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A Super Mario Thing - Levels Submission Thread

it came, it went! all the old ASMT stuff is here
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Ruirize
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Re: A Super Mario Thing - Levels Submission Thread

Post by Ruirize »

It's a tasty curve.
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Re: A Super Mario Thing - Levels Submission Thread

Post by Norpser »

yoshicookiezeus wrote:Norpser: I am sorry, but that level just doesn't seem to be good enough for a final world level.

Besides that, the grey platforms in the third room are all glitchy. And what is up with the swarm of Magikoopas in the second room? You do know that is a generator, right?

On another note, I just realized how this collab has evolved... From most of the earlier levels being vanilla or semi-vanilla, many of these last ones use all kind of sprites, blocks, and even LevelASM...
When I tested the level I originally found them glitchy but I thought that I fixed that.

As for the Magikoopas? I never noticed a swarm of them... Ill look into that.

And once again ill look in to switching around more stuff once again...

Edit* After looking over it again I realized how bad one part is in that third level and will fix it immediately and let the testing and level group look at it.
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kilon
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Re: A Super Mario Thing - Levels Submission Thread

Post by kilon »

chdata wrote:It's almost like we don't just have a difficulty curve (i have no idea if we really do), we also have a vanilla to chocolate curve.
the vips don't have a real difficulty curve either. But I do think we have a level quality curve. Some of the earlier submitted levels are a bit poor in contrast to later levels. Not saying that's a bad thing though. Vip 1 and 2 had questionable levels to.
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GVirusG
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Re: A Super Mario Thing - Levels Submission Thread

Post by GVirusG »

I wanted to submit my level ^^

I had level 103
The name shall be "Below The Ice There Is..."
I used custom blocks:
Nr. 157 at 1024
Nr. 162 at 1025

I included a Map16 Page thing just in case (it looks different/correct in the red castle room thing) and a txt making things a bit easier
I used an ExGfx in level 16D (the red castle part)

I hope I didn´t forget anything, because here is my zip file/level:
Final thing.zip
Lol, LM 1.64 has a glitch, that doesn´t appear in LM 1.63 XP
(147.34 KiB) Downloaded 125 times
EDIT: My Zip File thing with the levels should have been fixed now XP
Last edited by GVirusG 14 years ago, edited 1 time in total.
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kilon
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Re: A Super Mario Thing - Levels Submission Thread

Post by kilon »

It could be me but all I see is 6 times the same room, the underwater segment. Just saying.
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GVirusG
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Re: A Super Mario Thing - Levels Submission Thread

Post by GVirusG »

@ kilon: I knew it! It was a glitch in LM 1.64. It saved one level and then said like "Couldn´t open rom blahblahblah" and saved the level six times in a row XP
I redid the thing with LM 1.63 and now it should be correct ^^
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Re: A Super Mario Thing - Levels Submission Thread

Post by flameofdoubt »

My level submission: 15 with sublevel 50
Everything you need to know is in the zip but i'll put it here too.

Level Name (subject to caps-change)- AN ECHOING CALL
Message Boxes-
15-1:


\60\61
Help! \62\63
15-2:
froggy mine! you
cant not have her!
therse now way you
cun beet mie noww!

------------------
im the strongest!!
------------------
ExGFX- 6 swaps, plus an exanimate file
MAP16- 6F7 to 6FF
Music- dkcicc.txt and cirno.txt used in 15 and 50 respectively
Secondary Entrances- #015, #016, and #050
Sprites- c3 spin_shooter.cfg

Please place the no powerup/reserve powerup sprite at the beginning of my level.
Attachments
15&50.zip
Level 15 with 50 for ASMT Collab Hack
(29.94 KiB) Downloaded 85 times
Pixie casts Dekunda. Insufficient MP!
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BlackDS
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Re: A Super Mario Thing - Levels Submission Thread

Post by BlackDS »

It is 100% finished, finally.
If there is a problem with it, well it should be fixed during the beta testing.
Make sure you get my message edits.
Version5.2.zip
Level files
(17.91 KiB) Downloaded 117 times
EDIT: I think it is okay for me to use bitches in the title, please allow it.
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Do not deny it
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Re: A Super Mario Thing - Levels Submission Thread

Post by Argumentable »

Sup, I wanna change level 32 from a pointless romp outside of a ghosthouse to a reznor bossfight. Chibikko made a patch to fix the crumbling, so when he gets you that file that has everything I'll try to remember to remind him to put it in that, though it shouldn't matter too much even if it stays the same.

I also fixed ExGFXAA which was for level 2C for a sprite you don't even see for a second.

And there's also a football shooter in here, but it relies on an invisible left steep slope to bounce (I didn't include this cause I thought it was dumb for one tile) but I know you were working on trying to get them to bounce, so I dunno how that will work
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Re: A Super Mario Thing - Levels Submission Thread

Post by Norpser »

Ok so I have finally revamped my entire level once again. Much better this time I believe.

