Multi-Man SM63 Level Collab

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Re: Multi-Man SM63 Level Collab

Postby UsuarioTHf » November 27th, 2010, 10:49 am

destroyer1 wrote:Stop picking themes, i'm in charge of the tiles, and i'm gonna mix it up super mario sunshine way, super mario galaxy way, and sonic way, so yeah, i got it under control. ;)


wat

There's a big line between Tilework and Theme.

You need a theme to start with. And then, you use the theme to do the tilework.






...No not joining this. Just wanted to make a point.
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Re: Multi-Man SM63 Level Collab

Postby Mr_SaxMan » November 27th, 2010, 11:19 am

Stop picking themes, i'm in charge of the tiles, and i'm gonna mix it up super mario sunshine way, super mario galaxy way, and sonic way, so yeah, i got it under control. ;)


Technically, I have graphics, so I'm not aloud to change the function of the tiles, but I can change the theme and type of tile... :)
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Re: Multi-Man SM63 Level Collab

Postby Venexis » November 27th, 2010, 11:59 am

To clarify, theme and tilework are indeed different things. As Usu said, the tile layout and type will be dependant on the theme.

Also, the groups are more intended as a primary focus. If you're in charge of Fun, you'll obviously need to add items and maybe even a whole other section to the level. All of the groups are interconnected, but it would be complete chaos with ten people all editing whatever they want, whenever they want- not to mention everybody's inboxes would be spammed to the point of exploding. So yes, you can make small alterations to the work done by other groups, just try to focus mostly on your share of the level.

Also, anyone against using signs within the level as a sort of rough plan? For example, let's say one of the people in charge of Tiles is making a huge cliff or something, but didn't get it all done. Instead they just leave a sign near the base stating that it's not finished, and what else they plan to add. That way, anyone can see the general "layout" and leave that area alone for a bit, until the first person can finish it. Signs like this that should be deleted before the final version is released should be marked with a red arrow, or something else that would make it stand out.
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Re: Multi-Man SM63 Level Collab

Postby Killswitch » November 27th, 2010, 3:00 pm

Theme Suggestion: Hit That Switch! :awe:
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Re: Multi-Man SM63 Level Collab

Postby nin10mode » November 27th, 2010, 3:05 pm

I would go for the Multi-theme idea. I see you guys debating over themes, so...

(It would be awesome if you could slip me in somewhere. D: I haven't noticed this thread. Use my portal levels as an example if you can.)
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Re: Multi-Man SM63 Level Collab

Postby destroyer1 » November 27th, 2010, 3:52 pm

Ok, guys, i hadn't started on the real level, but i made the tutorial. It's in Marios house [what a coincendence, huh?], so yeah, don't think i really started the level. I just did name, music, grid length [it's 823x70 :shock:], and background. I'll start the level when Super mario gets his job status. Oh, and i feel sorry for the poor saps who has to play the WHOLE 823x70 level. PM if you wanna try the tutorial. ;)
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Re: Multi-Man SM63 Level Collab

Postby Kimonio » November 27th, 2010, 5:42 pm

I suggest a Choose your Adventure theme.

It was an idea I was going to do for a series. Here is an example:

Level 1-


Sign one-
4 DAYS, 6 HOURS UNTIL ECLIPSE
GET TO THE PASSAGE OF THE LOST BEFORE TIME RUNS OUT

Sign two(if player makes all the jumps and all that sh*t)-
4 DAYS, 4 HOURS UNTIL ECLIPSE
ACCEPT SHINE AND CONTINUE TO LEVEL TWO

Sign three-
YOU HAVE FAILED, CAUSING THE TIME COUNT TO DROP ONE DAY.
CONTINUE TO LEVEL THREE.


Level 2-

Sign 1-
4 DAYS, FOUR HOURS UNTIL ECLIPSE
FIND THE ENTRANCE TO THE UNDERWORLD

Sign 2(same as level 1's sign 2)-
4 DAYS, 2 HOURS UNTIL ECLIPSE
ACCEPT SHINE AND CONTINUE TO LEVEL FOUR

Sign 3-
YOU HAVE FAILED, CAUSING THE TIME COUNT TO DROP ONE DAY.
CONTINUE TO LEVEL FOUR



Basically, if you failed, you'd have to go to a certain level. At a certain level, the time count would change to fit the next event, and so on.
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Re: Multi-Man SM63 Level Collab

Postby nin10mode » November 28th, 2010, 9:08 am

Thanks for letting me in. :> I'll go in either Tiles, Graphics, or Fun.
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Re: Multi-Man SM63 Level Collab

Postby Killswitch » November 28th, 2010, 2:37 pm

nin10mode wrote:Thanks for letting me in. :> I'll go in either Tiles, Graphics, or Fun.


I choose Tilework! :awe:
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Re: Multi-Man SM63 Level Collab

Postby destroyer1 » November 28th, 2010, 2:46 pm

!?! wrote:
nin10mode wrote:Thanks for letting me in. :> I'll go in either Tiles, Graphics, or Fun.


I choose Tilework! :awe:




Oh, trying to make Nin and other steal my Sonic making levels idea over something else huh?
I'll get my revenge somehow! ;)
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