Look like they updated Super Mario Bookmark so we can now directly share on facebook and thumbler. Or that's old news?? The image it gives is a bit shitty but oh well. Its better than nothing I guess?
Here's 2 of my recent levels that are quite criminally underplayed...
This is the image the sharing creates:
Would really love it if some people would try out this level and give me some feedback. Be warned this level is extremely challenging and arguably unfair at places but I've never felt such a rush as when I cleared this to upload.
Your goal is to follow the egg, and when given a chance, free it and use Yoshi to advance. There's 2 checkpoint flags for anyone who doesn't like to begin all the way from the beginning. (I do have to use a little trick after each one to make everyone small again, sorry!) Hope you like it and I get some good feedback. Time to bookmark some more courses here...
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 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.
In my experience, you have to be exactly in the middle of the bumper to bounce straight up, a bit on the right and you'll bounce right. Are you always holding A?
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.
Yeah the final ride is trial and error, I tried to guide the player with coins to indicate you can jump down but you probably have to die a couple of times to get the ride right.
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.
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.
Thanks, it should be the last with bumpers anyway, I wanted to use them at least a little bit in interesting ways but their use is quite limited I found.
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?
You can start from the one you bookmarked and then pick up any levels you find interesting from the preview. I think Planet 2-1 and Planet 2-2 are very fun even if they can be a bit difficult.
World 1 is a lot easier in general.
Hey guys, I'm new to SMM and I have a question. The sharing infrastructure is a bit obtuse at first. Has anyone recreated any of the original Mario games in SMM?
Hey guys, I'm new to SMM and I have a question. The sharing infrastructure is a bit obtuse at first. Has anyone recreated any of the original Mario games in SMM?
Hey guys, I'm new to SMM and I have a question. The sharing infrastructure is a bit obtuse at first. Has anyone recreated any of the original Mario games in SMM?
Hey guys, I'm new to SMM and I have a question. The sharing infrastructure is a bit obtuse at first. Has anyone recreated any of the original Mario games in SMM?
El Pescado is right, we've got all of Special courtesy of a Redditor and I think they also did all the Super Mario Bros. 3 GBA e-Reader levels so check those out.
Before their whole remake I did Special's 4-3. The 10 Mario challenge is full of remix levels from the originals and I took a crack at that style with 4-1 of SMB3. There's probably a ton more out there on the bookmark site under the remix tag.
I just tried yours and damn, it's hard! I managed to reach the area with Lakitu twice. Had to give up, at least for now. Maybe I'll try again tomorrow Perhaps you should use a checkpoint? Since you made this level yourself, it may seem easy to you because you know what to expect when and where but it could prove very difficult for someone unfamiliar with it.
Very difficult level. As of right now I'm the only person who's finished it. Your level has some major issues. It would actually be a fun, quick, difficult level with a few changes. Possibly good for speed runs. First, you have enemies set up so the player almost has to take multiple hits. There's a few places where I was able to dodge an enemy, but it took memorization and luck. Second, there's that one jump to the semi-solid platforms. You kind of have an indicator with coins but it doesn't work. I had to die a few times to find out where the platform was to land on it. On top of that, you potentially punish players for finally making the jump by having that spike there.
I don't want to discourage you since it's your first level. I just want you to know I never post about a level just to tear it apart. Like I said earlier, the level has potential. There's a difference between tough and fair obstacles and cheap obstacles though. I have a few tips. First, if part of your level feels difficult to you (and you are making a tough level like this one) it will probably be 10x more difficult for new players. Remember that you get to practice every single section quite a bit, and players will not have that luxury unless they decide to download your level. Second, I tend to make a difficult section, and then tone down the difficulty a notch. It usually ends up feeling more balanced. Finally, if a section feels a bit off to you, it probably is. Either fix it or completely remove it in favor of something else.
This was very enjoyable. The only section I didn't like was the boo circles. It was a bit tedious. Other than that the level was really fun, and nice looking too.
