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04-05-21 11:11 PM
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Main - Posts by gc

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gc
Posted on 01-27-13 08:42 AM, in [Fearsome Factory Galaxy] Fearsome Factory Concept Art Link | #10270
That pic could work for a puzzle where Mario has to enter a side room and solve a puzzle to advance further in the main hallway/room.

____________________
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.

gc
Posted on 01-27-13 09:17 AM, in [Misty Peaks Galaxy] Misty Peaks Galaxy Level Design Link | #10273
Maybe Star 1 could be ascending the mountain, like rocky slope-->rocky cliff-->ice cave-->ice cliff-->summit+star.
Then Star 2 could be sliding and skating all the way back down again, but on a different path.
I dunno.

____________________
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.

gc
Posted on 01-28-13 05:03 AM, in [Solar Coaster Galaxy] Solar Coaster Galaxy Level Design Link | #10522
It was something like, collect 100 (make it 50?) coins via "minigames" (i.e. a fenced off area with coins to collect, and a ranged text box NPC standing at the entrance explaining how to grab them. (e.g. an area with cannons, drums and coins, so Mario can shoot himself up there to grab them.
It could have all of Glem3's suggestions for the minigames, with more than enough coins and enough variety to make it interesting.
To make it less annoying, it should be near-impossible to die in the first half.
Plus, it would only be the first half of the level, with the underconstruction roller coaster being the main attraction.
Just because, you know, just a rollar coaster would be extremely uncreative.

____________________
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.

gc
Posted on 01-28-13 05:10 AM, in [Comet Chasm Galaxy] Comet Chasm Music Link | #10523
Is my general idea of a huge planet with a huge chasm, with mud and dinosaur bones at the bottom, and grass and mud along the top and sides okay?
If so, the music shouldn't be too desert/hostile like, it (hopefully :P) has a midair/mud/yoshi theme.


____________________
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.

gc
Posted on 01-28-13 06:59 AM, in [Super Mario Galaxy] Super Mario Galaxy Star 2 Link | #10524
Posted by gc
Uhh...this is starting to sound boring. Just Peach's Castle and surroundings...
Ooh wait, would it be possible or practical to make Star 2 a kind of sandbox with Peach's Castle as the hub, with many optional Launch Stars (maybe seperated by theme, like Launch Stars to a bee-themed galaxy being near the visiting Queen Bee) to a NPC-populated versions of many past levels, along with possibly some random levels that didn't make the cut, and possibly rematches with bosses(?) (ALL OPTIONAL)
It sounds a lot, but it would be a great way to improve Star 2, and as they're all optional...

Wow, that was the original idea? O.O
We could stick so many throwbacks and references to older levels in there. Why is everyone still talking about the "room/hall of fame"? :P
It could be an optional journey through many sections of levels that most represent the theme. Plus, maybe Bowser Jr. could be back with an optional harder version of his mechas. Or any other unused boss, for that matter.
Then again, it can't be too overboard. :P

____________________
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.

gc
Posted on 01-28-13 07:08 AM, in [idea] Randomized Yoshi Colors Link | #10525
Is just making a color randomizer for Yoshi on set levels actually possible and/or practical and/or pretty easy?


____________________
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.

gc
Posted on 01-29-13 06:44 AM, in [Final Frontier Galaxy] Final Frontier Galaxy Main Level Design Link | #10904
Posted by gc
Basically, anything connected/associated with Bowser should be here, with none of the usual lava.

Maybe this should be actually Bowser's castle+surrounding courtyard(s). It would make sense for Bowser's army to be in his castle.
Hmmm, maybe a horde battle would be too messy. Perhaps groups of 5 or so enemies blocking staircases, hallways and walkways, "squadrons" of 10 or so enemies waiting in a room, 3 or so Hammer Bros chucking hammers down from adjacent higher walkways, maybe traps with Piranha Plants and stuff like that, Bowser Jr. doors with enemies behind them in one part, Bowser gates near the end, and maybe an army of ~100 enemies split into about 5 groups in a part of the courtyard, which Mario must avoid. And a lot of other enemies scattered around elsewhere.
There should be Bowser flags everywhere. Ooh, wait, maybe a group guards a Bowser flag leading up to another walkway. Less lava, perhaps, but maybe a generator room with Amps and lava, or a lava enemy room filled with the typical Bowser stage enemies with even more emphasis on lava. Replacing any Sling Stars/Launch Stars with flagpoles and cannons would help the Bowser army theme, too.




