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Lambtaco
Lambta.co makes comedy sketches, cartoons, and games. Since I don't know what the purpose of friending is on NG, I'll be denying all requests.
Used to be MCSM Studios, and before that The_Green_M. Apologies for some of my more edgy older content.

Malinbo @Lambtaco

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Koopa 2 Map !SPOILERS!

Posted by Lambtaco - January 18th, 2010


So, I've decided on the new map for Koopa 2. I'm going to keep the one big map style, but it's going to be much more interesting to look at. I took inspiration from the map in the manual for Super Mario World. Always liked the way that map looked.

Some may notice I've cut down on the number of levels from my original proclaimation of 80. But to be fair I also said it'd likely end up being more like 40, and the levels are pretty long. I've also cut it down to 7 worlds rath than 8. Mostly to get it done a bit quicker. I want this thing finished just as much as you do.

I'm also trying to cut down on the music used in game. So I'm merging some of the level themes together among other work reducing changes. It's going to take a lot of compromising to get this thing done.

It's not completely final, especially for the later worlds, World 7 in particular. I sort of rushed it to get it done, and cramped World 7 because I was running out of space on the paper. Here's the map, so spoilers are here.

Bigger Version

Koopa 2 Map !SPOILERS!


2

Comments

The map looks neato. I think i like world 4 the best though maybe in the finished version you could have smoke coming out of the pipes.
I think that world's 3, 5 and 7 should have more than 3 levels though, the game would be over too early but then again, you did say it may change.
I like how the whale has x's in it's eye. Also the cloud with 5-1 on it looks like an airoplane and the iceberg to the left of the igloo looks like texas, good references.
Though I noticed something. You said you would ditch the forest theme and replace it with candy but world 4 is forest, not that i mind or anything.
Overall i think this is better then the super mario world map and I know because I have it on the wii virtual console.
I recomended the picture and you on the art portal biy it won't let me favourite it!
Good job.

I think the factory will have smoke coming out until you beat it. Afterward the smoke will stop because you've shut it down.
World 3 has 4 levels, and I said World 7 wasn't final. According to my plans, World 7 should have 6 levels.
Anything you saw in the clouds is totally coincidental.
Changed my mind of the Forest. I cna save some time on assets by just darkening the grass theme and using a different background. The music will also be the same.
I have SMW on SNES, and GBA. I win the having SMW contest.
Don't worry about the art portal, I just uploaded it because it was a convenient place to put the bigger version of the pic.

Wow, nice MCSMstudios. I like Koopa 2 Map!

I thought you'd like it.

