Kuribo64
Views: 17,586,859 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
10-01-22 11:16 AM
Guest:

Main - Posts by gc

Pages: 1 2 3 4 5 ... 33 34 35 36 37
gc
Posted on 12-28-12 04:23 AM, in Music Link | #2202
Posted by Agent000
I made a music composer thread a while back, but it is now obsolete; a music thread for each galaxy is much more organized than one huge mess of a thread like on the old forum. Really, only those individual threads and the music list thread are necessary.

Most music isn't really designed for any specific galaxy though...
One huge thread would create problems, but it would be a space where undecided or unreviewed new music would go.

____________________
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 12-30-12 03:17 AM, in [Comet Chasm Galaxy] Comet Chasm Level Design Link | #2374
Comet Chasm Galaxy is the Yoshi introduction level, but should be very different from Yoshi Star Galaxy.
Only one large concept for this galaxy so far, a huge spherical planet covered with hills of dirt, mud, pools of water, and with a huge chasm in the middle, with dinosaur bones, mud, and dirt pillars at the bottom. A comet which caused the impact may be in the chasm, half buried.

__________________________________________________________________________________________________

My idea is to have small starting planet which has a launch star(Or a sling star) to the main planet,which is a medium-big planet,like in the Starshine Beach galaxy.It should also have a background similar viewing to World 3 from Starship Mario.The main planet should be covered in mud and small pools,and there should be a point where you go in the planet,and its filled with water.Or you use Yoshi and flowers to get somewhere high up
-negativecrafter5

I have an idea:
Goomba Hopscotch:
Mario could cross the chasm using yoshi's flutter jump and bounce off of paragoombas. Mario can stop on platforms to rest and he can continue bouncing to reach the end and get a power star.
-yoyoman

This galaxy should be a huge planet with an enormous crack in it. Basically, most of the huge planet would be inaccessible, and the action would take place in and near the gorge. Star 1- exploring near the gorge, maybe descending into it. Star 2- exploring the gorge itself, through the air, using Blimp Fruit and the flowers Yoshi can swing himself with.
-gc

Star 1:
Mario lands at the muddy bottom of the chasm, near a bunch of dirt piles, mounds and hills (and maybe dinosaur bones). He has to find a Paragoomba guarding the key to Yoshi's egg, mixed in with other Paragoombas and Goombas, all hiding between the dirt stacks, while being fired at by a few Octoroks on top of various dirt pillars. After the cage is unlocked, Mario has to get through a ring of Octoguys. This takes up a third of the mission.
After getting Yoshi, Mario can now jump up on particularly high dirt stacks by using those flowers which let Yoshi swing from them with his tongue. After a bit of jumping from one stack to another (all guarded by those spinning flower enemies, Paragoombas, Goombas and Octoroks) Mario reaches a Launch Star, which launches him upwards, through a few rings of starbits and onto a ledge on the other side of the cliff. (maybe a Luma that says something about the chasm being so big that Mario wasn't launched fully out of the chasm).
Mario has to climb up the side of the cliffs. There are various moving platforms, disappearing yellow platforms and a whole lot of pull-out platforms, but there are considerable numbers of Piranha Plants and Choppahs blocking Mario's way, and there is little stable platforms/land (i.e. not moving) to begin with, without the Piranha Plants taking up space. Sounds hard, but there really are a lot of pull-out platforms, and it isn't too long. This takes up another third of the mission (in terms if difficulty, not length).
Eventually, Mario reaches the top, and the last third of the mission. He has to climb up the slopes of a giant mound, avoiding enemies, and moving sideways to get past walls of dirt pillars. After a lot of moving in a winding path, and a few jumps, Mario reaches the top of the mound, where the Star lies trapped in a crystal.
-gc

Maybe the Chasm could have been Created by a comet (or many)? We don't necessarily have to show this but maybe a sign or Toad can mention it. Calling it "Comet Chasm" and not including comets in it sounds misleading and lazy. No SMG or SMG2 Level ever does that.
Also even though it may not be Comet-based it can't hurt to have comets in it? (assuming they're placed where they can fit/are needed)
Maybe the background for the level could have some comets in it? :3
-MarioMaster720

I'm assuming that there'll be tons of those starbit shooting stars. That'd account for the comet feel.
-gc

