• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Super Mario Maker |OT| Miyamoto Simulator 2015

ffdgh

Member
Am I doing something wrong? Because all these expert levels have been hot garbage. I want to unlock these skins but I can only tolerate so many troll levels.

The official courses have been mostly great though. I was up way too late playing thorough those gems.

Nope you're not. Most Expert stages are an unplayable mess majority of the time. Lots of skipping just to find 16 decent stages among the trash.
 
Nope you're not. Most Expert stages are an unplayable mess majority of the time. Lots of skipping just to find 16 decent stages among the trash.

Maybe Nintendo should focus on taking off garbage levels instead of ones that just haven't seen a lot of plays.

I've got a few good expert stages on my Maker Profile that haven't seen many plays. I wonder how the game pulls levels to put in the 100 Mario Challenge...
 

joelseph

Member
I feel like I came in after the hype. Only having got the game for Christmas, I think I may have 22 stars in total. People are stingy as shit with giving stars it seems. I do need to play and create more, but damn. I will put a new level up and then go into recent levels and star the crap out of everything... nothing!.
 
I got 701 stars total. One of my stages has over 400. The rest are really low.
it is mostly just luck which stages blow up. I wouldnt look too negatively at it. 300 stars is pretty damn good and >99% of players honestly.

I have 853 Stars. I've never had a stage blow up and get hundreds of stars. It's just like each of my stages gets like 20 or so. My last few stages have been slow to get very many stars though. Feel free to toss some stars their way if you want.

Grassland
Underground
Underwater

Will play. That is a solid number. Having them spread out means you draw a consistent crowd of people. Which is good. Basically imo it means if you promote more on other forums you wont have trouble racking up more.


I feel like I came in after the hype. Only having got the game for Christmas, I think I may have 22 stars in total. People are stingy as shit with giving stars it seems. I do need to play and create more, but damn. I will put a new level up and then go into recent levels and star the crap out of everything... nothing!.

Post a level and I will play all your current levels. Key to getting over the hump is promoting early I find. Here and reddit are good places. I will have to play some of your levels before I can make any other comments.
 

Anteo

Member
it is mostly just luck which stages blow up. I wouldnt look too negatively at it. 300 stars is pretty damn good and >99% of players honestly.

Well, that one stage with a tons of stars is just a gimmicky stage. No platforming, you cant really die unless the time runs out. It shows what the MM audience is interested in: Well designed stages? No not really, not against it but doenst really care that much either way, they just want some gimmick that makes it fun/surprising/whatever regardless on how well designed it is.
 
I have tried to make easy and hard, short and long!

My favorite creation is Infestation Investigation

I dunno whether people read my post a while back but the number one thing for getting stars is creating levels people can actually complete. 9/10 your level wont get a star.if it cant be completed. Your clears are proportional to your stars. So beyond everything. When you make a level make sure it has enough done to make people qble to clear it
 

joelseph

Member
I dunno whether people read my post a while back but the number one thing for getting stars is creating levels people can actually complete. 9/10 your level wont get a star.if it cant be completed. Your clears are proportional to your stars. So beyond everything. When you make a level make sure it has enough done to make people qble to clear it

I got some easy ones in there too!
 

Bydobob

Member
So, new level time:

Near miss
192C-0000-018D-E1D4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/192C-0000-018D-E1D4
Difficulty: Hard

High adrenaline sprint to the finish with more close shaves than a Gilette production line. For those who enjoy the thrill of stringing together jumps while narrowly avoiding death. Not for those who hate precision and reloading lives in quick succession. Don't say you haven't been warned!

As always, I'll be following this up with feedback of GAF levels.
 
How is everyone doing on star count?

I'm almost at the 400 mark, I'd probably have at least twice that if I had more levels uploaded. I only have 14 stages up (out of 40 allowed) and a few are out of date/duplicates which I need to delete and start making some more. The star system is both satisfying and frustrating. There's nothing better than getting a star and positive feedback on a level but it's irritating when you'll have a little over 100 stars on a stage played at least 800 times.

