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Super Mario Maker |OT| Miyamoto Simulator 2015

VandalD

Member
I've made a new one tonight. It might be a bit too long, but I think I kept the difficulty pretty light throughout so that you're less likely to have to start over.

Unlock the Item Vaults
83FA-0000-007B-6FD3

gD6lodT.jpg

And now I'll play some stages here and comment either here or on Miiverse.

So levels have a 30 word limit?
32 letters.

Not a Good Day to be Small Joe
9E8B-0000-007B-7A86
I stopped playing this when I followed arrows pointing down to nothing. Might go back to it. Above ground was a lot easier than below, but that might be the whole point of that sub area. When I went back to it, realized the two down arrows were probably meant for the donut blocks above that I never got to.

Lava Bien?
5795-0000-007B-73C0
This was awesome. I was thinking the first two sections are maybe a bit too long and wait heavy, but it does teach how the fireballs move. A bit annoying if you die, but necessary for a beginner.

Slippy Toad's Evolution
(53ED-0000-007B-6CD9)!
Slippy ended up evolving into Mario at the very end because Bowser jumped into him riding a cloud. Secret origins of Mario revealed. Star Fox is a prequel.
Thwomp Romp Castle
0BED-0000007B-535E
Short but fun. Nice job with this one. Was going to get some bullets to follow me for a bit to see if I could use them to jump over something, but then the level ended soon.
 

Seventh

Member
Trapped in Bowser's Mansion
FFF6-0000-0079-4726


Here's my newest level. Bowser managed to capture Mario and locked him up. Now Mario needs to break out of his prison and make his way through Bowser's mansion in order to escape.
 

Lonestar

I joined for Erin Brockovich discussion
I've made a new one tonight. It might be a bit too long, but I think I kept the difficulty pretty light throughout so that you're less likely to have to start over.

Unlock the Item Vaults
83FA-0000-007B-6FD3



And now I'll play some stages here and comment either here or on Miiverse.


32 letters.


I stopped playing this when I followed arrows pointing down to nothing. Might go back to it.


This was awesome. I was thinking the first two sections are maybe a bit too long and wait heavy, but it does teach how the fireballs move. A bit annoying if you die, but necessary for a beginner.


Slippy ended up evolving into Mario at the very end because Bowser jumped into him riding a cloud. Secret origins of Mario revealed. Star Fox is a prequel.

Short but fun. Nice job with this one. Was going to get some bullets to follow me for a bit to see if I could use them to jump over something, but then the level ended soon.

Tried your's, then realized it's spiritually metroid, meaning "you have to get an item to continue on." Nice design, will get back to it.

Mine is how I'd thought a standard old mario level would be, just with a bit more difficulty. Arrows might be pointing out holes ;P

Feel like most of my work went into the substage, which is probably more difficult :/
 
Just looking to get more feedback on my newest stage. I will probably get to playing gaf levels tomorrow, today sadly was too busy.

Sky High Cargo Chase
CB2D-0000-006C-86F8

My other 2 levels in my SMB3 set

Ice Bridge To Eternity
C01F-0000-0059-2F20

Under The Starry Sky
4694-0000-004D-7DD7

Just wanted to throw out though that the average quality of gaf levels has been improving a lot over the weeks. I have played a lot of levels without commenting (Like Neki's excellent Rosalina levels) and its really good that the community seems to be growing and evolving it's skill set. There have been some utterly fantastic levels in here
 

VandalD

Member
Trapped in Bowser's Mansion
FFF6-0000-0079-4726
This was pretty great. Doesn't get too difficult, but it's got a bit of platforming and a bit of boss fighting. Also liked how it started out. Wanted to see if I could bring him out with me somehow, but with the way shells work in SMW, I don't think it's possible. Could've easily just jumped over Bowser at the end, but wanted to try going under him first.
Sky High Cargo Chase
CB2D-0000-006C-86F8
I'm not a fan of the semi-solid platforms for SMB3 airships, but you certainly made it work. Nice secrets, particularly liked the leaf and one-up section.
Only the Penitent Man Shall Pass
5E0E-0000-0078-7F06
I've seen temples of doom, but this is the first last crusade I've come across. Managed to beat it in one try.
 
