(mat)
Member
Hey. Streaming some GAF levels while I wait for some suggestions.
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.
I'd love to hear any feedback.
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 was a fun idea, and the execution is short and focused, as I think it should be. I died a bunch of times on the first 4-column, which is the difficult part. I would probably move the pit there so that the wall and don't hit you exactly simultaneously. Then I failed the last jump and quit. The last jump is totally unnecessary and just irritates after an otherwise fun ride.Super Mario Planets - Planet 2-7 :
https://supermariomakerbookmark.nintendo.net/courses/0E82-0000-0197-4E78
These are really, really good levels! They have very similar motifs to some of my best ones, so obviously your taste in levels is similar to mine. Since these are so good, I'm going to nitpick to give you some constructive criticism.Downside Up is a gravity puzzle level, it's a bit short though because of the pipe/door limit.
https://supermariomakerbookmark.nintendo.net/courses/C6C1-0000-0080-090F
Curtain Call is a ride on a snakeblock made of vines.
https://supermariomakerbookmark.nintendo.net/courses/3DAE-0000-00D4-ED39
Cloud Kingdom is an autoscrolling cloudy platformer with a change of pace part way through.
https://supermariomakerbookmark.nintendo.net/courses/85BB-0000-00DF-EBE4
Any feedback welcome
I couldn't get past the first room. The POW block did nothing? I'm probably missing something obvious, but it is very early in the morning. Didn't feel like iterating forever.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
That level was put together fairly quickly. I just iterated on the layout while playing, trying to make sure it's not too easy to pass or to screw up. So in the end it's a house full of stuff that disappears as you iterate, and you can pass it several ways by just messing around as long as you have some idea of what you are doing. So there is no grand design, it's more of an organic layout.This was a really fun idea. I'm not sure if I completed the final section the intended way, but it worked well enough.
Even after bumpers people are still using saws for stopped cars' tires =/
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.It's already below 10%!
Welcome!Hello everyone! I have been lurking into this thread, and always wanted to try all the levels of yours.
So I have been thinking... maybe I'll set up Discord server for our live chat, focused on Super Mario Maker. Mario Kart has one, Splatoon has one, and Smash has one too. They are great way to chat, giving feedback, sharing and ping certain person in chatroom to get their attention.
I'm not saying that this OT will be purposeless, I just figured that this way, I can take a look of all those codes then I will do a stream for you guys to watch your levels getting played by myself, or even other gaffers who does streams. I will post my videos and feedback in the OT still.
If anyone is curious about Discord chat, I can set it up and invite everyone here to join in, but first I want to hear what you guys think of this method. If you guys prefer to stay with the OT, that's fine, just say so, then this discussion will be dropped. Although if I get to set it up, we can go ahead and try to see what you guys think, if you guys doesn't like it, I can just shut it down, no problem.
Let me know if anyone is interested and I hope to start playing your levels soon!
A new level:
Heavenly rhythm
This level is inspired by beat blocks in 3D world. You know, those blue and red blocks that appear and vanish in beat. I can't make blocks appear, but instead there are clouds and munchers swapping places. It's harder than beat blocks because you don't get the audio cues, but on the other hand it's easier since you can screw up and not immediately die. The complexity is also comparable to the official beat block levels (i.e. very simple). So in principle this should be a fun level if you like that stuff. Is it? Or is the missing sound a deal breaker?
Mega Thwomp World 3-2: Shell Transport
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.It's already below 10%!
61A3-0000-01AD-91EC
After a couple days of building and a couple weeks of actually trying to beat it, and then another couple days of waiting for maintenance to end so I could upload it, my first serious level made since I unlocked all the tools is live!
Pretty proud of it. Hope it's frustrating, but not too frustrating. In the meantime, I just noticed the wealth of talent listed in the OP. Gonna dig into those asap! God what a game!
After some thought I designed a Super Mario World course. You can play it here:
Pesca World: Koopa Hillside
Any thoughts or impressions are appreciated.
If you in the mood to try my levels that are still a bit underplayed and for people looking for levels that actually are "designed"...
OCEAN DEEP FIRING
(Normal)
Bookmark me!
Have fun and I'd always glad to receive feedback!
Could some peeps give two of my more recent levels a try and let me know what you think?