Hi, I'm new, and liked the original. Koopa 2 looks very cool. But, there's 7 koopalings, and only 7 worlds. Could it be, that there is a Koopa 3 that may come out in the future?!?
On another note, I have a few ideas...
1. Mario's loyal servant is a wizard named Tamek, or Toadek, or something like that. (Based off Kamek, of course.) It's his magic that brings the objects to life.
2.Boss (maybe for water world) Toilet. It has wheels and a rocket booster to move. Attacks are: 1. Jumps on Koopa. 2. Spits out an enemy (Toadlet, Paratoadlet, etc.) 3. Whirlpool. It spits out a whirlpool that bounces around the room for the rest of the battle. This causes no damage, but if it hits koopa, he gets thrown around and stunned for a moment. It shoots one at the start of the battle, and one every time it's hit. 4. Vaccum. Sucks up all the enemies it had spat out, and shoots them like a missile at koopa. Then it falls over, letting you jump on its weak point. (The rocket pack.) It takes three jumps to kill, or 12 bones. (Maybe too many, perhaps only 6.) It's immune to fire. What do you think? (I know it's kinda funny, but so is this whole game, really.)
3. FINAL BOSS IDEA: Part 1: Mario just fights you. First, has fire flower powerup, and throws fire at you. Then, is regular mario, tries to jump you. Finally, is regular mario, creates shockwaves by ground-pounding. Jump him or shoot him three times. Part 2: He gets in the Mario version of the clown car, stomps toadek, and takes his wand. He will either shoot a magic bolt, or have the clown car pound you. Occasionally, the bolt will become a powerup block for koopa to use. Finally, the car will crash. Hit the wand, he'll get back in. Now the wand shoots two magic bolts, or a bunch of fire. Repeat it. Now, he shoots 3 bolts, fire, or greg-eggs. Repeat one more time. Now, final stage. Part 3: After Toadek gets his wand back, and warps you all to the roof, he creates mario's ultimate weapon: A giant pipe organ!!! (I know you once said the best instrument boss is an accordion, but I prefer pipe organs. They're awesome.) Mario jumps inside it. This fight, you battle the pipe organ Yoshi's Island final boss style, and Toadek. Also, the pipe organ will be marching forward, if it gets too close, the platform explodes, and you die. Pipe organ attacks: 1. Shoots a bolt of energy into the sky. An arrow appears where it's going to land. It falls from the sky, and lands there. 2. Shoots a blast of energy, (like the fireballs in Yoshis island) 3.Creates a target,which moves around a screen. This has a constant laser coming from it. Don't let it hit koopa! 4. Creates a target, and flings a extra powerful enemy through it into the battle. 5. Creates some homing laser notes that chase koopa. Okay, now for Toadek's attacks. 1. Shoots a bolt of magic. 2. Shoots out a bunch of enemies to fight you. 3. Swoops at you on his broomstick. 4. Shoots a bunch stream of mushrooms. When he swoops, you must jump on him. He will drop his wand. Grab it. Hold the run button to create a target in the background, move it around with the arrow keys, let go when it's aimed at the pipe organ. Koopa will shoot a bolt of magic, and drop the wand. Toadek will pick it back up. Rinse and repeat until destroying the organ. ( 6 shots, maybe.)
Okay, I know that was a ton of stuff for a new guy to suggest, but I thank you for reading it. I hope you like them. Finally, I'm glad your including an airship. Those are awesome. And, I also want to design games, so expect more ideas. I have a lot of ideas for Mario games. Bye!

Well, SMW had only 7 worlds but all 7 Koopalings. I'm not saying there won't be a Koopa 3, but I'm not planning to make one right now.
1. That's fairly similar to some things I'm already using.
2. lol, toilet. Interseting, but the game isn't set up to "stun" the player. Though maybe it should be. Sledge Bros. and such.
3. Well, that was detailed. I don't have any concrete plans for the final boss but it will probably involve an unprotected Mario.

Sorry about the double post. I haven't figured out how too edit my old ones yet. (I've only been on about 20 minutes!) Anyhoo, I wanted to say that I'm sorry that my last post wasn't very related to this. And, the koopa 2 map looks very cool, nicely done. I can only say, the desert doesn't look too deserty, except for the pyramid. I know your not done, but still. Maybe some cactuses? And, what are the switches, the crashed ship, and the "S" for? Or are you not going to tell? And, are you going to put in anything like mushroom houses? (Maybe shell houses.) That's all for real, now.

I don't think it's possible to edit posts. The desert will look more deserty in the game, a lot of it has to do with the colours. The switches are just like the ones in Super Mario World, and the crashed ship is sort of a hubworld/traininglevel/tipcentre. It does all sorts of things. The S is a secret.
Not going to put in mushroom houses, but I like the idea of shell houses. The game resembles SMW more for the map, and there's no way to store items, it's oldschool like that. IF you want an item you'll have to go get one.

Oops, you said bagpipes is the best boss instrument, not accordions. Also, can somebody please tell me how to edit posts? It would make this a bit easier.

...first 80 to 60 stages now 8 to 7 worlds.. you really want to get it done quickly right? ..cuz it might end up with 1 level 1 boss and stuff like that..

It's just taking forever is all. I've been working on it on and off for almost two years. I've already finsihed over a dozen levels, only one boss so far, but I can guarantee there'll be more bosses than the first game.

A project this size is just too much. If I made flash games full time and didn't have a real job it'd probably be done already.