Edit: If it were up to me, there would be a "two tier" star system. Completing a stage would automatically get you a star as in my opinion, if you either enjoy or at least respect a stage enough to spend the time to see it through to the end, then the creator at that point deserves a reward of some kind. Then on the level completion screen there would be a pop up message along the lines of "Did you like this stage? Yes/No." If the player "likes" your stage, then you get one extra star. It's incredibly impolite not to star someone's level unless the stage was mostly garbage or it's obvious little care or craft was put into it.

Also, there are too many Japanese troll/music/junk accounts which are obviously absolutely undeserving of the top spots which I'd love to see wiped from the server.
 

J-Fr

Member
New level! This one is thwomp-themed if you couldn't tell from the title. I hope it's fun, it's got a lot of different applications of the thwomps, a unified theme (hopefully), and some fun 1-ups to collect optionally.

Thwompalicious

I'll be playing some of the recent courses and providing feedback soon!

Cool level, the last trampoline jump is quite hard.


Short and fun level!


Snowy SkiLift Summit 2:SkullPeak
7BF5-0000-018E-014C

Awesome level! I loved all the little short-cuts.


Played this one, it reminded me of Super Mario Land. (Which is a good thing!)

OAnpmiL.jpg

Don't Jump Too High

Easy on the jump button!


Both were a little trial and error, I enjoyed both! They were short enough and manageable.
 

Nerrel

Member
I shared this long ago, but after learning a lot I've overhauled it and would like some feedback. Plus, it hasn't gotten many plays and I'm now paranoid about deletion. It was an experiment with how tightly platforming could be packed into vertical space:
BC9A-0000-0175-ADF2.jpg

BC9A-0000-0175-ADF2_full.jpg

Coiled Ghosthouse

Here's another overhauled one that makes use of vertical space in a different way:
5AA5-0000-0262-FB6E.jpg

A684-0000-024D-8507_full.jpg

Highlow Castle
 
So, new level time:

Near miss
192C-0000-018D-E1D4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/192C-0000-018D-E1D4
Difficulty: Hard

High adrenaline sprint to the finish with more close shaves than a Gilette production line. For those who enjoy the thrill of stringing together jumps while narrowly avoiding death. Not for those who hate precision and reloading lives in quick succession. Don't say you haven't been warned!

As always, I'll be following this up with feedback of GAF levels.

I thought I was done with GAF for the night, I bookmarked myself up a nice selection of recent GAF stages from this thread and thought I'd close my day with some Mario Maker.

This stage has made me return to tell you that this is sadistic simplicity. I really wanted to be the guy to actually beat it, I thought that after numerous deaths when I'd finally past the single ice block jump and saw the pipe that my mission was finally over, sweet release.

Only to emerge and see one final string of obstacles...
4380787-5295298118-tumbl.gif


I paused in terror before realising that by not immediately moving I'd failed the timing for perfect rhythm so I popped back in and out of the pipe to reset things with the clock ticking down and made one last dash to victory.
I have no clue what the heck was happening at this point as all manner of stuff came crumbling down, alas after my third successful jump I clipped something in the clusterfuck and I was a broken man.
Maybe one day I'll return to face my demon but you win this round, that's some tight platforming in here.

Immediately afterwards I played Pesca's SMB3 Overworld stage styled in a 1-1 way and it was like mood whiplash.
 

Bydobob

Member
I thought I was done with GAF for the night, I bookmarked myself up a nice selection of recent GAF stages from this thread and thought I'd close my day with some Mario Maker.

This stage has made me return to tell you that this is sadistic simplicity. I really wanted to be the guy to actually beat it, I thought that after numerous deaths when I'd finally past the single ice block jump and saw the pipe that my mission was finally over, sweet release.

Only to emerge and see one final string of obstacles...
4380787-5295298118-tumbl.gif


I paused in terror before realising that by not immediately moving I'd failed the timing for perfect rhythm so I popped back in and out of the pipe to reset things with the clock ticking down and made one last dash to victory.
I have no clue what the heck was happening at this point as all manner of stuff came crumbling down, alas after my third successful jump I clipped something in the clusterfuck and I was a broken man.
Maybe one day I'll return to face my demon but you win this round, that's some tight platforming in here.

