Antfarming

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Guyin
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Antfarming

Postby Guyin » Tue Sep 30, 2014 9:30 pm

So I have a question in general: Why do overland levels often feel like you are wandering a strange cut out tunnel? Its like Mario is trapped in a bizzare ant farm?

Even the well received SMBX level designs do this. You never see this tunnel-like design in the original SMB3 games, unless Mario is actually underground or in a castle. Yet it seems to be considered a "good" level design strategy for grassland, mountain and other overland zones. I find this quite odd. So that many are doing it isn't really surprising, since nobody is complaining, but IMO compared to the original SMB games it just feels really claustrophobic and clamps the atmosphere of outside areas.

So why is this? I'm not saying there cant be tunnels, but why bother making the ground cover the top of the zone as well?

zioy
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Re: Antfarming

Postby zioy » Tue Sep 30, 2014 9:33 pm

What?
The only "notable" example of this is 1-1 of SMSE, Clearwater Crossing.

Guyin
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Re: Antfarming

Postby Guyin » Tue Sep 30, 2014 11:36 pm

KoolKat wrote:What?
The only "notable" example of this is 1-1 of SMSE, Clearwater Crossing.
If the level has the sense of ducking in and out of tunnels thats not a problem. Then we would naturally expect to see the cut away. Im talking about when people are just making an entire overland level have a "roof". I dont get it.

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Re: Antfarming

Postby Squishy Rex » Wed Oct 01, 2014 2:18 am

Hmm, yes I see your point Guyin. I have noticed that a lot of overworld levels appear to have roofs, and I'm no exception in doing that. Most levels from earlier games like the Invasion series, Subcon Hearts and Stars (most older episodes) retain open levels for overworlds. It seems to be just one of those things that change with the times I guess. Understandably, mountain, caves etc would work well with the whole ant-farm look, but I do agree that "outdoorsy", yes I am calling them that, levels should be a little more open. I mean, not completely bare, but the whole roofing off a plains level does seem odd. Even official Mario games don't do this, or if they do it isn't very often at all. This a good talking point for levels Guyin, I'm glad you brought it up.

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Re: Antfarming

Postby Julia Pseudo » Wed Oct 01, 2014 3:03 am

Grassy Grass Hills or whatever (the like first SMB3 grassland level in the Invasion 2) does this a bit, that's probably why it's so popular.

I have to say though I've noticed this in the past too and it is a bit of a strange trend, I must say. I understand why people do it though, it looks pretty good at least to me from an aesthetic standpoint and also makes it a bit easier to create cramped spaces without looking too weird.

Yeah, it's a bit strange though.

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Re: Antfarming

Postby HeroLinik » Wed Oct 01, 2014 6:06 am

I think people probably do it to make their levels look more aesthetically pleasing. They tend to think that a level that doesn't have a roof, but it still decorated with a lot of BGOs, is going to look bland, and it's not just TI2 that does it - Mario Classic does it as well in world 1-2. Overall, a level without a roof looks quite boring on the eye, so people try to make it look more interesting by adding a roof. It could also be their way of trying to prevent a player from flying through a level with a Super Leaf and forcing them to play a level, as they think the Super Leaf is broken.

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Re: Antfarming

Postby zioy » Wed Oct 01, 2014 9:04 am

Could someone please provide the download link to Clearwater Crossing?

Guyin
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Re: Antfarming

Postby Guyin » Wed Oct 01, 2014 10:20 am

KoolKat wrote:Could someone please provide the download link to Clearwater Crossing?
maybe this will help, I haven't had the chance to try it yet
http://rpgmaker.net/games/5177/

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Re: Antfarming

Postby Chad » Wed Oct 01, 2014 10:48 am

I've always liked the trend, personally. Design like that makes the level feel more populated and gives it a distinct structure. It also makes it easier to add variation like vertical exploration and multiple paths, which levels with nothing but ground can't do as well without looking empty. I never thought of it as particularly odd because as far as the Mario universe goes, it's pretty low on the "weird" scale.

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Re: Antfarming

Postby zioy » Wed Oct 01, 2014 4:46 pm

Chad wrote:I've always liked the trend, personally. Design like that makes the level feel more populated and gives it a distinct structure. It also makes it easier to add variation like vertical exploration and multiple paths, which levels with nothing but ground can't do as well without looking empty. I never thought of it as particularly odd because as far as the Mario universe goes, it's pretty low on the "weird" scale.
My thoughts exactly
Tbh as long as its not impossible to continue its pretty cool and decent design


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