Ends 04/01/2013 03:59 AM

Judges
halibabica
Deckiller
nin8halos
DarklordKeinor
Isrieri

RMN's Mario series takes its next big step!

WHAT IS THIS?

Super RMN World is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are submitted by members of RMN and compiled at the end of the event. This is the 4th installment of the series and hopes to be the most solid and enjoyable one yet.

Everyone is free to join whether you've used SMBX before or not. You need SMBX to participate. If you don't have it, you'll need to download it.

You may also want to pick up the graphics pack by Red Yoshi and supermarioman. It has many nice resprites for your stages.

STORY

As a peace offering for his past misdoings, Eli has constructed an art gallery and presented it to Mario and his friends. The paintings inside shimmer mysteriously; they're almost too real! Eli's waiting at the end to hear what his guests have to say, but can he really be trusted?

SUBMISSION RULES

  • Levels must be made in SMBX v1.3
  • Levels must be made FOR THIS PROJECT! No pre-made levels will be accepted!
  • Levels must end in ONE SMB3 STAR. Furthermore, this star must be placed in the square frame with the black jagged backdrop like in SMB3. The only exceptions to this rule are mini-boss stages, where the star may appear in the room after the fight.
  • Levels must contain FIVE DRAGON COINS. These are the SMW coins with the Yoshi emblem. These will be resprited into RMN Coins in the full game. Thematic resprites are allowed so long as they remain recognizable.
  • Levels must have a DIFFICULTY RATING from 1-8. This determines what world it will go too. It may be adjusted depending on many factors.
  • Levels must be submitted with the format "YourUserName_DifficultyRating_LevelName"
  • This naming rule applies to the compressed file you submit to the event, not the actual .lvl file. If you use any custom graphics or music, put the files in a folder with the EXACT SAME NAME as the .lvl file. You can make mp3's work in SMBX by specifying the file path in the Custom space (ex: Level Name/Name of Song.mp3). DO NOT PUT THE LEVEL FILE IN THIS FOLDER. Create a compressed file with everything included.

    You may submit up to EIGHT LEVELS, and you can't submit more than one level to the same world. Worlds have no specific themes. Levels may be denied for quality reasons. If your level is denied, you can fix it up and resubmit it. If you want to submit more than eight, you'll have to withdraw another first.

TESTING AND FEEDBACK

Super RMN World is raising its standards considerably. The five judges, halibabica, Deckiller, nin8halos, Isrieri, and DarklordKeinor will be critiquing the levels. Heed their advice, as they won't let anything sub-par through! You can adjust your levels as many times as needed, but don't expect to get in without a well-designed stage! A level will only be admitted after three judges approve it.

All feedback will be included in the Super RMN World Wiki. Click your username on the main page to find your level list. Click the level names to see the judges' feedback. Click the 'Talk' icon to post questions or comments. When at least three judges list 'Approved', the level's ready to go.

Although the judges will be testing each level thoroughly, participants are strongly encouraged to do the same. Every bit of criticism helps. Below is some advice to consider while designing your levels, among other criteria they must meet.

For good examples of the quality we're looking for, check out Super RMN All-Stars, Super Talking Time Bros 1+2 and Mario vs. The Moon Base.

GENERAL ADVICE

  1. Graphical Consistency
  2. SMBX uses graphics from many different games. Just because you have them at your disposal doesn't mean you should use them. Pick a theme for your level and use graphics/enemies that fit together visually.

  3. Pacing
  4. Your levels should have a rhythm to them. Challenging sections should be offset with easier parts. Power-ups should be spaced well enough apart, but not so far that the player gets desperate. Try not to throw in too much (or little) of anything.

  5. Aesthetics
  6. Use your tile sets properly and fill background space adequately. Don't leave it too empty, but don't clutter it up too much, either.

  7. Completable
  8. This means it shouldn't contain any no-win situations. The player mustn't become hopelessly trapped. Similarly, they shouldn't be able to die after collecting the star. Check to make sure they can't fall off any cliffs after getting it.