Actually, should this be one of Bowser's castles? I mean, it'd make sense. I really don't want this level to be "a bunch of connected walkways and gates".

____________________
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.

gc
Posted on 01-29-13 07:26 AM, in [Solar Coaster Galaxy] Solar Coaster Galaxy Level Design Link | #10909
Erm, well, I'm no expert, but the cages are an object. Like, you can put it anywhere you like, but you can't take it apart or chop it in half or anything like that.

Anyway, I only suggested the coin gathering idea because it would make an excuse to visit the other parts of the park. I mean, I was thinking of something like the Hungry Luma wanting 50 coins, and each area having about 30 coins each, so there'd be no need to visit all of them, or completely clean out one area.
But...oh well.
Any other ideas to get the player to visit the other "attractions" of the "park"? A simple coaster would be unoriginal.

____________________
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.

gc
Posted on 01-29-13 07:51 AM, in [Ghostly Graveyard Galaxy] Ghostly Graveyard Main Level Design Thread Link | #10912
Whoa, where'd catacombs come from?
This is supposed to be a series of graveyard planets. Then a series of rooms in a blown-apart mansion or something, I think.
Catacombs might be more fitting in the other ghost galaxy, Dry Boneyard.

____________________
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.

gc
Posted on 01-29-13 09:01 AM, in [Ghostly Graveyard Galaxy] Ghostly Graveyard Main Level Design Thread Link | #10929
Posted by gc
Whoa, where'd catacombs come from?
This is supposed to be a series of graveyard planets. Then a series of rooms in a blown-apart mansion or something, I think.
Catacombs might be more fitting in the other ghost galaxy, Dry Boneyard.

Remember, the two stars are..kinda designed, right? It should have the exploring the graveyard aspect in Star 1 and lots of puzzles in Star 2.

Dry Boneyard should focus more on atmosphere/real spookiness. Catacombs lined with bones...

____________________
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.

gc
Posted on 01-29-13 10:14 AM, in [Warped Warzone Galaxy] Warped Warzone Galaxy Level Design Link | #10973
Posted by Polari
I agree, and I never understood how that thing can actually FLY.

Smaller spaceships would probably be better.

The two battleships are supposed to be ginormous. :P

Battlerock...was that a ship? I've forgotten.

Ooyeah, the title's still wrong...

____________________
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.

gc
Posted on 01-29-13 10:37 AM, in [Bowser's Gravigen Extractor] Bowser's Gravigen Extractor Level Design Link | #10975
Enemies? Yeah, there'll probably be a lot less enemies than usual, but not as few as EotU. There could be many of those moving blocks over dark matter (SMG1 Dark Matter reactor, is that possible? Paths possible?) if possible...

____________________
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.

gc
Posted on 01-30-13 05:51 AM, in [Aquaflame Galaxy] Aquaflame Main Level Design thread Link | #11449
Posted by gc
Maybe it should be a main planet mostly occupied with a huge erupting volcano, with a hemisphere of water on the other side, with many other similarly sized water planets.
There needs to be obsidian paths and obsidian boulders on the water planets. And maybe a slight fog effect. You know, lava + water.
Stygmax's idea is pretty nice. Like, one of those lava spheres from the beginning of Melty Monster lopsidedly encased in a sphere of water, with plenty of obsidian chunks and a significent fog effect. (is that possible underwater?)

Anyway...was there a giant water sphere anywhere in the game?

____________________
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.

gc
Posted on 01-30-13 07:28 AM, in [Aquaflame Galaxy] Aquaflame Main Level Design thread Link | #11461
Because he's being used in Freezeflame, which is fire/ice. Compare this, which is lava/water. Pretty similar.
I mean, it'd take a huge new idea to make a second Kaliente fight different.


