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Autistic Catfucker's Autism Time; Stages & other things made by Autistic Catfucker
Topic Started: Aug 7 2010, 04:39 PM (3,521 Views)
Keiang
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My Avatar! I'll change it! No one will ever know!
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UNREGISTERED HYPERCAM 2- *shot*

The design seems nice, the puzzles seem interesting. I was a bit confused as to why the normal fireball didn't destroy the barrels when the spinjump version did.

The level is ugly though. It might just because of the Doom textures being used as tiles like this, and because the color palette is all GREY ON BROWN ON SLIGHTLY DIFFERENT SHADES OF GREY AND BROWN, but it's really not visually appealing to me.
The Dover Boys? Then Dora must be alone and unprotected!
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Chaos.Tiki
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It looks fun. The puzzles are good. It's short and sweet. But it looks like a facelift might be cool.

Edit, maybe just the barrels need the facelift. But then that does take away from the doom sprite look.
Edited by Chaos.Tiki, Jun 23 2011, 01:13 AM.
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TheomanZero
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So Fireballs can detonate them from the side, but not the top?
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Autistic Catfucker
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autistic, latent homosexual, is a furry

Keiang & Chaos.Tiki: the stage's looks are not helped by YouTube's blurry quality. The background has tiny details like electrical symbol stickers and air vents on the walls. But those tiles are not visible very much on the videos. Likewise, it must be kept in mind that the level is meant to look like a dirty, ruined Doom-styled base stage so I know that it may look ugly compared to some of the very lavish stages that MKF got.

Keiang in particular: the darker tiles were meant to be used as the foreground initially but due to the details on them (lamps, air vents, stickers), I decided to use them as background while the grey block tiles, which are similar to the block tiles used in Super Mario World to build castle levels, were used for the foreground. Create a more pleasant contrast that way.

TheomanZero: That is correct. Most projectiles detonate the barrels on contact but some projectiles, like the fireballs, give the player a small mercy via not triggering the barrels from the top. The spin jump segment does showcase that using fireballs is still very risky ; the player and foes may be too large to fit inside of the gaps in-between the barrels but the fireballs can squeeze through... which will cause them to detonate the barrels.
Edited by Autistic Catfucker, Jun 23 2011, 03:44 AM.
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MetalKirby
Boss Destroyer
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Yeah, how Mario's fireballs didn't trigger the barrels until he spin jumped was confusing. Then again, I play as a character with no projectiles except for the Mega Man Suit (Tails), so it's a non-issue. Couple more things I wanted to point out, though:

@1:43, how did those bottom barrels get triggered? Do those big enemies shoot projectiles?

@End of video: Red Aramer: "You're not getting out of here alive!" *is killed by flag*
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Autistic Catfucker
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autistic, latent homosexual, is a furry

MetalKirby: Yeah, some characters will have a definitely easier time than others on this level. But regardless of the character, this level will demand a certain level of finesse and timing.

The barrels got triggered by the barrels on the side. Due to being a good distance from the bridge, there is collision only at the end of the explosion animation, when the explosion has mostly dissipated. This create a significant pause between the wall exploding and the bridge starting to explode. Pinky Demons, like in Doom, are strict melee attackers. They can't trigger the barrels (although Lost Souls can with their charges).

Also, given you have extra hits to spare, this is the most likely way the Red Arremer will be defeated. The flag area is claustrophobic and the 'arena' for it and the Unicorn is made of barrels above acid.
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Silent
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Will slow characters like Arthur and Wario be able to pass that section at 1:56 in the video?
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Autistic Catfucker
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autistic, latent homosexual, is a furry

Mew: Yes. I realized that it counted as a Run section and Lars added the speed-up object to that section. The speed of the characters return to normal once that section completed.

