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

Ok, I implemented most of the changes (I haven't figured out how to get a ceiling to appear and move with the elevator on the same event) and since I won't recieve critics until I name the difficulty, I am gunna' take a wild guess and say 3...
masterofmayhem
I can defiantly see where you’re coming from
2610
I’ve fixed mine up as well. Now back to that volcano level I’ve been working on.
Ratty524
The 524 is for 524 Stone Crabs
12986
Submitted my second level: Jail Breakers. I wanted to create a dungeon level that had multiple ways of clearing it, depending on your character/power-up choice. Hope you like it!

@Isreri:
- Understandable. Now that you mentioned the Mario 1 approach, I just realized how that opens up for strategy within a stage. I'm not sure about making the secret vine more accessible, because my aim for this level was kind of give options for both the players that casually stroll through it and the other who uses advanced techniques to find secrets and whatnot, which is why I think the ledge with the vine is fine.

- I originally had two platforms on their own rails beforehand, but when I tested it I think it made the red coin section even harder, but I can try something a little different to come up with a solution if you like.

- For as challenging as the red coin section is, I think you are right about this one.

- Thanks. :D

- Good suggestion, I'll add that in.

- I know right? Too bad Redigit ditched his project. >_>

Thanks for the feedback. I'll make some changes following your suggestions.

Blobofgoo
Legs are a burden. Return to snek.
2751
Renamed to fit the format.
After I get back from college, I'll play more levels and I'll put all of my critiques on the wiki. I'm only going to use this event forum if the wiki decides not to work or if I'm going to announce level updates. Your name and a link to your page will go with the announcements (I'm doing that for you Seiromem, and for anyone else that isn't used to navigating the wiki).

To Isrieri: The music in Simplicity should be from Chrono Cross. Dark Cloud 2 was enjoyable though (excellent music). Also, thanks for the critique. The only bonus room where I was stingy on coins was bonus room 1. I was fairly generous on the second bonus room. Don't forget the blue coin is worth 5 regular coins.
I'm going to update my level to fit the format, when I get an update on it. Should be out today...
The koopas on high is now higher; I've updated it according to Isrieri's feedback.
I wanted to make a level where Mario is falling the whole time and all this crazy stuff happens around him, but Mario falls too fast. How to I make Mario fall slower?
halibabica
RMN's Official Reviewmonger
16873
Give him a leaf. That's pretty much the only way. We had a level in the previous one with that gimmick, and it didn't turn out too well. I'd advise a different approach or something else entirely.

If you put Mario on a platform and set its descent speed with an event, you could make it move down slower than Mario's normal gravity, but that's about the only way I know of.
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
seiromem
Cursed Funklen
-Too many enemies! And once again we go back to your biggest problem: You leave the player no margin for error! You have to be PERFECT to beat this. That or clairvoyant. But the actual idea for your level is pretty good. Haunted woods right? That can still work, but here's what you need to do:

-Take out all the propeller goombas. And never use them again. You're not good at placing the floaty enemies. You're strength lies in more static enemies like the spiders and the fish. Keep those the same.

-Take out all of the spawning ravens. They are overkill and unecessary: You should let the enemies you already have do the work.

-Oh. And always remember to never put a secret in a pipe that spawns enemies. That's not good. It should just be an empty pipe or a piranha pipe only, because it's possible for the spawning enemies to get a cheap hit in.

-The hammer bros need to throw hammers. Consistency!

-I would also take out the first hammer bro right at the start. He doesn't really do anything.

-You need to have about two more powerups after the checkpoint. Right now, there's only one at the checkpoint.

-Right now, the level requires way too much precision. But after you change those, it will be A LOT more fair. And yet still a challenging level. I'll take another look afterward.


Mega Mole Mountain
-This is pretty good! I'm not a fan of the way you placed the falling spikes, but that's because I'M CRAAAZY. They were a good idea, and a great gimmick for you level. I think this is close to being ready to go.

-First! The starting screen should just be one screen. Don't let it scroll higher when mario jumps: People will think there's something up there.

-I'm surprised how well the music works. Good pick. The mixture of the brown cave and the tan bricks also looks very nice!

-Slow the second mole generator down to 3.5 seconds. 2 is too fast.

