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

halibabica
RMN's Official Reviewmonger
16903
OKAY! I left revised feedback for Davenport's River of Ghouls and Blitzen's Fleetfeet Falls. I'd have done Blobofgoo's stage, but it seems he's ignoring this event. I'd also have done apa649's stages, but the downloads for them weren't updated!

And so it's time for me to loop back around to the bottom of the alphabet and see what was changed since my last visit. :3
Seiromem
I would have more makerscore If I did things.
6375
just for the sake of feedback, I'll upload my fixes, however grapphical fixes aren't done yet.
I'll get to them at SOME point I HAVE TO!
All updates (Except Goomsplosion) Have been added!
author=halibabica
I'd also have done apa649's stages, but the downloads for them weren't updated!
o_O
I'll look into it
(I swear I thought I updated them...)

EDIT: Okay, It should be working now, I goofed up and didn't realize it compressed it into a completely different folder than I intended to.
Ok I'm not really sure what the problem is, but SMBX just stopped working. Everytime I load it up it stops responding. My wife is getting a new computer in like three or four days so I will update then. Sorry guys.
Ratty524
The 524 is for 524 Stone Crabs
12986
Updated Funky Frantic Fortress:

- Cut out the first section, replacing it with a short outside section.

- Changed the tankooki secret to accommodate, and added something new!

- Got rid of the shell in the Ratty165 miniboss fight and re-positioned the ratty to make the fight easier.

- The Ratties should now use proper spelling in spite of there impediment. :P

- Agent Toad has been given a new look, to up his snazziness

- Moved some coins directly under a Ratty Thwomp in an effort to better indicate that you can walk on top of them without spin-jumping.
I have updated all 4 of my levels:

24 Carrot Gold - slight tweaks, and the "Yoshi" version of the SMW Athletic song added
Cowabunga - the water section is now a circle; removed the "star effect" from the throwing sais; moved a dragon coin to the sewers
Backing Up - added in a mushroom mid-SMB2 area
Castle Crushers - removed smoke from animations; added in Ludwig as a boss; bumped to W8; made some other minor tweaks
Updated critiques for Seiromem's levels.
Ratty524
The 524 is for 524 Stone Crabs
12986
Version 7 of Ghoulish Ghastly Ghosts has been submitted

- Cut out the second elevator section for the sake of keeping the level a bit more focused on the invisible blocks and for the sake of shortening the level.

- Added a hidden bonus area accessed from the first elevator to accommodate for the lack of a 5th Dragon coin and for fun

- Added another ghost goomba at the start of the elevator section to up the challenge by a millimeter.


By they way 9 MORE DAYS till the end of this event! I'm excited!
Ratty524
The 524 is for 524 Stone Crabs
12986
Played some levels in Isreiri's pack. I love what I see!

Jackalotrun's Vivid Void/Aquatic Ascent
- While making a throwback to a terrible game is kind of cringe-worthy, this really wasn't so bad, if not a little weird-looking

- Yeah that death switch was problematic. In my first playthrough it made your level unbeatable. I think you know by now that using a switch block would be a better option, as they never de-spawn.

Davenport's Chocolate Canyon
- LOVE the look of this level.

- Your level is mostly platform rides, which can get a little bit boring because of how slow-paced it is, but this one isn't so bad because you have stuff to dodge.

- Those fuzzies make Grinder-like noises. Kind of weird, but just a nitpick.

- As the judges have stated, change the normal ? blocks to yellow. You don't want them to be confused for switch blocks.

nin8halo's Guardian of the Secret
- Most of what I mentioned before still stands. I like the secrets and challenges this level offers.

- In spite of this, your boss fight is way, way, WAY too hard. It's mainly due to the fact that it leaves little room for error. Wart is actually a pretty difficult boss, you just didn't notice it because you could prevent him from attacking by chucking veggies at the right time, but here that option becomes rare. His projectiles aim towards your position, and when you have to dodge that AND avoid the koopa troopas AND dodge the shell you are kicking AND have to knock those walls down to reach the boss, you have yourself a hell of a fight. If you plan on keeping the boss the way it is, I'd at least add mushroom generators so that it could at least be slightly forgiving.

- With the boss in mind, I feel like you have to do too much to reach that boss from the checkpoint. You are making tough jumps to other platforms, dodging fireballs and fuzzies, and solving a mini-puzzle all before facing that brutal boss.

- After spending 20 minutes trying to beat your boss I kind of felt like the charm of this level was ruined as soon as you added that boss. I say either make the boss fight easier (preferably) or cut down on your hazards along the path to the boss room.



On a side note, how many boss levels do we have? I know we have two from nin8halos and one from Darklord... And maybe you can count Koopa Rave as a boss level, and that leaves us at about 4 out of 8 worlds.
halibabica
RMN's Official Reviewmonger
16903
Don't sweat about the number of bosses. Since time was (and still is) an issue for all the judges, I granted us deadline immunity. We'll take care of our own levels after the feedback period ends.

Incidentally, there are only 15 levels approved for the project so far. That number may go up after my third pass of the level list, which I hope to make very soon. I hope the other judges can also double-check things quickly.
how many approvals does it take to get to the center of a SRW game?
halibabica
RMN's Official Reviewmonger
16903
The wrold may never know.
Isrieri
"My father told me this would happen."
6155
author=halibabica
The wrold world may never know.

Never capitalize OF in a title!

I'll probably look at more levels this Tuesday.
halibabica
RMN's Official Reviewmonger
16903
It's not a typo if you do it on purpose! ;P
Finally updated based off judge's feedback. I Hope it's to their liking.
Ratty524
The 524 is for 524 Stone Crabs
12986
jparker's Chaos Woods
- Much better compared to the last version I've played, I'm glad you got rid of the pipes that sent you back.

- I'll say it before the judges do, though, your 1up in the bonus section is bugged. The bubble pops before you enter the room and the 1up is lost, making the bonus section pointless. I think all you need to do is set the 1up npc to not move.

- I still think your level is a bit too tightly packed with enemies, but they are a lot less haphazard than your previous iteration. I'd still remove a few, though, since this level is intended for World 5, and maybe remove the bill blaster that sits on a moving platform near the top of the level. It's kind of overkill.

Otherwise, it's a lot better.
Decky
I'm a dog pirate
19645
Ratty, would you mind playing my levels? I'm going to be spending some time later this week getting caught up on this project.
Only 15 levels approved? Well I'm sure I'll approve a few more after I make another 3 passes.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Deckiller
Ratty, would you mind playing my levels? I'm going to be spending some time later this week getting caught up on this project.

I think I've already played them. Overall I thought they were solid. Sorry if I didn't get back to you on that. xD
Decky
I'm a dog pirate
19645
Thanks. I need to figure out a way to get out of my "good" zone and into "great". I need to make a really impactful level some day.