Super Mario Omega

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Nightmayor
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Super Mario Omega

Postby Nightmayor » Mon Aug 24, 2015 10:32 pm

This is a new project that I'm working on along with an old friend who used to go on the forums a while back.
I plan to release this project in mini updates that way nobody will have to wait for me to finish in order to play
and people can give more advice as the development of the project continues. I wanted to go for a simplistic style of level design similar to that of Super Mario Bros 3 but with a personal twist.

Plot:
The player can choose to play as either Mario, Luigi or Toad. It's the player character's birthday and Peach informs
the player that Bowser stole the "cake" that she had baked for them. So the player must travel across 8 worlds in a
mad rampage in order to reclaim the cake that is rightfully theirs.

The project will be divided into 10 parts as it is completed and I will continue to update the progress below.

World 1- Mushroom Islands 100%
World 2- Frostflake Valley 100%
World 3- Dry Dry Wasteland 25%
World 4- Sea of Clouds 15%
World 5- ????
World 6- ????
World 7- ????
World 8- ????
World 9- ????
World X- ????

This first update is fairly short and is only about 7 levels long so it shouldn't take too long to complete. During testing
my friend and I almost did it in under an hour. Anyways enough rambling here's some visuals and the download and I hope you have fun!
~Nightmayor
Here are some obligatory screenshots.
Spoiler: show
ImageImageImageImage
Credit for the custom graphics used in the episode go to Redigit, Valterri and numerous others who contributed to the SMBx custom graphic pack.

And the download link is below

http://www.mediafire.com/download/w04px ... +Omega.zip

Feedback would be greatly appreciated whether its positive or negative since it would only help make the project even better.

Edit: I fixed a few issues with a couple of levels in world 2.
Last edited by Nightmayor on Tue Feb 16, 2016 9:59 pm, edited 9 times in total.

TheKingOfBoos
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Re: Super Mario Omega

Postby TheKingOfBoos » Tue Aug 25, 2015 3:33 pm

Are you using any CGFX?

Nightmayor
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Re: Super Mario Omega

Postby Nightmayor » Tue Aug 25, 2015 3:41 pm

TheKingOfBoos wrote:Are you using any CGFX?
Yes I am the custom graphics are actually viewable in the screenshots.

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Re: Super Mario Omega

Postby Yoshi678 » Fri Aug 28, 2015 12:46 pm

My Review of Super Mario Omega (V.1)

Intro:
Spoiler: show
I personally think this could have been handled quite a bit better, I'm not asking for crazy moving layers, cutscenes and stuff, but more effort could have went into it, mainly in the dialogue and the scenery, Balloons? Banners? I think there's alot of custom graphics you can use for a birthday party.
World Map
Spoiler: show
Yeah I need to get looking into world map design, This map is pretty. I struggle with the more 3D type ones in SMW though. :3
World 1
Spoiler: show
1-1: I like this level, nice music, nice custom graphic choices, nice level design, this is a solid first level to me.

1-2: And you were doing so well... I get what this level's trying to be, a pipe maze, and yes, in SMB3 they did tend to look like this, but now it's a bit ugly honestly. Not a single BGO in sight either. (The only thing custom in this level is the Ace coin as far as I can tell...) The level design took a huge hit in quality here, It just doesn't sit well with me. some of the munchers that are there really didn't need to be there I don't think, The not-well hidden exit to 1-4 could have been better hidden or should be removed entirely, I mean it IS world 1... Cramming plants into every single pipe imaginable in the first part isn't a good idea either in my own opinion, (the second part was fine though) perhaps some more NPC variation there would be nice and less crowding them together please.

1-3: I see what you did there... But anyway, this is more like it, this level was fun, It was green, the enemy placement only got crowded once I think! That slide though... yeah that doesn't work, I died twice.

1-4: It's the standard Mario 2 level, but in all seriousness this level, like the previous one was fun to play, Although, the lack of custom graphics (aside from the Ace coin and porcupo) doesn't bother me this time. I suggest removing the plants next to Birdo as well, I just would... no real reason.

1-5: This level was... alright at best. I think some custom coloured shrooms would make this lot prettier, a nice custom background like the one used on the mushroom battle stage would be nice as well. And... this might just be me, but I spent about 8 minutes looking for that pipe to the exit...

1-6: This level guuud, It's a very pretty looking autoscroller that throws 1-ups at me wanting me to love it, but I did from the moment I heard that music, whatever it is, It works wonderfully.

1-Fortress: The Level design was pretty good, cramped in a few areas though, mainly tight corridors. I personally think the music doesn't work this stage, I think it sounds like final castle music, not first castle music, do you see where I'm coming from? Anyway, This level's main problem it it's complete absence of custom graphics (boss door not withstanding), this level looks bad in places because it's missing something it desperately needs, the pillars are the wrong colour, the black BGO blocks look a bit blocky. Make the level look nice, and it's a solid first fortress, oh, and the Larry fight's not bad either.


In Summary:
It's not a bad start, I'll give you that. But some levels like 1-2 really need a face-lift, I look forward to the next release. I suggest you have a look at the SMB1, SMB2 and SMB3 expanded graphics packs by Sednaiur as well.

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Re: Super Mario Omega

Postby Mable » Fri Aug 28, 2015 1:13 pm

TheKingOfBoos wrote:Are you using any CGFX?
What would you say if he wouldn't?

