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

Ratty524
The 524 is for 524 Stone Crabs
12986
author=wildwes
Peach and Link can reach Dragon Coin #2. I put in a sizable mushroom that the player can stand on and if you hover off it with Peach you can reach the coin. You can do this with Raccoon Fairy Link too. I tested it. It works.

I remember doing this in your first iteration of this level, and I kind of feel like the characters shouldn't need to be power-up dependent to reach a Dragon Coin, especially since this is a World 2 level.
author=Ratty524
I remember doing this in your first iteration of this level, and I kind of feel like the characters shouldn't need to be power-up dependent to reach a Dragon Coin, especially since this is a World 2 level.


I see your point, but I was trying to make it SMW-ish and in SMW there are plenty of Dragon coins that you need to be big or you need a cape for, even in early worlds. That's my excuse and I'm going with it.
halibabica
RMN's Official Reviewmonger
16948
I think it's fair enough that the player need a power-up for a dragon coin here and there. In this case especially, it's a Link-only problem, so I'm okay making an exception for it. I just didn't know it could be reached that way.
I have updated my levels, yay!
I think I addressed EVERYTHING. I sure hope I did anyway.
Dropping in here again.

I wanted to say that I tried some levels in the level pack Isrieri posted, and dang! Though some of them do still have oversights, they look a lot better than the previous entries in the RMN series by far. The system you have appears to be very much working, and I can see a definite increase in level quality from your previous exhibitions. It looks like the judges know what they're doing, and they should keep up their high standards to the bitter end, even if it means some levels might not make the cut. It might be harsh, yes, but it's much less harsh to have five people tear into your level and deny it from the main game, as opposed to leaving it for the entire cyber world to rip apart.

That said, having better levels is only half the battle. Another thing you should pay attention to is how well they go together. Do make sure that the final product looks good and the levels mesh well together. From what I read above, it seems that after the deadline has passed, you plan on putting the game together and then releasing it immediately afterward. That's a huge red flag.

Even if you have good looking pieces, you still must make sure that they go together properly in the context of the game as a whole. Otherwise, your game might feel random and disconnected and, well, like RMN Bros. 3. Try to avoid this. What the folks at Talking Time are doing is releasing a beta of the game with all of the levels people made attached to a world map, and we're pretty much playing it as we would the final version. You'd be surprised at how much new feedback is cropping up because of how the levels are being played one after another. Feedback which wasn't brought to mind in the pure level testing phase. Testing like that is especially important in a community project, because due to the fact that everybody has a different view on what a good Mario level is and looks like, you're going to end up with a lot of different types of levels, and if you want to make the game feel cohesive, you should test each level after the other and see if it complements the levels that come before and after it, or, well, it doesn't.

What I think you should do is finish up the HUB as planned, but then, rather than make that the final game, release it to the level designers and, if possible, other RMN community members (who will be playing your game if it's good anyway and will determine for themselves whether they like it or don't like it) and get their views on it. See how each level plays after the other. Do you have a setup of, say, three fortresses in a row? Too many gimmick/ghost house/fortress levels and not enough cold, hard platforming? Now that you're wrapping the levels up, you've got to make sure the game it's connected to is solid as well.

I really do wish you guys luck on this - I'm enjoying (most of) what I'm seeing, and I want to see you guys finally succeed and make something enjoyable. You are so close - don't rush this thing out!
Decky
I'm a dog pirate
19645
Thanks for the feedback! If I may ask, what were your favorite levels?
halibabica
RMN's Official Reviewmonger
16948
If you think this will just be thrown together after the level feedback period is over, you're sorely mistaken.

The advice is much appreciated, Minus, and I assure you every precaution is being taken to ensure this production is as solid as it possibly can be. The final product likely won't be released for months after this event ends. Yes, months. Mostly because of the level of scrutiny it's receiving; partly because I can't give it my undivided attention. But rest assured, I won't post a finished version until I'm absolutely sure it's ready.
Updated level feedback up to Kentona (still skipping judges' levels).
Just uploaded feedback for lonestarluigi's level. Cuz I had time.
Oh man, that's a relief! When I read the "from there, I'll put the game together. It might take a few months, but it'll be worth it!" I thought "months" referred to the amount of time the event would run, rather than the amount of time it'd take to compile the levels into a game itself. You were probably already planning on this, but I'd have the judge folks play the full thing beforehand before you release it, just so that you can have a few extra pairs of eyes and opinions. If possible, I would also get the opinions of some RMNers who aren't part of the level design team (and thus, are of the skill and demographic you're looking for due to their inexperience with Super Mario Bros. X compared to the level designers) and see what they think of the game.

