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

kentona_3_Impastable_v5.zip submitted. I had to tweak things a little, since my level depended on the ice-coin gimmick, and ice just doesn't really make sense in a desert. Otherwise it is identical (for good or ill)
So I played a few of the redbrick deserts to get a feel for the style you guys are going after. Alex's Skull River is really cool, but way too long (welp), and I didn't like the part in Ratty's Pursuit Palace that is insta-death unless you are small (the slightest misjudgment in timing or lack of momentum prevents you from sliding under the two or three tile long small gap - I died 3 times there before giving up and just stayed small). seiromem's level was good.

Anywho, I will try to convert/recreate my level in that style.
masterofmayhem
I can defiantly see where you’re coming from
2610
I'll try to see if I can get a few more levels made then.
Seiromem
I would have more makerscore If I did things.
6375
Which world would you like to convert Impastable to- considering I've destroyed the Industrial castle and am making that the final level?

I'm thinking the Redbrick desert is the easiest palette swap, unless you'd rather rework the level to fit into the redbrick desert yourself.
where's my level :'(
Seiromem
I would have more makerscore If I did things.
6375
This is with the first few pages, Ratty if you could do a fresh batch of judging when you can I'd appreciate it.

GRASS LEVEL:

Brownstone Castle(Davenport) - JACK: RATTY: ALEX: APPROVED
Bolete Bastille(Ratty) - JACK: RATTY: ALEX:
Forest Caldera(Jackalotrun) - JACK: RATTY: ALEX:
Shroomanctuary(MasterOfMayhem) - JACK: APPROVED RATTY: ALEX: APPROVED

MushroomFortress(Wildwes) - JACK: RATTY: ALEX: APPROVED

MY BOSS LEVEL - JACK: RATTY: ALEX:

WATER LEVELS:

Sunken Castle(Davenport) - JACK: APPROVED RATTY: ALEX: APPROVED
DrainerDungeon(Ratty) - JACK: RATTY: ALEX:

MY BOSS LEVEL - JACK: RATTY: ALEX:

DESERT LEVELS:

Brimstone Barracks(Davenport) - JACK: RATTY: ALEX:
Pursuit Palace(Ratty) - JACK: RATTY: ALEX:
Fallen Babel(MasterOfMayhem) - JACK: APPROVED RATTY: ALEX:
SkullRiver(Alex) - JACK: RATTY: ALEX:

MY BOSS LEVEL - JACK: RATTY: ALEX:

SKY LEVELS:

Rainy Tower (Solitayre) - JACK: RATTY: ALEX:
Tired Towers(Ratty) - JACK: RATTY: ALEX:
Astral Ascent(Alex) - JACK: APPROVED RATTY: ALEX:

MY BOSS LEVEL - JACK: RATTY: ALEX:

Yellow= 1 Approval Green = 2 Approvals. Grey= 3 Approvals

You need all 3 approvals to get in unless one judges reasons for non approval is deemed irrational by me and the other two judges.

EDIT: This means there is 5 1-APPs and 2 2-APPs

Once I have the collect list of approvals and denials, I'll get to us organizing our own revamp operation to fix the levels tomorrow night. Be prepared judges!

Consider this a warning: If you want to be the one to fix your levels speak up!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=wildwes
Oh. Watery Castle level huh

Water. level. um

I'll try to make it not terrible!

You can stick to a theme without revolving the an entire level's design around it. Water levels are indeed not fun, so make a level that only has small bits of swimming with it, or leave water for background purposes. If you played SMB3, the "water world" of that game didn't have too many actual water-based levels.
Seiromem
I would have more makerscore If I did things.
6375
If you do I'll devote my entire life to fix it!
Oh. Watery Castle level huh

Water. level. um

I'll try to make it not terrible!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=wildwes
Right, how many accepted or pending levels are there for each of the areas again? I'm thinking of making something for whichever area has the least amount of levels.

That would be World 2, GreyOcean Ravine.
Seiromem
I would have more makerscore If I did things.
6375
Lemme check.
Right, how many accepted or pending levels are there for each of the areas again? I'm thinking of making something for whichever area has the least amount of levels.
ok imma gonna extend this to the end of the month, to coincide with the halloween Revive the Dead event. At this point I feel this project qualifies...

E:
actually, I'll do the 15th, and then make a gameprofile for this beast where we can chat behind the scenes, for the final 2 week push.
Seiromem
I would have more makerscore If I did things.
6375
Yes, one week. In the mean time, I'll do a few things related to the event...
should I extend this a week or what
masterofmayhem
I can defiantly see where you’re coming from
2610
Good catch on that end level thing Alexander. I'll fix that up immediately.
Volcanic regions can be considered deserts, as long as there is little to no rainfall. Davenport's level (probably) fits the definition, just not the desert stereotype established by Super Mario Bros 3.
Seiromem
I would have more makerscore If I did things.
6375
Volcano =/= Desert.

However for REDbrick desert, volcanic theme can be used, but there still has to be sand.
A volcanic foreground and background should count as a desert even without
the sand. The deserts in SMB3 were pretty cool.
Davenport – Brownstone Castle (v9)
* At the donut bridge in the second room, the top stake appears in front of the ceiling, which I assume is unintentional.
* Aside from that, though, I don't really have any more nitpicks about the stage, so I'm willing to ACCEPT this.

Davenport – Sunken Castle (v8)
* Not much to say here; except for perhaps the background color in the above water room, I think this level is identical to the last version I played. ACCEPTED

Davenport – Brimstone Barracks (v8)
* I see you made some updates since last time. That's an interesting music choice.
* The lead-up at the beginning seems odd, though. Like in Brownstone Castle, it doesn't really fit the 'continuous castle' theme we're allegedly after, and for a desert world there's a distinct lack of desert.
* Otherwise this is still a solid, if basic level; if you address the opening room, great, but I'm willing to accept this as-is.
* One more thing, what's up with the dry bones right before the boss door?

Jackalotrun – Typhoon Keep (v1)
* You have an interesting gimmick here, at least in theory.
* In practice, however, the result is a large amount of time spent waiting for the correct switch block to appear. Further in the level, this is combined with other hazards that operate on different cycles (notably, if I fall off the line-guided platforms, I have to wait for it to come back to the bottom, and hope that the switch blocks are in a position that lets me board the platform).

Master of Mayhem – Shroom Sanctuary (v3)
* Still a pretty good level. I could complain about the music again, but that would just be a waste of time at this point, so I'll ACCEPT the level instead.

Master of Mayhem – Fallen Babel (v1)
* At the end, the platform with the star can be rendered unreachable by destroying the bricks on either side; it's too high for a normal jump, and there's not enough room to gain momentum for a running jump. You can still reach it by flying, but without a leaf/tanooki suit the level is unwinnable (at least with Mario).

Wildwes – Mushroom Fortress (v2)
* I remember not liking the Bowser statue sequence in the second half, but now I don't see what the problem was, so it was either fixed or I was doing something wrong last time.
* Overall, the aesthetics are well designed, the song choice is great, and there's good use of the switch blocks. My only issue is with the lime green color for the castle bricks, but that's a fairly minor detail.
* Final verdict: ACCEPTED

That should be all the levels so far was all the levels, before Jack snuck another one in there...

author=jackalotrun
I'm not sure if we needed anymore for Greywater Ravine, but I need to kill some time while you lot start spitting out updates *wink *wink Honestly, I'm not right struck on either level


Actually, I think Greywater Ravine has the least number of levels.
I'll update my own levels (and/or recycle my factory level)... eventually.