(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
04-24-24 04:14 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Super ZTaimat World: The Next Generation New poll | |
Add to favorites | Next newer thread | Next older thread
User Post
ZTaimat

260








Since: 11-19-05

Last post: 6341 days
Last view: 6275 days
Posted on 10-15-06 11:40 AM Link | Quote
...becuase god knows we need a reletivly good hack release among the crappy ones over at SMW central.

Most of you may remember "Super ZTaimat World" from a long long time ago... (In a galaxy far far away ) But that hack was basically (for the most part) crap. After a few years, I got off my lazy arse, and decided to make a new hack of semi-superior doom.

DOWNLOAD

SCREENSHOTS:

Misc.




World 1






World 2







All GFX credits goto Icegoom,
Mario, Luigi, Bowser and Peach Toadstool are proporty of Nintendo
Overworld and Level design are by me.

What are you waiting for? Download already!

Current list of things to be modified:

-Title screen gfx
-Title screen level/movement, ect.
-Berry removal (beyond goal tape)


(edited by ZTaimat on 10-15-06 10:43 AM)
(edited by ZTaimat on 10-15-06 12:53 PM)
Shane

Red Cheep-cheep








Since: 11-18-05
From: IRELAND!!!

Last post: 6285 days
Last view: 6274 days
Posted on 10-15-06 11:44 AM Link | Quote
Well, I can't say I'm impressed by the graphics because they're all copied But, the screens look ok I might play it later if I'm bothered to_¬
Kailieann



 





Since: 11-18-05

Last post: 6274 days
Last view: 6274 days
Posted on 10-15-06 12:52 PM Link | Quote
Fix the overworld palettes. They make my retina cry.
Dragon Master Luigi

Red Goomba
I'll avenge my brother if he is hurt! -zap-zap-zap-








Since: 06-26-06
From: Mushroom Kingdom

Last post: 6342 days
Last view: 6276 days
Posted on 10-15-06 01:07 PM Link | Quote
i see all of icegoom's gfx being overused later on.
Shane

Red Cheep-cheep








Since: 11-18-05
From: IRELAND!!!

Last post: 6285 days
Last view: 6274 days
Posted on 10-15-06 01:18 PM Link | Quote
I rather like the overworld I just hate the way he's using icegoom's graphics while icegoom himself hasn't gotten a chance to finish his own hack with his own graphics.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6285 days
Last view: 6275 days
Posted on 10-15-06 01:31 PM Link | Quote
ok i played through the first world of your hack so far and here are some comments and suggestions:

- get rid of all those berries after goal posts
- i like your 1-screen bonus areas. they remind me of smb (in a good way.)
- on the spots were pipes change directions, i dont like your use of the slanted vertical running platform - it should probably just be another cement block
-your overworld is great! i like how one of your secret exits lets you skip a level like they should (any interested player is going to go back and play the level they skipped anyway)

overall, your level deisign is GREAT, if just a little bit repetitive from level to level. it's not too hard and not too easy, and you have some really clever puzzles. also you did a great job at making secret exits not frusterating, as they're easy to locate but fairly difficult to actually access.
ZTaimat

260








Since: 11-19-05

Last post: 6341 days
Last view: 6275 days
Posted on 10-15-06 01:47 PM Link | Quote
Originally posted by wtfweb
ok i played through the first world of your hack so far and here are some comments and suggestions:

- get rid of all those berries after goal posts - Color fading for the lose. I'll get rid of them, as they only really provide an anoying fade error. -

- i like your 1-screen bonus areas. they remind me of smb (in a good way.) - Thanks -

- on the spots were pipes change directions, i dont like your use of the slanted vertical running platform - it should probably just be another cement block - Yes, I thought that, but it would be hard to tell which way the pipe turns in more complex puzzles. -

