Description

WHAT IS THIS?
Super RMN World 2 is a collaborative effort to make a solid Mario game in SMBX. It's the latest in the RMN Bros. series that has run on this site over the years. Unlike previous events, this project is more organized to produce a cohesive result. Even so, all users of RMN are welcome to participate! No past experience necessary! I'm your gracious host, halibabica, and I'll be overseeing the whole thing.



THE STORY
The Mario Bros. are on vacation with Peach in Yoshi's Archipelago, a group of exotic islands far from the Mushroom Kingdom. Of course, wherever they go, trouble quickly follows. Bowser and his Koopa army crash the party and kidnap the princess! The brothers' mission is clear, but something seems off about Bowser'whatever may be, there's work to do! Mario and Luigi hop right to it with the help of the princess' devoted bodyguard, Agent Toad!



WHAT YOU NEED
To participate, you need only make stages in SMBX and submit them. There are some rules, though. Please read the following before diving in.

  • You need Super Mario Bros. X to make your levels.
  • You need to save your levels in this folder. Put it in SMBX's 'worlds' folder and save your levels inside. It contains resources that will be standard for the project.
  • Levels must be created for this event. Don't submit preexisting work!
  • You may use custom graphics and music, but be sure to put them in a folder with the same name as your level. This graphics pack may be useful.


Once you have the engine and the standard resources, you're ready to start! However, for your stages to be accepted, the following must be adhered to.



SUBMISSION GUIDELINES
As this game is intended to feel like a legit Mario title, there must be some consistency in the levels. For this project, you will need:

  • 1 middle ring; the checkpoint for your stage. It's the sparkly ring in the SMW NPC tab. You can't use more than one due to engine limitations, so place it wisely!
  • 5 smiley flowers; these replace dragon coins. They're also on the SMW NPC tab and your stage needs exactly five of them. They must all be obtainable in one go through the level. The debugger can tell you how many you used. For technical reasons, they must all be on the Default layer.
  • 1 end goal roulette; this gate marks the end of the stage. It's on the SMB3 NPC tab, and jumping through it ends the level. The player automatically walks to the right and off-screen when they touch it, so every level must end going to the right.


These objects will only appear if you save your level in the Super RMN World 2 folder. Include them in your stage, and beyond that, the sky's the limit! Or is it?



ADDITIONAL GUIDELINES
This game is themed around Yoshi, and SMBX has a wide variety of them. Each island has its own theme, too. Your stages need to match the themes of the islands they're being made for. The difficulty should be relative to the island's order in the game. Each island also has its own color of Yoshi, so any you include should match, and you're encouraged to use them!

  • You may only submit one stage to each island.
  • You must be able to complete each level while riding Yoshi. This means no ladders required for progress or jumps where you must ditch Yoshi. This includes boss stages (more on this later).



WIsland NameThemesYoshi
1Green Grass Islandgrass/woodGreen
2Deathly Desert Islandsand/ghostsYellow
3Giga Growth Islandplants/giantsPink
4Molten Mine Islandcave/lavaPurple
5Slip Drip Islandwater/iceLight Blue
6Sky High Islandcliffs/cloudsDark Blue
7Pyre Fire Islandfire/wastelandRed
8Brain Drain Islandpipes/factoryBlack

About boss stages, you're allowed to make them, but their rules differ slightly. Each island can only have one boss and one mini-boss. Boss stages should end with the boss room instead of the end goal roulette. Due to post-production event handling, you don't need to include an exit; the stage will end when the fight is over. Boss stages still need to be thematically appropriate and have 1 middle ring and 5 smiley flowers. The player should be able to beat the boss while riding Yoshi. The boss stages of islands 7 and 8 are reserved for story purposes.