  9. Lengthy
  10. Don't make your level too short OR too long. Consider where to put your checkpoint. It shouldn't take too long to reach it, nor to reach the end from the checkpoint. Keep in mind what they player has to do in each stretch of level.

  11. Purposeful
  12. Give your level a reason to exist. Try not to make it bland or forgettable.

LEVEL CRITERIA

  1. Checkpoints
  2. Every level should have one. If it can't for specific reasons (auto-scrolling, switch block shenanigans, etc.), then don't make the stage too long. SMBX can only support one checkpoint per level, so multiples don't work. Like Dragon Coins, you may resprite it so long as it's still recognizable.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; give the player Fire Flowers or Leaves. Exceptional items like the Tanooki and Hammer Suits should not be easily obtained.

    Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good. Incidentally, SMB2 enemies and Nipper plants will be changed to be vulnerable to fireballs for this project.

  5. Banned Objects
    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned because they end the level. All levels must end with an SMB3 Star.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Star
    • These were used as Secret Stars in Super RMN Bros. 3, but they're more trouble than they're worth. You may not use them.

  6. Bosses
  7. Boss stages will be handled by the judges. You may still use boss NPCs in your stages, but only as mini-bosses. The fights must be kept simple and easier, so don't go overboard.

  8. Different Characters
  9. Mario, Luigi, Toad, Peach, and Link will be available to play as from the start, and all levels must be completable with all characters. You can't make a level where the player is forced to be a specific character. However, you can include a character block at the start if you want to recommend someone in particular. Let the player decide if they want to be that character or not, and don't include sections only they can get through (such as a pit only Peach could hover across).

  10. Player 2 Start
  11. SMBX has the option to play with a friend, so you need to include P1 and P2's start positions. Make sure your level can be completed by two players. Avoid situations where one player can get through while the other is stuck. The following are a few things you can do to make your level P2 safe:

    • Don't block the level's main path with character blocks. All characters need to be able to get through, even in 1P mode.
    • Use generators for things like falling platforms, P-Switches, or in any instance where the player needs an NPC to advance.
    • Place exit warps carefully. If P2 warps into a spot P1 already occupies, collision detection bumps them apart, and possibly into nearby hazards. Warp exits should be safe anyway, so design carefully.

  12. Misc. Stuff
    • Tutorials
    • A tutorial level will be provided that explains the mechanics of SMBX, covering both the basics and advanced stuff.

    • Water
    • All water must be SWIMMABLE. By contrast, waterfalls must NOT be swimmable. Don't fill your pits with water if they're supposed to be bottomless.

    • Pipes, Doors, and Carry Items
    • All entrances in SMBX are set to disallow the player from carrying an item with them. Make sure you set them to allow carrying NPCs.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. This can break the game in some places. Just don't do it.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. See this screen sides tutorial for more info.

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (all of March), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. For one week after, existing levels may still be updated based on feedback. Beyond that, no more revisions will be allowed and the full game will be produced. It may take a while, but the end result will be worth it. Now, get cracking! Let's make this the best community Mario game yet!

Registration

You must be logged in to sign up for Super RMN World.

Participants Entries
Blitzen
kentona
halibabica
GreatRedSpirit
Davenport
Jparker1984
Desmo360
Redd
Solitayre
Ratty524
Decky
outcry312
Gigabowser
nin8halos
pyrodoom
Seiromem
jackalotrun
DarklordKeinor
masterofmayhem
apa649
Carbz300
Blobofgoo
Tomstar
Isrieri
wildwes
GloopMaster
lonestarluigi
Thiago76590
andreea7214

Posts

Seiromem
I would have more makerscore If I did things.
6375
Alright, I've uploaded the fix hopefully!
Let me know if I've missed something.
Also, for my next level,
the Funklen Forest takes on a more dreary look.
author=halibabica
from nin8halos
I had already changed the hitbox on the SMW Drybones, so it should be acceptable.


What exactly did you do to fix it?


I see what he did to fix it. He edited the graphic in npc-189 to fix the hit box.

