NeoGAF, I have just one word to say to you, just one word:
Chwomps.
In what might be
the first stage actually based on something in this thread, I was struck by inspiration and cranked out a new stage today. I just put one out yesterday and
that's still there, but this is a return to my bread and butter -- challenging, quick and very speedrunnable. I hope you enjoy!
Now to finally give feedback from that long backlog of mine. (I topped it off with some new stages just for kicks!)
After a few months of pause due to a overwhelming backlog, I'm getting back into the game, with an easy one.
https://supermariomakerbookmark.nintendo.net/courses/E522-0000-0173-6AEC
Be nice Gaf, it's like my first time all over again.
The short answer is that I liked this.
I'm sort of a sucker for those inflatable tube things. But the very first bumper is in an awful place -- it's very easy to jump right into it and get knocked into the very first pit. What's that all about? Also, the first platform after the checkpoint -- after a trio of moving bumpers -- is almost impossible to jump to off of the last of the three bumpers. That should be an easy jump, but it's very hard to do here.
One last point, and it's a minor one -- it's a bit confusing to name the level Donut Plain when there's already Donut Plains in the actual Super Mario World game. But I liked what's going on here, if you're getting back in the swing of things I'd definitely check out your next stage.
So, what about my new level?
Kamikaze Waters
https://supermariomakerbookmark.nintendo.net/courses/DACC-0000-0172-DC4B
It's a traditional, slow-scrolling shoot 'em up, set in a perilous sea of angry Bonefish!
It is split into 2 levels of gently increasing difficulty (no checkpoints), and will place demands on your peripheral vision as much as the fire button. There are lots of enemies and blocks to take out, with 'blink and you miss 'em' Bloopers providing special bonus points. I wanted players to shoot for a high score, so set a target of
30290 to get players going. See if you can beat it!
Shooter fans might really dig this but I found this just exhaustingly difficult. I did beat it, and I really like the concept of an underwater shooting stage and the individual bits you put together, but holy hell is this hard. I just tried a shooter so I know how hard it is to do stuff like checkpoints in one of these levels, but the last half of this level is just ball-bustingly difficult. One thing I'd note is that it's very easy in this stage to move up and away from the action. I know the engine is bad at holding Mario to the main line if you have anything above the screen (I'm guessing you had to put the bloopers there) so there might not be much you can do to fix that, really.
Anyone who thinks they can handle the challenge should try it though. You might have an easier time than I did, maybe.
I got a kick out of it! I like the title and the level was fun. One thing maybe to watch is that the actual bit where Mario loses his licence, it's easy to die there.
The bits with the falling bullet shooters are maybe a tad too tight. I liked the fall by the flames, that part was well executed. Fun castle stage.
My first serious attempt at a thematic (costume) level, starring Blathers from Animal Crossing. The level is called
Blathers' Fossil Quest and I aimed for an easy to medium difficulty, make everything look cave-like with contraptions that provide you with items and there's a region in the center through which you go three times a la Yoshi's Island.
https://supermariomakerbookmark.nintendo.net/courses/1EFA-0000-015A-326E
Good sense of place in this level, and a really neat layout. A bit too chaotic for my tastes, it didn't quite grab me but anyone who likes the esthetic should really give it a spin, there's a lot to like here.
New Years Challenge (Expert)
5B19-0000-0162-EA43
Bookmark here:
https://supermariomakerbookmark.nintendo.net/courses/5B19-0000-0162-EA43
It's not that long so give it a try!
I almost gave up on this one. The first half is incredibly hard, like Kaizo level hard. The half after the checkpoint is so much easier, it's a breeze in comparison. I think the difficulty could've been smoothed out a bit. If anything I think the tricky (but often clever) jumps you ask for should be in the latter half after the checkpoint -- at that point the player will be more invested in the level and more likely to finish even if they think they're not quite up to the task. Really good execution on the final bit with the magikoopa, really liked that.
Oh, and happy 2016 to you!
I put together an SMB3 airship level really quick earlier tonight after I got it all unlocked. Anyone care to give it a shot? It's a short one...
https://supermariomakerbookmark.nintendo.net/courses/1C45-0000-0172-D397
1C45-0000-0172-D397
There wasn't enough room on the screen to take the bottom path -- this is one of the issues with the airship tileset, that the screen drifts. Not sure if that was your intention, but I took the high road and I liked the stage all well and good. Thanks for sharing it!
Here’s some of my previous levels if anyone wants to take a look:
https://supermariomakerbookmark.nintendo.net/profile/Awgner07
Use the Star Speed Mario-Kun: Mario-Kun, they key to success is star speed!
The Mario-Kun costume and what you've done with the stage layout make this level feel more like an early Famicom game than Mario -- that's a good thing! I liked the stage too, breezy and fun.
I've had this game for about a week now, but haven't popped into this thread until now. I'll definitely be bookmarking some levels from here and checking them out.
Here's a link to my level:
Conveyor Castle. It's straightforward, but somewhat challenging I think. If anyone gives it a shot, I'd love to hear your thoughts.
I really liked this! It's actually pretty short for what it is. The smaller length means the difficulty is much more manageable. One of the better stages I've played in a while.
I want to add to this a bit, the level they took down was a full and detailed level I spent about 15 hours making. There is another level I spent a similar amount of time on and probably is of similar quality, it also has barely had any plays. Perhaps someone can have a look and tell me if I'm way off here and it's not good enough to have online, but it just seems really wrong to take down a level that has barely had anyone even try it. I feel like it shouldn't be necessary to publicise every level!
https://supermariomakerbookmark.nintendo.net/courses/1377-0000-012E-8FAA
Rigging everywhere! I feel like this level is a little overdesigned in terms of the look and it's a little easy to just jump past most of the danger. With that said the Internet seems to absolutely love levels like this so I'm not sure why you aren't getting more plays.
MST3K "Nooooo Springs!"
Course ID: 77DC-0000-0149-428D
Inspired by the creepy, bizarre and classic MST3K short "A Case of Spring Fever."
Really good stage here. One issue is that when going to the blue skull lifts on the main path, that requires a huge blind jump. But I liked it enough to put down a pretty fair WR time, a strong baseline although definitely beatable if anyone wants to.
OK, that just about does the feedback for now!