-your overworld is great! i like how one of your secret exits lets you skip a level like they should (any interested player is going to go back and play the level they skipped anyway) - OverWorld design is one of my greater aspects -

overall, your level deisign is GREAT, if just a little bit repetitive from level to level. it's not too hard and not too easy, and you have some really clever puzzles. also you did a great job at making secret exits not frusterating, as they're easy to locate but fairly difficult to actually access. - This is why I admit the old SZTW sucked. level difficulty was random, while in this hack, I tried to balance the difficulty and not worry too much about originality, while in the same way make things look like they belonged, more so than over-using cement blocks for puzzles. -

chrisss456

Red Goomba








Since: 06-28-06

Last post: 6399 days
Last view: 6399 days
Posted on 10-16-06 05:22 PM Link | Quote
Overworld is like a Solar Eclipse on the eyes...Ouch..
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6277 days
Last view: 6274 days
Posted on 10-16-06 05:41 PM Link | Quote
I just finished playing through the demo and here's what I thought:

1. I like the graphics, though they are from icegoom.
2. The overworld, while interesting, is a little bright on the eyes. Try maybe dulling down some of the color or not making the unrevealed paths blue. The blue clashes with the yellow landscape.
3. I like the usage of the SMB3 pipes. Very interesting in the first level that after exiting the pipe, going back in sends you to the top of the hill, where the key/keyhole are.
4. All, the alternate paths you could take in World 2 were interesting detours. I played through all the levels just for the heck of it and enjoyed them all.
5. I was a bit surprised to see the Red Switch as the first Palace. Good idea.

That's all I got. I'll look forward to the final release or the next demo.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6277 days
Last view: 6276 days
Posted on 10-17-06 12:07 AM Link | Quote
Originally posted by Shane
I rather like the overworld I just hate the way he's using icegoom's graphics while icegoom himself hasn't gotten a chance to finish his own hack with his own graphics.


Well, icegoom did say he was offering his graphics to the general hacking community, no credit needed. I think this is the kind of thing he had in mind.

As for Super ZTaimat World, the screenshots look great! I'll try it when I get a chance.

EDIT: Alright, I tried it. Very nice level design! I like your overworld a lot also. Here's some weird things I noticed:

Mud Mountain 1: Even after getting the midpoint, I was sent back to the beginning when I died.

Goombeach 2: You can skip all the underwater sections by simply flying over the top of the barrier. This is why putting multiple sections of a level in one area is a bad idea. (I found this out the hard way...)

Other than that, great hack!


(edited by Kiwisauce on 10-17-06 10:55 AM)
x1372

Goomba








Since: 07-03-06

Last post: 6292 days
Last view: 6274 days
Posted on 10-17-06 02:10 PM Link | Quote
interesting hack. A few comments though.

1) Several sections of the ground just looked ackward the way they overlap each other. I'd think its generally better to have a standard corner piece rather than a straight horizontal platform with another platform that you can't walk through sticking out of it. That seemed to happen way too many times.

2) The corners of your smb3 pipes... I'm sure you'll change them later, but they're a bit ugly. Just some sort of graphical change to make them fit would be nice - heck even turning them all into those big skull icons that are used with torpedo teds would be an improvement.

3) In the first stage with layer 3 water, you should have a lowered platform at the bottom left where the sinking tree platforms are. That way if you fall you have somewhere to get back out of the water (without slowly swimming way under the bottom of the screen past three dividers to get to land like I did).

4) There was one pipe in an area with 4 pipes one on top of the other that left you stuck if you entered it (I think it was the second one of the four, one of the two that didn't have two coins in front of it).

5) The secret exits in your castle levels are IMO very poorly designed. Having gone through the castles to the end of the game, I would have had no idea that they existed had you not had the box popping up telling you that the demo had 22 exits. Being expected to take a pow back an unspecified distance which requires many retries to see the whole level with it, plus no hint during them that there might be a secret exit is a bad thing. Possibly having a message box at the beginning mentioning that the castles have secret exits would be helpful

6) Overworld design was nice, but I think icegoom's set needs some palete work or something as is, but nothing that hasn't been mentioned before.

7) As mentioned before, berries after the goalposts look bad.

8) The many paths through the second world was interesting, but maybe there should be something hidden along one of them? It seemed the hardest path (upper of the 3) is the hardest to reach, and maybe should have a switch palace or top secret area or something.