Very difficult level. As of right now I'm the only person who's finished it. Your level has some major issues. It would actually be a fun, quick, difficult level with a few changes. Possibly good for speed runs. First, you have enemies set up so the player almost has to take multiple hits. There's a few places where I was able to dodge an enemy, but it took memorization and luck. Second, there's that one jump to the semi-solid platforms. You kind of have an indicator with coins but it doesn't work. I had to die a few times to find out where the platform was to land on it. On top of that, you potentially punish players for finally making the jump by having that spike there.
I don't want to discourage you since it's your first level. I just want you to know I never post about a level just to tear it apart. Like I said earlier, the level has potential. There's a difference between tough and fair obstacles and cheap obstacles though. I have a few tips. First, if part of your level feels difficult to you (and you are making a tough level like this one) it will probably be 10x more difficult for new players. Remember that you get to practice every single section quite a bit, and players will not have that luxury unless they decide to download your level. Second, I tend to make a difficult section, and then tone down the difficulty a notch. It usually ends up feeling more balanced. Finally, if a section feels a bit off to you, it probably is. Either fix it or completely remove it in favor of something else.
This was very enjoyable. The only section I didn't like was the boo circles. It was a bit tedious. Other than that the level was really fun, and nice looking too.
Thanks for the great feedback. I thought it might be teetering to far on the cheap obstacles side of things. Looking forward to making my new level now.
I just tried yours and damn, it's hard! I managed to reach the area with Lakitu twice. Had to give up, at least for now. Maybe I'll try again tomorrow Perhaps you should use a checkpoint? Since you made this level yourself, it may seem easy to you because you know what to expect when and where but it could prove very difficult for someone unfamiliar with it.
This is amazing fun. I'm really tempted to try some levels that tell a narrative. I hear there are some neat attempts at storytelling available. Anybody have any hot suggestions?
This is amazing fun. I'm really tempted to try some levels that tell a narrative. I hear there are some neat attempts at storytelling available. Anybody have any hot suggestions?
Mario Goes to Ikea and Theorymon's The Goomba: A Sad Tale of Madness are two of the best I've played from this thread or anywhere else for that matter. I'd look them up and link them but I've had a few beers, so you can use the search tool yourself. My apologies!
As for that section, the first part was really fun, but the second section didn't have great timing. The second hammer bros. with the cannon just fell straight into the pit, so depending on where the player stands on the skulls, he doesn't always hit where he is supposed to.
There's now only one skull to land on and only a split second to stand on it, so the wiggle room in the timing is eliminated. I tried standing at both the front and back of the skull ride and couldn't get a hammer brother to miss. Jumping onto the skull is a lot harder now, and the fight itself is a lot more difficult since the hammers are flying straight into you, but it does feel more like a real, consistent boss fight instead of a hit-or-miss gimmick. If anyone wants to replay and let me know what they think, I'd appreciate it:
This is amazing fun. I'm really tempted to try some levels that tell a narrative. I hear there are some neat attempts at storytelling available. Anybody have any hot suggestions?
Here is the last one I made if anyone wants to give it a shot. It is purposely tricky and a bit difficult since I wanted to try my hand at something like that...
I don't play a lot of bouncy ring stages, I enjoyed this, was very satisfying to beat. Very smart placement, fun 1-Up secret areas and just the right amount of challenge not to be frustrating. Also, until I played this stage I didn't realize that
spin jumping on the rings makes you bounce much higher which is pretty essential.
I also randomly picked 2-1 from your planets lineup, WOW. Loved it, what a rediculously fun little stage. Brilliant use of cannon ball jumping, it was so fun I couldn't wait to retry each time until I got it right.
I also started Planet 2-2, will finish it later. Please try a few of my stages when you get a chance, would love to hear your feedback.
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.
Missed this reply. Thanks, glad you enjoyed it. Yeah, there's an issue there I thought I'd caught when I was doing my final edit on the stage but I must have missed it and forgot to correct, I'm not sure if I'll re-upload it, will see.
