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Autistic Catfucker's Autism Time; Stages & other things made by Autistic Catfucker
Topic Started: Aug 7 2010, 04:39 PM (3,522 Views)
Autistic Catfucker
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autistic, latent homosexual, is a furry

Hi everyone.

Been a long while since I last revealed officially any of my work. Well, I've decided to create a new WIP topic and show the latest stage on which I have worked.


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Hmmm... that room is familiar.

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Familiar indeed.

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Hey! Doesn't Mushroom Kingdom Fusion already got a stage like this?

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Yep. Seems to be Subcon Panic! But didn't there used to be a bunch of three enemies ambushing you straight from the start here?

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Oh. Here comes the infamous bomb puzzle section...

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Those new blocks are quite convenient! Wish they were there before.

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Pfft. The Panser section is impossible to do without taking damage!... Isn't that a Shy Guy generating vase? And I don't think those veggies used to be there before either.

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It's crazy how much easier this ladder shaft feels when you have room to, you know, actually dodge.

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Didn't this section used to be a cramped, claustrophobic bomb puzzle that was almost impossible to do without damage?

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Bombs and Sniffits, what a cheap mix. Hmmm? Oh, my mistake. Seems this section only got Shy Guys actually. My bad. Likewise, where has that annoying Bob-omb generating vase that dropped them on your head gone to? Can't see it here anymore.

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Ha! There it is!... It's actually in a pretty convenient spot now, actually.

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This stage used to be overrun by Sniffits. Where have they gone?... not that I'm complaining.

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Great. That impossible Squigly waterfall jump. Huh? Logs?

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Didn't there used to be a Hopster puzzle here instead of enemies?

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Good old Subcon Panic... takes freakin' forever to clear. Cloud climb section is up ne-... huh? Already the castle?

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I don't think this section was even remotely like this last time I visited it.

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Yep, not familiar at all this time.

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However, THAT is familiar. Stupid Shy Guy ride puzzle...

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Quite a bit more forgiving than I remembered to be sure. There's even one-way passages so that if you mess up, you can try the section again instead of wasting a life.

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When I think about it, the stage seems to have changed a lot actually.

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General Guy did not change though.

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Too bad he isn't the stage end. The Birdo Egg ride puzzle is so cheap... huh? Didn't this area used to be filled with Sniffits?

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The stage's exit is in sight!... but Birdo, this time in her MKF form, doesn't agree with the idea. Pah! After General Guy, Birdo is more of a breather than a challenge.

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And thus ends our trek through Subcon Panic. Place sure wasn't as I remembered it.


---

As you can all see, I've rebalanced Subcon Panic. The original stage contained many spots where hits were unavoidable and nigh-impossible puzzles that demanded speed and foresight that was just unrealistic to expect of the player, especially in World 1. Likewise, the original stage was a humongous marathon level. Various cuts & edits cut the stage length by about 50%. My cuts were done in order to remove the tedium but keep the interesting bits.

The stage should reveal itself much more playable now, with remastered old sections that can now be properly enjoyed and new level design bits for those who already cleared the stage.

Oh and, as some have noticed, Subcon Panic's graphics have also been updated and now use the SNES Super Mario All-Stars graphics instead of the Super Mario Advance ones.
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WhiteRoseBrian
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Who's a stallion and a half? I'm a stallion and a half!

That looks nice. I've had to rework and rebalance tracks in ModNation Racers, so I know what that process is like.

Come see my drawings on DeviantArt
http://whiterosebrian.deviantart.com/

"Love to throw yourself on the earth and kiss it...Love all men, love everything...Don't be ashamed of that ecstacy, prize it, for it is a gift of God and a great one; it is not given to many, but only to the elect."
--Zosima, Brothers Karamazov



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rukifellth
Newbie
[ *  * ]
Thaaaaank youuuu, thank you, thank you, thank you...

Despite actually clearing the level up to the end (before the game crashed on me ;_;) I'm glad to see it rebalanced. :)

Altough I miss the cloud climbing. :(
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MoneyMan
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Spriter, Lurker
[ *  *  * ]
Seems a lot less tedious than the old one, looks nice! Also yay for going back to the SMAS graphics, the GBA ones were too washed out for MKF
really the only thing that bothers me is that the DDP only sprites are 8-bit, I reshaded some a while back:
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maybe these could be used?
Edited by MoneyMan, Aug 7 2010, 05:09 PM.
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lol u a butt ur sister so fat hahaha #yolo
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Gladiacloud


Well done, Mew! :D

That level I was driving me crazy!