Lookin good. ^_^

You're not so bad yourself ;)

Prepare for more ideas...
1. Toadek fights. You'll fight him midway through the game. (Maybe in sky world, or second ghost house.) He's a mini-boss, not a major one. He attacks by launching a magic bolt at Koopa. He shuffles back and forth on a bridge made of multiple platforms above a pit. After you jump him once, he blows up some platforms, so it's harder. (He'll warp across the pits.) Jump him again, and he'll make the platforms move up and down. Jump him again to kill him.
2. As a hand to the original Koopa's Revenge, have Mario's castle be 3 levels. I regular, one boss refight floor, and one final level. On the refight, you'll fight harder bosses, and a harder Toadek. He'll have a force field around him. Same arena as before. When he's on the right platform, a switch will appear. Hit it to blow up the platform. Do this 3 times, he will lose the shield and make the platforms move. One hit, he makes lava by the ceiling that the platforms can go into. One more, he makes lava at the bottom. One more, he dies. Then you fight Yoshi King Round 7.
3. Yoshi King attack possibilities. (In ascending order of appearance.)
1) Jump on Koopa. (Causes shockwaves)
2) Poop out Greg-eggs.
3) Spit a fruit missile.
4) Spit out a Yoshi.
5) Use his crown like a boomerang.
6) Sticks out his tongue and tries to swallow Koopa.
7) Breaths fire like Koopa could in the first one.
8) Shoots a homing magic bolt.

4. Floor 3 of Mario's castle: The Looping hall. After some traps, you come to the boss door and the flagpole. Go through it, and you see Bowser! And then he attacks you! o__0 He shoots a stream of fire. Jump on him once, and he turns into the last Koopaling. He'll shoot smoke rings at you. Jump him, he turns into Koopa! He attacks by shell sliding. Jump him, he turns into a Goomba, who tries to jump you. Hit him, and he turns into dry bones, which attacks just like the Koopa. Jump him (you have to, he's immune to anything else,) and he reforms as: Dry Yoshi King!!! Back from the dead, he has all his attacks, and a homing magic bolt. Kill him, and you find the real boss door... or not. You go back and do the same thing again. And someone tells you you've fallen into Mario's trap, and are stuck in an endless loop! Ha-ha! If you like this idea, I'll PM you the way out so everyone can find out for themselves.
5. Just a note, if you don't like the toilet, but like the way that boss fights, you could do a washing machine instead.
6. Boss: Candle. I know this has been suggested before, but I have an idea. (Maybe for the desert.) He sucks up all the fire on the torches, so it's dark, with just a little circle of light around Koopa, and a big one by the candle. It can warp to different locations in the arena, and touching it hurts. Attacks: 1. Shoots a fireball at Koopa. 2. Spits out some powder from the base, and sets it on fire, causing an explosion. 3. (After being hit a few times) Spits 3 molten wax bolts. 4. Makes fireballs fall from the sky. These will light the torches, which do go out after a while. Pick one up, and throw it at the wax candlestick. It will melt. Do this until all the torches are gone, and it dies.
7. Boss: Chandelier. Sort of like a giant spider. Hangs from the ceiling, shoots lightning from it's bulbs, tries to drop on Koopa. Drops diamond crystals.

Okay, I think thats all the ideas I had for now. Wait, no, that's not it. Here are some music suggestions:

For Castle 1 or Castle 7:
<a href="http://www.newgrounds.com/audio/listen/171702">http://www.newgrounds.com/audio/liste n/171702</a>
(If that doesn't come out as a link, go to the audio portal and click Monstrous Turtles.)
For a Boss, Mini-boss, or Final boss:
<a href="http://www.newgrounds.com/audio/listen/63021">http://www.newgrounds.com/audio/liste n/63021</a>
(If that doesn't come out as a link, go to the audio portal, search Big Boss, click the first one that comes up.

Okay, now it's everything. Except, if those don't come out as links, could you please tell me how to make them links? And Koopa 2 is looking better every time.