Here's another reworked level. I really went out of my way to make it look like the castle was falling apart. If you look carefully, you can see bricks coming loose and flowing away in the lava: Lava Runner Castle
God dammit, I tried. Too hard for me to finish, but it was the fun kind of "too hard." I think you could be just a little bit more merciful towards the end of the first gauntlet and it would still be ball-destroyingly difficult.
This is a fun one. It's a little relaxed and easy, but in that way it resembles an actual SMW level. I'm not sure what the old version was like, but this one was definitely clean and spaced out well.
I forgot to quote ElPescado so I'll just mention his Ghost House here which feels refreshingly simple like an actual SMB3 puzzle stage (as opposed to full on SMW style Ghost House).
This seemed rather open ended, I ended up going all over the place just to see where certain paths would lead.
So I got lost and puzzled but solved it in the end, thumbs up.
Would really love it if some people would try out this level and give me some feedback. Be warned this level is extremely challenging and arguably unfair at places but I've never felt such a rush as when I cleared this to upload.
Probably the only stage that made me suddenly yet out loud "THE BIRDS! THE BIRDS!"
As in my desperation to figure out how to get across the spiky path I thought "they must be indicating hidden shroom/star blocks!".
I was seemingly completely wrong, I tried letting the mushroom travel as far as I could jump for that fraction of a seconds bit of extra time on the spikes.
I leaped around the coin arrow hoping something would save me.
And it took me like 15 attempts to get out of the devilish opening section to begin with.
Alas I never did figure out how to reach that first checkpoint, I'm a beaten man.
Your goal is to follow the egg, and when given a chance, free it and use Yoshi to advance. There's 2 checkpoint flags for anyone who doesn't like to begin all the way from the beginning. (I do have to use a little trick after each one to make everyone small again, sorry!) Hope you like it and I get some good feedback. Time to bookmark some more courses here...
Nice twist on the yoshi requiring stages by making the way to get Yoshi interesting in itself, of course I knocked the first two eggs down their respective pits going to grab them so that set me back a bit.
On the section with the saws and moving platform where the first chomp falls on your head I did notice on repeat runs that I could be boring and wait by the door for the platform to make its first loop.
The area after this was my favourite one with the wiggler tunnels though the first time I ended up behind the egg because my nose for secrets immediately had me trying to get through the gap to the immediate right of the pipe.
I was on the right track (or should I say the ELITE track) because after bumbling into a saw blade trying to triple jump into wall jump my way to that tempting coin trail at the top of the screen I realised that's where the secret route pops out.
That tease of a door near the start, after dying in the boo wheel section (I'd agree with someone who posted earlier in that it's a bit too slow) I figured I'd go for that door, eventually I made the jump so yay for me.
This does mean though that I've missed out the final stretch of the stage but for the first half I'll say its solid if a bit sparse.
One problem is something I've encountered with the airship theme and that's how blocks placed at the bottom of the screen bob off screen leading to my backside getting unexpectedly flamed at one point.
Could've used a checkpoint, well there might've been one after the Boo wheel room (actually I got past that and died to something outside immediately, can't recall what though).
There's now only one skull to land on and only a split second to stand on it, so the wiggle room in the timing is eliminated. I tried standing at both the front and back of the skull ride and couldn't get a hammer brother to miss. Jumping onto the skull is a lot harder now, and the fight itself is a lot more difficult since the hammers are flying straight into you, but it does feel more like a real, consistent boss fight instead of a hit-or-miss gimmick. If anyone wants to replay and let me know what they think, I'd appreciate it:
Sometimes I feel like I'm cheating myself out of good times, I instantly found the upper path that takes you through the interior and then missed out on some fun Bob-omb antics below me grabbing a one up, feel like I missed the highlights here and it's my own choice (oh well just means it's worth a replay).
The final section seemed fine to me, I passed it first try so it seemed to work as intended, the timings on the sledge and hammer bros worked out.
Also I like when my curiosity is rewarded like with the one up above the exit
Killer sheet music I see.
