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

author=jackalotrun
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.


- This levels atmosphere is killing it... I mean that in a good way.
Oh my, this is surprising. :3 Thanks!

- Seriously this level is also god-damn gorgeous, and that music is brilliant.
I guess the trick of "BASE THE LEVEL AROUND SONIC MUSIC" worked again. .3.

- That section where the tempest gimmick is added is really confusing, Why is the conveyor thing required?
I find it funny that you refer to it as the "Tempest Gimmick". It probably would have helped the "Tempest" theme if I could have gotten the rain graphics to work(for some reason, they were treated as NPCs... I honestly don't know). I do know what Tempest means, I just couldn't get it to work. I also attempted to make a play on words(I always thought "Tempest" was related to "Temporal"), and was planning to use the time stopper P-Switch thingy and even put in a thing where you climb a tree with it... and it didn't really work out all that well.
Anyways, to the criticism, I understand. I don't know why I put that in there, I think it was me being an idiot and begging for attention. "THIS IS COOL RIGHT? DOES THIS LOOK COOL? LOVE ME PLEASE!" Even as I was playing the level, it didn't... click with me. I don't know why I didn't change it.
Would you say I should "fix"(as in, finish) the platform's path-line so at the very least it won't be bouncing around? Or should I just replace it entirely with a stationary platform for the switches to drop onto?

- 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.
This is the only thing I don't know how to respond to. I really should address this point, but for as much as I want to explain why I put it there, the more I think about it the more I realize that you may be right. Mainly, I was considering that the player saw how land worked in other parts of the level, so seeing such an empty space next to the pipe would probably ask the player to jump in, just out of curiosity's sake. I'd imagine they'd think that if they died, at least they didn't have to do the entire level again, and it'd probably give them a little more reason to jump once they found some of the other secrets(which I'm assuming you did not find, or didn't care to mention if you did find them). Generally, why would someone who clearly had the ability to put blocks there, leave it alone? Why would there be so much space there if you WEREN'T suppose to jump down?
Maybe I'm alone on this, I don't know. After that small rant, I think it'd probably be a good idea to move it somewhere. Possibly find a spot to place a dragon coin to be blocked off if the button isn't pressed, so to get to it you'd have to press it, or something.

Any notes on enemy placement?
Blobofgoo
Legs are a burden. Return to snek.
2751
@soli
Are you referring to a specific problematic invisible block?
halibabica
RMN's Official Reviewmonger
16948
Whether he is or not, that's good advice about invisible blocks. They're easily misused and require careful consideration.
author=Blobofgoo
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?

To be fair, the second half wasn't too bad, the first half however felt a little bare in places (especially the bridge) and I would recommend adding some Jumping Paragoombas/troopas, just to make the player think a bit more.

author=Blobofgoo
And I'm having some serious difficulty finding a replacement for the SMB3 metal bricks.

I'm not exactly a graphics designer, but maybe try this out? CLICK ME!
author=halibabica
@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.

I appreciate that. A bonus world does sound pretty cool, even if it is a big IF...

author=pyrodoom
- 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.This is the only thing I don't know how to respond to. I really should address this point, but for as much as I want to explain why I put it there, the more I think about it the more I realize that you may be right. Mainly, I was considering that the player saw how land worked in other parts of the level, so seeing such an empty space next to the pipe would probably ask the player to jump in, just out of curiosity's sake. I'd imagine they'd think that if they died, at least they didn't have to do the entire level again, and it'd probably give them a little more reason to jump once they found some of the other secrets(which I'm assuming you did not find, or didn't care to mention if you did find them). Generally, why would someone who clearly had the ability to put blocks there, leave it alone? Why would there be so much space there if you WEREN'T suppose to jump down?
Maybe I'm alone on this, I don't know. After that small rant, I think it'd probably be a good idea to move it somewhere. Possibly find a spot to place a dragon coin to be blocked off if the button isn't pressed, so to get to it you'd have to press it, or something.

Any notes on enemy placement?

