Ends 04/01/2013 03:59 AM

Judges
halibabica
Deckiller
nin8halos
DarklordKeinor
Isrieri

RMN's Mario series takes its next big step!

WHAT IS THIS?

Super RMN World is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are submitted by members of RMN and compiled at the end of the event. This is the 4th installment of the series and hopes to be the most solid and enjoyable one yet.

Everyone is free to join whether you've used SMBX before or not. You need SMBX to participate. If you don't have it, you'll need to download it.

You may also want to pick up the graphics pack by Red Yoshi and supermarioman. It has many nice resprites for your stages.

STORY

As a peace offering for his past misdoings, Eli has constructed an art gallery and presented it to Mario and his friends. The paintings inside shimmer mysteriously; they're almost too real! Eli's waiting at the end to hear what his guests have to say, but can he really be trusted?

SUBMISSION RULES

  • Levels must be made in SMBX v1.3
  • Levels must be made FOR THIS PROJECT! No pre-made levels will be accepted!
  • Levels must end in ONE SMB3 STAR. Furthermore, this star must be placed in the square frame with the black jagged backdrop like in SMB3. The only exceptions to this rule are mini-boss stages, where the star may appear in the room after the fight.
  • Levels must contain FIVE DRAGON COINS. These are the SMW coins with the Yoshi emblem. These will be resprited into RMN Coins in the full game. Thematic resprites are allowed so long as they remain recognizable.
  • Levels must have a DIFFICULTY RATING from 1-8. This determines what world it will go too. It may be adjusted depending on many factors.
  • Levels must be submitted with the format "YourUserName_DifficultyRating_LevelName"
  • This naming rule applies to the compressed file you submit to the event, not the actual .lvl file. If you use any custom graphics or music, put the files in a folder with the EXACT SAME NAME as the .lvl file. You can make mp3's work in SMBX by specifying the file path in the Custom space (ex: Level Name/Name of Song.mp3). DO NOT PUT THE LEVEL FILE IN THIS FOLDER. Create a compressed file with everything included.

    You may submit up to EIGHT LEVELS, and you can't submit more than one level to the same world. Worlds have no specific themes. Levels may be denied for quality reasons. If your level is denied, you can fix it up and resubmit it. If you want to submit more than eight, you'll have to withdraw another first.

TESTING AND FEEDBACK

Super RMN World is raising its standards considerably. The five judges, halibabica, Deckiller, nin8halos, Isrieri, and DarklordKeinor will be critiquing the levels. Heed their advice, as they won't let anything sub-par through! You can adjust your levels as many times as needed, but don't expect to get in without a well-designed stage! A level will only be admitted after three judges approve it.

All feedback will be included in the Super RMN World Wiki. Click your username on the main page to find your level list. Click the level names to see the judges' feedback. Click the 'Talk' icon to post questions or comments. When at least three judges list 'Approved', the level's ready to go.

Although the judges will be testing each level thoroughly, participants are strongly encouraged to do the same. Every bit of criticism helps. Below is some advice to consider while designing your levels, among other criteria they must meet.

For good examples of the quality we're looking for, check out Super RMN All-Stars, Super Talking Time Bros 1+2 and Mario vs. The Moon Base.

GENERAL ADVICE

  1. Graphical Consistency
  2. SMBX uses graphics from many different games. Just because you have them at your disposal doesn't mean you should use them. Pick a theme for your level and use graphics/enemies that fit together visually.

  3. Pacing
  4. Your levels should have a rhythm to them. Challenging sections should be offset with easier parts. Power-ups should be spaced well enough apart, but not so far that the player gets desperate. Try not to throw in too much (or little) of anything.

  5. Aesthetics
  6. Use your tile sets properly and fill background space adequately. Don't leave it too empty, but don't clutter it up too much, either.

  7. Completable
  8. This means it shouldn't contain any no-win situations. The player mustn't become hopelessly trapped. Similarly, they shouldn't be able to die after collecting the star. Check to make sure they can't fall off any cliffs after getting it.

