Author Topic: Mario 64: WIP  (Read 48046 times)

MrFish

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Mario 64: WIP
« on: August 11, 2009, 06:15:13 am »
In my opinion, might be the best map EVER; that's why I'm making it. Only got one room so far but I have to post it because it looks just like the real thing (except I haven't put in the doors or the railing).



Actual mario game-



Baconizer

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Re: Mario 64: WIP
« Reply #1 on: August 11, 2009, 07:12:27 am »
<3

Looks awesome so far, can't wait to see the rest.
Why will you folk not ban me? :'(

Archangel

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Re: Mario 64: WIP
« Reply #2 on: August 11, 2009, 07:22:02 am »
i truly love some of these gimmick maps. they're great.  :police:

Knowitall66

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Re: Mario 64: WIP
« Reply #3 on: August 11, 2009, 08:39:54 am »
No

danmal

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Re: Mario 64: WIP
« Reply #4 on: August 11, 2009, 09:12:22 am »
haha, awesome. These sorts of maps have to be enjoyed for what they are.

PureNoob

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Re: Mario 64: WIP
« Reply #5 on: August 11, 2009, 10:56:46 am »
Haha, cool, I'll definitely play this when it's out. Some rotating coins, pl0x!  :D

ShadowNinjaDudeMan

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Re: Mario 64: WIP
« Reply #6 on: August 11, 2009, 11:46:13 am »
How DO you make those textures?
THeyre AWESOME!
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KillerWhale

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Re: Mario 64: WIP
« Reply #7 on: August 11, 2009, 03:05:23 pm »
Wow, now this is what a gimmick map should look like.

Don't be offended by us calling it a gimmick, we mean it as "map designed for a purpose other than direct gameplay".

I would love to see behind every door, just for nostalgia and for gameplay area. (Ghost courtyard would make a nice human default.)

amz181

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Re: Mario 64: WIP
« Reply #8 on: August 11, 2009, 03:21:43 pm »
OMFG THATS SO PRO. MAKE SURE YOU CAN JUMP THROUGH THE PAINTINGS!!!!!!!!!!

your face

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Re: Mario 64: WIP
« Reply #9 on: August 11, 2009, 04:43:19 pm »
Haha, looking epic.  Release eta?
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MrFish

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Re: Mario 64: WIP
« Reply #10 on: August 11, 2009, 05:35:16 pm »
Quote
How DO you make those textures?
THeyre AWESOME!

I found them. I'll give you the link if you want to see the rest.
http://www.emutalk.net/showthread.php?t=26270

Quote
OMFG THATS SO PRO. MAKE SURE YOU CAN JUMP THROUGH THE PAINTINGS!!!!!!!!!!

Most of the paintings will be there, but all boarded up. I was thinking about that though but the levels are large. If I did that I would only be able to do one. I could make paintings go to smaller scenes in the game.

Plague Bringer

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Re: Mario 64: WIP
« Reply #11 on: August 11, 2009, 07:47:13 pm »
Quote
How DO you make those textures?
THeyre AWESOME!

I found them. I'll give you the link if you want to see the rest.
http://www.emutalk.net/showthread.php?t=26270

Quote
OMFG THATS SO PRO. MAKE SURE YOU CAN JUMP THROUGH THE PAINTINGS!!!!!!!!!!

Most of the paintings will be there, but all boarded up. I was thinking about that though but the levels are large. If I did that I would only be able to do one. I could make paintings go to smaller scenes in the game.

Screw the paintings, just make sure the peach slide is there, and add the outside with the cannon. ;D
U R A Q T

MrFish

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Re: Mario 64: WIP
« Reply #12 on: August 11, 2009, 08:08:53 pm »
Hahaha! I was going to do the cannon. I was also going to put Yoshi on top and all the toads in the castle (and maybe that bunny in the basement too). I just realized though, I don't think goons or tyrants will be able to get through the doors.

KillerWhale

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Re: Mario 64: WIP
« Reply #13 on: August 12, 2009, 12:32:50 am »
Scale it up, prehaps?

Who knows, maybe Mario was giant. ;)

Helix.

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Re: Mario 64: WIP
« Reply #14 on: August 12, 2009, 03:11:27 am »
So many memories.  :laugh:


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MrFish

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Re: Mario 64: WIP
« Reply #15 on: August 12, 2009, 03:51:23 am »
Scale it up, prehaps?

Who knows, maybe Mario was giant. ;)

Perhaps. I think that might ruin the affect though. Maybe I'll implement something only for aliens to make it even.

More screenshots!


By the way. To clear up some confusion, I didn't make any of the textures. Sorry.