Going back to the Galaxy inspirations this really felt like one of those little side planets you'd get alongside the bigger ones in SMG1, a nice change of pace.
Here is the last one I made if anyone wants to give it a shot. It is purposely tricky and a bit difficult since I wanted to try my hand at something like that...
A bit short but doable, I took the bottom path with the vines.
I'm thinking you could likely tackle a longer challenging stage since this is a solid start, nothing came out of nowhere for surprise deaths on my end.
---
One stage from me, it's actually one I mentioned the other day where the ability to run across ceilings kind of buggered it up, so after some aesthetically messy patchwork that also messes with the scrolling *grumble*I give you a stage that uses the one last mechanism I've not used that came in the big update, P Switch Doors!
Originally it was supposed to be a SMB3 stage but being able to grab the P blocks threw things out of whack sooooo SMB1 and amiibo costume it is.
Since dashing is the order of the day Meta Knight takes the stage here, his run and jump have a nice fluid feel to them that fits this.
There's one point in particular that I think could be a bit trial and error esque and its beyond the first checkpoint, I did place another coin just aside from the coin stairs in case someone decides to line their pockets with gold and then realise they can't reach the pipe but yeah it may involve flinging yourself into the fire pit for a redo if worst comes to pass. Knighthood Nightmare
Please note how heavily I'm trying to telegraph something here
So I played almost every level on this page. Gets me caught up now. I was having disk read error for a while so I haven't been playing as much sadly but I'll be more active. I will include some feedback for the levels I played. There was a lot of them so it won't be super in-depth.
Here's another reworked level. I really went out of my way to make it look like the castle was falling apart. If you look carefully, you can see bricks coming loose and flowing away in the lava: Lava Runner Castle
I remember playing the original. I don't actually remember what you would have changed. I liked the level though. The only part I disliked was immediately at the start. I get what you were going for but I just found it more tedious than anything. I liked the skull ride in the sub world, that was definitely my favourite part. Good Job. Starred.
This level wasn't by any means bad. It's just too difficult and a little bit presumptious. There is a part where you have to follow the coins to make a jump but the coins don't really do a good job or leading the the platform. Honestly, I would avoid having those leap of faith jumps in your levels all together. I think for you next level try to have a little bit more ground. Helps the player feel more confident when they don't think every jump is going to kill them. Good Job. Starred.
Your goal is to follow the egg, and when given a chance, free it and use Yoshi to advance. There's 2 checkpoint flags for anyone who doesn't like to begin all the way from the beginning. (I do have to use a little trick after each one to make everyone small again, sorry!) Hope you like it and I get some good feedback. Time to bookmark some more courses here...
Loved this level. Did the use Yoshi mechnic with a unique spin. I would be weary that in the first section the part with the star makes it seem like you need to get yoshi before the saw entire the channel. I ended up kicking the egg of the track and having no way to progress. Otherwise I genuinely loved this one. Starred for days.
Would really love it if some people would try out this level and give me some feedback. Be warned this level is extremely challenging and arguably unfair at places but I've never felt such a rush as when I cleared this to upload.
Great level. Genuinely puzzling at first but then it slowly all starts to make sense. Probably one of my fav levels from you. Star goes without saying.
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.
I liked this. At first I was stumped but by just trying things you figure out how to go about it. Nice and short. I would totally be into a series of levels like this. Just quick puzzles that don't take long. I played a really cool one screen puzzle a while back that this reminded me of. Starred.
There's one point in particular that I think could be a bit trial and error esque and its beyond the first checkpoint, I did place another coin just aside from the coin stairs in case someone decides to line their pockets with gold and then realise they can't reach the pipe but yeah it may involve flinging yourself into the fire pit for a redo if worst comes to pass. Knighthood Nightmare
Fun level. Nothing too difficult. Lots of fun little challenges in here. I enjoyed pretty much all of it. Not much to add. I think everything was telegraphed well. Nothing seemed unfair to me personally. All the mod dashes for the exit were really exhilarating. Good Job. Starred.
