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04-19-24 11:33 AM
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Main - Posts by NoSkinnedKoopa

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NoSkinnedKoopa
Posted on 02-02-13 05:32 PM, in [Bowser Jr's Trembling Tower] Bowser Jr's Trembling Tower Level Design Link | #12655
Ok, I agree with using Spring Mushroom instead. And we have some floating platforms to help you get higher to attack. And I realized you cannot ground pound with Red Star. While your flying, and press Z, Mario will just fall with style. We should use spring not just in the boss, but throughout the level. I will test Spring Mario with Boomsday. I will also probably film it and post it here.

NoSkinnedKoopa
Posted on 02-02-13 06:22 PM, in [Bowser's Bullet Base] Bullet Base Music Link | #12662
Alright, This song would be EXCELLENT for both Gravigen Extractor and Bullet Base: http://www.youtube.com/watch?v=3RNE_E-1xWg
(If they use the same song, idk if they do or not.)

(post in restricted forum)

NoSkinnedKoopa
Posted on 02-02-13 07:39 PM, in [Bowser's Bullet Base] Bullet Base Music Link | #12682
Could we chop off the beginning and make it start at 0:50 or something?

NoSkinnedKoopa
Posted on 02-03-13 04:45 PM, in Nintendo's E3 2013 Poll Link | #13100
ZombiU wasn't bad, it was just something different for COD fans like you. Because it was original and different, people hated it.

NoSkinnedKoopa
Posted on 02-03-13 05:11 PM, in World 3 Map Link | #13117
SSL, I really like your world map, just one thing: Didn't we discuss that Mirror Madness wasn't the hungry luma level?

NoSkinnedKoopa
Posted on 02-03-13 05:24 PM, in World 6 Map Link | #13123
Yeah, the only thing I don't like is that you could skip Final Frontier. Remember, people are supposed to think its the final level.

NoSkinnedKoopa
Posted on 02-03-13 05:45 PM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design Link | #13131
TBH, I was hoping we could use my Zelda reference idea(go check the concept art thread if you have no idea what I'm talking about). It has many puzzles, also all those fake elements by Rean would fit in, and Fire Mario could be used to light up paths in dark rooms or activate switches. (Like that one Zelda level in SM3DL.) Also, it could have immediate death quicksand, since this is World 7.

NoSkinnedKoopa
Posted on 02-03-13 05:49 PM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design Link | #13133
Posted by mariogalaxythree
Zelda would be a good place to start. Like Arbiter's Grounds.

Um, that is what it is :P

NoSkinnedKoopa
Posted on 02-03-13 05:58 PM, in [Riddle Ruins Galaxy] Riddle Ruins Music Link | #13145
TBH, if we are going for a sandy temple/pyramid kind of level, we should use Agent000's "Ancient Mechanisms."

NoSkinnedKoopa
Posted on 02-03-13 06:27 PM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design Link | #13170
Awww... It would be cool to have a Zelda reference. :(

NoSkinnedKoopa
Posted on 02-03-13 06:49 PM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design Link | #13194
Could we at least use the concept of using Fire Mario to light up dark paths and activate switches to open doors to the next room?

NoSkinnedKoopa
Posted on 02-03-13 07:04 PM, in [Bowser Jr's Burrow Base] Bowser Jr's Burrow Base Level Design (rev. 2 of 02-03-13 07:05 PM) Link | #13217
We are still using my idea of having of a harder version of Digga-Leg being the boss? If we are, there should be some tiny lava sections on the planet (The lava sections will be small enough for Digga-Leg's legs to be wide enough to stand on them, but not for Mario to drill in or out of them.) And we should use Agent000's idea of having the planet be doughnut shaped so it would be harder to get the correct position to hurt Digga-Leg. Plus, maybe add some Diggas in the center.

NoSkinnedKoopa
Posted on 02-03-13 07:11 PM, in [Bowser Jr's Burrow Base] Bowser Jr's Burrow Base Level Design Link | #13230
Uhh, that was from proboards and I think you liked it :P

NoSkinnedKoopa
Posted on 02-03-13 08:42 PM, in [Bowser Jr's Burrow Base] Bowser Jr's Burrow Base Level Design Link | #13284
I do tend to find most bosses easy, sorry. I just want one more gimmick to make the boss like a Bowser Jr. boss.

NoSkinnedKoopa
Posted on 02-03-13 10:08 PM, in [Bowser Jr's Burrow Base] Bowser Jr's Burrow Base Level Design Link | #13330
Posted by Polari
Posted by NoSkinnedKoopa
I do tend to find most bosses easy, sorry. I just want one more gimmick to make the boss like a Bowser Jr. boss.


So you beat every single boss in the whole game without a single death and without watching a walkthrough? Wow.

Actually, I did. Every boss except Giga Latiku, Gobblegut, Sorbetti, Glamdozer, Squizzard, Prince Pikante, Boomsday, and Fiery Gobblegut.

NoSkinnedKoopa
Posted on 02-03-13 10:11 PM, in World 6 Map Link | #13334
TBH, the optional path should be before Final Frontier.

NoSkinnedKoopa
Posted on 02-08-13 04:16 AM, in [Dry Boneyard Galaxy] Dry Boneyard Music Link | #14264
Posted by NWPlayer123
For the actual battle with big dry bones, we should use some form of bowie's theme. I do still think MG3's piece fits the main part of the galaxy.
http://www.youtube.com/watch?v=1JydkwH1xec

The funny thing is that I based off the whole idea/design/name of Dry Boneyard Galaxy from that song.

NoSkinnedKoopa
Posted on 02-08-13 04:17 AM, in [Dry Boneyard Galaxy] Dry Boneyard Main Level Design Link | #14265
Posted by NWPlayer123
Yeah, it's nothing fancy, just a switch and some normal enemies that fool you into thinking it's a boss. You could even have several phases if you wanted, spawning other enemies too. It would all be switches but it would be an amazing way to "create" new boss battles.

:O LETS DO THAT!

NoSkinnedKoopa
Posted on 02-08-13 04:26 AM, in Extra Stars (rev. 2 of 02-08-13 04:34 AM) Link | #14270
250 seems like a reasonable number for stars in a Mario game. :3
EDIT - IM A SHY GUY!
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Main - Posts by NoSkinnedKoopa

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