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[RELEASE] SM64 Wet-Dry World  "A map based on a certain course from Super Mario 64"


This map is loosely based on Wet-Dry World from Super Mario 64; I say "loosely" because there are a lot of things that I had to do differently out of necessity. (I think it worked out better overall though.) The biggest thing I had to leave out was the adjustable water height level (where, in the orignal Super Mario 64 course, there were these water crystals ("crystal taps") that would change the water height level when touched); I tried to make up for the loss of that feature by adding building interiors that didn't exist in the original Super Mario 64 course (along with some other new things).
One common thing in this map is that you may find yourself shooting at targets that are on a different TROR layer from you; this is made unnecessarily difficult if the TROR causes your renderer to eat shit. (If I'm not mistaken, in more recent versions, the Polymost renderer doesn't eat shit nearly as severely as it used to...)
Also, I hope the "dark" areas of the map aren't too dark (although I'm fairly sure that's renderer-dependent as well).

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User is offline   slacker1 


I'm still working on it, but I'm liking the level so far. That initial fight at the start caught me off guard a bit. It reminded me a bit of the Doom maps where once you move all hell breaks loose. Ammo's on the tight side and not really having any gun except the pistol I feel gave the fight a nice dynamic you don't see much (unless I just missed the weapons and did it the hard way). I'm definitely not the best Duke player, so I'm sure many people will probably just blast through that opening part like it's nothing.

Also, really nice job recreating the level. The whole outdoor scale of everything feels very close to the original game. Wet Dry World was always one of my favorite levels in SM64. It's just so bizarre and oddly themed compared to the other more "normal" looking places in the game (like, why is the sky texture what looks like a Central American town with a purple sky?). Also, I remember doing back flips into the original painting to start the water at its highest level to help make some stars easier.

The addition to interior sections to the underground village is a cool idea. When I was a kid, I always wished you could explore the inside of those buildings once the water level was lowered. The insides of the buildings are a bit cramped but there's nothing really you can do there with being confined to the size of the exteriors.


All in all, I'm having fun so far. Great job. I'll probably update once I finally make my way out of the level. :)

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