9) Bonus areas are nice, but I think yours tend to skip a little too much of the level. Having to go all the way back, especially in one level not meant for backtracking to get all the dragon coins is a bit of an irritant.

10) As for flying over sections, easiest way to stop that is to put an entire string of invisible ? blocks along the top of the screen like FuSoYa did in many levels. Though in general its moot since that section of the game is before capes are available.

11) I can't replicate it now, but a few times I had random "corner of the block" deaths in one of the mud levels... the same sort of thing that happened a few times in Alastor the Stylish's hack. Unfortunately I have no idea how to fix that sort of thing.

12) Is there a reason for the dotted line outline at the edges of some of the smb3 pipes?

13) The invisible 1up in your ghost house is just mean. You're more likely to lose a life there rather than gain one.

14) I dunno if its just part of icegoom's set, but the fact that mario doesn't have a palette change when he gets fire power looks very odd to me.

15) I think you're overusing the "skulls on lava" thing a bit, unless you're planning to not include many more. I think that levels that force you to move slowly like that are annoying more often than not - I actually found myself using the ~ speed on and off during those sections with no consequences. Passivity is bad.
ZTaimat

260








Since: 11-19-05

Last post: 6341 days
Last view: 6275 days
Posted on 10-17-06 05:03 PM Link | Quote
Originally posted by x1372
interesting hack. A few comments though.

1) Several sections of the ground just looked ackward the way they overlap each other. I'd think its generally better to have a standard corner piece rather than a straight horizontal platform with another platform that you can't walk through sticking out of it. That seemed to happen way too many times. - I did that to add a bit more 'depth' to the levels... The usual smw layouts look a little tacky having one land mass that 'happens' to be shapped like a level. -

2) The corners of your smb3 pipes... I'm sure you'll change them later, but they're a bit ugly. Just some sort of graphical change to make them fit would be nice - heck even turning them all into those big skull icons that are used with torpedo teds would be an improvement. - Using the torpedo ted gfx sounds like a good idea. I'll look into changing the corners into them. -

3) In the first stage with layer 3 water, you should have a lowered platform at the bottom left where the sinking tree platforms are. That way if you fall you have somewhere to get back out of the water (without slowly swimming way under the bottom of the screen past three dividers to get to land like I did). - Yes, I should do that -

4) There was one pipe in an area with 4 pipes one on top of the other that left you stuck if you entered it (I think it was the second one of the four, one of the two that didn't have two coins in front of it). - I wonder why I still have those 2 other pipes... I'll remove them. -

5) The secret exits in your castle levels are IMO very poorly designed. Having gone through the castles to the end of the game, I would have had no idea that they existed had you not had the box popping up telling you that the demo had 22 exits. Being expected to take a pow back an unspecified distance which requires many retries to see the whole level with it, plus no hint during them that there might be a secret exit is a bad thing. Possibly having a message box at the beginning mentioning that the castles have secret exits would be helpful - Actually, the castle secret exits are ment to stay a secret throughout most of the game until you get all the switch palaces and find a secret exit in world 7. Finding them in advance just means you dont have to worry about them later.
Spoiler:
The 'extra' world, a 'DARK' world is beyond the hidden castle exits... I made a complex set of level exits for the world.
-


6) Overworld design was nice, but I think icegoom's set needs some palete work or something as is, but nothing that hasn't been mentioned before. - Everyone says te pallette is tacky, yet its the default pallete for icegoom's OW gfx. I might change them later on. -

7) As mentioned before, berries after the goalposts look bad. - Yes. -

8) The many paths through the second world was interesting, but maybe there should be something hidden along one of them? It seemed the hardest path (upper of the 3) is the hardest to reach, and maybe should have a switch palace or top secret area or something. - Nobody's forceing you to play the mud mountain path. Its just there for curious players. -

9) Bonus areas are nice, but I think yours tend to skip a little too much of the level. Having to go all the way back, especially in one level not meant for backtracking to get all the dragon coins is a bit of an irritant. - Then I'm guessing you hate Super mario Bros. -