You don't need to go hunting for a new spot really, just hint that the coin is down there, Have an arrow pointing down there that is only shown when the P-Switch is activated

As for enemy placement, fuck lakitu not really, it's a solid level with great aesthetics, music and gimmick

PS: I called it the "Tempest" gimmick because that is what you named the P-Switch Layer.
New version of Hillside Streams is up! I tried to make the level just a bit longer, up the difficulty a notch and fix some of the problems already mentioned, any feedback is appreciated!
Well that's it! I just submitted my first ever SMBX level. Enjoy while I start on the next!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Solitayre
Soli PSAInvisible 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.
Quoted for emphasis, seriously.

Anyway, I finally got to playing some levels and here are my thoughts:

UPRC
GLOBAL ISSUES:
- Please do not just leave a standard mushroom in blocks. It's not true to the games and it's needless. Reward the player for being able to keep their super form by providing actual power-ups, like the fire flower or leaf.

- Overall the fast speed at which you churned these levels out kind of shows. Most of these aren't really bad but they could use something to make them more interesting. You don't really do anything creative with flowers, for instance, and your secrets are minimal.

- Graphic style clashes. I'm going to link to an updated version of the graphics pack so hopefully you won't worry about this too much.

Now that I got that out of the way, I'll talk about your levels in particular.

Sherbert Summit
- The rocket platforms are a bit hard to anticipate with the way the come from the pipes, and they tend to look a bit glitchy when they run into solid objects. They also don't pause when you are receiving a power-up, which is kind of a big deal.

+ To your credit, I like how using the platforms is by and large optional.

- Keep the pipes that lead to other rooms/secret areas consistent. The pipe you have for your secret is silver, yet the pipe you exit out of is purple. It's just for consistency.

- Your enemy choices are a bit unfocused. Bullet Bills I can loosely excuse, but why Roto Discs, which usually appear in indoor/castle areas?


Nighttime Oasis
- The first pipe you come across leads you to a bonus room full of coins and goodies, and getting there is just a matter of jumping. For a pipe secret, that just feels way too easy. I'd find a better spot to move it so that requires a bit more from the player to get to them.

- I'd clean up your Hammer Bros and maybe make it so that there is only 1 maximum per block pyramid, until maybe the last one before the exit to create a sense of pacing. The way they're placed right now doesn't come off as deliberate and they make the level harder than it should be (this is World 2, mind you).


Piranha Plant Pond
+ So I'm not the only one who wants a water level in this world. :P

- Not a fan of ceilings over the entire level, especially in water levels where the movement is pretty free and those just kind of kill the mood. If you want to properly block stuff off, check out HALI'S SCREEN SIDES TUTORIAL for an idea on how to handle them for water levels.

- Your pipe secret forces you to miss one flower in exchange for another. I'm not really sure about this kind of required backtracking for 100% completion. It could just me my tastes.


Volcano Lotus Valley
- Not really the kind of environment I was expecting for World 7, but that's minimal compared to some of the other issues I have with this level.

- ... Such as the completely bullcrap invisible block placement shown below. Most players will instinctively walk towards the very edge to make a jump from that pit of donut blocks, and with the way you have it set up, they'll hit that block and plummet to their deaths in the same kind of Kaizo trap that's infamous in this series. This is bad design. Come up with something else.


- I gave up around the section with the 1-tile width jumps and volcano lotuses. It's way too brutal.


Solitayre
Mushroom Underground
+ Is it just me or is there another RMNbros level with the same name?

- I'm not keen on the color of the Swoopers. They fail to stand out against the background and it kind of leads to unfair hits.

- Your vine graphic leading to the bonus area is inconsistent with the vine you use to get there.

+ Other than that, this is a solid Mario underground level. I maybe would have liked to see Purple Yoshi utilized a bit more but overall you rocked it.


Mushroom Samba
+ Again with the name. I could SWEAR there is an RMNBros 1 level of the same name.

- The outlines on those mushroom-platform graphics are bad. The problem is that they blend in too well with the background and clash horribly against the platforms that have darker outlines. I'd just stick to having them with dark outlines as normal.