I have the idea to put a star inside the comet that made the chasm. The comet will be in the bottom of the chasm.
-rufus

How does one get inside the comet?
-stygmax

Maybe with an hidden hole or ground-pounding it in a certain cracked place.
-rufus

May be possible with a re-textured ground pound stone from battle belt, but could you elaborate a little?
-stygmax

Maybe just use a pipe? Pipes in Mario games can lead to anything :P
-MarioMaster720



____________________
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 12-30-12 06:47 AM, in [Comet Chasm Galaxy] Comet Chasm Level Design Link | #2386
Well, I was thinking of the bottom being a whole mess of mud, with a bunch of dirt pillars/stacks, which Mario has to find the key to the Launch Star to launch himself out of the bottom of the chasm. There really shouldn't be too much 1HKO stuff in the second galaxy, and a comet crashing in and making the chasm would make more sense...BUT maybe the comet could be covered in dark matter. "Don't touch it, Mario!" *touch* *dies* :P
The chasm should be nearly as big as the planet. :3

____________________
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 12-30-12 07:04 AM, in [Ghostly Graveyard Galaxy] Ghostly Graveyard Main Level Design Thread Link | #2389
This is the only design thread...?

Anyway, Polari, how is the signpost going to trigger the Boo? Maybe just when Mario steps forward, but with the signpost having a ring of coins around it. And could you elaborate on the "walkway" part? Like Haunty Halls?

Maybe the third planet should be a bunch of largish, flattish graveyard planets instead, connected with bridges, and with blue fire, torches, lots of gravestones (which some Boos rise from), an area of lots of Swoopers, etc. Plus any traps. Mario has to find a key, then reach the Launch Star/pipe. It would be best to rig the bridge network so that Mario has to travel through most/all the graveyards.

Bouldergeist. :3

____________________
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 12-30-12 07:08 AM, in [Comet Chasm Galaxy] Comet Chasm Level Design Link | #2390
Comet pieces? o.0 Like what?
Maybe the comet could be mostly buried?

____________________
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 12-30-12 07:45 AM, in [Warped Warzone Galaxy] Warped Warzone Galaxy Level Design Link | #2396
Post your design ideas here! With two battling ships, there's a lot we can do... exploring both of the ships, going inside both the ships, traveling BETWEEN the ships (which are shooting bullet bills/cannonballs, maybe?). Since we only have two stars to work with, I think we should make two awesome, long, normal power star missions.
-Original description -Glem3

Nobody seems to disagree with 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.

Star 2, anyone?

______________________________________________________________________________________________________________________________________
Hmm...
We could mention instead that both starships are fighting inside some sort of asteroid field, and the only thing that keeps them in one piece is the very same last resort device - a powerful force field generated by a Power Star. Destroying such a field would actually destroy the "Galaxy" by erradicating both spaceships with a meteor shower, since both of them are too great to even destroy each other. For the bullets, we could set up electric bolts moving at terminal velocity at places where Mario cannot reach.
As the first name mentions, there might also be several warpers set all over the explorable terrain, which can either be deactivated when a second trigger is reached or both Stars are being played at once, so you have lots of open space to explore.
For the spaceships's shape, they might have some sort of symmetry that resembles the Star Destroyer - Venator class or a mix of this one with the Airships found in Fearsome Fleet.
-LordFalcon

I don't think space fits....and when I thought of this idea, I was thinking of a big planet, with lots of damage from various things that we can imagine....not.....spaceships. . . .
A WARPED warzone, scarred from the blasts of some unknown enemy. I think we should reconceptualize a lot.
-NWPlayer123

Well, how about both of the spaceships blasting at a planet in the middle? The bullets can be Banzai Bills (they create explosions when they get destroyed), those yellow/black cannonballs from Battlerock, elec-spheres (both of them will stand out from the background, as they're yellow). Along with a few meteors.
Maybe the first star can be a ride through the barrage, then exploring the planet being blasted for Silver Stars (very dangerous )
-gc
They are battling each other. Most of the barrage collides and explodes on the ships or in the middle. It's just that a planet is in the worst of the barrage. Caught in the crossfire. Anyway, that's just an idea.
-gc

