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04-27-24 02:40 PM |
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0 users reading [Super Mario Galaxy] Super Mario Galaxy Level Design Thread | 1 bot |
Main - SMG2.5 - World 7 - [Super Mario Galaxy] Super Mario Galaxy Level Design Thread | Hide post layouts | New reply |
skyl |
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NWPlayer123 |
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Member Imma Snuggle You Level: 110 Posts: 2688/3604 EXP: 14207567 Next: 201319 Since: 07-07-12 From: Colorado Last post: 3104 days ago Last view: 1261 days ago |
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. ____________________ "I hate playing musical chats" ~ Quote of the month |
skyl |
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Keep Calm and Inject Some Lysol Level: 50 Posts: 16/613 EXP: 945229 Next: 2088 Since: 09-13-13 Last post: 228 days ago Last view: 221 days ago |
Posted by NWPlayer123 In Sand Spiral, the moving path was moving in the same direction as Mario (unless you were going the wrong way) ____________________ Can you burn a Luigi board? |
Tahcryon |
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Embodiment of Time Can someone lead me to a non-capitalist clothing store? Level: 128 Posts: 3678/5087 EXP: 23825450 Next: 556250 Since: 07-07-12 Last post: 2206 days ago Last view: 769 days ago |
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 |
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Member Normal user Level: 55 Posts: 664/721 EXP: 1246891 Next: 67298 Since: 12-18-12 Last post: 3780 days ago Last view: 3740 days ago |
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. ____________________ 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. |
SquidEmpress |
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Faking your suicide is a terrible thing to do. Get out. Level: 100 Posts: 2388/2912 EXP: 10067533 Next: 286863 Since: 01-30-13 Last post: 3200 days ago Last view: 3199 days ago |
Posted by gc 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. ____________________ Super Mario LOLand Thanks to kaj for helping to port my Acmlmboard 2.5 layout to Acmlmboard 2.064! |
NWPlayer123 |
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Member Imma Snuggle You Level: 110 Posts: 2783/3604 EXP: 14207567 Next: 201319 Since: 07-07-12 From: Colorado Last post: 3104 days ago Last view: 1261 days ago |
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. ____________________ "I hate playing musical chats" ~ Quote of the month |
Main - SMG2.5 - World 7 - [Super Mario Galaxy] Super Mario Galaxy Level Design Thread | Hide post layouts | New reply |
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