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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Any good ideas for a level? | |
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Francis64

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Posted on 07-19-05 10:34 PM Link | Quote
I would like everyone to tell about design ideas that could be used to make a "good level".

For example, here's a list of things that, when mixed together, can make a level fun and/or challenging:
1) Autoscroll + lakitu
2) Autoscroll + Sumo brothers
3) ON/OFF switch that controls a layer 2 filled with water + pirhana plants on layer 1
4) Static layer2 walls made of spikes + autoscroll (good idea when designing a castle)
5) Line guided thingies + black background
6) Clouds + transparent level
7) Water level + layer3 tide
8) Baby Yoshi + Megamoles
9) Pitchin' Chucks + Vulcano Lotus + narrow passage
...

Please feel free to continue this list..
It would be nice to see this post sticky as well.
ExKeeper

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Posted on 07-19-05 10:43 PM Link | Quote
here are a few (I may edit this post with more)

10) YI FG+DKC BG+Some SMAS FG
11) Ice+transparent level
12) DKC3 lakeside limbo BG (I will release that soon) + SMAS SMB3 3-2 FG + layer3 tide
13) vertical layer2 level + sink when touched + castle BG and FG


(edited by smwedit on 07-19-05 01:45 PM)
(edited by smwedit on 07-19-05 01:46 PM)
(edited by smwedit on 07-19-05 01:48 PM)
Captain moneybags

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Posted on 07-19-05 10:49 PM Link | Quote
(14) A level where you se the end in the begining but have to go trough a long maze to get to it.
SoNotNormal

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Posted on 07-19-05 10:51 PM Link | Quote
14. Line guided with different ways to hit ON/OFF (example, kicking a koopa shell, using a spring to hit it) (those are in my hack BTW)
15. Revolving boos on small ledges.
16. Layer 2 scroll, and you have to run through it before it crushes you
17. Jumping off bullet bills to climb a level + pitching chucks

Few of my ideas
Francis64

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Posted on 07-19-05 10:57 PM Link | Quote
Originally posted by SoNotNormal

16. Layer 2 scroll, and you have to run through it before it crushes you
17. Jumping off bullet bills to climb a level + pitching chucks



I love that!

I started this thread because I'm low on ideas. I started a level hack from scratch over 2 years ago (no ExGfx, no custom blocks. no custom map, just pure level hack) and I am 95% finished.

fabio

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Posted on 07-19-05 11:17 PM Link | Quote
18. Turn the chocolate fortress into a chocolate factory. My idea and I'm using it for my hack.

19. A pit of piranhas. Place invisible music blocks in the pit but leave one space empty for a safe way out plus some visible blocks to cross safely. When the fall in the pit, the have to find which one doesn't have the invisible block. Example.

http://i17.photobucket.com/albums/b68/fabio1021/SPRMARIO0001.bmp

In this picture, Mario died because he couldn't find the area without a invisble music block.

20. A stairway of bullet bill cannons that work. A harder version would be putting hammer brothers while trying to climb up. Example.

http://i17.photobucket.com/albums/b68/fabio1021/SPRMARIO0000.bmp

Note: Those cannons all work and the clapping chuck makes things more annoying. By the way, those are pictures for my upcoming hack codename Super Fabio World.


(edited by fabio on 07-19-05 02:18 PM)
SoNotNormal

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Posted on 07-19-05 11:26 PM Link | Quote
Originally posted by fabio
18. Turn the chocolate fortress into a chocolate factory. My idea and I'm using it for my hack.

19. A pit of piranhas. Place invisible music blocks in the pit but leave one space empty for a safe way out plus some visible blocks to cross safely. When the fall in the pit, the have to find which one doesn't have the invisible block. Example.

http://i17.photobucket.com/albums/b68/fabio1021/SPRMARIO0001.bmp

In this picture, Mario died because he couldn't find the area without a invisble music block.

20. A stairway of bullet bill cannons that work. A harder version would be putting hammer brothers while trying to climb up. Example.

http://i17.photobucket.com/albums/b68/fabio1021/SPRMARIO0000.bmp

Note: Those cannons all work and the clapping chuck makes things more annoying. By the way, those are pictures for my upcoming hack codename Super Fabio World.


Those look like great ideas . .oh bu the way, had one more to add. .

21. Make lines and chainsaws. You have to spin jump on the chainsaws to get across areas.

Just my 2 cents.

