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04-23-24 06:24 AM
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Main - Posts by gc

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gc
Posted on 01-04-13 01:21 AM, in [Misty Peaks Galaxy] Misty Peaks Galaxy Level Design Link | #2780
Posted by gc
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.


Posted by NWPlayer123
I was actually thinking of bringing back the Yoshi's Island mountain hill things. Also, it's not just about climbing the actual hills, it's also about actually getting to them (possibly through a blizzard)


Half (or more) of the level should be a pure mountain theme without an ice theme. That hasn't been done before. Everybody thinks of ice when a mountain is mentioned. I blame Baron Brr.

Yoshi's Island thingies? You mean the background or some enemies or hills?



____________________
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 01-04-13 01:32 AM, in [Fearsome Factory Galaxy] Fearsome Factory Galaxy Link | #2782
Posted by gc
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* gcchanical/time theme.)
Posted by NWPlayer123
That would be really cool. I liked the feel of how that dungeon was. The only problem with buildings is that Mario will have to PRACTICALLY get in there. Possibly like in SMG1 where the launch star made you break some glass.

Hole at the top. :P

Well, it managed to give a deserted/abandoned feeling, partly because it was really big and rather empty. This one should be a lot more crowded, with Ledge Hammers, Chomps, a river/pool/container of lava, Mecha-koopas, water/electric/fire shooters, smokestacks, conveyor belts (were they in a SMG game?) , a few airships lying on the ground, Amps, electric fences, and a lot of switches/tracks. It can be divided into several parts, too. (Don't forget the Bowser flags)

____________________
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 01-04-13 02:50 AM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design Link | #2789
I remember there was something about fake lumas. Like, 5 lumas, with 4 of them taking 5 coins, then making a Launch Star that boosts Mario up...then back down next to the Launch Star.
I would be nice to have a maze with traps and everything. For example, a few Whomp blocks/Thwomps standing around the corner waiting to flatten Mario, a dead-end with tons of electric-shooters, a narrow hallway of spikes (with the spikes on the wall, not the ground).

____________________
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 01-05-13 02:04 AM, in [Ghostly Graveyard Galaxy] Ghostly Graveyard Main Level Design Thread Link | #2837
There's still a whole Star 2 not covered. IMO, the first star should just focus on graveyards and Boos, and having a general spooky atmosphere to set the scene. The second star should be a more...puzzle-ish star, with key puzzles etc.

Maybe the swamp thing could be set in Planet 2, as a part of the chase. Swamp, Boos, fog, chasing, and dead trees in one planet, why not. It would be the same difficulty as the Haunty Halls chase, so the difficulty factor should be toned down, with the fog being thick to compensate.

The Star Boo was proposed to be in the final room of Star 2, I think. (the blasted-apart mansion star)

____________________
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 01-05-13 02:17 AM, in [Misty Peaks Galaxy] Misty Peaks Galaxy Level Design Link | #2838
I meant ascending the mountain, with the ice and fog factor going steadily up after the middle point. Launch Stars, of course.
Like, first a gentle grassy slope, then a rockier steeper slope, then a cave, with ice appearing halfway into it, then a section with ice platforming (i.e. the summit). Not too long for each one, of course.

____________________
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 01-05-13 04:09 AM, in [Ghostly Graveyard Galaxy] Ghostly Graveyard Main Level Design Thread Link | #2846
The mansion part was really just included because there's not enough ideas for a graveyard galaxy.
Out of the 3 or so ghost galaxies so far (in SMG1/2), all of them have been mansions, disconnected things floating in space, or weird-looking planets.
In my opinion, one mansion star is enough, and that's only because it's supposed to be a haunted blasted-apart mansion, not a regular haunted one.

