I came across this course earlier whilst browsing a user whose other levels I'd found on the bookmarked site. If only I could have the invention to make courses like this. Simply brilliant. 3334-0000-01E0-11B5. 30 Years of NES #2.
How do I post a link of this to the bookmarked site?
Sorry for the gigantic post. This thread seems to have lulls, and then it seems people post all their new levels at once. From here on out I may not give feedback on every level, though I will try to play every single one of them.
This is another solid level. I think the challenge level feels right. I have a few suggestions. First, I don't remember a checkpoint. I would have preferred one, but the level doesn't necessarily need one. Second, the secret you have right before the pipe is slightly problematic. On its own there not necessarily a problem, though I would have preferred another tell that there's something there. I think the only way people will actually find it is by accident. There's nothing actually wrong with it, but when you get to the corresponding section in the ghost house area there's nothing there and it actually kills you. It's a bit of a nasty trick made worse because there's no checkpoint. Finally, remember you can place boss music on enemies. I like when I get to the end of someone's level and the boss music plays when there's a boss.
I actually think this level would have benefited from being more difficult. Right now the difficulty is at a bit of a strange place. Without the coins it would have been very easy (besides the 3 piranha plant section). The coins add more challenge, but they end up feeling a little out of place. If the level was a bit more difficult the level would feel more balanced. I'm not saying it's a bad level because it's actually not. It's pretty good. You have ideas at play here that I think you can put to use in a new level and do it even better.
I found the level to be a bit challenging actually. It's not that difficult but I think it'll settle at a higher difficulty rating than what you probably think. That ambush right after you exit the underground area is a bit tight, especially if you only have a mushroom or no power-up at all. I think I have 2 small problems. First, one of the winged goombas can just drop on you near the start if you linger too long. Second, the first power-up in the underground area is just a mushroom. Much like your other levels, I happen to like the design and difficulty of this one. Keep up the good work!
I listened to GAF and fixed the issues with it, now introducing:
(clickable picture)
Daisy and the Puzzle Factory v2
9218-0000-020A-9564
fixed the ceiling in the wack-a-mole room.
fixed the koopa puzzle so that if he disappears, you can get him back
there are still two ways to solve the boo puzzle (originally meant to be one)
Third video is up and sorry blue, I kept getting the name wrong for the level I played. Anywho, played blue's Bonus Stage 3 and Inkwell's Peek-a-BOO playforms
It's always nice watching people play one of your levels. You were so close to the end of mine when you had to quit. You also completed some sections in ways I didn't really intend. Specifically right before the checkpoint there's 3 platforms with the same timing gong in and out of a wall. You panicked and somehow rushed up them. I was quite surprised really. A little impressed too. The intended way is slower and more methodical. All you do is jump to the first one. Right as it's going into the wall you just jump. You'll land on the next platform just as it's popping out. It's the same thing with another section just after the 2nd checkpoint. I laughed out loud too when you got to the part where you can get crushed. You're like "oh these can kill you" and immediately jump into the last one and get crushed. The timing was just so perfect.
This really helps me too. It allows me to see where someone could have trouble, but more specifically why. I can use this and hopefully not make the same mistakes in future levels.
I really liked your additions to Bodacious. The last section was much better and more in-line with the rest of the level. I died way too many times there (my incompetence not the level), but it made me realize that a checkpoint there would have been nice. The previous section after the checkpoint isn't extremely difficult, but it takes a long time to finish.
Happen'en is excellent. It's most definitely challenging, but feels incredibly balanced and fair. You made excellent use of skewers without going overboard. I would have taken 1 or 2 out of the note block section but that's a nitpick.
Hoping this will be a fun exploration level. I find it hard to resist completely filling the entire overworld and subworld so I often end up with really long levels as a result. This one should be a lot more sensible in terms of length!
I really like the structure of the level. Having doors at the end of each area makes the level flow much better. I think a lot of people have problems with showing some restraint. What you did here was perfect. It can be a bit annoying when a level feels like it will never end, and usually there's enough ideas for multiple levels shoved into one.
I like that you got all that negative feedback about the boss of Baron Kuribo and just doubled down on the concept, haters be damned. I didn't love this stage -- generally speaking I'm not really into boss fights -- but this should be required playing, it's so good an execution of the concept. The kids on the Internet who call everything "epic" will eat this up.
Thanks . I'm actually not much of a fan of boss fights myself. I enjoy them once in a while, but for something like mario bros I much prefer standard levels. I think there needs to be tools to create better boss fights. If they never add the koopalings (they won't), I'm hoping they make bowser and bowser jr. modifiable. Maybe make it so you can combine them with power-ups besides mushrooms to make less typical fights.
