8luestorm's Level Thread

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Re: 1-1 Castle Grounds (No cutoff screenshot :) )

Postby PixelPest » Mon Mar 05, 2018 3:34 pm

Please post all of your levels in a single topic

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Re: 1-1 Castle Grounds (No cutoff screenshot :) )

Postby 8lue Storm » Mon Mar 05, 2018 4:02 pm

PixelPest wrote:Please post all of your levels in a single topic
So should I make a new topic?
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Re: 1-1 Castle Grounds (No cutoff screenshot :) )

Postby PixelPest » Mon Mar 05, 2018 4:03 pm

8lue Storm wrote:
PixelPest wrote:Please post all of your levels in a single topic
So should I make a new topic?
No. Use this topic

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Re: 8luestorm's Level Thread

Postby 8lue Storm » Fri Nov 23, 2018 11:37 pm

bumpity bump here we go again i'm reviving this yes
this level can be found on the original post but for update's sake, here it is too
Hevi Kaizo
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this name was completely and totally not stolen from flatkiwi
https://cdn.discordapp.com/attachments/ ... ne_too.zip
I'm now using discord as a host because it is a timeless download so it will never grow old.
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Re: 8luestorm's Level Thread

Postby 55jedat555 » Sat Nov 24, 2018 8:55 am

Nice little kaizo, it was fun to play. :)
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Check out my levels!
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Re: 8luestorm's Level Thread

Postby 8lue Storm » Sat Nov 24, 2018 12:07 pm

55jedat555 wrote:
Sat Nov 24, 2018 8:55 am
Nice little kaizo, it was fun to play. :)
Spoiler: show
Thank you, it was my first try at kaizo.
(I put the video between spoilers not to freeze other computers to oblivion)
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Re: 8luestorm's Level Thread

Postby 8lue Storm » Tue Dec 04, 2018 12:45 pm

Alright, now we have TWO levels here!
Dungeon Thing (Reznor Rampage)
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Explore a Metroid style Dungeon with SMW styled graphics by Jaden1291!
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https://cdn.discordapp.com/attachments/ ... ampage.zip
Rapid Ridge
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Rush through a ridge where, if you stand still long enough, you die! (difficulty can be adjusted to Relief Mode and Tiring Mode)
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https://cdn.discordapp.com/attachments/ ... s_cute.zip
That's all for today!
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Re: 8luestorm's Level Thread

Postby 3lectronstar024 » Tue Dec 04, 2018 2:09 pm

These look good so far, I should give them a try very soon. :)
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Re: 8luestorm's Level Thread

Postby TheTrueMarioMaster » Tue Dec 04, 2018 8:47 pm

Dungeon Thing looks like a level I would be interested in playing, my only question is are those real Reznors that are going to be in beta 4 or resprited hammer bros?
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Re: 8luestorm's Level Thread

Postby 8lue Storm » Tue Dec 04, 2018 10:51 pm

TheTrueMarioMaster wrote:
Tue Dec 04, 2018 8:47 pm
Dungeon Thing looks like a level I would be interested in playing, my only question is are those real Reznors that are going to be in beta 4 or resprited hammer bros?
I don't have access to Beta 4 (This is the 3rd time I have to explain that, for some reason), and no, those aren't Hammer Brothers either, they are just regular enemies resprited as Reznors.
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Re: 8luestorm's Level Thread

Postby TheTrueMarioMaster » Tue Dec 04, 2018 11:58 pm

8lue Storm wrote:
Tue Dec 04, 2018 10:51 pm
TheTrueMarioMaster wrote:
Tue Dec 04, 2018 8:47 pm
Dungeon Thing looks like a level I would be interested in playing, my only question is are those real Reznors that are going to be in beta 4 or resprited hammer bros?
I don't have access to Beta 4 (This is the 3rd time I have to explain that, for some reason), and no, those aren't Hammer Brothers either, they are just regular enemies resprited as Reznors.
Then which enemies are resprited as Reznor and do you plan on updating the level when Beta 4 comes out?
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Re: 8luestorm's Level Thread

