Same Sprites, Different Levels

Released:
Found on: smwc
Difficulty: 7.5

Standard: Hard

Download Patch File

Extra Files:

credits i guess.txt

-the like 2 or 3 people that playtested the hack for having the patience to do so
-everyone that made the music ports i used
-the one guy that made that one lunar magic tutorial in 2009 using windows movie maker
-my mom, dad and Mdadom
-the guys that made the videos i had on the background while i was making the hack
-the guys that made the other tutorials
-idk what else to put here but yea thank you everyone that went "wtf that looks cool" when i posted pics idk
-everyone that gave criticism in smwc and helped with troubleshooting (more like trouble[REDACTED]ing because some of the levels were trash haha gottem)
-the joker
-you
-your mo

readme and changelog.txt

(this is the same as the description in SMWC just in case)

"hmm what if i removed everything in a level except for the sprites and made the level around them" is what I asked myself one day, before deciding to do a whole hack about that for some reason. 
The name is pretty self-explanatory: Levels built around the sprites already in them. 
There have been some minor-ish changes to spice things up, also, and the star world & special world levels are completely original.
This hack's aimed at people that are new to SMW hacks or haven't played any, so it starts out pretty simple, but ramps up. 
Enjoy! I guess! idk!
also this took like a year and a few months to make i dont have anything else to write here go get it go go go
oh yea also this hack features no custom stuff like new sprites, blocks or exgfx

v2.0: GOD DAMN

-SLOWDOWN IS GONE :crab: :crab: :crab:
-more than half of the levels in the game have changes ranging from really minor to complete overhauls, difficulty for the postgame and star world levels is less ridiculous overall and star road megamix is now a completely different level
-all the janky stuff and bugs have been smoothed out

v2.1:

(this looks like it has more changes than 2.0 but it's actually way less)

-made the blocks in floating water look deadlier
-made the p switch turn blocks in crystal cave more obvious
-lowered the difficulty of bricks and made it more like the other levels at that point in the game, since i saw people having trouble with it
-fixed a broken message block
-made gotta go fast 2.0 less precise
-fixed cutoff at the true final stage
-made gravitron slightly less bull
-fixed a star world tile letting you go right even though youre not supposed to

v2.1.1: 

-fixed the pipe in dry dry mountain killing you OOPS

3.0 "Poland" haha get it? because it's a POLISH update? get it? the difficulty curve was also smoothed hopefully

-toned down reset door in technically a house, made the level look prettier too
-moved pipe & p-switch in wet water lake the tiniest bit
-added a foreshadowing thing & made that other pipe not work so the lack of the secret exit in hollandese house is less confusing (also updated aesthetics a tiny bit)
-removed "The Net" in They Move 
-moved the pipes in they move the slightest bit too
-did some pallete trickery in crystal caves, hopefully the switch blocks AND checkpoint should be much easier to see now, and the level generally looks better
-made hurt blocks in floating water more obvious, maybe too much but better safe than sorry
-i have no idea how i missed that broken dragon coin in bricks but it's fixed now
-slight polish on skull raft inferno
-hopefully the buggy note block thing on bulletdome 2 should be fixed
-checkpoint in mechanical castle now makes more sense (also added [REDACTED] to it)
-made the first part of moisture inc look less deserted and bad and changed some stuff a bit, i can't really change the music anymore since i don't really have list.txt and both the normal castle theme and the regular water themes were pretty unfitting, also tiny pallete change literally nobody cares about in the 2nd half but i'm trying to document everything
-very vaguely tried to decrease slowdown in bird up but hey at least the note blocks look better in that now
-i wish i could make into space have less slowdown but it's already at max non slowing down power
-fixed whoa what not appearing (sorry) and made noteblocks in it less janky
-more clouds has more visible platforms to the door thing
-i have no idea how i missed THAT in mint athletic but it's fixed now, muscle memory is weird (also minor pallete change) (also tried to make the level a bit better)
-made the checkpoint in lavender level less jank and changed the p-switch part entirely (no idea why that block is the only thing in the game that doesn't properly reset), toned down that weird jump
-hurt blocks in lavender loathing look good again, i have no idea how that happened
-very tiny aesthetic change in lavender lamination, also made it so you don't have to redo the entire level for the normal/secret exit (hopefully) (also minor aesthetic changes)
-tiny changes in grape juice co
-made it more clear that the background colored ground isn't solid, hopefully (also some minor polish in l. landscape)
-toned down chuck gate just in case 
-removed off-screen spike in under construction and made spikes much more visible
-you can actually take hits in the wendy fight now 
-nerfed gravitron more, and made the bricks less visually distracting and also made it so you don't have to play the level twice
-hopefully slammin fortress doesn't break and also the first actual slam part isn't a complete dick move now AND the slamming floors have way more tell AND the water part has a mini tutorial sorta and its not as hardcore AND i removed the bullet generator from the reznor because it was buggy
-some breathing room in void of vandalism
-decreased jank in the final room of the neon castle thing (forgot what it was called it's 2 am)
-fixed broken question blocks in tubular DX (they're really wonky) and renamed the level while i'm at it 
-polished thunderbumper more (the hammer bro wasnt consistent to kill and pretty annoying so i removed him also)
-added exactly 2 seconds to the timer of gotta go fast because it's a free country and nobody can tell me what to do
-made Totally Original more fair and generally easier, also updated graphics on it
-very tiny change in the last room of bowser's castle

