Guess what I put out like, five minutes before the Nintendo Direct?
Pac-Man's New Adventure!
I made this in honour of the tarnished gem that is Pac-Man 2: The New Adventures hitting the Wii U Virtual Console today. The level takes Pac-Man from his home to a mine-cart stage, and then on to a couple other setpieces very, very generally based off the SNES and Genesis game. It's quick and fairly easy, and I hope it tickles anyone who loves the game as much as I do. Even if you don't, if you like rail sections it might be worth a shot.
Also,
I didn't make this level but it's really good:
In the Lair of the Firesnakes. It has like 1000 stars so it doesn't
need your attention, but it's a lot of fun.
OK, onto feedback:
I don't usually like forced movement levels that much, but tried to make one that has a flow to it and fun to play once you get the hang of it.
Daring Dungeon Dash
Bookmark: EA3A-0000-01CB-A504
It's fast! It's fun! I didn't love that you had a blind vertical scroll upward, even though you guided it with coins, but I liked it otherwise.
I love the swinging chain chomp mechanic so made a whole level around it. I figure underground is the where the chain chomps live
As usual I'm aiming for fun and good aesthetics rather than difficulty, enjoy!
Title:
Chain Chomp Romp
Style:
SMW
Code:
8CF7-0000-01D1-7311
Difficulty:
Normal
Bookmark:
https://supermariomakerbookmark.nintendo.net/courses/8CF7-0000-01D1-7311
I'm curious if you've played
The Pits and the Pendulums (I mean, a lot of people have). These levels feel really similar, but I mostly like your level more, although I will say not having a scene where Mario has to spin jump off a chomp is sort of a missed opportunity.
But that other stage is more puzzle-based and the last one sort of wears out its welcome, whereas yours feels more like a real, actual Mario stage, so I do prefer it.
I've got 2 new levels today. Both happen to be NSMB castle themed.
The Dry Bones Stronghold
Difficulty: Easy or Normal
I'm glad you tried out retooling an old level -- it's neat to look back on how much you've grown after making levels over the months since release, isn't it? Clever use of secrets in this one, and your knowledge of the limitations of the engine shines through -- at least in this revised version (I didn't play the original). Just a good, solid NSMB castle level, and up to the quality you usually turn out. One quibble? I learned I hate firey cheap cheaps!
I was wondering if I could get some feedback with these two levels that I have created:
Bodacious
CBFA-0000-00B8-2985
This is a good level. What criticisms I do have aren't about design so much as they are constructive feedback about how Mario Maker works -- I've made a lot of stages and learned the hard way what the game engine does well and does not do well.
The major issue I have with this stage is how some of the piranha plants spawn -- specifically the second plant, the plant used to get to the mushroom and the last plant, the one after the four sawblades. Because of the way the game works, those plants can get summoned up in weird ways. The last one's a big issue -- Mario has to jump a little bit over the lava just to make it appear, as far as I know. The one at the beginning is also a big problem. Because Mario's moving up and then down, the player might not even see that plant before it slinks away. Plus, it sinks to the lava at the end, which makes it a one-way train that's very easy to miss. There are two ways that people make their stages work around these sorts of issues. One, which you can see in my level
All Aboard the Wiggle-mobile!, is to shove some doors in so the creator always knows how the rail will behave, and if necessary the player can reset the rail platforms. The other way, which I used in my level
The Heat is On, is to build the level around a break -- a little more elegant, but a lot harder to pull off. I was fortunate that the pipe break worked as well as it did here. The benefit of that, when it does work, is that it won't even occur to the player that it's happening. A number of people have told me they think it'd be easy for the late platforms in The Heat is On to sync up wrong, but because of that pipe and the layout after, it's impossible.
One other minor thing about the engine -- you've got a big ceiling in the early half blocking nothing, and in Mario Maker, you never want to put blocks up for no reason, because the engine will shift the screen to accommodate them -- even if they're just there as a ceiling. That's one a lot of us have learned the hard way, I assure you.
My only note about level design -- this level is hard as balls, but it's meant to be -- is that maybe you should've built in a skill test on the spin jump. For example, on the first square-rotation plant, maybe put ground below instead of lava, or just less lava, so if someone doesn't know what to do there, they can experiment a bit with the spin jump. That's not really there to kill people, so why not let someone mess around with it there? Since you rely so heavily on the spin jump, I don't think easing newer or less skilled players into the first spin jump would be a bad idea.
Mega Thwomp World 3-4: Roquefort Pass
This course is based on Cheese Bridge, I ended up changing a lot of elements. Normal difficulty!
Really good homage to the SMW bridge levels, definitely recommended! I thought it was very clever how you made Mario use the note block to enter the last pipe, really cute level design. One concern: is a big Thwomp supposed to sync up with a platform on the top rail before the checkpoint? I just spin jumped on it for a while, but I'm not sure if you wanted that to happen.
I got 39.533 on Digging All the Way Down, and 32.989 on Arino's Familiar Challenge.
Now those are some seeerious times! I salute you!
This is a fantastic update!!
However it would have been cool to actually decide what is the reward for the red coins. I mean, what if you don't want a key in your level? Also, the key is given when you find the last red coin, at the position where you stand. This means if you make some expandable level with coins all around the map, its hard in a free level to control which coin the player will grab last so they don't backtrack too much to actually use the key.
You
can choose the reward for the red coins -- you can put anything behind that door, a 1-up or whatever.