  9. Lengthy
  10. Don't make your level too short OR too long. Consider where to put your checkpoint. It shouldn't take too long to reach it, nor to reach the end from the checkpoint. Keep in mind what they player has to do in each stretch of level.

  11. Purposeful
  12. Give your level a reason to exist. Try not to make it bland or forgettable.

LEVEL CRITERIA

  1. Checkpoints
  2. Every level should have one. If it can't for specific reasons (auto-scrolling, switch block shenanigans, etc.), then don't make the stage too long. SMBX can only support one checkpoint per level, so multiples don't work. Like Dragon Coins, you may resprite it so long as it's still recognizable.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; give the player Fire Flowers or Leaves. Exceptional items like the Tanooki and Hammer Suits should not be easily obtained.

    Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good. Incidentally, SMB2 enemies and Nipper plants will be changed to be vulnerable to fireballs for this project.

  5. Banned Objects
    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned because they end the level. All levels must end with an SMB3 Star.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Star
    • These were used as Secret Stars in Super RMN Bros. 3, but they're more trouble than they're worth. You may not use them.

  6. Bosses
  7. Boss stages will be handled by the judges. You may still use boss NPCs in your stages, but only as mini-bosses. The fights must be kept simple and easier, so don't go overboard.

  8. Different Characters
  9. Mario, Luigi, Toad, Peach, and Link will be available to play as from the start, and all levels must be completable with all characters. You can't make a level where the player is forced to be a specific character. However, you can include a character block at the start if you want to recommend someone in particular. Let the player decide if they want to be that character or not, and don't include sections only they can get through (such as a pit only Peach could hover across).

  10. Player 2 Start
  11. SMBX has the option to play with a friend, so you need to include P1 and P2's start positions. Make sure your level can be completed by two players. Avoid situations where one player can get through while the other is stuck. The following are a few things you can do to make your level P2 safe:

    • Don't block the level's main path with character blocks. All characters need to be able to get through, even in 1P mode.
    • Use generators for things like falling platforms, P-Switches, or in any instance where the player needs an NPC to advance.
    • Place exit warps carefully. If P2 warps into a spot P1 already occupies, collision detection bumps them apart, and possibly into nearby hazards. Warp exits should be safe anyway, so design carefully.

  12. Misc. Stuff
    • Tutorials
    • A tutorial level will be provided that explains the mechanics of SMBX, covering both the basics and advanced stuff.

    • Water
    • All water must be SWIMMABLE. By contrast, waterfalls must NOT be swimmable. Don't fill your pits with water if they're supposed to be bottomless.

    • Pipes, Doors, and Carry Items
    • All entrances in SMBX are set to disallow the player from carrying an item with them. Make sure you set them to allow carrying NPCs.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. This can break the game in some places. Just don't do it.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. See this screen sides tutorial for more info.

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (all of March), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. For one week after, existing levels may still be updated based on feedback. Beyond that, no more revisions will be allowed and the full game will be produced. It may take a while, but the end result will be worth it. Now, get cracking! Let's make this the best community Mario game yet!

Registration

You must be logged in to sign up for Super RMN World.

Participants Entries
Blitzen
kentona
halibabica
GreatRedSpirit
Davenport
Jparker1984
Desmo360
Redd
Solitayre
Ratty524
Decky
outcry312
Gigabowser
nin8halos
pyrodoom
Seiromem
jackalotrun
DarklordKeinor
masterofmayhem
apa649
Carbz300
Blobofgoo
Tomstar
Isrieri
wildwes
GloopMaster
lonestarluigi
Thiago76590
andreea7214

Posts

Timezones...
No-one says anything while i'm awake, then when i'm asleep BANG it's busier than Old Trafford.
I'll have a look at the new levels...

INFERNO By Davenport

- The green background in the first part doesn't fit
- The Red Dry Bones revert to rex upon hit
- The lava bubbles are resprited wrong
- The lava in the cave mixes between the more orange SMB style and the more red SMW Style
- There's no black at the level's ending
- No Dragon Coins!

