The hidden forum for The Invasion 3 development discussion.
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Lx Xzit
- Lakitu

- Posts: 472
- Joined: Mon Feb 03, 2014 2:12 pm
Postby Lx Xzit » Sun Nov 09, 2014 6:00 pm
Thank you! I believe.
And I played your level, is too good but corrects these two things:
- In the world of shadows is a checkpoint, remove it.
- In the exit, the level exit need to have a barrier with SMW coins, or remove the coins barrier. (:
Also I want claim "Panic zone" for my next mision. ^^
Last edited by Lx Xzit on Sun Nov 09, 2014 9:19 pm, edited 1 time in total.
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Shinbison-Kof
- Volcano Lotus

- Posts: 535
- Joined: Tue Jan 21, 2014 6:56 pm
Postby Shinbison-Kof » Sun Nov 09, 2014 6:32 pm
Well this is my level, I did it inspired in the invasion and smw. Someone could please put the warp what going in the dark world? Because I was confused where put this warp. I hope enjoy the level and the darkland ( sorry my english)!
https://www.sendspace.com/file/fxla09
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sezixor
- Flurry

- Posts: 187
- Joined: Fri Dec 20, 2013 2:14 pm
Postby sezixor » Sun Nov 09, 2014 10:15 pm
I played everybody's most recent level, and I would like to give feedback on what I think about them.
zlakergirl357: Nice mushroom house level. It's quite similar to the ones from The Invasion 2, and serves it's purpose quite well. Good Job.
Shinbison-Kof: Sorry, but I couldn't play your level. The computer that I am currently working with sucks, and it does not want to cooperate when attempting to extract rar files. I'll have to wait until I get to my other house to play it.
Dark-Mecha77: I have quite a bit to say about your level. It was a nice linear forest run, similar to that of the original SMW forest levels. The wooden layers were really impressive and I can see that it might have taken a long time to prefect them to the way they are now. There are some things in this level that need to be looked at, though.
-The SMB3 music felt really off in the SMW forest level. I think it would sound a lot better if you changed it to the SMW overworld theme.
-I completely understand that you had to remove a significant portion of the decoration when changing this level from SMB3 to SMW. While the level's decoration seemed fine in the first one, it isn't that great now. That can be fixed, though! What this level really needs is some SMW trees and canopy. To be clear, I'm talking about the SMW trees (background-52). I can understand if you might not want to place the tree canopy throughout the level considering that it might take a while, but I think the level would look a lot better if you did.
-There are a lot of SMB3 styled or recolored things in this forest which could be improved. I have prepared a folder that has just about everything you need. All you have to do is copy the items in this folder and paste them into your level. https://www.sendspace.com/file/9qexxg You should still replace the SMB3 coins with SMW ones, and replace the SMB3 1-up mushrooms with SMW ones as well. Every other graphical mismatch has been taken care of in the download link that I have provided.
-The midpoint should not be placed on a sizable. If you jump below it and onto the darker side of the midpoint, then you will see cutoff.
-This is more of a question for Valtteri, but it relates to this level so I'll mention it here. How easy do you want it to be to access the shadow realm door? Should the player have access to it automatically, or should it be a bit more of a challenge to get to? I ask this because I didn't make it very obvious in my level, but a lot of the levels I've tested usually have the door right at the beginning of the level, such as this one. What do you prefer?
SuperMario7: I really liked your level. It was a nice trek across mountain-like terrain with plenty of p-switch runs to make it exiting. They were used in a number of different ways and were just about flawlessly executed, especially in the shadow realm. There are a few things I found that could be improved, though.
-At the start of the level, there is a dino that gets caught in a small space between the wall and a pipe, which looks a bit odd considering how fast it runs. The dino could be removed to prevent this.
-At the end of the level, it is possible to run fast and jump across the pit to get the exit without the help of the p-switch. You could either increase the size of the pit or get rid of the p-switch tiles and lava in that area all together.
-Delete the midpoint in the shadow realm to prevent the player from warping between that one and the one in the normal realm irregularly.
Regarding my level, I've made pretty good progress with it. I think I'm going to be busy this week, so I'm not sure when it will be finished, but I thought I'd mention that I'm making progress.
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Chad
- Chain Chomp