You'll do other levels soon? I noticed you're a natural level designer. :)
CURRENT MKF WIPS
7-7: Freon Ice Zone
-1-?: Abstract Landscape (abstract games stage)

CURRENT SMFR WIPS
3-4: Organic Depth

FUTURE MKF WIPS
?-?: ????? ??????
------------------------------------------------------------------------
4-9: Ruined City
-1-?: Snow Bros. Tower
------------------------------------------------------------------------
6-?: Tinhead Factory
6-?: Pirates Cliff
6-?: Battleship Halberd

FUTURE SMF WIPS

5-?: Yolkfolk Village (Fantastic Dizzy stage)
5-?: Candy Chateau
6-?: Crystal Labyrinth
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Autistic Catfucker
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autistic, latent homosexual, is a furry

Glad to see that you're liking my rebalance. I sunk quite a bit of time in it as the stage had technically extremely good level design and some very good puzzles but was marred by cheap, artificial difficulty and a length that makes The Library look short.

As for your sprites MoneyMan... that is effectively interesting. I'll be saving these and showing them to the team.


Glaciacloud: Thank you. Creating video games is what I enjoy doing most and not just writing-wise, but also in the way of actually creating the stages.

I have a large list of stages that I'll be working next. There's Hectic, Vast Ice Mountain/Castle Glacier, 8 Days a Fusion, and many other stage ideas. I'd like to work on Hell Prominence, the world 1 final mandatory stage, in particular.
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Del
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Spriter, level designer, coder, etc.

Mew
Aug 7 2010, 05:15 PM
Glad to see that you're liking my rebalance. I sunk quite a bit of time in it as the stage had technically extremely good level design and some very good puzzles but was marred by cheap, artificial difficulty and a length that makes The Library look short.

As for your sprites MoneyMan... that is effectively interesting. I'll be saving these and showing them to the team.


Glaciacloud: Thank you. Creating video games is what I enjoy doing most and not just writing-wise, but also in the way of actually creating the stages.

I have a large list of stages that I'll be working next. There's Hectic, Vast Ice Mountain/Castle Glacier, 8 Days a Fusion, and many other stage ideas. I'd like to work on Hell Prominence, the world 1 final mandatory stage, in particular.
if you want to work on that one go ahead, I lost the progress I had; I think this level could still use Riverroad's bombship somewhere though, it's nice and already done (well I was going to use it at least, already had it done when my hard drive died)
v READ THE FAQ

---> http://s4.zetaboards.com/mkfusion/topic/8079134 <---

READ THE FAQ ^
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WiredRM
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Crimson Magus
[ *  *  * ]
The old version of the level.. admittedly, I avoided playing it after awhile. It felt more of a painful chore to try and get through those "near-impossible to not get hit during" trap puzzles, so to see that aspect get changed while retaining the feel of the level is something that will add to a level that I now look forward to playing. :yes:

Good job, Mew.
Posted Image
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mr3urious
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Newbie
[ *  * ]
I hope you included extra checkpoints, too.
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Riverroad
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It is good to see this, Mew. The old Subcon Panic was my least favorite level in the game for all the reasons you listed. It looks like it will be among my favorites now.
MKF Dev, SMFR Dev

My Games:
MegamanDL (Download, Mirror)
Hyrule Dungeon (Download, Mirror)
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Calvan
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Irregular member
[ *  *  *  * ]
Not to knock Starsims but I was irritated when he replaced the tiles the first time. They hurt my eyes.

Kudos on the update.
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Sum Gai
Newbie
[ *  * ]
I liked subcon panic on a whole, but the stage was pretty hard.

It looks like the stage has been streamlined and generally improved. Good job.

I am curious, does anyone know what happened to Starsim? Havn't seen him around in ages.
Quitters never win and winners never quit.
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Jacob175
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MKF Wiki Sysop

Wait, one of the devs actually made a level easier? What's happening? Has the universe gone mad? Up is down, day is night!

