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View Full Version : DSU Mario World Suggestion The Mansion (completely rebuilt level)


cheat-master30
31st October 2008, 05:26 PM
I originally made this level very differently, but here's a new version:

http://www.dsultimate.net/photoplog/images/1/1_TheMansion.PNG
As you can tell, the first area is awesome, and is a COMPLETELY on rails ghost house where you ride a platform along a wire through various Ghost House traps. There are two paths and a few secrets to be found, but yeah, it's ridiculously tough.

Then you have a fire escape type area. Which has Eeries and Boos.

Then that awesomely tough Big Boo boss in the mega spike room. Yeah, it's pretty much designed to be one of the last ghost house levels.

P.S. The background is from a Luigi's Mansion graphic set on Super Mario World Central, and they've also got a relatively nice relevant foreground for it.

cheat-master30
31st October 2008, 09:49 PM
So, any comments on the design?

Zexis
31st October 2008, 10:04 PM
First impression: neat background. The whole idea of a rail level is also quite interesting, since that usually isn't something you see in Ghost House levels. Some of the eeries could probably be replaced with generators, which will actually have a chance on increasing the difficulty, since there placement is random. I think that there should be some branching paths and obstacles that make you hop off the platform; like where you would need to jump onto a ledge, under some spikes and over an eerie, at which point you'll need to hit a P-Switch that opens up a path for the platform that was previously blocked by...blocks, which would have pushed you off the platform and right into the waiting spikes below...

I also like the idea of a fire escape. It gives the Ghost House the feeling of an actual apartment or other building of that nature. I have a few questions about the boss, though. When you pick up a blue block, won't you fall into the ground? What exactly are you supposed to do in order to retrieve one of the blocks and survive? Also, had you thought of maybe putting some rails into the boss room as well, to keep with the rest of the theme of the level? Just a suggestion.

However, a very interesting design. It seems a little short, but I have no doubt that the rail section could be extended, and the mere idea of a moving platform in a Ghost House opens up tons of possibilities. So, great design, cheat.

cheat-master30
31st October 2008, 10:14 PM
First impression: neat background. The whole idea of a rail level is also quite interesting, since that usually isn't something you see in Ghost House levels. Some of the eeries could probably be replaced with generators, which will actually have a chance on increasing the difficulty, since there placement is random.


I thought they all came with generators? Never the less, true, they could be replaced for more difficulty.


I think that there should be some branching paths and obstacles that make you hop off the platform; like where you would need to jump onto a ledge, under some spikes and over an eerie, at which point you'll need to hit a P-Switch that opens up a path for the platform that was previously blocked by...blocks, which would have pushed you off the platform and right into the waiting spikes below...

I knew something was missing. I think I do have the jump over spikes stuff and duck and move around to dodge them though, but the P switch idea I guess sounds pretty good, albeit I don't want every single level to rely on a p switch.



I also like the idea of a fire escape. It gives the Ghost House the feeling of an actual apartment or other building of that nature.

I actually took a bit of the idea from Hotel Horror in Wario Land 4, but I agree, that's why I added it, to make it feel like a proper building.


I have a few questions about the boss, though. When you pick up a blue block, won't you fall into the ground? What exactly are you supposed to do in order to retrieve one of the blocks and survive?

See this:

mx1fSJrIxFM

Azura pulls up a blue block and jumps at the same time in Super Kusotare World, so it's definitely possible, and that's the kind of action I was planning. Yes, I took a hint from the most sadist game/hack of all time... go me.


Also, had you thought of maybe putting some rails into the boss room as well, to keep with the rest of the theme of the level? Just a suggestion.

I can do that, but I didn't because I designed the rails section later. But thanks for the idea, although it might technically make the battle a bit easier.



However, a very interesting design. It seems a little short, but I have no doubt that the rail section could be extended, and the mere idea of a moving platform in a Ghost House opens up tons of possibilities. So, great design, cheat.

It was originally meant to be short to be somewhat fair to the player, but if you think the level would do well with being extended, I'll extend the first area to have more traps, tricks and obstacles.

I was also thinking of using these Luigi's Mansion foreground tiles with the background:

http://www.smwcentral.net/?p=showexgfx&id=427

Good idea? Bad idea?

