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

I have reviewed everybody's levels, except for Apa649 and MasterofMayhem. I'm burnt out and tired of looking at levels for one night so I'll get to your levels tomorrow.

http://super-rmn-world.wikia.com/wiki/Super_RMN_World_Wiki

Just click on your name and click one or all of your levels. You should see my critiques.

Also, no problem Davenport. I enjoy your levels, but you've got to be consistent though. As I said, please fix the levels you have up before you upload new levels. I'd like to see you improve your current levels.
Does anyone know how to get MS Paint for XP to work properly on Windows 8? I installed it but I can't save anything. And working with the new version of Paint is impossible. I can't even copy/paste or rotate things without it changing the colors.
I've added a couple of updates to The Void...
Not much else t' be said
Decky
I'm a dog pirate
19645
Final versions of Forest and Fire Temple have been uploaded. Unless something pressing pops up, I'm going to leave these alone (otherwise I'll never stop tweaking).
Seiromem
I would have more makerscore If I did things.
6375
Lemme Guess Darklordkenoir, once you entered that final room you said to yourself
"NOPE! NOT NOW! NO THANKS GOODBYE!" And quit in less than 3 seconds,
Or something similar?
The entire thing was a joke, the obstacle destroys itself in 5 seconds.
I will attend to the other points of interest though.
halibabica
RMN's Official Reviewmonger
16948
from nin8halos
Does anyone know how to get MS Paint for XP to work properly on Windows 8? I installed it but I can't save anything. And working with the new version of Paint is impossible. I can't even copy/paste or rotate things without it changing the colors.

I'd use a different image editor. There are plenty of free ones online, and they're all better than any version of Paint.
masterofmayhem
I can defiantly see where you’re coming from
2610
Question: let’s say you have an area where lava slowly rises up from the floor (you have to outrun it). You’ve coded that part but you don’t want the event to trigger until after you enter the area (because it’s not the first area). How would one go about doing that?
I'm starting to wonder if I'll ever get more than one level in. Halibabica, now you care about quality? Hm...guess it makes sense.

I think Metal Harbor actually died, if I do end up fixing the issues with Metal Harbor now, who knows what will happen later. I haven't fixed the size of the level, due to it's immense size, which I would have to change in order to fix the falling section, in which I mean, remove it, making the height of the level not needed, and removed. So that would mean I would need to place the Yoshi Coin somewhere else, and I HATE Yoshi Coins, do to the fact they are so annoying to use, especially in SMB3 styled levels. Now I know I have a month to make at least 1 stage, which is great time, but you guys are pulling an Isrirei! And Desert Palace wasn't even that good...it was a just a 'meh' level. Now I'm slightly sore about that still. Another issue you guys are constantly bringing up, are the BGOs. Some people say they are good, some people say there are too little. Do you think there is a Harbor tileset complete with everything out there I can use, or that I'm the great tileset artist? The thing is, I'm not if you thought I was. :( I would of gotten graphics that had fit with my level, if I had graphics that fit with my level, so the BGOs problem is sadly not going to happen, the boxes are also an issue, that the thing there, is that the auto-align thing makes it more difficult to place stuff, without it looking strange. :( I also kind of find it hilarious that I give you something to get out of water with, and you don't take it without criticism. I thought it would be fine, all you guys asked for was an easier way to get out of the water, so what did I do, I gave you a fucking way to get out of the water.

Sorry if I'm sounding way to harsh about this, but by following your criticism, I'm just wondering if Metal Harbor will just turn into another Desert Palace. I will fix these problems, but I will be releasing another stage soon, so don't get your hopes up.

Edit:Sorry, I did not realize this was going to be that big.
Hm... It would seem that if I want an airship level I'd be better off scrapping this one, as a blank slate would be easier to work with.
halibabica
RMN's Official Reviewmonger
16948
from masterofmayhem
Question: let’s say you have an area where lava slowly rises up from the floor (you have to outrun it). You’ve coded that part but you don’t want the event to trigger until after you enter the area (because it’s not the first area). How would one go about doing that?

Easy! All you have to do is leave the 'Auto Start' box unchecked. The event won't trigger until you force it. Some people use invisible axes for this, but coins work just as well. Place a coin on the entrance to the lava room and set it to trigger the event on death. If you want the lava to stop rising at a certain point, you can set another event to stop it after X number of seconds.

pyrodoom, I dunno what you're so upset about, but I wouldn't give up so easily. Yeah, we're looking for quality this time, but we're also here to help you make those improvements. If there's something you're having trouble with, just ask about it! :3
author=masterofmayhem
Question: let’s say you have an area where lava slowly rises up from the floor (you have to outrun it). You’ve coded that part but you don’t want the event to trigger until after you enter the area (because it’s not the first area). How would one go about doing that?