PARADISE BEACH By Davenport

- Don't resprite the Dragon Coins yet...
- The Porcu-Puffers turn into Spiny Eggs upon death
- The M File of the Piranha Plants are off
- What's with those two random Birdos
- 3UP, for standing on a block? Remove one or two of those enemies
- No Black area again

Koopa's On High By Gloop Master

- This level is fine but maybe just a bit too easy...

Glazed Donut Road By Isrieri

- I was suprised to find absolutely no donut blocks... Nevermind

The Scream By Nin8Halos

- Dry Bones of that particular SMW graphic are banned
- No black area

Metal Harbour By Pyrodoom

- I reckon a pipe would make sense at that rocket part

Mega Mole Mountain By Seiromem

- This level I reckon is good to go...

Forest Temple By Deckiller

- I stand by what I said earlier, I think it should look more overgrown inside (vines around those pillars in the background)

Fire Temple By Deckiller

- Star, not roulette.
halibabica
RMN's Official Reviewmonger
16873
from DarklordKeinor
Instant denial for anyone that doesn't follow the level submission guidelines.
...let's not go crazy here. The guidelines have to be followed, but it's not instant death for doing so. Just know that failure to comply could result in us making changes to your levels, such as adding Dragon Coins if you forgot them. Do yourselves a favor and follow the guidelines. It'll save everyone trouble.

Also, the wiki's still broken. I can't even start a new one, so it must be the website having problems. We'll just have to wait that mess out. Perfect timing, ya know?! >:c
My level was meant to be easy, hence it being in world 1. :)

(Though if you like i could put different/more enemies.)
Seiromem
I would have more makerscore If I did things.
6375
author=Desmo360
Seiromem - Mega Mole Mountain
Good
- Alliteration!
- Good Aesthetics
- Smooth Events
- The funky music works well
- Bashing blocks with bomb beetles Nice Alliteration ;)

Bad
- The waterfall and the pipe clash with the color scheme
- The random thwomp clashes as well
- Section 3 has no music
- The falling platforms re-spawn too quickly; looks weird
- If you're going for consistency, the final crusher in section 3 should have a chain on it

-Got rid of the waterfalls, recoloring the pipe to Tan.
-Thwomp shall go
- Forgot to fix the music path for it xD
- Set to spawn for 3 seconds
- Added da chain!

These changes HAVE been implemented!
author=GloopMaster
My level was meant to be easy, hence it being in world 1. :)

(Though if you like i could put different/more enemies.)
More Jumping Piranha Plants might do the trick...
Something to tighten your jump, it was basically just jumping and running until you came to one of the JPPs in of which you had to put some time into it...
Seiromem
I would have more makerscore If I did things.
6375
Here are my thoughts on some levels.....
Gloop Master:
Good:
-It's simple, easy, and looks nice!
-Yoshi! I hope some of us remember he exists!
-Shell usage is nice!
Bad:
-It's too simple and short, almost tot he point of forgetable, almost.
To save it, I suggest adding more thing to interact with, such as more item boxes only shells can hit, a more rewarding secret area and maybe an SMB3 bricks show thing!
-A small nitpick, once you enter the secret and get the dragon coin, you'd have to Backtrack to get the fifth, some people might not back track! Move the fifth dragon coin forward more.


more to come!
author=seiromem
Here are my thoughts on some levels.....
Gloop Master:
Good:
-It's simple, easy, and looks nice!
-Yoshi! I hope some of us remember he exists!
-Shell usage is nice!
Bad:
-It's too simple and short, almost tot he point of forgetable, almost.
To save it, I suggest adding more thing to interact with, such as more item boxes only shells can hit, a more rewarding secret area and maybe an SMB3 bricks show thing!
-A small nitpick, once you enter the secret and get the dragon coin, you'd have to Backtrack to get the fifth, some people might not back track! Move the fifth dragon coin forward more.


more to come!

I actually *wanted* the player to backtrack, but ok. I'll add some extra enemies and some better secrets.