Here we go

Level: 11c
Sublevel: 151, 152
Music: Its located in the zip file (buoy base)
Name: The Final Assault

UGH quick fix edit made
Attachments
Final Assault fix.zip
fixed
(44.45 KiB) Downloaded 92 times
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RealLink
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Re: A Super Mario Thing - Levels Submission Thread

Post by RealLink »

Level: 11
Sublevels: 25, 26
Name: Chocolate Castle
Music: Chocolate Rain (in the .zip), but only in Sublevel 25.
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Re: A Super Mario Thing - Levels Submission Thread

Post by yoshicookiezeus »

chdata, it seems like you forgot to include Map16 page 3 for your ghost house level. Could you please submit it?

(Also, out of curiosity: what is up with you submitting palettes separately from the level files?)
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Re: A Super Mario Thing - Levels Submission Thread

Post by Chdata »

I had to fix the palette to look better.

My ghost house doesn't use map16 page 3. It uses 7. I asked you if you wanted me to remap my map16 to work with raocow's but you never responded?
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Re: A Super Mario Thing - Levels Submission Thread

Post by yoshicookiezeus »

Most of it uses page 7, yes. However, level 156 uses map16 tiles 3CA and 3CB.
chdata wrote:I asked you if you wanted me to remap my map16 to work with raocow's but you never responded?
...what? None of raocow's three levels use extra Map16 tiles...
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Re: A Super Mario Thing - Levels Submission Thread

Post by Chdata »

No I meant I looked at raocow's map16 stuff no page 7 and we used some tiles in the same spot.
The Kc castle sublevel that is.
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Re: A Super Mario Thing - Levels Submission Thread

Post by yoshicookiezeus »

OK, I see.

HarmfulGravemind: I need your Map16 data for level 14.
DaxterSpeed: Your level is missing a name. Remember, the level names will be able to use 38 characters instead of the normal 19, due to the Extended Level Names patch.
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Re: A Super Mario Thing - Levels Submission Thread

Post by DaxterSpeed »

yoshicookiezeus wrote: DaxterSpeed: Your level is missing a name. Remember, the level names will be able to use 38 characters instead of the normal 19, due to the Extended Level Names patch.
I'm having a trouble figuring out a good name to it actually. It was so long ago I submitted it. And I'm also having troubles figuring out what music that should be used in it.

I'm going to try to figure out a good name, and maybe find some music. What are the other levels in the same area called?

[EDIT] You do have the N-SPC patch installed, right?
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Re: A Super Mario Thing - Levels Submission Thread

Post by yoshicookiezeus »

The other finished levels in the desert world are called Dusty Desert, Starry Nights, Flying Objects Sea, Spinning Sand Castle, PANIC PUZZLE, In and Out! Boo Circles, and Boko's Desert Serac. The first two are bit more generic than I'd like, but oh well... If you've watched raocow's VIP playthroughs, you know of Oyster's often-not-exactly-correct-and-kind-of-odd translations of the level names: that's the general style we're trying to aim for.

As for the N-SPC patch: No patches have been inserted to the ROM yet; that will all be done at the very end of the project. You can, however, rest assured that it will be among the patches inserted.
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Re: A Super Mario Thing - Levels Submission Thread

Post by DaxterSpeed »

I'm having a odd problem. I'm trying out music for my hack, and whenever I patch a song to it, it breaks. Get's the Nintendo Presents. And it ends there.

I might need to try out the music in another hack I'm making. Where the music doesn't break the rom.

I'm thinking of something classy and new now! Level name might take time though.
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Re: A Super Mario Thing - Levels Submission Thread

Post by RealLink »

I made some small changes in ExGFX84.
Only ExGFX84 is changed, the rest is the same as in the earlier zip I submitted.
Attachments
Chocolate_Castle_new.zip
(197.54 KiB) Downloaded 81 times
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Re: A Super Mario Thing - Levels Submission Thread

Post by DaxterSpeed »

Random name idea:

Run friggin' horse. RUN!

This is a reference of raocow, and of what happens at the end of the level (if you have a horse). I don't know if that name is good though.

And I still haven't figured out any song. The main level is pretty short. And the sub-level is dark and a bit intense.
///
What I love about my level is that it's always a bit more if you decide to do it the hard way.
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Re: A Super Mario Thing - Levels Submission Thread

Post by Argumentable »

Do you have your level posted anywhere? Perhaps we could be of some assistance
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kilon
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Re: A Super Mario Thing - Levels Submission Thread

Post by kilon »

Is it the level from this post?
viewtopic.php?f=9&t=178&p=9141#p9141

For the music, if you really don't know what to use, you can always check the custom music thread to see what generic custom song we might use for it. (don't know when the OP was updated last though)
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Re: A Super Mario Thing - Levels Submission Thread

Post by Argumentable »

I was referring more to an IPS or a demo video. Also you don't *have* to use custom music. I know some people will probably hate you for using the default music, but if it fits better, then you should roll with it.
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Re: A Super Mario Thing - Levels Submission Thread

Post by yoshicookiezeus »

Argumentable wrote:Also you don't *have* to use custom music. I know some people will probably hate you for using the default music, but if it fits better, then you should roll with it.
Except for the fact that you can't have normal and custom music in the same (sub)level. This level in particular has two P-Switches in it, and since we'll be using custom P-Switch music, at least the sublevel with the switches will need custom music.
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