Mari0 Images Thread
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):
I wonder if the forum will ever get native support for Streamable?
I wonder if the forum will ever get native support for Streamable?
"it would be more than 50% done but then i wanted to make more things than the original plan"WillWare wrote:50% done
can't wait to go through that train level 500 times again
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.QwertymanO07 wrote:Are all of the red coin levels blue, or just those two?
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 firstTurretBot wrote:"it would be more than 50% done but then i wanted to make more things than the original plan"WillWare wrote:50% done
Last edited by Sky on 07 Dec 2017, 05:28, edited 1 time in total.
with a new level formatWillWare wrote:or worse, a new Mari0 update will come out first
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Last edited by MagicPillow on 12 Mar 2018, 10:49, edited 1 time in total.
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And now, for my biggest, most ambitious project yet...
...that probably won't ever get finished because i'm a lazy fuck...
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.
...that probably won't ever get finished because i'm a lazy fuck...
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.
2-3 concept.
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Last edited by Eden GT on 15 May 2020, 03:26, edited 1 time in total.
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- ????
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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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
Sneak-peek of a test chamber!
If any of you believe that any of the test element graphics need modification, let me know.
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
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.
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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TFT: (an early) february update
Eyecandy
Pump Station Alpha
Eyecandy
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double post baybee
Anyway, here's some High Energy Pellets! Feel free to ask me any questions about them.
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triple post!i should probably stop now
More TFT stuffs!
More TFT stuffs!
Didn't the old Aperture portal device look like a damn gluon gun?
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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.QwertymanO07 wrote:Didn't the old Aperture portal device look like a damn gluon gun?
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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I didn't even know this was possible
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triple post what are you going to do about it
Look, sometimes you just gotta have a tutorial.
Sorry if I'm posting too much, but I'm just super happy to be working on this again ^_^
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Who said vanilla 1.6 was dead?
Last edited by HugoBDesigner on 23 Sep 2018, 01:31, edited 1 time in total.
Nobody specifically said it, we just all agreed on it when nobody was making maps for it outside of novelty.
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Here's a WIP preview of World 2
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Nice take on Old Aperture, though I think the green tiles should be desaturated a bit.
This is pretty busy, visually speaking. Hard to tell what's going on.
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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
also mega ultra huge bump but who cares lol
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Retro Romp World 4: Now with extra difficulty!
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)Villager103 wrote: ↑11 Feb 2018, 19:28double post baybee
Anyway, here's some High Energy Pellets! Feel free to ask me any questions about them.
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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.
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 entityVillager103 wrote: ↑15 Jun 2019, 01:43They'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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I don't like posting WIPs, so here's a (mostly finished) Old Aperture instead:
And the updated World 1:
And the updated World 1:
This is all vanilla 1.6? Wow
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Will you be able to find this bounty hidden deep within the oceans of World 4?
Find out in Retro Romp: World 4, coming soon!- Villager103
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World 5: Now with additional water levels!
yes i know you couldn't have brick blocks underwater in the original smb but that limitation hinders gameplay so i don't care
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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One and a half years later, and I'm still working on this mappack. Here's what I accomplished last night:
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!HugoBDesigner wrote: ↑22 Mar 2020, 21:07One and a half years later, and I'm still working on this mappack. Here's what I accomplished last night:
The making of it can be found in this YouTube playlist of livestreams:
https://www.youtube.com/playlist?list=P ... rbgHZlu_gj
Something still look wrong with that one fern...Aidan wrote: ↑23 Mar 2020, 18:59oh hey it's the level from the streams, i am still in awe that this is 1.6. it looks incredible, great job!HugoBDesigner wrote: ↑22 Mar 2020, 21:07One and a half years later, and I'm still working on this mappack. Here's what I accomplished last night:
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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RTX On
Tbh even pop a portal was very detailed
RTX On
Tbh even pop a portal was very detailed
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i made cappy a powerup rather than a playermode.
still a work in progress
still a work in progress