Description

~ LOOK! ~
"In anticipation of Super RMN World 2: Bro-shi's Island (or whatever it will be called), I'm taking it upon myself to issue a call to all potential SMBX devs! Even if you've never touched the engine, now's the time to give it a shot!"
It's like what Isrieri said, and I'm saying the same thing for this sequel to the Castles Masterpiece Set!

Time to give SMBX a shot and make a level!


Sign Ups: 4/02~4/05
Development: 4/05~5/05
Compilation: 5/05~5/08
Release: 5/09

~ Hey, Listen! ~

This is important, as it'll affect what your levels are!

All levels must be made as if a part of one continuous castle. The continuous castles themselves each have their own theme and hub, five in total.

  • Shroomland ForestThis area's castle has many plants, especially mushrooms, and many piranha plant enemies! The foundation of this castle is blue-green bricks.

  • GreyOcean Ravine
    This area's castle has lots of water and grey-blue bricks.
    Many fish enemies should be used, remember your level doesn't have to be completely submerged, just use water!

  • Redbrick Desert
    This area's castle is basically dry, sandy with red-ish bricks for the foundation. Dry Bones (SMB3 Version/Resized SMW Version), cacti and various other Desert enemies should be here!

  • Sky Domain
    This area's castle is A giant floating castle, include many clouds and grey to white bricks! (SMW Castle tiles would work fine here)
    Enemies should consist of lakitus, parakoopas, bullet bills (Restrict the amount of homing koopas) and various other flying enemies.

  • Industrial Zone

This zone is to have aztec like bricks with many metal frameworks around it, this is because toadly is there, and he like steel.
Oh, and he also likes poison mushrooms, Mind-controlled toads and various spike traps, but that's just him.
Yes you must include those, if you want the graphics download them here:
http://rpgmaker.net/media/content/users/17331/locker/Industrial_Zone_enemies.zip



The first four areas listed are all avalible from the starting point, so you can do them in any order. Keep this in mind! This means that each continuous Castle needs to have easy and hard levels, not one or the other! If there are too many easy levels in a castle, we'll force the new additions to be harder, and vice-versa!

The exception to this rule is the fifth Overall Castle, the Industrial Zone. You should make your levels for this area more on the difficult end, as this area is only unlocked by completing the other four.

Fitting into the theme is not enough for the level to be accepted! Levels must have:

Be saved with THIS naming theme:
<dev>_<zone>_<level>_<diff>_<version>
Example:Ratty524_3_PursuitPalace_4_2

The Difficulty section is assumed to be out of 5, do not put 6 here (you might even want to refrain from making a 5 until the "Industrial Zone"

  • One checkpoint, and only one.
  • The game will only utilize Mario and Luigi as characters
  • All water must be swimmable. Waterfalls must not be.
  • An average castle should take no longer than 2 to 4 minutes to complete. (And no shorter than 1 minute)
  • The game wont be 2-player, so don't focus on it, but make sure it is at least possible for 2 players.
  • No secret stars.
  • At least two power ups, one at the start and one at the checkpoint.
  • Use invisible blocks wisely. No putting them over pits or other nonsense of that sort.
  • THE LEVEL MUST END IN ONE SMB3 STAR
  • THE LEVEL MUST CONTAIN 5 DRAGON COINS!
  • LEVELS CANNOT CONTAIN BOSSES-Mini bosses are okay, however. Just make sure that they are indeed mini!
  • LEVELS CANNOT HAVE: SMW Dry Bones (This is due to a height issue, if you fix this issue you may use them) SMW Bowser Statue. (This is again because of a height issue, if Mario st0od on top of the statue when it fired, Mario would get hurt.) Wall Zipping, this is when you have a 1-tile high hallway, super mario ducks and enters, and when you stand up you "Zip" through the wall. It's Extremely glitchy and can often break your level.


A participant can only submit up to 5 levels, 1 level for each Overall Castle.

~ WATCH OUT! ~
The story of this event is simple: You've received a letter from someone by the name of Mr. Zoad, an Archaeologist! He has asked you to explore a small but diverse island in search of an ancient relic. He warns you, however, that his competitors might be after the same thing.

You must explore the four ruined castles to find the whereabouts of this ancient relic, and be paid in big coins by Mr. Zoad!

Details

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Posts

Seiromem
I would have more makerscore If I did things.
6375
The only thing I disagree with now is the visual cue.

1) I wouldn't know what you mean by "Visual Cue"

2) You could just, you know, aim.

Regardless, here's the levels with all advice taken, or at least an attempt at taking it.

On another note, Imma work on the other boss levels, though regents prep is slowing me down ;_;

EDIT: I almost forgot to fix the graphic, allow me to actually fix that before updating.
Decky
I'm a dog pirate
19645
Should we call this Castles: Striving-to-be-Masterpiece Set? Just so we don't set expectations too high ;) My castle sure as hell ain't gonna be a masterpiece at this rate.
Castles Goodeffortpiece Set
Solitayre
Circumstance penalty for being the bard.
18257
author=Ratty524
Current Status:DENIED. The bonus room is the only thing I see wrong with it right now.



Fixed.
Seiromem
I would have more makerscore If I did things.
6375
I'm having a problem with my mouser boss, when I add the nogravity=1 (to make him float and not sink into the sand when he takes the form of squizard) he doesn't throw bombs.

