News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

Room of the Week 2011 - Archives

Started by Phazar, January 02, 2011, 09:01:30 PM

Previous topic - Next topic

Lunaria


snarfblam

Quote from: Crys on January 24, 2011, 05:14:41 PM
multi's image link is broken. :/
The image URL gives a 404. Maybe he deleted or moved the file...

Anyways, my first thought was that JAM's room must be related to Phazar's hack. Guess not... Looks great except for the green stripe in the background. It would probably look fine with parallax scrolling, but in a static screenshot it looks like it's competing with the foreground.

JAM

Quote from: Quietus on January 24, 2011, 08:52:57 AM
I take it you've also adjusted the velocity when leaving a wall after wall-jumping, since you could always do a single wall wall-jump otherwise?
Nope, walljumping is completly disabled, but you still can do walljump, using frozen enemies. So, the third red door is accessible only by using Ice Beam and jumping on enemies (or via bomb jumping, but you'll need to evade from enemies very well)

Quote from: Phazar on January 24, 2011, 01:30:00 PM
Great, now I have to create that Kraid room in my hack without looking like plagiarism....
No need to worry about that. Since 3 people are working on similar projects and each of them may extract some palettes from original game and recreate the same room from original game, the final result of this room in all projects will be not identical, but very close to each other. Although, it's just a parallel work.

Quote from: Crys on January 24, 2011, 05:14:41 PM
multi's image link is broken. :/
Strange, it works fine yesterday

MultiK1llZ

#53
Quote from: Qactis on January 23, 2011, 07:38:44 PM
Quote from: MultiK1llZ on January 23, 2011, 07:30:49 PM
No one is posting any rooms?  :pwuh:

Okay... Well I guess I'll post mine.  :grin:

[spoiler][/spoiler]


Room is Jesus Christ, however, the green sections of the water kinda trail off into yellow unexpectantly, maybe this looks different in game or I missed it completely? Just looks weird when you're passing the entire pool in the elevator, and the layering for the red rocks on the sides of the shaft also look funky to me. Other than that it looks pretty awesome

To answer this, Qactis, the reason why the room had a lot of water like that and the sides in the shaft where strange was because that room was meant to have dark (maridia) water ( which makes it look 100 times better and gets rid of certain details which makes the water trails look cool..)

Qactis

Quote from: MultiK1llZ on January 24, 2011, 09:42:38 PM
To answer this, Qactis, the reason why the room had a lot of water like that and the sides in the shaft where strange was because that room was meant to have dark (maridia) water ( which makes it look 100 times better and gets rid of draws attention away from certain details which makes the water trails look cool..)

Digital_Mantra


Scyzer

Quote from: JAM on January 24, 2011, 06:23:56 PM
Quote from: Quietus on January 24, 2011, 08:52:57 AM
I take it you've also adjusted the velocity when leaving a wall after wall-jumping, since you could always do a single wall wall-jump otherwise?
Nope, walljumping is completly disabled, but you still can do walljump, using frozen enemies. So, the third red door is accessible only by using Ice Beam and jumping on enemies (or via bomb jumping, but you'll need to evade from enemies very well)

Or you could fall down there as a ball, unmorph right near the door, and use the reduced momentum to swing over there.

Quietus

Unless you increase the momentum, so that Samus cracks like an egg at the bottom. :heheh:

IMetroRat

I win *Presses Russian Nuke button* hehehe
[spoiler][/spoiler]

Quietus

Be careful with inverted slopes above solid blocks.  Rolling into them can mean a permastuck.

Quietus

I liked MultiK1llz' room, though it had two things I didn't like: Doors / tubes within rooms never seems to feel right, and the two levels of watery background just looked odd, so...

I went with IMetroRat.  It's a simple, well designed room, but as I said in the other topic, beware of inverted slopes above solid ground (just to the right of the door at the bottom), as they can be a permastuck if you roll in.

Lunaria

Quote from: Quietus on January 26, 2011, 02:21:23 PM
I didn't like: Doors / tubes within rooms never seems to feel right...

If it's set up the right way, (with scrolling) those are actually several rooms, it's just that it's only using one room in data.

Also, I went with multis room. :p

Digital_Mantra

Voted for Multi.
That room had a great Multi-tileset (lol double entendre lol) and great execution of ways to use it.

God, seeing some of these CTLS "Custom Tile Loyalist Sets" (Yes, I just coined that term),
makes me want to ask for the tlp file and make some rooms for the hell of it.

Give it time, CTLS will catch on..

Qactis

Quote from: Quietus on January 26, 2011, 02:21:23 PM
Doors / tubes within rooms never seems to feel right
It's the 2 rooms in one combo deal. Buh-bow

Quietus

Yeah, tough to tell with all the BTS / scroll areas off. :heheh:

MetroidMst

I am going with Multi this week. I think the competition just wasn't up to the same design standards. Of course, JAM has limitations going with the original theme, and Metro has a built-in disadvantage for me as I hate that tileset he's using. (He does good with it, I just never liked that tileset.)

All good rooms, but only one made me say wow.

IMetroRat

What's up squishy? Here's my entry

[spoiler][/spoiler]

[URL=http://img263.imageshack.us/i/supermetroidju7957d.png/][IMG]http://img263.imageshack.us/img263/964/supermetroidju7957d.png[/IMG][/URL]


Charmander106


Qactis

Damn this is a hard choice between these two. BUT, Webber is a winner only because of your lack of a good layer 2 metro. You should have worked on maybe making a darker paletted version of those pipes for a background or add more of those bricks, SOMETHING to fill in all that black space, unless you are using a game's BG_Data? If that's the case, I retract my criticism, though webber does appear to have worked hard on making those layering effects on the bottom right, as well as some nice shadowing effects on those top CRE rails

Digital_Mantra

level design is set on this trend. it just gets better and better.
but when the hell are these hacks going to be finished to play?

MultiK1llZ

Going for a double-kill here..

[spoiler=2 Too Many Layers For You =S][/spoiler]

Lunaria

oh man, that's some sweet room AND palette multi!  :noes:

Quietus

I saw Multi's room, and had to stop myself humping my monitor.

MultiK1llZ

#74
This is why I LOVE Maridia :lol:

EDIT: OMG, You guys should see the elevator ride throught this room  :awesome: