Ends 04/01/2013 03:59 AM

Judges
halibabica
Deckiller
nin8halos
DarklordKeinor
Isrieri

RMN's Mario series takes its next big step!

WHAT IS THIS?

Super RMN World is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are submitted by members of RMN and compiled at the end of the event. This is the 4th installment of the series and hopes to be the most solid and enjoyable one yet.

Everyone is free to join whether you've used SMBX before or not. You need SMBX to participate. If you don't have it, you'll need to download it.

You may also want to pick up the graphics pack by Red Yoshi and supermarioman. It has many nice resprites for your stages.

STORY

As a peace offering for his past misdoings, Eli has constructed an art gallery and presented it to Mario and his friends. The paintings inside shimmer mysteriously; they're almost too real! Eli's waiting at the end to hear what his guests have to say, but can he really be trusted?

SUBMISSION RULES

  • Levels must be made in SMBX v1.3
  • Levels must be made FOR THIS PROJECT! No pre-made levels will be accepted!
  • Levels must end in ONE SMB3 STAR. Furthermore, this star must be placed in the square frame with the black jagged backdrop like in SMB3. The only exceptions to this rule are mini-boss stages, where the star may appear in the room after the fight.
  • Levels must contain FIVE DRAGON COINS. These are the SMW coins with the Yoshi emblem. These will be resprited into RMN Coins in the full game. Thematic resprites are allowed so long as they remain recognizable.
  • Levels must have a DIFFICULTY RATING from 1-8. This determines what world it will go too. It may be adjusted depending on many factors.
  • Levels must be submitted with the format "YourUserName_DifficultyRating_LevelName"
  • This naming rule applies to the compressed file you submit to the event, not the actual .lvl file. If you use any custom graphics or music, put the files in a folder with the EXACT SAME NAME as the .lvl file. You can make mp3's work in SMBX by specifying the file path in the Custom space (ex: Level Name/Name of Song.mp3). DO NOT PUT THE LEVEL FILE IN THIS FOLDER. Create a compressed file with everything included.

    You may submit up to EIGHT LEVELS, and you can't submit more than one level to the same world. Worlds have no specific themes. Levels may be denied for quality reasons. If your level is denied, you can fix it up and resubmit it. If you want to submit more than eight, you'll have to withdraw another first.

TESTING AND FEEDBACK

Super RMN World is raising its standards considerably. The five judges, halibabica, Deckiller, nin8halos, Isrieri, and DarklordKeinor will be critiquing the levels. Heed their advice, as they won't let anything sub-par through! You can adjust your levels as many times as needed, but don't expect to get in without a well-designed stage! A level will only be admitted after three judges approve it.

All feedback will be included in the Super RMN World Wiki. Click your username on the main page to find your level list. Click the level names to see the judges' feedback. Click the 'Talk' icon to post questions or comments. When at least three judges list 'Approved', the level's ready to go.

Although the judges will be testing each level thoroughly, participants are strongly encouraged to do the same. Every bit of criticism helps. Below is some advice to consider while designing your levels, among other criteria they must meet.

For good examples of the quality we're looking for, check out Super RMN All-Stars, Super Talking Time Bros 1+2 and Mario vs. The Moon Base.

GENERAL ADVICE

  1. Graphical Consistency
  2. SMBX uses graphics from many different games. Just because you have them at your disposal doesn't mean you should use them. Pick a theme for your level and use graphics/enemies that fit together visually.

  3. Pacing
  4. Your levels should have a rhythm to them. Challenging sections should be offset with easier parts. Power-ups should be spaced well enough apart, but not so far that the player gets desperate. Try not to throw in too much (or little) of anything.

  5. Aesthetics
  6. Use your tile sets properly and fill background space adequately. Don't leave it too empty, but don't clutter it up too much, either.

  7. Completable
  8. This means it shouldn't contain any no-win situations. The player mustn't become hopelessly trapped. Similarly, they shouldn't be able to die after collecting the star. Check to make sure they can't fall off any cliffs after getting it.

  9. Lengthy
  10. Don't make your level too short OR too long. Consider where to put your checkpoint. It shouldn't take too long to reach it, nor to reach the end from the checkpoint. Keep in mind what they player has to do in each stretch of level.

  11. Purposeful
  12. Give your level a reason to exist. Try not to make it bland or forgettable.

LEVEL CRITERIA

  1. Checkpoints
  2. Every level should have one. If it can't for specific reasons (auto-scrolling, switch block shenanigans, etc.), then don't make the stage too long. SMBX can only support one checkpoint per level, so multiples don't work. Like Dragon Coins, you may resprite it so long as it's still recognizable.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; give the player Fire Flowers or Leaves. Exceptional items like the Tanooki and Hammer Suits should not be easily obtained.

    Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good. Incidentally, SMB2 enemies and Nipper plants will be changed to be vulnerable to fireballs for this project.

  5. Banned Objects
    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned because they end the level. All levels must end with an SMB3 Star.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Star
    • These were used as Secret Stars in Super RMN Bros. 3, but they're more trouble than they're worth. You may not use them.

  6. Bosses
  7. Boss stages will be handled by the judges. You may still use boss NPCs in your stages, but only as mini-bosses. The fights must be kept simple and easier, so don't go overboard.

  8. Different Characters
  9. Mario, Luigi, Toad, Peach, and Link will be available to play as from the start, and all levels must be completable with all characters. You can't make a level where the player is forced to be a specific character. However, you can include a character block at the start if you want to recommend someone in particular. Let the player decide if they want to be that character or not, and don't include sections only they can get through (such as a pit only Peach could hover across).

  10. Player 2 Start
  11. SMBX has the option to play with a friend, so you need to include P1 and P2's start positions. Make sure your level can be completed by two players. Avoid situations where one player can get through while the other is stuck. The following are a few things you can do to make your level P2 safe:

    • Don't block the level's main path with character blocks. All characters need to be able to get through, even in 1P mode.
    • Use generators for things like falling platforms, P-Switches, or in any instance where the player needs an NPC to advance.
    • Place exit warps carefully. If P2 warps into a spot P1 already occupies, collision detection bumps them apart, and possibly into nearby hazards. Warp exits should be safe anyway, so design carefully.

  12. Misc. Stuff
    • Tutorials
    • A tutorial level will be provided that explains the mechanics of SMBX, covering both the basics and advanced stuff.

    • Water
    • All water must be SWIMMABLE. By contrast, waterfalls must NOT be swimmable. Don't fill your pits with water if they're supposed to be bottomless.

    • Pipes, Doors, and Carry Items
    • All entrances in SMBX are set to disallow the player from carrying an item with them. Make sure you set them to allow carrying NPCs.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. This can break the game in some places. Just don't do it.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. See this screen sides tutorial for more info.

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (all of March), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. For one week after, existing levels may still be updated based on feedback. Beyond that, no more revisions will be allowed and the full game will be produced. It may take a while, but the end result will be worth it. Now, get cracking! Let's make this the best community Mario game yet!

Registration

You must be logged in to sign up for Super RMN World.

Participants Entries
Blitzen
kentona
halibabica
GreatRedSpirit
Davenport
Jparker1984
Desmo360
Redd
Solitayre
Ratty524
Decky
outcry312
Gigabowser
nin8halos
pyrodoom
Seiromem
jackalotrun
DarklordKeinor
masterofmayhem
apa649
Carbz300
Blobofgoo
Tomstar
Isrieri
wildwes
GloopMaster
lonestarluigi
Thiago76590
andreea7214

Posts

halibabica
RMN's Official Reviewmonger
16948
from Ratty524
I followed the format in the level file. D:

from me
the file name format is only for your zip or rar files submitted to the event. Your level name doesn't need to contain your username or difficulty rating. The latter of those two is likely to change, so you're better off leaving the world # out.

Mind you, this is actually meant to save you guys trouble. If you named your file the other way and used custom music, then updating your difficulty number means changing it on the level file, folder, AND folder path for music. This way, you only have to change one number, and if you don't have a .zip or .rar file, then it doesn't affect you anyway.
I have submitted my first level: The Void, which is based off of Vivid Void from Super RMN Bros. 3, I will decide it's difficulty off of what you guys think of it (I have a tendency to over or under rate it...)
Seiromem
I would have more makerscore If I did things.
6375
I Believe I have updated Cursed Funklen with some secrets, replaced some graphics etc etc. Hope you all enjoy!
apa649_6/8_Feel The Heat...
I believe since it doesn't have any custom graphics I can keep it "Feel the Heat"?
Oh and I have no idea what would be classified as what difficulty, but I'm pretty confident this could be rather late-game, maybe...
World Two - Fishy Smells.

A water level, with some above-ground parts. Do note that the name is really just random; if anyone else has a better one then please, name it. Contains fish, pirahna plants, and turtles. Also yoshi. Also pipes going every-which-way.

On a related note, Bowser's Air Fleet is now set as World Seven. I hope this makes it more acceptable.
Seiromem
I would have more makerscore If I did things.
6375
Feel the Heat:
Good:
-I like the idea of this level a lot!
-Everything is executed well, including the rising and falling of the lava!

Bad:
- This level is EXTREMELY 2P UNfriendly!
- Not one bonus room or secret 1-up shroom =(
Since we need more snow levels, my World 4 level shall be a smb2-themed snow level. This oughta be fun.
author=seiromem
Feel the Heat:
Good:
-I like the idea of this level a lot!
-Everything is executed well, including the rising and falling of the lava!