Invisible friendly NPC. Hali's coin idea is easier to pull off if you're not experienced with SMBX events, but it's really easy to learn this stuff; just not so easy to get someone to teach you.
I prefer the invisible method because the trigger isn't obvious to the player. It makes everything feel seamless.
halibabica
RMN's Official Reviewmonger
16948
I prefer coins because they're easy to use and don't require extra custom graphics, but to each his own.
author=halibabica
from masterofmayhem
Question: let’s say you have an area where lava slowly rises up from the floor (you have to outrun it). You’ve coded that part but you don’t want the event to trigger until after you enter the area (because it’s not the first area). How would one go about doing that?
Easy! All you have to do is leave the 'Auto Start' box unchecked. The event won't trigger until you force it. Some people use invisible axes for this, but coins work just as well. Place a coin on the entrance to the lava room and set it to trigger the event on death. If you want the lava to stop rising at a certain point, you can set another event to stop it after X number of seconds.

pyrodoom, I dunno what you're so upset about, but I wouldn't give up so easily. Yeah, we're looking for quality this time, but we're also here to help you make those improvements. If there's something you're having trouble with, just ask about it! :3

I don't think I was really giving up, but thanks.
I have updated my levels with the majority of the suggested updates.

Simplicity:
- I have removed the Toad guide that offers a hint about the p-switch.
- Secret room 1 has had an increase in secrets.
- The final screen has been extended and decorated more.

I did not change secret room 2. Also, changing the tree graphic makes it pixelated. If this is still a problem, I am willing to remove the custom tree and stick in an edited SMW tree.

Enter the Lakitu:
- The first powerup is now a mushroom in a bubble, preceding the Lakitu.
- The majority of the bullet bill blasters have been removed.
- The cave has been revamped to have an underwater section with some coins and a few fish.
- Coins indicate for the player to go down in the sky area now.
- Some, but not all, of the enemy density has been eased back.
- Lakitu now throws spiny eggs instead of Spinies.

I have not put a power-up directly next to the checkpoint. All the player has to do is traverse three grounded enemies for it. There is no Lakitu chasing them or an excuse for them to get killed. If the player can't traverse around Rexes and Goombas, I'd like to know how the player got so far into my level.

Also, remember what I said when I first posted this level. If you do not manage the Lakitus and prioritize killing them, the difficulty significantly increases.

I'm probably going to update the level difficulty to 6 and rename this level before the project is done. By world 6, this should not be the player's first encounter with Lakitu, if you catch my drift.


so is anyone using the wiki?
author=masterofmayhem
Question: let’s say you have an area where lava slowly rises up from the floor (you have to outrun it). You’ve coded that part but you don’t want the event to trigger until after you enter the area (because it’s not the first area). How would one go about doing that?

The way I did it in feel the heat was having a spring in the immediate ficinity of the entry pipe and toogle the event to start when the spring gets activated, as in when you see the spring for the first time. Activate command is similar for MOST npcs in game... I think. At least it worked for me. This is also a pretty good way since it can be done pretty much anytime. It doesn't take a lot to place a spring or something near a pipe.

@pyrodoom
I know it can be rough to change something in your level, sometimes a big part or a thing you really liked, but in the end it's for the better. After all no one here wants another Goomba Cave...
That reminds me I have to make Goomba Caves 2. Twice as big, twice as many red coins... (I'm joking... Don't kick me off the project)
halibabica
RMN's Official Reviewmonger
16948
from apa649
The way I did it in feel the heat was having a spring in the immediate ficinity of the entry pipe and toogle the event to start when the spring gets activated, as in when you see the spring for the first time.

There's a risk you run with that, though. If the spring is scrolled off-screen and re-approached, it will activate the event again. Triggering with NPC death is a more reliable way to ensure the event only happens once.

from kentona
so is anyone using the wiki?

The judges are! Others are able to post on the 'Talk' pages, but I dunno if they're being used as much.
Isrieri
"My father told me this would happen."
6155
author=pyrodoom
I think Metal Harbor actually died

I agree. I think it would be better for you to start over from scratch. You could try and fix it up, but I don't think it's worth the effort in this case.

A tip I can give you is to segement your levels more. You didn't pace this one well because you have two Sections of giant screens that are only used for parts where you have to go up or down a-ways into the level. You should break the level up into multiple smaller sections to avoid this. That climb up the scaffolding should have been it's own Section, for instance.

But I think you should try a simple left-to-right level first. I have a hunch you need more practice adding content in one direction, before you start thinking of branching out. (Like don't have a bunch of HAMMAHS in a row with nothing else there.)

author=masterofmayhem
event to trigger

The best way to do it would be apa's way (with a nearby npc Activating it) if the lava section is linear. You could also trigger it with the Axe npc if you're entering through a door. Put it over the door the player will enter. And have the event trigger on the axe's Death. That way, the event is triggered with no noise or visible trigger.

Moreover. You can make Axes invisible for further eventing shenanigans. I can provide anyone with an invisible Axe if they need one for their level.

*goes back to doing taxes*
Isrieri
"My father told me this would happen."
6155
author=nin8halos
Does anyone know how to get MS Paint for XP to work properly on Windows 8? I installed it but I can't save anything. And working with the new version of Paint is impossible. I can't even copy/paste or rotate things without it changing the colors.


Use Paint.NET. I dunno if it works for Windows 8. But it works for Vista and it's been great a help to a non-spriter like myself.
Seiromem
I would have more makerscore If I did things.
6375
Sorry darklord, I can't find a damn pipe, a simple nook, not one place that would hold a good secret. One room is all I have with a few invisible 1-ups.
Well, I'll wait for the verdict on Industrial Failure by updating A cursed Funklen.