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

I haven't so much as touched SMBX since... well, since this project was still going strong, but I'm sure I can still make semi-decent levels, right...? SMBX is like riding a bike, ya never forget! with my luck I probably have anyways

Well, I'll replay Mushroom Fortress and look through all these pages to find the feedback that was posted on said level. And then, you know, fix it up. Maybe also make another level for this. (I somehow think I'll end up making another level before I bother fixing my current one :<)

or maybe I'll be a lazy little a$$ and do nothing. who knows

Edit: Indeed I am master of the page break fear me seiromem muhahaha
If this event is really back on, I'm willing to come out of hiding. I may need a refresher on what levels still need judging, though...

I may or may not retool my Heavy Hall level for the water world (or just make a brand new one) in the meantime.
Seiromem
I would have more makerscore If I did things.
6375
It will be back so long as my username is Seiromem.

If kentona changes my username, however...

Time to look back at my levels now.

EDIT: Nice page break Wes.
I just took a quick peek at my own levels; and it looks like tweaking the difficulty might be a good idea.

Skull River has a lot of orange.
Ratty524
The 524 is for 524 Stone Crabs
12986
Wasn't Isreiri going to be doing some evaluation of this or something?
I can adapt my level into a Redbrick desert level probably.
Okay, we might be getting this show back on the road, I call dibs on one of those free slots for the Sky Domain castles

- As for Seiromem's questions
1) I think the reduction is enough, I think that perhaps next time (Should there be, which I hope so) we should try and avoid themes (The first CMS didn't have themes so we ended up with all different kinds of castle, adding themes kinda limits that)
2) I'll look into your levels next
3) You're welcome

Seiromem - Greenhouse Garrison

- It's more of a graphical nitpick, but that single Venus Fire Trap at the beginning can shoot fireballs that go behind the moss on some of the walls, I suggest just removing him
- The boss is too easy, once you've hit the block and retrieved a mushroom block, you can simply stand on one of the platforms and just throw the block at the giant Hoopster, the block simply comes back so you can basically stand there and camp, all you have to do is turn around every once in a while to hit a spiny and dodge the occasional fireball (even then, that's obsolete as small mario)

Seiromem - Sandflow Sewers

- There are a few graphical errors in the sandfalls that appear in the first section when you add the quicksand, it's easily remedied by removing all the sandflow below the point where the quicksand goes into
- I beat Mouser and it's like the whole section disappears, could you at least have it so the sand drains out rather than everything just disappearing?
masterofmayhem
I can defiantly see where you’re coming from
2610
Oh yeah, this is still a thing isn't it? It's been a while hasn't it? If you guys need some more level's made for this (and by the looks of things we do) I think I could put together one or two more if you need it.
Seiromem - Foggy Ferry Fortress

- Fire flowers are pretty much pointless here, as with Ratty, I suggest swapping to leaves
- It's way too difficult to avoid being hit when you enter the boss room, between hammers, fireballs and particularly that bastard Koopa Troopa
- The Koopa Troopas are taller than the pipe (Bullet Bill Blaster?) that they spawn from
- The red Koopa Paratroopas in the boss room are pointless
- The Koopa Troopas continue to spawn even after you beat the boss

Wildwes - Mushroom Fortress

- My only nitpick, and it is only a nitpick is there is a fire flower in a ? block in the vertical section that you will miss if you fail to notice the mushroom platform just above it, you can't even get back down to get it, I'll accept it anyway as it is only a nitpick but I'd like it if you were to modify that slightly
Right, new version of Mushroom Fortress up! Added some bushes, trees, and grass due to it looking rather bare, lowered the ceiling in a couple spots, made the Bowser Statue section easier, and made that Fire Flower easier to get to. I wasn't quite satisfied with this level back when I first made it, but I actually like it now! Yay.
Solitayre - Rainy Tower

- The music isn't working, it is however causing the level to lag like hell
- The interior design doesn't look too great, I'd rather you simply had all the interior with actual walls for background instead of having an odd line of black through the middle
- The door leading to the star doesn't have any background behind it

MasterofMayhem - Shroom Sanctuary

- I think this level could do better for music
- When I kill a brown shy guy, it flies off-screen as red
- This:


MasterofMayhem - Fallen Babel

- I'd have liked it if Fallen Babel used the same wall style as the original Babel level did, none-the-less, I can't find a problem with this level, so I'll accept it

AlexanderXCIII - Skull River

- There is next to no use for the fire flowers, leaves would be better
- I got something like 6 1ups at the end due to the amount of enemies still on-screen when I collected the star, I recommend reducing that number

AlexanderXCIII - Astral Ascent

- This level is brilliant, accepted

AlexanderXCIII - Heavy Halls

- I'll save my final verdict until after (if you do so) change the graphics to fit a different theme, but I would have accepted the level as an industrial themed level

Davenport - Brownstone Castle

- The stairs graphics are messed up
- Fire flowers are useless, there is about two enemies in the whole level that can be hurt by fire flowers and neither of them actually much of a threat, I reckon an Ice flower would be best
- Due to the sheer amount of doughnut blocks at the end, I got about 35 1-ups, that's just plain fucking ridiculous

Davenport - Sunken Castle

- The underwater segments of this level were pathetically easy, but there isn't really anything wrong with the level, so I'll accept it

Davenport - Brimstone Barracks

- The stairs just after the checkpoint need to have their graphics tweaked
Seiromem
I would have more makerscore If I did things.
6375
Ugh, I can't think of a boss for the water castle.

Any suggestions?
masterofmayhem
I can defiantly see where you’re coming from
2610
Giant ghost crab with a glaring weak spot?
author=seiromem
Ugh, I can't think of a boss for the water castle.

Any suggestions?


Perhaps a giant frog who spits acidic bubbles and has a severe allergic reaction to vegetables?
masterofmayhem
I can defiantly see where you’re coming from
2610
author=seiromem
Ugh, I can't think of a boss for the water castle.

Any suggestions?


Some type of fire monster because no-one would be expecting that!
Davenport - Brownstone Castle

- I realise the reason you haven't changed the stairs is because you lack the graphics, see if you can't get someone else to resprite you some of the missing stair tiles (Don't look at me, I can't resprite for my life) otherwise, avoid them

Davenport - Brimstone Barracks

- The outside section is ugly, I'd suggest just removing it
- The stairs haven' actually changed - but you have the graphics for these, I'm talking about the very bottom and top the stairs tiles
- The boss battle looks incredibly generic, can it please look like the rest of the level
masterofmayhem
I can defiantly see where you’re coming from
2610
Well I'm done with the updates. Expert the music. I am not changing the music.
MasterofMayhem - Shroom Sanctuary

- Yea, I'll accept it

Edit: After messing about on youtube, I happened to find Darklord Keinor's LP of the original CMS, we really need to get him to LP this when we release it, the guy's fucking hilarious

Edit II: Oh my god, he think's I'm a robot, oh that cracked me up
Hmm, I feel like I want to make a level. If I do make one, what should I pick? Which areas need levels the most.

author=masterofmayhem
author=seiromem
Ugh, I can't think of a boss for the water castle.

Any suggestions?
Some type of fire monster because no-one would be expecting that!

That would be unexpected. You could have some water at the bottom and the boss shoots fire into the water and turns it into lava. Then it turns to stone, or maybe back to water until he heats it up again. You could have fish in the water, and when it turns into lava the fish turn into fishsticks xD