Also, what "smb3 bricks show thing"?
Seiromem
I would have more makerscore If I did things.
6375
author=GloopMaster
I actually *wanted* the player to backtrack, but ok. I'll add some extra enemies and some better secrets.

Also, what "smb3 bricks show thing"?

Some players might not even think to backtrack!
an smb3 bricks show thing is where you have smb3 bricks in the ground with an opening a shell can get into. Some bricks contain coins, but the shell must break through the bricks to get to the coin blocks, at the end, there is either a 1-up or a power-up. Have some empty spaces to where the shell can drop down a level. If you need an example, I can whip up a quick one!

Pyrodoom:
Good:
-Nice music!
-Great graphics!
-neat little convayor belt section. (However, this idea is only used once)

Bad:
-The first shell thing (Where you hit a koopa shell inbetween two blocks that can only be hit by koopa shells for coins/upgrades) takes too long, make a block closer to the coin block.
-The entire level is rather devoid of backround objects!
-The first Bullet Bill Staircase, if you fall inbetween the second blaster and third, or the third and harbor, you're stuck! Add a way to get out!
-The water pit behind the checkpoint is too tricky to jump out of, make it easier or kill you.
-the fifth dragon coin is near impossible to nab.
-The climb up to the broken rocket is boring and tedious.
- Use some of the enemies you have in the level more consistantly
???:
-The squid swims outside the water ?!?!?


Might do more before bowling!
Decky
I'm a dog pirate
19645
I swear I put a star instead of a roulette.
Blobofgoo
Legs are a burden. Return to snek.
2751
Wow! RMN is really churning out mario games! I'm in again anyway. Now to think of ideas that will blow your levels away.

Comments on rules and stuff:
- If I remember correctly, the smb3 star will fly out of the smb3 frame. Shouldn't we delete the frame than (or possibly change the smb3 star to "dont move" but I'm not sure if that works)
- Star Road or no? (for those ludicrous/gimmicky levels)
- I think you should consider decreasing the # of worlds for larger worlds. Since they don't have a theme it's redundant to have so many and it makes it hard to categorize the levels we make. Maybe 5 worlds or something?
Alright, so I've changed a few things:

-Lots of movement of item blocks, but the items you get from them were only changed slightly.

-More shell shenanigans.

-Secret area is now inspired by the Yellow Switch Palace. Also there's a secret in the secret.

-Koopa at the end was changed to a Yellow Koopa.

-More Ptooies. (Jumping Pirahna Plants.)

-The entire level has been decorated more, including the ending; SMW fans will love it.
halibabica
RMN's Official Reviewmonger
16873
from Blobofgoo
- If I remember correctly, the smb3 star will fly out of the smb3 frame. Shouldn't we delete the frame than (or possibly change the smb3 star to "dont move" but I'm not sure if that works)
It will, but I'm not concerned. The frame stays.

from Blobofgoo
- Star Road or no? (for those ludicrous/gimmicky levels)
There will be secrets in the hub for bonus levels, and which ones end up there depends on what we have to work with.

from Blobofgoo
- I think you should consider decreasing the # of worlds for larger worlds. Since they don't have a theme it's redundant to have so many and it makes it hard to categorize the levels we make. Maybe 5 worlds or something?
Nope! Eight's practically standard for Mario. We'll be using the hub to establish sense of progression.
author=halibabica
from DarklordKeinor
Instant denial for anyone that doesn't follow the level submission guidelines.
...let's not go crazy here. The guidelines have to be followed, but it's not instant death for doing so.

I agree, but when the rules have been repeated, it gets just a bit irritating that people aren't following them. My next bit of critiques will be posted momentarily.

Pyrodoom's Metal Harbor
The music doesn't play because the difficulty number and the folder number are both different. Get that fixed. Also, the last section is a bit jarring. When I jumped up to it, I did not expect to be going down. The problem is that I'm flopping in water about 5 times before I get to the land. Considering revising section 2.

Section 1 is fine, except for the rope section, towards the top of the screen. The rope has two layers and the bottom layer isn't hitting anything. Edit the rope graphic and remove the bottom layer. Otherwise, the level is nicely decorated, in regards to blocks. More background objects would improve the look of the level.