Oh, by the way Fabio, that Fawful picture is classic
fabio

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Posted on 07-20-05 01:03 AM Link | Quote
One more thing.

22. Always have exits linked to another level. Don't have any undefined exits that makes you appear in the bonus stage forever until time runs up is a bad thing. This annoys me a lot in some hacks so don't try this on purpose.

Thanks for the Fawful comment SoNotNormal. I'll be using that picture for now on.
SoNotNormal

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Posted on 07-20-05 01:06 AM Link | Quote
23. Don't make people INTENTIONALLY lost lives/power-ups.
24. Don't have too many sprites on one screen at once, it lags things up.

Now for some level ideas.

25. Maybe a huge block maze? Or a pipe maze? Or even a door maze?
26. Grinders, Thwomps, Thwimps, and Falling spikes, all on an autoscroll level
27. Layer 2 rise, and you have to run trhrough a bunch of obstacles before you get pancaked to the ceiling.
ExKeeper

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Posted on 07-20-05 01:13 AM Link | Quote
28) use ExGFX, don't have a hack with none
29) make sure all bullet cannons work
30) airship with fast moving BG (use sprite C1 and a custom block from my workshop) and that moves up and down also with auto scroll
fabio

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Posted on 07-20-05 02:01 PM Link | Quote
31. Be sure to edit the level completely, not just change the color of the entire level. It may look cool in a theme hack but at least change the level so that they won't be exactly as the original one.
BMF98567
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GO!

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Posted on 07-20-05 03:28 PM Link | Quote
When did this topic become a "do's and don'ts" list for hacks?

32. A "two-sided" level. Basically, you would have 2 different versions of the same level, connected by doors or pipes. One version would have different traps and enemies than the other, and you'd have to switch between the two "worlds" to get past certain traps.

A couple of themes for this idea:

- "Fire" and "ice" versions of the level. In the ice level, the lava has frozen over, but huge icicles and ice spikes block Mario's progress; in the fire level, the icicles and spikes have melted, but so has the lava. (I sort of did this in SMO, in the "Cooling Systems" level.)

- "Swappable" BG/FG. Basically, you make a level using both layers 1 and 2, but turn layer 2 interaction off. Now, copy the level and move all the layer 1 objects to layer 2, and vice versa. The player now has to "swap" the background layers (via pipes, doors, or a custom exit block) in order to progress through the level. You could make some really interesting puzzles this way.
SoNotNormal

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Posted on 07-20-05 07:08 PM Link | Quote
Originally posted by BMF54123
When did this topic become a "do's and don'ts" list for hacks?

32. A "two-sided" level. Basically, you would have 2 different versions of the same level, connected by doors or pipes. One version would have different traps and enemies than the other, and you'd have to switch between the two "worlds" to get past certain traps.

A couple of themes for this idea:

- "Fire" and "ice" versions of the level. In the ice level, the lava has frozen over, but huge icicles and ice spikes block Mario's progress; in the fire level, the icicles and spikes have melted, but so has the lava. (I sort of did this in SMO, in the "Cooling Systems" level.)

- "Swappable" BG/FG. Basically, you make a level using both layers 1 and 2, but turn layer 2 interaction off. Now, copy the level and move all the layer 1 objects to layer 2, and vice versa. The player now has to "swap" the background layers (via pipes, doors, or a custom exit block) in order to progress through the level. You could make some really interesting puzzles this way.


Oh wow. I like those. I'm gonna make a level for those right now
AtmaDragonXT

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Posted on 07-20-05 07:57 PM Link | Quote
It depresses me how many of those describe "original" levels I've finished making...if only I could decide how I want to finish/organize the damn thing, I might actually release the game sometime in the next decade '
Knight of Time

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Posted on 07-21-05 12:20 AM Link | Quote
Well, I already took (and used) some of the ideas here before this topic was made (at one time in my SMW hack, I had an auto-scroll forest level with Sumo Brothers, Volcano Lotuses and Chargin' Chucks as the main enemies. I used Mario only blocks to help the Chucks jump up to ledges and over small pits), but you guys have no need to worry.