This, meanwhile, is much more in my wheelhouse, real top-notch work too. I think the platforms before the first checkpoint are a tad too tough, though. But really good execution on the design gimmick, really strong presentation, just all around excellent work.
Thanks again! I've been wanting to make another technical, platforming heavy level. I didn't want a complete retread of my last one though. This one was a bit more difficult to make because I felt like I was more restricted.
War. War never changes. It has been 200 years since Mario first traversed world 1-1, and now the Mushroom Kingdom has long since been overtaken by floodwaters. Dozens of Cheep-cheeps and sea urchins now call it home, along with some still-functional automated defense turrets. But war? War never changes.
Cool idea and good execution. The only part I didn't like was the power-up by the bullet bills and blooper. Every time I went for it I took a hit. Everything else worked very well.
I had a lot of fun using red coins. My goal was to make a non-linearish level to explore with some of the tricky puzzle vibe that ghost houses should have but without being long winded like some ghost houses can. There are really only two paths to take, but I really like the structure of it. The red coins allow for dramatically different levels now that you can incentivize exploration.
I did like that you can follow 2 paths and they go in a circle. Levels like these are at their best when navigation isn't tedious. I thought it was a great level. I do have a few complaints. First, the 1-ups are a bit too difficult to get to without taking a hit. I thought a coin would be up there and was a bit disappointed. People who get this in a 100 mario run can appreciate it more. Second, I don't like how the player can get stuck with the coin trapped in the blocks. I found the helmet completely by accident, but if you happen to lose it (or not find it at all) and accidentally kill the magikoopa you have to restart. Finally, the power-up to the right of the skewer's is not a conditional power-up.
This is a really brilliant level, one of my favorites so far. You managed to overcome the restrictions of the game to create a boss rush with Mega-Man style powerup orders through sheer creativity, and it all works really well.
This is a very clever level! Most players will probably die at least once since it will take about a life to realize what is happening. I almost made it through on my first try and jumped too low to get out of the boo ring. I knew what the level was though. I do like that you didn't make it extremely difficult. I could see a level like this easily being a lot more difficult and a bit unfair. I think you hit the right balance with this one.
First, the 1-ups are a bit too difficult to get to without taking a hit. I thought a coin would be up there and was a bit disappointed. People who get this in a 100 mario run can appreciate it more. Second, I don't like how the player can get stuck with the coin trapped in the blocks. I found the helmet completely by accident, but if you happen to lose it (or not find it at all) and accidentally kill the magikoopa you have to restart. Finally, the power-up to the right of the skewer's is not a conditional power-up.
Thanks for the feedback. I like to put one ups in obscure parts of the map just in case someone explores there... If it's possible to get somewhere, I like for there to be something to see. Especially if it's hard to do. If anything, maybe I should hide the paths a little more so that players won't even notice them unless they're looking and end up mistaking them for a normal part of the course.
The magikoopa thing was my biggest concern, which is why I added the helmet as a shortcut/backup. I'm wondering if putting a second magikoopa in a ? block would work or if people would end up killing both of them.
There we go . The most frustrating thing to do when making a level is getting the difficulty right. It's one thing to read someone's suggestions, but it's another thing entirely to watch someone play the level. I'm sure other people are enjoying what you have been doing.
Thanks for the feedback. I like to put one ups in obscure parts of the map just in case someone explores there... If it's possible to get somewhere, I like for there to be something to see. Especially if it's hard to do. If anything, maybe I should hide the paths a little more so that players won't even notice them unless they're looking and end up mistaking them for a normal part of the course.
The magikoopa thing was my biggest concern, which is why I added the helmet as a shortcut/backup. I'm wondering if putting a second magikoopa in a ? block would work or if people would end up killing both of them.
About the magikoopa thing. I don't think I would worry about it too much. The level is short enough that you could leave it as is if you really want to. If you do want to change it, I'm wondering if adding another 1 or 2 hidden helmets would work as well. It might be overkill but you could also add a magikoopa pipe. You could have a 2nd pipe for p-switches and bricks blocking the magikoopa pipe. Make it so no one can break those bricks/collect the coins. Infinite magikoopas with a little bit of control. Actually it's SMW. Just make a magikoopa pipe with blocks covering it. Remove the helmet and you can keep hitting the blocks to make them spin without breaking them.
