SMWCX - Credits
- The Doctor
- Posts: 320
- Joined: 14 years ago
Re: SMWCX - Nowhere to Hyde
raocow, go back in that side room with the Elevator level. You missed something.
- raocow
- the death of the incredible huge
- Posts: 4078
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
- Imaynotbehere4long
- Gone, but...yeah, pretty much forgotten.
- Posts: 289
- Joined: 8 years ago
Re: SMWCX - Nowhere to Hyde
Just don't watch the credits until after you beat the last level of world 7. Trust me.raocow wrote:I'll try to remember!
My SMBX portfolio:
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
- Le Neveu de Rameau
- I'm a hoobsie roller; I got robots in my life
- Posts: 994
- Joined: 8 years ago
- First name: Rameau's Nephew
- Location: Gettin' gibbly with the business
Re: SMWCX - Nowhere to Hyde
The number of twists and swerves the Haunted Elevator level--a name no doubt chosen to put one in mind to expect the expected, only to pull the floor out from beneath, as the level itself does twice--throws at the player is truly delightful. Automatic stair replacements have seldom been so cheeky.
Re: SMWCX - Nowhere to Hyde
mario visits the tower of terror and then somehow finds his way into an area meant only for disney technicians
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
- Stink Terios
- Posts: 577
- Joined: 12 years ago
Re: SMWCX - Pyramid Cave
That desert level is just dire. The boss is overwhelming in several different layers and let me tell you: beating it legit is a nightmare.
Crushing as instant death, rinkas, podoboos, and an unmoving, regenerating cloaked Ludwig. Holy hell! And every time you die you have to redo a significant chunk of the level including a pretty difficult thwomp boss.
And everything is compounded by the dull, yellow aesthetics and the awful, awful music.
Crushing as instant death, rinkas, podoboos, and an unmoving, regenerating cloaked Ludwig. Holy hell! And every time you die you have to redo a significant chunk of the level including a pretty difficult thwomp boss.
And everything is compounded by the dull, yellow aesthetics and the awful, awful music.
- Imaynotbehere4long
- Gone, but...yeah, pretty much forgotten.
- Posts: 289
- Joined: 8 years ago
Re: SMWCX - Pyramid Cave
The error message for Metallic Mish Mash must be another beta 3 exclusive bug, because that song works in LunaLua 0.7.3.
My SMBX portfolio:
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
- Lejes
- Posts: 78
- Joined: 10 years ago
- https://lejes.talkhaus.com/
Re: SMWCX - Pyramid Cave
Placing poorly made bosses long after a midpoint in a huge, punishing level is a running theme in this game. I almost gave up on this level, but I made it through after several hours. Can't wait until raocow gets to the point where I actually did give up.
Re: SMWCX - Pyramid Cave
Oh boy, a level I submitted three years ago is still in the game. I had forgotten about it as well until recently!
So this level was edited at some point. Here's a list of things I noticed.
- The elevator used to sink and rise back up slowly. It was quite a slow process. If I recall correctly, my decision for the slow elevator initially was to help give that 'abandoned temple' vibe with a contraption that isn't quite working as well as it used to. The change to make it a normal elevator is very welcome, though it can make it tricky to go underneath it as you could get squished trying to escape the elevator. raocow got pretty lucky I think.
- Podoboos being added. There were no podoboos in the original level at all. I don't like this change at all , as it makes the two thwomp mini-bosses and the main boss much more difficult than they should be.
- Midpoint was moved slightly to a more obvious spot. That's fair enough.
- Yellow switch when activated activates a barrier that prevents you from going back to the elevator room. A good change as a player might think to head back there when there's nothing new.
- The three switches and the ascending/descending pillar used to have a key that was needed for the boss door. Removing it is a fine decision as it could easily be missed.
- The main thwomp boss used to fall and rise on his own set timer. This could be bad for players doing the battle for the first time as they not expect it, but learning the pattern could save time on getting the P-Switch. I approve of the change to make the boss fall when you run underneath him though, as it makes more logical sense. The podoboos in this room make it way too stressful though.
I don't think the aesthetics or the music are dull. I think they capture the 'desert temple' atmosphere pretty well and they work nicely together. Not sure why you dislike the music so much either, both songs used are pretty fitting . The main music is the Spirit Temple from OoT which was essentially a desert temple and the boss music was the Egg Golem from SA2 which had a similar setting.
