Villager103
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Post » 15 Jun 2019, 01:43

They're actually somewhat complex. First, you have the pellet enemy itself, which is a 0 gravity enemy, that does not move on its own, with a spawn offset of 0.5, with a lifetime before it despawns. It also reflects off surfaces. The movement is achieved by an enemy spawner in the wall, behind the pellet launcher, hidden by foreground tiles, which spawns the enemy with a set velocity, in the direction facing out of the launcher.

The launcher itself is a set of animated tiles that are triggered via a region trigger behind the launcher, set to trigger upon an enemy(the pellet) entering it.

The catcher is also made with animated tiles, but they are not solid, as the pellet must pass through. Behind it is a door, opened by a region trigger on top of the catcher, to both prevent non-pellet objects from entering and to trap the pellet inside, with a region trigger connected to a toggle latch, so the catcher permanently sends an output.

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Britdan
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Post » 15 Jun 2019, 18:37

Villager103 wrote:
15 Jun 2019, 01:43
They're actually somewhat complex. First, you have the pellet enemy itself, which is a 0 gravity enemy, that does not move on its own, with a spawn offset of 0.5, with a lifetime before it despawns. It also reflects off surfaces. The movement is achieved by an enemy spawner in the wall, behind the pellet launcher, hidden by foreground tiles, which spawns the enemy with a set velocity, in the direction facing out of the launcher.

The launcher itself is a set of animated tiles that are triggered via a region trigger behind the launcher, set to trigger upon an enemy(the pellet) entering it.

The catcher is also made with animated tiles, but they are not solid, as the pellet must pass through. Behind it is a door, opened by a region trigger on top of the catcher, to both prevent non-pellet objects from entering and to trap the pellet inside, with a region trigger connected to a toggle latch, so the catcher permanently sends an output.
... i think i will stick with the entity

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HugoBDesigner
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Post » 15 Jun 2019, 21:33

I don't like posting WIPs, so here's a (mostly finished) Old Aperture instead:
Image

And the updated World 1:
Image

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Evan.F
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Post » 22 Jun 2019, 14:20

HugoBDesigner wrote:
13 Sep 2018, 03:13
Who said vanilla 1.6 was dead?
Image

This is all vanilla 1.6? Wow

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Villager103
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Post » 24 Jun 2019, 06:21

Will you be able to find this bounty hidden deep within the oceans of World 4?
pepperonisecret.png
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Find out in Retro Romp: World 4, coming soon!

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Villager103
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Post » 25 Jun 2019, 05:54

World 5: Now with additional water levels!
waterscreenshot.png
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yes i know you couldn't have brick blocks underwater in the original smb but that limitation hinders gameplay so i don't care

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Evan.F
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Post » 03 Jul 2019, 20:52

WillWare wrote:
22 Aug 2018, 12:01
Image

Sorry if I'm posting too much, but I'm just super happy to be working on this again ^_^
where did you get the coconut enemy

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Bromaster
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Post » 14 Jul 2019, 19:08

I'm working on a map pack and I got bored of the normal Goombas.
So I made my own,
friendly and protectful, version of Goombas
the amazing friendly goomba
the amazing friendly goomba
goodgoomba.PNG (41.46 KiB) Viewed 47800 times
... and a not so friendly goomba.
killergoomba2.PNG
killergoomba2.PNG (43.53 KiB) Viewed 47800 times
edit:
found a glitch in CE.
wow....PNG
wow....PNG (43.14 KiB) Viewed 47736 times
I'm not supposed to portal through these but somehow these portals stayed :/

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HansAgain
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Post » 26 Jul 2019, 19:13

Image
I forgot to share this on the forums as well, take a look at yet another project that i hope i can finish.

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Evan.F
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Post » 26 Jul 2019, 21:25

HansAgain wrote:
26 Jul 2019, 19:13
Image
I forgot to share this on the forums as well, take a look at yet another project that i hope i can finish.
This looks amazing! if it works with Alesan's entities I cannot wait to play!

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HugoBDesigner
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Post » 22 Mar 2020, 21:07

HugoBDesigner wrote:
13 Sep 2018, 03:13
Who said vanilla 1.6 was dead?
One and a half years later, and I'm still working on this mappack. Here's what I accomplished last night:
Image

The making of it can be found in this YouTube playlist of livestreams:
https://www.youtube.com/playlist?list=P ... rbgHZlu_gj

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Britdan
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Post » 23 Mar 2020, 18:59

HugoBDesigner wrote:
22 Mar 2020, 21:07
HugoBDesigner wrote:
13 Sep 2018, 03:13
Who said vanilla 1.6 was dead?
One and a half years later, and I'm still working on this mappack. Here's what I accomplished last night:
Image

The making of it can be found in this YouTube playlist of livestreams:
https://www.youtube.com/playlist?list=P ... rbgHZlu_gj
oh hey it's the level from the streams, i am still in awe that this is 1.6. it looks incredible, great job!

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Evan.F
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Post » 23 Mar 2020, 23:58

Aidan wrote:
23 Mar 2020, 18:59
HugoBDesigner wrote:
22 Mar 2020, 21:07
HugoBDesigner wrote:
13 Sep 2018, 03:13
Who said vanilla 1.6 was dead?
One and a half years later, and I'm still working on this mappack. Here's what I accomplished last night:
Image

The making of it can be found in this YouTube playlist of livestreams:
https://www.youtube.com/playlist?list=P ... rbgHZlu_gj
oh hey it's the level from the streams, i am still in awe that this is 1.6. it looks incredible, great job!
Something still look wrong with that one fern...


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alesan99
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Post » 01 May 2020, 20:00

RTX Off
RTX On

Tbh even pop a portal was very detailed

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Britdan
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Post » 01 May 2020, 21:10

alesan99 wrote:
01 May 2020, 20:00
RTX Off
RTX On

Tbh even pop a portal was very detailed
Remember pop a portal, this is him now


feel old yet?

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QÜ!/\/TÖ/\/
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Post » 08 Jul 2020, 00:54

i made cappy a powerup rather than a playermode.

Image
still a work in progress
Image

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