I just recently unlocked all the stuff to make levels, so I've been exploring a bit more. My girlfriend and I have been enjoying making levels for each other, but nobody else ever seems to really play them :/
The Gauntlet
I made this level after trying to find controlled ways to use the Magikoopa:
Magikoopa Madness (alt title: 'Kamek Khaos' for you Europeans)
https://supermariomakerbookmark.nintendo.net/courses/B33B-0000-01AC-64F7
Definitely doesn't seem too difficult. I do have one comment though, that may play into its below-average clear rate. There was at least one point where I wasted a few attempts going for a bonus item in a block, only to be disappointed to find it was just a 1up mushroom. (On the other hand, I don't really know what I was expecting....) If you take too long trying to go for the "secrets" the thwomp train can get away from you and then you just have to restart. Maybe it'd be better not to have those there? Or put a power-up in them, since that tends to feel a bit more satisfying to me when playing. That said, I like the level a lot. It was very fun, and definitely not too hard.Mega Thwomp World 3-2: Shell Transport
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.It's already below 10%!
I enjoyed this level, but I think you could have run with the idea a bit more. (I know you said you're not sure it's quite finished.) It was pretty easy but still tense throughout, which was nice. If anything, you probably could afford to make it a tad harder. I especially liked the big rising elevator sections, and might steal that idea for future levels.
I made this level after trying to find controlled ways to use the Magikoopa:
Magikoopa Madness (alt title: 'Kamek Khaos' for you Europeans)
https://supermariomakerbookmark.nintendo.net/courses/B33B-0000-01AC-64F7
Mega Thwomp World 3-2: Shell Transport
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.It's already below 10%!
A new level:
Heavenly rhythm
This level is inspired by beat blocks in 3D world. You know, those blue and red blocks that appear and vanish in beat. I can't make blocks appear, but instead there are clouds and munchers swapping places. It's harder than beat blocks because you don't get the audio cues, but on the other hand it's easier since you can screw up and not immediately die. The complexity is also comparable to the official beat block levels (i.e. very simple). So in principle this should be a fun level if you like that stuff. Is it? Or is the missing sound a deal breaker?
Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!
The stage is built around on-rails firebars. I don't think this is super difficult, but I did try to go back to my strengths somewhat after making a few levels that were intentionally easier than a lot of my output. I hope you give it a try, and if you do, please enjoy! Feedback is always welcome.
I enjoyed this level, but I think you could have run with the idea a bit more. (I know you said you're not sure it's quite finished.) It was pretty easy but still tense throughout, which was nice. If anything, you probably could afford to make it a tad harder. I especially liked the big rising elevator sections, and might steal that idea for future levels.
Man, so true. My wife has zero interest in playing the game and after testing a section dozens of times you lose all perspective on how it'll be for a new player. That said, it's better to err on the side of easy than hard I think, and I'm going to start doing that with my levels. I still had fun with this one and didn't think it was completely braindead easy or anything.Getting difficulty balance right can be, well, difficult. I don't really have anyone to play-test my levels, and as the creator I'm not a very good judge of difficulty.
The fire car and puzzle-solving aren't two things I'd normally put together, but it works! Fun stage, lots to do and there's a real sense of getting away from danger, even as you still funnel the player toward the trouble spots. My big problem would be with the cannonball finale -- I tried going through that a few times with the fire car but found it essentially impossible. I swam by with Mario and made it. If that's the idea, perhaps you should use a bottleneck, and restrict Mario's ability to even enter the area with the firecar. Just a thought.
You mean, exactly like those coins in 1-2?I went underground and everything was high up and largely out of reach.
This is the bane of my level. People don't know and, just like you, they don't realise crossing the last part with the car or Mario alone is.... the same thing (can't blame you). When you're in the fire car, only Mario can be "touched".
Hope you get better soon.
Mega Thwomp World 3-2: Shell Transport
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.It's already below 10%!
A new level:
Heavenly rhythm
This level is inspired by beat blocks in 3D world. You know, those blue and red blocks that appear and vanish in beat. I can't make blocks appear, but instead there are clouds and munchers swapping places. It's harder than beat blocks because you don't get the audio cues, but on the other hand it's easier since you can screw up and not immediately die. The complexity is also comparable to the official beat block levels (i.e. very simple). So in principle this should be a fun level if you like that stuff. Is it? Or is the missing sound a deal breaker?
I am having the damnedest time with these Tokaigi 2016 courses!!!
I'm back again! Finally got completely burned out on Xenoblade X after around two months of gameplay, so I figure I would go back to making Mario Maker levels.