____________________
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 01-05-13 04:19 AM, in [Super Mario Galaxy] Super Mario Galaxy Star 2 (rev. 2 of 01-05-13 04:19 AM) Link | #2854
It's a celebration, so it'll have to be really original, and outperform SMG1's one.
It would be cool if every single NPC was invited to the town to party. Rig up a few additional waterfalls to the lake, a Fluzzard platform on the roof etc. Toad Town with a whole lot of extra places to visit, and hundreds of NPCs (Toads cheering for Mario too :P).
Visiting some other places would be good, too.
(Edit: ninja'd. Darn :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 01-05-13 04:24 AM, in [Ghostly Graveyard Galaxy] Ghostly Graveyard Main Level Design Thread (rev. 2 of 01-05-13 04:25 AM) Link | #2855
Posted by NWPlayer123
Actually no the mansion was my main idea for this galaxy, and I would like to keep it as such. We literally have only 2 ghost galaxies and I think that we should use the boo mushroom in both. Also, my idea for the mansion was to show off what we could do with the camera, though it might be kinda iffy. We'll work it out

Posted by gc
The mansion part was really just included because there's not enough ideas for a graveyard galaxy.
Out of the 3 or so ghost galaxies so far (in SMG1/2), all of them have been mansions, disconnected things floating in space, or weird-looking planets.
In my opinion, one mansion star is enough, and that's only because it's supposed to be a haunted blasted-apart mansion, not a regular haunted one.


So, are you going to make this a fully mansion galaxy (jeez, overused concept for ghost galaxies) and throw away Polari's design, or is the "Star 1- Polari's design; Star 2- puzzle theme mansion" thing still the 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 01-05-13 04:39 AM, in [Super Mario Galaxy] Super Mario Galaxy Star 2 (rev. 2 of 01-05-13 04:39 AM) Link | #2865
Star 1 might do the trick...
It would be nice to actually get something after finishing the game. A fun Star 2 would partially work. Like, seeing the penguins in the lake doing various stunts (hence the waterfall :P), Queen Bee surrounded by curious Toads, Fluzzard and a few Jabberjays on a high platform with several Toads (scared of heights? Being flown up there? :P) etc.
Lubba doing something...funny/interesting/weird would also be amusing.

(Edit: Gah, ninja'd again. ._o)

____________________
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 01-05-13 04:43 AM, in [Ghostly Graveyard Galaxy] Ghostly Graveyard Main Level Design Thread Link | #2867
Okay. Thanks for clarifying that. Your post was just worded...kinda strongly...

Well, there was quite a few ideas, I think. Like 5 keys, with one unlocking the right door and the other unlocking a room full of Bomb Boos. It's not too hard.

____________________
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 01-05-13 05:58 AM, in [Final Frontier Galaxy] Final Frontier Galaxy Main Level Design Link | #2882
Just noticed that nobody's made this so far.
Anyway, Final Frontier is a Bowser level, with a stronger emphasis on an army/castle/mechanical theme, with little to barely any lava.

(Glem3's description)
"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. "

Basically, anything connected/associated with Bowser should be here, with none of the usual lava.

The boss:
(plan by TheNoSkinnedKoopa)
"I already had said this, but I wanna add a little more! Ok, this could be some of the dialogue from the cutscene when Bowser Jr. unexpectedly appears. Bowser Jr. says, "Haha! You REALLY think you can stop me and my dad? Just look at that spectacular black hole (or whatever the edge of the universe looks like)! My daddy worked really hard on that evil creation! And there is NO WAY I'M GONNA LET YOU DESTROY IT!!!"
Then Megahammer comes out and these are the changes from the original battle:
- Megahammer will be retextured to RED. (You'll see why in a bit)
- The battle arena will be on Lava. (Megahammer will be retextured to red because green doesn't go with lava and it looks cooler for the final Bowser Jr. battle.)
- There will be some enemies besides the bullet bills.
- The sling stars to help you get to the other side will be in barriers and killing 3 or more Magikoopas are required to make it go away.
- More Epic Music!"