Bad:
- This level is EXTREMELY 2P UNfriendly!
- Not one bonus room or secret 1-up shroom =(

I do realize it's unfriendly, but I believe I did make it possible in 2 players... re-spawning rafts alt routes and such... It's far from easy, but I have to say it's quite hard to accommodate for 2 players when, no-one is willing to play with me.
There is a secret 1-up shroom and a couple of hidden Power-up blocks, no bonus room though. Though I do believe there could be more secrets too...
I'd like to know on the difficulty. Did it feel like a world 6...ish level?
I could always add more bullet bills :)
I believe I have updated Metal Harbor?
It may be the only stage I get done this month.
author=Halibabica
Power-Ups
Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; give the player Fire Flowers or Leaves. Exceptional items like the Tanooki and Hammer Suits should not be easily obtained.
Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good. Incidentally, SMB2 enemies and Nipper plants will be changed to be vulnerable to fireballs for this project.
I just realized, fire flowers in an area with enemies immune to fire, compared to the leaf and how useful it is, it doesn't exactly matter! Let's say you use a leaf. Both tanooki and leaf are used to break the level by flying, but not everyone has the nerve to block the player off in the sky, especially if their stage is open like most stages that aren't a dungeon or a castle, are. So, by the logic here, you shouldn't have leaves unless in a situation like a hammer brother or a tanooki suit, because the only difference between a tanooki and a leaf is that tanooki can turn invincible for a few seconds.
Meanwhile, what power-ups are left? Ice flowers and fire flowers. These power-ups are the only ones that aren't truly broken, unless you count that ice flowers can freeze anything, almost. Even podoboos. So when you think about it, the only power-up that is worth using, without breaking the game, is the fire flower, so this example is useless, because your going to make it so SMB2 and Nipper plants can be killed by fire.
In other words, I'm going to break your levels! >:3


Edit:Sorry for double posting! I guess I forgot!
Redundant files removed from the .zip's. No updates to levels themselves.
Please, someone review my level... The sooner the better...
can someone review my level molten lava desert?
author=GloopMaster
Redundant files removed from the .zip's. No updates to levels themselves.

???
author=jackalotrun
Please, someone review my level... The sooner the better...

I would, except the fact the checkpoint is under mario is just ew. (Also your checkpoint placement is bad. Move it up to before the rising section.) Bullet Bill Blasters and side-looping stages don't work well, btw. Anyway, having moved mario over by luigi, it seems like a good world seven/eight level.

author=pyrodoom
author=GloopMaster
Redundant files removed from the .zip's. No updates to levels themselves.
???

Talking about my levels.
I changed the spawn position to where it should be... and unless you've broken the level, the blasters shouldn't bother you too long...
Seiromem
I would have more makerscore If I did things.
6375


Hint on my next level.
No it is not Dr Toadly themed.
masterofmayhem
I can defiantly see where you’re coming from
2610
Look who made a level folks. There’s no number in the name because I can’ gage the difficulty of my own levels. So I’ll leave it up to the judges to determine its location.
Blobofgoo
Legs are a burden. Return to snek.
2751
I'm trying to redeem Nin8halos with shell game 2. That's my new level. Feedback anyone?
Blobofgoo
Legs are a burden. Return to snek.
2751
And thus begins my reviewing of Mario levels:

Pyrodoom's HEAVY METAL HARBOR\
You need a ceiling. I was able to fly all the way to the fire hammer bros. I actually flow into their area. Then I got hurt and couldn't get back out. Maybe change it to a fire flower.

The 2nd dragon coin is completely unprotected and too easy to get.

Music is good. Graphics are also good.

Davenport's PARADISE SHORES
Davenport, you do not need to reskin everything you use. It's making me confused and it makes the stage take a long time to load. I doubt you actually used all of those things anyway. Stick with a couple of blocks, npcs, and gimmicks throughout a stage. Anyway, the level is actually really easy because whenever there is an obstacle, there is also an alternate path to get around it. Remove one of those paths.

This stage is really long! It should end right where the block riding begins. Although the block riding is unique, it requires the player to do absolutely nothing and gives them free 1 ups for it. Take it out. If you want to keep it you can shorten and out it into a secret bonus room. I'm sure that would be a pleasant surprise to the player.

Seriously, delete those graphics!

Jackalotrun's THE VOID
Good level. It slows the player down and makes them think. However, some obstacles can be completely skipped by using level wrap. Mostly at the beginning. I actually didn't take any damage the whole time.

ALERT: Your stage is broken! Getting in the elevator and hitting the switch instantly kills you because a layer appears where Mario is and squishes him into oblivion. You need to raise the elevator. I didn't play the rest because of this.


After playing a couple of levels, I'm wondering... How many rips (music) are we going to have? Especially rips from other Mario games and Zelda games. This is getting ridiculous!