I think 10% is a solid completion percentage for a level that aims to be "tough but fair." Remember, that's not a sign that 10% of the people who played it have beaten it, but that it takes about 10 lives before someone beats it. I think that's about right for a good challenge.
It's only when it dips below 1% that I begin to suspect shenanigans out of the gate.
I for one look for those 0% levels and spend the night popping that cherry, it's been my mission to do so for the last 3 days.
I've had it happen a few times. I gather it's just a random thing.Btw, has anyone had the Easter Egg where when Mario dies from the bottom of the screen, you can hear him make a whole bunch of noise? Like, it sounds like he's beatboxing with all of his different Mario sound effects, like "Woo-hoo-AY-yaayaayaa-HA-hooo!"
It was really strange. I think it's totally random, though, because I couldn't reproduce it doing the same thing. Haven't seen any YouTube vids of the Easter Egg yet, though.
Anyone else run into this?
Btw, has anyone had the Easter Egg where when Mario dies from the bottom of the screen, you can hear him make a whole bunch of noise? Like, it sounds like he's beatboxing with all of his different Mario sound effects, like "Woo-hoo-AY-yaayaayaa-HA-hooo!"
It was really strange. I think it's totally random, though, because I couldn't reproduce it doing the same thing. Haven't seen any YouTube vids of the Easter Egg yet, though.
Anyone else run into this?
Trials of Osiris
Course ID: 4BC9-0000-0062-5935
I finished your level. Hard but not impossible.
The Hammer Bros on the clown car was probably the hardest most unpredictable part, everything else really relyed on well timed jumps and tactful evasion of fireballs/fire blowers.
Am kinda surprised to hear a good lot of people expressing that they aren't willing to spend a prolonged amount of time on a level. I love these hard levels and spend the night looking for hard but fair levels (no cheap deaths, spring board luck, etc.) to play.
Figures that most of my levels end up having clear rates of under 10%.
I for one look for those 0% levels and spend the night popping that cherry, it's been my mission to do so for the last 3 days.
Btw, has anyone had the Easter Egg where when Mario dies from the bottom of the screen, you can hear him make a whole bunch of noise? Like, it sounds like he's beatboxing with all of his different Mario sound effects, like "Woo-hoo-AY-yaayaayaa-HA-hooo!"
It was really strange. I think it's totally random, though, because I couldn't reproduce it doing the same thing. Haven't seen any YouTube vids of the Easter Egg yet, though.
Anyone else run into this?
Oh, and if you want to see a truly chaotic creation, check out the level "Fantastica" in my levels. It was the first real level I made, so it's sort of all over the place. There are a couple cool things in it, though.
Really really good. Not only do you have a good sense of aethestic design, and not only is your ability to create illusions of space and progression via sub-worlds really smart, but your moment to moment gameplay is really tight and well thought out as well.
I especially loved how this level made good use of folds in the level design to make the most out of the space by traversing the same areas or obstacles under different conditions. Like the first section inside the fortress where you introduce saw blades. By going underneath them (where they can't hurt you) and playing the first gameplay challenge with the jumping fire and the dry bones, then going up the moving platform and forcing the player to go back to the left, you're able to actually introduce the exact same saw blades to the player in a new, unique gameplay challenge. It's simple, but it's brilliant.
And then of course there's the section right before you get Yoshi where you have two paths, one of which you can't use yet. Then you get Yoshi and retread the same space in a different way.
You need to keep making levels. You're good at it.
The only thing I'd say should be changed is the flip blocks that you have to hit above the elevator platform in the first room. I think you should either remove them or you should add a safety net underneath the player instead of lava. If the player doesn't think to jump to activate the flip platform the impact will actually shove them downward and they'll fall through the elevator platform into the lava. It's a little awkward, and not really a good way for players to die, I think. I even know how flip blocks work and it happened to me. I noticed them and reacted one second too late and I was dead. And maybe it's just me, but this didn't seem like a significant enough gameplay challenge for it to be something I could die to. I don't think removing it would detract anything from the level.
Wow dude. This was a phenomenal course, it felt straight out of SMW for real. It's clear you put a ton of work into it. My only real complaint is the part where you need to break the wall with the bob-ombs that drop right there. There's no point to that part, and it only serves to waste time. That's the only part I didn't like, but even with that, it was honestly one of the best courses I've played so far. Keep making 'em!
i think the best part about it is that it has a really beautiful aesthetic. you make great use of both themes to create a nice scenario. i also like that the second path opens up for the escape route once you 'rescue' yoshi.
Sky Fort: I'm the last guy to worry about this stuck, but the sense of place is way off in this level. You go into small-looking ship-like areas and emerge in a giant open castle. Is this sky fort supposed to be way bigger on the inside, like the Toad Houses in SMB3?