The SMW Drybones you're using are fine then.
Seiromem
I would have more makerscore If I did things.
6375
author=GloopMaster
Ah, I had thought that looked quite neat. Oh well. Also, why does it need to be longer? I think it seems quite long enough for World 1.


It needs to be longer because it's far too Short! 45 Seconds, tops, is what you need to finish that level. It needs to be longer to have a longer lasting impression as well as more fun to be had!
author=GloopMaster
author=DarklordKeinor
author=GloopMaster
author=DarklordKeinor
Gloopmaster's Koopas On High
Visually, this is really nice. Consider revising the backtracking for the fifth dragon coin so the player doesn't miss it. Extend the length of the level by about 2 or 3 more screens. Otherwise, the checkpoint is placed a bit too close to the end.

Towards the beginning of the level, there is a series of sizables. Consider putting either an invisible powerup or one-up in the middle of the top sizable.

Level was updated probably mere minutes before you downloaded then.
The level still ends a bit too soon. Also, I do not like the star in between the goal post. Visually it does not look as good. Otherwise, excellent solution to the backtracking problem.
Ah, I had thought that looked quite neat. Oh well. Also, why does it need to be longer? I think it seems quite long enough for World 1.


Because of the checkpoint. It ends way too suddenly after the checkpoint. I'm not asking you to drastically alter the length of the level. Just increase the length of it by 2 or 3 screens.
Anyone up for a world 8 level? :D

EDIT: Updated Koopas On High.
author=GloopMaster
Anyone up for a world 8 level? :D


Your world eight level was fun to play. It wasn't as hard as I expected. Are you sure you were aiming for a final world level? :)

Regardless, I see nothing wrong with it. Only 1 secret.

I'll write a proper review for your level and several other levels later today.

author=DarklordKeinor
author=GloopMaster
Anyone up for a world 8 level? :D
Your world eight level was fun to play. It wasn't as hard as I expected. Are you sure you were aiming for a final world level? :)

Regardless, I see nothing wrong with it. Only 1 secret.

I'll write a proper review for your level and several other levels later today.



I could put more hammer bros if you like :D Also I'll put some secrets.
Seiromem
I would have more makerscore If I did things.
6375
Be sure to wait for my level ;D
Snow Problem By Lone Star Luigi

- My only real problem with it is that random cliff after the star...

Bowser's Air Fleet By Gloopmaster

- I agree with Darklord, it seemed too easy for a World 8 level...
Updated Bowser's Air Fleet:

-More Thwomps

-More Secrets

-More Hammer Bros.

-Some Buzzy Beetles turned into Spinies and vice versa.

(Also, if I can, I call dibs on world 8-1)
author=seiromem
author=GloopMaster
I actually *wanted* the player to backtrack, but ok. I'll add some extra enemies and some better secrets.

Also, what "smb3 bricks show thing"?
Some players might not even think to backtrack!
an smb3 bricks show thing is where you have smb3 bricks in the ground with an opening a shell can get into. Some bricks contain coins, but the shell must break through the bricks to get to the coin blocks, at the end, there is either a 1-up or a power-up. Have some empty spaces to where the shell can drop down a level. If you need an example, I can whip up a quick one!

Pyrodoom:
Good:
-Nice music!
-Great graphics!
-neat little convayor belt section. (However, this idea is only used once)

Bad:
-The first shell thing (Where you hit a koopa shell inbetween two blocks that can only be hit by koopa shells for coins/upgrades) takes too long, make a block closer to the coin block.
-The entire level is rather devoid of backround objects!
-The first Bullet Bill Staircase, if you fall inbetween the second blaster and third, or the third and harbor, you're stuck! Add a way to get out!
-The water pit behind the checkpoint is too tricky to jump out of, make it easier or kill you.
-the fifth dragon coin is near impossible to nab.
-The climb up to the broken rocket is boring and tedious.
- Use some of the enemies you have in the level more consistantly
???:
-The squid swims outside the water ?!?!?