+ Your cloud secrets <3

+ Again, you nailed it with this one, man! I'd just tweak the graphics a little bit to prevent the clashing.


Sieromem
Fiery Fumes
+ This is a level I'd expect from World 7, nice and challenging! It felt a bit fair compared to your past levels, so you are definitely getting better at this!

- I'd consider adding something, be it coins or a custom graphic that shows the path of the rising lava geysers somehow, just so that it doesn't come across as being unexpected.

- You used the wrong Yoshi. Red ones go in this world.

- For some reason, the graphics for the flowers and the exit don't animate correctly.

- You have a bit of a bad spot here:

The platform I'm trying to reach is too high up, and I think the only way you can exit that spot is by making a near-blind jump to the left for a pipe secret. I'm concerned that players might think you are stuck there for good, and have no choice but to suicide, so that's a spot I'd tweak.



pyrodoom
Tempest Valley
+ I like how this level has an atypical theme for World 1.

- The section with the koopas and goombas falling on top of you from a cliff is bad, bad design. The window you have to avoid them is tiny. I'd revise that section a bit.

- The flower that you find by falling off a pipe edge is poorly hinted. Adding a path of coins descending towards that path might alleviate that issue.

- The presentation is a bit questionable, especially with the grammar of the sign that reads LAKITU GUARDS PATH USE SWITCH TO MAKE PATH ARGLEBLARGLEBLAH.

- Overall, this is too hard for World 1. I'd axe Lakitu entirely here, and maybe reduce the clutter with your enemies.



El_Waka (this is from your outdated level welp)
Hillside Streams
- Mushrooms in blocks... Just don't. Replace it with a regular powerup (I think the fire flower will work here), it'll churn out a mushroom if the player is small anyway.

- I can see where Solitayre's PSA comes from. The invisible block usage here is quite terrible overall. You need to hint at their existence somehow, if they are required to reach something, and keep them away from nearby pits as the player will lose momentum and fall down a cheap death.

- There is a flower by a waterfall that, if entered from the top, is very likely to trap you against the Blooper that's nearby, forcing you to take a hit most of the time. I personally think Blooper is a bad enemy for World 1, but if you are set on keeping it there, I'd highly recommend you position it away from that spot.

- Remember your screen sides! Look at the tutorial I linked in UPRC's section for help on this.

- Slides that lead into death pits are kind of lame, especially when your coin/enemy placement heavily advertises you to do it.

- Why IS Yoshi at the end? There are so many other spots he could be, imo.


Also, the link provided for the graphics pack is kind of dated. Here is the latest version of the SMBX COMMUNITY GRAPHICS PACK for way more stuff than what you've already got!

I'd also recommend THIS PAGE for more cool graphic packs to help keep your levels consistent/stylish.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Just played Tall Tops Forest. I think it was really nice, illy! I just think you were a little too generous with the powerups since I just kept getting powerup after powerup after powerup without even being hurt. I had to replay the whole level twice to find section 2. I recommend not using pipes with enemies as warps. Otherwise it looked really nice graphically and had some sweet platforming!
author=Ratty524
El_Waka (this is from your outdated level welp)
Hillside Streams
- Mushrooms in blocks... Just don't. Replace it with a regular powerup (I think the fire flower will work here), it'll churn out a mushroom if the player is small anyway.

- I can see where Solitayre's PSA comes from. The invisible block usage here is quite terrible overall. You need to hint at their existence somehow, if they are required to reach something, and keep them away from nearby pits as the player will lose momentum and fall down a cheap death.

- There is a flower by a waterfall that, if entered from the top, is very likely to trap you against the Blooper that's nearby, forcing you to take a hit most of the time. I personally think Blooper is a bad enemy for World 1, but if you are set on keeping it there, I'd highly recommend you position it away from that spot.

- Remember your screen sides! Look at the tutorial I linked in UPRC's section for help on this.

- Slides that lead into death pits are kind of lame, especially when your coin/enemy placement heavily advertises you to do it.

- Why IS Yoshi at the end? There are so many other spots he could be, imo.




