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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 01-31-13 05:15 AM, in [Gliding Inferno Galaxy] Gliding Inferno Level Design Link | #11820
The Octopussi could be lurking in an empty lava tunnel strewn with airship wrecks, Undergrunt Gunners etc., while the giant Magmaarghs could be in the heart of an active volcano without any sign of Bowser's army except for a few charred airships sunken into the lava.
That would make sense. Basically, a cave glide + Bowser's army, then a lava glide inside a volcano. It would also be nice if Mario had to fly out the top, just before the volcano explodes. :P

I think Gliding Inferno should be after Final Frontier, to emphasize the destruction near the edge of the universe.
Actually, Gliding Inferno and Edge of the Universe could be hidden, using a pipe after Final Frontier going to Gliding Inferno, then a good distance to EotU.

____________________
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 05:20 AM, in [Foggy Bog Galaxy] Foggy Bog Galaxy Main Level Design Link | #11821
It should have rather few, but strategically placed groups of enemies, so that the player can expect ambushes and be on alert constantly, looking and treading carefully.
If there's a secret star...this whole level'll be covered in thick fog. There'll be a ridiculous amount of potential ways to hide one. A trail of clues, a secret key/pipe, just hidden in a seemingly empty patch...

____________________
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 06:05 AM, in [Temporal Tumble Galaxy] Temporal Tumble Galaxy Link | #11825
Posted by NoSkinnedKoopa
Yes we should totally do that. And I was thinking because NWP's pic gave me an idea of this galaxy was supposed to be messed up in the future, I immediately thought of the Lanayru Desert from Legend of Zelda: Skyward Sword. It was so clever how in the past, technology was more advanced than in the future. We should use a gimmick similar to the Timeshift Stones as well.

Oh yes. The Lanayru region was amazingly varied. Ocean, desert, time, mechanical, electric, mine, underground theme. o.0

Anyway...
Hmm...how exactly would the time period change? A blue switch? Actually, how do blue switches work anyway? They trigger many different things...are they different kinds of objects? If so, maybe one kind could be retextured into an artifact of choice...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 01-31-13 06:57 AM, in Starman Fort Link | #11835
Would be nice to have an image from first person Mario of the whole fortress, but brilliant level.
If it was retextured so it was in metal/black, and a few more turrets and towers were added, plus a few more tweaks,it would be great for Astral Stronghold...


____________________
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 09:25 AM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design Link | #11853
Posted by NWPlayer123
IDK how practical that is though.
Plus we are already basing fearsome factory on lanayru, but I really like it, and I think it fits both galaxies themes, so definitely, at least with the art direction and such

Lanayru fits a lot of galaxies. :P
It had ocean/desert/mechanical/time/electric/mine themes. XD

Anyway...
Posted by Polari
Hmm, it would be cool if Riddle Ruins was actually Shrapnel Sandbar, but in another part of it, and in the future. Mario would think that this is a brand new galaxy, go there, and realize that the Yoshi Sphinx was actually where the other faction on Shrapnel was. It'd be fun to have unneaded story behind all of it :3

I don't think that's a good idea, as it'll restrict the design (needing to put something there, etc.)

Does it have to be a sand theme? I was thinking of it being more of a general temple maze, without any secondary themes. Just a temple, filled with various deadly traps and puzzles.

____________________
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 09:48 AM, in [Final Frontier Galaxy] Final Frontier Galaxy Main Level Design Link | #11854
Posted by NWPlayer123
Posted by Glem3
This should be a sort of galaxy take on the typical "final bowser" world of the classic super mario bros. games... it takes place on bowser's planet, and has many missions, involving his "army", we could have some spaceships, and finally, bowser's castle.

This level mainly serves to provide a classic final level experience, before delving into the more twisted/galaxy experience of "edge of the universe". I think we agreed that at the end of this level, we find a room where peach supposedly was kept-- The final area should be a part of the castle with a cage (which peach was clearly in) that is now wrecked, but with a power star inside it instead. Either a signboard or an NPC can say that Peach was moved.

Of course, a "Sorry Mario, but your Princess is in another Galaxy!" joke is in order here.


Posted by gc
Yes, the edge of the universe should have more of a wasteland feel, with dark matter etc. The army would be stationed here, so spammage of airships, Undergrunt Gunners, Elec/Fire Shooters, spin switches, mechanical doors etc. is in order here. Actually, there shouldn't be too much lava (EotU has enough dark matter to cover that), or bullet bills (Bullet Base/Shrapnel Sandbar will cover that). There should be more of an army feel.
Oh, and the "Sorry Mario, but your princess is in another Galaxy" joke can be put on a signpost, and signed by Bowser Jr .