Trying to think of a work around..... any ideas?
I haven't done any testing whatsoever with either of those, but I'm guessing Mouser just doesn't work with nogravity? (and doesn't he jump? Wouldn't that mess up with nogravity on?) I would probably just hide a platform underneath the quicksand for him to stand on.

And is it safe to assume that we're getting another deadline extension?
Seiromem
I would have more makerscore If I did things.
6375
Safe?

Why would you assume other-wise?!
Ratty524
The 524 is for 524 Stone Crabs
12986
I wonder how we're going to get more people to participate? :x
Seiromem
I would have more makerscore If I did things.
6375
Promotions! Let's offer people a lifetime supply of Girl-scout cookies!
Maybe SMBX is just petering out...
I'd be making more levels but I've been distracted with Bravely Default, and my sister and grandmother visiting. But I'll try to finally do something useful now! or maybe I'll just be useless some more, but I hope not

Edit: Actually no. Considering I AM visiting my grandparents now and that I haven't finished BD yet, I will PROBABLY not bother getting anything done. Ahahahaha... :/
masterofmayhem
I can defiantly see where you’re coming from
2610
I've unfortunately had other (non-game related) projects I've had to do. I'm about half way with a second level though.
Decky
I'm a dog pirate
19645
Nice extension. I can now continue to procrastinate.
I remember the last time a big SMBX event was extended over and over again just as if it was last week...
Seiromem
I would have more makerscore If I did things.
6375
I remember the last time I worked on levels for a big SMBX event that was extended over and over again.

Speaking of which, I added the update to greenhouse Garrison, and two new boss levels! Mouser might end up not being a place holder, but if I can find (or Ratty makes *nudge nudge* *wink wink*) a squizzard sprite with legs (because mouser jumps, and if he can;t jump he doesn't throw bombs ;_;) I'll throw him in.

Anyways, now the judges have some judging to do.
though I wonder, where did everyone go? I cannot fathom why one would put a priority on life, pfft!
Decky
I'm a dog pirate
19645
We're going for visual consistency, right? If so, I hope people don't mind if I copypasta the brick colors/schemes used in the castle levels that have already been made (with variations of course).

Or is there some sort of example map for each level that we can use as a visual base?

Edit: never mind, answered my own question after testing these levels.

Edit 2: Ratty, these are probably your best levels ever. Nice work.
Seiromem
I would have more makerscore If I did things.
6375
author=Deckiller
Edit 2: Ratty, these are probably your best levels ever. Nice work.


I conquer. You gave these 200%.

I mean, drainer dungeon GOOD GOD. I SQUEAL WITH ERMEGERDS
I just finished judging the new levels & updating the spreadsheet.

Ratty524 - Drainer Dungeon
* It's a very good-looking level, and one of the best uses of Tidal Tempest I've heard in a SMBX level.
* I don't see any real problems with the level, so I'm going to say ACCEPTED.

Seiromem - Greenhouse Garrison
* It's a definite improvement over the previous iteration.
* I'm still not sure the sizable contrasts enough with the foreground, but it is at least noticeable now.
* That aside, I believe I'm ready to ACCEPT this.

Seiromem - Sandflow Sewers
* I'm not a fan of the quicksand flows obstructing the foreground in the first room, particularly when there's also spiny generators to deal with:

At this spot, there are two generators worth of spinies to contend with, but I cannot see whatever is behind the quicksand, so I don't know whether to aim for solid ground or spin-jump off the spinies.
* That same screen is annoying on the second pass as well, because trying to jump out of the quicksand after falling in is slow and the generators are positioned at safe platforms on both sides. (However, I think it might be more manageable if the generators were less frequent)
* I seem to have found the platform that Mouser is supposed to stand on during the second phase, during the first phase. You might want to look into that.
* I can also cheese the boss with fireballs from the farthest platform (not the one hidden in the sand) in both phases, though I'm not sure how to handle that differently.
* I also checked whether fighting him legitimately is reasonably doable (it is), but both methods are tedious because any of my attacks are bound to be blocked by spinies or his own bombs. Again, this may be an inherit limitation of using Mouser.
* It's not too bad, but it's not ready yet.

Seiromem - Foggy Ferry Fortress
* First, the music. The song choice is a good fit in theory, but I hated the Ooccoo chanting being the first thing I hear every time I start the level. Also, I didn't like the music choice for the boss room, but largely because it was so different from the level music.
* Aside from that, the level itself was fairly decent.
* The boss, however, probably needs some tweaking; first, the entrance pipe drops me dangerously close to being hit by a hammer as soon as the battle starts.
* Second, I don't like that giant block in front of the boss; it gives me a very small window to attack the boss (on top of dodging fireballs and hammers), and it can crush-kill me if I'm standing on the edge of the platform. I'd suggest removing it.
* Thirdly, the red Para-Koopas never reach the platform, which makes them seem pointless. (I actually didn't notice their color until I looked in the level editor)
* Overall I think it's a good start (I'd even say this is my favorite boss level so far), but it still needs a few more tweaks.


I have another level in the works, but I've been too busy with the end of school to actually work on it (and totally not because I'm just really lazy).

Getting into Radiant Historia again probably didn't help...
Seiromem
I would have more makerscore If I did things.
6375
Removing the moving block just makes it too easy to hit the warhammer with shells.
Instead of removing it, I'll just make it smaller, and if that doesn't work I'll be wanting to re-do it.
I just uploaded my third (and probably last) level:

Astral Ascent

I originally intended to finish this level before my Industrial Zone level, but since this is based on an atmosphere rather than a specific gimmick, I found it harder to create a focused level design.