Group Mappack: Short-Term Author

Mapping related threads and questions go in here!
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TurretBot
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Post » 04 Nov 2014, 15:09

Okay, this is a bit different than a normal group mappack (if you couldn't tell from the title) I changed it

So, instead of every person makes one level, instead every person makes one piece of multiple levels...
It's kind of hard to explain, so I'll give an example here:
You wrote:Image
Guy1 wrote:Image
Guy2 wrote:Image
Guy3 wrote:Image
Basic Rundown:
  • Everyone contributes one 15*25 piece of a minimum 15x100 level (or, a 'scene')
  • Next level begins when someone posts a flagpole (levels must be at least 4 scenes long!)
  • Use any of the default tilesets, and of course no custom tiles
  • Maps are made in 1.6 or only use 1.6 entities/features
  • Levels take a minimum of 4 scenes to complete
  • No mazes, warps, or vines. (For exceptions: Contact me)
  • No intermissions/bonustages/warpzones
  • Background/underwater can be decided by whoever starts a new level
  • Music/Spriteset will be chosen based on the background
  • I plan on releasing an SE and 1.6 version of the mappack
  • Follow the basic rules for making a good mappack and don't be stupid
  • You can post more than once, but try to only post once per level (or you can just you,guy1,guy2,guy3,you)
  • Have fun! :D
And if you read all that, I'll start with this:
Image
(As you can see, this scene is clearly SE, but only use things also in 1.6; This is allowed!)
Last edited by TurretBot on 27 Jul 2017, 18:39, edited 24 times in total.

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Mari0_Player
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Post » 04 Nov 2014, 16:30

Why not custom tiles?
Can we also use sublevels if we post a picture of the sublevel we're linking to/from?
Image
Note how the shell can be portaled after you knock out the goombas with it...

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MagicPillow
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Post » 05 Nov 2014, 04:23

This seems interesting. I'll make one sometime.
Are we allowed to make more than one post? (Not in a row, of course)
Also, 100 blocks seems a bit short.

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TurretBot
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Post » 05 Nov 2014, 05:45

Mari0_Player wrote:Why not custom tiles?
Mainly because it makes my job easier, but also because custom tiles are really hard to manage, as previous ones have shown. Though, the problem there is compiling images and editing levels...which I wouldn't have to do in this case, but I think I'll find troubles elsewheretileproperties
MagicPillow wrote:Also, 100 blocks seems a bit short.
It is, but since there's 8 worlds, 4 levels in a world, and 4 images in a 100 width level, I think the multiples of four work out better. But I'll humor you and make it 125. (5 images = 1 level/163 images = 1 mappack)
Also, yes you can post more than once. But only once in any given level!

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Automatik
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Post » 05 Nov 2014, 18:49

1-1, scene, uh, three:

Image
I've tried in this section to "teach" the player to look for invisible blocks. Also note the 3rd cloud that has should be completed in the next section.

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HugoBDesigner
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Post » 05 Nov 2014, 19:24

After "teaching" the player to find invisible blocks, I wanted to teach them how to set up a platform to make momentum; the coins are there to help you with "motivation".

Image

EDIT: Dang! Forgot to put the tiles for the flag pole. Could somebody do that for me while setting up the mappack, please?

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Mari0_Player
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Post » 05 Nov 2014, 22:53

I guess all levels don't have to be the same length.
Image

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FuriousTH
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Post » 05 Nov 2014, 23:03

I support this part ...
Image
EDIT: It is the first time I participated in it (in Group)

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Mari0_Player
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Post » 05 Nov 2014, 23:52

FuriousHedgehog wrote:I support this part ...
Image
EDIT: It is the first time I participated in it (in Group)
Problem is your contribution has to be relevant to the scenery. If I start a portal level you can't contribute an overworld section.