Do note that unlike other 'run' sections, this one is not auto-scrolling-themed and as such, one has to actively run away from the chain reaction rather than let the screen push the player. However, it also means that the player can build up a lead on it (so Sonic and Tails actually have an advantage rather than a disadvantage).
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TheomanZero
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Mew
Jun 23 2011, 02:40 PM
Mew: Yes. I realized that it counted as a Run section and Lars added the speed-up object to that section. The speed of the characters return to normal once that section completed.

Do note that unlike other 'run' sections, this one is not auto-scrolling-themed and as such, one has to actively run away from the chain reaction rather than let the screen push the player. However, it also means that the player can build up a lead on it (so Sonic and Tails actually have an advantage rather than a disadvantage).
Yeah, I liked how you did a RUN section in a different way there.
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Lars Luron
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My bear is a cosmic horror.

I know a lot of people have been complaining how the level is "ugly". Well, yes, it is, actually. But in the level's defense, here's a video of the original Doom2 level:

http://www.youtube.com/watch?v=LDq4cULBHEs

It is VERY brown, and not rather appealing to look at. A lot of Doom2's levels were like that, actually.
Mew and I have been looking into it (I put together the tileset for the level, so only I can really fix anything with it), but the only real way possible to "spice up" the background would be to use an entirely different tileset, and that's not happening. We could possibly add some other tiles from the original level, perhaps some decorations like flaming barrels or torches or other stuff, but nothing's really going to make it any less "brown", unfortunately.
The only other possible thing would be to change the acid from yellow to green, to match the regular acid found in many Doom levels. That might help a little bit, but I can't guarantee anything.

...Actually come to think of it, I don't think there really were many levels in Doom2 that weren't some combination of brown, gray, red, and/or olive green. Apart from the Wolfenstein one, anyway.
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For some reason I have a blog now, where I ramble on endlessly about MKF and other random things.
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

I don't see the problem. It looks like a Doom level to me.
I'll just have to... Posted Image
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TheomanZero
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Lars Luron
Jul 16 2011, 11:39 PM
I know a lot of people have been complaining how the level is "ugly". Well, yes, it is, actually. But in the level's defense, here's a video of the original Doom2 level:

http://www.youtube.com/watch?v=LDq4cULBHEs

It is VERY brown, and not rather appealing to look at. A lot of Doom2's levels were like that, actually.
Mew and I have been looking into it (I put together the tileset for the level, so only I can really fix anything with it), but the only real way possible to "spice up" the background would be to use an entirely different tileset, and that's not happening. We could possibly add some other tiles from the original level, perhaps some decorations like flaming barrels or torches or other stuff, but nothing's really going to make it any less "brown", unfortunately.
The only other possible thing would be to change the acid from yellow to green, to match the regular acid found in many Doom levels. That might help a little bit, but I can't guarantee anything.

...Actually come to think of it, I don't think there really were many levels in Doom2 that weren't some combination of brown, gray, red, and/or olive green. Apart from the Wolfenstein one, anyway.
I don't think you have to change the colors (though I would like to see how it looks with green acid), but I think adding a few more things to the tiles (torches, like you said, or other wall features) might be nice.
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Slit_Zurifa
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Delt_Delifa
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Err, you are speaking of Barrels of Doom right? I don't think that it looks ugly at all. Actually I like the level's graphics. It's a very nice level, both design-wise and visual.
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LtSarge
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rukifellth
Aug 7 2010, 04:44 PM
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. :(
You know I did like the cloud climbing too, but its reduction will help make the level shorter.

However, if you guys ever needed an extra quick level to throw in, maybe just as a bonus for beating one of the many secret endings, it might not be bad just to use that. Assuming the entire cloud climb and the waterfall outer fortress is removed, it actually makes for a self contained short level that's quick to do and not a bad bonus. I know i'd play it!

Oh and thanks for drastically changing those nigh unbeatable parts! Especially the shy guy ride in the castle. One of my favorite parts of the level was the general shy guy boss, but i've only fought him a couple times just because i don't like playing the whole level. So can we expect all this in v.05 are will it not make in?
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

It's already in .5
I'll just have to... Posted Image
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