I played a lot of other levels that got quoted on this page like Return to Mr. Bonestripper and Don't Jump to High, but the quoting would have been a mess. I starred all the stages I played.
Thanks for your feedback guys.
I love my boat level and thought it was quite underplayed. (well, there's no many levels now in the game that we will all end up underplayed I guess)
Would really love it if some people would try out this level and give me some feedback. Be warned this level is extremely challenging and arguably unfair at places but I've never felt such a rush as when I cleared this to upload.
So here's the deal. This level was infuriating. All of it was damn hard, but the part with the spikes and mushroom is the worst. To be quite honest I don't know if I did that part correctly. I found a way to clear it that felt like an exploit. If clearing that part by
letting the mushroom go on the spikes, and jumping off the spikes right after getting the mushroom
is the intended way, then that's pretty damn cheap. I know some people have a better knowledge base with things like this, but I had no clue and found it by chance. If that's not the intended way to get past that area please tell me. The worst part is that I think every other part of the level is damn challenging and fun. Even though the koopa part at the beginning is frustrating as hell, its still fair. The part with the doughnut platform was really fun too.
Your goal is to follow the egg, and when given a chance, free it and use Yoshi to advance. There's 2 checkpoint flags for anyone who doesn't like to begin all the way from the beginning. (I do have to use a little trick after each one to make everyone small again, sorry!) Hope you like it and I get some good feedback. Time to bookmark some more courses here...
This was really neat idea and a fun level. I felt the part with the circling track and saws dragged on a little, but there's not a whole lot you can do about that without radically changing that section.
Here is the last one I made if anyone wants to give it a shot. It is purposely tricky and a bit difficult since I wanted to try my hand at something like that...
Thankfully the level isn't very long! It is really challenging, but not necessarily in an unfair way. I see there's an upper path but I never tried it. Somehow I made it through the rest of the level after getting to the vines for the first time. I nearly had a panic attack trying to get out of that section though. I think I made the jump by luck and then immediately had to deal with chomps. I enjoyed it overall. I think the only part I didn't like was the jump after clearing the bricks from the first section. I'm sure you can make the jump by sliding with big mario, but it almost felt like you intended people to take the hit to make the jump easier.
Here's another reworked level. I really went out of my way to make it look like the castle was falling apart. If you look carefully, you can see bricks coming loose and flowing away in the lava: Lava Runner Castle
One stage from me, it's actually one I mentioned the other day where the ability to run across ceilings kind of buggered it up, so after some aesthetically messy patchwork that also messes with the scrolling *grumble*I give you a stage that uses the one last mechanism I've not used that came in the big update, P Switch Doors!
Originally it was supposed to be a SMB3 stage but being able to grab the P blocks threw things out of whack sooooo SMB1 and amiibo costume it is.
Since dashing is the order of the day Meta Knight takes the stage here, his run and jump have a nice fluid feel to them that fits this.
There's one point in particular that I think could be a bit trial and error esque and its beyond the first checkpoint, I did place another coin just aside from the coin stairs in case someone decides to line their pockets with gold and then realise they can't reach the pipe but yeah it may involve flinging yourself into the fire pit for a redo if worst comes to pass. Knighthood Nightmare
Please note how heavily I'm trying to telegraph something here
I really enjoyed playing this level. The only part I didn't like was right before the first checkpoint. I didn't expect to start on falling platforms with thwomps above me and died instantly. Other than that I felt everything was fair. I like using the p-switches as a timing mechanism. It gives the player a clear, concise goal while causing a bit of panic. Nothing felt overly difficult or cheap either.