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FuriousTH
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Post » 06 Nov 2014, 00:26

Mari0_Player wrote:
FuriousHedgehog wrote:I support this part ...
Image
EDIT: It is the first time I participated in it (in Group)
Problem is your contribution has to be relevant to the scenery. If I start a portal level you can't contribute an overworld section.
then only I can do portal levels not overworld?

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Mari0_Player
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Post » 06 Nov 2014, 01:30

FuriousHedgehog wrote:
Mari0_Player wrote:
FuriousHedgehog wrote:I support this part ...
Image
EDIT: It is the first time I participated in it (in Group)
Problem is your contribution has to be relevant to the scenery. If I start a portal level you can't contribute an overworld section.
then only I can do portal levels not overworld?
It looks kind of awkward being in a Portal test chamber one second, and then instantly snapping to outside.
After this level is finished (five images) then you can start a new level which takes place outside.

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MagicPillow
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Post » 06 Nov 2014, 02:15

TurretBot wrote:
MagicPillow wrote:Also, 100 blocks seems a bit short.
It is, but since there's 8 worlds, 4 levels in a world, and 4 images in a 100 width level, I think the multiples of four work out better. But I'll humor you and make it 125. (5 images = 1 level/163 images = 1 mappack)
What about having a minimum of 100, but letting it end whenever someone posts the flagpole?
That way we could decide how long each level is?

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TurretBot
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Post » 06 Nov 2014, 13:11

[MagicPillow]
I guess that would be the logical conclusion now since 1-1 four by accident. The reason I wanted it to have a set amount was for planning/organisation/hype but this is probably a better idea. (Though we better not get 15 image levels...)

[Mari0_Player/FuriousTheHedgehog]
Don't quote imagMari0 Player is right, stick with the theme of the level, please! The mappack is always better when everything fits together. So, from here I have 4 options for Furious' image:
-Leave it, but giving it portal background.
-Move it somewhere else. (1-1?)
-Cut/delete, but I don't want to do this...

Honestly I'm not sure what to do here.

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Qwerbey
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Post » 06 Nov 2014, 21:02

I think it would be best to move it; it could possibly work just before Automatik's scene.

Anyway, here's a scene that can go after Mari0_Player's:
Image
Last edited by Qwerbey on 06 Nov 2014, 22:11, edited 1 time in total.

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Turtle95
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Post » 06 Nov 2014, 21:07

Rather than do it in 'images' why doesn't someone compile their level (for example, starting with 1-1 image 1) and then post it on the forum. Then after that, the person who wants to be 'image 2' would download THAT and edit it, rinse and repeat.

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TurretBot
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Post » 06 Nov 2014, 22:51

Because image 2 or 3 would be larger than the forum's width.

EDIT: Response to below
The problem with [codecode]this[/code] or url[/size]]this is you don't really know what the level is until you put it in the mappack yourself, with images it's easier to know what happened so far in the level and quickly pull up mari0 editor and make a one screen level + screenshot etc etc
Last edited by TurretBot on 04 Dec 2014, 06:07, edited 2 times in total.

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Turtle95
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Post » 06 Nov 2014, 22:54

Well, you could use the

Code: Select all

code
tags, no? Or even upload the map to something like Dropbox or Mediafire.

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Mari0_Player
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Post » 07 Nov 2014, 13:33

What about...
downloads and images?

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MagicPillow
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Post » 08 Nov 2014, 03:20

Image
And I think just images should work. I've noticed that some pictures were made in SE, and others in 1.6, so code wouldn't be compatible.

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Qwerbey
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Post » 08 Nov 2014, 06:33

So... Which way are the lasers and bridges supposed to go?

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MagicPillow
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Post » 08 Nov 2014, 06:56

Ahh! Silly pillow.
Image

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TurretBot
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Post » 08 Nov 2014, 19:53

Oh wow. How did I forget that SE actually did some of that stuff I didn't want to happen which is why I didn't have some entities from 1.6 be usable...rightclick values. They don't show through images very good.
Unfortunately, they're very common in SE. I recommend using 1.6 or testing the level (like magicpillow).