3.0.1.0.4.3 

-fixed a broken pipe in the very first level 
-fixed pallete issues in crystal cave
-fixed game crashing when collecting a feather offscreen in the moving house, and implemented the anti-crash for autoscrollers (hopefully)
-made hollandese house more intuitive and made the shell throw much less annoying (also small aesthetic changes because that's what i do)
-added a single spike to the last room of creanky castle (probably) (and pallete changes)
-extra mushroom in whoa what so robser's suffering wasn't in vain 

3.2 

-removed herobrine
-made the start of follow that block less unfair
-removed off-screen spikes in moisture inc
-incredibly small change to the vanilla dome pallete and the turnip level (try spotting them)
-added a anti-yoshi measure to skull raft inferno (yes it looks bad but its the only thing i can do without breaking everything and having to redo the entire level by hand)
(note: the path to into space not revealing was intentional by the way)
-hinted a bit more that the background-colored ground is not solid
-added 3 more dragon coins to more clouds whoa
-probably some other small detail i forgot about
update: fixed other missing dragon coins and other misc small details 
-renamed platforms in the ho to sunset parkour because it was kind of a dumb name idk
dlc coming soon...! (probably)

small update:

-small aesthetic changes to some levels
-fixed the last of the dragon coins
-updated the exit count again

4.0 (i swear this is the last big update im sorry smwc mods)

first of all please tell me if some relatively small screwup made the game unbeatable again

-the 40000 thousand aesthetic tweaks every update has (but even moreso! seriously, so many palletes are changed)
 -made stuff that's not solid more obvious? hopefully? like i really really tried this time to make sure players are 100% aware which ground is non-solid (it looks worse but you gotta make sacrifices sometimes also i checked but it probably broke something im not aware of)
-revamped how the rift looks btw, more coherent visuals and less "WTF RANDOM COLOR?!" (still is a pain to look at im sorry)
(may be a reference wink wonk)
-made a whole bunch of setups and stuff much less obnoxious
-didn't fix the glitched noteblock graphics in the second castle because i lost the exgfx file and i'm scared to try it again in case it breaks [REDACTED], sorry
-moved da donut plains 1 secret exit to the bonus
-added just a little bit more time to floating water
-added more BRICKS!!! to BRICKS!!!
-semi revamped bulletdome (hopefully it's fairer now? bullet generator sucks)
-made the bulletdome bonus actually interesting and a bit more rewarding
-revamped boiling point (sorta)
-small changes to that one donut plains level whatever look im having trouble remembering the names all you need to know is it has like more throw blocks or something and the secret area has a less [DATA EXPUNGED]ty pallete
-technically a house now has like one change on one place that has been bothering me for a entire year (not really but i kept forgetting to fix it)
-made hollandese hostel like 30 times less obnoxious 
-made some ghost house exits look nicer (hopefully all of them?)
-added (a lot of) more level transitions these are always fun
 ...actually yea a swagTON of level transitions, 99% of the levels have transitions
 look, i can't leave home for god knows how long because funny virus so i have a excuse for spending a ungodly amount of time making these

-made the first level's pallete more vibrant
-dear god why did moist swamp have a no yoshi intro what
-improved grape juice co i think hopefully probably (at least it looks cooler now)
-made no friction zone different i think it's a tad better now (looks even more like a vldc level now lmaooo)
-made switch blocks matter more at least on the final world but also on some places that had tough jumps
also the star world because like yea whatever why not
-made the level with the nets and stuff easier to read visually if that makes any sense
-final room of final level is now less lame (much cooler imo) (just satying) (i cant type well im in a really wierd pose rn
-changed a bunch of level names to fit my current sense of humor instead of my sense of humor a year ago
-revamped a few world 1-3 areas to be more interesting, and fixed a softlock
-changed message blocks idk funny dunno blablablalblabl
-FINALLY fixed the noteblocks hopefully? the ones in whoa what i couldn't fix without 3 hours of fiddling with ASM [REDACTED] i dont understand (they share graphics with eeries sadly) so i just made them symmetrically glitched lol
-revamped the sprites in grape juice inc only because iunno why not

READ THIS IF YOU HAVE EPILEPSY.txt

The Rift, and gotta go fast 2.0 contain flashing lights!!!! i'm really sorry for not incluiding this warning :( 
some other levels may incluide flashing lights too so like watch out for that idk (castle with gum being a thing)