As for my favorite levels so far, hm. Keep in mind that I haven't played every level, but I have played a few of them. Of those, I have to say that I really liked Mushroom Supernova. I'm a sucker for mushroom levels in Mario games, and it felt like it was pulled straight out of Super Mario World, with a lot of attentiveness to Marioness. It just felt good through and through. Peaceful Paradise was a great level too. Good Mario platforming, and very acute attention to detail without feeling visually noisy, as I thought was present in some of RMN's earlier works. It had a lot of detail, yes, but it also had a distinctive scheme and stuck to it. Mr. Burns and Mr. Freeze had a nice charm to them as well. Both of them use a gimmick (the Fire/Ice Flower), but don't go overboard with it or make it interfere with the gameplay, as I saw a lot of in Super RMN Bros. 3. I think some of the best gimmicks are passive - they're there to add flavor, but the platforming and Mario gameplay still take front stage. And that's what I definitely saw there. I also can't go without mentioning Mario's Dreamland. That stage just oozes love for the Kirby games, and it's so charming that I can't help but let it melt my icy heart. Peril Jungle Ruins is also a nice level, and it shows just how far Davenport's sense of level design seems to have come since Super RMN Bros. 2. Unlike some of his earlier works (sorry Davenport), this stage feels very Mariolike and while it doesn't go overboard with a gimmick, or a bunch of visual floof, it's fun and simple. And just about all of Isrieri's stages felt like something I would play in Super Mario World. They're just fine, simple Mario levels that focus on gameplay, and it feels like they accomplish that goal wonderfully.

Really, if there's one central gripe I have about most of these levels, even some of the above ones, it's that a lot of them feel way too long. Stage length isn't as much of an issue if you have multiple checkpoints you can use, but here, you only have one checkpoint. I'm of the belief that, at most in a Super Mario Bros. X level, you should have maybe one to two minutes between the start and the midpoint, and one to two minutes between the start and endpoint both break the levels up into sizable chunks, and they don't make the player replay too much if they die. Of course, sometimes these rules can be broken, but it's important to keep in mind when they should be broken. And here, a typical level seems to take me an upwards of eight minutes to complete, which is the point where a level starts to overstay its welcome a bit with me, especially if I die and have to replay a lot of it.
halibabica
RMN's Official Reviewmonger
16948
*huff huff*

Just spent three hours looking over seiromem's levels. They're much better, but some of them still have a lot that needs fixed!

from Minus
stuff
Thanks again! Yes, the finished game will be tested by myself and the other judges before it's made public. Like I said, I won't let it go until I'm absolutely confident in it!

By the by, is there any chance we could get you to review Super RMN All-Stars?
Seiromem
I would have more makerscore If I did things.
6375
author=halibabica
Just spent three hours looking over seiromem's levels


I feel bad for taking up that much time O.o

I'll get to editing them!
halibabica
RMN's Official Reviewmonger
16948
It's my own fault for being so thorough. ;3
Months?? I might as well start working on Supra Mairo Bors and releasing all of my (probably rejected) levels in there.
Isrieri
"My father told me this would happen."
6155
Are you taking on other developers for that? Maybe I could toss a level in! Or you could have a whole Special World of Isrieri.
Updated Bullet Factory; awaiting the next heap of feedback.
I can't even try to update The Void if I don't get somewhat refreshed feedback
I can't even try to update The Void if I don't get somewhat refreshed feedback

EDIT: Sorry, double post, very laggy

EDIT II : I had a little look at it, I changed the name to Stratosphere (I'm not one for titles) and removed that first fish

EDIT III: If I can get this one level into the game, I will be happy... Jus' Sayin'
Isrieri
"My father told me this would happen."
6155
Name it "Stratospring."
No one has updated their reviews for my other levels like Oil Oasis and The Nightmare universe, my best levels. As long as I get at least 1 level in this project, I'm happy. Besides, Cloudsdale Sanctuary is a brony level, and Lost World was an idea. Yes, just an idea. Cloudsdale was the only one updated BESIDES A Cheesy Level...