Though I also have something else to say:
I thought of a name for the mappack, Short-Term Author. I think it fits.

And here's my second contribution!
Image
Although this scene may feel trivial during gameplay, the next person can have lots of fun with the top half.
Is it a bonus area? Is it a required part of a puzzle? Is it just a tease?

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Automatik
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Post » 08 Nov 2014, 21:01

It's part of a puzzle :
Image
Edit: Ok, I was bored so I did 1-1.txt :

Code: Select all

1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,33,34,35,1,1,1,1,33,34,34,35,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,33,34,34,35,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,33,34,35,1,1,1,1,1,1,1,1,33,34,35,1,1,116,1,100,1,1,33,34,34,35,1,1,1,1,1,1,1,1,1,1,1,33,34,35,1,1,1,1,1,1,1,55,56,57,1,1,1,1,55,56,56,57,1,1,1,1,1,1,33,34,34,34,35,1,1,1,1,1,1,1,1,1,1,1,1,55,56,56,57,1,1,116,1,1,1,1,1,1,1,1,1,1,1,1,1,55,56,57,1,1,1,1,33,34,35,1,55,56,57,1,1,116,1,104,1,1,55,56,56,57,1,1,1,1,1,1,1,1,1,1,1,55,56,57,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,55,56,56,56,57,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,33,34,35,1,1,1,1,1,1,1,1,1,1,1,55,56,57,1,1,1,1,1,1,116,1,104,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1-7,1,1-7,1,1-7,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,33,34,35,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,55,56,57,1,1,1,1,1,1,1,1,1,7,7-5,7,1,1,1,1,1,1,1,1,116,1,104,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,7,7,7,7,7,7,7,7,7,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,55,56,57,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,116,1,104,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,116,116,116,116,116,1,1,1,1,1,1,1,1,1,1,1,1,1,1,115-3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,104,1,1,1,1,45,45,45,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1-12,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,104,1,1,1,1,47,46,47,1,1,1,1,1,1,1,1,1,1,1,7,8-2,7,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,78,78,1,16,17,1,1-70,1,1,1,1,1,1,24,27,26,1,1,1,1,1,1,1,1,7-5,7,1,24,27,26,1,7,7,1,1,1,1,1,78,1,1,78,1,1,1,1,1,7,115-3,7,1,1,1,1,1,3,1,1,1,1,104,1,1,1,45,23,23,23,45,1,1,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,78,78,78,1,38,39,1,16,17,1,1,1,1,24,25,27,78,26,1,1,1,1,1,1,1,1,1,24,27,25,27,26,1,1,1,1,1,1,78,78,1,1,78,78,1,1,1,1,1,1,1,1,1,1,1,24,25,26,1,1,1,104,1,1,1,47,47,47,47,47,1,24,25,26,1,1,1,1,1,1,1,1,1,1,1,1,16,17,1,1,1,1,1,1,1,1,1,1,1,78,78,78,78,1,38,39,1,38,39,1,1,1,24,27,27,28,78,78,26,1,1,1,1,1,1,1,24,27,27,27,27,28,26,1,1,1,1,78,78,78,1,1,78,78,78,1,1,1,1,1,1,1,1,1,24,28,27,27,26,1,1,104,1,1,1,47,69,46,67,47,24,25,27,28,26,1,1-6,1-9,1,1,1,4,5,5,5,6,38,39,1,1,1,1,1,4,5,6,1,1,78,78,78,78,78,1,38,39,1,38,39,1,1-6,24-9,27,27-6,27-9,27,78,78,78,26,1,1,1,1,1,24,27,25,27,27,27,27-98,27,26,1-6,1,78,78,78,78,1,1,78,78,78,78,1,1,1,4,5,5,6,24,27,27,27,27,28,26,1,78-11,1,1,1,47,47,68,47,47,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;background=1;spriteset=1;music=2;timelimit=400;scrollfactor=0
Hope I didn't misplace a cloud or something.