"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."
-gc



____________________
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 01-05-13 06:27 AM, in [Final Frontier Galaxy] Final Frontier Galaxy Main Level Design Link | #2886
Tower Defense? o.0
Completely invisible Magmaarghs would be kinda impossible to avoid...maybe just slightly lower than usual.

Actually, should this galaxy be Bowser's 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 01-06-13 02:24 AM, in [Super Mario Galaxy] Super Mario Galaxy Star 1 Link | #3783
Grand Finale was underwhelming, while Grandmaster was just a linear bunch of levels.
It would be nice to have an enormous partially non-linear level, with Purple Coins spread out in 3 large areas with throwbacks of the earlier games mixed in with actual hard sections, puzzles, platforming, and a mix of many themes, but not randomly. For a final touch, the star could be obtained on a high platform, and the level being revealed to be in the shape of the letters SMG, with Starbits making up the rest of the words/outlining it.


____________________
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 01-06-13 02:45 AM, in [Bowser Jr's Burrow Base] Bowser Jr's Burrow Base Level Design Link | #3802
...ummm. If you're going to remind someone to actually post ideas, maybe you could post them yourself?

Anyway, Burrow Base...

"Post your design ideas here! Keep in mind this is both the first appearance of the drill and a boss level. Some ideas for this level were that Bowser Jr. Could be mining for power stars, and as such he's been drilling into tons of planets. This could be worked into the design, possibly drilling machines are found lying about. There should be lots of neat drill puzzles to play with as well.
This is a 2 Star galaxy."
-Glem3

There really haven't been many ideas for this galaxy. Hard to make it not just a revamped Spin-Dig.
So, the boss is supposed to be an enlarged Digga-Leg on an enlarged hollow planet with enemies and lava, right?
But...too easy.
And it poses a lot of questions...

____________________
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 01-06-13 02:50 AM, in Lighting Link | #3806
How does the Flash Black Galaxy flashing work?
I'm curious.

____________________
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 01-06-13 06:50 AM, in 1000 posts in one day! [unbelievable ] Link | #3958
Heh. I usually only post when I have something to say about the thread. Hence my small postcount.
But seriously. If a community is doubled in size, it's kinda obvious there'll be...you know.
I came back after lunch today, expecting a few last posts. I found new posts filling up the latest posts. "Dafuq?".

____________________
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 01-06-13 07:14 AM, in [Foggy Bog Galaxy] Foggy Bog Galaxy Main Level Design Link | #3964
It would be best to take the attention away from the dark matter...
Anyway, fog puzzles are the whole point of this galaxy. Maybe a small non-linear foggy forest part? Like, making a small forest maze of Star Chips, with various dead ends, ambushes around the corner, and traps of poison and such, all in the fog.
One particularly evil trap would be fog at the edge of a cliff...
Fog could hide various little secrets, or ambushes by enemies.
I'm assuming that the fog effect will be turned up higher than in Freezy Flake, but removing the snow effect, right?
Actually, is there any approximation of poison smog (like in level 8-1 of NSMBW), or making fog evaporate through a switch?


____________________
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 01-06-13 07:29 AM, in 1000 posts in one day! [unbelievable ] Link | #3966
You know my time zone, most of the activity is (for me) very late at night up to lunchtime. Which means I miss out on a lot of stuff. :(

____________________
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 01-06-13 02:23 PM, in [Bowser's Bullet Base] Bowser's Bullet Base Level Design Link | #4051
Wouldn't Bowser's Castle work better in Final Frontier?
Anyway, maybe there could be a section with a crisscrossing Bullet Bills paths + undergrunt gunners. Minefield platforming.

____________________
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 01-06-13 02:35 PM, in [Bowser Jr's Trembling Tower] Bowser Jr's Trembling Tower Level Design Link | #4060
Maybe also meteors or other stuff falling down. Those falling down objects never appeared outside of Fluzzard levels.
Maybe not, though.
So, the boss. Is the cloud flower supposed to be here?

____________________
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 6 ... 33 34 35 36 37

Main - Posts by gc

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