So this level was edited at some point. Here's a list of things I noticed.
- The elevator used to sink and rise back up slowly. It was quite a slow process. If I recall correctly, my decision for the slow elevator initially was to help give that 'abandoned temple' vibe with a contraption that isn't quite working as well as it used to. The change to make it a normal elevator is very welcome, though it can make it tricky to go underneath it as you could get squished trying to escape the elevator. raocow got pretty lucky I think.
- Podoboos being added. There were no podoboos in the original level at all. I don't like this change at all , as it makes the two thwomp mini-bosses and the main boss much more difficult than they should be.
- Midpoint was moved slightly to a more obvious spot. That's fair enough.
- Yellow switch when activated activates a barrier that prevents you from going back to the elevator room. A good change as a player might think to head back there when there's nothing new.
- The three switches and the ascending/descending pillar used to have a key that was needed for the boss door. Removing it is a fine decision as it could easily be missed.
- The main thwomp boss used to fall and rise on his own set timer. This could be bad for players doing the battle for the first time as they not expect it, but learning the pattern could save time on getting the P-Switch. I approve of the change to make the boss fall when you run underneath him though, as it makes more logical sense. The podoboos in this room make it way too stressful though.
Having to redo a lot of the level if you die was my own fault. It's a silly little thing I used to do when designing levels years ago. Not sure why, but I don't do it anymore. I wish this was changed by the person who edited the level. Oh well.Stink Terios wrote:That desert level is just dire. The boss is overwhelming in several different layers and let me tell you: beating it legit is a nightmare.
Crushing as instant death, rinkas, podoboos, and an unmoving, regenerating cloaked Ludwig. Holy hell! And every time you die you have to redo a significant chunk of the level including a pretty difficult thwomp boss.
And everything is compounded by the dull, yellow aesthetics and the awful, awful music.
I don't think the aesthetics or the music are dull. I think they capture the 'desert temple' atmosphere pretty well and they work nicely together. Not sure why you dislike the music so much either, both songs used are pretty fitting . The main music is the Spirit Temple from OoT which was essentially a desert temple and the boss music was the Egg Golem from SA2 which had a similar setting.
- Mata Hari
- Posts: 2522
- Joined: 14 years ago
- https://matahari.talkhaus.com/
Re: SMWCX - Pyramid Cave
Editing levels without consulting the original creators at all still seems pretty sketchy to me. Was there a clear warning that would happen when you submitted it?
Re: SMWCX - Pyramid Cave
Not that I know of.Mata Hari wrote:Editing levels without consulting the original creators at all still seems pretty sketchy to me. Was there a clear warning that would happen when you submitted it?
Last edited by Quill 7 years ago, edited 1 time in total.
- Imaynotbehere4long
- Gone, but...yeah, pretty much forgotten.
- Posts: 289
- Joined: 8 years ago
Re: SMWCX - Pyramid Cave
In case anyone's curious, this is how raocow's playthrough of Metallic Mish Mash sounds with the proper music playing:
My SMBX portfolio:
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
- Stink Terios
- Posts: 577
- Joined: 12 years ago
Re: SMWCX - Pyramid Cave
Nah I just have a personal beef with deserts and OoT Temple songs in particular. Also I don't care if something fits if it doesn't sound good.Quill wrote: I don't think the aesthetics or the music are dull. I think they capture the 'desert temple' atmosphere pretty well and they work nicely together. Not sure why you dislike the music so much either, both songs used are pretty fitting . The main music is the Spirit Temple from OoT which was essentially a desert temple and the boss music was the Egg Golem from SA2 which had a similar setting.
Egg Golem is perfectly fine.
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4200
- Joined: 11 years ago
- Location: Nova Scotia
Re: SMWCX - Pyramid Cave
That's definitely the case with A2XT. I personally am OK with it, as long as the person editing it understands the original creator's intent with their design choices when they make their edits, and tries to keep it as faithful as possible.Mata Hari wrote:Editing levels without consulting the original creators at all still seems pretty sketchy to me. Was there a clear warning that would happen when you submitted it?
If you're gonna make a change, you should at least know what they were trying to do.