I've stopped making levels for a while because I was capping my local limit, lmao.
There really shouldn't be a local one, only an online one. I kinda want to make full games even if we lack the overworld but I can't have more than one/two at a time =/

How will I make 60 Capitan Todd levels.
 

Seventh

Member
This was pretty great. Doesn't get too difficult, but it's got a bit of platforming and a bit of boss fighting. Also liked how it started out. Wanted to see if I could bring him out with me somehow, but with the way shells work in SMW, I don't think it's possible. Could've easily just jumped over Bowser at the end, but wanted to try going under him first.

Thanks! I was hoping it wouldn't be too difficult. And yeah, it's not possible to take Yoshi with you, he was just there to help you break out. But don't worry, he found his own way out of the prison. Also just curious, but did you manage to find the room with the 1-ups?
 

Neki

Member
Whoops!, hah, it's...

A9C1-0000-0078-80A7

Again, a challenging romp through all levels of Bowser's castle. Still 0/77, no completions yet, but I know Mario GAF can do it!

No one can beat it because there is some really bad elements the player can't control, the hammer bros with excessive fire fishes punishes the players for patience or for trying to make a strategy. There is only one power up so there is little room for error. The Bowser area is ridiculous because you cant pick up bombs and you only have one shot. Then the area you get stuck with the Magikoopa is pure rng, I got in there and he teleported beside me so there was no way I could get out. Elements that cannot be controlled or somewhat influenced the player is not a fun game element. The most fair part was the area in the warp pipe. It's a good level but you went overboard on enemies and the RNG.
 

VandalD

Member
No one can beat it because there is some really bad elements the player can't control, the hammer bros with excessive fire fishes punishes the players for patience or for trying to make a strategy. There is only one power up so there is little room for error. The Bowser area is ridiculous because you cant pick up bombs and you only have one shot. Then the area you get stuck with the Magikoopa is pure rng, I got in there and he teleported beside me so there was no way I could get out. Elements that cannot be controlled or somewhat influenced the player is not a fun game element. The most fair part was the area in the warp pipe. It's a good level but you went overboard on enemies and the RNG.
Flame House Fracas!!
A9C1-0000-0078-80A7
I beat it, but it had a few unfair parts. To get past magikoopa reliably, you have to run up almost next to it so that it hits that block, and hopefully it's something you can get past. I got a giant winged boo on my winning attempt, and managed to lure it away in time to get through the pipe.

Thanks! I was hoping it wouldn't be too difficult. And yeah, it's not possible to take Yoshi with you, he was just there to help you break out. But don't worry, he found his own way out of the prison. Also just curious, but did you manage to find the room with the 1-ups?
I did not. I did manage to take a hit from your chandelier thinking there was something up there, before I realized it was probably a chandelier.

Found it! I'm not so sure many people will find this with no shell in the room, but I think that's appropriate given it probably has every one-up in the level. A reward for those who carry a shell even though they likely have fire power.
 

iidesuyo

Member
DON'T KILL LAKITU

2089-0000-007A-D89B

it's short and easy.


edit: ooops, didn't know about the new rules. will review later!


markiemak

I noticed there haven't been too many water levels posted so I decided to create one based on Slippy Toad, entitled:

Slippy Toad's Evolution

(53ED-0000-007B-6CD9)

Description: A platforming adventure encapsulating Slippy toad's evolution from sea to land (and vice versa) with a flight to the finish!

Let me know what you think!

Took me some time, but I liked it a lot!
 

RMI

Banned
Trapped in Bowser's Mansion
FFF6-0000-0079-4726



Here's my newest level. Bowser managed to capture Mario and locked him up. Now Mario needs to break out of his prison and make his way through Bowser's mansion in order to escape.

two segments i really enjoyed, the cannon gauntlet on the moving platform with the platform moving back and forth, and
coming out of a pipe and landing on a falling platform, usually you don't exit a pipe and go "SHIT!"
 