As for the actual stage, it's sort of open in the castle but the level design is really tight. I loved the loop back around with Yoshi. I dug the first hidden 1-up, classic placement and it also provided the way back. Just very sharp work there. Probably too many mushrooms though, it felt like they were everywhere.
Also Gsnap has a much better collection of feedback than me so go read his post again!
Big-Tall Mountain: Man, you gotta lay off the mushrooms! They are outta control here! Really fun stage, love the main gimmick and the grand finale makes me jealous it's not in my stage. The subarea exit spits you into the middle of a giant death pit though which is problematic.
this level is a lot more doable than your more recent one, but i've hit that point in the evening where my brain can no longer process what's happening in time for me to react properly. the same happened with timetokill's my lil yoshi level (which i beat the next day on my first attempt). i can't tell if the skinny mushroom is meant to be used for mario to down between the sawblades, but the skinny mushroom doesn't replace a costume mario, so that long jump with skinny mario winds up being wasted and the sawblades become instant death.
you seem to have a great affection for sound effects and for interesting cues too. i liked that the koopa shells at the start were warnings for what was to come. something like that could actually be a very interesting concept for a level, where right now i've mostly seen them used to correspond to door or pipe choices. you could even try something different and do a sort of memory game, where a sound is made early in the level and let's say a koopa shell makes the same sound, letting the player know that it's meant to be used for that earlier part in particular.
I don't care much for mazes, but I liked the second part of your level. I like using new powerups to clear a path in a previous area, and you did that without going overboard, so it was fun.Made a new level yesterday and checked my notifications before work this morning.
It still has 0 plays...
Yes you do. I hope you keep making them. Enjoyed all the ones you posted. I'd do the entrance quickly into sub-level thing more often too if we could see deaths in the sub-level. I hate not being able to see those X'd problem areas for people. Especially since I tend towards SMB3 levels, and like you said, it's weird to not end in the overworld if it's not a castle.I make Mario-ass Mario levels.
EDIT: I think I might rely on the "Start in the overworld, immediately go into sub-level, level takes place entirely in sub-level" style too much. At least for SMB 3 it feels so wrong to end a level anywhere but the overworld though.
Dah, crap. I thought I fixed that part. I'll edit it and reupload it - there's supposed to be a spare Mushroom for when you drop out of the pipe right before the sawblades.
this level is a lot more doable than your more recent one, but i've hit that point in the evening where my brain can no longer process what's happening in time for me to react properly. the same happened with timetokill's my lil yoshi level (which i beat the next day on my first attempt). i can't tell if the skinny mushroom is meant to be used for mario to down between the sawblades, but the skinny mushroom doesn't replace a costume mario, so that long jump with skinny mario winds up being wasted and the sawblades become instant death.
Dah, crap. I thought I fixed that part. I'll edit it and reupload it - there's supposed to be a spare Mushroom for when you drop out of the pipe right before the sawblades.
The changes make this far more reasonable than before, while still keeping the difficulty high. Well done.:O Ferrio, complete mine and I'll do yours!
Escape Boo's Haunted Lab.!
D914-0000-0064-2FBD
The 5th revision at this point, and even more forgiving after watching SixtyFortyFive go at it.
But yeah, dude, thanks a ton for trying out my levels. I really appreciate the feedback, especially from someone who's so thorough when playing. You'd be amazing at QA and design. Anyway, go to sleep. Edit: I don't know why I just realized this, but you've been on gaf for more than 10 years. Man, we must be old.
I don't care much for mazes, but I liked the second part of your level. I like using new powerups to clear a path in a previous area, and you did that without going overboard, so it was fun.
I think my problem with 100 Mario Expert is that I find myself having to skip challenging levels I actually enjoy because I've lost too many lives to them. I think the mode would be a lot better if it only required you to beat 8 stages or you had more lives.
if i'm loosing lives in a level, i skip it. i think it's fine because u can always play it back later.
the 100 mario aims only to make you discover more levels.
nonetheless, a lot of those levels are crappy, i really would like the options to create and share playlists.
If you're into ghost houses, see what you think of Yoshi braves the Switch House v2 (DE90-0000-0049-4A2E). I've got a good amount of pretty traditional-ish Mario levels of varying difficulties if that one doesn't look interesting though.Thanks for playing! Drop me a level code and I'll play one of yours in return when I get back from work today.
If you're into ghost houses, see what you think of Yoshi braves the Switch House v2 (DE90-0000-0049-4A2E). I've got a good amount of pretty traditional-ish Mario levels of varying difficulties if that one doesn't look interesting though.
I think 10% is a solid completion percentage for a level that aims to be "tough but fair." Remember, that's not a sign that 10% of the people who played it have beaten it, but that it takes about 10 lives before someone beats it. I think that's about right for a good challenge.
It's only when it dips below 1% that I begin to suspect shenanigans out of the gate.
I made a (probably awful) airship level.
CF2F-0000-0064-DC61
Really disappointed you can't seem to make actual airship boss fights.