Taking my first crack at designing a Key door stage, will be another lite puzzle stage heavily relying on Yoshi and incorporating a few ideas from one of my earlier levels.
At this point, the main problem in the game is IMO players, or the way levels are managed. I spent a ridiculous amount of time working on some levels, feedback is good, but I don't get much plays, and people basically stopped giving stars. Also, the remaining players now quit at the smallest difficulty. To me, it's just not worth continuing to design levels. The game would need a sequel and a restart for me to invest in it again.
I'm fed up too, I love this game but the Star system just doesn't work (and it's also discouraging seeing the top ranked people mostly a mix of kids from Japan posting music stages, troll levels or YouTube celebs). A lot of it is just an endless vicious cycle of lazy people or folks who are flat out rude and apparently don't think it's beneficial to star stages unless people are Starring their stages. I've posted this before, but I also think people are just so apathetic, lazy and/or clueless instead of the Star button in the upper left side of the screen it probably have been better to have a simple, colorful, bolded "Did you like this stage? Yes/No" question pop up every time you clear a level right in the middle of the screen which would be more visually tempting to click on and harder to resist. Is that maybe a bit too black and white? Possibly, but the way players are these days it's like you have to give them a big flashing carrot to motivate them.
Edit: Btw replying to your post reminds me I really need to check out your Metroid levels.
Taking my first crack at designing a Key door stage, will be a another lite puzzle stage heavily relying on Yoshi and incorporating a few ideas from one of my earlier levels.
I played this last night while having a few family members over (who can't enough of the expert mode 100 Mario Challenge, good times) and enjoyed it, they got a kick out of watching me take out all the stacked moles. I take it was meant to be a more laid back, stage challenge wise? Will try the Hot Cannon stage when I have more time.
I'm fed up too, I love this game but the Star system just doesn't work (and it's also discouraging seeing the top ranked people mostly a mix of kids from Japan posting music stages, troll levels or YouTube celebs). A lot of it is just an endless vicious cycle of lazy people or folks who are flat out rude and apparently don't think it's beneficial to star stages unless people are Starring their stages. I've posted this before, but I also think people are just so apathetic, lazy and/or clueless instead of the Star button in the upper left side of the screen it probably have been better to have a simple, colorful, bolded "Did you like this stage? Yes/No" question pop up every time you clear a level right in the middle of the screen which would be more visually tempting to click on and harder to resist. Is that maybe a bit too black and white? Possibly, but the way players are these days it's like you have to give them a bit flashing carrot to motivate them.
Edit: Btw replying to your post reminds me I really need to check out your Metroid levels.
Its because they never design those games with a true "positive mindset".
Just making so you need the clear other people's levels and rate them in order to get more upload would have benefital. I am also a bit discouraged as a creator to continue and make levels since we receive so few plays.
I've probably had time to boot the game once in almost four months.
In the mean time, my Wario & Waluigi level must have been featured somewhere, as it suddenly jumped up to 730+ stars.
If you haven't played it and want to give it a whirl, here's a link:
Its because they never design those games with a true "positive mindset".
Just making so you need the clear other people's levels and rate them in order to get more upload would have benefital. I am also a bit discouraged as a creator to continue and make levels since we receive so few plays.
Yes, requiring people to consistently clear and rate stages as an additional requirement in order to be allowed to upload more stages would have made a lot of sense.
I uploaded a new level yesterday called Bowser's Baneful Biathlon.
"Mario has been training hard to get in shape for the next olympics. To test his strength and stamina, he has snuck into Bowsers newly built Bowser Family Fitness Facility, The BFFF, to try out Bowsers Baneful Biathlon course. If he can complete this devious course he will no doubt be ready for the olympics. Can you help Mario reach the goal?"
Bowsers Baneful Biathlon is a longer level with Munchers, POW-blocks and canons. Spread throughout the level are 10 red coins. You can complete the level withouth collecting them, but collecting them opens the door to Bowser's BFFF Wall of Fame, a place where people all over the world can leave comments about reaching it.
It is a castle-level made with the NSMBU-theme. I purposefully made this level longer and harder than my previous levels to make it feel like a gauntlet. I was inspired by a level I played that was long and fair, and it took me many tries. But when I completed the level I was very satisfied. Although the level is long and hard it is in no way impossible, nor has it any cheap deaths.
Since the checkpoint system and red coins don't always mesh together, I made the collection of red coins optional since they don't transfer with you if you die and restart from a checkpoint.
I wish they did a better job of surfacing good levels. The amount of absolute trash that shows up in the 100 mario challenge is astounding, and the top star shit is all auto scroll levels and shit.
