Kuribo64
Views: 11,095,636 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
08-08-20 01:43 AM
Guest:

0 users reading [Atomic Clock Galaxy] Atomic Clock Star 1 [a MM720 Design] | 1 bot

Main - SMG2.5 - World 7 - [Atomic Clock Galaxy] Atomic Clock Star 1 [a MM720 Design] New reply


MarioMaster720
Posted on 06-28-13 06:16 AM (rev. 3 of 06-28-13 09:03 AM) Link | #26562
Hey everyone. My Atomic Clock Design is FINALLY complete. Here you go:

Microscopic Mayhem (Mission name can be changed if needed)

Planet 1:
When the mission starts, Mario lands on a pretty big planet which looks like an amino acid atom structure laid sideways. He starts on the “Nitrogen” Atom. The planet is explorable from all angles, as it is round, and Mario can walk everywhere on it, including the things connecting the Atoms. One thing which can be instantly seen is that the planet is overrun by those Goombas with Metal Helmets! In fact, on the nearest Carbon Atom, there is a Sign (or Gearmo. The approvers can decide), which says “Welcome to Atomic Clock! You must have travelled far to come here, but sadly you couldn’t have come at a worse time. The giant clock isn’t working correctly and it resets itself every 66 seconds instead of minute! Oh, and this planet has been infested by enemies! Please defeat them all and repair our clock! I hear there’s something valuable inside of it as well…..”. (NOTE The Sign/Gearmo will force you to read it/talk to him when you get close, like that sign in Haunty Halls star 2). After reading/hearing that, Mario has to simply defeat all the enemies on the planet to make the Launch Star Spawn at the farthest Hydrogen Atom, which then blasts Mario to Planet 2.

Top Down view of Planet:

[image]

Planet 2: This is a key planet which will be visited quite some times during the mission. This planet is essentially a big normal looking round clock. In the middle of it is one of those purple enemies which shoots expanding laser beams and which can be used as a trampoline if jumped on. When Mario first lands, he discovers a Star Chip right in front of him. Also noticeable is that there are 4 small roads leading to 4 Launch Stars (or Pipes. I don’t know what would work best). Each of those 4 Launch Stars/Pipes lead to a small “Trial Planet” which has a Star Chip at the end, and when that Trial is finished Mario is brought back to this planet again via Launch Star. NOTE: The trial planets can be visited in any order and can be revisited if Launch Star is taken but Star Chip missed. Once Mario gets all the Star Chips, a Launch Star will appear above the purple enemy and Mario will need to use it as a Trampoline to reach the Launch Star. When he does that, he will be transported to Planet 3.

Top Down view of Planet (Sorry the pic is facing the wrong way. The side where the star chip is is the front side):

[image]

Trial Planet 1: Mario lands on what appears to be a Calcium Atom in a completely 2D area, but the 4 layers of “electrons” surrounding it are Amps! There are 4 layers, with the first one having 2 amps, the second and third having 6 each and the last having only 2. Mario must use Pull Stars to navigate himself upwards in between the rotating amps to get over the last fourth layer, where a Star Chip and a Launch Star await him. The layers all rotate, with the rotating speed increasing with each layer. The first one is the slowest while the last is the fastest. If Mario is hit he will most likely fall to the Proton(bottom), unless he manages to grab a pull star and get to safety without getting hit (which is HARD). Once Mario gets the Star Chip and uses the Launch Star, he will be transported back to Planet 2.

Side (2D) view of Planet (this picture is sideways too. Sorry):

[image]

Trial Planet 2: This Planet is actually….waitforit….a GIANT WRISTWATCH!, and what can instantly be noticed is that the piece which you attach to your hand is huge, and also a conveyor belt. Mario lands on the clock itself, and notices a cage containing a Star Chip that he needs to unlock. Fortunately, there’s one at the beginning of the right side’s band. Unfortunately, a big wall is in front of it, so Mario must travel along the conveyor belt all the while avoiding obstacles like Spiky Plants, Choppahs, Magikoopas and Undergrunts (some suggestions. I haven’t decided the enemies completely). One Mario grabs the key, he will have to go BACK (the wall does not go away), and this time the Conveyor Belt will be going towards him, making him slower and making it harder to avoid projectiles (the first time the conveyor belt went against him, making stationary enemies harder to dodge but projectlies easier). Once Mario returns, he needs to get the Star Chip and then a Launch Star will appear, taking him back to planet 2.

Top Down view of Planet (No enemies):

[image]

Side view of Planet (no enemies):

[image]


Trial Planet 3: This time, Mario doesn’t land on a planet, but instead on a platform, indicating that this is a platforming challenge. In front of Mario are multiple small platformers, but they are of the type which fall after Mario stands on them. In addition, there are tons of Floating Pendulums in between those platforms, which move at a reasonable speed. Mario starts to do the challenge, but then he also realizes that Cosmic Clones have spawned and are following him! Mario must quickly get to the last platform, which holds the launch star, all the while collecting the Star Chip set on one of the falling platforms. Once Mario uses the Launch Star he will be transported to planet 2.