Immediately afterwards I played Pesca's SMB3 Overworld stage styled in a 1-1 way and it was like mood whiplash.

Fantastic post, I genuinely laughed out loud! If it's any consolation, the final stretch is much shorter
(but twice as intense intense)
. I'm rooting for you.
 
Made a level recently that took me a solid hour to beat to upload. I wanted to make it challenging but not stupidly hard and I think I may have gone a bit further than I meant to with it. Anyone mind giving it a shot and seeing if it is actually any fun to play through? Any feedback would be appreciated.
https://supermariomakerbookmark.nintendo.net/courses/9702-0000-0122-5456

I made it with at least two different possible routes you can take through it.

Is this level still up? Bookmark link gives a "404 Not Found" page.
 
Wow, hello, Mario Maker GAF. It has been a while! It has been so long that my last post in this thread was as Sega1991!

Anyway, I made a new Super Mario Maker level.

k8ZOkw6.jpg

https://supermariomakerbookmark.nintendo.net/courses/2E11-0000-018F-C1D0

Return to Mr. Bonestripper is at the extreme end of my efforts to revamp my older Super Mario Maker levels. I had been going through and tweaking my old levels, rejiggering difficulty and adding checkpoints (see: here, here, and here). When I reached one of my oldest levels, "Mister Bonestripper", I decided it was better to throw the whole thing out and start over from scratch.

The original "Mister Bonestripper" was kind of a sloppy, haphazard level with a huge difficulty spike in the middle. "Return to Mr. Bonestripper" is a much cleaner, far more even-handed approach to the same idea.

Enjoy!
 
I tried to make an easier somewhat easier bumper level. Let me know what you think gaf.

uZEZPsk.jpg


Cheerios Cave
Gonna play a bunch of level fromn this page and edit my comments in this post.

Return to Mr. Bonestripper : Really cool classic feel. The pacing and the learning curve is spot on.
 

Purdy

Member
So, new level time:

Near miss
192C-0000-018D-E1D4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/192C-0000-018D-E1D4
Difficulty: Hard

High adrenaline sprint to the finish with more close shaves than a Gilette production line. For those who enjoy the thrill of stringing together jumps while narrowly avoiding death. Not for those who hate precision and reloading lives in quick succession. Don't say you haven't been warned!

As always, I'll be following this up with feedback of GAF levels.

Finally beat this.

When I found out there was a third section I was only slightly angry. I did enjoy though, good fun.
 

KooopaKid

Banned
Feedback time!


Fun idea. I could finish the first part pretty consistently after a while but doing the second part for the nth time and starting from the beginning stopped being fun.

New level! This one is thwomp-themed if you couldn't tell from the title. I hope it's fun, it's got a lot of different applications of the thwomps, a unified theme (hopefully), and some fun 1-ups to collect optionally.

Thwompalicious


I'll be playing some of the recent courses and providing feedback soon!

Weird level! I feel I skipped most of the challenge thanks to the feather. In the last room, I just went to the top, did I skip the challenge at the bottom?

Looks like my bookmark finally went live so here it is.
Pesca 8-4: The Final Battle

Very nice finish to a traditional SMB level. I felt the tension as I was nearing the final boss.

Mechanics Mania
647F-0000-00CD-DD2D
https://supermariomakerbookmark.nintendo.net/courses/647F-0000-00CD-DD2D

647F-0000-00CD-DD2D.jpg


Going for something a bit harder, wacky and puzzley this time :)

Cool level but lacks a bit of focus maybe. It's not clear you're progressing through the level sometimes. I don't know if I played it the intended way. I think I skipped several puzzles.

So, I've uploaded a new level.

Wario & Waluigi: The Bank Heist
AFN8jGW.jpg


Single player co-op heist! Wario and Waluigi will need teamwork to enter the vault of the largest bank in the Mushroom Kingdom.
As usual, three hidden 1up mushrooms to find.