Might do more before bowling!

author=DarklordKeinor
Pyrodoom's Metal Harbor
The music doesn't play because the difficulty number and the folder number are both different. Get that fixed. Also, the last section is a bit jarring. When I jumped up to it, I did not expect to be going down. The problem is that I'm flopping in water about 5 times before I get to the land. Considering revising section 2.

Section 1 is fine, except for the rope section, towards the top of the screen. The rope has two layers and the bottom layer isn't hitting anything. Edit the rope graphic and remove the bottom layer. Otherwise, the level is nicely decorated, in regards to blocks. More background objects would improve the look of the level.

Also, when you redo section 2, extend it for a few more screens. The level ends too suddenly after the checkpoint. Also, redraw the swim lines for the water graphic. Do not have the lines going on top of the water. Have them one tile lower. Your blooper swims on air as a result.

Let me quote Seiromem: The first Bullet Bill Staircase, if you fall inbetween the second blaster and third, or the third and harbor, you're stuck! Add a way to get out! Remember, we want to avoid no win situations.

You can jump off bullet bills if you get stuck, though it's difficult to. It's pretty much not a no-win situation. I will add a few pipes to the level, seeing as that rocket section needs it, might as well add some more so it's not strange. I didn't think about the swimlines...but the blooper. It's meant to be swimming in the air. You can do that by having a blooper attached to a layer of water, and move around, that way it's as if it's always in water, and moves as doing so. Ever played Super Mario Brothers 2 JAP version? Yeah, that.
Seeing as this stage was based off of Metal Harbor from Sonic Adventure 2, there were definite issues making that part, so seeing as this is 3D to 2D, I had to do something! I will fix that. Next, the jump into nothing, that definetly needs to be fixed. I'll need a pipe.
Two conflicting statements of my BGO placement, one saying there were too little, the other saying there was enough. I don't know what to do here, and the only graphics I found fitting for Metal Harbor were airship BGOs. Another 2 was that Seiromem loved my music choice, while Deckiller apparently didn't hear anything. That's confusing.
All in all, I'll try and fix as much as I can.
author=jackalotrun
Snow Problem By Lone Star Luigi- My only real problem with it is that random cliff after the star...

Bowser's Air Fleet By Gloopmaster

- I agree with Darklord, it seemed too easy for a World 8 level...


Thanks for the feedback! also what difficulty wood you rate it?
halibabica
RMN's Official Reviewmonger
16948
from DarklordKeinor
from me
from nin8halos
I had already changed the hitbox on the SMW Drybones, so it should be acceptable.
What exactly did you do to fix it?
I see what he did to fix it. He edited the graphic in npc-189 to fix the hit box.
Oh...I get it. Though now the top half of Dry Bones can't be collided with at all. Given that the sprite is so tall, I think 48 might be a better place to set the hit box. My original problem with this enemy was that there were times you'd try to jump on its nose, only to collide with the side of its face and take damage instead (because its face is sort of sloped).
Okay, time to review some levels. I appear to be coming down with something, so you'll have to excuse me if I seem impatient/insane.

DarklordKeinor's Simplicity
This level was almost perfect. I am jealous. Feels a bit too long for an early level though. Also the springboards only bend on the left side, so when you put them sticking out to the right and the player jumps on them it doesn't look good.
Your selection of music and graphics give me hope for this project.


Davenport's Inferno
*sobs quietly*


Davenporn's Paradise Beach/Shores
Which is the correct title? Your zip folder and your level folder have different titles.
Blowfish revert to spiny eggs upon death. Was it necessary to resprite the mushrooms? It doesn't have a purpose. Change it back. I like the feel of the level, but there are so many problems with it. Others have already addressed this, so I won't say anymore until those things are fixed.
I do like riding the shiny block though. That was nice.


GloopMaster's Koopas on High
First of all, the checkpoint should be halfway through the level, not a couple screens from the end. Make the level longer or move the checkpoint back. The angles of the terrain are very awkward in some places. Those three mushroom platforms under the flipblocks look really cluttered and are unnecessary. You could get away with one. The goalposts at the end look out of place. Raise the star up too. It looks awkward that close to the ground. Gameplay is fine, but the aesthetics aren't so great in a few areas. SMB3 brick blocks are also out of place in SMW-style level. You could resprite them or something if you want to keep them there.


