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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Any good ideas for a level? | | | |
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Francis64 Micro-Goomba Level: 6 Posts: 1/18 EXP: 785 For next: 122 Since: 07-19-05 From: UK or France Since last post: 86 days Last activity: 64 days |
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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. |
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ExKeeper Bullet Bill Level: 31 Posts: 402/512 EXP: 180084 For next: 5279 Since: 03-05-05 From: Riiight ^ Since last post: 1 day Last activity: 6 hours |
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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) |
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Captain moneybags Bloober Level: 33 Posts: 298/447 EXP: 208968 For next: 20211 Since: 07-01-04 From: the lol land (or in reality sweden) Since last post: 1 day Last activity: 1 day |
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(14) A level where you se the end in the begining but have to go trough a long maze to get to it. | |||
SoNotNormal Fuzzy Level: 34 Posts: 76/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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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 |
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Francis64 Micro-Goomba Level: 6 Posts: 2/18 EXP: 785 For next: 122 Since: 07-19-05 From: UK or France Since last post: 86 days Last activity: 64 days |
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Originally posted by SoNotNormal 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. |
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fabio Chuck Level: 45 Posts: 161/1479 EXP: 629903 For next: 30261 Since: 07-02-05 From: Somewhere in Texas Since last post: 7 hours Last activity: 7 hours |
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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) |
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SoNotNormal Fuzzy Level: 34 Posts: 77/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Originally posted by fabio 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 |
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fabio Chuck Level: 45 Posts: 167/1479 EXP: 629903 For next: 30261 Since: 07-02-05 From: Somewhere in Texas Since last post: 7 hours Last activity: 7 hours |
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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. |
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SoNotNormal Fuzzy Level: 34 Posts: 78/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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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. |
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ExKeeper Bullet Bill Level: 31 Posts: 403/512 EXP: 180084 For next: 5279 Since: 03-05-05 From: Riiight ^ Since last post: 1 day Last activity: 6 hours |
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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 |
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fabio Chuck Level: 45 Posts: 184/1479 EXP: 629903 For next: 30261 Since: 07-02-05 From: Somewhere in Texas Since last post: 7 hours Last activity: 7 hours |
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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 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 998/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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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. |
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SoNotNormal Fuzzy Level: 34 Posts: 81/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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Originally posted by BMF54123 Oh wow. I like those. I'm gonna make a level for those right now |
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AtmaDragonXT Rat Level: 16 Posts: 69/84 EXP: 16753 For next: 3503 Since: 07-17-04 Since last post: 54 days Last activity: 20 days |
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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 Keese Level: 19 Posts: 92/125 EXP: 34051 For next: 1726 Since: 03-18-04 From: Canada Since last post: 4 days Last activity: 8 hours |
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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. |
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Bio Buster Beetle Level: 27 Posts: 21/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
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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) |
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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 Tamaranian Level: 118 Posts: 5974/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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 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. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1379/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Chuck Level: 45 Posts: 249/1479 EXP: 629903 For next: 30261 Since: 07-02-05 From: Somewhere in Texas Since last post: 7 hours Last activity: 7 hours |
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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 Fuzzy Level: 34 Posts: 101/793 EXP: 248340 For next: 5311 Since: 07-01-05 From: Canada, eh? Since last post: 6 hours Last activity: 6 hours |
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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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Acmlm's Board - I2 Archive - Super Mario World hacking - Any good ideas for a level? | | | |