Postby 8lue Storm » Wed Dec 05, 2018 12:50 pm

TheTrueMarioMaster wrote:
Tue Dec 04, 2018 11:58 pm
8lue Storm wrote:
Tue Dec 04, 2018 10:51 pm
TheTrueMarioMaster wrote:
Tue Dec 04, 2018 8:47 pm
Dungeon Thing looks like a level I would be interested in playing, my only question is are those real Reznors that are going to be in beta 4 or resprited hammer bros?
I don't have access to Beta 4 (This is the 3rd time I have to explain that, for some reason), and no, those aren't Hammer Brothers either, they are just regular enemies resprited as Reznors.
Then which enemies are resprited as Reznor and do you plan on updating the level when Beta 4 comes out?
The enemy is the Mega Mole due to its perfectly resized effect and no, I don't plan on updating it. The Mega Moles are fine as they are.
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Re: 8luestorm's Level Thread

Postby TheTrueMarioMaster » Wed Dec 05, 2018 11:51 pm

You got me interested in it so I went a played the level and I got to say I'm disappointed with the reznors for they did absolutely nothing although the level concept itself was interesting in how you transitioned from screen to screen and how killing all the reznors on a screen opens that screens gate. Also like how you traverse back and forth in the level to get the things needed to progress and that block you can hit to instantly refresh your fire flower which I'm pretty sure isn't in vanilla beta 3. Have any more non-kaizo levels planned in the future for I might try those.
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Re: 8luestorm's Level Thread

Postby MECHDRAGON777 » Fri Dec 07, 2018 8:38 am


Original Link: https://www.youtube.com/watch?v=gx_dL44aEXo

Okay, it took me 14 tries for this and three of those tries was me trying to fix the music. You listed the music by some weird path in the editor "levelsizedadventure/Challenge Stage Hurry.ogg" instead of "Rapid Ridge/Challenge Stage Hurry.ogg" which through it off. Also, in the video, the music starts right away, even though I unchecked it. Then again, this is one of the few music things I am used to messing with. (I just forgot to set it to silent.) Anyway, let's get to the difficulty of this level: Rapid Ridge is a fun level and I would give it a 5/20 on my personal difficulty scale.

Note: Anything above a 10 is reserved for levels that are a pain to play due to how hard they are. Kaizo-lite levels start appearing at a scale of 13/20.

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Re: 8luestorm's Level Thread

Postby 8lue Storm » Sun Dec 09, 2018 2:04 pm

MECHDRAGON777 wrote:
Fri Dec 07, 2018 8:38 am
Okay, it took me 14 tries for this and three of those tries was me trying to fix the music. You listed the music by some weird path in the editor "levelsizedadventure/Challenge Stage Hurry.ogg" instead of "Rapid Ridge/Challenge Stage Hurry.ogg" which through it off. Also, in the video, the music starts right away, even though I unchecked it. Then again, this is one of the few music things I am used to messing with. (I just forgot to set it to silent.) Anyway, let's get to the difficulty of this level: Rapid Ridge is a fun level and I would give it a 5/20 on my personal difficulty scale.

Note: Anything above a 10 is reserved for levels that are a pain to play due to how hard they are. Kaizo-lite levels start appearing at a scale of 13/20.
Apparently the path wasn't done properly, as I used an old folder to make the level. Sorry 'bout that. wow, i worked so hard on the difficulty and i got a 5/20? guess i'll have to train more
TheTrueMarioMaster wrote:
Wed Dec 05, 2018 11:51 pm
You got me interested in it so I went a played the level and I got to say I'm disappointed with the reznors for they did absolutely nothing although the level concept itself was interesting in how you transitioned from screen to screen and how killing all the reznors on a screen opens that screens gate. Also like how you traverse back and forth in the level to get the things needed to progress and that block you can hit to instantly refresh your fire flower which I'm pretty sure isn't in vanilla beta 3. Have any more non-kaizo levels planned in the future for I might try those.
The screen transition is an API (sorry enjl i forgot the real name for previous API) made by Mr. Yosho, scrollCam.lua, and the Fire Flower is in Beta 3 none of the things i use in my levels are on Beta 4, otherwise you wouldn't be playing them! :p
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Re: 8luestorm's Level Thread