GENERAL GUIDELINES
I know, I know, we're almost there. In addition to all of the above, please keep the following in mind:

  • Try to stick with one art style for your level. Don't mix SMB3 and SMW koopas/coins/etc.
  • Don't let mushrooms from blocks escape off nearby screen edges.
  • Since stages must end with the end goal roulette, all other exit types are banned.
  • The SMW Bowser statue and SMB3 Lakitu are banned for their quirkiness. Use the SMB3 Bowser statue and SMW Lakitu instead!
  • No swimmable waterfalls. These should be for aesthetic use only.
  • Stages must be two-player compatible. Include both player start positions and ensure the stage is passable more than once. Basically, avoid scenarios that could trap the 2nd player.
  • Prevent no-win situations. If the player isn't dead, they should still be able to complete the stage.
  • Avoid single-tile gaps. The player wall-zips if they stand up in a short passage. This can break the game sometimes, so use caution!





LEVEL FEEDBACK
'HALI THERE ARE TOO MANY RULES I HATE THIS'
I know the rules are extensive, but we're aiming to make this the best episode yet. Don't fret if you can't remember it all. As you submit your stages, I'll be reviewing them and providing feedback. You will be expected to use it to make revisions. Failure to do so may result in your levels being altered post-production, or denied completely! Users are encouraged to test each other's levels. Every bit of feedback helps!



TIMELINE
Submissions will be open for all of July. Afterward, there will be a two-week period where revisions can still be made (but no new submissions). Then the gates will shut and the rest of the game will be processed by yours truly. It will take time, but it will get done.

If you have any questions, please ask! I hope we can build a fantastic new RMN World together!

Details

  • 07/01/2016 12:00 AM
  • 08/15/2016 11:59 PM

Registration

You must be logged in to sign up for Super RMN World 2: Yoshi's Archipelago.

Participants Entries
kentona
Davenport
Jparker1984
Solitayre
Ratty524
outcry312
nin8halos
Bart_Sol
pyrodoom
Seiromem
jackalotrun
Blobofgoo
Animebryan
lonestarluigi
Jalex
TungerManU
NeverSilent
Illy
Frozen
Fflo
El_WaKa
Frogge
Punkitt
Thunder176
Kloe
KuraiYukiChan
eric00051
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=UPRC
author=Frogge
FEEBACKZ
Piranha Plant Pond
-Wrong exit is used? The rules specified that exits had to be SMB3 roulette exits..
You must've downloaded that as soon as I uploaded it! I fixed that last night.

Yup, I assumed you must have fixed it already :3
Next time, I'm gonna think smaller on level design(not, "level design is less important", just simpler, not as grandiose) and bigger on atmosphere. Why? Because I just made a god dang mountain after a long hiatus from SMBX. I can't wait to see the feedback I get on this.

I played a few of the levels, and I'll replay them again to refresh my memory, but of all the W1 levels I played, they were pretty nice. There were quite a few graphical hiccups here and there, but beyond that, everything seemed OK. I especially liked Colorful Playground, though the music glitched in it I think(that's to my memory, anyways). As in, there was no music. May need to fix that custom music file.
Ratty524
The 524 is for 524 Stone Crabs
12986
Got my 2nd level up: GIGA GROWTH GULF

After making an auto-scrolling water level for my guest level (which y'all will see soon, hopefully), I decided to do a simpler one SMB3 style with giant cheep-cheeps and bloopers.

Speaking of which, the graphics were whipped up by me, and you guys are free to use them if you wish with proper credit. :)

Hopefully this one is as easy as I intended it to be. I'll definitely get around to tweaking Boom-Boom Bastille soon, and giving feedback to the mounds of levels submitted thus far.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=pyrodoom
I especially liked Colorful Playground

:D

author=pyrodoom
though the music glitched in it I think(that's to my memory, anyways). As in, there was no music. May need to fix that custom music file.

Yeah people seem to be having trouble with that but I have no idea what the cause is- Did the music in my other levels work for anyone? Or were those broken too?
So, I was (and am) going to do some none-judge reviews on the levels but there's just one little thing I wanted to get off my chest first, personally - I'm not a massive fan of having world themes, I appreciate that most Mario games do in fact have world themes, but I think one of the best parts of the original Super RMN World is that we had the freedom to make whatever level we wanted - which meant we made some incredible and imaginative levels that made the game brilliant, it can be tough to make levels when your creativity is clipped to a certain theme, but that's just my opinion.