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MagicPillow
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Post » 09 Nov 2014, 00:15

life mappack hack:
Get the mushroom from level 1.

Although it would be very difficult to get past my section.

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Mari0_Player
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Post » 09 Nov 2014, 15:36

That's all, folks.
Image

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Automatik
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Post » 09 Nov 2014, 16:08

Hmm, looking at this :
TurretBot wrote: Image
Wouldn't it be wise to put an emancipation grill in that bottom corridor (after the laser of course), so that in my section you actually have to get my box instead of keeping MagicPillow's to get the mushroom?

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MagicPillow
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Post » 09 Nov 2014, 18:10

Level 3!
Image
The portal loop opportunity at the end can be used as a puzzle or an optional thing to get more coins. Your choice.

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TurretBot
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Post » 09 Nov 2014, 18:31

Since Automatik put his, here's my 1-1.

Here's the "original" version (1.6)

Code: Select all

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And the "fixed" version (SE)

Code: Select all

15¸1·269¤33¤34¤35¤1·4¤33¤34·2¤35¤1·48¤33¤34·2¤35¤1·16¤33¤34¤1·14¤1c¤1¤100¤1·16¤33¤34¤35¤1·8¤55¤56¤57¤1·4¤55¤56·2¤57¤1·6¤33¤34·3¤35¤1·21¤1×kooparedflying¤1·4¤33¤34¤35¤1·8¤55¤56·2¤57¤1·2¤1c¤1·13¤55¤56¤1·14¤1c¤1¤103¤1·16¤55¤56¤57¤1·25¤55¤56·3¤57¤1·12¤33¤34·3¤35¤1·9¤55¤56¤57¤1·21¤33¤34¤35¤1·20¤1c¤1¤103¤1·21¤1×koopa¤1¤1×koopa¤1¤1×koopa¤1·28¤33¤34¤35¤1·4¤55¤56·3¤57¤1·9¤8¤8×2¤1·22¤55¤56¤57¤1·9¤7¤8×5¤7¤1·8¤1c¤1¤103¤1·19¤7·12¤1·23¤55¤56¤57¤1·65¤1c¤1¤103¤1·48¤1c·5¤1·23¤3¤1·15¤115×oneup¤1·31¤103¤1·4¤45·3¤1·36¤1×koopared¤1·9¤3¤1·11¤1×plant¤1·3¤1c·2¤1·4¤24¤25¤26¤1·14¤3¤1·31¤103¤1·4¤47¤46¤47¤1·10¤7¤8¤7¤1·19¤78·2¤1¤16¤17¤1¤1×plant¤1·6¤24¤27¤26¤1·10¤16¤17¤1¤1c¤1·2¤1c¤1·2¤24¤8·2¤27¤26¤1·2¤3¤1·6¤7·2¤1¤24¤27¤26¤1¤7·2¤1·5¤78¤1·2¤78¤1·5¤7¤8×oneup¤7¤1·5¤3¤1·4¤103¤1·3¤45¤23·3¤45¤1·2¤3¤1·27¤78·3¤1¤38¤39¤1¤16¤17¤1·4¤24¤25¤27¤78¤26¤1·7¤1×plant¤1¤38¤39¤1·6¤24¤27·2¤25¤27·2¤26¤24¤25¤26¤1·7¤24¤27¤25¤27¤26¤1·6¤78·2¤1·2¤78·2¤1·11¤24¤25¤26¤1·3¤103¤1·3¤47·5¤1¤24¤25¤26¤1·12¤16¤17¤1·11¤78·4¤1¤38¤39¤1¤38¤39¤1·3¤24¤27·2¤28¤78·2¤26¤1·5¤87¤16¤17¤38¤39¤1·5¤24¤28¤27·6¤25¤27¤28¤26¤1·5¤24¤27·4¤25¤26¤1·4¤78·3¤1·2¤78·3¤1·9¤24¤28¤27·2¤26¤1·2¤103¤1·3¤47¤69¤46¤67¤47¤24¤25¤27¤28¤26¤1¤1×goomba¤1×goombahalf¤1·3¤4¤5·3¤6¤38¤39¤1·5¤4¤5¤6¤1·2¤78·5¤1¤38¤39¤1¤38¤39¤1¤1×goomba¤24×goombahalf¤27¤25×goomba¤27×goombahalf¤27¤78·3¤26¤4¤5¤6¤1¤88¤38¤39¤38¤39¤1·4¤24¤27·6¤28¤27·5¤26¤1·3¤24¤27¤25¤27·5¤26¤1·2¤78·4¤1·2¤78·4¤1·3¤4¤5·2¤6¤24¤27·3¤25¤27¤26¤1¤78×11¤1·3¤47·2¤68¤47·2¤2·18¤1·3¤2·39¤1·2¤24¤2·32¤1·2¤2·46¤1·3¤2·39¤1¤24¤25¤2·32¤1·2¤2·28¸backgroundr¨92¸backgroundg¨148¸backgroundb¨252¸spriteset¨1¸music¨overworld.ogg¸timelimit¨400¸scrollfactor¨0¸fscrollfactor¨0
Should give a good idea on how the map will be handled.