Seventh

Member
Just looking to get more feedback on my newest stage. I will probably get to playing gaf levels tomorrow, today sadly was too busy.

Sky High Cargo Chase
CB2D-0000-006C-86F8

I liked the hidden path you put in. I died a couple times trying to get to the pipe thinking you needed the leaf power-up to reach it, until I realized I was trying to get to it from the wrong side. I did see a comment though from someone who got stuck in one section with the bombs.

I did not. I did manage to take a hit from your chandelier thinking there was something up there, before I realized it was probably a chandelier.

Found it! I'm not so sure many people will find this with no shell in the room, but I think that's appropriate given it probably has every one-up in the level. A reward for those who carry a shell even though they likely have fire power.

Actually there's a hidden p-switch in that same room. I tried to put it someplace where you could accidentally hit it, but not 100% of the time.
It's on the table with the bob omb.
I wasn't planning to make someone carry a shell all that way.
 
No one can beat it because there is some really bad elements the player can't control, the hammer bros with excessive fire fishes punishes the players for patience or for trying to make a strategy. There is only one power up so there is little room for error. The Bowser area is ridiculous because you cant pick up bombs and you only have one shot. Then the area you get stuck with the Magikoopa is pure rng, I got in there and he teleported beside me so there was no way I could get out. Elements that cannot be controlled or somewhat influenced the player is not a fun game element. The most fair part was the area in the warp pipe. It's a good level but you went overboard on enemies and the RNG.

Hey, thanks for taking the time to play and comment! Clearly you played for awhile and gave a thoughtful critique, so I appreciate your time very much. I probably should have clarified that this was intended as a trial-and-error level; in fact, in my original post (where I forgot the ID, lol), I was responding to another level that makes mine look like World 1-1!

So, yeah, you're not intended to beat it on the first, fifth, or even tenth try. I was going for "you'll die a lot, but want to keep going". I assure you, though, that every part is beatable once you derive the right approach, it's only a matter of whether it's fun for you or not to figure out that "perfect run" approach. I like levels like that, but I know some don't, or maybe it was too demanding in parts.

So yeah, as you said, the hammer bros/fire fish combo was intended to punish you for being too cautious. Same with the bomb/Bowser combo. You try it out, and if you die from being overly cautious, then try again and be more decisive.

Anyway, thanks again for playing. Please feel free to respond with some of your levels and I'll be happy to try them/comment/star.
 
WVW69ib36_kACST_W_


Finally uploaded this hell of a course.

Context: Donkey Kong Country was the first video game I ever owned. It's basically one of my favorite games of all time so I decided to make a homage to one of its more memorable levels on SMM. Here's a video of what the level is like.

In order to make the level, I had figure out 3 things: How to simulate the horizontally moving ropes, incenetivize the player to stay on the ropes, and recreate all the airborne hazards from that level.

For the first, I made a block vine on a track that is automatically hit with a ceiling buzzy beetle. The vine block always spawns after the buzzy beetle drops so that the player can't break the level. Vines on a track always grow to its maximum size so I make a low ceiling for the level.

For the second problem, I put spikes on the vine track so that the player always stays on the vines. This is because otherwise the block can still be ridden on, turning a challenging course into a cake walk.

For the third issue, I used saw blades in place of Zingers (those bee enemies) and Winged Blue Spike Tops in place of Neckys (those condor enemies).

The level is a bit of a challenge but I had fun making it. Ironically, I held off uploading this for more than a week until a Donkey Kong or Diddy Kong costume dropped from 100 Mario Challenge. I just got a Donkey Kong Junior costume so I made due with that instead. XD

Give it a shot and let me know how the course plays.
 

Neki

Member
Hey, thanks for taking the time to play and comment! Clearly you played for awhile and gave a thoughtful critique, so I appreciate your time very much. I probably should have clarified that this was intended as a trial-and-error level; in fact, in my original post (where I forgot the ID, lol), I was responding to another level that makes mine look like World 1-1!

