View Full Version : DSU Mario World Suggestion Level Idea: The Abandoned Mill
cheat-master30
20th October 2008, 03:25 PM
Basically, it's an abandoned mill type themed level/factory type level. Influenced by Poisonous Pipeline in Donkey Kong Country 3 in terms of concept, this uses quite well four different types of those Super Mario World Central downloadable blocks for a unique challenge. It's an ordinary level, not a ghost house or castle.
So what is this unique challenge? Well, being inspired by a Donkey Kong Country level, it's not that unique, at least the first part. There's water that inverts the control scheme (aka right = left and left = right) and the usual Kaizoish challenges on the entrance and exit pipes. There is also another neat trick which relies on these blocks:
Halts Time:
http://www.smwcentral.net/download.php?id=110&type=blocks
Drains Time quite rapidly:
http://www.smwcentral.net/download.php?id=74&type=blocks
Inverted water:
http://www.smwcentral.net/download.php?id=45&type=blocks
Donkey Kong Country influence:
http://www.mariowiki.com/Poisonous_Pipeline
^The inverted controls idea came from that.
Not sure what background though. Maybe something that looks somewhat mechanical. Oh, and anyone who wants to can design the actual level... As we all know that Kaizo type gaming becomes a whole lot more fun/difficult/hilarious when your timer is going down at an alarming rate.
ninjablooper
22nd October 2008, 01:24 AM
Nice idea cheat.
cheat-master30
22nd October 2008, 05:34 PM
So, any feedback about what this level should have in it and what not? It's got a few major themes, it now just needs... enemies, items, obstacles and stuff in the middle of it. And of course, depending on what gets put in, this is either going to be a big annoyance to the player or a MASSIVE annoyance to the player.
Zexis
23rd October 2008, 08:45 PM
I like this idea, because it isn't a typical Mario hack level you would come to expect. And let's not forget that this hack is a hack of the entire game; you expect levels with this type of innovation to be in just a one level edit hack.
I think it would be a good level to follow a small castle or ghost house level. The castle/ghost house could have a sort of factory theme to them, and in order to progress to the next area, you need to travel through the factory's waste line. Think that would make sense? The time blocks seem like a good idea, and depending on how you implement them, you could make it seem like the player has a lot of time when they actually have the normal amount, or that they have the normal amount that it going down at an alarming rate. You could think of it like this; you're in this poisonous pipe. Obviously, conditions aren't too healthy in there. Your life seems to be draining away much faster than usual, and you have a sense of urgency to escape...that could be reflected by the sped up timer. Also, the inverted controls blocks open up tons of opportunities for sinister traps. There could be one point where say you have several enemies chasing you...you can go left or right. You say left, and so press the left key, only to go right...and then straight into your doom, whatever that doom may be.
Depending on where this pipeline was located (suspended in air, ground level, or underground), maybe you could have one section where, say, you have to avoid swimming into munchers in a confined area of the pipeline. As duck down to avoid that near death, you suddenly realize that instead of hitting the bottom of the pipeline and walking under the munchers like you did on that last obstacle, you instead see that there is a hole in the ground! With waste leaking through only to fall into a deep abyss, where you may end up next if you don't react quickly! You frantically try to swim up, but instead go down...but why? Wait, that's right, there are inverted controls in this level!!!...but too late. You're already dead. Oh well. Time to load the save state and try again.
So this seems like a great level idea. Kyle would have to do it, probably, since I don't have any knowledge on custom blocks, but this would recieve my seal of approval, if I had one. Especially since it has inspiration from DK, and everybody loves cameos.
As for enemies, they would probably be things like Fishbones, since I'm sure all of the fishies would be dead from the pollution.
cheat-master30
23rd October 2008, 09:20 PM
I like this idea, because it isn't a typical Mario hack level you would come to expect. And let's not forget that this hack is a hack of the entire game; you expect levels with this type of innovation to be in just a one level edit hack.
We'll be hoping to have multiple innovative themed levels. For example, look at the Dreadnought level for a good example of what might well be one of the most puzzling and strangely designed Mario levels EVER, with quite a few custom blocks.
I think it would be a good level to follow a small castle or ghost house level. The castle/ghost house could have a sort of factory theme to them, and in order to progress to the next area, you need to travel through the factory's waste line. Think that would make sense? The time blocks seem like a good idea, and depending on how you implement them, you could make it seem like the player has a lot of time when they actually have the normal amount, or that they have the normal amount that it going down at an alarming rate.
The time thing is pretty much the plan, at least the second part of what you said about alarmingly going down time. Pretty much most of the theme is that, although the point is we'll now need an actual castle to go before it because this was designed to be a one off standard type level rather than having continuity. Makes sense though, and industry/factory themes are rare in the Mario series, so it's nice to be different. The waste line aspect pretty much explains the water point though.
You could think of it like this; you're in this poisonous pipe. Obviously, conditions aren't too healthy in there. Your life seems to be draining away much faster than usual, and you have a sense of urgency to escape...that could be reflected by the sped up timer. Also, the inverted controls blocks open up tons of opportunities for sinister traps. There could be one point where say you have several enemies chasing you...you can go left or right. You say left, and so press the left key, only to go right...and then straight into your doom, whatever that doom may be.
This idea is why I've came up with a really neat but cruel puzzle for this level in the water section... you're going through a series of pipes underwater while avoiding mines, maybe with these graphics (edited munchers):
http://www.mariowiki.com/images/6/64/Crystals.png
And you've got a BOSS BASS chasing you. Which eats Mario in one gulp. Yep, you can get that here:
http://www.smwcentral.net/download.php?id=108&type=sprites
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Look a few minutes into that guys' hacl. See exactly how quick the Boss Bass kills someone? That enemy and inverted water would be quite a cool section I think.
Depending on where this pipeline was located (suspended in air, ground level, or underground), maybe you could have one section where, say, you have to avoid swimming into munchers in a confined area of the pipeline. As duck down to avoid that near death
It's in a factory type level, so the pit idea is perfectly fine. It's not just a pipe line though, it's also an above ground factory like some kind of Eternal Engine level. Which isn't too nice to visitors.
Kinda like:
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and
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This level is the basis for the inverted controls:
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you suddenly realize that instead of hitting the bottom of the pipeline and walking under the munchers like you did on that last obstacle, you instead see that there is a hole in the ground! With waste leaking through only to fall into a deep abyss, where you may end up next if you don't react quickly! You frantically try to swim up, but instead go down...but why? Wait, that's right, there are inverted controls in this level!!!...but too late. You're already dead. Oh well. Time to load the save state and try again.
Nice idea.
So this seems like a great level idea. Kyle would have to do it, probably, since I don't have any knowledge on custom blocks, but this would recieve my seal of approval, if I had one. Especially since it has inspiration from DK, and everybody loves cameos.
It shouldn't be too hard with BlockTool, that's why I only used existed blocks from Super Mario World Central.
As for enemies, they would probably be things like Fishbones, since I'm sure all of the fishies would be dead from the pollution.
Not all of them (see above).
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