I like that idea - the two ships are battling each other, but this innocent planet is suffering for it. And maybe Mario has to put it right?
-Agent000

Nah. The planet is already blasted and warped, it's impossible to repair it.
This combines both the original idea of the warped, empty battlefield and the new, interesting idea of the two battling battleships.
Actually, what should the battleships be? Two Dreadnoughts (not sure if it's possible)? Two vastly expanded regular rocketships?
And what should Mario ride through the barrage? Sand Bird? Small battleship? Metal platform from Battlerock (it's shaped like a disc)?
-gc

I have an idea that includes a story in the missoins/levels of this galaxy. Since I heard somewhere; soon we can new NPCs, I came up with this. Mario finds out that they are two enemies at war, and he becomes in the middle of it! After dodging the debris and explosions, etc., Mario finds the Toads. They tell him that he could go on the giant battleships and ask them to settle out their differences. Since I have many unused bosses according to my boss plans/concepts/designs, I was thinking to have 2 bosses be the opposing disagreeing captains of this war. Also, in the battlefield and on the ships, I was thinking to have some friendly NPC enemies, and enemies that want you dead. Mario agrees with the toads, and sets out to be a peacemaker between these 2 unknown foes. As Mario goes through battlefields and bases of the foes, he first meets some friendly and unfriendly foes in the armies. Mario proceeds through the bases, battlefields, etc. Then gets to the main ship. Some friendly NPC enemies give Mario permission to talk to their captain. But of course, the captain doesn't agree and attacks Mario. Thus, leading to a boss battle. After getting the star, Mario comes back in the second mission and realize the captain he defeated, his army tries to avenge him by attacking now the Toads and still the other enemy army. Mario gets the toads to safety, and they tell Mario that if the other captain isn't taken care of, the toads and him will perish. Mario then hurries through friendly and unfriendly foes of the other army, and proceeds to the other captain. The captain then explains to Mario why they are fighting, but he then thinks Mario is spy from the other side, and tries to destroy him, too. After defeating the boss, Mario and the toads realize that the evil captains started this war. And soon, the star appears along with the enemies making peace. I think this could be too much of a story for a normal galaxy, but I like it.
-TheNoSkinnedKoopa

Jeez, disregarding previous ideas, much? How will the captain explain, or think he's a spy, unless new cutscenes can be made? And that would be time-consuming, and not really useful. And after the making peace, do they stop firing or something? Then the level won't be a Warzone after you complete it the first time.
The names suggests that the focus is on the warzone, not the blasters.
Anyway, going on both battleships was mentioned on the first page, and it was kinda disapproved. The original idea didn't even have battleships, just the blasted planet in the middle.
IMO, the first star should be Mario riding a Sand Bird, small battleship or metal disc (from Battlerock) through the barrage for the first half, then landing on the blasted planet to find Star Chips that make a Launch Star to the star/Silver Stars. Doesn't sound very hard, but remember that the whole level will be played dodging Bullet Bills, Banzai Bills, elec-spheres, those yellow/black cannonballs (from Battlerock), meteors, flaming coconuts, etc. etc.
The second star is still open. Maybe board the ships in that mission. Hmmm, actually, can two bosses be fought at once? Maybe they both took a small cruiser out to the middle where they crashed and start fighting, with Mario in the middle. That would be cool. They'd both have to have projectile attacks and not move around too much for this to work, though.
-gc

Um excuse me?
1. The Whomp King talks to Mario in a cutscene, so we can edit his text.
2. We will soon be able to edit amimations/cutscenes, etc.
3. This is my idea, even though previous ideas have been disapproved, who's to say it won't be approved?
4. Both levels focus on the battlefields, and the warzone, plus the ships.
So don't scold at bad ideas until you fully research them.
-TheNoSkinnedKoopa


