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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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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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LOL FAD

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Posted on 07-24-05 12:37 PM Link | Quote
Originally posted by fabio
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.

I recall this being used in a little something called Super Mario World.
Francis64

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Posted on 07-24-05 03:42 PM Link | Quote
Originally posted by SoNotNormal
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.


Brilliant idea! I based my #6 Castle on this, using a special autoscroll (moving from left to right, but up and down as well) and it works great.
I threw in a couple of grinders, spikeballs, powerups and some pits that require good timing, and I got something fun and challenging without being insanely difficult.

39) Make a level that scrolls from RIGHT to LEFT and then BACK moving up and down!!!
How to do it:
- Make a level with 11 screens (maybe it works with more or less)
- Start somewhere in the middle (my entrance is on screen 07)
- Place the Sprite "Autoscroll Level 2-A" ("Autoscroll Level 2" placed at Y=1)
Now you have a level that scroll backwards from screen 07 to 00 then moves on to 0B

Now use your imagination and common sense to edit the level. Enjoy!

Keep sending all your good ideas!
Cruel Justice

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Posted on 07-24-05 08:09 PM Link | Quote
A "lights out!" level where the background is mostly dark and the tiles keep switching palettes and so do the enemies. It would be very challenging and at the same time, look cool.
Elite Dragon
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Posted on 07-24-05 08:38 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.


A third idea: Both

though u'd use up alot of tile slots
SoNotNormal

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Posted on 07-27-05 05:04 AM Link | Quote
Hey Franic, I tried your idea, it works great just start on whatever screen (I chose 5) then you walk along the bottom as it scrolls til you get to screen 0, then you have to go up and work along the top as it scrolls back. Great idea!!
legoman

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Posted on 07-27-05 11:13 AM Link | Quote
40: make level where is 20 - 100 pipe's! and all pipes can entter
41: speed run: you keep run level sick speed if you die
Francis64

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Posted on 07-29-05 12:12 AM Link | Quote
42) An underwater castle level with layer3 smash
It's funnier without a ground to walk on!
Try it!



(edited by Francis64 on 07-28-05 03:14 PM)
Lordlazer

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Posted on 07-29-05 01:20 AM Link | Quote
Originally posted by AtmaDragonXT
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 '


I with you on this, I've already made the level with the fire and ice thing BMF mentioned, but instead of his idea I have it so the lava turns into water and you swim through it and the coins turn into blocks so you have to go through the water current that is in the rock. I'm also working on a rotating castle (being a pain...tedious as ever).

As for ideas...hmm... I don't normally like these threads, because when I make levels I try to do what no one else has done...even though I'm sure someone has done something similar. Anyways...I'd give an idea, but then that
Torn

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Posted on 07-29-05 03:53 AM 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.)



I was thinking about this idea for a long time ago, heh.
Francis64

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Posted on 07-29-05 02:32 PM Link | Quote
Originally posted by Lordlazer

I think it is better to think up the ideas on your own instead of looking at threads like this, because when you think it up yourself you feel like you accomplished something. You feel like that level is yours and not what someone gave to you so to speak.


This thread is not about "giving" other people a level, it's about sharing ideas.
Sure, no one would like to see other people copying & pasting the levels they made, but they can express with a few words ideas they had in the past : these ideas worked for them, so they are likely to work for other people.

When I say that an autoscroll level with lakitu is fun and challenging, I know because I made one. Then someone might say "hey, I'll try this!" and he'll get a completely unique level (it certainly won't look like mine).