Also, when you redo section 2, extend it for a few more screens. The level ends too suddenly after the checkpoint. Also, redraw the swim lines for the water graphic. Do not have the lines going on top of the water. Have them one tile lower. Your blooper swims on air as a result.

Let me quote Seiromem: The first Bullet Bill Staircase, if you fall inbetween the second blaster and third, or the third and harbor, you're stuck! Add a way to get out! Remember, we want to avoid no win situations.

Gloopmaster's Koopas On High
Visually, this is really nice. Consider revising the backtracking for the fifth dragon coin so the player doesn't miss it. Extend the length of the level by about 2 or 3 more screens. Otherwise, the checkpoint is placed a bit too close to the end.

Towards the beginning of the level, there is a series of sizables. Consider putting either an invisible powerup or one-up in the middle of the top sizable.

Seiromem's Mega Mole Mountain
I felt on the first screen that I could get to the top of the mountain. Maybe extend it and put a alternate entrance into the level? It's not a problem if you don't.

This is a nitpick too, but the first screen of section 2 has the coins laid out oddly. Have four coins on both sides underneath the dragon coin and center the dragon coin by turning off auto-align and placing it accordingly.

You have the delay on the monty mole spawner set to 2. Change it to 3.5 and I'll accept your level.
Sorry for posting the same level twice i messed up the first time so i re posted it sorry :)
author=DarklordKeinor
Gloopmaster's Koopas On High
Visually, this is really nice. Consider revising the backtracking for the fifth dragon coin so the player doesn't miss it. Extend the length of the level by about 2 or 3 more screens. Otherwise, the checkpoint is placed a bit too close to the end.

Towards the beginning of the level, there is a series of sizables. Consider putting either an invisible powerup or one-up in the middle of the top sizable.



Level was updated probably mere minutes before you downloaded then.
Too much happened while I was asleep.

I had already changed the hitbox on the SMW Drybones, so it should be acceptable. I'm surprised only one person noticed the change.
I'll submit the updated version with the proper ending soon.
And yes, the fishbones do hinder progress, but that's the point.
author=GloopMaster
author=DarklordKeinor
Gloopmaster's Koopas On High
Visually, this is really nice. Consider revising the backtracking for the fifth dragon coin so the player doesn't miss it. Extend the length of the level by about 2 or 3 more screens. Otherwise, the checkpoint is placed a bit too close to the end.

Towards the beginning of the level, there is a series of sizables. Consider putting either an invisible powerup or one-up in the middle of the top sizable.

Level was updated probably mere minutes before you downloaded then.

The level still ends a bit too soon. Also, I do not like the star in between the goal post. Visually, it does not look as good. Otherwise, excellent solution to the backtracking problem.
halibabica
RMN's Official Reviewmonger
16873
from lonestarluigi
Sorry for posting the same level twice i messed up the first time so i re posted it sorry :)

You can delete the extra one by clicking 'Manage' in the top right corner of the event page.

from nin8halos
I had already changed the hitbox on the SMW Drybones, so it should be acceptable.

What exactly did you do to fix it?
Okay, fixed version submitted. Should be all good now.
author=DarklordKeinor
author=GloopMaster
author=DarklordKeinor
Gloopmaster's Koopas On High
Visually, this is really nice. Consider revising the backtracking for the fifth dragon coin so the player doesn't miss it. Extend the length of the level by about 2 or 3 more screens. Otherwise, the checkpoint is placed a bit too close to the end.

Towards the beginning of the level, there is a series of sizables. Consider putting either an invisible powerup or one-up in the middle of the top sizable.

Level was updated probably mere minutes before you downloaded then.
The level still ends a bit too soon. Also, I do not like the star in between the goal post. Visually it does not look as good. Otherwise, excellent solution to the backtracking problem.


Ah, I had thought that looked quite neat. Oh well. Also, why does it need to be longer? I think it seems quite long enough for World 1.