- Posts: 330
- Joined: Sun Mar 02, 2014 3:22 pm
Postby Chad » Sun Nov 09, 2014 11:19 pm
I'm really falling behind on this, and for that I apologize. I've been thinking a lot about how to do Ecodome correctly, plus my inspiration and motivation haven't been what they used to be. I tend to enormously overthink every little detail of everything I work on and it slows me down. I think I've got a solid idea though, so expect something soon!
Valtteri wrote:Chad has Pwnhammer Ecodome; that's an exception, but the level should have something from SMW. That is if you're not making it all Metroid, which I believe you said you won't be doing.
I'm glad I caught this before I got too far in with it, as I only have some graphics compiled and recolored currently. I was going to go for Metroid-recolored SMB1 resources alongside a purely-Metroid background to combine the Pwnhammer themes of both past Invasions, but now I can simply adjust the same idea to SMW stuff. However, I do wonder if that would be too drastic of a style mix. What sorts of scenery should I use, then?
Also, should World 8 be extended? It has 13's former problem of having too few levels. In its current state, it honestly feels like World "Where Else Do We Put These Remaining Community Levels" when I look at it. =P It's as long as the shortcut worlds.
I want to suggest as well that Worlds 4 and 8 each have a bonus. They're the only ones without (other than the shortcuts which I suppose don't need one), so the inconsistency is weird.
Additionally, I'd like to recommend that we give each submission its own thread, or at least a consistently-updated list of links in the first post (perhaps alongside each entry in the level list). That way, everything's not just disorganized and scattered all over the thread.
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Mon Nov 10, 2014 12:06 pm
Wow, you're really fast. :P The level looks great!
Shinbison-Kof wrote:Well this is my level, I did it inspired in the invasion and smw. Someone could please put the warp what going in the dark world? Because I was confused where put this warp. I hope enjoy the level and the darkland ( sorry my english)!
https://www.sendspace.com/file/fxla09
Excellent work, truly captures the feel of SMW!
sezixor wrote:-This is more of a question for Valtteri, but it relates to this level so I'll mention it here. How easy do you want it to be to access the shadow realm door? Should the player have access to it automatically, or should it be a bit more of a challenge to get to? I ask this because I didn't make it very obvious in my level, but a lot of the levels I've tested usually have the door right at the beginning of the level, such as this one. What do you prefer?
Actually, I think it would be interesting to make it sort of a challenge to enter the dark dimension in some levels. I don't mind!
Chad wrote:I tend to enormously overthink every little detail of everything I work on and it slows me down. I think I've got a solid idea though, so expect something soon!
That's fine, take your time. :)
Chad wrote:I'm glad I caught this before I got too far in with it, as I only have some graphics compiled and recolored currently. I was going to go for Metroid-recolored SMB1 resources alongside a purely-Metroid background to combine the Pwnhammer themes of both past Invasions, but now I can simply adjust the same idea to SMW stuff. However, I do wonder if that would be too drastic of a style mix. What sorts of scenery should I use, then?
Now that I checked, the Pwnhammer level in Dino Island in Invasion 2 actually ignored the otherwise complete SMW style of the world, except for the starting area. Do what you planned, your idea sounds exciting. :)
Chad wrote:Also, should World 8 be extended? It has 13's former problem of having too few levels. In its current state, it honestly feels like World "Where Else Do We Put These Remaining Community Levels" when I look at it. =P It's as long as the shortcut worlds.
The four last levels of the bigger desert world are alternative to the four levels in the community world. Before you can choose the community level path you will have to play the four first levels in the larger world.
Chad wrote:I want to suggest as well that Worlds 4 and 8 each have a bonus. They're the only ones without (other than the shortcuts which I suppose don't need one), so the inconsistency is weird.
We were originally going to make worlds 1 and 2 as well as 3 and 4 share bonus houses. Now I notice I forgot to remove the bonus from the world 1 plan. We can turn it into another world's bonus house. Likewise, world 8 will share the bonus house with world 7.
Chad wrote:Additionally, I'd like to recommend that we give each submission its own thread, or at least a consistently-updated list of links in the first post (perhaps alongside each entry in the level list). That way, everything's not just disorganized and scattered all over the thread.
Moving some discussion into separate threads would probably be a good idea at this point. I think dedicating one topic for each level would be too much though; it would fill up the forum with empty topics. This is what happened on SMBX:R anyway. Having one topic for each world would probably create mess the least and would be neatly organize the level discussion. How does that sound?
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Sux
- Chain Chomp

- Posts: 341
- Joined: Fri Dec 20, 2013 12:43 pm
Postby Sux » Mon Nov 10, 2014 2:41 pm
12-3 (Mars?)
Should be my CC9 level?? But with the errors fixed...
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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Mon Nov 10, 2014 3:18 pm
Sux wrote:12-3 (Mars?)
Should be my CC9 level?? But with the errors fixed...
I think that's a red Jupiter rather than Mars in the background. But that doesn't matter, your level will do great. Do the needed fixes, add the intro sequence and the shadow realm if you can and send it to us. Post a new topic for world 12.
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Sux
- Chain Chomp

