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

Decky
I'm a dog pirate
19645
Fire Temple updated. Checkpoint is fixed, I placed a blue switch near the checkpoint to prevent the player from getting stuck, and the 3 NPCs at the end are no longer there. Added a couple things to amp up the difficulty a bit - it might pass for a 5 now, hmm.

Forest Temple is mostly updated but I have to add a final section for the star and the black background.

Nin8halos, so you liked Fire Temple but found Forest Temple just decent? Any suggestions on improving Forest Temple? I want you to like it if at all possible :3
Isrieri
"My father told me this would happen."
6155
Pyrodoom. I'm totally stealing your Flying Bloopers for future levels of my own.


I'm going to try and get some feedback for all of you eventually. But you keep updating and making new levels, so I can't keep up.
Seiromem
I would have more makerscore If I did things.
6375
author=Isrieri
Pyrodoom.
I'm going to try and get some feedback for all of you eventually. But you keep updating and making new levels, so I can't keep up.


I plan on Making one level per day, so I'm slowing myself down xD
I actually took the idea from Bossedit who had the idea before I did. I just stole it from him, give him/her credit, not me!
Knux96's Forums: Tutorial on how to make Bloopers fly
author=Deckiller
Nin8halos, so you liked Fire Temple but found Forest Temple just decent? Any suggestions on improving Forest Temple? I want you to like it if at all possible :3

It's probably just a style thing. I'll have to replay them both and offer better feedback later. After I rest up.
author=Isrieri
Pyrodoom. I'm totally stealing your Flying Bloopers for future levels of my own.

I never thought to make flying Bloopers like that. It's much simpler and more effective than the method I used in one of my scrapped games.
Blobofgoo
Legs are a burden. Return to snek.
2751
Did you guys know about this?:


You can apparently ride it by throwing it while holding down and moving. You can ride it across water too (maybe lava even) Another thing to put in your tutorial because my stage is going to use feature it.
Decky
I'm a dog pirate
19645
author=nin8halos
author=Deckiller
Nin8halos, so you liked Fire Temple but found Forest Temple just decent? Any suggestions on improving Forest Temple? I want you to like it if at all possible :3
It's probably just a style thing. I'll have to replay them both and offer better feedback later. After I rest up.


Yeah, understandable. I'll be updating Forest Temple later. I also have an idea for the Water Temple...I'm hanging out with some peopel tonight, but after that I'm going to get Water Temple done. It's probably a bland idea (central corridor with 3 side rooms that you pass through to raise the water to get to the top of the central corridor) but I figure it might be better than going too crazy with water puzzles.
author=Blobofgoo
Did you guys know about this?:


You can apparently ride it by throwing it while holding down and moving. You can ride it across water too (maybe lava even) Another thing to put in your tutorial because my stage is going to use feature it.

I found that out on the Super Mario Brothers X forums I'm on. :3
No comments on my updated Bowser's Air Fleet or any new ones on Koopas on High?
halibabica
RMN's Official Reviewmonger
16948
from seiromem
I'm just confused as to why there are these (seemingly) pointless guidelines.
Like others have said, it's for consistency and the sake of good game design. A big part of the reason this series has flopped in the past is because it's such a disastrous hodge-podge. Having even just a few elements tie all the levels together can do wonders.

Speaking of consistency, re-sprites of checkpoints and dragon coins are allowed so long as they can still be recognized as what they're supposed to be. So, for example, you could re-style the checkpoint posts to match SMB2 graphics, but you can't replace it with the Yoshi's Island middle ring.

from GloopMaster
from Isrieri
SMW always allowed shells, p-switches, and the like through pipes (but not doors)
If that's the case... then why do you guys say that doors must be the same way?
Because we're not bound by the past decisions of the Mario franchise. Letting the player carry items through doors is a design choice, and the extra versatility hardly hurts things.

from Blobofgoo
Did you guys know about this?
I did, and it'll be part of the new Tutorial stage.

Anyway, the wiki is still down. I suspect it's in read-only mode because they're doing maintenance, but I have no hard evidence to base that on. Whatever may be, we can't use it 'til it's done. So irritating. >_<

Also, I'm adjusting a few rules here. Since nin8halos solved the issue with Dry Bones' hit box, that object is no longer banned. Just bear in mind that all Dry Bones in the project will have their box adjusted unless you override it yourself.