7 Oct, 2012, 3:22am, gc wrote:
Jeez, disregarding previous ideas, much? How will the captain explain, or think he's a spy, unless new cutscenes can be made? And that would be time-consuming, and not really useful. And after the making peace, do they stop firing or something? Then the level won't be a Warzone after you complete it the first time.The names suggests that the focus is on the warzone, not the blasters.
Anyway, going on both battleships was mentioned on the first page, and it was kinda disapproved. The original idea didn't even have battleships, just the blasted planet in the middle.
IMO, the first star should be Mario riding a Sand Bird, small battleship or metal disc (from Battlerock) through the barrage for the first half, then landing on the blasted planet to find Star Chips that make a Launch Star to the star/Silver Stars. Doesn't sound very hard, but remember that the whole level will be played dodging Bullet Bills, Banzai Bills, elec-spheres, those yellow/black cannonballs (from Battlerock), meteors, flaming coconuts, etc. etc.
The second star is still open. Maybe board the ships in that mission. Hmmm, actually, can two bosses be fought at once? Maybe they both took a small cruiser out to the middle where they crashed and start fighting, with Mario in the middle. That would be cool. They'd both have to have projectile attacks and not move around too much for this to work, though.

A fusion of both ideas would be the first star being the ride through the barrage, then the hunt on the warped/scarred planet. And the second star to board both ships. And as I mentioned, I wonder if there can be a double boss battle?
-gc

Yeah, for the first star Mario could land on a toadship, and the toad is worried about the planets caught in crossfire during the war. Mario goes to check out one of the planets, and on the launch star path he goes over the ships and a few bullet bills being fired. Then he finds out that a few star bunnies lived on one of the planets. The planet is almost completely destroyed, with lots of craters and maybe a few koopas (fired koopa shells that missed and came back out on the planet). Mario has to find each of the star bunnies, who will ask for help, because their friends live on the other planets. Mario has to search the planets and find the star bunnies. That part should only be about two or three planets or so, and there should be more after that.
Also, if this galaxy is two levels, will there be a secret star?
-SparkerBoy8

I'm not sure if the Star Bunny thing is possible, if it is, you've just thought of a creative alternative to Silver Stars!
Well, NWPlayer originally pictured just the warzone (i.e. just the planet), so one large planet would be better, but there could be lumps blasted away from the main planet (i.e. very small planets + one larger planet).
It would be best to focus more on the barrage. Maybe around a third of the level could be like Battlerock Galaxy (dodging cannonballs on a moving platform) except with a lot more variety in the projectiles (pretty much everything and anything that can be fired at Mario) That'll make the level long enough to have only two parts (missile dodging+finding the bunnies on the warped planet).
A hidden star? Depends on whether the boarding ship idea will be expanded on.
-gc

Actually, the battlerock idea isn't bad. Maybe in the middle of the first level, Mario travels around on a platform, with various items thrown around (bullet bills, mines, electric fences, etc.) As for the beginning, I'm still thinking.
-SparkerBoy8

Actually, I was thinking of expanding on Battlerock's theme for the entire first half of the first level.
Elec-spheres, fireballs, cannonballs, Banzai Bills, Bullet Bills, Undergrunt Gunners, bubbles (lol), meteors, mines, electric fences. That would look cool, and enormous battling warships should have ridiculous amounts of ammo.
Adding extra platforms, platforms getting destroyed, and a need to constantly switch platforms would keep the ride through the barrage interesting. And make it hard enough to not need a long level, which would possibly ruin the interesting factor.
-gc
_____________________________________________________________________________________________________________________________________
Anyway, possible Star 1:
First part :Mario rides a metal disc(from Battlerock Galaxy) or a sand bird through a barrage of projectiles (Banzai Bills, elec-spheres, cannonballs (yellow-black, from Battlerock) fired by two gigantic battleships.
Second part: Mario lands on a planet in the middle, which is being blasted from both sides. He has to search for Silver Stars on the blasted planet. Meteors, lava, steam geysers, dark matter (?).
-gc

you know, cannonballs were also in SMG2
It would be cooler, imo, if 1 of the 2 battleships were piloted by Bowser's troops. The other one would be losing the battle, and Mario would have to journey into the battleship getting destroyed. He'd have to journey into the engine room and get the power star
-Polari

Really? Where?
Well, I think it was suggested that the two ships being controlled by Bowser, and the Topmen. Glem3 did say that it would be best not to reveal the occupants/controllers of the ships, but I don't think that's a good idea if a mission will lead into the ship.
Anyway, the second mission will probably involve the inside of the ships. This first mission shouldn't involve the ships, except for their blasting.
-gc

Wild Glide Galaxy, near the end. Being shot by undergrunt gunners.
-Polari

Guys I think Warped Warzone should have warp pipes and teteporting ships.
-yoyoman