Top Down view of Planet (yet again, sideways. Just bend your head):

[image]

Trial Planet 4: This “trial” is definitely unique. Mario lands on a solid platform, and in front of him are multiple Atomic Nucleuses (surrounded and encircled by 2 Atoms each). He can also spot another safe platform far away which also has the Launch Star, and a Star Chip above one of the Nucleuses. The Nucleuses themselves have bouncy collision, while the Atoms surrounding them simply attract Mario to them and have a strong gravity Pull. Mario must use the smaller Atoms to jump from Nucleus to Nucleus, while avoiding…… Meteors from the sky as well as some enemies that shoot fast projectiles (Meteors or enemies can be removed if needed). To get the Star Chip, Mario must be on an Atom and jump when it’s at its peak and right underneath the Star Chip. Like always, once he uses the Launch Star, he will be transported back to planet 2.

Top Down view of Planet:

[image]

Planet 3: This planet is very small, and is a H20 atom put sideways. On one of the Hydrogen Atoms, there is a Gearmo/Sign, which says “Good work coming so far! The pipe on the other side leads to the inside of the giant wrong-working clock. Take it to get inside and fix it. I think the reason it isn’t working properly is because something shiny is stuck Inside…..”. On the other Hydrogen Atom, there is a pipe which leads Mario inside the giant clock/Area 4/Planet 4. OPTIONALLY, a Midway Point/Flag may be added here.

“Planet 4”/Last Area: Mario is warped inside the Giant Clock. While Mario is there, the Background changes to show gears and Machinery. At first Mario reaches a 3D Area, and the pipe gets him to a solid metal platform. In front of him are a few rotating gear platforms, which have Bob-Ombs on them. Once he gets past them, he finds a square made of green disappearing platforms, and a bullet bill launcher standing on a small platform in the middle. Oh, and there are also Choppahs on some of the green platforms, which means that Mario must jump over them (if they prove to be too high for Mario to jump over, they can be replaced by other enemies or removed completely). After that there are two yellow platforms which take Mario up, where more pendulums and disappearing platforms await him. Once he gets through them, he finds another pipe, which takes him to another part of the clock.

Top Down view of Area:

[image]

The last part of the mission starts. Mario can instantly see the Power star when he exits the pipe, as it is stuck high in between 2 huge gears at the end. One thing he can also instantly notice are undergrunts, thwomps, pendulums and more gears, and all of them are incredibly fast, with it almost being impossible to get on the gears and maneuver where you jump and land. Luckily, there is a Time-Slow Switch in front of him, which slows everything down just enough for Mario to be able to get through. However he needs to be quick! Behind 2 Thwomps is another Time Switch. Now is the final sprint, and Mario must run and reach the Star before the speed goes back to Normal. At the end of a stretch of Pendulums, Gears with Bob-Omb and Thwomps, there are some elevator Platforms which elevate Mario near the star, and then Mario just needs to jump and grab it.

Top Down view of Area:

[image]

Star Get!!! :D

So…. Yeah this was my first design. I know this design will probably seem very long, but it’s a W7 galaxy so I thought it had to be a challenge. Since I’m not going to try to become an official designer or anything (Unless this design becomes a great success), just be honest ;)

And yes I admit a few parts of the design were mostly rushed (specifically the start of the inside the clock part/Area 4). And also I took some inspiration from Bowie's original plan for this galaxy as well as mischellaneous ideas people had.

Also, if anything in the design is too complicated, impossible or "not worth doing", then please tell me :)

So.... can't wait to hear the feedback! :)


____________________
Former SMG2.5 Advertiser and one-time Level Designer/Artist


- FTKing Polari on DN using a mediocre deck: 100% DONE: http://i.imgur.com/TOyJiS0.png >:)
- FTKing Polari on DN yet AGAIN: 100% DONE: http://i.imgur.com/ZUTUPxw.png >8D
- Beat Polari using a deck that's so bad not even the biggest retard of retards would play it: http://i.imgur.com/RnnxkZt.png >:)
- So many Numbers....: http://i.imgur.com/c9KIqLH.jpg
- 5 Fusions in One Turn (epic OTK): http://i.imgur.com/ayP2PJ6.png
- IT ALL MAKES SENSE!: https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t1/1522156_702674209772551_1751395151_n.jpg
- LOL: http://9gag.com/gag/a1AB2AP
- DRAW! MONSTER CARD!: http://i.imgur.com/8BcN9SE.png
- So Apparently Norway is rich while Denmark and Sweden are happy. What they don't know is that our wealth gives us happiness as well :D : https://pbs.twimg.com/media/BfA4EbJCEAAsJfG.png:large

shibboleet
Posted on 06-28-13 10:59 AM Link | #26563
Nice; but the only thing is.....for the first planet. How the hell will we get that clock to function right o,o
Well, we can substitute in OldFortressRotateStep (That rotating peg) and resize and texture and change the stopping point and make it faster.....hmm.


____________________
a

MarioMaster720
Posted on 06-28-13 11:13 AM Link | #26564
Posted by Luigi
Nice; but the only thing is.....for the first planet. How the hell will we get that clock to function right o,o
Well, we can substitute in OldFortressRotateStep (That rotating peg) and resize and texture and change the stopping point and make it faster.....hmm.


