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The key, the way to understand my format of organizing these levels.

The chapter's name will be bold and underlined. The world's name will be in bold, but only that. Level titles are italicized, and anything important to gameplay or the world itself will be plainly underlined. The last part there will involved underlined levels that are completely necessary in order to complete the game. All others may be skipped by the means of undisclosed shortcuts.

Sky- The levels here (or at least most of them) take place in the sky. What's more?

Dream Realm- The world of dreams; this was the only way out of World  -1. Is heavily inspired by M&L:DT, although the idea of it originated from Subcon, before the game was announced.

Mario's Dream:

Level Design: A level based on Subcon is great inspiration for this. After all, Subcon only pertained to Mario’s dreams.

Exits:

Obstacles:

Music:

Story:

Luigi's Dream:

Level Design: The level is an area with tons of flowers, grass, and bushes. Mostly everything is green, and NCPs refer to Luigi as “The Hero”.

Exits: The one and only exit leads out of

Obstacles:

Music:

Story:

Yoshi's Dream: Well, it's obvious that Yoshi would dream of food- watermelons and cherries and peppers and grapes- and maybe those adventures all the way back on Yoshi's Island. Yoshi is the only playable character for this level, of course.

Gateway: The gateway out into the real world and what connects each individual dream- of which was controlled by the friendly Pi'llows. Until Wart and his Nightmares arrived to stop you from ever leaving. Yoshi gets knocked out early in battle, and dreams of vegetables. Recognize anything?

The Frying Pan- Once a five-star restaurant (in the shape of a frying pan) with the largest kitchen ever constructed, the place has been run down horribly. They got famous mainly due to their food- which was from the neighboring world. However, mold, plumbing problems, pest problems- it's not a very pretty site.

Ovens and Fridges: On your search for the undecided object, you first look for it in the kitchen. You probably should avoid being cooked while frozen, and frozen, cooked. Objects may melt or freeze occasionally in the levels, and enemies of those representative elements appear too.

Rusty Plumbing: In the basement of the Frying Pan restaurant, all the plumbing and whatnot is horribly messed up. Takes a similar role to Mario Bros, and those pests that we described earlier should come into play here. Notably, puddles and what seems like vast seas cover the floor.

Where the Mold Grows Greener:

Level Design:

Obstacles:

Music:

Story:

Dining Room: Since you've checked everywhere else, that leaves breaking down the locked door to the dining room. And what do you find? Petey Pirahna with all his Goop everywhere, sleeping. He roars loudly upon awakening, which calls Kamek over. Kamek then proceeds to make the floor disappear, opening up a bottomless pit of which you fight the flying Petey Piranha. Tables and chairs fall too, and you have to trick Petey Pirahna into knocking his bulbous head into them.

Cookie Mountains- A crispy  crumbly mountain of which you climb to reach Skybound. This place really isn't focused on cookies, rather a pastry summit.

Sweet Sweets Forest:

Level Design:

Obstacles:

Music:

Story:

Vanilla Falls:

Level Design:

Obstacles:

Music:

Story:

Brownie Crumble: Whilst climbing up the now chilly mountain, rocks are falling. Constantly. Pushed over by a boss you'll fight at the end of the level.

Rainbow Sherbert Peak: The summit, where it's snowing rainbow sherbet ice cream. Popsicles make slippery surfaces creating a level that's better than any other ice level. The objective here is to actually find and climb the Earnest Root.

Skybound- A world it the sky that's... different. Entire cities lie in the clouds, with plants and water pouring over the sides.

Thicker Roots: The higher you climb, the more roots and paths you'll encounter. Enemies become less scarce towards the top.

The Green Clouds: The level starts out with the town, Skybound. You eventually move into the forest. The entire forest rests on the clouds here- and that water pouring over the sides will take you down with it by the slightest dip. Plant enemies return and will attempt to knock you over the edge.

Overgrown Palace: Similar to an Aztec temple, but it's also widely ridiculed with traps. However, plants have overrun the place, forcing you to find alternate paths or climb roots under the temple itself to get around a brick wall.

The Floating Fortresses- Instead of having random castles in the middle and end of worlds, it's all going to be centered here. We're also going to include some rare enemies, like nearly-invincible Koopatrols.

Airship Bombardment:

Level Design:

Obstacles:

Music:

Story:

Middleair Twister: While the path to the castle itself isn't really made to be traversed, it's one of the only ways further upwards- a rickety bridge in the middle of a storm. Enemies will smash into some parts of the bridge, whilst others will attempt to make you fall off. Not everything is an enemy, either. Often times you'll be hit by a piano or something.

Empyreal Castle:

Level Design:

Obstacles:

Music:

Story:

Launch Pad:

Level Design:

Obstacles:

Music:

Story:

The Moon- Moon-like. It will look like it's made out of cheese, though, thanks to the yellow tint.

Marble Meteor Shower: Takes place on the trip to the moon; you maneuver a rocket through asteroids and other various debris and obstacles that if you collide with, you die.

Path 1

The Lit Side of the Moon: Once you're on the surface of the moon, your mission is to reach the Mensis Station- where a base of operations lies. On your way to the sation, you encounter Space Goombas, Octoombas, Shroobs, a new UFO-laser enemy, and other various baddies that fit in as well. Multiple Lakitus would actually be quite the challenge to overcome- it should be fun. We're implementing low gravity to trouble your gameplay experience, too. As a side note, this specific level is viewable in the top, center, of my painting.

Path 2

The Dark Side of the Moon: Identical in story and enemies to the previous level, but is drastically different. It retains the low gravity, but will play in a similar fashion to Beatbox Boombox's Stereo Mono level. The level itself is dark, ablit icy and has a navy blue space background to help hint at where the platforms may be. The Mushroom Planet will also help illuminate things, but the [Mushroom] Sun will do the job more so.

The paths rejoin here.

Mensis Station: Takes place inside the oxygen-filled moon station; a few mini-bosses will return here, but the platforming part isn't really that difficult. Plays similar to Weegee's Mansion key-and-lock system, and has Plentisafe's high-tech security background to it, except it now has an addition of windows that allow you to observe the slowly rotating starry background.

Level E:

Level Design:

Obstacles:

Music:

Story:

The Core: Bowser took refuge here due to the fact that he was thought to be unreachable- so that no one can interrupt things between him and Peach.