I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.
Neo-Mushroom City
So apparently one of my courses got deleted for no reason. Game tells me it "No longer exists on the server" and when I attempt to upload it again it says it can't because once again "It's not on the server anymore"
Is there a reason for this? It's never happened to me before and I've never heard of courses getting deleted at random either.
Finally back to some Mario Maker. Made a new level and wouldlove your feedback
Jungle Planet
These two levels were really fun. They felt made to be speed run, though The Heat is On feels oppressive enough that it might not occur to others that it's even possible to be fast. Maybe I broke Jungle Planet a bit more than was anticipated. I was jumping on top of pipes that I think weren't supposed to be jumped on. That's the main difference between these two levels (besides the difficulty). With Jungle Planet, I felt like I skipped a lot of the standard course path by just being above everything, whereas with The Heat is On, the speed run path is the main path. You just go fast. I liked both.Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!
Thanks. It was originally meant to be a speed run level. I was aware you could jump on the trees and piles and skip portions of the level. Originally that wasn't suppose to be the case but the more I played it the more I liked the idea of being able to navigate faster by sticking to the top of the level. I've got a lot of feedback about that whether it was intentional. My main thought process was "well the player will probably play through the level normally the first time before they realize about the huge skips"so I just rolled with it. Glad you enjoyed it thoughThese two levels were really fun. They felt made to be speed run, though The Heat is On feels oppressive enough that it might not occur to others that it's even possible to be fast. Maybe I broke Jungle Planet a bit more than was anticipated. I was jumping on top of pipes that I think weren't supposed to be jumped on.
I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.
Castle of Conveyance 2 154B-0000-01AC-7226
I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!
The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far
The Ectoplasmic Enigma
Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E
Haven't made a level in a while, since the midpoint update really. I tried to make it on the difficult side but not too extreme. I put several mushrooms (and 1ups for people that encounter in the wild) as well as a midpoint. The theme of the first half is retrieving items to proceed, and the second half's theme is spin & wall jumps.
If you play it, please let me know what parts you didn't like (or if you didn't like any of it at all, and why). Thanks!
Baron Buzzy Beetle's Boiler - 8142-0000-01BF-F4D9
Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!
https://supermariomakerbookmark.nintendo.net/courses/3BA4-0000-01BE-D46F
The Heat is On!
The stage is built around on-rails firebars. I don't think this is super difficult, but I did try to go back to my strengths somewhat after making a few levels that were intentionally easier than a lot of my output. I hope you give it a try, and if you do, please enjoy! Feedback is always welcome.
Hey GAF, been a long, long while since I posted a level. Looking forward to playing some GAF levels, and I figured I'd share my latest creation for you guys to try as well. It's an homage to the pinball tables of the old arcades. I dubbed my Frankenstein: "Super Mario Pinball" -- a name which sadly took me fifteen minutes to decide on. Prepare to ping pong all over the place with five unique 'tables.' Should humble even the most hardened pinball wizards, so bring plenty of quarters. Try it out and let me know what you think. It only took... my uh, whole freaking night. It's a level with a unique theme and method of progression. Anyone who gives it a spin I'll be sure to reciprocate and provide feedback for any levels you want to throw at me.
SUPER MARIO PINBALL
(8C01-0000-01C2-2E73)
I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.
Castle of Conveyance 2 154B-0000-01AC-7226
I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!
The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far
The Ectoplasmic Enigma
Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E
Thanks for giving it try! Being too busy is my main problem with this course. Of course, I know what everything is there for, but I can totally understand the confusion. If you can catch the Yoshi on the yellow blocks before he falls in, you can use him to walk on the spikes, which lets you use the doors. The backwards conveyour is there to make you take the lower, walk over the spikes route if you have Yoshi. It's probably the worst single area in the course, IMO, but it serves its purpose. The main things I wanted to do with this were make at least one fun track, and put in ways to completely ignore them with enough experience and skill.I love snake blocks and the ride was pretty fun. There was a lot of stuff everywhere all the time, making it more difficult than necessary to figure out what to do. I only rode the main route, and having many paths is fine, but here I sometimes felt quite lost on what was going on. A yoshi ran in to the lava, a door was hanging in the air etc. I guess those could have been used for something, but they felt more like distractions that just went and I failed to catch. Also, at one point there was a 1 block high gap with spikes and a backwards conveyor - was it possible to pass that without taking damage? You gave a mushroom just after that, so I didn't understand what was the point of that hazard...
