True, but it's a lot harder to find what you want. That's why I think levels should be able to be tagged by the creator to start with, then other users can tag like Traditional, Extreme, Don't press anything and levels like that.
Probably still be abused, but at least it would have a base.
Beat it and starred it. Enjoyed it but the part with the beetle didn't seem clear what I was supposed to do right away especially because of how fast you're going. Had to die a fair few times before I figured it out.Show me your platforming and reactionary skills in my latest work, Never Not Running! 30 seconds on the timer, but you'll make it if you just do what it says, don't let go of the run button!
Worked on this all day, so hopefully someone wants to try it!
ID 951F-0000-0042-B262
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I hate people
But this isn't a Mario game.
i think every time you finish a level, it should force you to either choose to star it, or specifically not star it, before moving on. i get the sense that some people are just being lazy (versus just being stingy).
After reading that comment above Hasney, are you having fun?
Generally yeah, it's why I give feedback on so many levels in here. But having to unlock all the costumes by using 100 Mario mode is making me lose faith in humanity.
I really like this one! Got the secret pipe, star and P switches too. I'd consider entering it into the 1-1 contest.
The character limit kills my motivation to write comments. I tried once but couldn't get what I wanted to say in so few characters so now I don't even bother.
Why does what I consider to be my worst level(other than the new one I uploaded just recently) have more stars than my levels I really like? Weird.
You can comment at a specific part of the level, though. My complaint is that any comment seems to star the course, so I have to keep my whining to a minimum, lol. But "cheap death" caused by bad design is something that is worth saying to an otherwise creative level. Maybe you can't do it because writing "this level is bad" without starring it is just going to make kids feel bad.
Yes. I actually made myself some checkpoints with doors in it and it's basically impossible to die. It's called Cape Fun.Is it the easiest?
Just watched the last 4 levels in my last 100 Mario. No i
nput at all... fucks sake.
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I hate people
Yes. I actually made myself some checkpoints with doors in it and it's basically impossible to die. It's called Cape Fun.
Thanks dude! Yeah, I can see that. I was doing the coin route to guide players, and then I hit the object limit. I fixed a few things, but after a while you get so close-minded so you can't see what a new player would see... thanks for playing and starring, really cool!Beat it and starred it. Enjoyed it but the part with the beetle didn't seem clear what I was supposed to do right away especially because of how fast you're going. Had to die a fair few times before I figured it out.
Ah it's good to be on the other side of that!
Hey, thanks for such detailed feedback.
The couple of reasons I keep Yoshi optional in these; I want the path to finding Yoshi to be fairly well hidden. Not with random out of the way hidden ? blocks, but tough to find. I don't want players to get frustrated with that and make it a requirement if they just want to beat the course. Yoshi is like a hard to find Star / Coin in other Mario games. The second point is there are a limited number of ways to truly make Yoshi a requirement (ie; players not being asked to brute force through), and while I could add a little variety to things like spikey stair cases and thwomp floors, it'd limit my design options.
Regarding the secret 'intended' Yoshi path (yes, I intentionally left it open so people could discover it via cape too).... the pipe spouting out P switches is actually a warp pipe. Quite a few people missed that, so I may need to make it a bit more obvious. Going through it gives you access to the spinet helm, allowing you to bust through the blocked pipe in the 'checkpoint' room
Hope that makes sense. Please give it another go if you're interested in seeing it in action.
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Frost Gentleman's Airship Palace: 5B08-0000-003F-76E8
A recreation of Ice Man's Stage from Mega Man. Pretty straight forward. Toned the difficulty way down as I'd like people to actually complete it haha. The disappearing block rooms used to be incredibly rage inducing.
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Bowser Jr's Tantrum Tower: 93F9-0000-0040-05C3
My first original level. Climb Bowser Jr's tower! This one ups the difficulty slightly. One section I was a little worried about for people who don't know about Mario's spin jump. I also tried to recreate the old chain fence climbing of SMW castles with the background element and vines in front of it.
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Take Flight Mario... In A Cave?!: 467C-0000-0040-4C0D
This one might still need a little tuning. Especially in the first room. Might need to move the invisible block to a more obvious place. Otherwise, it's a stage with two paths. Can you make it to the alternate exit?
Welcome to Super Mario 3! DA51-0000-0042-8E10
I just wanted a simple, clean, traditional platforming level to help combat all the crazy levels. Have fun, explore, or race to the end. You decide!