Isrieri's Glazed Donut Road
The level starts out bland and flavorless. Add some more background objects. Good level design overall. It's too easy to skip most of it though, since there are cloud paths overhead with many delicious coins. The hoppin' Chuck was a nice touch, but he's hovering off the pipe a bit for some reason. I also like what you did with the rising and falling pipes. You should help me out with SMWX, since I've pretty much exhausted my creativity. But that's for another time.
I like the underground section. The fish were completely unnecessary, but it's little extra things like that that make a level taste good.
Also you should totally change the color scheme to look like a glazed donut. That would be sweet.


Pyrodoom's Heavy Metal Harbor
That's what you should have called it anyway, cuz it would be awesome.
First complaint: This is way too hard for World 1. It's at least a 3. At least.
Somehow the flying bloopers don't make sense to me. Not in this stage. It would be better with moving blocks, crush traps, stuff like that. I love the custom graphics, by the way. I'd suggest moving this level up a few worlds and elaborating on it. The conveyor belt part was cool, but otherwise empty. Also make sure Mario can easily jump out of all the water pits. I almost got stuck in one of them right behind a fire-hammer Bro.
One last thing: that section where you climb the platforms to get to the Toad and his rocket is boring. I'd suggest mixing it up a lot. This level has great potential.


Memories's Mega Mole Mountain
No one is going to go through that much effort to get the third Dragon Coin. The giant block near that pipe also has only a mushroom. Remember, it needs to have a flower/leaf.
The pipes are all grainy. Your image editing was done wrong.
The SMB3 black background at the end is barely even there. I'd say it doesn't count. Do it right.
Good level overall though.


LoneStarLuigi's Snow Problem
This level is 90% coins. No one is going to spend half an hour hitting all those blocks over and over and over again.
And what's with the end of the level? It just keeps going past the star, over a cliff, and then onward into oblivion. And there's nothing there!


Deckkiller's Forest Temple
The checkpoint should be SMW styled. You also need to fix the ending because it doesn't conform to the rules. It also might be better in World 3. Maybe. It's an okay level though. I don't like or dislike it.


Deckkiller's Forest Temple
If you continue from the checkpoint, you get stuck forever.
Change the checkpoint and ending. It's almost like you designed these levels for a different game and them stuck them in here.


NOTE TO ALL PARTICPANTS (including myself)
It seems that a lot of you (including myself) forget to allow carryable NPCs through your warps. So go change that.
Seiromem
I would have more makerscore If I did things.
6375
Ah, I forgot to mention I fixed the music myself xD
Whoops.
halibabica
RMN's Official Reviewmonger
16948
from nin8halos
It seems that a lot of you (including myself) forget to allow carryable NPCs through your warps. So go change that.

Quoted for emphasis. This is so easy to forget.
Seiromem
I would have more makerscore If I did things.
6375
author=nin8halos
SEIROMEM'S Mega Mole Mountain
No one is going to go through that much effort to get the third Dragon Coin. I should add more of a reward The giant block near that pipe also has only a mushroom. Remember, it needs to have a flower/leaf. I feel giving two power-ups via the same way is going over board
The pipes are all grainy. Your image editing was done wrong extremely bad, it's my image editor, Paint. Paint.net is broken so I can't use that, same with Gimp I've tried to Re-instal, it does not work..
The SMB3 black background at the end is barely even there. I'd say it doesn't count. Do it right. Your opinion, however since I fail to see the signifigance of that kind of consistancy, I will rage about it, and proceed to add more than I should have to.
Good level overall though.

Anybody who refers to me as memory or memories will not get a response anymore, if a judge refers to me as such I will assume it's not me, and not edit the level.

The level changes have not been implemented yet.
author=nin8halos
-large block of spoilered text-


I altered Koopas on High and have a new level as well.
author=nin8halos
Okay, time to review some levels. I appear to be coming down with something, so you'll have to excuse me if I seem impatient/insane.

DarklordKeinor's Simplicity
This level was almost perfect. I am jealous. Feels a bit too long for an early level though. Also the springboards only bend on the left side, so when you put them sticking out to the right and the player jumps on them it doesn't look good.
Your selection of music and graphics give me hope for this project.


Davenport's Inferno
*sobs quietly*


Davenporn's Paradise Beach/Shores
Which is the correct title? Your zip folder and your level folder have different titles.
Blowfish revert to spiny eggs upon death. Was it necessary to resprite the mushrooms? It doesn't have a purpose. Change it back. I like the feel of the level, but there are so many problems with it. Others have already addressed this, so I won't say anymore until those things are fixed.
I do like riding the shiny block though. That was nice.


GloopMaster's Koopas on High
First of all, the checkpoint should be halfway through the level, not a couple screens from the end. Make the level longer or move the checkpoint back. The angles of the terrain are very awkward in some places. Those three mushroom platforms under the flipblocks look really cluttered and are unnecessary. You could get away with one. The goalposts at the end look out of place. Raise the star up too. It looks awkward that close to the ground. Gameplay is fine, but the aesthetics aren't so great in a few areas. SMB3 brick blocks are also out of place in SMW-style level. You could resprite them or something if you want to keep them there.


Isrieri's Glazed Donut Road
The level starts out bland and flavorless. Add some more background objects. Good level design overall. It's too easy to skip most of it though, since there are cloud paths overhead with many delicious coins. The hoppin' Chuck was a nice touch, but he's hovering off the pipe a bit for some reason. I also like what you did with the rising and falling pipes. You should help me out with SMWX, since I've pretty much exhausted my creativity. But that's for another time.
I like the underground section. The fish were completely unnecessary, but it's little extra things like that that make a level taste good.
Also you should totally change the color scheme to look like a glazed donut. That would be sweet.


Pyrodoom's Heavy Metal Harbor
That's what you should have called it anyway, cuz it would be awesome.
First complaint: This is way too hard for World 1. It's at least a 3. At least.
Somehow the flying bloopers don't make sense to me. Not in this stage. It would be better with moving blocks, crush traps, stuff like that. I love the custom graphics, by the way. I'd suggest moving this level up a few worlds and elaborating on it. The conveyor belt part was cool, but otherwise empty. Also make sure Mario can easily jump out of all the water pits. I almost got stuck in one of them right behind a fire-hammer Bro.
One last thing: that section where you climb the platforms to get to the Toad and his rocket is boring. I'd suggest mixing it up a lot. This level has great potential.


Memories's Mega Mole Mountain
No one is going to go through that much effort to get the third Dragon Coin. The giant block near that pipe also has only a mushroom. Remember, it needs to have a flower/leaf.
The pipes are all grainy. Your image editing was done wrong.
The SMB3 black background at the end is barely even there. I'd say it doesn't count. Do it right.
Good level overall though.


LoneStarLuigi's Snow Problem
This level is 90% coins. No one is going to spend half an hour hitting all those blocks over and over and over again.
And what's with the end of the level? It just keeps going past the star, over a cliff, and then onward into oblivion. And there's nothing there!


Deckkiller's Forest Temple
The checkpoint should be SMW styled. You also need to fix the ending because it doesn't conform to the rules. It also might be better in World 3. Maybe. It's an okay level though. I don't like or dislike it.


Deckkiller's Forest Temple
If you continue from the checkpoint, you get stuck forever.
Change the checkpoint and ending. It's almost like you designed these levels for a different game and them stuck them in here.


NOTE TO ALL PARTICPANTS (including myself)
It seems that a lot of you (including myself) forget to allow carryable NPCs through your warps. So go change that.


I fixed the cliff problem at the end of the level now theres something there :)
I Placed all the mp3 files inside the custom level folder. (Folder/file.mp3)
File paths of the mp3s were compensated. Difficulty 1-8 provided.