So, yeah, you're not intended to beat it on the first, fifth, or even tenth try. I was going for "you'll die a lot, but want to keep going". I assure you, though, that every part is beatable once you derive the right approach, it's only a matter of whether it's fun for you or not to figure out that "perfect run" approach. I like levels like that, but I know some don't, or maybe it was too demanding in parts.

So yeah, as you said, the hammer bros/fire fish combo was intended to punish you for being too cautious. Same with the bomb/Bowser combo. You try it out, and if you die from being overly cautious, then try again and be more decisive.

Anyway, thanks again for playing. Please feel free to respond with some of your levels and I'll be happy to try them/comment/star.

Sorry if I came off a bit harsh. I've never a fan of a level where you have to die to learn how to beat it because of an offscreen hazard or ridiculous RNG, I also hate hammer bros as an enemy. If I had known it was a trial and error I would have probably just did it a couple of times and starred it and left lol. Different preferences for everyone, I prefer to put control in the players hands but all styles can co exist. The level was still very beatable!

As for a level, my second in the Rosalina series.



Rosalina and the Floating Towers
BBB0-0000-0074-53B1

Nz9y86Q.jpg



Rosalina learns of a secret flying tower that is powered by imprisoned stars. She must free the stars and defeat whoever is behind this wicked scheme.

Any feedback is welcome!

Spent all of today playing GAF levels for ideas, will spend the next few days designing a level lol.
 

Kirk

Member
OK, feedback.

Tutti-frutti Hills - 3
(7A74-0000-007B-1D01)
WVW69ib2FMABeduo-1

Straight out of Super Mario World, going for that Nintendo vibe!

I liked the consistency of the central idea of stacked mushroom caps, but it ended up not being very fun to navigate the little changes in elevation. I liked how you used the big podoboos in pipes.

¤§ SAMURAI MARIO §¤
(E0F9-0000-007A-5BC1)
WVW69ibzo8sLilPnD0

The epic struggle of one samurai searching for his lost bride.

Consistent aesthetically and interesting narratively, but the repeated surprise encounters were a bit of a drag. Still, I like the way you are designing the stages from a visual standpoint.

Springtime in Toadtown
(4827-0000-0078-65A4)
WVW69ib2JMoKSLIXtb

The Koopa clan has invaded the skyline of Toadtown. Time to clean up!

This was the most fully realized level you had in this list. It did a good job with the whole "buildings and towers" look. And I also felt like you were getting more a sense of the gameplay challenges you wanted to include in each segment. Maybe I missed some of the secrets, but the level seemed to be teasing me in some places without any payoff that I could find. Once again the stacked mushroom caps were hard to navigate. Overall this one was fun to explore.
 

urfe

Member
DON'T KILL LAKITU

2089-0000-007A-D89B

it's short and easy.


edit: ooops, didn't know about the new rules. will review later!




Took me some time, but I liked it a lot!

What are the new rules, or where are they? Didn't see anything in the OP. Should we be reviewing X games for everyone we post?
 
Whipped this up today. It's a complete remake of SMB's 1-1 down to tbe exact brick, except... it's not. It's called 1-1... or is it?. Check it out if you guys want :). I'll be playing a few levels from the last few pages until I pass out!
WVW69ib2P8E_1jVGFs

9B3D-0000-007B-3FAB

What are the new rules, or where are they? Didn't see anything in the OP. Should we be reviewing X games for everyone we post?
Wondering this as well!
 

wagamer

Member
There should definitely be a separate thread for courses, and a good rule would be (like mentioned before) that you should review a course to post one.

Any talk regarding the game itself gets buried here really fast.
 

KeRaSh

Member
Great level, one of the best ghost house-style puzzle levels I've played thus far, liked how you went full circle at the end with the Thwomp. Starred it.

Thank you for playing my level! I'm glad you liked it. I struggled for quite a while to come up with anything and then string it together in a way that's fun but once I had the optional purple room in I was quite satisfied with it. If people take the wrong path first but go through that room they will end up at the right place anyways. It gives the player the feeling they have multiple options without making it too confusing.
The Thwomp finish was actually the first thing I came up with in the level and immediately decided to make it the final part. I love it when you see something that you can't quite reach at the beginning but end up getting to right before you finish the level.
 

iidesuyo

Member
What are the new rules, or where are they? Didn't see anything in the OP. Should we be reviewing X games for everyone we post?