Hey, I finally uploaded a new course: https://supermariomakerbookmark.nintendo.net/courses/FC21-0000-01C5-914E
Bowser Jr's Hot Pursuit | FC21-0000-01C5-914E
If you in the mood to try my levels that are still a bit underplayed and for people looking for levels that actually are "designed"...
NOW THAT'S A SKULL RIDE!
(Very Hard)
Bookmark me!
Mega Thwomp World 3-2: Shell Transport
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.It's already below 10%!
Unfortunately, you can get stuck after the checkpoint if you try that again. If you run too far ahead that you lose the thwomps, you can get stuck on a platform and have to kill yourself.
Curtain Call is a ride on a snakeblock made of vines.
https://supermariomakerbookmark.nintendo.net/courses/3DAE-0000-00D4-ED39
Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!
I don't think this level is quite finished, but The Witness is out today. This has been my most anticipated game for years. The game seems crazy long if I want to complete everything (I do), so the majority of my gaming time will probably go to this. I wanted to get this level out there before my Mario Maker break. I might pop in here and play a level here and there.
By the way, the level may not seem like it, but the majority of it is set up for speed-running.
Perilous Platforms, Scary Saws
I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.
Neo-Mushroom City
Hey GAF, been a long, long while since I posted a level. Looking forward to playing some GAF levels, and I figured I'd share my latest creation for you guys to try as well. It's an homage to the pinball tables of the old arcades. I dubbed my Frankenstein: "Super Mario Pinball" -- a name which sadly took me fifteen minutes to decide on. Prepare to ping pong all over the place with five unique 'tables.' Should humble even the most hardened pinball wizards, so bring plenty of quarters. Try it out and let me know what you think. It only took... my uh, whole freaking night. It's a level with a unique theme and method of progression. Anyone who gives it a spin I'll be sure to reciprocate and provide feedback for any levels you want to throw at me.
SUPER MARIO PINBALL
(8C01-0000-01C2-2E73)
I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.
Castle of Conveyance 2 154B-0000-01AC-7226
I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!
The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far
The Ectoplasmic Enigma
Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E
Hi,
I've been lurking this thread from time to time and would like to get and give some feedback.
Junior's Airship Hangar (A classic autoscrolling airship level with a short fortress part)
Hey, I finally uploaded a new course: https://supermariomakerbookmark.nintendo.net/courses/FC21-0000-01C5-914E
Bowser Jr's Hot Pursuit | FC21-0000-01C5-914E
Bowser Jr has Mario trapped! Use his fireballs against him!
Glad you enjoyed it. Uploaded a version that should be less chaotic: https://supermariomakerbookmark.nintendo.net/courses/EFD5-0000-01C6-9F87Fantastic level! Incredible mechanics. The constant transformations of the level by destroying parts feel really great. But I think the middle part is really tough, especially if you lose Yoshi and have to restart from the checkpoint without him. The final two rooms of the middle part (with the chain chomps and later the room with the note block and the piranha plants) are really chaotic and difficult to survive.
Will play again to find the hidden spiny helmet.
Well, you said it would be very hard, so I don't know what I expected, but after a while I couldn't progress any further and I wasn't sure if I had to restart the level or if it was supposed to be a puzzle that you can solve from where you stand.
What are you supposed to do here?
Dude, you are on fire lately. I love the hell out of this level. Had a ton of fun. Tough but very fair. Downloaded it so I'll never lose it. This is one of those levels that pulls a great trick of making some platforming feel harder than it is. Highly recommended!
Haven't made a level in a while, since the midpoint update really. I tried to make it on the difficult side but not too extreme. I put several mushrooms (and 1ups for people that encounter in the wild) as well as a midpoint. The theme of the first half is retrieving items to proceed, and the second half's theme is spin & wall jumps.
If you play it, please let me know what parts you didn't like (or if you didn't like any of it at all, and why). Thanks!
Baron Buzzy Beetle's Boiler - 8142-0000-01BF-F4D9
I made me a SMW style Underground course. I feel like there's a lot of Super Mario World specific elements missing, but I did what I could.
Pesca World: Spike Top Caverns
Let me know what you think.
I'm back again! Finally got completely burned out on Xenoblade X after around two months of gameplay, so I figure I would go back to making Mario Maker levels.
I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.