Moving on;

Autumn Hills by UPRC

- This levels pretty solid, but it isn't particularly interesting. Now if it ends up being the only Grassy SMW-esque level, then it'll fit in fine, but if there are more, I believe it would lose some of it's value
- Personal opinion this one, but the music just doesn't match the level, maybe a level with some sort of posh or fancy gimmick would suit the music better, but that's just my two pennies.
- The secret area's coins are not symmetrical which makes the level feel less professional (and murders my OCD)
- Congratulations to the player who can actually legitimately guess there is a 1up there, there isn't even a hint.

Mushroom Samba by Solitayre

- Oh my fucking lord is that Super Mario Land 2 Music! I can feel my childhood rush back to me
- This level is god-damn gorgeous and the music fits it so damn well
- Okay, the Nimbus Land Music for the secret feels very out of place, it goes from very funky and fast-paced to very light and fluttery, it kinda kills the levels fast-paced momentum for a moment, surely some more funky bonus music exists that you can use
- One thing about the graphics, the very colourful SMW mushrooms and the faded SMB1 mushrooms clash a bit, maybe go for some slightly more colourful SMB1 Mushrooms?

Tempest Valley by Pyrodoom

- This levels atmosphere is killing it... I mean that in a good way.
- Seriously this level is also god-damn gorgeous, and that music is brilliant.
- That section where the tempest gimmick is added is really confusing, Why is the conveyor thing required?
- That dragon coin down the side of that pipe is a little bit BS, how am I supposed to guess it's safe? There's a god-damn hole at the bottom (which can be seen) and the coin (which cannot be seen) can only be grabbed by jumping in.
Ratty524
The 524 is for 524 Stone Crabs
12986
The thing about world themes is that the Mario franchise didn't strictly adhere to them either, there were one or two water-themed levels in grassland areas, Ghost Houses, athletic high-terrain levels regardless of world theme, and so on. Mario thrives on this variety.

I don't know how lenient Hali is going to be on that, but I hope he is considering what I just mentioned.

That said, I pray to god you guys aren't making several World 1-1 levels for the Grass area, or ALL WATER LEVELS for World 5.
author=Frogge
FEEBACKZ

Hillside Streams
-Getting a 1-up for trying to get a dragon coin is weird.
-The sliding part was really unfair. I slided down just to kill the goombas and barely managed to time the jump. No warning given what-so-ever either.
-The mushroom right after the slide is pretty hard to get.
-Yoshi is only at the very end of the level.
I think this level was pretty decent, if not for the things I mentioned above. BGOs and tiles were used well and there wasn't much clash unlike most other levels.




-Getting a 1-up for trying to get a dragon coin is weird.

Heh, maybe i'm giving too many free 1-Ups, I will change later

-The sliding part was really unfair. I slided down just to kill the goombas and barely managed to time the jump. No warning given what-so-ever either.


Oh, I'll probably have to change it, make it more natural

-The mushroom right after the slide is pretty hard to get.

lol, I added it because it would be kinda weird to have that block alone by itself, hm... I have redesign that whole part

-Yoshi is only at the very end of the level.

Yeah, I felt that the level would have been ridiculous easy if I added Yoshi near the start, although I planned to have this as a second/third level of the world, the player should have Yoshi from the past levels anyway


Thanks for the feedback! I will work a bit on it and tomorrow I will have a new version + another level, again, thanks!
Fungal Forest by Blobofgoo

- Hears Forest Maze theme, dies slightly on the inside
- There's nothing inherently bad about this level, but there isn't anything particularly great either
- I know this is the first world, but this level is piss easy for the most part, maybe add some opponents on the higher ledges so I can't just vault them all bu going the high road

Hillside Streams by El Waka

- This is my opinion, but the SMB3 Overworld theme may just be the single worst video game theme I've ever heard. It just kills the momentum of any level and nothing screams generic as much as it does (and I know I'm guilty of using it myself in previous SMBX events). Can I highly recommend you use a different theme?
- The fence at the beginning doesn't start or end, it looks very... cut?
- Shine a light, this level is short (I know I've been VERY guilty of that in the past). A Mario level should be quite a bit bigger than this
- Your level design's strong point is it's water sections... Take from that what you will
- I understand what you mean with the Yoshi, but there is no point placing him at the end, when the next level probably features him at the start.

