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The Colossus Killer (also known as Colossus 2)

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SMCslevelengine
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The Colossus Killer (also known as Colossus 2)

Post by SMCslevelengine »

Colossus 2

Hey there, levelengine here, with the official work in progress thread for the next bombshell of an SMW hack I've been building on and off since 2020. As of 2021, I've confirmed there was going to be a sequel to the romhack Colossus (https://www.smwcentral.net/?a=details&i ... &p=section), released all the way back in 2015. Since then, there was motivation for me to try something of a scale about as large as the first Colossus again, because I grew dissatisfied with a few of the design choices made for the first one, mainly being the shortage of checkpoints for even the toughest levels, and even in some cases the overall difficulty being too high for the wrong reasons. Although Colossus 2 is much more likely to be my priority, a remaster of the first Colossus is also potentially on the table.

As for the general difficulty this time around, there will be multiple midpoints for the megalevels this time around and on the harder + longer levels, also worldpeace's retry patch (which conveniently also sorted out the multiple midpoints, which I already wanted anyways).

The next question that also came to mind when trying to balance the difficulty was how lives would be handled. I do plan to have the standard hack start with 5 lives and force you to redo an entire level (or multiple maybe?) if you run out, though in that case I'd add more opportunities to get 1-UPs, especially later on where dying a lot would be expected. One of the things I was thinking of having added was blue coins based off of the ones in Super Mario 64 that are each worth 5 coins, if not just extra hidden rooms scattered throughout the hack to both top up on lives and also reward exploration and curiosity. Even still, there will very likely be another patch of the game that will have infinite lives for those who want a slightly easier (and less frustrating if their opinion believes the loss of already earned progress is in fact frustrating) experience.

Since Colossus 2's inception, I've made tons of levels that will be in it, some of which are pictured below, though again, the contents of these screenshots can always change before the official final release.

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I also made this teaser from various projects I worked on back in 2020, this being from before the reveal there would be a second Colossus (the Colossus 2 levels start showing up at 1:43).



Until just this week, I was mostly worrying about building levels/trying to flesh out ideas for gimmicks and therefore didn't have a solid plan for the overworld, or much progress to show on it. As I had basically no internet for 6 days, I didn't have much else to do besides work on the hack, and got to solidify some overworld maps making them basically ready once all the overworld events are also added in. The last one's actually my submap just to test all the levels, which is there to show the scale of the hack.

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I was originally looking at a plan for the hack to be large enough that it was going to need a further expanded overworld or to have it be split into 2 ROM files (which would have been its own can of worms). It's still large enough that one of my ideas for a world was scrapped, bringing the total world count down to 12 so that after applying Medic's Submap Split patch (https://bin.smwcentral.net/u/2318/SubmapSplit.asm) to basically give us 12 submaps at the cost of the standard main overworld, 1 for each world. While most of those overworld maps already did exist beforehand, just this week I finally fleshed them out and made them presentable.

So as for gimmicks, there'll be lots of additions that weren't there in the original SMW such as blocks being solid depending on the direction currently being faced, screen wrapping in a few levels, flipping gravity, and switching between standard/water level, just to name a few.

Anything else worth sharing I'll just put in future posts, must have been here for well over 40 minutes writing this by now.
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Re: The Colossus Killer (also known as Colossus 2)

Post by SMCslevelengine »

This world 4 fortress level is pretty much done, just now need to give it a proper background and move 1 dragon coin off a subscreen boundary.

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13 second video to show the gimmick off:

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Re: The Colossus Killer (also known as Colossus 2)

Post by AndyanaJonseph »

Level design's looking amazing! Overworld's looking great, although I feel the mushrooms could be more "3D"
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Re: The Colossus Killer (also known as Colossus 2)

Post by SMCslevelengine »

before showing off some stuff from the jungle (world 6), I did pick out some graphics to put the BG together for About Face:

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and then sometime after that, created the jungle world map that should be almost finalized minus the events

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and still more to show off, I've brought over one of the dinos from Adventure Island III into C2 (suing Sonikku's old Squawks sprite with swapped out graphics) and started one of the levels where it'll first appear, specifically the pterodactyl


AndyanaJonseph wrote:Overworld's looking great, although I feel the mushrooms could be more "3D"
also, which submap? pretty sure I have different kinds of mushrooms spread across 2 of them
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Re: The Colossus Killer (also known as Colossus 2)

Post by SMCslevelengine »

I never stopped working on C2, just progress had been slow these past months with work taking priority, but as of late I've had more spare time to sort out what world 4's "castle" level will look and play like:

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It's the inside of a giant mushroom, where so far I have only built the climb up the stem of the mushroom, and then once you have gone up high enough, within the latter screens mario will reach top running speed immediately upon beginning to run (and just jump substantially farther in general), and I later plan to also add water that reverses your left/right controls while swimming in it

So until even more progress is made on the world 4 "castle" levelengine is signing out, peace
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Re: The Colossus Killer (also known as Colossus 2)

Post by SMCslevelengine »

Almost done with the world 4 castle (and to be honest the biggest hurdle will be coming up with a bossfight) and in the meantime set up for another level, this one being on a secret path in world 6 (the jungle).



I plan to have about 4 sections for the whole level, and within all of them having to keep the ball from touching the ground, as if it does, you just get warped back to the start of the current screen, and without carrying it to the other end of the screen you can't progress. And for now levelengine is out, peace
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Re: The Colossus Killer (also known as Colossus 2)

Post by SMCslevelengine »

finally got around to doing one more overworld to have designs for all of the first 7 world maps, and recently also had events implemented for the first three

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and for the level design, I did also decide on a concept for the blue switch palace (and this will be featured again in a much much longer level):



Additionally, almost every level within the first 7 worlds is already playable, with the exception of some bosses either missing or just having the potential to look/function much better than they currently do. Eventually for most of these levels I would like to add extra miscellaneous features such as visual changes, more secrets to search out, lore (such as the history behind the giant mushroom castle and how making a base inside it to research the mushroom's special properties was a very bad idea), and maybe bring in even more custom elements to further change up the gameplay a bit more.

It may be at this point that I may push for an early release where the first 7 worlds will be made playable if enough people are interested, even without a bunch of the extra content such as storytelling/worldbuilding. Ultimately I still need at come up with something that's at least decent for 3 more bosses (and would also like to elaborate on the "warlock" further and his motivations just before, and even after you fight him in world 7 but that could wait), before being ready to confidently release anything

and with that I'll be going to bed
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