- Posts: 341
- Joined: Fri Dec 20, 2013 12:43 pm
Postby Sux » Mon Nov 10, 2014 4:05 pm
Valtteri wrote:Sux wrote:12-3 (Mars?)
Should be my CC9 level?? But with the errors fixed...
I think that's a red Jupiter rather than Mars in the background. But that doesn't matter, your level will do great. Do the needed fixes, add the intro sequence and the shadow realm if you can and send it to us. Post a new topic for world 12.
Sure, I'm not add shadow realm in this level, I'll add in another project of level.
And a question: a played some levels, and noticed a certain resemblance to the levels of TI2, the fairly generic design without any tricks. This is different from TI3 levels I had played before. I only say this because I'm not a fan of generic levels (not that they are more designed) but what fascinates me in smbx that differs from many other engines is the addition of custom things, exploring the creativity of the creator. Okay, I'm not complaining, just saying this because I was not familiar with this new form of design, feel a certain awkwardness. I noticed too than two approved levels miss this list ( Veggie Valley ; Temple Skyway ) I only want ask, what's happened, why they aren't there
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sezixor
- Flurry

- Posts: 187
- Joined: Fri Dec 20, 2013 2:14 pm
Postby sezixor » Mon Nov 10, 2014 4:58 pm
Oh hey, Sux is a level designer now. Welcome to the team!
Also, Valtteri, I have a request. Could you take my name off of the Toxic Tunnels? I didn't think about it until now, but there is no way that I will be able to design it without giving it traits that would not fit with the levels around it. There is no default music that would sound remotely fitting for a toxic cave, and the TI2 didn't have any levels similar to that anyway. Changing it's theme all together to something more fitting for the forest world would probably be better, too.
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Lx Xzit
- Lakitu

- Posts: 472
- Joined: Mon Feb 03, 2014 2:12 pm
Postby Lx Xzit » Mon Nov 10, 2014 5:01 pm
Sux wrote:But what fascinates me in smbx that differs from many other engines is the addition of custom things, exploring the creativity of the creator. Okay, I'm not complaining, just saying this because I was not familiar with this new form of design, feel a certain awkwardness.
Actually, I also feel a bit awkward and limited (Just saying), but soon you will become familiar with the new level style .. like everyone else. :p
BTW Welcome to the team!
Valtteri wrote:We'll send you a demo once we have enough material. For now, I think it would be reasonable to give you the music that's already in the game. If you can find a fitting track for the shadow realm, you can use it but please use the SMBX default music in the levels that are recurring from Invasion 2.
https://www.mediafire.com/?phgq0736cjujvi3
Thanks!, and sorry for my ignorance, Can I use this list of music at all levels? or only those already mentioned (1,3,5,11 and 13)?
Last edited by Lx Xzit on Mon Nov 10, 2014 7:39 pm, edited 1 time in total.
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SuperMario7
- Ripper II

- Posts: 367
- Joined: Fri Dec 20, 2013 5:49 pm
Postby SuperMario7 » Mon Nov 10, 2014 5:10 pm
sezixor wrote:Also, Valtteri, I have a request. Could you take my name off of the Toxic Tunnels? I didn't think about it until now, but there is no way that I will be able to design it without giving it traits that would not fit with the levels around it. There is no default music that would sound remotely fitting for a toxic cave, and the TI2 didn't have any levels similar to that anyway. Changing it's theme all together to something more fitting for the forest world would probably be better, too.
Well I think he said that W9 could be a bit more outside the box. But just so no one takes this quote out of context, here's what he actually said:
Valtteri wrote:SuperMario7 wrote:That sounds pretty good to me. But couldn't we have some more progressive levels in the vanilla worlds? I'm not talking about levels that are heavily different than the old levels, but maybe some things that will look about like how my level did in the screenshot. These levels would be a bit of a mix between the two types of levels, so levels aren't radically on either side. I personally don't think the community will have a problem with this. And I'm focusing this mainly on worlds 5+, especially worlds 9, 10, and 11, because I feel those might get bit boring with purely vanilla levels. I understand why worlds 1 and 3 shouldn't have progressive levels.
You're right about the forest world, it would probably be good to have a few levels there that lean slightly less towards vanilla like the level you started. The water world can have some of those, too, I suppose, but not as much. There are plenty of kinds of water levels you can make with the normal SMAS set. I said many times the mountain world can be an exception from the vanilla rule as it's a completely new world to the series, so don't worry about that. 
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Sux
- Chain Chomp

- Posts: 341
- Joined: Fri Dec 20, 2013 12:43 pm
Postby Sux » Mon Nov 10, 2014 5:20 pm
Thanks for welcomes guys.
And how dark mecha says, all is question of familiarize with a new type of project!

