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27117 Posts in 1549 Topics- by 1996 Members - Latest Member: thegoodboy03

May 25, 2013, 06:25:30 AM
Team Meat ForumsSuper Meat BoyLevel EditingLevel Showcase[Complete!] Hellostone National Park / 20 levels
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Author Topic: [Complete!] Hellostone National Park / 20 levels  (Read 5040 times)
RyokoTK
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« on: February 28, 2011, 12:23:29 PM »

Hellostone is now complete! Watch the video! (video courtesy Stokes)

Hellostone is a 20-level chapter all based in the Forest. The difficulty is moderately high. It's a mixture of long and short levels with as few gimmicks as possible.

Look at some pretty pictures!




« Last Edit: April 08, 2011, 08:23:11 AM by RyokoTK » Logged
PsychedelicEyeball
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« Reply #1 on: February 28, 2011, 12:49:27 PM »

I don't like how the still grinders look noticeably different than the rotating ones in the first map, but otherwise these levels look stellar. The maps look pretty good and they seem pretty fun to play.

Looking forwards to this and good luck on your chapter!
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n9195v
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« Reply #2 on: February 28, 2011, 01:13:38 PM »

lookin' good and be sure to share these on the "Post your chapters here, for everyone!" thread for all to see 
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RyokoTK
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« Reply #3 on: February 28, 2011, 03:11:39 PM »

Updated with level 4: Tunnelvision Narrow Focus. http://i52.tinypic.com/mvq2c2.png
« Last Edit: March 01, 2011, 07:34:13 AM by RyokoTK » Logged
RyokoTK
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« Reply #4 on: February 28, 2011, 06:37:16 PM »

And level 5: Hothouse http://i51.tinypic.com/24gm6a1.png
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MegaMew
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« Reply #5 on: February 28, 2011, 10:25:21 PM »

Looking good, but isn't one of the warp zones in the real game titled Tunnel vision already?
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RyokoTK
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« Reply #6 on: March 01, 2011, 06:31:42 AM »

Looking good, but isn't one of the warp zones in the real game titled Tunnel vision already?
Oh, maybe. I think I know the one you mean, even. On the other hand, two separate levels are called White Noise so it's not like much attention was paid to naming anyway. :P
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RyokoTK
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« Reply #7 on: March 01, 2011, 07:33:42 AM »

Every chapter should start out with some easy levels to establish the concept before getting into the real deal. In this case, the concept is... uh, jumping and sawblades.

...yeah. Map 6 is Campground. http://i52.tinypic.com/2lsxn38.png
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RyokoTK
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« Reply #8 on: March 01, 2011, 05:51:11 PM »

Map 7 is Social Climb. Not too hard; the tricky bit is the jumps around the fire on the left. http://i56.tinypic.com/21kht7m.png

Map 8 is Spirals. This one is pretty tough but I like the purple. :) It'll probably be the end of the chapter since the difficulty in the middle got a bit out of hand. http://i56.tinypic.com/k1p1zc.png
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RyokoTK
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« Reply #9 on: March 01, 2011, 07:00:02 PM »

Check out the original post for a download link to the first almost-half of Hellostone!
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edmund
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« Reply #10 on: March 01, 2011, 07:10:49 PM »

lookin good, one thing to keep in mind is when using fog in the bg just make one and blow it up HUGGGGEE it renders much easier then a mass of them.

-Edmund
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« Reply #11 on: March 01, 2011, 07:30:57 PM »

Traffic I died 5 times.  I didn't take any other notes, but I remember finding it pretty okay.  I don't like the use of really fast shit as a way to make the level hard though.

Spirals 40 deaths
It was tough but fun.

Social Climb 1 death
It was fun, and felt hard.  I probably just got lucky

Hothouse 40 deaths
Wasn't crazy about this one.  Also trees on ceiling looked pretty dumb

Grind Box I didn't finish.  It pissed me off too much.

Dervish 10 deaths
It was okay, but again too much reliance on fast moving obstacles.

Campground 1 death
I didn't take notes on this one, except that I really enjoyed it.

Adirondack 30 deaths.
Again, only note is that I liked it.


General devmode tip.  Name stuff generically.  So for this set try hnp1, hnp2, hnp3, etc.
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« Reply #12 on: March 01, 2011, 08:18:25 PM »

I thought they all looked pretty awesome (and hard), I haven't tried them yet.
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RyokoTK
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« Reply #13 on: March 01, 2011, 08:21:47 PM »

lookin good, one thing to keep in mind is when using fog in the bg just make one and blow it up HUGGGGEE it renders much easier then a mass of them.

-Edmund
Ah good, thanks.

General devmode tip.  Name stuff generically.  So for this set try hnp1, hnp2, hnp3, etc.
Will do, thanks for the heads-up.
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RyokoTK
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« Reply #14 on: March 02, 2011, 09:39:03 AM »

In my eyes, a well-balanced chapter has a mix of short levels all about a couple rather difficult jumps as well as some longer levels that test your endurance rather than sheer platforming skills.

That's why The End is one of my favorite chapters. A lot of the really tough levels throughout the rest of the game are so short you can pretty much blindly throw yourself at the one or two tough jumps until you get through it, but The End's levels were long so you had to be patient and careful -- but to balance it, no one jump was particularly difficult.

Anyway, that's the idea behind Spike Hill. http://i52.tinypic.com/34dn4m1.png I'd put the par time at 30 seconds or so -- definitely the longest level I intend to put in the chapter, but no one part of it is all that difficult.

(Ignore the ugly background -- I took two screenshots and stitched them together. In the game it will look normal.)
« Last Edit: March 02, 2011, 09:47:17 AM by RyokoTK » Logged
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