SMM Profile
Previous levels

Very original idea! The switching between the 2 characters works great and the bank theme is well presented! Good job!


Snowy SkiLift Summit 2:SkullPeak
7BF5-0000-018E-014C


7BF5-0000-018E-014C_full.jpg


Bookmark Link:https://supermariomakerbookmark.nintendo.net/courses/7BF5-0000-018E-014C

The beginning wasn't very interesting and it's visually too cluttered but I liked the boss fight and the finish :)
 
I'm always down for more planets.

After pottering around with a bunch of ideas that never quite came together I've got two more stages I think could be worth a look...

Skittery Skulls
A9C8-0000-018F-9993.jpg

A9C8-0000-018F-9993_full.jpg

I'm back on the skull train, but this time I felt like making it about precise jumps and then halfway through I thought of this psuedo puzzle like idea where you send off blue skulls to make a bridge of sorts.
I'm not completely cruel so I've got some Super Leafs in the later stages and who knows, maybe there's one early on.

Emergency Ejecting
4FE9-0000-0189-E0EB.jpg

4FE9-0000-0189-E0EB_full.jpg


The fire spewing clown car is one of the things I hadn't used yet but I'm not one for scrolling shooter stages so I decided to try and make use of Clown Cars in a different way.
I honestly took me many attempts to finally figure out how to best jump out the clown car past the spikes so I expect that may be a hurdle to some even if there's only three jumps.
Also past the checkpoint is a max speed autoscroller which I tried to make tough but enjoyable yet I get the feeling it may be a bit iffy.


So basically with these two i'm expecting people to die but in the tough DKC series stage way as opposed to unrelenting challenge.
I've come to the conclusion this is my favourite way of making stages anyway.
 

Bydobob

Member

Snowy SkiLift Summit 2:SkullPeak
7BF5-0000-018E-014C


7BF5-0000-018E-014C_full.jpg


Bookmark Link:https://supermariomakerbookmark.nintendo.net/courses/7BF5-0000-018E-014C

Its a sequel to my most played level, Snowy Sky Lift Summit, which got over 340 stars. Went from SMB3 theme to SMW, so took advantage of the differences there. Was a blast to make! Hope you guys try it out!!

Another great level with plenty to see and do. It was a little more confusing than the last one of yours I played, I can't remember the amount of time I wasted near the beginning trying to get those fire flowers! I'd perhaps place a mushroom at the checkpoint too for the sake of balance. That vine part immediately after sticks out as more challenging than the rest of your level.

I have 853 Stars. I've never had a stage blow up and get hundreds of stars. It's just like each of my stages gets like 20 or so. My last few stages have been slow to get very many stars though. Feel free to toss some stars their way if you want.

Grassland
[

Nice, traditional level for beginners. It was over before I realised!

I shared this long ago, but after learning a lot I've overhauled it and would like some feedback. Plus, it hasn't gotten many plays and I'm now paranoid about deletion. It was an experiment with how tightly platforming could be packed into vertical space:
BC9A-0000-0175-ADF2.jpg

BC9A-0000-0175-ADF2_full.jpg

Coiled Ghosthouse

I definitely liked it, but I can't remember many details to be honest. Probably because I spent lots of time on two other Ghost House levels, this one faded from memory. Sorry!

Okay, tried to make a non bullshitty level but challenging jumping with a decently timed checkpoint, if some people wouldn't mind checking it out.

Here is the bookmark link

Ah, talking of which... you'll be pleased to know your level dished out some pain in return! I do love pure platforming levels though, and aside from a couple of blind jumps off cannonballs it was tough but fair. The bit straight after the checkpoint took me the longest to suss, but I had enough tries that by the end I could speedrun it! I wish more makers weren't scared of making levels like this, they give tremendous satisfaction once mastered.

Skittery Skulls
A9C8-0000-018F-9993

I know you haven't posted this yet, but you should asap. It's a great level, torture for some, but it's bark is worse than its bite. Took some trial and error knowing when to jump at the spikey bit before the checkpoint, otherwise it the level was well signposted when it could have been a disaster. I loved the technique of flicking off the skull ride to activate it without setting foot on it. The title is very apt!