Chomps123

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Re: Mario 64: WIP
« Reply #16 on: August 12, 2009, 01:32:15 pm »
Like everyone else said.

Keep it up! ;D

Can't wait for it to come out.
Don't just live life with work.
Find some time every day to have some fun. ;)

MrFish

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Re: Mario 64: WIP
« Reply #17 on: August 12, 2009, 03:21:53 pm »
Thanks everyone for the support. I would have given up long ago but now I feel like I have to do it  :D

DraZiLoX

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Re: Mario 64: WIP
« Reply #18 on: August 12, 2009, 06:20:27 pm »
Yes

MrFish

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Re: Mario 64: WIP
« Reply #19 on: August 12, 2009, 06:54:19 pm »
I just did a test to see if the larger aliens could fit through the doors. If you were wondering about it the results are in!



Yay! It's a squeeze, I was surprised just to get the dragoon in.

Repatition

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Re: Mario 64: WIP
« Reply #20 on: August 13, 2009, 12:45:38 am »
make paintings teleport players too worlds like the game it would be fun and make it a bigger map also make a few coins float around like game! :)

Evoc

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Re: Mario 64: WIP
« Reply #21 on: August 13, 2009, 03:29:31 am »
I'm happy to say that I'm working closely with MrFish on this project.

So far, I've remade the tree, toad, and the rotating coins.



The tree's texture "follows" you and you can climb up the center of it (the trunk) and stand at the top.

The toad is just toad...lol.

The coins rotate, are nonsolid, make a noise when you walk through them, and give you 1 health and 1 ammo (limited to once every second to prevent spam). And yes, dretches (without jumping) can "hit" the coins from their current height off of the ground, although they can be lowered.

Also, each and every texture in the image is custom made, sans the weird green RC (some mod), the floor, and the skybox. Those are all there for testing and height reference purposes.
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MrFish

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Re: Mario 64: WIP
« Reply #22 on: August 13, 2009, 03:43:54 am »
make paintings teleport players too worlds like the game it would be fun and make it a bigger map also make a few coins float around like game! :)

The map will be big enough. You have the whole outside and boos courtyard. Also in later betas I'll be putting in the basement and higher floors.

gareth

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Re: Mario 64: WIP
« Reply #23 on: August 13, 2009, 06:46:45 pm »
 ;D ;D ;D

MrFish

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Re: Mario 64: WIP
« Reply #24 on: August 14, 2009, 01:03:29 am »

ShadowNinjaDudeMan

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Re: Mario 64: WIP
« Reply #25 on: August 14, 2009, 01:35:30 am »
;D ;D ;D




I think someone just got pwn't

Anyways, any chance of a release soon?
Good luck defining bases, I can't remember any good spots for a reactor last time I played Mario 64.
("If I had a reactor, where would I put it, hmmmm......")
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MrFish

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Re: Mario 64: WIP
« Reply #26 on: August 14, 2009, 02:11:31 am »
I've test built a human base in the map already and I think each room is potentially a good place for a human base. Their all easy to defend but balances itself out in the end when ranged aliens show up (so it won't turn into a camp-fest). If you wanted you could always turn the castle main hall into the humans base. There will be plenty of stuff going on outside so I'm not cheating the aliens on anything. But as for the alien base, me and Evoc already got the perfect location! I think it's going to be pretty balanced.

I'm not sure of the release date but I wouldn't count on it any sooner then at least a week. I think I said this before but I will not be making the entire map for beta 1. I would tell you all that I'm making but I think I'm spoiling too much. There needs to be some mystery, doesn't there? :D

By the way, there's a lot I want to do but lack the time to do it so I'll always accept extra help. I don't need textures or anything but I wouldn't mind help on some rooms. Send me a pm if you're interested.

KillerWhale

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Re: Mario 64: WIP
« Reply #27 on: August 14, 2009, 04:42:18 am »
Come to think of it, you may want to make the paintings teleport to one-another.

Most of the rooms will have one entrance and slow doors, creating overpowered human bases.
While the paintings teleporting to worlds would be interesting, this would also be highly abusable. (See: Ret-arc in teleport spot with buildable to hold you there)

I think the ideal default bases would be Boo-Courtyard for humans, and the outdoor start-spot for aliens.
Both have some defence, but not so much as to make it overpowered.

I hope to see a beta of this soon.

MrFish

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Re: Mario 64: WIP
« Reply #28 on: August 14, 2009, 04:50:52 am »
Yes the teleport turrets abuse has crossed my mind. I could put down no-build shaders though. I'll try the map out first; see how it does in a real match before posting it.

Ellohir

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Re: Mario 64: WIP
« Reply #29 on: August 18, 2009, 10:07:34 am »
This is going to be LEGENDARY! Keep it up!