I thought so, because there are much more reviews than before?! Seemed to me like "only post when you review other levels". Obviously I'm wrong, sorry.
 

xandaca

Member
Made some changes after feedback on my Skyway course. Added several more arrows at the end to make it clearer where you're supposed to go, added another layer of security to stop the thwomp getting stuck, bolstered several ledges to stop level-critical items being destroyed under even the most implausible of circumstances, in addition to further improvements to overall level stability.

New code below. Previous uploaded version has been deleted, so apologies to everyone who left comments. They were/are appreciated!

CLOUDHIGH SKYWAY

cloudhigh%20skyway1_zps0zcxit2d.jpg


Code: 8296-0000-007B-DDC8
Style: NSMBU
Secrets: Three 1ups and a secret exit
Additional Challenge: Finish the level in 60 seconds or under
 

Seventh

Member
WVW69ib36_kACST_W_


Finally uploaded this hell of a course.

I thought it was really clever how you used the moving vines, but unfortunately I wasn't able to beat the level because I kept dying at the moving saw blades section. I had a hard time telling which position I was supposed to move to so I kept getting hit. Normally I'd keep trying until I figured it out, but since this was a slower moving level and that section took a fairly long time to reach, I didn't have the patience to try more than 4 or 5 times. Nintendo really needs to add check points to the game.

If you wanted to make it a little easier though, maybe you could add coins to that section, or move it closer to the beginning of the level so people can learn how to get past it without needing to wait so long before you reach it. I always did have trouble with the moving bees in DKC.

Even though I didn't beat it, I liked how you made it feel like a DKC level and I thought the way you made the vines move was really clever. Starred!

As for a level, my second in the Rosalina series.

Nice level! It was a little difficult, but you added enough mushrooms so that it wasn't frustratingly so. My favorite part was the Bowser riding the wiggler :)
 

ffffff

Okay, I've mapped out my ten worlds, with ten levels each. World 1 is actually going to be 9 levels as it will be my unlocking days.

Super Mario Bros. University
You don't actually play as Mario, but as an underclassman working on their major in Hero Studies. The first world is actually the "Special World". It is your application.

The subsequent Worlds will be the years of study. World Ten will be your Grad Year.
 

dickroach

Member
after a couple of weeks of just playing levels, not making anything, I'm finally getting into making. with the first set of tools
8975-0000-0078-4A5D
a couple of misdirections, but it's a short level that I wouldn't think would take more than 2 or 3 times to beat.

second one: the lakitu's kind of a dick; so am I. if you get his cloud the level gets super easy
8B56-0000-007B-B682

gotta charge my gamepad and then I'm gonna play a bunch of the levels in here.
 
Finally tired to make an auto scroll level, went better than I was expecting but it still feels like its missing something

Wii_U_screenshot_TV_018_DD.jpg


I'd appreciate any feedback thanks.
 
Made some changes after feedback on my Skyway course. Added several more arrows at the end to make it clearer where you're supposed to go, added another layer of security to stop the thwomp getting stuck, bolstered several ledges to stop level-critical items being destroyed under even the most implausible of circumstances, in addition to further improvements to overall level stability.

New code below. Previous uploaded version has been deleted, so apologies to everyone who left comments. They were/are appreciated!