So here's the deal. This level was infuriating. All of it was damn hard, but the part with the spikes and mushroom is the worst. To be quite honest I don't know if I did that part correctly. I found a way to clear it that felt like an exploit. If clearing that part by
letting the mushroom go on the spikes, and jumping off the spikes right after getting the mushroom
is the intended way, then that's pretty damn cheap. I know some people have a better knowledge base with things like this, but I had no clue and found it by chance. If that's not the intended way to get past that area please tell me. The worst part is that I think every other part of the level is damn challenging and fun. Even though the koopa part at the beginning is frustrating as hell, its still fair. The part with the doughnut platform was really fun too
Probably the only stage that made me suddenly yet out loud "THE BIRDS! THE BIRDS!"
As in my desperation to figure out how to get across the spiky path I thought "they must be indicating hidden shroom/star blocks!".
I was seemingly completely wrong, I tried letting the mushroom travel as far as I could jump for that fraction of a seconds bit of extra time on the spikes.
I leaped around the coin arrow hoping something would save me.
And it took me like 15 attempts to get out of the devilish opening section to begin with.
Alas I never did figure out how to reach that first checkpoint, I'm a beaten man]
Thanks folks for trying my level. No question it's extremely punishing and was intended that way.
The intended way to pass the spike jump section is
grab the mushroom, jump as far as you can, jump again at the last second of invulnerability which should be just after the coin arrow, then land on a dime on the platform at the end
. It's incredibly difficult and took my friend and i several hours to master while clearing the level.
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!!
Just played it, another inspirational, fun stage bursting with variety and great follow up to Sky Lift Summit. The winter theme and SMW tile set go well together. Just like Sky Lift, the underground section was so action packed and love the
It shouldn't be very hard, but each revision has gotten very few hits, and most people quit VERY early on (judging from the death markers). I'm a little worried about what I was reading of Nintendo deleting unpopular levels when no one is even finding them.
I look forward to trying some other GAFer's levels soon too
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.
I don't play a lot of bouncy ring stages, I enjoyed this, was very satisfying to beat. Very smart placement, fun 1-Up secret areas and just the right amount of challenge not to be frustrating. Also, until I played this stage I didn't realize that
spin jumping on the rings makes you bounce much higher which is pretty essential.
I also randomly picked 2-1 from your planets lineup, WOW. Loved it, what a rediculously fun little stage. Brilliant use of cannon ball jumping, it was so fun I couldn't wait to retry each time until I got it right.
I also started Planet 2-2, will finish it later. Please try a few of my stages when you get a chance, would love to hear your feedback.
Planet 2-1 is one of my favorites as well, I find it very fun to bounce to infinity and try to save the most bullets!
Thanks for playing! I will play some of yours later tonight.
Killer sheet music I see.
Going back to the Galaxy inspirations this really felt like one of those little side planets you'd get alongside the bigger ones in SMG1, a nice change of pace.
I'm glad it made you think of the side planets from Super Mario Galaxy as I had that in mind as well. I'll play some of your levels tonight! Thanks for playing mine.
Thanks folks for trying my level. No question it's extremely punishing and was intended that way.
The intended way to pass the spike jump section is
grab the mushroom, jump as far as you can, jump again at the last second of invulnerability which should be just after the coin arrow, then land on a dime on the platform at the end
. It's incredibly difficult and took my friend and i several hours to master while clearing the level.
That's very tight timing. On top of that, you need to make sure you have the most speed possible, and the platform you start on isn't very conducive to that. I'm glad though that you didn't have people use an exploit to complete your level, but I think the only way people can figure that section out is to get lucky or download your level to practice that part. I'm not sure if I was clear in my post, but what I did was let the mushroom go onto the spikes. After you jump for it and grab it, it allows you to jump off the spikes and not takes a hit if you time it right. Even doing this the timing is insanely tight.
I forgot to quote ElPescado so I'll just mention his Ghost House here which feels refreshingly simple like an actual SMB3 puzzle stage (as opposed to full on SMW style Ghost House).
Heh... I tried to make it a little puzzley, but I like to keep my courses feeling mostly traditional, feeling like they could have been an actual course designed in the era their style is based on. It was originally a little more complicated to get the P-Switch, but the vertical screen scrolling and door limit forced me to reign it in a little. I think it was actually for the better though.