Colourful Playground by Frogge



Nighttime Oasis by UPRC

- This level is way too short, I beat it in about 30 seconds, and I wasn't speed running it or anything
- This levels secret is like a 3 year-old's pencil... pointless. It has nothing in it, is super-obvious and means that you either miss or are forced to backtrack to attain a flower, just remove it and add a better, well-hidden one later instead.

Piranha Plant Pond by UPRC

- Nothing wrong, nothing spectacular, next.
- On a side note, we should just make UPRC's favoured Bonus theme as the official bonus theme, it just fits in with ANY secret and doesn't feel dodgy no matter what song it comes in from, it just works.
Solitayre
Circumstance penalty for being the bard.
18257
Colorful Playground is a lovely level that I feel could be stronger if it had a more focused enemy theme. This is world 1 so focus on one or two basic enemies and think about how to use them in interesting ways.

Nighttime Oasis is a really basic level looking for something to make it special. Again, I think enemy type is the key here. Focusing exclusively on SMB2 enemies and using them in a more interesting fashion could be where this level goes.
Giga Growth Gulf by Ratty524

- This is a level design that probably looks better on paper than in work
- The enemies are incredibly predictable and easy to dodge, including (and especially) the giant bloopers.
- The autoscroll slows down this level too much, especially when seeing that the level itself isn't that difficult, it gets very boring.
- It does look aesthetically pleasing though

Piranha Plant Valley by Frogge


- Just one thing, this world now has two levels that start with Piranha Plant, I recommend that you and UPRC talk that one out. Although I'd say this level has a greater focus on Piranha Plants

Mushroom Underground by Solitayre

- Solitayre is a man after my own heart with all these SML2 references.
- It's just that Nimbus Land theme for the bonus again... it just... doesn't fit the SML2 themes very well.

Fiery Fumes by Seiromem

- The "Fiery Fumes" look ridiculous, I'd just remove the clouds
- I'd also make them a bit faster and give them a sound just before they "erupt", seeing as they just seem to slow you down rather than threaten you
- Bandits bouncing on the side of ledges are dicks.
- There is a green Yoshi... this is the purple Yoshi world... You know what you have to do *gives paint can and brush*

Crazy Mine Madness by LoneStarLuigi

- This level has it's aesthetics going for it, it feels like a proper intrepid quest in a cave full of magma
- Take away the bloody red eyes
- That first big jump over the lava is very hard to accomplish and required me to sacrifice Yoshi quite a few times, maybe make it easier
- This invisible block, "kaizo"-ed me into that podoboo down there

- You started putting wooden blocks at the end of the moving ropes at the later part of the level, you should add said wooden blocks to the earlier ropes in the level too
- There are lots of little holes between the floor and the lava/pipes
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Glad to see everyone enjoying Colorful Playground and Piranha Plant Valley! About the piranha plant thing, I was actually surprised when I saw UPRC's level also had piranha plant in it. I did think of renaming the level but I couldn't come up with anything that didn't include piranha plants. Only ''Overgrown Jungle'', but honestly, I don't like that name :< I think it would be fine with having two similarly named levels though? I don't wanna be greedy and say UPRC should rename his level, especially since his was uploaded before mine >.<
Blobofgoo
Legs are a burden. Return to snek.
2751
Uploaded "The Grand Pyramid"

Updated Fungal Forest. I added volcano lotuses and jumping goombas. Although I honestly thought it was the standard difficulty for a world 1 level before.
You can see the main section here:


author=Frogge
Glad to see everyone enjoying Colorful Playground and Piranha Plant Valley! About the piranha plant thing, I was actually surprised when I saw UPRC's level also had piranha plant in it. I did think of renaming the level but I couldn't come up with anything that didn't include piranha plants. Only ''Overgrown Jungle'', but honestly, I don't like that name :< I think it would be fine with having two similarly named levels though? I don't wanna be greedy and say UPRC should rename his level, especially since his was uploaded before mine >.<