I tried to make an easier somewhat easier bumper level. Let me know what you think gaf.

uZEZPsk.jpg


Cheerios Cave

It was enjoyable, smooth progress until the large Buzzy beetle. Basically, it got stuck under the springs rather than bounce on top of them and clear the path, and with no way back to reset I had to restart. Same thing happened the second time and I'm afraid I quit out. In hindsight I think I should have followed the shell for it to complete it's path, but as I was expecting it to come back at me I held back. This will be players' natural reaction the first time.

Wow, hello, Mario Maker GAF. It has been a while! It has been so long that my last post in this thread was as Sega1991!

Anyway, I made a new Super Mario Maker level.

k8ZOkw6.jpg

https://supermariomakerbookmark.nintendo.net/courses/2E11-0000-018F-C1D0

Return to Mr. Bonestripper is at the extreme end of my efforts to revamp my older Super Mario Maker levels. I had been going through and tweaking my old levels, rejiggering difficulty and adding checkpoints

This is a great level, gently easing you in before ramping up the obstacles. Everything is timed to near perfection, even the timing of the Bones' projectiles. Good work.

Updated it shortly after that post once people tested it out. New one is here: https://supermariomakerbookmark.nintendo.net/courses/AE5B-0000-017B-BC48

Only real difference is a couple extra note blocks in the final section and a checkpoint that may have actually inadvertently made it harder if you reach it, die, and respawn there.

I was pressed for time when playing your level, so couldn't give it a fair crack of the whip I'm afraid. My time with it though was enough to recommend you reconsider the start. My first go I got caught up in the trampoline column and met a Bob-omb square in the face. The second go (now wise to the Bob-omb) I waited for it to drop, only to have the entire platform destroyed by it, meaning I could progress no further. Those blocks need to be indestructible due to the springs and P block that can deviate the path of the Bob-ombs. I'd also question the wisdom of having a tower of springs leading up to an unseen hazard.


Played another level by Klavik that I'd like to recommend here. I'm not sure if he's a Gaffer.

M-Type
https://supermariomakerbookmark.nintendo.net/courses/13EB-0000-0127-OCA7

A Shmup level done right.
 

CrisKre

Member
Another great level with plenty to see and do. It was a little more confusing than the last one of yours I played, I can't remember the amount of time I wasted near the beginning trying to get those fire flowers! I'd perhaps place a mushroom at the checkpoint too for the sake of balance. That vine part immediately after sticks out as more challenging than the rest of your level

Thanks! I usually put the more challenging ideas for a level right after my checkpoints, and because vine traversing can be slow and tedious I wanted to add some tension. That was a my train of thought anyways ;). There is actually one of those first fireflowers you CAN get aswell, the one rught under the pirannah plants lol.
 

CrisKre

Member
Awesome level! I loved all the little short-cuts.


Thank you! I bookmarked many of the levels here but have been swamped at work and sinking my teeth into XCX, so I will get to them hopefully this weekend. Keep the great levels coming guys!
 
Thanks to everyone who has played my stages and given feedback or stars. I'm in the middle of making a SMB3 style Ghost House that I hope is a little more enthralling than my last few SMB3 stages. Looking forward to playing the stages I bookmarked off this page tonight after work.
 

Purdy

Member
Ah, talking of which... you'll be pleased to know your level dished out some pain in return! I do love pure platforming levels though, and aside from a couple of blind jumps off cannonballs it was tough but fair. The bit straight after the checkpoint took me the longest to suss, but I had enough tries that by the end I could speedrun it! I wish more makers weren't scared of making levels like this, they give tremendous satisfaction once mastered.

Cheers for the feedback.

Yeah I should've used some coins as guidance/pointers but glad you enjoyed it.

How did you do the bit after the checkpoint, into the second sandwich or off the side of it and onto the canonball if that makes sense?
 

BGBW

Maturity, bitches.
Er... I did the latest Event Course for Daisy only for it to unlock a Mystery Mushroom with just the Mystery Mushroom graphic and when I go to edit a course the space is blank where the costume should be.