SMW combined with Lunar Magic and other hacking tools give many many possibilities, and even if you didn't get the "brilliant idea" by yourself, you're free to design the level as far as your imagination goes. Ideas are free.
Lordlazer

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Posted on 08-01-05 02:30 AM Link | Quote
Yea, I agree with you. I'm just weird like that when it comes to things I do... Likely something I need to work on. *walks away*
SoNotNormal

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Posted on 08-01-05 02:40 AM Link | Quote
43) ON/OFF layer two with brown blocks in the way that keep reappearing and vanishing
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 08-01-05 08:01 AM Link | Quote
This would probably suck, but it's an idea and you never know when someone might find a cool use for it. Using some clever animations you could have Mario be in a ship or something rocking back and forth. Then, you have layer 2 move back and forth with invisible blocks pushing Mario around, so that it's like when the ship tilts, he slides in that direction (the blocks push him).
Spel werdz rite

Koopa
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Posted on 08-02-05 10:03 PM Link | Quote
44. How about a castle level with lava on the ceiling like in smb3
Glyph Phoenix

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Posted on 08-02-05 10:22 PM Link | Quote
No way. Lava doesn't work right when upside-down and without up and down shooting Podobos it wouldn't be as cool.
SoNotNormal

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Posted on 08-02-05 11:09 PM Link | Quote
45. A level where you only have a few seconds to start and you need to keep eating time berries with Yoshi.
46. A fortress where instead of having Reznor at the end, you get a key at the very beginning, and you have to get it to the keyhole at the end, going through a variety of puzzles (example, spin jumping on Thwomps, podobos, or P-Switches.
47. A level where you must use conveyor belts to get through, by ducking, dropping P-Switches or spring boards on them.
48. A secret level filled with coins

Those are all can think of right now.
Spel werdz rite

Koopa
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Posted on 08-02-05 11:39 PM Link | Quote
Originally posted by Glyph Phoenix
No way. Lava doesn't work right when upside-down and without up and down shooting Podobos it wouldn't be as cool.


With ASM anything is possible
Seriously... I can use BlockTool for the lava; and for the Podoboos, um... DAMN!
I'll do it. I mentioned it is because I am so close to doing it. I may have to sacrifice a different enemy, but I'll see what I can do.
fabio

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Posted on 08-05-05 07:11 AM Link | Quote
Originally posted by The Crimson Chin
Originally posted by fabio
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.

I recall this being used in a little something called Super Mario World.


Uh, that's true but there was always around it most of the time. Take one of the endings of Chocolate Island 2, the one with the ! blocks bridge. You just use the P switch to turn the coins into a bridge. What I was trying to say is the bridge that you make out of ! blocks has no other possible way to cross making the player to find the matching switch palace color.
Forte.EXE

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Posted on 08-05-05 07:54 AM Link | Quote
Here's my bit of ideas:

49) Medium auto-scrolling sky level, bullet bill shooters placed at certain points, jumping fish generator while jumping across small non-falling platforms.
50) A castle level remade from all castle levels from SMAS, only cut and placed at different places in level for interesting challenge, more enemies.
51) Slow auto-scrolling underground puzzle level. Choose the wrong path and you die at a dead-end.
52) Part of a castle level were most of the platforms are either invisible, or fake.
53) Solve certain puzzles in order to activate the switch at Switch Palace level while under a minute fifty to beat that level.
54) Make an extra level where you solve multiple puzzles to continue onward. Using a pipe to bring you back to the entrance of the level, then exiting using the Side Exit Enabled sprite brings you back to the OW to start over if you screw up. Getting to the end gives you like lets say... 30 3UP moons or so... no time limit.

That is all I can think of right now...


(edited by Forte.EXE on 08-04-05 10:54 PM)
Spel werdz rite

Koopa
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Posted on 08-05-05 09:53 PM Link | Quote
Originally posted by Forte.EXE
Here's my bit of ideas:

54) Make an extra level where you solve multiple puzzles to continue onward. Using a pipe to bring you back to the entrance of the level, then exiting using the Side Exit Enabled sprite brings you back to the OW to start over if you screw up. Getting to the end gives you like lets say... 30 3UP moons or so... no time limit..


I don't think giving someone 90 lives is good no matter what the hack.
Maybe two or three moons. But the idea of a level with an ending prize is nice.
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