yoshicookiezeus wrote:Just remember that unless someone figures out how those hardcoded paths work and create some new ones, crossing paths like in that overworld won't work.
Holy what I almost edited your post lol.
Anyways, what about that area in the forest of illusion in SMW. It has a crossed patch. I think you can just "break" the path so there's no path temporarily and it'll work. It's worth a shot.
yoshicookiezeus wrote:Just remember that unless someone figures out how those hardcoded paths work and create some new ones, crossing paths like in that overworld won't work.
Holy what I almost edited your post lol.
Enjoying that moderator status I see... lol
But really, I think that basic idea of the overworld looks quite nice, If we have some oblong levels that don't fit with the world theme, we could always just put it in some building thing, make the area around that level slightly different, or make a series of hologram buildings throughout the worlds.
I don't remember anything about Forest of Illusion, but I know that Chocolate Island also had crossing paths. I still remember the first time I looked at that point in Lunar Magic. For whatever reason, the level just had a path that exited from the top, looped back around and led to the same level from the bottom, and somehow this managed to create crossing paths. (I was EXTREMELY confused.) So I don't know how the crossing paths work yet (and doubt I will anytime soon), but Chocolate Island may be a better starting point than Forest of Illusion to figure that out, because I don't think I even found any extra paths in the first place in Forest of Illusion.
Anyway, we might need to determine a general number of levels for each world before we start. Maybe something like "8-13 levels for world X, 7-10 levels for world Y," just some wide range to ensure that none of the worlds end up being less than 4 levels or have way too many levels or anything. If there's a certain theme/difficulty combination that few people seem to want to make levels for, then there probably won't be many levels sticking to that theme unless there's a minimum number of levels required for that world. Yes, little mini-capsules can be elsewhere in the world, but still, if there's an ice-themed world with 7 levels, there should probably be more than 3 ice levels there.
How does this little hub world look? I used ExGFX in this submap, which is why every exit is a pipe, doesn't really matter though, in my opinion.
D: Desert World
F: Forest World
U: Underground World
W: Water World
Knowledge is a gift, and it's the only gift I'm not giving!
Neat graphics, but almost everywhere in the game is set inside a huge space station. If you can find Terry's mockup that's a good indication of the sort of thing it should look like, and he also did a map for where everything should lead.
Even if it's in a space station, the domes can be SO FREAKIN' HUGE that it's impossible to tell, except for like in one of the submaps which is right on the edge, or something. If anything it'd be a neat reveal.
I think the edges to the submaps That border the outside of the OW should break off into space or something. So some maps would border space and some wouldn't.
Hopefully I'm not overruling anyone here but I see literally no reason to use a pyramid to indicate a level in a space station. We'll be using the little yellow and red circles.
all levels will be marked by a red or yellow pyramid
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hahaha, nahh. I take it you want to make a 'pyramid' level? We'll see how things turn out when the overworld is actually being built, though I suppose it,s something to keep in mind.