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Mari0_Player
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Post » 09 Nov 2014, 19:58

Aperture sent up a fizzler and made the pipes leak. Looks like they really want you back in their labs.
Image

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TurretBot
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Post » 11 Nov 2014, 01:26

And now they're trying to imitate the mushrooms.
Image

Let's see if someone can make a puzzle before the level ends.

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HowToEatGirafes
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Post » 11 Nov 2014, 02:51

And now they even made a false smb test room to make mari0 feel comfortable ... But it'll last in a few seconds

Edit : End of the level : Image
On the up of the image, there's a hidden "?" block with a 1 up in it .
Last edited by HowToEatGirafes on 12 Nov 2014, 10:56, edited 3 times in total.

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TurretBot
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Post » 12 Nov 2014, 02:20

...Size 1, please? So it doesn't take up half the universe. Just a suggestion.

Screenshits aside, your scene feels a bit out-of-place here. This is a mushroomtops level, though it did deviate a little bit, that's not enough to start having a floor, roof, spikes, and a spam-esque portal/mario hybrid that "makes me want to go stab my eyes into a fire and then burn the fire and then burn the rest of me with stabbing myself from flaming knives", obviously random swaps in level style is dumb and don't do that.

Basically this:
TurretBot wrote:Stick with the theme of the level, please! The mappack is always better when everything fits together.
@MM102: Actually that's changed now, the levels end whenever someone posts a flag, so can be any length (any reasonable length) though there's a minimum of 4 scenes
Last edited by TurretBot on 12 Nov 2014, 03:06, edited 3 times in total.

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MM102
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Post » 12 Nov 2014, 02:42

Also that was supposed to be the end of the level, Girafe.

Squidish
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Post » 12 Nov 2014, 16:58

Ok... dibs on 1-4. Image
Last edited by Squidish on 15 Nov 2014, 19:48, edited 1 time in total.

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MM102
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Post » 12 Nov 2014, 22:20

TurretBot wrote:...Size 1, please? So it doesn't take up half the universe. Just a suggestion.
we just went over this

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Qwerbey
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Post » 12 Nov 2014, 23:10

Image
Just so you know, the box tube is linked to the box.

Squidish
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Post » 12 Nov 2014, 23:19

I know, I know. It would help if I knew how to take screenshots. By the way, It doesnt take up "half the universe". More like 1/8 of the page.

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Qwerbey
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Post » 12 Nov 2014, 23:30

All you need to do is take a screenshot at size 1 rather than what looks like 3.