Also while playing the level all Mystery Mushrooms acted as a random Mushroom rather than the Daisy one.

I hope I didn't somehow make it so I can't ever get the costume.

EDIT: OK. Closed the game, suddenly the Wii U updates itself and now I have the costume. Weird.
 
I beat Bydobob's dastardly "Near Miss", I can sleep soundly tonight.

I could've sworn I bookmarked Blaze's latest stage but apparently I didn't, I'll have to rectify that.
In the meantime I tackled Planet 2-6 (strong platforming as expected) , Ski Lift Summit 2 (not having played the first I loved the ending) and the Bank Heist (did I get put in jail at one point?), all your stars are in the mail.

I know you haven't posted this yet, but you should asap. It's a great level, torture for some, but it's bark is worse than its bite. Took some trial and error knowing when to jump at the spikey bit before the checkpoint, otherwise it the level was well signposted when it could have been a disaster. I loved the technique of flicking off the skull ride to activate it without setting foot on it. The title is very apt!

Refreshing myself on the stage now I noticed some parts that were pretty rough because apparently at 2AM in the morning I'm like "yep, this is juuuust right, now to upload and get some sleep".
Notably I was thinking how the first section is quite possibly the hardest run of obstacles and I fell victim to my own trollish backwards movement of some skull blocks.
 

Inkwell

Banned
OAnpmiL.jpg

Don't Jump Too High

Easy on the jump button!

This was a neat idea for a level. I like its simplicity, and it's not too difficult.

Hey Guys! Long time!! Been playing a lot of Xenoblade X, but anyways, finished a new level between playtimes:

snowy2.jpg



Snowy SkiLift Summit 2:SkullPeak
7BF5-0000-018E-014C


7BF5-0000-018E-014C_full.jpg


Bookmark Link:https://supermariomakerbookmark.nintendo.net/courses/7BF5-0000-018E-014C

Its a sequel to my most played level, Snowy Sky Lift Summit, which got over 340 stars. Went from SMB3 theme to SMW, so took advantage of the differences there. Was a blast to make! Hope you guys try it out!!

I liked the first one, and this one is great too. My only issue was that I felt lost a lot of the time. I think there's so much going on visually that sometimes I'm not sure where to go. There's probably multiple paths too.

So, new level time:

Near miss
192C-0000-018D-E1D4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/192C-0000-018D-E1D4
Difficulty: Hard

High adrenaline sprint to the finish with more close shaves than a Gilette production line. For those who enjoy the thrill of stringing together jumps while narrowly avoiding death. Not for those who hate precision and reloading lives in quick succession. Don't say you haven't been warned!

As always, I'll be following this up with feedback of GAF levels.

This was really fun, and that last section... I don't even know what was happening. To be honest, I think getting through everything came down to luck for me. I never knew how high or when exactly to jump since it seemed to change from jump to jump. At one point I bounced off of something in the last section and died, and had no clue what happened at first.

I shared this long ago, but after learning a lot I've overhauled it and would like some feedback. Plus, it hasn't gotten many plays and I'm now paranoid about deletion. It was an experiment with how tightly platforming could be packed into vertical space:
BC9A-0000-0175-ADF2.jpg

BC9A-0000-0175-ADF2_full.jpg

Coiled Ghosthouse

Here's another overhauled one that makes use of vertical space in a different way:
1AB0-0000-018D-75FC.jpg

1AB0-0000-018D-75FC_full.jpg

Highlow Castle

I enjoyed both levels. I preferred the ghost house more, though the castle level was well made.

Wow, hello, Mario Maker GAF. It has been a while! It has been so long that my last post in this thread was as Sega1991!

Anyway, I made a new Super Mario Maker level.

k8ZOkw6.jpg

https://supermariomakerbookmark.nintendo.net/courses/2E11-0000-018F-C1D0

Return to Mr. Bonestripper is at the extreme end of my efforts to revamp my older Super Mario Maker levels. I had been going through and tweaking my old levels, rejiggering difficulty and adding checkpoints (see: here, here, and here). When I reached one of my oldest levels, "Mister Bonestripper", I decided it was better to throw the whole thing out and start over from scratch.

