KittenMaster
Member
A bit of a bump for a new day and a new page but I'd like to see more people complete the level. Give it a try if you are into levels with a lot of action.
A friend and I have been creating levels for about 2 weeks now and we'd like a bit of feedback. Anyone willing to play them?
http://i.imgur.com/ob35ih1.png[IMG]
[IMG]http://i.imgur.com/yVmco2K.pngIMG]
[IMG]http://i.imgur.com/56ZaJEk.png[IMG]
[IMG]http://i.imgur.com/sQMjCzg.png[IMG]
[IMG]http://i.imgur.com/FYBjtGv.png[IMG]
Btw jarosh, been loving your courses![/QUOTE]
I played Vampyr and Where's Yoshi and liked them enough to star them. I ended up making Where's Yoshi harder on myself than it should have been so apologies for a few extra unnecessary deaths on the clear rate.
Haven't really had the time in a while to complete a new course, but I'm working on one right now.
I've never once reposted my courses, so forgive me for doing it this once, Gaf, as I just put together a little gallery image with all of them:
I haven't posted stages for you guys in a while, so I suppose I'll do a big roundup of all my recent stages. One of these in particular is a must play, and I think one of my most fully realized puzzle stages to date.
Magicant
(98F2-0000-00BF-74A1)
Type: Music/ Autoscroll/ platforming
Difficulty: Light
Baby Bayonetta's Bitty Booty
(C05C-0000-00B9-8BED)
Type: Character Action
Finally made a level I feel decent about. It's more of a puzzle level though, if you can call it that. Clear the way so you and the 'red line' can safely make it across the chasm.
The Red Line! (Helps You Jump)
F29F-0000-00B5-9752
A different stage on my alt account seems liked so I guess I can share that one too. This is more of a straightforward action stage. That cloud is one mean bully.
Cloud Bully
5A71-0000-00AE-D1AB
I've been here before
A703-0000-0052-40AF
It always nice to have a heads up on thisSo, I just finished a new stage. I've been working on this one slowly over the last 2 weeks:
This stage has no real enemies, the challenge comes from the confusing layout. You are required to grab powerups to continue.
My brother Made a level and wanted some feedback.
Crazy Castle
D7D4-0000-00C0-242F
It is loaded with a bunch of secret areas (I think 4 or 5?) Try and find all of them!
Let me know what you guys think and I will pass on the feedback, thanks!
It always nice to have a heads up on this
is it ok to post a couple of levels I've found on the normal 100 mario challenge which I felt were really good and I wanna share?
Haven't really had the time in a while to complete a new course, but I'm working on one right now.
I've never once reposted my courses, so forgive me for doing it this once, Gaf, as I just put together a little gallery image with all of them:
Ah, just read these are your mates levels, sorry!
Deathtrap level ID not found.
Boney Ice Cavern is OK, simple platforming but felt like various elements thrown together with no real sense of design. The power-ups towards the end are also very generous and allow you to completely disregard the stack of Bones by just taking a hit and drive to the finish.
Haven't really had the time in a while to complete a new course, but I'm working on one right now.
I've never once reposted my courses, so forgive me for doing it this once, Gaf, as I just put together a little gallery image with all of them:
Not a dig on you man but autoscroll levels are super annoying. The jumps are well timed everything is super tight but the underwater section is beyond frustrating because you can't correct for things you can't see coming until it is too late. I spent literally an hour completing it, I'm not sure how many lives but if I got this in the 100 mario challenge I'd skip as soon as I hit the underwater part.
Only a Spin, Hop and a Jump Away (5525-0000-00BD-7ABF)
I think you really catured the feel of the character. Those trampolines wrecked me a couple times though. The timing is just so off.
"Must Proceed Hastily" - 37C0-0000-00BD-237E
From the name you can probably tell who you'll play asI just bought a Sonic amiibo and had to do it.
I haven't posted stages for you guys in a while, so I suppose I'll do a big roundup of all my recent stages. One of these in particular is a must play, and I think one of my most fully realized puzzle stages to date.
Magicant
(98F2-0000-00BF-74A1)
Type: Music/ Autoscroll/ platforming
Difficulty: Light
I don't think that's the real IGAI just got this today and I've been playing IGA's levels. Really enjoyed his stuff and hope he makes more. Are there any other game developers that have been making levels?
Just realized I never posted feedback for your latest two levels.Haven't really had the time in a while to complete a new course, but I'm working on one right now.
I've never once reposted my courses, so forgive me for doing it this once, Gaf, as I just put together a little gallery image with all of them:
I blame me for being at Mexico currently for missing your stream!!!
Aww, it's okay! I thought you were streaming Rocket League and I just picked a bad time!I blame me for being at Mexico currently for missing your stream!!!