Legend of Zelda: Ganon's Revenge E9AE-0000-0039-9511
If you're looking for more of a challenge with tricky secret paths, puzzles, and a final boss, check out my zelda dungeon!
I mean, just because you don't have to make traditional Mario levels doesn't mean the kind of level you want to make will be an automatic fit if it belongs to a game with completely different rules governing a character's maneuverability and how punishing death is.
A lot of people keep making stages where you have to make tricky jumps onto one tile platforms, which is something that works fine in Megaman but kind of sucks in Mario.
Yeah, I have a hard time believing people are having fun when playing these stages.
More like people are assholes.
I don't suppose there is any way to set triggers on boss fights is there? Nothing to stop the player from just avoiding the enemies an continuing on? I'm here at work theory crafting an "arena" stage, similar to those Question mark block challenges in SM3DW (Kill a bunch of enemies in the room, green star appears), only I'd want to do a bunch in sequence.
I don't suppose there is any way to set triggers on boss fights is there? Nothing to stop the player from just avoiding the enemies an continuing on? I'm here at work theory crafting an "arena" stage, similar to those Question mark block challenges in SM3DW (Kill a bunch of enemies in the room, green star appears), only I'd want to do a bunch in sequence.
After reading that comment above Hasney, are you having fun?
- Boss is in a clown car, and flying is required to proceed forward
- P-switch is buried in the floor, and Mario 3 Bowser needs to stomp through the bricks to hit it
- Bowser is enclosed in a tiny room with only a small hole for access, not enough to slip past him, and the player is required to grab shells shot from a bill shooter and throw them inside to kill him, after which you can proceed through the hole
- Boss is simply a survival challenge, a bill shooter in an alcove keeps shooting bob-ombs to destroy columns of bricks from the top down, and you can't proceed until they blow up bricks blocking your path forward
Just some ideas. There are many other ways too.
Have conveyers bringing in a spring from far away so it takes a while then have the exit high up so you need to use it?
I've lost motivation to make well designed levels because most people playing this game are probably little kids who die once then give up. I've seen power-up heaven levels with 20+ stars. What the hell.
Hasney said:Done another one, Goomba Traitor which is a classic SMB1 early castle (probably say World 2 or 3 castle difficulty) with a slight twist!
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Hasney said:A Very Mario 3 Time
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Feels like a nice 1-1 for Mario. No need for pace or jumps, but there's a couple of places for an advanced user to get to.
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Decided to do quite a traditional level, so a couple of tricky jumps but nothing insane!
Bowser Lurks Below!
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Any feedback welcome, know the fire flower near the end of the main path is kinda pointless, thought I had more space
Re put up the Mario World level Castle or Airship now I have coins. It's hard, but as a warning, castle path is easier
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But it was worth it, I'm impressed you pulled it off, I'm sure I'd go mad trying to lay out the logistics of it if I dared to tackle such an idea myself.Ugh, I don't think I'll be doing a level like this again. I'm very happy with the results, but this was so much more work than a "normal" level. And what's the special thing? Well...
Presenting my ninth:
Boo's Inverted Haunt
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DBF8-0000-0042-2E51
Description: A ghost house level with a gimmick. When you enter a Warp Pipe, the level spins 180 degrees. To go right, you must go left. Stand on top on one platform, then walk across the bottom of it shortly after. And finally make your way past spinning saws and moving platforms.
Secrets: Three 1-up Mushrooms. All hidden in the exact same manner.
This one took a lot of time to do. Mapping out an exact copy of the main world in the sub world is time consuming, especially when it's flipped 180. Not to mention route planning since some parts of the map has to work both ways up. Pencil and paper was required. I really hope you guys like it, I doubt I'll do another one this crazy any time soon....
Oh for crying out loud! The level I uploaded last night only had 3 people try it, with only an average of 2 attempts per player with no wins. There is nothing unfair in this stage that should make people give up that quickly. Please give my level a go guys.
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Matroid:
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ID: 1FFE-0000-0041-91A0
Tip: Your goal is to find the objects and power-ups to solve every blockade, you don't have to pull off any crazy stunts.
My other stuff is below. Don't think I've had any feedback yet so if anyone has any, it would be awesome.
I made a Metroid like level, there are few enemy encounters or platforming, almost everything is based on puzzles:
Matroid:
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Tip: Your goal is to find the objects and power-ups to solve every blockade, you don't have to pull off any crazy stunts.
Who will be the first to find the exit?
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