The original "Mister Bonestripper" was kind of a sloppy, haphazard level with a huge difficulty spike in the middle. "Return to Mr. Bonestripper" is a much cleaner, far more even-handed approach to the same idea.

Enjoy!

Really good level. My only complaint is that it felt a little too long. Otherwise it felt like it could have come from SMW.

I tried to make an easier somewhat easier bumper level. Let me know what you think gaf.

uZEZPsk.jpg


Cheerios Cave
Gonna play a bunch of level fromn this page and edit my comments in this post.

I haven't played too many bumper levels yet, and I'm not sure if I like them as a mechanic. This level was fun though. I got the cape at the beginning but had a really really hard time getting it. I'm sure it was intentional, but it felt a bit more awkward than difficult. I'm sure it made the beginning quite a bit easier.

I'm always down for more planets.

After pottering around with a bunch of ideas that never quite came together I've got two more stages I think could be worth a look...

Skittery Skulls
A9C8-0000-018F-9993.jpg

A9C8-0000-018F-9993_full.jpg

I'm back on the skull train, but this time I felt like making it about precise jumps and then halfway through I thought of this psuedo puzzle like idea where you send off blue skulls to make a bridge of sorts.
I'm not completely cruel so I've got some Super Leafs in the later stages and who knows, maybe there's one early on.

Emergency Ejecting
4FE9-0000-0189-E0EB.jpg

4FE9-0000-0189-E0EB_full.jpg


The fire spewing clown car is one of the things I hadn't used yet but I'm not one for scrolling shooter stages so I decided to try and make use of Clown Cars in a different way.
I honestly took me many attempts to finally figure out how to best jump out the clown car past the spikes so I expect that may be a hurdle to some even if there's only three jumps.
Also past the checkpoint is a max speed autoscroller which I tried to make tough but enjoyable yet I get the feeling it may be a bit iffy.


So basically with these two i'm expecting people to die but in the tough DKC series stage way as opposed to unrelenting challenge.
I've come to the conclusion this is my favourite way of making stages anyway.

Skittery Skulls felt unique. I didn't really like the beginning section because the momentum of the skulls messed with some of my jumps. I died a lot from essentially being flung from jumping at the wrong time. After that part it became a little easier to manage. Don't get me wrong, it was still challenging enough, and I think I would have died a lot more if not for the power up.

I'm a bit more mixed on Emergency Ejecting. Overall I like it. The concept and general design are fine, but there were a few sections that felt off. Jumping out of the clown cars at the beginning felt strange since I never had to precision jump out of one yet. I took a hit and nearly died immediately after. That second canon is pretty cruel. I got lucky and was able to jump on the canon ball in the narrow corridor. That's a lot of level to replay through if you die there. As far as I can remember the auto-scroll section was fine except for those flying bombs. I got a bit ahead of the scrolling, and it was nerve wracking hoping the next set of bombs would come onto the screen. It would have been slightly better had that section been a little shorter.
 
Thanks for the feedback Inkwell, the issues you pointed out were all things I wondered about when making both stages so my fears weren't unfounded.

My mission to get the right balance for tough but fair stages continues.
 

Bydobob

Member
Cheers for the feedback.

Yeah I should've used some coins as guidance/pointers but glad you enjoyed it.

How did you do the bit after the checkpoint, into the second sandwich or off the side of it and onto the canonball if that makes sense?

Yes it does make sense. I used the cannonball as a stopper, it came in very handy! It was actually the easier sandwich before I had more difficulty with, but that's because I had a brain fart and didn't make use of the right hand column to take an extra wall jump.

This was really fun, and that last section... I don't even know what was happening. To be honest, I think getting through everything came down to luck for me. I never knew how high or when exactly to jump since it seemed to change from jump to jump. At one point I bounced off of something in the last section and died, and had no clue what happened at first.