-AUGH! I hate when I have to bomb bricks like that. Especially when all I get for it is a lousy Dragon Coin and Leaf. Change the powerup into a tanooki suit and make it the big ? Block instead of a big brick. And make the yellow pipe lead to a sweet bonus room where some moles are dancing. Something to make bombing those bricks WORTH IT. (Seriously, bombing bricks in the second world is why I stopped playing War Factories)

-As for where you have that Dragon Coin, you ought to make it into a 3up moon, and just have the player glide down there with a leaf or something. I dunno.

-No plain mushrooms in blocks in this game.

-Y'know how you have the 4 big moles right after the checkpoint? You should get rid of the one farthest right.

-I don't know how you got those tiny moles to hop when there's nothing to hop over, but well done!

-The up section isn't too bad. It could use one more powerup halfway up. And I'd get rid of that big mole at the bottom.

-The mole generator should be at 3.5 seconds. The platforms should be at 7 seconds. And I would also get rid of that one spike you have on the top of the first crusher. It looks tacky and is more annoying than anything else.

-I would have preferred it if the level exit was outside on the top of the mountain. But whatever, what you have works just fine. Good job with this one!

Cursed Funklen~
-If you still have propeller goombas, you didn't get my update.
I had placed my Eeries much more sparsely. I will take precaution with them as well and trim them down.
-Spawning ravens replaced with a raven or two that don't come back!
- Edited the way to the first bonus room!
- First Bro of hammers(Not bones) is gone!
- Added two more power-ups (I think it's getting overboard >=l)
-Check it out!
Mega Mole Mountain:
-Aight then.
- Maybe there is something there now. *Epic Foreshadowing*
-Check
-I had brick bombing in world 2? Also I don't know what all the hoopla is about it, all you do is walk with the bomb to the brick, Hold down and let go to safetly drop it in front of you with ease =l. But I'll edit it.
-Done
-Trade Secret
-Edited the Up Section
-done!
-Just for you Isrieri.

Re-working Industrial failure.
I updated some things on my level, Some bullet bills gone. No roto-disc, took the lava fall from one pipe to another out. SMW bullet bills (hopefully, I didn't have time to test). And couple of placement differences.
Isrieri
"My father told me this would happen."
6155
author=Blitzen
I wanted to make a level where Mario is falling the whole time and all this crazy stuff happens around him

Don't use a leaf: Use the propeller block.

And do not make the whole level one long drop. Levels that are just falling suck and are a bad idea.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Isrieri
author=Blitzen
I wanted to make a level where Mario is falling the whole time and all this crazy stuff happens around him
Don't use a leaf: Use the propeller block.

And do not make the whole level one long drop. Levels that are just falling suck and are a bad idea.

This. Mario is difficult to control while he is falling and beating such levels is a matter of trial and error, because the objects that appear to get in the way approach too fast for the average player to react to. It's not challenging and simply not fun.
Seiromem
I would have more makerscore If I did things.
6375
Changed my third level,
Industrial Failure!
Ratty524
The 524 is for 524 Stone Crabs
12986
Just noticed something on the wiki, in my level section:


And when I click on that link...


Explain please?
Just tried using MS Paint on Windows 8. Now I know where you guys are getting those grainy-looking gifs. Stupid automatic dithering. I'm downgrading to the XP version immediately.
halibabica
RMN's Official Reviewmonger
16873
from Ratty524
Explain please?
Yes, please. I don't know who's responsible for that mess. It looks like the page I made got deleted and somebody else tried to remake it, but to little success.

Or possibly that they tried to undo my correction of your level's grammar (jailbreakers isn't a word). Whatever may be, I'll fix it later.
Davenport, quit making new levels and fix the ones you have submitted. And for the love of whatever entity, person, concept, or idea you find holy or important to you, quit using so many custom graphics! You've only had two levels that have even used them decently!

Your feedback is on the wiki.
i fully fixed snow problem i took ni8halos's advice and took out some coins and i put some secret areas in the sky for you to find and that smw star at the end is replaced and the bonus rooms are now more challenging. if you have any more advice or suggestions tell me and i will fix them :)
Thanks alot.
1. Paradise shores fixed.