We don't need to make the clock actually reset at every 66 seconds (although doing it would be awesome). That was just a reference to BowieZ's idea, and I never actually meant that we HAD to actually make it that way. (Only if it was possible and someone actually wanted to take the time to do something like that. I did presume it was too complicated though) :)

Eventually if it proves too hard we can just be unoriginal and say that the Clock has simply stopped and thus is broken :P

____________________
Former SMG2.5 Advertiser and one-time Level Designer/Artist


- FTKing Polari on DN using a mediocre deck: 100% DONE: http://i.imgur.com/TOyJiS0.png >:)
- FTKing Polari on DN yet AGAIN: 100% DONE: http://i.imgur.com/ZUTUPxw.png >8D
- Beat Polari using a deck that's so bad not even the biggest retard of retards would play it: http://i.imgur.com/RnnxkZt.png >:)
- So many Numbers....: http://i.imgur.com/c9KIqLH.jpg
- 5 Fusions in One Turn (epic OTK): http://i.imgur.com/ayP2PJ6.png
- IT ALL MAKES SENSE!: https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t1/1522156_702674209772551_1751395151_n.jpg
- LOL: http://9gag.com/gag/a1AB2AP
- DRAW! MONSTER CARD!: http://i.imgur.com/8BcN9SE.png
- So Apparently Norway is rich while Denmark and Sweden are happy. What they don't know is that our wealth gives us happiness as well :D : https://pbs.twimg.com/media/BfA4EbJCEAAsJfG.png:large

shibboleet
Posted on 06-28-13 11:15 AM Link | #26565
Ah, ok. Well that could work too if it was just reworked to fit standards.
Also, here's Polari opinion;

[11:13.26] NOOOO
[11:13.31] UNORİGİNALİTY
[11:13.49] SCREW YOU MM720


____________________
a

gc
Posted on 06-28-13 11:30 PM Link | #26605
That seems pretty good. Nice design.
Anyway, maybe Trial Planet 4's nucleuses are electrified instead. :3
Perhaps a time slow switch to slow down the safe "electrons"?


____________________
Burrow Base design- Text complete. I might try my hand at some art...maybe...eventually...?
Bullet Base design-
Final Frontier- (collab)

There's always a light at the end of the tunnel. Of course, it's usually an oncoming express train.

Slow and steady gets you trampled by the other guys.

Glem3
Posted on 06-29-13 04:51 AM Link | #26609
This is a really clever design. It needs a bit more variety and a couple of things need to be changed, but the bits with "atoms" with rotating electric thingys around them is clever and seems like fun.

MarioMaster720
Posted on 06-29-13 05:29 AM Link | #26610
Posted by Glem3
This is a really clever design. It needs a bit more variety and a couple of things need to be changed, but the bits with "atoms" with rotating electric thingys around them is clever and seems like fun.


Thanks! :D What other things would you say needs change? :)

Posted by gc
That seems pretty good. Nice design.
Anyway, maybe Trial Planet 4's nucleuses are electrified instead. :3
Perhaps a time slow switch to slow down the safe "electrons"?


Thanks, and also I also considered making the nucleuses fiery/electrified/hazards once, but I then changed it.
and having Time slow switches there is a great idea (if it will fit though), but then I would suggest making the electrons bigger (or smaller, but then the Nucleus would have to be smaller too).

____________________
Former SMG2.5 Advertiser and one-time Level Designer/Artist


- FTKing Polari on DN using a mediocre deck: 100% DONE: http://i.imgur.com/TOyJiS0.png >:)
- FTKing Polari on DN yet AGAIN: 100% DONE: http://i.imgur.com/ZUTUPxw.png >8D
- Beat Polari using a deck that's so bad not even the biggest retard of retards would play it: http://i.imgur.com/RnnxkZt.png >:)
- So many Numbers....: http://i.imgur.com/c9KIqLH.jpg
- 5 Fusions in One Turn (epic OTK): http://i.imgur.com/ayP2PJ6.png
- IT ALL MAKES SENSE!: https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t1/1522156_702674209772551_1751395151_n.jpg
- LOL: http://9gag.com/gag/a1AB2AP
- DRAW! MONSTER CARD!: http://i.imgur.com/8BcN9SE.png
- So Apparently Norway is rich while Denmark and Sweden are happy. What they don't know is that our wealth gives us happiness as well :D : https://pbs.twimg.com/media/BfA4EbJCEAAsJfG.png:large

MoreCowbell
Posted on 07-03-13 09:58 PM Link | #26999
I feel like we couldve done a lot more with this though

For instance one major concept was using the time slowing switches

The level also seems kind of easy and boring... color wouldve helped


Main - SMG2.5 - World 7 - [Atomic Clock Galaxy] Atomic Clock Star 1 [a MM720 Design] New reply

Page rendered in 0.033 seconds. (2048KB of memory used)
MySQL - queries: 27, rows: 211/211, time: 0.025 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.