Author Topic: Super Mario Bros.  (Read 3641 times)

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Offline Mr. Domino

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Super Mario Bros.
« on: December 17, 2006, 12:37:42 am »
Took much, much longer than I care to admit. :P I really like how this plays overall and only had to do a couple of changes or so to the original map layout to make it playable as a Soldat map. I have this on the !Elite Party server now, but I'd love to try it on a real INF one. :)

UPDATE!

Updated to both extend the lower route, clean up some stuff, add flame thrower bonuses, and put in HTF and DM capability as well. Top route is based on Super Mario Bros. 1-1, lower route is mostly 1-2 with a small part of 6-1 used to extend it further left. Warp pipes and routes are now fairly balanced. New, finished map is just called "supermariobros" and attached to this post. :) Barring any unknown polybugs this map should be finished with 453 sceneries and 1,877 polygons used to build it. Mat-na's teleporters probably account for 1,200 polygons themselves. :P No waypoints or anything fancy, because like lighting and shading, that's over my head. :P
« Last Edit: December 18, 2006, 03:25:10 am by Mr. Domino »

Offline The Bone Collector

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Re: Super Mario Bros. -- inf_mario
« Reply #1 on: December 17, 2006, 12:58:17 am »
It looks ok, but the age old graphics (the scenery) are really bright...and I wouldn't play on this for the simple fact that it would hurt my eyes....
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Offline 1010011010

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Re: Super Mario Bros. -- inf_mario
« Reply #2 on: December 17, 2006, 01:02:21 am »
It actually looks like an old Mario map. Good job.

Offline MFO

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Re: Super Mario Bros. -- inf_mario
« Reply #3 on: December 17, 2006, 01:30:10 am »
I had a crack at one of these, it didn't turn out as well as yours. What is the  IP/port of your server?
EDIT: Wait, is the bottom underground part the second level of SMB while the top is the first level?
« Last Edit: December 17, 2006, 01:32:42 am by MFO »

Offline Mr. Domino

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Re: Super Mario Bros. -- inf_mario
« Reply #4 on: December 17, 2006, 02:37:57 am »
It looks ok, but the age old graphics (the scenery) are really bright...and I wouldn't play on this for the simple fact that it would hurt my eyes....

It's actually not bright at all. The light blue background color still clearly shows all shots; it's hardly eye bleeding as ctf_farm's background. :P

I had a crack at one of these, it didn't turn out as well as yours. What is the  IP/port of your server?
EDIT: Wait, is the bottom underground part the second level of SMB while the top is the first level?

soldat://u13.net:30022

Yes, the bottom level is 1-2 while the top is 1-1. My original plan was to make this a race map, but then I wanted to add that coin room to keep the map authentic. :P Unfortunately, that room's pipe exit leads far into 1-1, so I started building a tunnel to reach it, but it looked so poor that I figured I'd be better just to recreate 1-2 and use it as an underground level. :) I tried hiding 1-2 so it wouldn't be visible from 1-1, but after a while I decide it just wasn't worth the effort to compromise the gameplay and because it wouldn't really be a secret once someone entered a warp pipe.

The map uses four of Mat-na's teleporters to have three warp pipes available to move between the two stages. I'm think I should just eliminate the down teleporters and just design it as a fall so I can add another teleporter to move from 1-2 up to 1-1, which wouldn't make the 1-2 route somewhat of a bottleneck for CTF games. I also want to move that last down warp pipe over to the end one so that the warp pipe works in both directions. I'll do that when I fix the polygons around that warp pipe by the castle along with any other suggestions. I think it needs just a bit more jet, too.

Edit: Decided to add those changes thanks to insomnia. :P Map maxes out at five teleporters and four working warp pipes. Right now I'm just stacking teleporters to increase the length of the jump, though I'm sure that could be accomplished with one if I knew how to construct a teleporter as well as Mat-na. The added "up" warp pipe in the center of 1-2 allows more flexibility of movement and makes 1-2 a more viable route. The nice thing is the location of that warp pipe forces a player using the ceiling as a short cut to still return to the ground.

I attached an enormous overview showing the active warp pipes and updated map below.

Edit 2: Another warp pipe added and fixed some barrier issues (ctf_mario). Might look to expand the lower route to add another up/down warp pipe along the left side into Alpha base as there is on Bravo's side.
« Last Edit: December 17, 2006, 12:21:29 pm by Mr. Domino »

Offline Death MachineX350

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Re: Super Mario Bros. -- inf_mario
« Reply #5 on: December 17, 2006, 09:14:01 am »
I like what you did with the teleporters. Looks pretty bright but, still okay.

Offline The Red Guy

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Re: Super Mario Bros. -- inf_mario
« Reply #6 on: December 17, 2006, 09:17:05 am »
ooo I like it, looks fun to play on.

Offline Tallacaps

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Re: Super Mario Bros. -- inf_mario
« Reply #7 on: December 17, 2006, 12:40:29 pm »

Waypointed?