I played Wario & Waluigi's Bank Heist this morning. What a well designed Puzzle/Action Costume stage. So fun!
Not much in the way of gimmicks, just a slightly sprawling SMW stage with a fair few secrets.
Hey maybe this one will attain like a 20% completion rate at least, I even got my mii to smile this time around, so welcoming!
Fun level. Nothing too difficult. Lots of fun little challenges in here. I enjoyed pretty much all of it. Not much to add. I think everything was telegraphed well. Nothing seemed unfair to me personally. All the mod dashes for the exit were really exhilarating. Good Job. Starred.
I really enjoyed playing this level. The only part I didn't like was right before the first checkpoint. I didn't expect to start on falling platforms with thwomps above me and died instantly. Other than that I felt everything was fair. I like using the p-switches as a timing mechanism. It gives the player a clear, concise goal while causing a bit of panic. Nothing felt overly difficult or cheap either.
Good to see this one was on the right track mostly.
Originally I didn't have thwomps about to drop on the player by the first checkpoint but I figured that I could successfully hint towards the incoming threat before the player went through the door, but I suppose when you're making a mad dash to the door itself you may not take the extra second to notice the following room,ah well.
Thanks folks for trying my level. No question it's extremely punishing and was intended that way.
The intended way to pass the spike jump section is
grab the mushroom, jump as far as you can, jump again at the last second of invulnerability which should be just after the coin arrow, then land on a dime on the platform at the end
. It's incredibly difficult and took my friend and i several hours to master while clearing the level.
Guys, I recently got this game as a birthday gift (best gift ever ). Finally made a stage that I liked enough to upload and share with you guys. Not the most creative, or challenging, or special by any means, but it's fun to play through.
Guys, I recently got this game as a birthday gift (best gift ever ). Finally made a stage that I liked enough to upload and share with you guys. Not the most creative, or challenging, or special by any means, but it's fun to play through.
Not much in the way of gimmicks, just a slightly sprawling SMW stage with a fair few secrets.
Hey maybe this one will attain like a 20% completion rate at least, I even got my mii to smile this time around, so welcoming!
Nice layout and very easy. If this doesn't reach 20% completion rate, something really wrong with Mario "fans" and I'll be forever glad Nintendo doesn't dumb down their games to that skill level ^ ^.
BTW, did you notice the notes in Planet 2-7 are in sync with the music?
My new shmup level is up. I took a cue from ChrisKre's amazing art banners and made one of my own for fun since the bookmark isn't up yet. I don't have access to a good graphics program and was short on time, but I've always been decent at doodling my own hand drawn cartoons, so here ya go:
The plants in the clown cars offer a nice challenge, a bullet hell shooter could be made with them. I died 3 times at the last chain chomp, first time, I didn't have the time to understand what to do, the second time I disembarked the clown car by mistake, and the third time I got trapped because I was bouncing over the tight corridor and the scrolling got me. The scrolling is so slow, it's a bit of a pain to restart from the beginning. Where are the checkpoints?
Planet 2-8 is going to be a shoot-them-up too so I have to come-up with different ideas
I also played your MST3K level and I understand now why you like my Planet 2-1 lol!
Your level was very easy but it's just fun to bounce over multiple enemies. I skipped to the end by finding the beanstalk it seems!
It shouldn't be very hard, but each revision has gotten very few hits, and most people quit VERY early on (judging from the death markers). I'm a little worried about what I was reading of Nintendo deleting unpopular levels when no one is even finding them.
I look forward to trying some other GAFer's levels soon too
Fun in parts, but there are a couple of blindish jumps onto walls that will end badly for some players. I'm thinking of the Piranha plant bit in particular. Was also a bit confused by the end, level looks like you should wall jump upwards, when in fact the flag is tucked away in the bottom right almost out of sight. It's a pretty well thought out level though otherwise, especially for a first.