CLOUDHIGH SKYWAY

Code: B5BC-0000-007B-AC64
Style: NSMBU
Secrets: Three 1ups and a secret exit
Additional Challenge: Finish the level in 60 seconds or under

Just played this one, and I might run it again to try a different path. It feels appropriately rewarding, though I ran into some inconsistencies with the Bob-omb/Thwomp segments at the end that might make the course not so amenable to speed runs. For one thing, in spite of the bomb slots you created, it's easy to blast just one block in the wall while knocking out other blocks in a way that make a second bomb difficult to place—so passing these obstacles with a single bomb isn't easy to do reliably unless you know in advance exactly what your throwing arc and timing will be, and if you don't do it on the first try, you actually make your life harder for yourself. For another, I consistently reached this segment with Yoshi, only to find that in this game, he swallows Bob-ombs whole and can't just spit them back into position (and for the life of me I can't remember if this was the behaviour in NSMBU despite clearing it to 100% multiple times). This means a player with Yoshi has to temporarily dismount to chuck bombs—which is fine, if you're okay with it, although deliberately abandoning Yoshi is rarely ever required in Nintendo's own designs (I can only think of a few instances involving the cape in SMW, plus the infamous Cheese Bridge exit), so it feels a bit out of place. I managed to bring Yoshi to the flagpole anyway, but not without the intermediate step of hopping off and back on.

Still, great fun, and I didn't hesitate to give it a star.

Finally tired to make an auto scroll level, went better than I was expecting but it still feels like its missing something

I'd appreciate any feedback thanks.

The platforming is nice and tight, but the combination of wide spacing and a quick scrolling speed (relative to my expectations from SMB3) made it feel like I was constantly reacting at the spur of the moment instead of having time to read the stage. For instance, the first question block in the stage comes so early that there is barely any time to react to it showing up before the scrolling starts pushing you, and while I consistently hit the block every time, everything felt rushed in the same way as the stages where you start right on the edge of a drop instead of having a few squares to move around first. The other thing is that because of the scrolling speed and spacing, the enemy density is very sparse. Since all the challenges are about not falling rather than not getting hit, there doesn't seem to be a point to obtaining items like the Fire Flower. I like the way you've set up items as a reward for carrying Koopa shells forward, but they don't really get any use.

If you look at SMB3, a lot of the auto-scroll stages are more about reading the whole screen ahead rather than just the next obstacle, and they give you a little more wiggle room to move back and forth. They also vary the risk between different kinds of threats, something that perhaps you would have more flexibility to do if you dialled down the speed and allowed yourself to tighten up the layout with more stuff on the board. But I think you're sitting on the start of something good.


Sorry if I came off a bit harsh. I've never a fan of a level where you have to die to learn how to beat it because of an offscreen hazard or ridiculous RNG, I also hate hammer bros as an enemy. If I had known it was a trial and error I would have probably just did it a couple of times and starred it and left lol. Different preferences for everyone, I prefer to put control in the players hands but all styles can co exist. The level was still very beatable!

As for a level, my second in the Rosalina series.

I liked this one a lot: generous power-up placement, plus a good, substantial variety of challenges that are organized in such a fashion that they never feel overwhelming. You test the mastery of one type of obstacle at a time, with subtle variations, and in a package that is thematically very strong. And I must say I was amused to find the Miiverse message one of your players left to the bottom right.

(So many complaints about the lack of checkpoints, I see. Well, it would be good for some designs, but yours doesn't need it: I was impressed with how much content you've packed into the layout, and the difficulty curve was a gentle fit for the length. But then I'm speaking as someone whose highlight of the console generation so far is Champion's Road.)
 
Sorry if I came off a bit harsh. I've never a fan of a level where you have to die to learn how to beat it because of an offscreen hazard or ridiculous RNG, I also hate hammer bros as an enemy. If I had known it was a trial and error I would have probably just did it a couple of times and starred it and left lol. Different preferences for everyone, I prefer to put control in the players hands but all styles can co exist. The level was still very beatable!

As for a level, my second in the Rosalina series.





Spent all of today playing GAF levels for ideas, will spend the next few days designing a level lol.

This level was great, good job. It really felt like an 8 bit de-make of the Super Mario Galaxy 1 Air Ship. As you said, you made clever use of conveyer belts/ice bricks/donut lifts so the player always got a chance to see the hazards before taking them on. Good one.
 

Kebiinu

Banned
Found some excellent levels in the "You might also like..." section! Don't sleep on it! Even if it's random, it's based off that great GAF stage you just checked out!
 