10) As for flying over sections, easiest way to stop that is to put an entire string of invisible ? blocks along the top of the screen like FuSoYa did in many levels. Though in general its moot since that section of the game is before capes are available. - Capes won't be available until world 3 or 6 (Forest or Mountain). It'll more likely be world 6, mainly becuase of the reason stated. -

11) I can't replicate it now, but a few times I had random "corner of the block" deaths in one of the mud levels... the same sort of thing that happened a few times in Alastor the Stylish's hack. Unfortunately I have no idea how to fix that sort of thing. - Yes, the anoying 'reaper-blox'. I have NO clue how to fix it, and it seemed to be a problem in one of the chocolate island levels in the original SMW. -

12) Is there a reason for the dotted line outline at the edges of some of the smb3 pipes? - Me not changing the gfx of the 'needed' exit tile's to blank yet. Don't worry, they'll be blank in the final release. -

13) The invisible 1up in your ghost house is just mean. You're more likely to lose a life there rather than gain one. - Alot of my invis 1up's seem mean... I'll move them around a bit. (two would be in 1-3 and the house) -

14) I dunno if its just part of icegoom's set, but the fact that mario doesn't have a palette change when he gets fire power looks very odd to me. - Last I checked he turned orange :/ -

15) I think you're overusing the "skulls on lava" thing a bit, unless you're planning to not include many more. I think that levels that force you to move slowly like that are annoying more often than not - I actually found myself using the ~ speed on and off during those sections with no consequences. Passivity is bad. - Yes, I'll probably re-make some levels before newer demo's. -

x1372

Goomba








Since: 07-03-06

Last post: 6292 days
Last view: 6274 days
Posted on 10-18-06 02:08 AM Link | Quote
Originally posted by ZTaimat
interesting hack. A few comments though.

1) Several sections of the ground just looked ackward the way they overlap each other. I'd think its generally better to have a standard corner piece rather than a straight horizontal platform with another platform that you can't walk through sticking out of it. That seemed to happen way too many times. - I did that to add a bit more 'depth' to the levels... The usual smw layouts look a little tacky having one land mass that 'happens' to be shapped like a level. -

5) The secret exits in your castle levels are IMO very poorly designed. Having gone through the castles to the end of the game, I would have had no idea that they existed had you not had the box popping up telling you that the demo had 22 exits. Being expected to take a pow back an unspecified distance which requires many retries to see the whole level with it, plus no hint during them that there might be a secret exit is a bad thing. Possibly having a message box at the beginning mentioning that the castles have secret exits would be helpful - Actually, the castle secret exits are ment to stay a secret throughout most of the game until you get all the switch palaces and find a secret exit in world 7. Finding them in advance just means you dont have to worry about them later.
Spoiler:
The 'extra' world, a 'DARK' world is beyond the hidden castle exits... I made a complex set of level exits for the world.
-


9) Bonus areas are nice, but I think yours tend to skip a little too much of the level. Having to go all the way back, especially in one level not meant for backtracking to get all the dragon coins is a bit of an irritant. - Then I'm guessing you hate Super mario Bros. -


14) I dunno if its just part of icegoom's set, but the fact that mario doesn't have a palette change when he gets fire power looks very odd to me. - Last I checked he turned orange :/ -

15) I think you're overusing the "skulls on lava" thing a bit, unless you're planning to not include many more. I think that levels that force you to move slowly like that are annoying more often than not - I actually found myself using the ~ speed on and off during those sections with no consequences. Passivity is bad. - Yes, I'll probably re-make some levels before newer demo's. -



1) well, I just thought that looked a little odd, but there's nothing wrong with it. I know I ran into more walls because of it than I care to count.

5) in context, it makes much more sense. As far as just the demo was concerned, there's no real way to expect the player to have found those without the end of demo text box (and it figures, since I completely scoured the ghost house before checking either castle).

9) loved it actually, but mario world just seems different. SMB1 focused on just finishing the game while, SMW focuses on exploration, in terms of both secret exits and dragon coins. Having one dragon coin on one path and another on a different one just doesn't gel with me, especially if both paths include areas you can't go back (though a sacrificed yoshi let me get all 5 dragon coins in the offending level)

14) odd. When I played through it Mario remained his traditional red and blue colors the entire time, though having a flower allowed him to shoot fireballs. There was no visual cue that Mario actually had fire power other than that you could fire a test shot.