You know, that's a very interesting comment. There is so much shit tumbling down and distracting you that it feels like luck, when in actual fact your brain has been able to calculate the length of jump needed without you realising. I liken it to using 'the force'!
 

Inkwell

Banned
One Tiny Man in Two Tiny Rooms

425B-0000-0191-BA93.jpg


I made this in about an hour, fiddled with it a bit, and just decided to upload it. It's a short puzzle level, but I'm sure there's something exploitative or game breaking.

Thanks for the feedback Inkwell, the issues you pointed out were all things I wondered about when making both stages so my fears weren't unfounded.

My mission to get the right balance for tough but fair stages continues.

I haven't been doing this for very long, but I find if I even feel the slightest bit uncomfortable with part of a level, it probably needs to be tweaked or even completely changed. Yeah, it's really difficult to get the balance of a level right. It would be neat if you could share incomplete levels for testing. I find it irritating and cumbersome to have to go through the upload process more than once if you find out there's an issue with your level.
 

Inkwell

Banned
Hey there - it would be cool if some of you played my level.

I'm not great at designing cohesive levels so this was my go at a more refined level with a purpose... so I'd love to hear some feedback =D

I really liked this level! It's definitely challenging, but it's pretty fair and seemed to have the checkpoints in the right place. Something very important about the level is that it felt like the perfect length. It allows the general gimmick of the level to not feel too old by the end. I think a lot of people (including myself) try to fit as much as possible into a single level and it turns it into a slog. My only issue would be the part with the buzzy shell, and maybe the flying buzzy beetles after it. I had some trouble with the shell, but maybe that's just me. It and the flying buzzy beetles felt a little off from the main theme, but it's not like it ruins the level.

Re-posting for the new page as I haven't received any feedback yet.

Super Mario Planets - Planet 2-6 :
https://supermariomakerbookmark.nintendo.net/courses/493B-0000-0190-995E

493B-0000-0190-995E.jpg


493B-0000-0190-995E_full.jpg


Super Mario Planets - Planet 2-5 :
https://supermariomakerbookmark.nintendo.net/courses/4D19-0000-0175-91B4

I think I've come to the conclusion that I don't like the bumpers. One second I think I completely understand how to bounce on them, and then the next I'm being flung off at a strange angle and dying. There's even been a few times I could swear I'm not touching a bumper and then I get knocked off of a ledge.

2-5 felt a little more balanced to me. I still had some issues but I got through it much easier.

2-6 on the other hand made me frustrated. There's the section with the 2 walls of moving bumpers that close in on you going up the track, and then back down. It was random whether I survived that section or not. Then later on I felt there were some instances where I had to die to know how to proceed, or find bumpers that were just off screen.

I look at the design of the levels, and I actually like the concept quite a bit. When things are moving smoothly I really enjoy playing the levels, but when things go bad it's frustrating. It could just be me since I can't seem to quite "get" the bumper mechanics.
 
Re-posting for the new page as I haven't received any feedback yet.

Super Mario Planets - Planet 2-6 :
https://supermariomakerbookmark.nintendo.net/courses/493B-0000-0190-995E

493B-0000-0190-995E.jpg


493B-0000-0190-995E_full.jpg


Super Mario Planets - Planet 2-5 :
https://supermariomakerbookmark.nintendo.net/courses/4D19-0000-0175-91B4

Added to my bookmarks, I've been wanting to try out your planet series for awhile, will play it and give you feedback as soon as I have time. Is there another stage in the series besides this one you'd like to recommend I try?
 
Wrapped up work on my SMB3 style Ghost House Course. It's definitely my best SMB3 Style Course. At least I think so. Let me know what you think.

I played Near Miss after the rave reviews in this thread. I loved it. Best "Dash" style course this side of the official Nintendo ones posted on Mario Maker.

I also played KooopaKid's Planets 2-6. Not my favorite Planets course, but that's more on me not being a fan of that stupid bounce element that to my recollection is in zero actual Mario games. Still a good course though.

I played Snowy SkyLift Summit 2 as well. Good course. I think it was a little visually over stimulating, but I enjoyed my run through.
 
Top Bottom