View Full Version : DSU Mario World Suggestion Plant Fortress
cheat-master30
28th October 2008, 11:08 PM
http://www.dsultimate.net/photoplog/images/1/1_PlantFortress.PNG
Scary as hell for a two room level, isn't it? But yeah, basically, a few things:
1. You've got ONLY plant enemies in this level, nothing else.
2. You see those standing piranha plants in red, those are Venus Fire Traps. They spit fire. And those green piranha plants? Wild Ptooie Piranhas, take three hits to kill (I need to add some blocks) AND fire projectiles. And those other green things? Those are Blowhards, and fire more projectiles. They can't be killed period.
3. The last section is a maze like underground fort. The last part of it is a very hard narrow swim between a wall and ceiling of Munchers while avoiding piranha plants.
4. A custom boss? Kind of. Those are FOUR Ptooie Piranhas! Yeah, from Yoshi's Island, custom sprites from Super Mario World Central. They take three hits to kill EACH and fire projectiles like fire at the character. You have 14 throw blocks to defeat them, use them wisely. Very tough battle, since the room is TINY and nearly coated with Munchers for difficulty. Like it?
kyledude92107
28th October 2008, 11:55 PM
That's a minimum of eight rooms.
cheat-master30
29th October 2008, 08:24 AM
In theory, I'm thinking it could be fitted into five rooms, the areas are quite big...
ninjablooper
29th October 2008, 07:58 PM
Tat level would make me yell.
cheat-master30
29th October 2008, 08:28 PM
^That's part of the point, since it's quite a late level in the game. Of course, it's also in my opinion on the least Kaizoish as seen as seen in this hack, and I'm quite proud of using careful rather than high amounts of enemy placement.
Zexis
29th October 2008, 08:49 PM
I think it could probably be compressed into five rooms, but I suppose that's up for debate.
It does seem rather small, but I daresay that's a refreshing change from what I've been seeing come forth from the depths of your mind, cheat. I do like how you placed the enemies; they're a bit more conservative than in your other levels, and yet still placed in areas that would be key in tripping up the player. I like how the outside section still retains the physique of a fortress, which helps to convey the whole overgrown theme of the level. Vines could probably added in some areas, and I think that they would go quite nicely with the overall theme.
A question about the boss; are those enemies scripted to be bosses, and will the level end when only one is killed, or all four?
Overall a nice, compact level with an original theme. I'll be interested in seeing how it is incorporated into the rest of the world...
cheat-master30
29th October 2008, 09:02 PM
I think it could probably be compressed into five rooms, but I suppose that's up for debate.
It does seem rather small, but I daresay that's a refreshing change from what I've been seeing come forth from the depths of your mind, cheat.
The main reason it's small is because I want it to use less space than other levels. All enemies have also been placed precisely for difficulty and careful positioning rather than mass death of the player. That's because it's not quite a world boss level so it doesn't need to be TOO brutally long and fortified, plus it's more in keeping with the plant theme.
I do like how you placed the enemies; they're a bit more conservative than in your other levels, and yet still placed in areas that would be key in tripping up the player.
That's the exact reason why I placed them where I did.
I like how the outside section still retains the physique of a fortress, which helps to convey the whole overgrown theme of the level. Vines could probably added in some areas, and I think that they would go quite nicely with the overall theme.
I should probably add vines, and I'm hoping for some kind of jungle type background in the main area in keeping with the theme. Maybe one of these:
http://www.smwcentral.net/?p=showexgfx&id=167
http://www.smwcentral.net/?p=showexgfx&id=246
http://www.smwcentral.net/?p=showexgfx&id=447
It needs to generally look overgrown in my opinion.
A question about the boss; are those enemies scripted to be bosses, and will the level end when only one is killed, or all four?
They aren't scripted, but there's a sprite called a level ender sprite that activates when all sprites on screen are killed. And in case you're wondering about the rest, they are technically kind of mini bosses from Yoshi's Island and Yoshi's Island DS and hence have three health and spit projectiles by default.
Overall a nice, compact level with an original theme. I'll be interested in seeing how it is incorporated into the rest of the world...
Shouldn't be too hard with a custom overworld and a general forest kind of area.
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