This level isn't mine but I recommend everybody to play it

Snake Block Rodeo
56DE-0000-007B-20C8

Great progression of the mechanics and it's super, super fun and goes around the limitations of the editor making the Snake Block.
 
Super Mario Galaxy 3
PLEASE PLAY THIS EVERYONE, THE CODE IS: FA15-0000-0044-8A76

Brilliant mate....

This was a fun little level. It reminded me of the Boo Flip House earlier in the thread that had the same basic concept.

Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

M9ziOVa.png

Cool stuff here. It's more of an aesthetic exercise as it's a very easy level, but I still enjoyed it all the same.
 

dity

Member
Would anyone like to have a play of some of the levels my partner and I made? Here are our more seriously made traditional-like platform levels:

Goombas and Chill
72D5-0000-0057-2D74

Defend the Wooden Castle
AA89-0000-005F-AF42

Subterranean Soup
D992-0000-005F-DA10

Bowser's Negative-geared Castle
2ABF-0000-0060-8917

Some other levels just made for fun/silliness:

Mega Man X Intro Stage
20C4-0000-0065-8764

Mario Handles his Ball
DE08-0000-004A-C877

Do Nothing to Beat Bowser
0946-0000-0074-4EF1

I'm going to go and play some levels from this thread now. Hope you guys enjoy some of my levels. I only just unlocked sub-areas so I'll make another level later with that in mind maybe.
 

xandaca

Member
Just played this one, and I might run it again to try a different path. It feels appropriately rewarding, though I ran into some inconsistencies with the Bob-omb/Thwomp segments at the end that might make the course not so amenable to speed runs. For one thing, in spite of the bomb slots you created, it's easy to blast just one block in the wall while knocking out other blocks in a way that make a second bomb difficult to place—so passing these obstacles with a single bomb isn't easy to do reliably unless you know in advance exactly what your throwing arc and timing will be, and if you don't do it on the first try, you actually make your life harder for yourself. For another, I consistently reached this segment with Yoshi, only to find that in this game, he swallows Bob-ombs whole and can't just spit them back into position (and for the life of me I can't remember if this was the behaviour in NSMBU despite clearing it to 100% multiple times). This means a player with Yoshi has to temporarily dismount to chuck bombs—which is fine, if you're okay with it, although deliberately abandoning Yoshi is rarely ever required in Nintendo's own designs (I can only think of a few instances involving the cape in SMW, plus the infamous Cheese Bridge exit), so it feels a bit out of place. I managed to bring Yoshi to the flagpole anyway, but not without the intermediate step of hopping off and back on.

Still, great fun, and I didn't hesitate to give it a star.

Thanks for the star. Yoshi's habit of eating bombs did undeniably make the later parts of the level somewhat inelegant. As you might have guessed from the past tense, I've gone back in and made another adjustment, replacing him with a fire flower: less handy with jumps, but more useful in terms of making small adjustments from afar to where your bombs land, possibly helping with your second point. Shame to lose Yoshi though, as, aside from his general greatness, it does mean ditching a mid-air dismount shortcut I was quite fond of. It also means everyone now has to do the first parabeetle section unless they take the shortcut.

The new code for the level is 8296-0000-007B-DDC8. Will update the original post(s) as well.

The bombs themselves are obstructive to speed running, both in terms of having to work out their arc and wait for detonation, but to be honest, I feel like perfecting that sort of stuff is part and parcel of speed-running anyway. If it were easy to get a clear route on your first try, it would (IMO) be less rewarding. Despite the challenge being a speed run, I didn't build the level specifically around that, though parts of it - specifically the first part, up until you come to the pipe ejecting lit bob-ombs - have been refined to allow for some spectacular parkour, if you can, again, work out the optimal route to maintain momentum (let's just say you don't need to use either of the level's P-Blocks). When it comes to completing the challenge, the upper route is the least efficient, especially now the dismount shortcut is gone. The lower path can be done far quicker, and for me is more fun. Obviously, going via the subworld trims a few seconds off and finding the secret exit cuts the target time in half.