TheKingOfBoos
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Re: Super Mario Omega

Postby TheKingOfBoos » Fri Aug 28, 2015 1:48 pm

Sinem wrote:
TheKingOfBoos wrote:Are you using any CGFX?
What would you say if he wouldn't?
I would say: Cool! A vanilla project! :D

Nightmayor
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Re: Super Mario Omega

Postby Nightmayor » Fri Aug 28, 2015 5:36 pm

Yoshi678 wrote:My Review of Super Mario Omega (V.1)

Intro:
Spoiler: show
I personally think this could have been handled quite a bit better, I'm not asking for crazy moving layers, cutscenes and stuff, but more effort could have went into it, mainly in the dialogue and the scenery, Balloons? Banners? I think there's alot of custom graphics you can use for a birthday party.
World Map
Spoiler: show
Yeah I need to get looking into world map design, This map is pretty. I struggle with the more 3D type ones in SMW though. :3
World 1
Spoiler: show
1-1: I like this level, nice music, nice custom graphic choices, nice level design, this is a solid first level to me.

1-2: And you were doing so well... I get what this level's trying to be, a pipe maze, and yes, in SMB3 they did tend to look like this, but now it's a bit ugly honestly. Not a single BGO in sight either. (The only thing custom in this level is the Ace coin as far as I can tell...) The level design took a huge hit in quality here, It just doesn't sit well with me. some of the munchers that are there really didn't need to be there I don't think, The not-well hidden exit to 1-4 could have been better hidden or should be removed entirely, I mean it IS world 1... Cramming plants into every single pipe imaginable in the first part isn't a good idea either in my own opinion, (the second part was fine though) perhaps some more NPC variation there would be nice and less crowding them together please.

1-3: I see what you did there... But anyway, this is more like it, this level was fun, It was green, the enemy placement only got crowded once I think! That slide though... yeah that doesn't work, I died twice.

1-4: It's the standard Mario 2 level, but in all seriousness this level, like the previous one was fun to play, Although, the lack of custom graphics (aside from the Ace coin and porcupo) doesn't bother me this time. I suggest removing the plants next to Birdo as well, I just would... no real reason.

1-5: This level was... alright at best. I think some custom coloured shrooms would make this lot prettier, a nice custom background like the one used on the mushroom battle stage would be nice as well. And... this might just be me, but I spent about 8 minutes looking for that pipe to the exit...

1-6: This level guuud, It's a very pretty looking autoscroller that throws 1-ups at me wanting me to love it, but I did from the moment I heard that music, whatever it is, It works wonderfully.

1-Fortress: The Level design was pretty good, cramped in a few areas though, mainly tight corridors. I personally think the music doesn't work this stage, I think it sounds like final castle music, not first castle music, do you see where I'm coming from? Anyway, This level's main problem it it's complete absence of custom graphics (boss door not withstanding), this level looks bad in places because it's missing something it desperately needs, the pillars are the wrong colour, the black BGO blocks look a bit blocky. Make the level look nice, and it's a solid first fortress, oh, and the Larry fight's not bad either.


In Summary:
It's not a bad start, I'll give you that. But some levels like 1-2 really need a face-lift, I look forward to the next release. I suggest you have a look at the SMB1, SMB2 and SMB3 expanded graphics packs by Sednaiur as well.

Thanks for the review I'll get to working on improvements! And yeah I kinda figured that 1-2 and 1-5 would end up being the weakest stages in the build.
I 'm sorry I made 1-5 too confusing I just wanted to give the player more of a choice on which path to take to reach the goal.

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Re: Super Mario Omega

Postby Emral » Sun Aug 30, 2015 6:33 pm

Just a hint - you don't have to put a piranha plant into every pipe ;)

Nightmayor
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Re: Super Mario Omega

Postby Nightmayor » Sun Aug 30, 2015 9:08 pm

Enjl wrote:Just a hint - you don't have to put a piranha plant into every pipe ;)
I suppose that is what happens when a co designer gets over zealous don't worry its fixed in the soon to be released build.

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Re: Super Mario Omega

Postby JeffTheSpiny » Mon Aug 31, 2015 2:32 am

This episode not uses many GFX and...IT'S GOOD!Judjing the screens it has a lot of potencial!Good work!

Nightmayor
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Re: Super Mario Omega

Postby Nightmayor » Mon Aug 31, 2015 9:21 am

JeffTheSpiny wrote:This episode not uses many GFX and...IT'S GOOD!Judjing the screens it has a lot of potencial!Good work!
Why thank you for the compliment! I was trying to go for a neutral style episode without going either too vanilla or too extreme on the
custom graphics. I will admit some levels might have to be redone but it shouldn't impede progress too much. Oh as an update as well I'm
about 75% done with the new build and all I need to finish is like three stages.

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Re: Super Mario Omega

Postby Nightmayor » Sat Jan 23, 2016 6:47 pm

Sorry for the lack of an update but now after nearly 5 months, the second demo is here! It features two complete worlds.
Edit: The new demo is available to download in the original post.

Note: Nothing is final yet. I am also planning on adding more levels to the currently existing worlds but I simply ran out of time.
I am also planning on completely redoing stages 1-2, and the second castle in the future.

I hope you all enjoy the new content and I would appreciate any feedback whether it be good or bad.


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