CC levels in Mario Kart form ideas

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ElTipsta
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CC levels in Mario Kart form ideas

Postby ElTipsta » Fri Jul 25, 2014 2:32 pm

Not sure if this is the right forum but whatever. And I've had this idea for a while.

So, if you were to make Mario Kart-style custom tracks based of levels from any SMBX community contest (CC1-7, Revived Contest and the Brazilia contests), what levels would you remake, like the Retro cups from modern Mario Kart games, and why?

Rules:
-One level/battle stage per designer.
-Joke levels are allowed.

So yeah, here's mine:
Shell Cup:
- ToB5 Mushroom Plains - Dragonmaster146 (this would have a open field style similar to Moo Moo Meadows)
- ToB Candies Candies Everywhere - deadfish (This could be similar to how Sweet Sweet canyon was, plus it's one of his only serious levels ever submitted)
- RC FireLinks level with the long name (This could be a fully underwater stage, within deep blue caverns)
- ToB4 Valhalla Land - Shinbison-Kof (A slightly generic circuit course where the player follows a lap route similar to how the level progresses, with the main shortcut hidden within the fortress)

Banana Cup:
- ToB6 Casually Grass - as303298 (One of his better contest levels, and would be good to remake into a Mario Circuit-style course)
- ToB2 Star Cave - Mudkip (A mystical cave that has multiple paths and the stars hurt racers)
- ToB4 Mystic Mosslands - SuperMario7 (A stage where the poisonous gas becomes more pravalent over time, and obscures vision. Otherwise fairly simple)
- ToB5 Enchanted Undergardens - sezixor (Another level where the water is frozen on lap 1, but begins to thaw over laps 2 and 3, where evantually the player has to drive through the water)

Leaf Cup:
- ToB4 The Great Adventure - Valtteri (this would be Yoshi's Valley style, easily one of SMBX's most nonlinear levels ever)
- RC Frigid Fortitude - Me (Works like GCN Sherbet Land, where the player can go underneath the castle, or through the castle, the former being easier but takes longer. Also antigrav within the castle)
- ToB3 Starry way through the nighttime sky - DarkYoshi (A quiet course where many of the walls are antigravity)
- ToB6 Grand Theft Yoshi - Nimono (A Mount Wario-style course where the player has to pass through the city that gets more chaotic the furter you go, evantually having to glide off the city's drawbridge to finish outside the city)

Lightning Cup:
- ToB2 Crevasse Canyon - Gintoki62 (This can be a 3D Sunset Wilds, with added bridges)
- RC Kyo's Contest Level [Noxious Apparitions/Unruly Eerie] - reghrhre (This level can focus on the glider, and have a Twisted Mansion style antigrav section)
- ToB Wagma Rush - zephyr (Uses the gimmick seen in this level)
- ToB6 Magical Malice Castle - Chad (Can have an N64 Bowser's Castle kind of vibe, complete with the crushing blocks and homing Magikoopa blows and multipe antigrav sections if possible)

Battle Stages:
-CC1 Stormhead Sanctuary - Ignoritus (This is perfect for a 2.5D battle stage. There isn't much challenge and gimmicks to this level, so it would be a good pick)
-ToB6 Battle for the SMBXFORUMS - litchh (Another 2.5D, though arguably could have 3D knux and joey tanks running around the arena that can flatten players)
-ToB2 Sunset Shrooms - Link (A simple 3D Battle arena where the arena is surrounded by swimmable water)
-ToB4 Sandship - Quill (This level plays out like a puzzle, therefore the potential for multiple rooms that gradually fill with sand as time goes on would make for an interesting mechanic, not to mention the machines that also move about too)
-ToB5 Casino Cool - AirShip (It's a casino. With enhanced graphics. With giant spinning counters that can spin out karts. Full 3D. Perfect.

E: Feel free to move if this is the wrong forum

Wind
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Re: CC levels in Mario Kart form ideas

Postby Wind » Sat Jul 26, 2014 3:38 pm

Muna Cup:
Valtteri's Bladder - ElTipsta
Fortstress 2 - idk
Fortstress 3 - coming soon
Problem, Valtteri? - Pie-Jacker
Block Bollocks - Knux (goty)


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