'Read the main level design topic first'
And no, we already decided that it will be about 2 spaceships
-Polari

Probably just 2 enormous ships, firing loads of stuff at each other, and blasting the innocent planet (And Mario) as well.
But actually, SHOULD there be other ships? If there are, they CAN be teleporting, though.
-gc

How will we make them teleport?
Yeah, there should be other ships, but smaller...Maybe boarding ships?
Maybe we can use those black holes that clipappearbattleships use
-Polari

Ships can come out of those portals, but can they go in?
Basically, if there's going to be smaller ships, one goes in a portal and disappears, and another one comes out of another portal, so it looks like it can teleport. They continue moving near Mario and spew extra cannonballs at him. It would also be cool if a crowd of Octoombas/those stationary squid-like coconut- spitting enemies were on it. Extra barrage of rocks/coconuts! Then it goes into another portal and disappears.
If that's not possible, skip the going-in portals, make the ship move alongside Mario for a while, then vanish into a black hole.
-gc

I don't think they can go in, we'll have to ask someone like newp. (Although I doubt it)
And about the steam geysers, they weren't in SMG2, and I don't know if we can import them
-Polari








____________________
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 12-30-12 07:55 AM, in [Super Mario Galaxy] Super Mario Galaxy Level Design Thread Link | #2397
Maybe each section of Star 1 could be themed on a famous Mario game/series...You know, SMB , SMS, SM64, maybe one more series, then the final challenge.

____________________
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 12-30-12 11:44 AM, in [Warped Warzone Galaxy] Warped Warzone Galaxy Level Design Link | #2403
What? Never heard that.
Maybe there could be a small part on the warped planet with screwy gravity, but there really isn't much need for that.
What about Bowser's Gravigen Extractor?

____________________
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 12-31-12 05:30 AM, in [Comet Chasm Galaxy] Comet Chasm Level Design Link | #2495
Eh. They look similar anyway.
It isn't really needed here, though, unless the comet's covered in it. :P
To kill players who are stupid enough to touch the pieces.

____________________
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 12-31-12 05:37 AM, in [Solar Coaster Galaxy] Solar Coaster Galaxy Level Design Link | #2497
I like that idea. It would make it more like a fairground.
Shy Guy's Toy Box? Super Mario Pearls of Wisdom World 4?

____________________
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 12-31-12 05:59 AM, in [Solar Coaster Galaxy] Solar Coaster Galaxy Level Design Link | #2499
I actually have only heard of Shy Guy's Toy Box, but I've played through World 4 of the other one. Erm, well, try watching a few videos of World 4. 5 levels + boss.
Cannon Carnival, Balloon Park, Roulette Tent, Wheel of Misfortune, Roller Chaos. Any of that sparking ideas?

____________________
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 12-31-12 06:12 AM, in [Digital Circuit Galaxy] Digital Circuit Galaxy Main Level Design Link | #2501
It would be rather eerie to have a whole assortment of Amps crackly-laughing at you. Should there be a kinda maze made out of Amps, electric gates and those moving things in Flipswitch Galaxy (Painting the Planet Yellow, SMG1), if possible?
Oh, and don't forget those electric-ball shooters...erm, were they in SMG2.


____________________
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 12-31-12 09:53 AM, in [Whitehot Galaxy] Whitehot Galaxy Level Design Thread Link | #2503
Erm, wasn't the first star supposed to be just on the main planet (the "whitehot" planet)?
Like, Star 1- exploring five sections of the whitehot planet for silver stars guarded by lots of pretty much every lava gimmick/enemy that ever existed (with only small obsidian paths surrounded by plain lava), Star 2- a sequence of small lava planets surrounding the main planet, with a variety of challenges (starting with a quick section on the whitehot planet), Star 3- a quick section of Star 1 and a section of Star 2, except the planets (only a small section of the main planet and most of the small planets) have been mechanized, with a few extra purely mechanical planets.


____________________
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 12-31-12 12:49 PM, in [Gliding Inferno Galaxy] Gliding Inferno Level Design Link | #2508
Nice design.
Although maybe an extra section inside an active volcano infested with Magmaws would look better. You know, "Inferno".