1. That boss sounds an awful lot like Kamek in NSMBW, which is also a lot like a boss in Yoshi's Island.
2. I was planning on making it two levels. As you can see, the castle is huge. The idea is to have the one final level, and also an extra level for when you get the good ending.
3. I've already got 7 attacks mapped out, but I do need an eighth.
1) I actually have two attacks for this, one where he flutter-jumps toward you, and another where he ground pounds. The ground pounding creates the shockwaves.
2) Already have that one on my list.
3) Hmm, don't have anything fruit related yet. I'll think about it.
4) Yoshis are pretty useless. Although I've recently made them stronger.
5) I would but it implies you can jump on his head like K. Rool in DKC. TO hurt him you need to get him to charge into a wall head first, so that he gets dizzy and falls onto his back, revealing his soft belly.
6) Already had that one too.
7) I was going to have him shoot fireballs like when yoshi spits out a red shell in SMW.
8) Doesn't seem yoshi-like or king-like.
In case you were wondering, the other attack is throwing an egg like in Yoshi's Island (I might even use the aiming sound effect)
4. I'm going to keep Bowser out of sight until the very end of the game, to tease the player. That boss seems a little complicated for a 2D platformer, too many transformations. Trying to keep the game more formulaic.
5. That makes sense. I've only really planned out 4 bosses.
6. The darkness seems a bit gimmicky for a boss, but for some reason, not for a level. The bosses don't have to have anything to do with the world they're in, just so you know.

Music:
1. Not quite active enough. It takes 30 seconds to get into it, whereas the original song took 3. Plus it's kinda long and a poor loop.
2. Kinda technoish. Boss songs really need to jump right in, not warm up for 15 seconds or more. Preferably akll the songs shouldn't warm up much.

1. I don't really like the voices at the beginning. And there's something just a little offputting about it. Might be too similar to the Whale song.
2. I just don't like this one. The instruments sound kinda bad together. Feels more loungy than anything.

Menu music:
1. <a href="http://www.newgrounds.com/audio/listen/275664">http://www.newgrounds.com/audio/liste n/275664</a>
2. (could also work as a boss theme.) <a href="http://www.newgrounds.com/audio/listen/91223">http://www.newgrounds.com/audio/liste n/91223</a>
3. (could also work for a boss or castle theme) <a href="http://www.newgrounds.com/audio/listen/184698">http://www.newgrounds.com/audio/liste n/184698</a>

1. Too dancey. Warms up too long, like a lot of electronic songs. Menu music shouldn't be too long because you barely spend any time on the menu.
2. If it can also work for a boss or castle it probably won't make good menu music. Compare it to the emotion from the menu song in the first game. The menu is a happy optimistic place.
3. This one just bores me. And it's like 5 freakin' minutes long. I have a filesize to consider here. I've actually cut a lot of songspots out of the game for that reason. The old songs list was nearly tice as long.

Okay, how about these?
1. Tornadoes in the desert that cause controls to temporarily reverse.
2.If not the pipe organ for the final boss, use it for sky world. Instead of Toadek being there, it will sometimes launch out blocks you can throw at it.
3. Maybe some other kind of looping area, where you must find the right path. In the first castle, or maybe the pyramid, because it sounds kind of maze-ish to me.
4.In one of the ghost houses, some nasty ghosts shoot magic that can turn you into a goomba. Now you have no powerups, one hit kills you, and you can't kill anything. (You can still jump, though.) You just wait for it to were off. You come back shell-less.
5. Bosses at the ends of some ghost houses.
That's all!

1. That's more of an idea for a puzzle platformer. This game's more action oriented.
2. Not too worried about bosses, whatever ends up being in there should be fine.
3. Proably in a ghost house. I never really enjoyed the repeating sections, especially because of the time limits. I've revamped the background scrolling so it should be easy to do now.
4. Can't do that, Goomba's already going to be a playable character. Plus it's pretty unfair to the player. Worked in Zelda, but I see it just being annoying here.
5. It's a lot easier just to finish the game as planned than to add some more bosses. Something like that would take too much time, the game's already behind schedule.

Don't feel bad if I don't use all your ideas. I've already decided a lot of things, and a lot of stuff has already been made.

Sorry for not commenting in a while but I've been busy playing LittlebigPlanet, it's AWSOME! I've tried your levels and they are great, I rated them 5 stars, I especially liked the super sackio bros level, I've aced it. But how do you get the item in the room with bowser because I'm stumped.
Ideas
Bosses.

1) Alarm clock.
World 5
Attacks:-
During the fight the minute hand will move around the clock. On the clock face it is split into 4 parts, one for each season. Each season has a different effect. Each phase last's 15 seconds

Spring: Vegetables grow that you can carry and throw at the boss. Atotal of 3 grow at once.

Summer: An angry sun zooms past and shoots fire that alights the edges of the arena, it goes out after about 12 seconds.

Autumn: Rain falls down and gradually fills the arena so koopa must swim around, during this attack the boss will extend spikes and follow koopa around.

