Here's the first stage of World 3:
Mega Thwomp World 3-1: Atletics
A pretty short Athletics course, I tried my best to have multiple pathways with ambiguous choices for speed-running.
Very fun level just like the rest of the series. You have a nice running theme here with some pretty good balance.
Hello, longtime lurker here. I played lots of the levels posted here. I figured it's time I share mine.
Lots of my levels are remixes of existing Mario levels I like. Otherwise aim to create Mario-like level.
Here is a sample.
My take on a puzzle maze with music blocks.
https://supermariomakerbookmark.nintendo.net/courses/3F90-0000-01A5-579E
Easy level with multiple routes. Made for speedruns and parkour.
https://supermariomakerbookmark.nintendo.net/courses/254D-0000-015C-2A00
Chocolate Island 3 Remix. A little harder with smaller platform.
https://supermariomakerbookmark.nintendo.net/courses/685A-0000-018F-5365
Castle level where I tried to recreate the feeling of a final level.
https://supermariomakerbookmark.nintendo.net/courses/7CE2-0000-00F7-E9D4
There's some pretty decent levels here. Your chocolate canyon level really makes me wish we had a "chocolate" theme from SMW, or mountain theme from the NSMB series.
I made a ghost house level. I had to fight with myself to go easy on the difficulty, because levels are always way harder for others than for the creator, but I don't want to remove all the challenge and make it boring. Hopefully with the checkpoints it's doable.
HOUSE OF BOOS
Here's the link to
Bookmark It.
The general layout of the level is fine, but there are some issues. I could cheese a whole section after going through the first pipe, but that's not necessarily a problem. The skull coaster sections were somewhat problematic. There were some odd awkward jumps with some questionable enemy placement. Sometimes I felt like it was intended for the player to take a hit. Other than that I thought it was a fun level.
Tried my hand at another level tonight. Wanted to get a bit of color under my belt after so many dark levels.
https://supermariomakerbookmark.nintendo.net/courses/87A7-0000-01B0-8FD8
The first and last parts of the level were fine, but the swimming part was a bit dull. I see what you did there, but it ends up feeling a bit long and tedious.
To P or not to P?
This is not the first puzzle stage I've made, but it's actually the first one in the ghost house theme. Anyway, this is about carrying and using P-switches to clear a path of blocks and coins. A warning though: You will need to pass the final area a few times in order to finish the level and it is possible to screw up and make it unbeatable.
This was a really fun idea. I'm not sure if I completed the final section the intended way, but it worked well enough.
Finally finished a level I've been working for a few days, Eternal Recurrence. It's a puzzley level based around the theme of repetition, I just hope it isn't too far up it's own arse!
https://supermariomakerbookmark.nintendo.net/courses/6EC4-0000-01B5-2A8C
Now to try and catch up on all the levels from the last few days!
I thought this was a fantastic level. The only issue I had was the final section. If I'm correct, you're required to hit the p-switch before going through the door. That's not what I did. I thought you required the player to make a tricky jump where you drop the p-switch mid-air, and then jump off of it to the higher platform. Somehow I made it my first try. I didn't notice the intended way until a looked at the level screenshot.
Here is the last level I created. It's a more straight forward, classic style of hard, level. No cheap deaths, no enemies out of nowhere, no traps, nothing like that. Thanks!
Ghost Ship Spooks! -
0828-0000-01A2-064B
https://supermariomakerbookmark.nintendo.net/courses/0828-0000-01A2-064B
This level feels more difficult than it should. The general design is simple. There are a few cheap sections, but most aren't that bad once you play it a few times. The only part I hate is the fire bars at the end. They don't seem to line up and it feels really awkward to play. The level does take a little more memorization than you would think. It's a solid, challenging level, and I like that it's not too long.
Got another SMB1 level I could use some feback on.
Rescue, Escort, Intrude, Escape!
I'm trying to get away from making stupidly difficult levels. I figure there are enough ways to get through the challenge at the end of the level that it shouldn't be too bad. A section or two from this are kind of proof of concept things for a MGS-style level I'm working on.
Strangely I could almost see the level being slightly more difficult. It's a neat concept, although I think it would have been a little more fun with more going on in the p-switch area.
https://supermariomakerbookmark.nintendo.net/courses/E26F-0000-01B7-4E8E
Just trying to add some variety and challenge without getting frustrating. My levels have been getting progressively more stars so I'm hoping that I'm at least learning a thing or two about making players at least want to keep playing.
The maze section is a little annoying, and I'm not sure having a clown car section with a black background is a good idea. It's too hard to judge your movement, or things like where the fireballs are positioned.
Been a while, so here are two stages I've made since then:
Glazed Glacier
Drop til You Stop II
Glazed Glacier is fun, but some of the jumps made me uneasy. I really dislike jumps with low ceilings. I could swear there was also a jump where you need the raccoon tail to float across, but I didn't feel like trying the jump without it. It's a neat level though, and looks pretty nice.
In Drop til You Stop II, a lot of the level feels awkward. Some things feel like they don't line up like they should. The section with the cannon balls and thwomps comes to mind.
This was fun, but I didn't like that buzzy beetle trap at the beginning or the blind jump. Other than that, the level could have used a bit more decorative elements. The majority of the level was sparse platforms on a black background. So, good groundwork, but could be a little more interesting visually.
If anyone wants to try out my SMW themed:
Pesca World: Koopa Hillside course I'd appreciate it. It's been up for a few days and hasn't seen too much action.
It was pretty basic, but felt a lot like classic SMW. Maybe I just need to seek out more traditional levels, but it feels rare that someone will show some restraint and simply craft a solid level like this.