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Main - SMG2.5 - World 7 - [Super Mario Galaxy] Super Mario Galaxy Level Design Thread Hide post layouts | New reply

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skyl
(post deleted) #32534

NWPlayer123
Posted on 09-24-13 05:00 AM Link | #32931
Something that I thought of that could be really fun and kinda kaizo depending on how you make it, is that rainbow mario concept from Sand Spiral, where you have to plow through a section while running faster against something pushing/turning you away. Also, a giant maze/puzzle where they give you all the powerups and you have to figure out how to use them effectively. It'd be super complex though, and most likely be prone to glitches, but to what extent I don't know. But it would be a challenge, which is what world 7 is about. It doesn't have to be all difficulty, even figuring out how to progress is a challenge that we can use to our advantage.

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skyl
Posted on 09-24-13 11:23 AM Link | #32938
Posted by NWPlayer123
Something that I thought of that could be really fun and kinda kaizo depending on how you make it, is that rainbow mario concept from Sand Spiral, where you have to plow through a section while running faster against something pushing/turning you away. Also, a giant maze/puzzle where they give you all the powerups and you have to figure out how to use them effectively. It'd be super complex though, and most likely be prone to glitches, but to what extent I don't know. But it would be a challenge, which is what world 7 is about. It doesn't have to be all difficulty, even figuring out how to progress is a challenge that we can use to our advantage.


In Sand Spiral, the moving path was moving in the same direction as Mario (unless you were going the wrong way)

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Tahcryon
Posted on 09-24-13 01:36 PM Link | #32940
I never noticed that. Hm.

Also, that made it harder, since the platform tried to push you into the mines.

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gc
Posted on 09-24-13 03:26 PM Link | #32948
Anyway, a powerup maze seems to be viable, with each "room" being a large hazardous planet/landscape/challenge, with traps geared to make life difficult for some powerups.
Say, one part focusing on quick movement, with disappearing floors and fast hazards.

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SquidEmpress
Posted on 09-24-13 10:07 PM Link | #32965
Posted by gc
Say, one part focusing on quick movement, with disappearing floors and fast hazards.


Disappearing tiles could be combined with fast-moving platforms to make an even greater challenge for Rainbow Mario.

With the Fire Flower, widespread use of destructible impediments would be a challenge since you would have to use destroy objects while being mindful of the timer.

Fans that generate fast wind should be in the Cloud Flower section since it becomes difficult to dodge obstacles on a fast-moving cloud.

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NWPlayer123
Posted on 10-18-13 02:57 AM Link | #33966
So, I've talked to multiple people on the IRC about the idea as it's come up (namely cosmological, Agent, and NSK), and we've all been thinking that my idea I had a long time ago with giving the player all the powerups, and they have to choose which one is best to progress, giving them multiple options, would work really well here, so we should think of potential ways to apply that concept to the level.

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