Winter: The floor freezes and becomes slippery. The boss will also try to swoop but is immune to koopa's jumps.

While each season attack is going on the boss will float in different ways to make it harder to hit, which change everytime it is hit.
1) When not hit it will stay in the middle doing nothing.
2) When hit once it will go up and down
3) When hit twice it will go left and right
4) When hit thrice it will go in a circle
5) When it four times it will alternate between the previous movements.

Hits to beat: 5

The thing that differs this boss from the rest is that it can't be beaten with jumps or projectiles...you must use your veggies.

2) Church Organ

world 6

When the church organ is turned into the boss at the same time the floor will turn into pipes, church organ pipes.

Attacks:
a) Greg egg spit- Boss spits out 3 greg eggs.
b) Organ note- The top of a random pipe will glitter and then it will open and spew out fire for a second or two. The pipe will close after a few more seconds.
c) Slam- The boss will jump and slam, after hitting the ground the pipes to either side of it will consequitivly open, jum pon the boss to be safe.
d) Fire blast- The boss spits out a bunch of fireballs which fall all over the arena.

To hurt the boss you must stun a greg egg, pick it up and throw it into the bosses centre pipe, this stuns it and allows you to jump it and actually hurt it.

Hits to beat- 7

What do you think?

You have to jump onto Bowser's back. There's a little part where it won't kill you.

1) Wouldn't that be more like a calendar? That all seems a bit too epic. For the most part Mario bosses are fairly minimalistic, and I'm going to have that carry over into Koopa 2. I'll probably have a boss that's killed by throwing stuff at him somewhere.
2) The way you hurt that seems a bit too complicated. It should be obvious what you need to do to beat a boss.

An idea and a question.
Question
You said you've recently made the yoshi's tougher, what makes them tougher?

Idea.
For the airship the level could start on the top deck with the old school mario enemies, bullet bills, engines and rocky wrenches (though I guess you'll need a good guy counterpart. After you get to the checkpoint koopa will have to drop below deck but that's were the trouble begins.
Koopa lands next to an orange yoshi weilding a cleaver and a chef ha, An old school chase ensues, sorta like the boulder levels in the original crash bandicoot. The yoshi moves at about the same speed as koopa. There are obstacles during the chase such as...
1) Pits
2) Boxes of greg eggs (they explode if you touch them, the yoshi is immune)
3) normal enemies (killed if the yoshi touches them)
4) bullet bill cannons.

At some points during the chase (which wouls last about a minute) there are hatch doors that, if koopa has a decent lead over the yoshi, wioll slam shut and briefly slow the yoshi down though he will quickly punch them open.

At the end of the chas there is a bridge over lava, koopa is light enough to pass over but the yosji is way to heavy and falls to the lava.

At that point the second checkpoint is reached and the boss door awaits.

I was inspired by the walrus chase in crash twinsanity.

They're immune to fire while they're big now. When they get hit by fireballs the wiggle a bit, and it looks pretty good if I do say so myself.

I gotta say no to the chases. That stuff is zero fun the second time you play through it. The airship is going to be a traditional forced scroll deal. Did you notice the Airships in NSMW were very easy? I think it's because most of them are free scrolling.

Music for the chase if you use it could be <a href="http://www.newgrounds.com/audio/listen/135663">http://www.newgrounds.com/audio/liste n/135663</a>

How much longer will it be until everyone can play this? I just started playing a couple days ago and i beat the whole thing including the super secret level and it was so much fun :)

I really can't say. But I want to get it out ASAP.

It looks great, I cant wait for this thing to be done!

Me neither.

dont you have others to help you with it?

Nope.

that explians.. ALOT.

btw theres a video of cheating koopa's revenge 1 besides that hack video months ago..

Yeah, I know there's tons. Makes me feel good that people make videos about a game I made though.

<a href="http://www.youtube.com/watch?v=bc7VH-solhY&feature=related">http://www.youtube.com/watch?v=bc7VH-
solhY&feature=related</a>

i hope the next one is cheat proof

Meh, I was aware of that when I made it. If people want to cheat they should be able to. Koopa 2 won't have that same exploit though.

maybe a gomba helper cud work after a boss you can control a gomba

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