Postby MECHDRAGON777 » Mon Dec 10, 2018 12:32 am

8lue Storm wrote:
Sun Dec 09, 2018 2:04 pm
MECHDRAGON777 wrote:
Fri Dec 07, 2018 8:38 am
Okay, it took me 14 tries for this and three of those tries was me trying to fix the music. You listed the music by some weird path in the editor "levelsizedadventure/Challenge Stage Hurry.ogg" instead of "Rapid Ridge/Challenge Stage Hurry.ogg" which through it off. Also, in the video, the music starts right away, even though I unchecked it. Then again, this is one of the few music things I am used to messing with. (I just forgot to set it to silent.) Anyway, let's get to the difficulty of this level: Rapid Ridge is a fun level and I would give it a 5/20 on my personal difficulty scale.

Note: Anything above a 10 is reserved for levels that are a pain to play due to how hard they are. Kaizo-lite levels start appearing at a scale of 13/20.
Apparently the path wasn't done properly, as I used an old folder to make the level. Sorry 'bout that. wow, i worked so hard on the difficulty and i got a 5/20? guess i'll have to train more
wrote:
Wed Dec 05, 2018 11:51 pm
You got me interested in it so I went a played the level and I got to say I'm disappointed with the reznors for they did absolutely nothing although the level concept itself was interesting in how you transitioned from screen to screen and how killing all the reznors on a screen opens that screens gate. Also like how you traverse back and forth in the level to get the things needed to progress and that block you can hit to instantly refresh your fire flower which I'm pretty sure isn't in vanilla beta 3. Have any more non-kaizo levels planned in the future for I might try those.
The screen transition is an API (sorry enjl i forgot the real name for previous API) made by Mr. Yosho, scrollCam.lua, and the Fire Flower is in Beta 3 none of the things i use in my levels are on Beta 4, otherwise you wouldn't be playing them! :p
Well, a 5/20 is actually incorrect. It is more of a 3.5, but yeah. Something tells me you are using that as a joke though, right?

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Re: 8luestorm's Level Thread

Postby TheTrueMarioMaster » Tue Dec 11, 2018 6:03 pm

8lue Storm wrote:
Sun Dec 09, 2018 2:04 pm
none of the things i use in my levels are on Beta 4, otherwise you wouldn't be playing them! :p
I didn't think those blocks were in the beta at all since it looked like the filter blocks you go through in beta 4 would do that instead and that you just coded up the blocks function in Lunalua.
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Re: 8luestorm's Level Thread

Postby 8lue Storm » Sun Jun 16, 2019 4:33 pm

Two levels again.

Automated Peaks - Super Mario Nova Level Contest 9th Place
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Version: SMBX2 Beta 3 (at least)
I really do like the mountain setting, don't I? I mean, both kaizo levels were mountain/athletic-like, and now this is a mountain, too? Jeez.
The gimmicks here are Conveyor Belts, Block NPCs Generators, Grinders and Custom-Made Boomerang Bros. (MAGLX3 Build was a new thing to me ok)
Screen:
Image
Download:https://cdn.discordapp.com/attachments/ ... ontest.zip
Star Palace
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Version: SMBX2 MAGLX3 Build
An original name, I know.
Not sure what I was aiming for, but I hope I hit a good target. Short, but kinda tough. Good luck.
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Download:https://cdn.discordapp.com/attachments/ ... ing_it.zip
That's all for today.
Last edited by 8lue Storm on Sat Nov 02, 2019 6:52 pm, edited 2 times in total.
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Re: 8luestorm's Level Thread

Postby Enjl » Sun Jun 16, 2019 4:45 pm

You can spinjump kill the big stars lol
Ideas are useless if you can't make them real.
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Re: 8luestorm's Level Thread

Postby 8lue Storm » Sun Jun 16, 2019 5:06 pm

Enjl wrote:
Sun Jun 16, 2019 4:45 pm
You can spinjump kill the big stars lol
yes you can but is there a setup where it's possible?

EDIT: nevermind there is (the very first one, at least)
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