To be fair, SMBX level design principals seems to dictate long levels on the whole, and it's hard to have a decent checkpoint and a boss with only 1 checkpoint in vanilla SMBX, without making the level seems short (in comparison) or having luna tower-style shortcuts.Lejes wrote:Placing poorly made bosses long after a midpoint in a huge, punishing level is a running theme in this game. I almost gave up on this level, but I made it through after several hours. Can't wait until raocow gets to the point where I actually did give up.
- Leet
- Well, hello, Smith ( ´-`)ノ
- Posts: 3025
- Joined: 11 years ago
- First name: Chie Arale
- Pronouns: she/her
- Location: Harman's Room
- https://leet.talkhaus.com/
Re: SMWCX - Pyramid Cave
this is how collaboration games tend to work in general, because if every designer had to be waited on, the games would never get done.Mata Hari wrote:Editing levels without consulting the original creators at all still seems pretty sketchy to me. Was there a clear warning that would happen when you submitted it?
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
- Kshaard
- Dodo/
- Posts: 130
- Joined: 11 years ago
- First name: mac5565
- Pronouns: he/him/his
- Location: by, with, or from
Re: SMWCX - Lizard
Any chance of a source for the raocow singing in today's video? I honestly can't place it.
This is someone's signature.
"I don't like that universe I just created by accident . . ."
- Imaynotbehere4long
- Gone, but...yeah, pretty much forgotten.
- Posts: 289
- Joined: 8 years ago
Re: SMWCX - Lizard
The music file actually cites where it's from, right down to the second:Kshaard wrote:Any chance of a source for the raocow singing in today's video? I honestly can't place it.
https://www.youtube.com/watch?v=QkJgwaf ... e&t=23m00s
Edit: by the way, is the title a reference to anything in particular? I shouldn't need to explain how googling "Lizard" probably won't get me the result I want.
My SMBX portfolio:
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
Re: SMWCX - Lizard
http://zeldawiki.org/LizardImaynotbehere4long wrote:The music file actually cites where it's from, right down to the second:Kshaard wrote:Any chance of a source for the raocow singing in today's video? I honestly can't place it.
https://www.youtube.com/watch?v=QkJgwaf ... e&t=23m00s
Edit: by the way, is the title a reference to anything in particular? I shouldn't need to explain how googling "Lizard" probably won't get me the result I want.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
- Kshaard
- Dodo/
- Posts: 130
- Joined: 11 years ago
- First name: mac5565
- Pronouns: he/him/his
- Location: by, with, or from
Re: SMWCX - Lizard
Ah right. I never watched the MAGLX series, so that explains why I didn't recognise the singing.
This is someone's signature.
"I don't like that universe I just created by accident . . ."
Re: SMWCX - Lava Castle
You didn't talk to the hopping Toad after Jolpe's level! And don't forget to talk to the next Toad under the character blocks.
-Banned in Antarctica
Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
Re: SMWCX - Lava Castle
raocow wrote:video delayed to tomorrow
I just got done with a monster hour and a half recording for CX, and I'll be recording cat planet at the time I'd normally be doing the patreon video.
WE'RE IN FOR ANGRYCOW TOMORROW, BOYS, ALL HANDS ON DECK
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
- Imaynotbehere4long
- Gone, but...yeah, pretty much forgotten.
- Posts: 289
- Joined: 8 years ago
Re: SMWCX - Lava Castle
Not only that, but he never spoke to the Toad beside Cheep Cheep Creek, either.Sebby19 wrote:You didn't talk to the hopping Toad after Jolpe's level! And don't forget to talk to the next Toad under the character blocks.
My SMBX portfolio:
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
(includes a Sonic 3D Blast styled level.)
SOMEONE ANSWER MY CRY FOR HELP: http://www.supermariobrosx.org/forums/v ... =69&t=2026
- Voltgloss
- Ask, and you shall be given. Think, and you shall find.
- Posts: 1147
- Joined: 10 years ago
- Pronouns: he/him/his
- Location: exploring the world, now with friends
Re: SMWCX - Lava Castle
Today's second level clocks in at 2 minutes 36 seconds. About 36 seconds longer than a punishing no-midpoint autoscroll should be, in my personal opinion.
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4200
- Joined: 11 years ago
- Location: Nova Scotia
Re: SMWCX - Lava Castle
Was that a normal mario-style level that doesn't go vertically or take you back and forth across a maze of false branching paths? In a central compilation? Madness.