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Super Metroid Forsaken Home World [V1.0]

Started by TheGuy, March 17, 2013, 04:04:26 PM

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TheGuy

Super Metroid: Forsaken Home World
Story thus far:
[spoiler]After the destruction of the Mother Brain on planet Zebes the space pirates fled to a small planet on the outskirts of the galaxy known as the Forsaken World, after gaining knowledge of the pirate activity increased on the planet the Galactic Federation sent Samus Aran in for a police action on the base taking their weaponry, destroying their experiments, and exterminating the pirates once and for all[/spoiler]
Theme:
[spoiler]As Samus you will explore the Forsaken Home World, you start out on the planet's docking bay on the First floor, there are three floors total, throughout this you will explore the planet finding ways into Space Pirate labs taking out their experiments and upgrading your own armada of weapons as you do so, a recurring theme is darkened rooms, the general scenery of the planet will be dark and dreary, as you progress to the second and third floors you will find greater challenges like stronger enemies, one way and perma closed doors to bypass, maze like atmospheres, wall jumps, infinite bomb jumps, and even perimeter defense systems[/spoiler]
Useful Skills:
[spoiler]Map skills will be huge in this game, effectively using your map will help you find things much easier, wall jumps are also a must and bomb jumping should be refined as well, the game is designed to be a large puzzle[/spoiler]
Difficulty
[spoiler]Medium/Hard
Depending on skill level this hack can be intermediate skill or somewhat difficult depending on in game skills and puzzle solving skills, also detection of off somewhat overlooked graphical hints, I would definitely say Forsaken Home World is not a beginner's first hack to play but would be easier than games like Redesign or Z Factor as far as size[/spoiler]
Hack Size:
[spoiler]Medium-Small: V.5 and V1.0 are designed to be medium at largest hacks .5 the BETA edition was scrapped and I won't be releasing an IPS for it, the tiling was bad and it was full of glitches, 1.0 will be released on completion and will be expanded to a larger version if 1.0 gets good recommendations[/spoiler]
Progress thus far:
[spoiler]Floor one is completely planned out, the map will be posted below, room sizes may vary when completed, Landing Site is complete and first lab is in a basic finished state[/spoiler]
Floor 1 Map:
[spoiler][/spoiler]
Landing Site:
[spoiler][/spoiler]
Any commentary and advice are always welcome if you spot any tiling errors I will have them fixed immediately although this has been screened pretty carefully.

Cloud20

Hey :)

Glad to have a new hacker here.  :yay:
About you're room, you're top part of the landing site needs a lot of slopes to looks more natural in my opinion
Good luck

Quietus

Quote from: TheGuy on March 17, 2013, 04:04:26 PMif you spot any tiling errors I will have them fixed immediately although this has been screened pretty carefully.
Unless ramps are against a wall, they should always have a square BTS block behind them.  If the slope is in a room where it's possible to shinespark, you may want to add two, since shinesparks will occasionally stall with just one block behind.  This applies to both the floor and ceiling.

TheGuy

Done and done, new pics will be up shortly

TheGuy

As promised new pics:
[spoiler][/spoiler]
What you're looking at is the Forsaken Home World's ventilation system, this is the first you will encounter in the game bridging the gap between Floors 2 and 3 to bypass the lock-down in Floor 3, floor 3 will probably have less rooms most of all but be prepared to run into quite a few of these things.

Benki

#5
1.) Fix BTS in landing site
Try to BTS like this..
[spoiler][/spoiler]

2.) Be more creative..
Your surfaces are missing important slopes, without a surplus of corners, etc, your hack will be unappealing visual-wise. Not saying there isn't anything wrong with that, a hack can still be fun with numerous tile errors and spikes.
I suggest looking at a few RotW's for inspiration. [spoiler]http://forum.metroidconstruction.com/index.php/topic,1900.0.html[/spoiler]   

Also, good luck on your hack.

TheGuy

The BTS was already fixed via the previous responses, the spikes are there for the Evacuation run to test the player's space jump skills which turned out to be more difficult than I even anticipated

Quietus

I don't think that Benki was referring to the errors like I was, but was adding to what Cloud mentioned about making any natural terrain look more natural, with lots more slopes instead of straight edges.

TheGuy

Ah well in that case new pic and a new Pallet:
[spoiler][/spoiler]
This is the end of the acid run after collecting the speed-booster the plan for the run is to enter the Super Missile door, explore the lab and find the Gravity Suit to make your way back through the underground cave safely.

Quietus

You still have a number of BTS errors, most notably double ramps.  You need to have the square BTS block behind each 'layer'.  You can check the original landing site for examples.  In saying that, that room is a massive improvement over your other offerings.  Keep it up. :^_^:

TheGuy

Alright here's the new incorporation of Graphics, the Sector 6 NOC graphics from Fusion:
[spoiler][/spoiler]
Most of that expanded wall cavity by the door is not in the scroll in the game so it doesn't look "Flooded" so to speak, but this is the general space lab graphic set since it looks better than the Tourian graphics

TheGuy

Newest Image:
[spoiler][/spoiler]
Forsaken Cave 1 of 3
Cave 1:
[spoiler]Enter Artifact Temple, take the Power Bomb, Get Space Jump, E-Tank in upper most-left room, 2 Missile Tanks hidden in floor near entrance[/spoiler]
Cave 2:
[spoiler]Room before Omega Pirate Miniboss, hidden entrance, Plasma Beam[/spoiler]
Cave 3:
[spoiler]In Floor 3 Base Hub highest point upper left, cave for Grapple Beam (Required to find MB even with Space Jump)[/spoiler]
All the BTS is still yet to be finished just on a note that's why only the slopes are in they're being worked on don't worry. 

Quietus

So that I / we don't keep nitpicking at your faulty BTS, it might be better for you to turn them off when you post your screenshots.  F3 will turn the BTS off, and you can disable the scroll areas under View > Options.

Zero One

Or, keep nitpicking so he doesn't end up with bad BTS in game.

It's a decent start, but the rooms look quite bland. You should be using more variety in your tiling. For example, Crateria, being a rocky place, should never be flat. As a rule of thumb, add in slopes after about 4 straight tiles. Little things can make a lot of difference.