Regarding level exits, I'm making an exception to the SMB3 rule for mini-boss stages. If your stage ends in a boss NPC battle, you can have the star appear in the boss arena. I'll update the event page with this when I get the chance.

And lastly, the file name format is only for your zip and rar files submitted to the event. Your level name doesn't need to contain your username or difficulty rating. The latter of those two is likely to change, so you're better off leaving the world # out.
halibabica
RMN's Official Reviewmonger
16948
Ratty, why is your level difficulty 524/8? And why do Davenport's stages have no difficulty at all?

Oh wait. Because you're not following the file format.

Please. Do.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
Ratty, why is your level difficulty 524/8? And why do Davenport's stages have no difficulty at all?

Oh wait. Because you're not following the file format.

Please. Do.

I followed the format in the level file. D:
Ratty524
The 524 is for 524 Stone Crabs
12986
Alright I renamed it anyway. >:(
Davenport's Inferno
I want to like this level. Section 2's propeller block obstacle course was one of the most interesting things to play in SMBX. Do you know what the problem with the level is? There is no consistency! Why does the red Dry Bones turn into a red Rex upon being hit? Why does the lava change styles throughout the level? Why is there an 8-bit castle? Stick with one lava style and start making major revisions. This level has a lot of potential and I hate to deny it. However, the inconsistency kills it! Resolve the lava issue first, before you do anything else. Remember, one blockstyle. Blending in Mario 1, 3, World, and Yoshi's Island makes for hideous visuals. Please work on that.

Also, the player start position is slightly floating. Unless you're having the player drop from a high altitude, please have them start the level on the ground. Once you get all of these issues fix, we'll talk about secrets.


I would review Paradise Shores, Davenport, but I can't seem to fine the level file that goes with it. I redownloaded it and only found the folder. Could you please reupload it with the level for me?

Seiromem's Cursed Funklen
When the level name and the music extension do not match, we lose the music. Anyway, I love what you were going for. The enemies work well together, with the exception of the propeller goomba. You'd be better off with an eerie. Frankly, it would look better if all of your enemies had the same style. Also, one secret? Seiromem, I'm a glutton for secrets. We need more.

Enemy density is pretty severe at times. However, it doesn't become too excessive so no major complaints. Just consider trimming it down a little (I say consider, because this is optional. I'm more concerned with the consistency and lack of secrets). I also like how your level ends. Add some more secrets to your level and go back and get the enemies to at least mostly conform to one style.

You've got a good level theme here, just flesh it out more.


Ratty524's Green Grass Galavant
Remember, the .mp3 file goes into the folder. Anyway, I like this one. This definitely either is world 1 or world 2 material. It's visually appealing and is good in the way of secrets. The sky is just littered with collectables and I like it. Just put the music in the folder, put in the proper extension in the music folder, and I'll approve this level for the project.
This is the first time I've ever worked with SMBX! Hopefully it turns out okay x)
File=Re-uploaded.
A few mistakes also corrected.
Ratty524
The 524 is for 524 Stone Crabs
12986
Resubmitted Green Grass Galavant with the music in the right place and adjusted the player position a bit.
author=Ratty524
Resubmitted Green Grass Galavant with the music in the right place and adjusted the player position a bit.

Alright then. Your level is approved.

Pyrodoom's Metal Harbor
There is too much water around the first dragon coin. This is a lake of filler and it is not fun to flop around in. Please put a platform near it. I do not complain about water when there is plenty of swimming and exploration, but it just seems you put the water there to put it there.

You still need to fix the rope thing. The transition to the last section with the pipe is an improvement. Unfortunately, the player finds themselves in another lake of filler. I do and I don't like the roto-discs around the pipe leading to section 2. Consider shortening that a little bit.

Also, you should put secrets in your level.


Anyway, I'm uploading my next level, Enter the Lakitu. This one is a bit harsh for world 5, but I think you guys will enjoy it. If you like Lakitu's, poison mushrooms, bubbles, and Bullet Bills, this level might torture entertain you.

The trick to beating it is to kill the Lakitu. This level can get ridiculous if you have two or three of them on you.
author=Ratty524
author=jackalotrun
Green Grass Galavant By Ratty- Nothing sticks out really 'cept you missed the square in the star area...
Derp. I fixed that, and added a few aesthetics and accommodations to my level. How was the red coin section, by the way?


Interesting, that's all I can say really...