____________________
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.

gc
Posted on 01-30-13 07:40 AM, in [Final Frontier Galaxy] Final Frontier Galaxy Main Level Design Link | #11463
Posted by gc

Actually, should this be one of Bowser's castles? I mean, it'd make sense. I really don't want this level to be "a bunch of connected walkways and gates".


Tanks?

____________________
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.

gc
Posted on 01-30-13 08:27 AM, in Less Active Members Link | #11472
Yes.
I was bored, so...
Just for reference.
42,34,6, -82 ~69.5%
11,6,0,1,3,0,1,2,0,1,0,0,1,0,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, -29 ~24.5%
1,0,1,1,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1 -7 ~0.05%
...

Anyway, I agree. Astroluma always pops up and disappears every few months. And some of the older members of the ProBoards...
The community seems so small now. Oh well.
I guess that was the only major downside of moving to Kuribo. Less new members. So far, only one contributing member..
Whoops, off topic again. Sorry. :[


____________________
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.

gc
Posted on 01-30-13 08:31 AM, in [Bowser Jr's Burrow Base] Bowser Jr's Burrow Base Level Design Link | #11474
Posted by gc
Posted by Polari
We decided that rock wasn't going to be in this galaxy a long time ago. It gets introduced in W3 anyway :P

I meant that there should be a mine, with crystals, boulders and some chunks of metal. Otherwise, there needs to be a gravity theme as well, because, seriously, drilling is mostly one-way. Except for the bouncing. Pretty much, the dirt theme by itself is kinda lacking.
Like, a huge rectangular planet, with the top fenced off (where Mario lands). Then he has to avoid Diggas and those digging moles from Battle Belt, getting the Spin Drill, then digging down to emerge in a small square cavern with many crystals and metal machines. Mario has to then find the right digging spot, with all others just bouncing him around, then back up.
Then a few more much shorter maze like drilling spaces (just high enough to jump in), with a couple digging moles and 3 spots to drill each. One gets the player forward, while the others are the wrong ones, and Mario eventually gets to a dead end, with a pipe taking him back to where he guessed wrong. Best to have three layers total, but with a signboard giving him a tip at the beginning, and the right ones having a difference (like, with more Diggas near it?)
Then...Mario either pops out the other end, then explores the long flat side of the planet . Or he emerges in a gigantic cavern...ran out of ideas here.

What would electric fences be doing in a rock/dirt galaxy? :P
The "mazes" should be made of dirt pillars, reduced size giant gems, and machinery (the mining machines).

____________________
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.

gc
Posted on 01-30-13 08:57 AM, in [Aquaflame Galaxy] Aquaflame Main Level Design thread Link | #11481
It might need a boss, since there aren't too many ideas for this...
Pikante? Seriously? How might his tank work on a water/lava themed arena?

____________________
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.

gc
Posted on 01-30-13 09:06 AM, in [Dry Boneyard Galaxy] Dry Boneyard Concept Art Link | #11483
It would REALLY help the mood if there were absolutely no enemies in the first half of the level, with the half being solely bone and rock platforming. Like SSL's pic. With bones. Without the graves.
Of course, the other half should have Mario emerge on another plain, looking like the first one...except it's filled with Dry Bones, so he must jump and bounce on giant bones and the Dry Bone crowd to escape.
Could there be a cave section with catacombs and tunnels lined with bones, and lit with blue fire?
I really want to make this galaxy being heavily emphasizing on atmosphere. No ghost galaxies really did that.

____________________
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.

gc
Posted on 01-31-13 04:51 AM, in [Aquaflame Galaxy] Aquaflame Main Level Design thread Link | #11819
I don't think Star Bunnies would fit here...Actually, would the Star Bunny work if placed underwater or on lava? Hmmm...
(remember, no ice here. Flarefrost-> fire/ice , Aquaflame->fire or lava/water)

____________________
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.
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Main - Posts by gc

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