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BurninLeo
Posted: May 2 2009, 04:03 PM
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My two cents on maps:

World Map: Overworld, just one giant piece of scenery with icons and trail markers indicating places you can go to visit. Kind of like Brawl's SSE map.

Sub-world maps: After clicking on a sub-world to visit from the world map. These maps include the multiple levels you can go to. Here we can also include detailed scenery and animated map objects to bring these sub-maps to life (residents, houses, chimney smoke, enemies, etc). Exploration would function much like SMW did with their overworld system.

By pressing a certain button within a sub-world map you can exit to go back to the overworld at any time.

The transition from overworld to sub-world could be like a quick camera zoom + fade in into the new map.

This post has been edited by BurninLeo on May 2 2009, 04:03 PM
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Shyguy Grey
Posted: May 3 2009, 09:59 AM
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Hey Doomlord, I had an idea related to your totem boss.

Why not have it be 4 thwomps on top of each other and each is a different color (red, green, yello, and blue), and instead of fighting them, they sit in the background and play a game of Simon Says with you where you have to watch them and see which ones spin and in what order, then you match it by hitting colored !Blocks on the playing field.


It's a boss battle with a twist.


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Doomlord250
Posted: May 3 2009, 11:03 AM
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Except I never designed as a boss battle... the word boss is no where in the post. But that is a good idea for a boss.
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Toodles
Posted: May 3 2009, 12:57 PM
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QUOTE (Shyguy Grey @ May 3 2009, 10:59 AM)
Hey Doomlord, I had an idea related to your totem boss.

Why not have it be 4 thwomps on top of each other and each is a different color (red, green, yello, and blue), and instead of fighting them, they sit in the background and play a game of Simon Says with you where you have to watch them and see which ones spin and in what order, then you match it by hitting colored !Blocks on the playing field.


It's a boss battle with a twist.

I love that idea! Very creative. The only thing is, it might add one too many steps if the blocks are arranged horizontally while the Thwomps are stacked up vertically. Instead, you could have each colored Thwomp hover by the same colored block so if you get it wrong, they try to drop on you


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Doomlord250
Posted: May 3 2009, 02:19 PM
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What if, on the gHost Ship, the rooms could shift around, turn and do various movements buttons are hit. Probably ones at for instance the end of a long hallway, so their's no animation (being offscreen). Secondly, it should have literal riddles (fitting with the Host part).

This post has been edited by Doomlord250 on May 3 2009, 02:20 PM
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Shyguy Grey
Posted: May 3 2009, 02:19 PM
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QUOTE (Toodles @ May 3 2009, 12:57 PM)
I love that idea! Very creative. The only thing is, it might add one too many steps if the blocks are arranged horizontally while the Thwomps are stacked up vertically. Instead, you could have each colored Thwomp hover by the same colored block so if you get it wrong, they try to drop on you

Ah, that is true, good point.



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Shyguy Grey
Posted: May 3 2009, 11:50 PM
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Hey, I think in the ice world, there should be a level where, at the start you see a lake with Edd in front of it. If you try to go through the level, Edd will stop you and tell you that the water in the area is colder that average and it is dangerous to continue (this will require you to take an alt route).

There is an exeption. If, when in the Ghost world (this would require the ghost world to come first) you fight Myst (which ends with you pushing her in an ice cube off a cliff) then you will be able to cross the water as there will be a block of ice (with Myst in it) floating, giving you a path to continue on.


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Doomlord250
Posted: May 4 2009, 02:50 PM
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I thought of a boss for the ocean. I call him Mawl. It's basically a giant fish.

[cutscene here] Mario and Wario (this is meant for the surface, maybe they'll rejoin here though) swim up to the island to rest. on it is a small tree with coconuts. Mario can't get them down while jumping, so Wario charges the tree. When that happens the whole island shakes a bit, and the coconuts surely fall. for a moment Wario is boastful of him being so strong (the whole island shook). But then the island starts moving and they get flung off, along with the coconuts.

[Battle actually starts] You have to swim back onto the island (the coconuts dissapate when they touch the water (don't ask why, it's just for difficulty). You have to jump back up onto the "island" which is now a giant fish which I'll describe better later. whenever Mawl makes a sudden turn, the coconuts fall off, and mario will get flung. The next time Mawl turns (or shakes, if he wants to get mario off) the coconuts will fly off. They always regrow soon. You have to time jumps right to not get flung off.

Your objective is to throw a coconut at Mawl's head. After you do he flails wildly to knock you off.

Whenever you are in the water, he will charge at you like those spiked fish from SMW. You have to jump out right when he is near you to make it up.

He can attack you by charging when you are in the water, or spitting Cheep-Cheeps out of his jaw and upward (huge underbiting spiky tooth he has, giving a weird shape to his mouth like some fish have).

He's basically a very, very huge fish with equally huge tail-fin and fins (the side ones). He has a tiny dorsal fin as well though. This can't even breach the water when he disguised as an island. Almost his entire body is rock hard except for the face and head area. His mouth is pretty low, and he has an underbite with one HUGE spiky tooth on his lower jaw. He literly spits cheep-cheeps up behind this during the battle.

I don't have a picture right now, but I can make one if you so need.

This post has been edited by Doomlord250 on May 4 2009, 02:55 PM
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Shyguy Grey
Posted: May 4 2009, 02:53 PM
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So wait, Maw is the island and he flings you and the coconuts off, and the coconuts dissapear when they hit the water, and you are trying to get back to the island which is the boss... wait what?


I like the general idea, just clean it up a bit.