In all seriousness, I do appreciate those changes. It looks like it makes the stage much fairer without diminishing the challenge too radically.
"Everyone deals with grief differently, right? Some people **** at funerals. I cut off heads." - Travis Touchdown, No More Heroes: Desperate Struggle
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

Jacob175
Aug 7 2010, 11:15 PM
Wait, one of the devs actually made a level easier? What's happening? Has the universe gone mad? Up is down, day is night!

In all seriousness, I do appreciate those changes. It looks like it makes the stage much fairer without diminishing the challenge too radically.
There may be more where that came from...
I'll just have to... Posted Image
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Lars Luron
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My bear is a cosmic horror.

Sum Gai
Aug 7 2010, 11:04 PM
I am curious, does anyone know what happened to Starsim? Havn't seen him around in ages.
Starsims is off working on on his MegaMan Unlimited project right now, and he has been for quite a while. He likely will be for another while. We don't even know if he plans on ever coming back at all; he basically just made a couple MegaMan levels, set up a design plan and ground rules for World 3, then left and hasn't been seen since.
I still chat with him from time to time over on the video streaming site he and his associates do LPs on, but it doesn't really seem like he has much interest in MKF anymore. Outside of his Megatropolis level, anyway.
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For some reason I have a blog now, where I ramble on endlessly about MKF and other random things.
-Last updated: 7/27/11
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MoneyMan
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Spriter, Lurker
[ *  *  * ]
Sum Gai
Aug 7 2010, 11:04 PM
I am curious, does anyone know what happened to Starsim? Havn't seen him around in ages.
He must have heard you
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lol u a butt ur sister so fat hahaha #yolo
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Autistic Catfucker
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autistic, latent homosexual, is a furry

I've been working on a new stage! And like usual, I have screenshots of it!


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Here we go! Looks like a castle stage!

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Nasty place! Narrow platforms, plenty of lava, plenty of enemies.

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An extra-nasty jump found in both SMB Lost levels and SMB3. Makes you wish Mario had a double-jump...

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This is definitely not your average castle/fortress. For those who hadn't yet guessed, this is Bowser's newest castle, the Hell Prominence.

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Bowser reinforced his castle with all of the nastiest traps he used through his career as a villain. Perfect timing is vital here.

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And of course, old traps have been given new executions. SMB1 platforms spawn in more complex patterns in this castle.

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And there doesn't seem to be a safe spot with this fire bar.

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Ball'n Chains, often seen as SMW's poor imitation of the SMB1 fire bar, are also present. They might prove a bit more difficult to navigate around than in SMW though...

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Not just old traps appear in Bowser's castle either. Like in NSMB, Bowser decided to put some flame engines in his castle to deter Mario from moving forward.

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And like with all other traps in Hell Prominence, he experimented with placement to make extra sure the traps would keep plumbers away from the princess this time.

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Having braved most of the traps, Mario head toward the castle keep. Unlike Dracula, Bowser did not put a convenient, unguarded staircase to his throne room.

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Tricky jumps in the clouds, among the towers of Bowser's castle. This might be stating the obvious but try not to fall off.

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Not all of the platforms are stable ; some are traps that will fall when jumped on. Look alive!

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And likewise, not all platforms conveniently stay put. Timing is critical here.

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You might remember those bastards from SMB Lost Levels. Projectiles might help in dealing with those pests.

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Entering the castle keep...

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As Mario get closer to the princess (and to Bowser), Mario will run into Bowser's elite guard instead of the usual Dry Bones. They will pull all the stops to halt Mario's progress.

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Remember that just as timing is a must, patience too remains a virtue. You have 1500 seconds to clear this stage so don't rush.

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Mario fights a group of Bowser's more skilled Koopa warriors. Blue SMW Koopas, when unshelled, will kick shells at you (and kick back shells you try to kick at them too!) so be careful when dealing with them!

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Mario is very, very close to Bowser by now. In the last corridor, he face off with the last of Bowser's guards.

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The confrontation with Bowser awaits...

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Bowser seems to have become fond of that particular type of battle. But after going through all those levels and fortresses, you will be able to beat Bowser and save the princess, right?

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Take a dip in the lava, Bowser! Now to save the princ-... what's that thing? Is the princess behind this strange door? Didn't you just defeat Bowser, anyway? I am not saying what is beyond this door. Find out for yourself!


As you can see, I have been working on Hell Prominence, world 1's final stage. The vast majority of the stage is completed ; all that's left is a single object for the fourth section and a certain something that need to be put into the stage proper. Apart from that, it's pretty much done.

Do note that in the first three screenshots, the pipes are bright green ; in the final version of the stage, they have been edited to a more fitting dark red/pink color.
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Nitros
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Not a robot.
[ *  * ]
Nice job, this looks fantastic. I've been waiting for Hell Prominence. I hope it's as difficult as Bowser's Keep in SMFR.
Edited by Nitros, Aug 15 2010, 08:33 PM.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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MoneyMan
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Spriter, Lurker
[ *  *  * ]
looking awesome!
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lol u a butt ur sister so fat hahaha #yolo
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WhiteRoseBrian
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Who's a stallion and a half? I'm a stallion and a half!

Very nice screens.
Come see my drawings on DeviantArt
http://whiterosebrian.deviantart.com/

"Love to throw yourself on the earth and kiss it...Love all men, love everything...Don't be ashamed of that ecstacy, prize it, for it is a gift of God and a great one; it is not given to many, but only to the elect."
--Zosima, Brothers Karamazov



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EvilMariobot
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So, who want's an ICBM?
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:soveryhappy: At last, a world boss! :soveryhappy:


Right? :yes:
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Bethazer
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a NOW productive member of the reactor
[ *  * ]
Hell's Prominance looks badass Mew. just a couple things though if you don't mind

1. I remember talk of a back door and a front door to this, they being two different levels and the back door was supposed to be harder if I'm correct. If thats still true, which one is this? (Correct me if I'm wrong on the info)

2. You are planning on fixing the tiles before the boss room right, just that sudden shift seems weird, purple royal to Grey classic

3. Why are you such an evil mastermine when it comes to level design? I thought Mew's were supposed to be cute and innocent?
Posted Image Posted ImagePosted Image
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Autistic Catfucker
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autistic, latent homosexual, is a furry

Nice to see you like the stage! And EvilMariobot, as I said, I'm not saying what lies beyond that door. Fans will find out when the stage is merged in the source.

Bethazer...

1: It's unsure if the harder 'Back Door' will be included after all but this is the mandatory 'Front Door' version. In terms of difficulty, it's on-par with the final castles of SMB3 & SMW. It's quite challenging but compared to the kind of stuff that MKF's end game throw at you, it's very tame. Not to say that it will be a walk in the park but it's not a meat grinder like some stages in MKF are either.

2: The sudden shift is intentional. In fact, if you have beaten Lost Levels in Super Mario All-Stars and got to the true final boss (in World 9), you might have noticed that not only do the castle tiles switch to the SMB1 ones but the background also switch from the detailed background of NSMB to the same red gradiant background that SMB Lost Levels's true final Bowser fight used. The sudden switch is intended. Notice that it switches back to the normal NSMB tiles beyond the fight, too.

3: Meeew? What do you mean? I've made very fair, very nice levels, used my creativity to make pleasant and beatable a previously cheaply hard stage, and then made a castle stage that I wish will prove very fun and challenging without being frustrating. It's not like I made any truly evil stage... yet.
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RisingManes
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You have arrived to an uninviting world.
[ *  *  * ]
Mew, your revamp and level won me over by virtue of visuals alone. I can't wait to play these levels~!

I might be able to beat your levels. Ooh, I wish save system was re-implemented already!
Posted Image
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Gladiacloud


Great Mew! :D
CURRENT MKF WIPS
7-7: Freon Ice Zone
-1-?: Abstract Landscape (abstract games stage)

CURRENT SMFR WIPS
3-4: Organic Depth

FUTURE MKF WIPS
?-?: ????? ??????
------------------------------------------------------------------------
4-9: Ruined City
-1-?: Snow Bros. Tower
------------------------------------------------------------------------
6-?: Tinhead Factory
6-?: Pirates Cliff
6-?: Battleship Halberd

FUTURE SMF WIPS

5-?: Yolkfolk Village (Fantastic Dizzy stage)
5-?: Candy Chateau
6-?: Crystal Labyrinth
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