I really like the map. Thanks for you  effort.

Offline jrgp

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Re: Super Mario Bros. -- inf_mario
« Reply #8 on: December 17, 2006, 05:47:53 pm »
Sure looks sexy.

I have secretly longed for a soldat remake of that mario level.
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Offline Valorman

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Re: Super Mario Bros. -- inf_mario
« Reply #9 on: December 17, 2006, 05:52:32 pm »
It's great. Keep at it!  ;D
.

Offline MFO

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Re: Super Mario Bros. -- inf_mario
« Reply #10 on: December 17, 2006, 08:53:02 pm »
Sure looks sexy.

I have secretly longed for a soldat remake of that mario level.
1-1 or 1-2? Because ther is at least one 1-1 already. This looks amazing, I must play it.

Date Posted: December 17, 2006, 04:33:10 PM
I tried to join your server, but it said the level couldn't be downloaded.. ugh. I MUST PLAY.

Date Posted: December 17, 2006, 04:37:07 PM
Ok, a few complaints: there is a gap in the ground on the very left hand corner o the level you can fall through, there isn't enough jetpack (IMO), and the Warp zone, which you for some reason didn't include on the screenshots, looks horrible because of the fact that there is blue sky above it. And you can't jump back out of it with the current amount of jetpack. If you fix these, this will be one of my favorite maps.

Offline popsofctown

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Re: Super Mario Bros. -- inf_mario
« Reply #11 on: December 17, 2006, 10:11:46 pm »
dude, its cool how u used pointless empty space from 1-2.  Itd be cool if u made a full mod for this and added bots to be goombas and koopas and hammer bros.  Then you could rambo through the first levels of mario like you always wanted to.  itd make a fun zombie level, cept with goombas where the zombies would be. 
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Offline Mr. Domino

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Re: Super Mario Bros. -- inf_mario
« Reply #12 on: December 17, 2006, 10:16:59 pm »
Ok, a few complaints: there is a gap in the ground on the very left hand corner o the level you can fall through, there isn't enough jetpack (IMO), and the Warp zone, which you for some reason didn't include on the screenshots, looks horrible because of the fact that there is blue sky above it. And you can't jump back out of it with the current amount of jetpack. If you fix these, this will be one of my favorite maps.

Download the ctf_mario version I uploaded above. I'll edit the first post to make the update more easily seen. I fixed everything you mention, though I don't understand what you mean by "blue sky above it" for the warp zone.

Offline MFO

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Re: Super Mario Bros. -- inf_mario
« Reply #13 on: December 17, 2006, 10:27:07 pm »
I downloaded the version in reply 4. Is that the one that fixes those? I'll post a screenshot of what I'm talking about.

Offline Mr. Domino

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Re: Super Mario Bros. -- inf_mario
« Reply #14 on: December 17, 2006, 10:33:40 pm »
I downloaded the version in reply 4. Is that the one that fixes those? I'll post a screenshot of what I'm talking about.

Yep, but not the inf_mario2. Download ctf_mario.

Offline MFO

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Re: Super Mario Bros. -- inf_mario
« Reply #15 on: December 17, 2006, 10:34:34 pm »

EDIT: Oh, I was playing inf_mario2

Offline Mr. Domino

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Re: Super Mario Bros. -- inf_mario
« Reply #16 on: December 17, 2006, 10:41:02 pm »

EDIT: Oh, I was playing inf_mario2

Oh yeah, I agree that looks ugly. I kept meaning to stick another background there, but, um, I didn't. :P I'm still considering extending 1-2 to include another route into Alpha's base, even at the expensive of having it look less authentic, to make the map more CTF friendly. I really would like to make the map more CTF friendly, but Bravo's base is so much more exposed than Alpha's at the moment. Fixing that background, one which really won't get noticed in normal play much, isn't worth an update by itself, I think. I'll fix it soon, but for the moment I'd like to try to bundle that with that 1-2 extension if I can help it.

Offline MFO

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Re: Super Mario Bros. -- inf_mario
« Reply #17 on: December 17, 2006, 10:43:32 pm »
Someone should make a Super Mario Bros. style map that isn't a replica of an existing level.. I would love to see one that goes through all of the environments of SMB: overworld, underworld, waterworld, and castle.

Offline Mr. Domino

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Re: Super Mario Bros. -- inf_mario
« Reply #18 on: December 17, 2006, 10:47:59 pm »
Someone should make a Super Mario Bros. style map that isn't a replica of an existing level.. I would love to see one that goes through all of the environments of SMB: overworld, underworld, waterworld, and castle.

My map here is already very close to the 500 scenery limit just with the two levels. I considered trying that back when I was designing this to be a race map, but going beyond this would either run into the scenery limit or have to make very large scenery files which would increase the file size quite a bit. I suppose a shrunken version could work, but that really makes the original level design a bit worthless when made that small.

Edit:

New version already available in the first post, but I've attached an updated overview here:
« Last Edit: December 18, 2006, 03:03:10 pm by Mr. Domino »