Neo-Mushroom City
Hey GAF, been a long, long while since I posted a level. Looking forward to playing some GAF levels, and I figured I'd share my latest creation for you guys to try as well. It's an homage to the pinball tables of the old arcades. I dubbed my Frankenstein: "Super Mario Pinball" -- a name which sadly took me fifteen minutes to decide on. Prepare to ping pong all over the place with five unique 'tables.' Should humble even the most hardened pinball wizards, so bring plenty of quarters. Try it out and let me know what you think. It only took... my uh, whole freaking night. It's a level with a unique theme and method of progression. Anyone who gives it a spin I'll be sure to reciprocate and provide feedback for any levels you want to throw at me.
SUPER MARIO PINBALL
(8C01-0000-01C2-2E73)
Oh, and as a bonus I'll throw in:
THE DEMOLITION OF TOAD CITY
(04B8-0000-01B5-E9A4)
Not my best work, but a little something I whipped up using the new Clown Car mechanics. It's pretty cathartic to assist in the destruction of a city, especially in side-scrolling shoot-em-up fare.
BOOKMARK LINK
(Plenty of other stages for your bookmarking pleasure)
I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.
Castle of Conveyance 2 154B-0000-01AC-7226
I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!
The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far
The Ectoplasmic Enigma
Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E
Hi,
I've been lurking this thread from time to time and would like to get and give some feedback. I made a few nice levels in the past that got quite a few stars but lately I haven't been able to repeat this success. Maybe my newer levels are too difficult compared to my older ones? Please let me know what you think about some of them. Just pick any of my levels with low stars and tell me what's wrong with them! A few suggestions:
Cave Runner (classic-style underground level utilising running and super-jumps)
Cave Runner v2 (Now with 100% less chance to get stuck!)
Junior's Airship Hangar (A classic autoscrolling airship level with a short fortress part)
The cursed cave (The one level where I troll players a little bit. Enable comments to not miss a vital hint later on, although a friend of mine beat it without reading it.)
All my levels (except the oldest three I uploaded) contain three 1-up mushrooms, either hidden or difficult to get. You can never get stuck in my levels, they are always beatable (except when the time runs out), some even have multiple paths depending on which powerup you have.
Hey, I finally uploaded a new course: https://supermariomakerbookmark.nintendo.net/courses/EFD5-0000-01C6-9F87
Bowser Jr's Hot Pursuit | EFD5-0000-01C6-9F87
Just uploaded a new level. My new rule of thumb is it shouldn't take a typical player more than a handful of tries to beat a level. My idea for this one was to keep things interesting by making multiple paths to the flag, where the fewer hits you take the higher on the flag pole you'll end up. I doubt anyone other than me will bother playing it multiple times to try for the top of the flag pole, but hopefully it at least creates a little bit of tension. If you do get the "best ending" let me know!
Up in the Clouds, Down in a Cave
Bookmark!
I also uploaded a second version of my previous level, based on people's feedback. Not a complete overhaul, but several changes, especially in the sub world. I tinkered with enemy placement, and completely replaced an ill-advised koopa-shell-bouncing section. It's still very challenging but hopefully feels more fair and fun now.
House of Boos v2
Bookmark!
That's fine, I stick with making levels on the difficult side since anything less I find tepid, at least when I am making levels.There's a group of people who like this kind of challenge, but you may have difficulty getting some stars from the general player base.
Yeah, that was the idea, since it was supposed to look roughed up and chaotic.The aesthetics are nice, but it does feel a little messy at some points.
Damn, you always manage to find exploits in my levels. Were you able to skip the vines section somehow?I found a trick near the end of the first section that might not be intentional, but it allowed me to make it there while big much easier.
Damn, you always manage to find exploits in my levels. Were you able to skip the vines section somehow?
Edit: The level in question, for the new page:
Up in the Clouds, Down in a Cave
Bookmark
Oh, that makes sense. That never occurred to me, though it seems so obvious now.Yeah. I jumped up the clouds those pipes are connected to.
Level was fun and felt really unique. The second part of the level was a little terrifying. I stopped paying attention to the whole bomb situation and just panicked while dodging shells.
I've been enjoying this and Mario Advance:SMB 3 lately. I tried booting up All Stars to play Lost Levels, but I can't get into it. Has anyone made good Lost Levels stages in this yet?
I've been enjoying this and Mario Advance:SMB 3 lately. I tried booting up All Stars to play Lost Levels, but I can't get into it. Has anyone made good Lost Levels stages in this yet?