I uploaded a new level yesterday called Bowser's Baneful Biathlon.
"Mario has been training hard to get in shape for the next olympics. To test his strength and stamina, he has snuck into Bowsers newly built Bowser Family Fitness Facility, The BFFF, to try out Bowsers Baneful Biathlon course. If he can complete this devious course he will no doubt be ready for the olympics. Can you help Mario reach the goal?"
Bowsers Baneful Biathlon is a longer level with Munchers, POW-blocks and canons. Spread throughout the level are 10 red coins. You can complete the level withouth collecting them, but collecting them opens the door to Bowser's BFFF Wall of Fame, a place where people all over the world can leave comments about reaching it.
It is a castle-level made with the NSMBU-theme. I purposefully made this level longer and harder than my previous levels to make it feel like a gauntlet. I was inspired by a level I played that was long and fair, and it took me many tries. But when I completed the level I was very satisfied. Although the level is long and hard it is in no way impossible, nor has it any cheap deaths.
Since the checkpoint system and red coins don't always mesh together, I made the collection of red coins optional since they don't transfer with you if you die and restart from a checkpoint.
Wow, what a challenge! I'm a sucker for punishment, though, so I played and replayed it until reaching the secret room. Great job! I liked the mechanic of hitting Pow blocks to knock out big munchers blocking the path.
Here's my latest creation:
Name: The Great Cave Escape!!
Code: 5CFE-0000-0214-7AE3
Description: Short, but sweet scavenger hunt through a dangerous cave. You'll have to put on your thinking cap and use quick reflexes to find the way out.
Time for some Mario Maker spring cleaning.
I deleted all of my duplicate stages for "Yoshi's Safe Landing" (only the checkpoint version remains) and did a couple of long overdue fixes on two of my shmup levels:
-Replaced a line of clouds with an indestructible layer in order to fix an issue my fellow shmup veterans were running into which allowed them to accidentally drift between two sections of the stage.
Fixed a level breaking defect where people were accidentally using the Koopa Fire Car's charge shot to blow up some bricks under the second exit pipe. Replaced the bricks with indestructible blocks so players can once again use the charge shot to their heart's content and not worry about nerfing the exit. I also replaced the "alien mouth" coming out of my Dob Keratops model with a giant size Fire Pirahna to make it a bit more menacing and authentic compared to the actual game's boss.
I left up the non-Fire Car versions of my R-TYPE and Gradius stages because those still net me occasional stars and I like players to be able to see the contrast of what "shmup" levels were like before when we had to use the Koopa Copter + Fire Flower combo, those were the days.
Nice level. Its been forever I had been wanting to play it. I like to have some figuring out to do and you did not annoy me with mobs or other distractions too much while I had to think. So this is good. 2 things that might be a negative though. While dinosaur landscaping is cool, I didn't bring much to the experience. I know alot of people are doing it but as a level designer myself, it annoys me when a level is not just plain architecture. Still is a minor grip though. Second thing, this one might be heavy for a first level. The player is sort of thrown in a style that isn't traditional Mario and the waking up might be a bit brutal. And introduction level to your concept or a better introduction level might be possible. All in all, I like it and I like your courage of actually making a series. This is an enormous challenge and this first level is interesting enough for me to continue the series and see if you can create an overall cohesive experience with sense of progress. I am definetely curious.
Pretty good level. I like the mix of vine treking and boat theme. I had a bit of difficulty crossing that part though so I rapidly found out I could skip everything by entering the pipe up there! The highlight of your level though is the boss part at the end. I did not expect that AT ALL and that was pleasing. I didn't die.
Ok I really liked this. I think its easy to fall into being boring when making an easy level but you managed to keep my interest. Good use of cannons and bloopers, you had some good ideas in there. You level also had a good rythm alternating different style of ship sections and creating familiarity along the way. You boss is the highlight of your creation here though. Sorry RagnarockX but this was the best boss I played so far in Super Mario Maker. It was simple, effective, easy to understand, just the right difficulty and very clever. I loved loved it. Great job!
I really liked your level. Nice shell gimmick and very well done. I have no major flaws to this level. Its perfect lenght and difficulty. Nicely presented, easy to understand. Its only the end that could have been otherwise really. Why giving me the change to lose the shell and star all over again? Seems like its only a punition instead of bringing replay value or the taste for doing it again.
I think I'm pretty much done with Mario Maker. I have a level I may or may not complete, and I might play some levels people post here once in a while. Other than that I'm not enjoying the game. I'm bored with making levels. It feels like everything has already been done. The editor feels way too limiting as well. It was great at first because things are so simple. It will take a major update to bring me back.