Oops, I managed to solve some of the problems in the new version (Moved a bit the invisible block, fixed the slide, moved Yoshi back to the start) but there are some things that I need to work on (make the invisible block more obvious, fix the powerups, move the Blooper to another position and work on the screen sides) these are relatively minor things though, so I will upload a new version later (when I manage to make a decent desert level)

Thanks for the feedback!
Solitayre
Circumstance penalty for being the bard.
18257
ratty
- Your vine graphic leading to the bonus area is inconsistent with the vine you use to get there.


Whoops, fixing.
author=Frogge
Just played Tall Tops Forest. I think it was really nice, illy! I just think you were a little too generous with the powerups since I just kept getting powerup after powerup after powerup without even being hurt. I had to replay the whole level twice to find section 2. I recommend not using pipes with enemies as warps. Otherwise it looked really nice graphically and had some sweet platforming!

Thanks! I'll stretch out those powerups a bit, maybe kick one out - and I'll probably move the baddie out of the pipe.

Edit: There we go! Reuploaded with some minor changes.
I updated Tempest Valley.
Changed some enemies around, took out ALL Lakitus, and the most important change of all...
i added some coins and a few off-screen blocks as "just in-case" thingies
OH, and I made the coin-line to the flower thing. You'll only be able to see it when the P-Switch is active, however.

In the process of editing the enemies, especially on that platform ride up the mountain(took out the chaser, and made sure no enemies could blindside you through jumping onto the platform), I also ended up toning down the difficulty. Didn't really need to do too much with enemies beyond the Lakitu and the mountain, it seems.
Also, since I fixed the platform so that it isn't jumping around like a mexican jumping bean, and took out the nearby Lakitu, I didn't need the sign at all. I didn't fix the grammar issues with it, because I just took out the sign entirely. .3.

I do want to note with the Sherbet Summit level that while I did not have a problem landing on the platform(though, the issue may be LANDING on the platform, as opposed to jumping on it after missing it once), the level seemed... dull. There wasn't much to it, and what did interest me was just bad. For example, you try and get the mushroom, only for the platform to leave from under you - or the exact opposite happens, you hit the block while on the platform, and the mushroom falls into a pit. This is why I believe you should almost always start your levels out with power-ups.
To keep on this subject for a small bit longer, though it isn't necessarily about Sherbet Summit, let's not have an enemy that can hurt you before you can react to it on the first screen. This may seem like common sense, and I don't think anyone has been guilty of this so far, but with the mentioning of power-ups being on the first screen, I wanted to continue the thought with saying not to put challenges that risk the character's life along with them. I sort of thought of this because I imagined someone taking this advice, and moving the entire challenge to the beginning of the level as opposed to just putting power-ups in the first part(As in, ignoring the platform bit, you start out the level on the one-block wide ice pillars with a block above you to hit). I don't know why I had that thought specifically, but I felt like sharing it.

It's the first 5 days already, and things seem to be going well so far. :3
Blobofgoo
Legs are a burden. Return to snek.
2751
Updated Both of my levels.

Fungal Forest v4
-added a few more red paratroopas in the beginning
-added a yellow chase parakoopa on the bridge
-Replaced mushroom powerup with a fireflower

The Grand Pyramid v2
-Changed outside metal to Pyramid Blocks
-Made RMN altar more flashy

I'm not sold on the Grand Pyramid's music. The SM64 Desert rhythm structure is too sporadic for my taste.
Got Grumbly Goomba Causeway up~
About the boss stages - do they want us to INCLUDE a boss at the end, or just finish with the boss door?