Yeah I´m aware of that, I thought that it being so early in the level and part of the puzzle will make the player more careful, as right form the start he has to work with blocks and coins. Thinking now about it, it´s better I change it, thanks for pointing it out.Cool level! The part where you had to take the switch back for the first time you can lock yourself out of being able to get back up again to the door by collecting all the coins though, I think.
Hmmm. I´ll look into it, I think I know what you´re talking aboutAlso felt a tiny bit like I broke it again after I got Yoshi, since there where some routes that were now accessable but not needed to finish the course, but it seemed like those where just shortcuts around the level (not really needed anymore though)?
Mario is taking back Dinosaur Land! However, Bowser is not going to allow this to continue. He´s sent Koopa the Crazy Bomber to Sky Bridge to protect this important location from Mario. But this plan might backfire, as Koopa just wants to blow everything up! Once he finishes there may not even be a Sky Bridge to protect...
Careful mario, don´t fall in Koopa´s traps!
Sure. Here is my newest one: 133B-0000-00B8-DCE0Free Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
Speaking of which, here is the archive of tonight's Tentakul Live.
https://www.youtube.com/watch?v=MFjNThTnhOs
Featuring levels by:
Thud
criskre
VandalD
RagnarokX
Roi
Nimby
Anteo
Venau
(mat)
... and more!
DE92-0000-00BF-D586 ("Airship invasion"), third level of a friend of mineFree Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
Yeah, exactly! Haha, so I did it again =]Hmmm. I´ll look into it, I think I know what you´re talking aboutyou mean going left from where Yoshi is trapped and skipping all the lower part, right?
Will try this out later! (now on to LoL worlds :>)I´ve also uploaded a new version of RtDL5: Bomb Battle in Sky Bridge (AF79-0000-00C1-E338). I´ve made many small changes through all the course so you have to wait less and act more, any feedback on this new version will be greatly appreciated:
Baby's First Gauntlet (D2D9-0000-00C1-54E3)
Chomper's Grisly Grotto (BBFB-0000-00C1-24A6)
I'd love some feedback for Super Dude Bros. II 1-2- (37B2-0000-00D6-EDE8), thank you (I believe you've already played 1-1, didn't you?).Free Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
Why is it called Dude Bros. II btw?I'd love some feedback for Super Dude Bros. II 1-2- (C3E8-0000-00BF-6CD9), thank you (I believe you've already played 1-1, didn't you?).
Free Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
Btw jarosh, been loving your courses!
Long Live Queen Koopa is absolutely brilliant! Just when you think the level is over, it delivers a big "Gotcha!" I love it!
"Long Live Queen Koopa" is probably my personal favorite out of all of your levels. Despite that, "Hard Hat Area" is great for making the level look like a construction site and "Plumber's Perilous Passage" is amazing for utilizing the P-Switches in a pretty unique way without feeling too hard.
I had already played most of your stages, but I gave Hard Hat Area a go for the first time tonight. You are the master of ambiance! I love how you are able to pull the pieces together into a very consistent theme.
Oh interesting. I just tried the Waluigi one. It's interesting how he even used big piranha plants similarly to how I used munchers in my course. Though yes, otherwise it's a fairly different execution of a similar idea. And I did like his course, but one thing that bothered me, which I consciously tried to avoid in mine, was the placement of P-switches right next to a walkable block. It is not predictable for the player how far he can step off the block before the adjacent P-switch is triggered, it's pretty much an arbitrary pixel boundary. I found that a bit frustrating.Just realized I never posted feedback for your latest two levels.
Hard Hat Area is a great course, and I love how you used the airship tiles for a construction site.
Liked Plumber's Perilous Pilgrimage a lot as well. For an alternate take on the same concept, I'd like to mention Mama Robotnik's level Don't Let Waluigi 'P' himself!! (7722-0000-0073-2CD4). The tone is different, but it's a very well designed obstacle course. Hard, but never unfair.
I keep missing your streams, damn time zones
Free Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
This level kicked my butt, but using the correct techniques (I am really tired and I want to see what's going on for lunch, I might get back to it later).Moderate to hard difficult on this one. Medium length. Mostly putting chain chomps in various situations that uniquely test your platforming ability. Still rough around the edges, so more than anything I'd like feedback so that I can nip tuck to perfection.
Free Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
Free Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
Some feedback I got on RtDL6: Goomba´s Quantic Laboratory:
Yeah I´m aware of that, I thought that it being so early in the level and part of the puzzle will make the player more careful, as right form the start he has to work with blocks and coins. Thinking now about it, it´s better I change it, thanks for pointing it out.