I totally agree with the dark matter feel, and I don't think Yoshi would fit in all that well....but if you can think of something plausible as a gimmick go right ahead.
We *could* use gravigen here, seeing as it is part of the story with Bowser and such. However, I don't know if we should use it more here or more in EotU


Noooooooo, don't trash it, it's awesome.
Posted by gc
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".


Don't mean to spam, but people are ignoring it... ;~;
See end of my first post...?

____________________
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 02-01-13 04:47 AM, in [Edge of the Universe] Edge of the Universe Main Level Design Link | #12194
Maybe they could appear during the first half of the level. Then near the midpoint, the Toad Brigade tells Mario that they can't go on any further, and wishes him luck. Because the edge of the universe should have loads of black holes and dark matter, making a very atmospheric end, contrasting with FF. Maybe this kind of thing could be better off in Final Frontier.

____________________
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 02-01-13 05:08 AM, in [Dry Boneyard Galaxy] Dry Boneyard Main Level Design Link | #12195
Hmm, the first part of the level should completely focus on atmosphere. Spooky music, bones and rocks everywhere and being eerily void of enemies would create a great effect. No ghost galaxy has ever tried to be anywhere like spooky.
Could the level be something like, starting with a small empty plain with bones and jagged rocks everywhere ; then a small climb up the side of a spire of rock, to enter an utterly empty catacomb lined with bones, with many paths like a maze, and lit with blue torches ; then emerging onto another plain with a small abandoned fortress in the middle, this time with a swarm of Dry Bones instead of bones, so that Mario has to run to fortress. Inside, he has to platform upwards, while avoiding and being swarmed by Dry Bones (like a smaller version of Hooktail's Castle from Paper Mario: the Thousand Year Door), with the boss at the top.
As Ghostly Graveyard is focusing on Boos, and graveyards, this should be totally different. :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 02-02-13 03:03 AM, in [Final Frontier Galaxy] Final Frontier Galaxy Main Level Design Link | #12551
Posted by gc
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.

Glem3's idea of the various NPCs helping Mario could be put in the last section of the level, so Yoshi in the boss fight doesn't look too out of place in a castle.


____________________
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 02-02-13 03:18 AM, in [Bowser Jr's Trembling Tower] Bowser Jr's Trembling Tower Level Design Link | #12552
"Starting concept" became "Staring contest". XD

Anyway, bee mushroom for the boss? That seems slightly out of place. Maybe powerups could be dispensed with altogether, with Boomsday Machine being fought inside the top of the tower (in a circular space the size of the original arena), with spikes, those grey blocks that move out then retract, and other platforms, like the rest of the level.
Like, Mario has to run to one of the 4 lowest platforms, then wind his way along the wall upwards, to where he jump on some floating moving platforms to get to the top of the boss.

____________________
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 02-02-13 03:36 AM, in [Warped Warzone Galaxy] Warped Warzone Galaxy Concept Art Link | #12554
What airships? When I was posting ideas for this one, I was thinking of something like, 2 enormous dreadnoughts blasting vast amounts of various kinds of ammo at each other, in the process warping and destroying a small planet in the middle until it became a wasteland of meteors and dark matter/gravigen.

"...the first half of the first star being a Battlerock-esque ride through a barrage, except longer, with the need to switch platforms, a larger variety in cannonballs, and generally harder, with more hazards. And the second half being a hunt for Gearmos/star bunnies/star chips on a blasted, warped, and nearly-destroyed planet."


____________________
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 02-02-13 04:02 AM, in [Paper Caper Galaxy] Paper Caper Galaxy Main Level Design Link | #12555
You know, some sections could be mimicking the 2D Mario games, with a "background" of paper hills and 2D platforming.
Or, like in PM: TTYD, there could be a pipe in a 2D section, leading to the (walkable) background.

____________________
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 02-02-13 08:10 AM, in [Bowser Jr's Trembling Tower] Bowser Jr's Trembling Tower Level Design Link | #12571
Hmm...I hadn't thought of that.
Hmm...what if the cloud was retextured grey, and there were loads of them lying around near the top, so that the clouds would confuse the player.


____________________
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 02-02-13 09:18 AM, in [Super Mario Galaxy] Super Mario Galaxy Star 1 Link | #12575
I think it should actually be nonlinear, divided into areas by theme, with one area being like Whitehot (tons of fire/lava), one having lots of electric hazards, one having tons of enemies, one having a poison swamp theme...etc.
It would be nice to have a selection of powerups between each section (like 3-5).

____________________
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 02-02-13 10:42 PM, in [Whitehot Galaxy] Whitehot Concept Art (rev. 2 of 02-02-13 10:44 PM) Link | #12928
Amazing. Perfect images for this galaxy: a firey wasteland with tons of everything lava-related, with the only safe platforms being some obsidian paths.

Ninja'd: Solar panels? o.0
Ninja'd:
Posted by Glem3
I haven't read the design for this in a while, but if you ask me, we could probably use multiple images as inspiration, as you could switch between many large planets, one like the first and second images, as well as going INSIDE of a sun and on top of one like in the last few images.