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Doomlord250
Posted: May 4 2009, 02:55 PM
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Yes, you try to get the coconuts when they come off and through them at his head before he flings you off again.
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Shyguy Grey
Posted: May 4 2009, 02:59 PM
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QUOTE (Doomlord250 @ May 4 2009, 02:55 PM)
Yes, you try to get the coconuts when they come off and through them at his head before he flings you off again.

Okay, the only thing I don't care for is that you have to hit him while on him. It makes it way to easy of a shot. Maybe there could be some crates floating around that were originaly washed up on Maw and where also flung up? That way you have to hop from crate to crate before he smashes them? ANd as time goes on, more float in.


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FluddFan
Posted: May 4 2009, 03:06 PM
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QUOTE (Shyguy Grey @ May 4 2009, 03:59 PM)
Okay, the only thing I don't care for is that you have to hit him while on him. It makes it way to easy of a shot. Maybe there could be some crates floating around that were originaly washed up on Maw and where also flung up? That way you have to hop from crate to crate before he smashes them? ANd as time goes on, more float in.

I guess I'll sorta join the CFP in terms of ideas and such... BTW I really like the boss ideas getting thrown around in this thread.

Anyway, maybe Mawl could sorta "jump" up (not actually leaving the water, just moving ten or so pixels up) and make a wave that washes the crates away? So you'd have to be fast in chucking coconuts at Mawl? Also, you can't really count on Mawl's cheeps destroying all of the crates. Also, does Mawl look like a cheep-cheep?

This post has been edited by FluddFan on May 4 2009, 03:08 PM


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Doomlord250
Posted: May 4 2009, 04:48 PM
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Well, that might work. And if you have to throw the coconuts at his forehead instead of just his head, you probably couldn't do it from on top. And no he doens't look like a cheep-cheep. But Mawl could jump up, and if he actually jumps up, it makes a very big wave.
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FluddFan
Posted: May 4 2009, 05:28 PM
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QUOTE (Doomlord250 @ May 4 2009, 05:48 PM)
Well, that might work. And if you have to throw the coconuts at his forehead instead of just his head, you probably couldn't do it from on top. And no he doens't look like a cheep-cheep. But Mawl could jump up, and if he actually jumps up, it makes a very big wave.

Well, that might be kinda odd, actually jumping, given he's...huge.


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Shyguy Grey
Posted: May 4 2009, 08:56 PM
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Wait, wait, wait. I had an idea while pretending to work... at work.


K so, in my idea, it starts with Wario hitting the tree like DL said, after that, Maw bumps Wario/Mario off and they land on some crates that were also bumped off. You then see a shadowy figure under water sim off into the distance then waaaaaaay in the back, you see what looks like a tiny fish hop high out of the water. You soon learn that it was Maw as he comes crashing down right behind you creating a large wave.

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K so, the stage would start like in that first picture. The only threats as you speed forward are coconuts flying in from ahead and cheep cheeps that jump out of the wave (keep in mind that since you are moving fast, hitting the water counts as a life, so stay on the crates)

After a while, you catch up to Maw who will whip coconuts at you. Knock one out of the air and pick it up. Wait until he yawns (he was calm with Mario and Wario walking on his head, he seems somewhat laid back up until he was hurt) and throw the coconut at his sensitive tounge.


After a few hits, her will ram by, smashing the crates and sending you towards a watery grave. That is, if it wasn't (part two) the friendly ocean animals (dolphins and Goonies) Unlike the crates, these guys move so you have to watch it. Enemy attacks can change as well (Maw can attampt to belly flop you, A wave of cheep cheeps could hop by, forcing you to go higher). Also, at this point, the wave will be gone and you will be being chased by Maw instead of you following him, but hurting him works in the same manner.


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Doomlord250
Posted: May 5 2009, 02:40 PM
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That's nice, I think that's good, and in case you didn't know, it's Mawl. slightly different, but it makes a small difference. And he looks a lot less menacing in the picture. This is basically good now.

I agree with this completely. It makes it a lot more fast-paced as well. It looks like a pretty fun boss fight now.
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Shyguy Grey
Posted: May 5 2009, 02:43 PM
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QUOTE (Doomlord250 @ May 5 2009, 02:40 PM)
That's nice, I think that's good, and in case you didn't know, it's Mawl. slightly different, but it makes a small difference. And he looks a lot less menacing in the picture. This is basically good now.

I agree with this completely. It makes it a lot more fast-paced as well. It looks like a pretty fun boss fight now.

Cool, glad you like it.

Also, I knew it was Mawl or somwthing, but I could remember so I just kept it at Maw...


Mawly?

What if it's a girl fishy?

Also, that design I drew there was just to sho the bosses location, that's not my idea for it's design or anything.


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Doomlord250
Posted: May 5 2009, 02:45 PM
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It's a good design though, I think it shouldn't really look menacing like I designed it.

EDIT: Also, you can't remember four letters...

This post has been edited by Doomlord250 on May 5 2009, 02:46 PM
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Shyguy Grey
Posted: May 5 2009, 02:50 PM
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QUOTE (Doomlord250 @ May 5 2009, 02:45 PM)
It's a good design though, I think it shouldn't really look menacing like I designed it.

EDIT: Also, you can't remember four letters...

Nah, what it was, was that when I was firts writing his name, I was thinking Mawl, then I thought "Wait, wasn't it longer than that? Mawler maybe? I could check but it's getting late... eh, Maw."

And I kept doing that.


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Yoshbert
Posted: May 5 2009, 04:03 PM
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I've got an idea for the card system mentioned a bit earlier. Maybe if you meet some certain challenges, you could unlock cards of notable characters from other Mario games that do not appear in the game (like Petey Piranha or the Koopalings, etc...), serving as cameos. Just a thought.


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