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Valtteri
- Birdo

- Posts: 2150
- Joined: Sun Dec 01, 2013 1:16 pm
Postby Valtteri » Mon Nov 10, 2014 5:23 pm
Sux wrote:Sure, I'm not add shadow realm in this level, I'll add in another project of level.
Every level has the shadow dimension.
Sux wrote:And a question: a played some levels, and noticed a certain resemblance to the levels of TI2, the fairly generic design without any tricks. This is different from TI3 levels I had played before. I only say this because I'm not a fan of generic levels (not that they are more designed) but what fascinates me in smbx that differs from many other engines is the addition of custom things, exploring the creativity of the creator. Okay, I'm not complaining, just saying this because I was not familiar with this new form of design, feel a certain awkwardness.
6 worlds will have heavily customized levels. We don't want those in every world because that would stray the project too far from the Invasion style.
Sux wrote:I noticed too than two approved levels miss this list ( Veggie Valley ; Temple Skyway ) I only want ask, what's happened, why they aren't there
We dropped them because they weren't good enough.
sezixor wrote:Also, Valtteri, I have a request. Could you take my name off of the Toxic Tunnels? I didn't think about it until now, but there is no way that I will be able to design it without giving it traits that would not fit with the levels around it. There is no default music that would sound remotely fitting for a toxic cave, and the TI2 didn't have any levels similar to that anyway. Changing it's theme all together to something more fitting for the forest world would probably be better, too.
It's all right, the forest world can have a couple of more customized levels. Unless you're not interested in finishing that level at all?
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Chad
- Chain Chomp

- Posts: 330
- Joined: Sun Mar 02, 2014 3:22 pm
Postby Chad » Mon Nov 10, 2014 6:27 pm
All right, I'm about halfway done with Ecodome. I don't know if it's going to perfectly replicate the Invasion style just yet (I may require some practice on that), but it's definitely going to have the right length. I'm not 100% sure about the graphics I chose though, because considering the community's perspective on clash, I'm really playing with fire here. =P Here's a screenshot to demonstrate the graphics I'll be using:
Valtteri wrote:Moving some discussion into separate threads would probably be a good idea at this point. I think dedicating one topic for each level would be too much though; it would fill up the forum with empty topics. This is what happened on SMBX:R anyway. Having one topic for each world would probably create mess the least and would be neatly organize the level discussion. How does that sound?
That could work, although I still think the first post of each should have a list of current download links for those levels, or some equivalent.
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SuperMario7
- Ripper II

- Posts: 367
- Joined: Fri Dec 20, 2013 5:49 pm
Postby SuperMario7 » Mon Nov 10, 2014 7:11 pm
Great levels shinbison and Dark-Mecha77! I just played them and they were very good. Also, Chad, I like the screen of your level. I couldn't even tell that there was clash, so it definitely looks fine to me.
Last edited by SuperMario7 on Mon Nov 10, 2014 9:25 pm, edited 2 times in total.
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Shinbison-Kof
- Volcano Lotus

- Posts: 535
- Joined: Tue Jan 21, 2014 6:56 pm
Postby Shinbison-Kof » Mon Nov 10, 2014 7:42 pm
I choose S-7 (Sonic), this can be "starlight zone" ( well soon i'll post a screen, and you says about this)
@Chad I love the color and atmosphere of your level!
@Dark-Mecha: Great and fun level!
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sezixor
- Flurry

- Posts: 187
- Joined: Fri Dec 20, 2013 2:14 pm
Postby sezixor » Mon Nov 10, 2014 8:15 pm
Valtteri: Yeah, I'd still like to make the level. It's a bit more encouraging that the forest world will be a bit less restrictive (although I obviously won't go insane with it).
Chad: Your level looks great to me! There is no class as far as I can tell.
Also, here is a screen of 3-5 Field of Shotgun Vases:
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Sux
- Chain Chomp

- Posts: 341
- Joined: Fri Dec 20, 2013 12:43 pm
Postby Sux » Tue Nov 11, 2014 7:06 am
Valtteri wrote:Sux wrote:Sure, I'm not add shadow realm in this level, I'll add in another project of level.
Every level has the shadow dimension.
Serious? I was in optida not add, because I'm not sure how to use it. I know it's an obscure dimension of the level which is more difficult (as the challenge mode), but I do not understand how I should use it, could someone explain me better please?
And also, I can claim "10-8 The Invasion 7 Invasion"? I have a level than are half-way done, of my canceled project, than is one of my best works ( I think )
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