(scream, SMG2.5 domain at ProBoards expired. Eep.)

____________________
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 12-31-12 02:41 PM, in [Whitehot Galaxy] Whitehot Galaxy Level Design Thread Link | #2527
I'll add to the list. :P
1. Lots of lava
2. Magmaarghs
3. Magmaws
4. Lil Cinders
5. Lava flare/arcs
6. Lava waves
7. Rotating trios of fireballs
8. Podoboos
9. Fire-FLUDD/Flamethrowers/Fire-shooters
10. Firebars
11. Obsidian paths
12. Steam geysers (if possible)
...yeah. That's all I can think of.
Star 1 is supposed to live up to the galaxy's name. This is World 6, so this galaxy's potential doesn't need to be restricted by difficulty, much. Silver Stars make it long enough, and make it an exploration, not linear.
Star 2 would be more traditional linear lava platforming, and bit like Bowser levels without the 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 01-01-13 01:35 AM, in [Comet Chasm Galaxy] Comet Chasm Level Design Link | #2575
3 stars-->potential secret star

Yep. Otherwise the comet really doesn't have much use. Note that only a section of it should be at the bottom. The rest of the pieces could be on the cliff walls, near the chasm, etc.
(is my design of the first star okay?)

____________________
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 01-02-13 12:14 AM, in [Flarefrost Galaxy] Flarefrost Galaxy Level Design Link | #2637
Why not an active volcano with an ice ring at the top of the slide for meteors, and an inactive volcano with a lava pool connecting to the bottom of the slide?

____________________
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 01-02-13 12:22 AM, in [Fearsome Factory Galaxy] Fearsome Factory Galaxy Link | #2641
Even though this is a World 6 mission, guiding a Golden Chomp througbh a whole level would be much too annoying.
How about a section with tons of Chomps rolling everywhere, plus extra chomps rolling on elevated walkways, some falling down to the floor, so Mario must dodge the Chomps and run through the room (takes a while though).

____________________
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 01-03-13 02:50 AM, in [Fearsome Factory Galaxy] Fearsome Factory Galaxy Link | #2713
Okay.
Anyway, maybe the Golden Chomp should actually be rolling on a different track from the player, but weaving around and up & down and getting stopped a few times, and so that Mario's actions trigger the blockage being lowered. This'll make the star a puzzle, not a quickly-run-to-the-switch-and-lower-it-at-the-right-time thing the Chompworks used. For example, perhaps a gate could be lowered so that a Bullet Bill could smash a crystal or something blocking the Chomp on its path, or perhaps getting across a room of enemies to press a switch to lower a gate, or maybe raising a gate to block a Ledge Hammer from blocking the Chomp etc.
Essentially, the Golden Chomp won't break, but it'll stop until Mario finishes the mini-puzzle. Homing things or switches preferred.

I'd like this galaxy in general to be an actual giant factory, unlike Chompworks. If a mechanical indoors background is possible.
(Note: something like "Legend of Zelda: Skyward Sword"'s Lanayru Mining Facility. Search google images, find the "indoor" looking ones, because the video is about half an hour. Pretty much, it involves a mine cart and a factory. Sand/mechanical/time 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 01-03-13 03:13 AM, in [Misty Peaks Galaxy] Misty Peaks Galaxy Level Design Link | #2715
Well, why not a section of the actual climbing being an ascent up a cavern inside the mountain, and emerging considerably farther up?

It would be a nice touch to have a small slightly grassy/rocky area with a slowly increasing slope with jutting-out rocks and assorted enemies, like the Slimy Springs end or the Garden (observatory), or the Baron Brr mountain without the ice theme, but with lots of rocks. Then a Launch Star up to a middle section with a high slope, without grass, only rock. Then into the cave, starting with just darkness, water, Swoopers, and rock, but with ice slowly appearing the higher he goes. Then an icy exit near the top, with ice and rock platforming. Finally, with the Star at the summit plateau.
Each section should be relatively short to compensate for the possible difficulty.

Eh. It's supposed to be more a mountain theme than an ice 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.
Pages: 1 2 3 4 5 ... 33 34 35 36 37

Main - Posts by gc

Page rendered in 0.067 seconds. (2048KB of memory used)
MySQL - queries: 22, rows: 143/143, time: 0.010 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.