33. I, myself would probably want to make levels where a certain coloured Yoshi (provided in the levels) is required to complete the level (in this case, the levels would have to be in a "secret" world). For example, with Red Yoshi, the player may need to swallow Green Shells (I'd have them in all three levels BTW) and spit out fireballs in various areas to clear columns of horizontal, red Koopa Paratroopas. The catch? The level would be auto-scroll, and I'd have flying question blocks or platforms on the lava as the only means of crossing it. For Yellow Yoshi, I'd have shells inside cement prisons, with question blocks containing certain items required to advance (e.g. P-Switches to cross wide gaps if the player didn't have a cape). Finally, for Blue Yoshi, I'd have spots where the player needs to grab Green Shells in prisons of cement blocks, and jump down towards a pit, using the Blue Yoshi's flight abilities to fly under ceilings just above the pit.
Bio

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Posted on 07-22-05 10:41 PM Link | Quote
I got I original Idea used In My Hack.I Call this Ship Battle
1-Set Snes Register to 02
2-Put the H-Scrool to none,V-Scroll-Constant
3-Build a Layer 2 'Ship' Under Mario
4-Put A layer 2 Scroll
5-Build Enemy Ship on layer 1 With Bullet Bill Shooter and torpedo


(edited by Bio on 07-22-05 01:42 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 07-23-05 12:50 AM Link | Quote
35) A really long level (good for fast-paced levels where you seem to run out of level space too fast). You can do this by placing several warp blocks at the end of the last screen and warping to the second part of the level.

35b) If you know ASM you can skip the transition effect too, like so:
-Create the 2 level parts. The first screen of part 2 has to be the same as the last screen of part 1.
-Start the game, and go to part 2. Dump all of the Map16 data into a file.
-Copy this raw Map16 data to an empty space in the ROM
-Create a custom block which moves Mario to the beginning of screen 1, and copies the Map16 data you put in the ROM into memory, thus loading part 2 overtop of part 1. (Tip: You can omit screen 1 for faster load time since it's not changed.) Dunno how long this would take (use DMA ) but you can probably stall the player somehow.

You need to do the same for sprites, too.

36) Similar to Bio's idea, but you can have sprites that follow the ship. Disable layer 1 scrolling and have layer 2 be autoscroll. Any sprites you place (IE flying Koopas) will stay on the screen as if following you.

37) Variable water levels. You have a warp block which takes you to another level, which is the same as the current one but with higher/lower water. You could use the DMA/Map16 trick here too, and load time isn't a huge issue because you could simply stop Mario from moving while you play some 'water draining' sound, maybe some kind of animation, until it's done loading. You could also put all your water on layer 2, and have a custom block slowly raise/lower it while playing a sound or something; this way you could have the water be on-screen when it goes up/down. This would also allow the player to raise/lower the water as much as they want by touching the block for a given time, if you allow them to move.

Originally posted by BMF54123
When did this topic become a "do's and don'ts" list for hacks?

32. A "two-sided" level. Basically, you would have 2 different versions of the same level, connected by doors or pipes. One version would have different traps and enemies than the other, and you'd have to switch between the two "worlds" to get past certain traps.

A couple of themes for this idea:

- "Fire" and "ice" versions of the level. In the ice level, the lava has frozen over, but huge icicles and ice spikes block Mario's progress; in the fire level, the icicles and spikes have melted, but so has the lava. (I sort of did this in SMO, in the "Cooling Systems" level.)

- "Swappable" BG/FG. Basically, you make a level using both layers 1 and 2, but turn layer 2 interaction off. Now, copy the level and move all the layer 1 objects to layer 2, and vice versa. The player now has to "swap" the background layers (via pipes, doors, or a custom exit block) in order to progress through the level. You could make some really interesting puzzles this way.

Niiiice. You could even just make the 'alternate' level be the same as the first, but backward and with different sprites, like sub-space in SMB2.
Sukasa

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Posted on 07-23-05 01:12 AM Link | Quote
Well, if you pulled it off right you wouldn't need to slow mario, just take control of the SNES, and copy everything, then return to the regular ASM. Only a relatively short-ish wait, while nothing else happens.
fabio

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Posted on 07-23-05 10:55 PM Link | Quote
38. Make a bridge of a certain color of ! blocks so that the player has to go to a switch palace to change the dotted ! blocks into solid ! blocks. I've seen this idea in a few hacks that I played though.
SoNotNormal

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Posted on 07-23-05 10:58 PM Link | Quote
39. Use auto-scroll and make layer 2 spike walls everywhere that follow you as the level moves, so you have to stay in the middle or you die.
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