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HugoBDesigner
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Post » 12 Nov 2014, 23:42

Image

And the links/size of firey things (they can be edited via text editing):
Image
Everything is linked to the 3-seconds timer (including the not gate). Then you link those 2 light bridges to the not gate.

Things to notice: the bottom path needs you to have a slightly good timing (no ninja skills required), you can go back later (it's a two-way path). The top path is a one-way only: once you enter, there is no way to go back. It also requires you to be big Mario to get there. And, since there is no mushroom in this level, I made the fire path two-way, so you can get a mushroom after it and go back to the "secret" path.

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Mari0_Player
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Post » 13 Nov 2014, 02:48

Image
Infoey stuff because i forgot to take an ingame screenshot Image
pedestal button actually connects to the lightbridges, and the heavy-duty button dispenses the starman
door and fizzler face sideways
firebar is five fireballs long and rotates clockwise

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Qwerbey
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Post » 13 Nov 2014, 03:11

You can only dispense boxes in 1.6, and...
In the OP, TurretBot wrote:
  • Maps are made in 1.6 or only use 1.6 entities/features

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TurretBot
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Post » 13 Nov 2014, 03:59

Speaking of the rules
TurretBot wrote:
  • No platforms, mazes, warps, firebars, timers, or gel; guide below
  • No linking (subject to change)

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Qwerbey
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Post » 13 Nov 2014, 05:34

Didn't you make those rules because they don't show up well in-game? Now that we've come up with a system to show them, and not to mention that lasers and bridges don't show up well in SE, they're pretty much obsolete.

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Villager103
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Post » 13 Nov 2014, 12:50

PrincessKiller wrote:Ok... dibs on 1-4.
Image
Use size 1 or 2 for screenshots so they don't take up half the universe.

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TurretBot
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Post » 13 Nov 2014, 13:09

I guess it doesn't really make a lot of sense to argue against linking/right-clicking but I think Hugo went overboard considering it was the second post with linking! I mean, really?
Princess Killer already failed to say a right-click value, which is another reason I didn't want those.

I'd like it if we could restart 1-4 and I'll allow linking and right-click values a bit later because I have some things to say regarding them (and I'd like to be on a computer when I do).

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HugoBDesigner
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Post » 13 Nov 2014, 19:53

The only reason I used linking was because I wanted a path that you couldn't return from, and that was the best way I could do it. I guess I could use invisible blocks the next time, perhaps?
Also, as for right-click values, I personally don't see any problems in them. They're just to make things either more challenging or easier...

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TurretBot
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Post » 14 Nov 2014, 00:39

The problem with rightclick values is they don't show through images very good.
But anyway, as of this post linking is allowed! Here's what I'll be copy+pasting into the OP about linking:
If you're going to be linking anything, Take your screenshot in 1.6's linking mode!
It's more a suggestion than a rule, but I'm recreating these by hand, so I'd like to have the best way to show linking be used.
Though you can link anywhere in your scene, don't link to offscreen!
You can still achieve multi-scene linking, though, just do something like this:
Image
The one limit I'm going to set on linking is don't make a super-complicated mechanism! That doesn't belong here (unless it does).
Rightclick values are still not allowed, though, because I'm a bit lazy to write another paragraph for them. :P
In the meantime, you can use the rightclick value entities but I'll set them as their default value.

They're allowed now.
Last edited by TurretBot on 21 Nov 2014, 02:07, edited 4 times in total.

Squidish
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Post » 15 Nov 2014, 06:39

Villager103 wrote:Use size 1 or 2 for screenshots so they don't take up half the universe.
Thank you for the unnecessary comment that I already heard from another person.

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MagicPillow
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Post » 15 Nov 2014, 07:51

Maybe we'd stop telling you to if you took the advice.
sorry if that sounded a little harsh.

Squidish
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Post » 15 Nov 2014, 16:45

I only did it once. It would be necessary if I did it more than once.

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