15) I'd just reccomend making sure the player has to keep moving in some form or another, it really shouldn't be too major of a change.

Oh, and I forgot to say it in my previous post (cut it short since I had a class starting) but I definitely enjoyed the general level design of your hack, which is what I play these hacks for anyway. My aplogies if I came off as nitpicky.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6277 days
Last view: 6276 days
Posted on 10-19-06 11:11 AM Link | Quote
Originally posted by x1372

3) In the first stage with layer 3 water, you should have a lowered platform at the bottom left where the sinking tree platforms are. That way if you fall you have somewhere to get back out of the water (without slowly swimming way under the bottom of the screen past three dividers to get to land like I did).



Yeah, I did that too. Also, that level is just a little boring. I could beat it just by standing on some safe block and frame skipping until the screen had scrolled enough. Maybe you should step up the auto-scroll pace? Or (if you dare) put the evil cheep-cheeps of doom, but not for the whole level.

Another thing I noticed with your hack was that there was a lot of lag. I don't know if this is fixable - I'm guessing it's the SMB3 pipes. Oh well, it wasn't that bad.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6282 days
Last view: 6282 days
Posted on 10-19-06 07:29 PM Link | Quote
I played it. It was fun. I, for one, like what you've done with all the different land parts in your levels. Variation like that keeps the levels from looking boring. Your overworld was very nicely designed. Three different paths for World 2 alone was awesome. Lots of replay value there.

The overworld palettes are my fault. I had to have blue in each palette to get the water to look right, so I figured I might as well use the blue as shadowing for the green hues. I really need to release an updated SMWRedrawn patch with my newer overworld graphics along with cave and castle sets. I keep putting that off because everything's not absolutely finished.

Anyway, I'll be looking forward to more of this hack.
Schnauzer

Goomba


 





Since: 10-17-06
From: Bucaramanga, Colombia

Last post: 6382 days
Last view: 6382 days
Posted on 10-20-06 10:28 AM Link | Quote
Nice font! ...and good idea. I will try to edit mine.

Cool shading effect!
ZTaimat

260








Since: 11-19-05

Last post: 6341 days
Last view: 6275 days
Posted on 10-24-06 10:22 AM Link | Quote
Originally posted by icegoom
The overworld palettes are my fault. I had to have blue in each palette to get the water to look right, so I figured I might as well use the blue as shadowing for the green hues. I really need to release an updated SMWRedrawn patch with my newer overworld graphics along with cave and castle sets. I keep putting that off because everything's not absolutely finished.


If you release a 100% SMW-redrawn patch, release another one to patch on to the old one. (aka the one I, and a few others are using)
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6276 days
Last view: 6276 days
Posted on 10-24-06 05:38 PM Link | Quote
So far, looking good. I like this hack because I can actually play it without using savestates. Mario does change color for me when he gets a flower, although the orange looks very similar to the normal red color so it is hard to tell. So far, I've only found 2 problems:

1. Mario's head gets chopped off in the first castle on certain parts of the fence (only if he is on the other side). See attachment.

2. The midpoint goal on Mud Mountain 1 is not working for me. I start back at the beginning of the level even after passing through the midpoint. Unless that's what's supposed to happen

Other than that, and the suggestions mentioned by others, keep up the good work!


(edited by BooUrns on 10-27-06 12:01 AM)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6282 days
Last view: 6282 days
Posted on 10-24-06 11:50 PM Link | Quote
Originally posted by ZTaimat
If you release a 100% SMW-redrawn patch, release another one to patch on to the old one. (aka the one I, and a few others are using)


If I can figure out how to make a patch that will just change graphics but won't affect level data and asm hacks, I'll do so. (I wouldn't hold my breath, though. I'm not very clever) Otherwise, you can just extract whatever graphics you want out of the new hack and insert them yourself.
Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - Super ZTaimat World: The Next Generation |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.083 seconds; used 470.50 kB (max 597.80 kB)