Really appreciate the feedback as always! I thought I'd tested this one pretty thoroughly first time around...

How did you get that background or are there multiples?

It's the background for the NSMBU Airship. I just didn't use any Airship 'parts'.
 

tm24

Member
Finally tired to make an auto scroll level, went better than I was expecting but it still feels like its missing something

Wii_U_screenshot_TV_018_DD.jpg


I'd appreciate any feedback thanks.

The level hits a rough patch about 2/3 of the way in, at the 2 circle platforms into the 3 drop platforms part. There's too much space between everything and the auto scroll speed makes it so the jumps are a little too blind for my tastes. The first and last third dont have the problem since the timing is pretty good between jumps and scroll speed

Here's my friend's level from our own personal Meat boy inspired contest. I already conceded the name part to him but i still got time on my level


Human Meat Child
D352-0000-0071-900C

Feedback welcome!
 

KooopaKid

Banned
After giving quite a lot of feedback yesterday, I'm looking for more impressions on this level. The concept is short 100s challenge. Should I continue in that direction?

Here's my second Amiibo Trial. This time the theme is Wario Land. Those levels embrace the SMM essence and concentrate on short (All <100s) and sweet levels and quick restarts. So there's a bit of trial & error but nothing frustrating. This one includes 5-6 small concentrated puzzles to complete quickly. Enjoy!

Code: D23B-0000-0074-9B2C

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Here's the previous Mario Kart amiibo trial :

Code: B80D-0000-0070-5F6B

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Hey all, I just wanted to give everyone another chance to check out an archive of my latest stream: https://www.youtube.com/watch?v=DhJvYEJrbR8

If anybody has any suggestions on what I could do to make it better in the future, let me know! I'm still new to this whole livestreaming thing (that was only my second stream).


Also, I could really use some more plays and feedback on my updated MyLittleYoshi stage. I'm really proud of how I streamlined it and I think it's better than ever. Please let me know what you think!
VIML7Ec.png



Also, if you have time, please try out my The Frozen Mansion level. It has my highest completion rate of any of my levels and word has been pretty good on it so far: B816-0000-0072-FE1D


Thanks again!
 

dity

Member
After giving quite a lot of feedback yesterday, I'm looking for more impressions on this level. The concept is short 100s challenge. Should I continue in that direction?
I got up to going through two doors to either pick a P button or P block and then ran out of time. I felt like I could have been given a bit more time. Either that or I'm just slow haha.
 

ciD_Vain

Member
Made some changes after feedback on my Skyway course. Added several more arrows at the end to make it clearer where you're supposed to go, added another layer of security to stop the thwomp getting stuck, bolstered several ledges to stop level-critical items being destroyed under even the most implausible of circumstances, in addition to further improvements to overall level stability.

New code below. Previous uploaded version has been deleted, so apologies to everyone who left comments. They were/are appreciated!

CLOUDHIGH SKYWAY

cloudhigh%20skyway1_zps0zcxit2d.jpg


Code: 8296-0000-007B-DDC8
Style: NSMBU
Secrets: Three 1ups and a secret exit
Additional Challenge: Finish the level in 60 seconds or under
Actually liked this stage a lot! Starred!
Follow Me If You Want To Live

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2FD9-0000-007B-8F94
Quite liked this stage. I got messed up at the end though lol. Starred!
The level hits a rough patch about 2/3 of the way in, at the 2 circle platforms into the 3 drop platforms part. There's too much space between everything and the auto scroll speed makes it so the jumps are a little too blind for my tastes. The first and last third dont have the problem since the timing is pretty good between jumps and scroll speed

Here's my friend's level from our own personal Meat boy inspired contest. I already conceded the name part to him but i still got time on my level



Human Meat Child
D352-0000-0071-900C

Feedback welcome!

I actually really enjoyed this level! Only thing I think could be better is the blind jump with the star. Other than that, I thought it was fun. Starred!


Here's a level I just created that has multiple paths you can choose from in the beginning. There's a secret area too. It uses the NSMBU mechanics.

The Three Themed Doors
 
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