SM63 Level Designer Contest

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Re: SM63 Level Designer Contest

Postby Harmless » July 29th, 2015, 3:19 pm

Oh, don't worry about all the things you mentioned, I'm totally aware of those and will fix after I lay out all tiles.

Is the music fitting? :s
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Re: SM63 Level Designer Contest

Postby Raiyuuni » July 29th, 2015, 3:24 pm

Ooh, fun. I actually managed to do that jump (using Mario, and it wasn't even triple)

It's a very neat gimmick I wouldn't get to know otherwise. Thanks, Harm.
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Re: SM63 Level Designer Contest

Postby Harmless » July 29th, 2015, 4:01 pm

Oh, so it is possible? Thanks for letting me know :P

I'll change it around a little bit later, but for now I updated the code with complete tiling, some items, and most of the silver star/optional but tricky red coin placements.
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Re: SM63 Level Designer Contest

Postby Raiyuuni » July 29th, 2015, 5:08 pm

Yup. Apparently, dashing on ice allows you to go beyond the regular speed limit. And a quick and accurate second jump allows you to keep that speed, just enough to reach that platform in time. It's anything but easy, but it'd help a lot hiding a super secret extra.
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Re: SM63 Level Designer Contest

Postby Harmless » July 29th, 2015, 5:23 pm

Oh, I see. How interesting. Unfortunately I don't plan on making it a secret as it would drastically reduce my level size, but I'll keep this information for another part of the level. Thank you!
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Re: SM63 Level Designer Contest

Postby Harmless » July 30th, 2015, 5:57 pm

What kinds of decorations do you think could go in the cabin in the level?
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Re: SM63 Level Designer Contest

Postby Raiyuuni » July 31st, 2015, 4:29 am

Music's cool, but it seems a bit off, both by itself and in the context. It'd fit a festival or a partying hidden village of some sorts, it's a bit too cheerful. Maybe something a little more soothing, and not necessarily suspenseful.

For the cabin, well... I was expecting something a lot smaller. It might be better to revamp the entire room layout, it might help with decorating all that being less of a burden.

Also, if I zoom out far enough, the respawned energy blocks at the level start are visible. And they aren't attached to anything...
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Re: SM63 Level Designer Contest

Postby Harmless » July 31st, 2015, 10:03 am

Ah, alright. I don't think I'll be able to do much about the respawned force field blocks being in sight, but I'll look around and see if I can find better music.

How about everyone else?
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Re: SM63 Level Designer Contest

Postby Konradix » August 1st, 2015, 9:08 am

I have to ask now, do you really expect us to make that ridiculous triple jump onto the spinning block? Cause I made it, and it was kinda, really hard. I'd have to agree on the size of the cabin, too big. I have no idea why you put the two undefined FLUDD boxes, but I assume that's not intentional. Also I wasn't able to grab that red coin, too hard and I fell off the roof several times. And last thing, make some sort of water source on the higher levels, because I was kinda annoyed when I finally made it up to the red coin, only to find out that I have like 5% of water left and will have to get up there ALL OVER AGAIN if I want more water.

As for the indoors, you could put windows with platforms serving as window sills. You could also try and make a plant in a plant pot (the plant being something small like a cave plant or the cactus tree and the pot would be still rotating block with some wooden texture). You could put some shelves with water on them, and you could give some sort of animal in a cage, like a cheep cheep in an aquarium or a goomba fenced off, or something. Here's something I made in your cabin:
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Speaking of the bottles, they didn't appear for me for some reason... weird.

You could put also other things like framed pictures of an item (shell, enemy, whatever). The frame could be 4 wooden/metal platforms with a tile in the middle, or maybe just a sign.

As for the difficulty of the level as a whole, nothing was too difficult except for that one jump I already mentioned and the red coin. I liked the timed challenge with the switch, since you kinda bait players at the beginning, but falling off means making that weird jump again, which was kinda annoying.

Hopefully that helped.

@EDIT: I'd have to agree on the music aspect also. It's too happy for the "backstory" and not really fitting. If I had to give a recommendation, maybe something like this:
https://www.youtube.com/watch?v=ieapBou_3cs - Snowman from Earthbound
https://www.youtube.com/watch?v=oYdgznePD5k - Freezeflame galaxy (Ice theme) from SMG

Either that or you could just change the "backstory", since it's relevance to the level starts and ends before you even start the level.
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Re: SM63 Level Designer Contest

Postby Harmless » August 1st, 2015, 11:11 am

ooooooooops, I left out some very important details;

- The red coin is a secret shine that makes use of the switch on the very right side of the level (and the Turbo fludd). The main objective is the Silver Stars.
- I plan to decorate the boxes more so it looks like presents.
- The level is not complete, and I haven't fully tested it admittedly. I plan to get down to testing after items are placed.
- Thank you Konradix for the furniture suggestions, will implement them asap.
- I might change the layout of the cabin some more and make it easier to reach the roof.

edit: Changed the backstory to better fit the Snowy Fields music:

Winter is here, and today Mario & Co. are visiting a winter wonderland! This Frozen Fantasy world is perfect for those who want to relax, spread joy and cheer, and enjoy the lovely month of December. Unfortunately, there are a few baddies that hid Silver Stars important for lighting up a giant Christmas Tree back at the town square! Mario & Co. split up and got to searching for the Silver Stars!
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