You could switch the word order and use something like "Valley of Pirahna Plants"
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Honestly I really like ''Piranha Plant Valley'', but if I have to I can change it to something else :\
Frozen Vulcan by Frogge

- Nooooooo, you were on a roll
- The toads are 100% pointless, if you have the lava rise as slowly as you did, the player will have plenty of time to realise anyway
- I managed to escape that volcano by pure luck as the exit isn't very well marked, maybe use a pipe instead?

The Grand Pyramid by Blobofgoo

- There must be something better to use than SMB3 Metal blocks to make a pyramid
- The wooden door on the pyramid looks really out of place
- The RMN golden pedestal made me chuckle, it had the end of it cut off however and I got the RMi golden pedestal instead
- The gimmick works for it pretty well none-the-less

Sherbet Summit by UPRC

- This level's gimmick just doesn't work, the platform is slow, the ice physics and small platforms are impossible and catching a rocket platform that's just been shot out a pipe is impossible, this is the first and hopefully only level that I haven't completed
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=jackalotrun
Frozen Vulcanby Frogge


Oh boy

author=jackalotrun
- Nooooooo, you were on a roll


Yup. This.

author=jackalotrun
- The toads are 100% pointless, if you have the lava rise as slowly as you did, the player will have plenty of time to realise anyway


Really? I thought they added some flavor :<

author=jackalotrun
- I managed to escape that volcano by pure luck as the exit isn't very well marked, maybe use a pipe instead?

I tried a pipe, but it didn't look symetricak >.< Yeah that's my excuse XD
author=jackalotrun
Crazy Mine Madness by LoneStarLuigi

- This level has it's aesthetics going for it, it feels like a proper intrepid quest in a cave full of magma
- Take away the bloody red eyes
- That first big jump over the lava is very hard to accomplish and required me to sacrifice Yoshi quite a few times, maybe make it easier
- This invisible block, "kaizo"-ed me into that podoboo down there

- You started putting wooden blocks at the end of the moving ropes at the later part of the level, you should add said wooden blocks to the earlier ropes in the level too
- There are lots of little holes between the floor and the lava/pipes



Thanks for the feedback! I'll fix it as soon as I can!
Volcano Lotus Valley by UPRC

- This level is a good level
- This level is a tough level
- Moving on

Boom Boom Bastille by Ratty524

- That's a lot of Boom Booms
- Again, solid level, makes sense, one last one (if you include recently updated levels as "one")

Fungal Forest V3 by Blobofgoo

- The Lava Lotuses really don't add to the challenge very much as they only really punish slower players, but it's a kick up from the original cakewalk
Blobofgoo
Legs are a burden. Return to snek.
2751
author=jackalotrun
Fungal Forest V3 by Blobofgoo

- The Lava Lotuses really don't add to the challenge very much as they only really punish slower players, but it's a kick up from the original cakewalk


What would you reccommend?

And I'm having some serious difficulty finding a replacement for the SMB3 metal bricks.
halibabica
RMN's Official Reviewmonger
16948
@jackalotrun: I understand how you feel about the world themes, and I pretty much feel the same way. The first RMN World was my crusade to prove a good game could come out of total creative freedom. But that's done, and now I'm out to prove a community-made game can be a solid experience.

However, it would be fun to see some fresh ideas, so...if, and this is a big IF...

If the regular eight worlds fill up sufficiently well, I may open a 9th bonus world where anything goes (within the event's other rules, at least). We'll have to see what happens.
Solitayre
Circumstance penalty for being the bard.
18257
Soli PSA

Invisible blocks are really obnoxious.

Really, really, really obnoxious.

Don't put invisible blocks in your level for no reason. There is nothing worse than bouncing along, bashing your head on an invisible block and dying.

Use invisible blocks to hide secrets in out of the way places. If you want to use it for something else, think really, really hard about whether this makes your level more fun. Then think about it again.