I was thinking for it to be more like the last three...just one huge planet with Silver Stars for Star 1, then the cluster of smaller lava planets surrounding it for Star 2.

____________________
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 02-03-13 09:26 AM, in [Riddle Ruins Galaxy] Riddle Ruins Concept Art (rev. 2 of 02-03-13 09:28 AM) Link | #13020
It would be great to have one half of the level be completely underground in a temple, exactly like NSK's pics of Arbiter's Grounds, except with many traps, like a retextured Ledge Hammer, a hidden Thwomp with only a dip in the ground hinting at its prescence, one of those Clockwork Ruins giant rolling stone-platforms coming down a narrow hallway...
Dead ends that don't look like a dead end, and correct paths that look like a dead end. It should be unnervingly monotonous, but with hidden dangers emerging everywhere.
It should be a labyrinth, designed to lead Mario past all the traps, with many dead ends but only ever one correct path.

Edit: AwesomeAddict, please read the thread before posting. The whole point of the galaxy is to be weird and confusing, and Escher was mentioned quite a few times in the summary post.

____________________
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 02-03-13 09:44 AM, in [Bowser Jr's Trembling Tower] Bowser Jr's Trembling Tower Level Design Link | #13022
Posted by Agent000
Posted by Silver
Posted by Agent000
It'd be cool to have an area of platforming outside the tower, ala "Slippery Climb" from Crash Bandicoot. (Also, it should be storming if possible, though I can't recall there actually being rain in SMG2 :S)


Exactly what I was thinking except more like Stormy Ascent.


The only difference between those was that Stormy Ascent was so friggin difficult that they removed it from the game :P

And Polari:


[image]
[image]
[image]

Anyway...I thought it's supposed to be a single tower?
If so, the level could be segments of Stormy Ascent like platforming, interspaced with sections where Mario has to enter the tower, fight a garrison of enemies, and find a way to the next "staircase".
Or, if there are multiple towers, there could be minibosses...

I don't think Spring Mario is a good idea. With a vertical level layout, having the Spring and falling will be very frustrating.


____________________
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 02-04-13 07:36 AM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design (rev. 2 of 02-04-13 07:43 AM) Link | #13392
I thought the focus was more on puzzles than ruins. I know, you can add in secondary themes, but...a bunch of aboveground ruins doesn't really lend itself to puzzles.
Well, the level could start off with a short puzzle aboveground in an old ruin, but with the pipe dumping Mario down a long shaft, into a large underground maze:
Posted by gc
It would be great to have one half of the level be completely underground in a temple, exactly like NSK's pics of Arbiter's Grounds, except with many traps, like a retextured Ledge Hammer, a hidden Thwomp with only a dip in the ground hinting at its prescence, one of those Clockwork Ruins giant rolling stone-platforms coming down a narrow hallway...
Dead ends that don't look like a dead end, and correct paths that look like a dead end. It should be unnervingly monotonous, but with hidden dangers emerging everywhere.
It should be a labyrinth, designed to lead Mario past all the traps, with many dead ends but only ever one correct path.
The "trickster" Hungry Lumas could be found here, in the maze. The real one could launch him back to the surface, for the second part.

You know, it's slightly annoying when you keep saying "it's not what I'm imagining" or something along those lines, without giving any ideas of your own. I have no idea what your idea would be...(NWP)

____________________
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 02-04-13 07:50 AM, in So finally we get decent snow Link | #13394
Heh, it doesn't snow here all year round. Lowest temperature it goes in winter is 8 degrees Celsius or so...last recorded citywide snow "storm" was in 1970s, I believe. :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 02-04-13 07:53 AM, in [Bowser Jr's Trembling Tower] Bowser Jr's Trembling Tower Level Design Link | #13395
Posted by gc
Posted by Agent000
Posted by Silver
Posted by Agent000
It'd be cool to have an area of platforming outside the tower, ala "Slippery Climb" from Crash Bandicoot. (Also, it should be storming if possible, though I can't recall there actually being rain in SMG2 :S)


Exactly what I was thinking except more like Stormy Ascent.


The only difference between those was that Stormy Ascent was so friggin difficult that they removed it from the game :P

And Polari:


[image]
[image]
[image]

Anyway...I thought it's supposed to be a single tower?
If so, the level could be segments of Stormy Ascent like platforming, interspaced with sections where Mario has to enter the tower, fight a garrison of enemies, and find a way to the next "staircase".
Or, if there are multiple towers, there could be minibosses...

I don't think Spring Mario is a good idea. With a vertical level layout, having the Spring and falling will be very frustrating.

Anyway, minibosses ARE supposed to be easy, especially as this is a boss level.
Giga Lakitu would fit due to his link with storm clouds...but Mandibug?

____________________
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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