Zexis
31st October 2008, 10:51 PM
[quote=Zexis;272454]First impression: neat background. The whole idea of a rail level is also quite interesting, since that usually isn't something you see in Ghost House levels. Some of the eeries could probably be replaced with generators, which will actually have a chance on increasing the difficulty, since there placement is random.


I thought they all came with generators? Never the less, true, they could be replaced for more difficulty.

To my knowledge, there are three different types of eeries; the regular eeire that travels in a linear fashion across the screen, the wave motion eerie that travels in, surprise, a wave-motion, and then there is the eerie generator that constantly generates a bunch of eeries coming from both left and right sides of the screen at different Y coordinates, which helps make the expierience slightly different each time you give it a go.


I think that there should be some branching paths and obstacles that make you hop off the platform; like where you would need to jump onto a ledge, under some spikes and over an eerie, at which point you'll need to hit a P-Switch that opens up a path for the platform that was previously blocked by...blocks, which would have pushed you off the platform and right into the waiting spikes below...

I knew something was missing. I think I do have the jump over spikes stuff and duck and move around to dodge them though, but the P switch idea I guess sounds pretty good, albeit I don't want every single level to rely on a p switch.
If you feel it is overused, then don't use it, because there are plenty of other obstacles that can be created. I'd rather the level not feel like it is reusing old obstacles, because what fun would that be?


I also like the idea of a fire escape. It gives the Ghost House the feeling of an actual apartment or other building of that nature.

I actually took a bit of the idea from Hotel Horror in Wario Land 4, but I agree, that's why I added it, to make it feel like a proper building.

You seem to take a good bit of inspiration from Wario Land 4. I've played 3, but never 4...it would probably help me better relate to the level designs, anyways.


I have a few questions about the boss, though. When you pick up a blue block, won't you fall into the ground? What exactly are you supposed to do in order to retrieve one of the blocks and survive?

See this:

mx1fSJrIxFM

Azura pulls up a blue block and jumps at the same time in Super Kusotare World, so it's definitely possible, and that's the kind of action I was planning. Yes, I took a hint from the most sadist game/hack of all time... go me.

Fixed the video tags :). But, that makes sense. I had thought it was just some sort of sick, cruel joke at first glance...


Also, had you thought of maybe putting some rails into the boss room as well, to keep with the rest of the theme of the level? Just a suggestion.

I can do that, but I didn't because I designed the rails section later. But thanks for the idea, although it might technically make the battle a bit easier.

I hadn't thought of it in terms of difficulty, but it would really depend on how the rails were put in. Even if there was just one that went in a constant circle around the Big Boo, it would still make it tougher, I think, but the design is perfectly fine (and plenty difficult) as is.



However, a very interesting design. It seems a little short, but I have no doubt that the rail section could be extended, and the mere idea of a moving platform in a Ghost House opens up tons of possibilities. So, great design, cheat.

It was originally meant to be short to be somewhat fair to the player, but if you think the level would do well with being extended, I'll extend the first area to have more traps, tricks and obstacles.

I was also thinking of using these Luigi's Mansion foreground tiles with the background:

http://www.smwcentral.net/?p=showexgfx&id=427

Good idea? Bad idea?

Hm. It would have to depend on how they would be put in. But they look like they would work...so, sure, why not. They match with the background, at least.

cheat-master30
31st October 2008, 11:40 PM
Okay, I added a whole new section to the area:

http://www.dsultimate.net/photoplog/images/1/2_TheMansion.PNG

That set of Boos near the end is supposed to be like that maze of them, and you can use a P BALLOON to get through them. And yes, lots of rope riding.

ninjablooper
1st November 2008, 03:36 PM
Nice addition to it.

cheat-master30
1st November 2008, 03:54 PM
Thank you ninjablooper. Yep, I like the rope section as well.

ninjablooper
1st November 2008, 04:00 PM
By the way, I am working on a very hard level, Mountain Madness.

cheat-master30
1st November 2008, 04:40 PM
Don't tell me, it's a mountain based level?

ninjablooper
1st November 2008, 04:56 PM
I just finished it, it is like a canyon.

cheat-master30
1st November 2008, 04:56 PM
Sounds awesome, and there's quite a few possible areas that could go in.