Hmmm. I´ll look into it, I think I know what you´re talking aboutyou mean going left from where Yoshi is trapped and skipping all the lower part, right?
I´ve also uploaded a new version of RtDL5: Bomb Battle in Sky Bridge (AF79-0000-00C1-E338). I´ve made many small changes through all the course so you have to wait less and act more, any feedback on this new version will be greatly appreciated:
Free Public Service Annonucement:
I´m going to record some stages, I will post the link to the video here with a nice text review (no live comment on the video as I have no mic). If you are interested quote this text and reply with your level ID (only one per user for the moment).
Wow, I finally managed to scan over 40 pages of NeoGAF Super Mario Maker stages. This thread moved FAST. I starred and commented tons of stages on Miiverse, my Mii name is Emmanuel (and my NID Simbabbad, my Mii is the same as the one on the level cards below). Scroll down to see my comments on the most recent stages here.
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I myself published two new levels from my "Old School Super Mario" series. After five levels with a focus on exploration and puzzles, I felt I needed to go back to simpler, purer mechanics. A lot of Super Mario Maker levels are more or less: "do exactly this or you're stuck/dead", while classic Super Mario Bros. stages are more about improvising your own solution in a rather open playground, with different solutions and possible play styles. I kept that in mind a lot while making those levels:
Old School Super Mario (Plains) is actually the first level I've uploaded, but here revamped A LOT. After more experience with Super Mario Maker, it became apparent to me the level both wasn't close enough to classic Super Mario Bros. logic and wasn't interesting enough, so I revised it completely. It was actually quite instructive to create varied and challenging situations from very simple mechanics: the level is in line with classic mechanics, but adapted to the physics, scrolling management and enemy behaviour of Super Mario Maker, with a blend of three level archetypes (including an underground) from the original game.
Old School Super Mario (Ciffs), like the plains level, blends together three types of level from the original game: cliff levels, "cheep cheeps under a bridge" levels, and a touch of water levels. It worked so surprisingly well (IMO) in producing a fun level while staying in line with traditional design, that it made me work harder on my revamp of the plains level. The way cheep cheeps are managed in Super Mario Maker can create pretty funny situations.
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My "recently" published other levels:
Topsy-turvy Waluigi is heavily inspired by Wario Land, with a mix of action, platforming, exploration and puzzles, and with a gimmick: when you take a door, it takes you to the "other side" of the level, to see what's "behind" the backdrops and land areas. Switch wisely between both sides to reach the ending pole.
The "y cant metroid shoot?" series offers four levels, each inspired by a Metroid (NES) area: Brinstar is focused on classic Metroid gameplay (exploration and puzzles), Kraid is simpler and has more action, Ridley is all about secrets, and Tourian is a straight action level where you battle against Metroids and Mother Brain.
You can check my other levels in:
- My (French) blog
- Nintendo Life
- MarioMakerHub
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Now, feedback time:
BOMB Ballet! -- CEC1-0000-0082-1E2F - Nice level, but there is no powerup given before the boss (which kills you very easily), and when it does kill you, you don't feel like redoing everything.
Got GUTS? -- B8B2-0000-0082-1F30 - Like the previous level, I liked it but the boss (or mid-boss?) kills you quickly/randomly, and it's discouraging.
Close CUT! -- AF83-0000-0082-2084 - I'll sound like a broken record, but I gave up at the boss. This time you can apprehend/understand it from a safe spot, which is nice, but it's so cramped you can get killed very easily.
Molehills,Mushrooms and Munchers F3DA-0000-00B7-D016 - I loved it! Great pacing, multiple strategies and routes, hidden powerups... lately I'm a sucker for traditional design.
Holy Monty Mole-y grotto trails D8D0-0000-00B7-1278 - I agree with the starting point comment: the level is long and mostly too busy, I liked it but it's too hard to foresee hazards. Therefore, when you die, it doesn't feel like it's your fault/that you could do better next time.
The Infamous Red Shell Heist (B7D7-0000-00B9-07BF) - I'm not really into "die & retry" levels in Super Mario Maker, but I completed yours, it works very well. It's not too long, flows well, action is intuitive, and when you die, you feel like you won't make the same mistake next time. Maybe some Thwomps are a bit too close to the player (the part where the blue ghost train connects with a Thwomp alignment feels a bit random, in particular). Well done.
Patience Panic!? (9C3C-0000-00BA-A0C2) - Autoscrolling levels, ice blocks, bob-ombs and water levels aren't things I'm particularly fond of, but I loved your level, it flows perfectly.
Luigi's Mansion - Well done thematically, but action is a bit bland IMO.
In water, no one can hear you.. DACE-0000-00BA-D7CD - Not my sort of level, but well made, nothing bad sticks out.
That's all for today!