Sölf;179627083 said:Someone told me my level are to easy (referring to my 1-X and 2-X levels). So I made now this one:
The Iron Fleet
F005-0000-0061-99D2
Without getting really tricky, the best you can do is put Bowser Jr. in a Clown Copter, then put a pipe or path up high that you pretty much have to get the Copter to reach. But then, that's what almost everyone else does. Almost, anyway.
Jr. outside of the Copter actually acts a bit like the original Koopa Kids, but it's difficult to actually require the player to fight them, when they can just hop over and continue on.
It is very weird they included a mini-boss and a boss, both of which can be upgraded, but no way that their defeat impacts anything beyond a clearer path to the end of the stage.
Kyzon,
Thanks for playing my level in your stream earlier today. You brought attention to a major design error I made, so I deleted the course, made some tweaks and reuploaded. Hope you give it another try. Glad you liked what you played though!
Anyway, here's the new Course ID:
Boo!!
07EB-0000-0063-67EC
Is there anywhere a list with the count limits of every object? Like 10 pipes, 4 pair of doors...
Is there anywhere a list with the count limits of every object? Like 10 pipes, 4 pair of doors...
It's funny people still say "Kuribo's Shoe" or "Starman". You might as well call the princess Toadstool...
So far all I've been getting is repeats, although not sure if I've been getting to the end of the challenge.No, it is from 10 Mario Challenge. Are you sure you're not getting new levels? Have you died without completing some? You have to beat them all to unlock the NWC levels.
I hear you have to play it 7 times total to get it all levels and there are 60 levels, so it would make sense to get repeats.So far all I've been getting is repeats, although not sure if I've been getting to the end of the challenge.
I gave feedback last night to others but no-one replied on mine
So reposting for better luck!
I will give feedback back to anyone commenting on mine.
Did you unlock all the editor pieces? I think the top two rows of sample levels in coursebot are example usages of unlockables, and you may need those to get the NWC stages.So far all I've been getting is repeats, although not sure if I've been getting to the end of the challenge.
Thanks!
The editor should display how many items you have used and what´s the limit for each one, it´s really frustrating running out of elements just as you´re about to complete a level
I gave feedback last night to others but no-one replied on mine
So reposting for better luck!
I will give feedback back to anyone commenting on mine.
man I played Tourian when you first posted it here and I played Brinstar yesterday. Tourian was awesome but I think Brinstar might be better! You really do an awesome job of making the levels feel like a Mario/Metroid combination. It's clear that you take pride in the details - the mechanics of the levels are fun in their own right and the look of the levels have a sort of textured, gritty feel that captures the look of the original. Awesome stuff.I finally finished the level I started day one in Super Mario Maker, my Metroid/Brinstar level, "y cant metroid shoot? - Brinstar"
It's a Metroid level made to evoke Brinstar, with actual Metroid gameplay. I've put an emphasis on atmosphere and visuals (in particular, I wanted the scrolling and screen management to be extremely close to the original NES game, which led to a lot of constraints which IMO benefited the level), but exploration/puzzle elements have also been carefully crafted. In that sense, the level is an homage to NES Metroid but also to 8-bit computer exploration/puzzle action games I grew up with.
Screenshots:
Features:
- Five levels of powerups.
- Some powerups don't stack up and are mutually exclusive, you'll have to find when and where to use them.
- Powerups are regenerated, if you lose one you can get it back at its original location.
- In Super Mario Maker, when you use a pipe (or a door), enemies are regenerated, but broken blocks stay broken. This allowed me to make it so, once a powerup is unlocked, it stays unlocked and is immediately accessible in its location by square #1 little Mario: you won't ever have to redo the powerup chain, even if you lose all your powerups (this, to avoid tedious repetition and to keep a good pace).
- (Obviously) you can't ever get stuck in an area without being able to progress.
- When you get a powerup, you won't be able to continue until you've used its specific power(s), to make sure everybody understands powerup capabilities (there is one single exception to this, because the powerup's power is well-known and obvious).
- You can finish the level without using one powerup specifically, but doing so makes the level much harder.
- Action is slow and balanced, not particularly tough, there aren't too many rooms. Even if you obviously have to be careful, it's completely different from my Tourian level: since one hit means you have to backtrack, it's more about avoiding stupid mistakes and figuring things out rather than being masterful. The addition of all those "easy" sequences and the general exploration/puzzle elements make it not easy on the whole, though, especially since the MAX 500 time limit threatens.
- Three lives are hidden, and many coins, even if they aren't in the level openly.
- The time limit is a threat, but I could finish the level while collecting the three lives and many coins in XXX time units.
- Puzzles, enemies and locations are inspired by Brinstar, but the level is its own thing.
- To my knowledge, you can't sequence break (optional powerup excluded).
Reminder of chapter 4 of "y cant metroid shoot?", the action-oriented Tourian (I'll do Kraid then Ridley later):