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
16873
from Isrieri
WE'LL HAVE THIS OUT BY THE END OF MAY.

I will intentionally take too long making my remaining levels just to spite you. I'm in no hurry.
My main problem with A Cheesy Level is that looping section. :(
I don't have any ideas, and when I try and fix it I fail XD

I accidentally deleted Cloudsdale Sanctuary and Lost World though, so maybe I just download it from here anyway. I might as well just drop them all so we can get this over with quicker, hey, I'm happy with my results. :3 2 levels in.
author=pyrodoom
hey, I'm happy with my results. :3 2 levels in.


Trust me, I'm perfectly happy with getting two levels in. In fact it makes me feel special. :3
halibabica
RMN's Official Reviewmonger
16873
Whether you pursue them or not is up to you, pyro. Same goes for any of the other levels that were withdrawn or abandoned. But once that gate's closed, I ain't opening it again.
Decky
I'm a dog pirate
19645
I will revisit those ten levels at some point this week (probably Tuesday) and issue my final verdict. Please let us know in this thread if you update your level; it may still get approved even if it's sitting at 0 or 1 approvals, as long as work is done!

Mid June seems legit for this project's release.
Guess I should check out these remaining levels.
I say I drop them, besides, if I drop them, they are gone forever. Like I said, I'm fine with 2 levels, plus forgetting I had levels that WEREN'T cut out by now, I want to hurry this up. In fact, I'll look in the RMN World Wiki, delete the levels that don't have any approvals right now, and only work on the one that has an approval, I think that one is Cloudsdale Sactuary.
halibabica
RMN's Official Reviewmonger
16873
10

A Cheesy Level is withdrawn!

9

Lost World is withdrawn!

8 levels remain!
Sinister side should be a check short of approval, unless new issues pop-up. *fingers crossed...*
:3 Every level counts I guess. Lol
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
10A Cheesy Level is withdrawn!

NOOOOOOOOOOOO!! D:

Pyrodoom WHY!?
Seiromem
I would have more makerscore If I did things.
6375
author=Ratty524
NOOOOOOOOOOOO!! D:

Pyrodoom WHY!?

Cuz he's lazy.
halibabica
RMN's Official Reviewmonger
16873
8

The Sinister Side is approved!

7 levels remain!

I gave updated feedback on Davenport's, Jparker1984's, and lonestarluigi's levels. I'll look at Cloudsdale Sanctuary when it actually gets an update. That leaves Bublar Temple, which I hope to squeeze in before the day's up.
author=Ratty524
author=halibabica
10A Cheesy Level is withdrawn!
NOOOOOOOOOOOO!! D:

Pyrodoom WHY!?

Cloudsdale Sanctuary had 1 approval while "A Cheese Level" and Lost World had none. I felt it was pointless to save them, especially through all the work that would have to be put into saving them, and letting them all get 3 approvals. Cloudsdale Sanctuary being the only 1 with 1 approval at least, I felt deserved to be saved since it seems to be the easiest to save, and the most important as at least one person seemed to like it enough to move it one step closer into being accepted.

author=seiromem
author=Ratty524
NOOOOOOOOOOOO!! D:

Pyrodoom WHY!?
Cuz he's lazy.


Dude, not cool. -_-
Seiromem
I would have more makerscore If I did things.
6375
author=pyrodoom
Dude, not cool. -_-

Your too cool for your own good.
I Fixed the door glitch and corrected other minor issues in "Port of Adia".
The level has been updated overall to include more yellow blocks.
author=seiromem
author=pyrodoom
Dude, not cool. -_-
Your too cool for your own good.

Thanks I guess. .3.
Cloudsdale Sanctuary:
Updates:
1.Made almost all enemies turn left(except the ones that would fall of the stage by doing so). All of them were actually turned to random before, and I guess most of them turned right for...*insert reason here*
2.Shrank the screen down, but it still moves up and down, sorry. :(
3.Made the into easier, and got the screen to slow down. Why are these on the same update number:
4.IT WAS SO BORING, even more boring then what Isreiri originally thought apparently, that I had to do something about it. I took his advice and added some friendly Lakitus. 2 lakitus throw normal coins, 2 throw red coins, and 1 throws a spiny(not a spiny egg, just a spiny).

Things that would of been in if I hadn't rejected it:
1.SMB3 Bowser flames would fire at you at dickish moments to throw you off a bit. Not only did I just say "dickish", but they didn't fit the level, so I never tested the bowser flames in the level and just took them out.
2.The clouds would of snowed because, wouldn't that be awesome? I decided against it when I saw that I didn't know how to make the ice balls look to random, plus they were big snowballs. I just didn't think it looked good.
3.Friendly SMB3 Lakitu's throwing Spiny Eggs would of been featured in the level, if they worked. For some off reason, they won't throw their spiny egg if set to friendly, so I resorted to using the SMB3 Lakitu sprite over an SMW Lakitu.

Things that people wanted, that I didn't put in:
1.I didn't lighten up the cloud color because...really? That's alot of cloud to redo. I don't think I can find graphics that have lighter colored clouds, and I'm bound to screw it up. I'm sorry.
2.As I mentioned in the first part, it still moves up and down? If I would of "fixed that", either the level would of become impossible, or I would of had to change the level quite a bit. Sorry. :(
3.From Isreiri, I heard that adding a second section was a BAD idea. Not chancing it, I decided to follow his advice and not add the second section like I was planning to do.
halibabica
RMN's Official Reviewmonger
16873
from pyrodoom
I don't think I can find graphics that have lighter colored clouds, and I'm bound to screw it up. I'm sorry.

In the updated graphics pack, there are some nice fluffy white clouds in a folder called "SMW Clouds - Valtteri." They even have slopes, so it'd be as simple as renaming them over the tiles you already used.
halibabica
RMN's Official Reviewmonger
16873
Updated feedback for The Port of Adia and Cloudsdale Sanctuary. My thoughts on Bublar Temple are up as well.