Edit - Also my bad for double posting :(
Who needs sleep when you can RMN

Tempest v? by Pyrodoom

- Haha, never thought about it but because a P-Switch activates the coins over that dragon coin pit, they become brick blocks
- There's an invisible block on that last segment on an island that Kaizo'd me into a Paratroopa

Fungal Forest v4 by Blobofgoo

- This is better, moving on

The Grand Pyramid v2 by Blobofgoo

- This looks better, moving on

Hillside Streams by El Waka

- You've made it just long enough (just, it couldn't hurt to make it a bit longer) but you haven't moved the checkpoint
- The sliding onto that small platform may or may not work depending on the speed, which is BS
- Also, that platform looks a hell of a lot like an SMB3 Falling Platform, thus the player (or at least I) freaks out to get off it at quick as possible, which is a bit unfair because it isn't, just make it a lil' longer

Tall Tops Forest by Illy

- Dafuq do you get that dragon coin in the cave?
- What's with that useless ? Sign
- A bit generic, but a good level overall

Grumbly Goomba Causeway

- The holes between the grass and the pipes are slaughtering my OCD
- The shell... puzzle? Guarantees a 1Up, which is... a bit too easy... just a bit
- Oh, the grass on the other side of those sideways pipes............
- Fuck Lakitu
- The note block section serves 0 purpose other than to prolong the level
author=jackalotrun
Tall Tops Forest by Illy

- Dafuq do you get that dragon coin in the cave?
- What's with that useless ? Sign
- A bit generic, but a good level overall

Grumbly Goomba Causeway

- The holes between the grass and the pipes are slaughtering my OCD
- The shell... puzzle? Guarantees a 1Up, which is... a bit too easy... just a bit
- Oh, the grass on the other side of those sideways pipes............
- Fuck Lakitu
- The note block section serves 0 purpose other than to prolong the level


Since the theme this time around seems to be revolving around Yoshi, I decided to design some levels where it was required to have Yoshi to get one of the dragon coins - that first cave is an example of that. As for the ? sign, maybe you should investigate further~
Which holes are you referring to with your OCD demise? And I considered moving the hidden 1up, I figured it would entice players to jump down after it immediately (risking the rebound of the shell) I tried to throw a koopa there to make the lakitu challenging but not too challenging.. (he only throws big goombas after all), and I wanted to use the note blocks but maybe they really don't fit this map...?
author=Illy
author=jackalotrun
Tall Tops Forest by Illy

- Dafuq do you get that dragon coin in the cave?
- What's with that useless ? Sign
- A bit generic, but a good level overall

Grumbly Goomba Causeway

- The holes between the grass and the pipes are slaughtering my OCD
- The shell... puzzle? Guarantees a 1Up, which is... a bit too easy... just a bit
- Oh, the grass on the other side of those sideways pipes............
- Fuck Lakitu
- The note block section serves 0 purpose other than to prolong the level
Since the theme this time around seems to be revolving around Yoshi, I decided to design some levels where it was required to have Yoshi to get one of the dragon coins - that first cave is an example of that. As for the ? sign, maybe you should investigate further~
Which holes are you referring to with your OCD demise? And I considered moving the hidden 1up, I figured it would entice players to jump down after it immediately (risking the rebound of the shell) I tried to throw a koopa there to make the lakitu challenging but not too challenging.. (he only throws big goombas after all), and I wanted to use the note blocks but maybe they really don't fit this map...?


1) Fair enough, but the problem with this is that there is no Yoshi before this point, and back-tracking isn't something most players will/want to do in a Mario game
2) ? Signs are commonly readable (via talking) it's just bizarre to see one that doesn't
3) I mean the small little holes in the graphics between the pipes and the grass, this can be fixed many ways but I prefer to make a background of the block and place that below it
4) Those big-ass goombas dropping down on you are pretty hard to dodge, especially seeing as the level forces you to go up... straight into their line of fire
5) The note blocks merely make the level longer, seeing as failure just forces you to swim back to the start of the section... as if it's difficult anyway
Punkitt
notorious rpgmaker 2k3 shill
3341
Alright, would anyone happen to have those fruit blocks that Yoshi can eat that I see in nearly every SMBX level but I somehow don't have? It'd be very useful!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Punkitt
Alright, would anyone happen to have those fruit blocks that Yoshi can eat that I see in nearly every SMBX level but I somehow don't have? It'd be very useful!

It might be in one of the packs that I linked to in my last post.

Anyway, since I have yet to do a normal Mario level here is ROCKIN ROLL RIDGE for World 6. I hope this one is better received compared to my other two attempts. xD