Guys, I recently got this game as a birthday gift (best gift ever ). Finally made a stage that I liked enough to upload and share with you guys. Not the most creative, or challenging, or special by any means, but it's fun to play through.
Another level exploring similar mechanics, but more approachable. Has a couple of memorable parts, such the wall-jumping among spikes, but the design feels a little rushed. There are platforms that feel like they might lead to a somewhere but don't, and visually it's a bit functional. Entirely normal for a first level though, they soon go from taking hours to make to several days!
Agree with KooopaKid, this is one easy level! I couldn't believe you had one player quit after one try. Nice and tidy level though, really nothing to reproach.
This one was pretty smartly designed and fun, but it was a little too open for its own good. There are so many paths to go down and it's not really clear what you're looking for until you've seen all of them, so I ended up running out the clock on my attempt. I enjoyed figuring the puzzles out, but it's really the kind of level that requires free time to immerse yourself in. At some point I'll replay and finish it.
I liked this one a lot. It does feel a lot like a classic SMB3 level, but with chomps let loose everywhere. My only complaint was that some of the chomps in the mushroom area would suddenly bounce onto me as I was platforming from one shroom to the next. Otherwise, very fun.
Thanks for the feedback, Kooopakid and Bydobob. I made some last minute changes and while they worked for what I originally intended them to achieve, they ended up breaking some other stuff, and I only realised that after a couple of playthroughs with a friend of mine. I shall go back to it and add more polish later. Still got tons of stuff to unlock; seems like every idea I have ends up involving something not available in my palette just yet C'mon game, release me the goods!
I liked this one a lot. It does feel a lot like a classic SMB3 level, but with chomps let loose everywhere. My only complaint was that some of the chomps in the mushroom area would suddenly bounce onto me as I was platforming from one shroom to the next. Otherwise, very fun.
First post in this thread, here are links to the 3 levels I currently have uploaded (I deleted the only one I had stars on which was just a quick test...no idea why it even got stars).
I didn't grow up with Mario games at home (was a Sega kid) so don'treally know how to make a traditional Mario level... but did spend a lot of time in shops playing NES Mario on display units!
First post in this thread, here are links to the 3 levels I currently have uploaded (I deleted the only one I had stars on which was just a quick test...no idea why it even got stars).
I didn't grow up with Mario games at home (was a Sega kid) so don'treally know how to make a traditional Mario level... but did spend a lot of time in shops playing NES Mario on display units!
I've bookmarked The Hibernaculum and will play it, but I should point out that eight 1-ups in a stage is overkill in this game. If you come across it on 100 Mario Challenge, the most lives you can ever get from any stage ever is three (no matter how many lives you lose or how many 1-ups you collect) and if you're playing it after searching for it, bookmarking it or entering the code, 1-ups are pointless. The only way more than three 1-ups is useful is if you play it offline, in the world mode via Coursebot, and I don't know that anyone really does that.
Just FYI. That's something the game doesn't ever make clear!
I've bookmarked The Hibernaculum and will play it, but I should point out that eight 1-ups in a stage is overkill in this game. If you come across it on 100 Mario Challenge, the most lives you can ever get from any stage ever is three (no matter how many lives you lose or how many 1-ups you collect) and if you're playing it after searching for it, bookmarking it or entering the code, 1-ups are pointless. The only way more than three 1-ups is useful is if you play it offline, in the world mode via Coursebot, and I don't know that anyone really does that.
Just FYI. That's something the game doesn't ever make clear!
Yeah, I definitely understand that, and I think 1ups are kind of pointless anyway...its more just to have something to find/secrets to find in hidden sections etc. Out of the items available 1 ups were the only thing I could think to put in secret/hidden ? blocks.
Over time I think for that kind of thing i would like to have those "secrets" be more tied to the design of the level itself to make finding the "secret" items meaningful in some way.
So far I've more been making levels with probably too many random ideas or disjointed ideas at once...i.e they can all be sort of speed run levels if jumping/running in the right ways, but I also added lots of branching paths/pipes etc to find hidden things if you want to explore.