What really broke me is the 100 mario mode. I still haven't unlocked all the costumes. I thought that by adding the super expert difficulty it would make expert a whole lot more fun. I was wrong. I'm lucky if I get 1 or 2 good levels. The rest are complete garbage. You know there's a problem when I'm relieved to get a less bad level after skipping 2 or 3 pieces of trash. Considering I originally bought the game to play levels instead of make them, this is a huge deal breaker. My last 4 or 5 100 mario expert runs have been horrendous. I've been getting way too frustrated to have any fun. Then I think about super expert and vomit in my mouth a little bit.
I'll take a break from the game and maybe come back to it. I think I needed to vent somewhere more than anything.
This...this was not an easy level to beat. This is a VERY HARD level. It requires precision, patience, timing, planning and some luck. The concept of the level is not that hard to figure out, at least.
It's taken me a few weeks of creating and tweaking this MONSTER to the point where I could actually finish it. Now, at one point I did have a Checkpoint in this level, but it started you on the Spikes, so I had to scrap it for a Mushroom, that is mainly there as a buffer/gimme.
I also dropped a Fireball at the beginning to make it more manageable, as well as removing some spikes to make it more lenient in some places, replacing them with simple blocks.
I think I'm pretty much done with Mario Maker. I have a level I may or may not complete, and I might play some levels people post here once in a while. Other than that I'm not enjoying the game. I'm bored with making levels. It feels like everything has already been done. The editor feels way too limiting as well. It was great at first because things are so simple. It will take a major update to bring me back.
What really broke me is the 100 mario mode. I still haven't unlocked all the costumes. I thought that by adding the super expert difficulty it would make expert a whole lot more fun. I was wrong. I'm lucky if I get 1 or 2 good levels. The rest are complete garbage. You know there's a problem when I'm relieved to get a less bad level after skipping 2 or 3 pieces of trash. Considering I originally bought the game to play levels instead of make them, this is a huge deal breaker. My last 4 or 5 100 mario expert runs have been horrendous. I've been getting way too frustrated to have any fun. Then I think about super expert and vomit in my mouth a little bit.
I'll take a break from the game and maybe come back to it. I think I needed to vent somewhere more than anything.
I really liked your additions to Bodacious. The last section was much better and more in-line with the rest of the level. I died way too many times there (my incompetence not the level), but it made me realize that a checkpoint there would have been nice. The previous section after the checkpoint isn't extremely difficult, but it takes a long time to finish.
Happen'en is excellent. It's most definitely challenging, but feels incredibly balanced and fair. You made excellent use of skewers without going overboard. I would have taken 1 or 2 out of the note block section but that's a nitpick.
Thank you for the constructive criticisms, man. I'll keep them to heart when I create my next level.
And after going through a lot of the level posts on the forums, I have played, starred, and commented them on Miiverse. It has been one hell of a ride to experience all of these awesome levels, and learning a lot from the process. I especially love Return to Yellow Bumper Park, Daisy and the Puzzle Factory (by the way, thank you for playing through my levels, tkscz), the levels jholmes had posted (bummer that he got banned), and this one that was created by Yacht Club Games, Rocky's Doom Ship. Go play that one, as the lead level designer on Shovel Knight had designed that stage, and it's a fun traditional SMB3 level.
I think I'm pretty much done with Mario Maker. I have a level I may or may not complete, and I might play some levels people post here once in a while. Other than that I'm not enjoying the game. I'm bored with making levels. It feels like everything has already been done. The editor feels way too limiting as well. It was great at first because things are so simple. It will take a major update to bring me back.
What really broke me is the 100 mario mode. I still haven't unlocked all the costumes. I thought that by adding the super expert difficulty it would make expert a whole lot more fun. I was wrong. I'm lucky if I get 1 or 2 good levels. The rest are complete garbage. You know there's a problem when I'm relieved to get a less bad level after skipping 2 or 3 pieces of trash. Considering I originally bought the game to play levels instead of make them, this is a huge deal breaker. My last 4 or 5 100 mario expert runs have been horrendous. I've been getting way too frustrated to have any fun. Then I think about super expert and vomit in my mouth a little bit.
I'll take a break from the game and maybe come back to it. I think I needed to vent somewhere more than anything.
I'd be less harsh than you, though, I had incredible fun with the game, well worth its price, but:
- The demographics has changed, people don't star any more and whine at the slightest difficulty (lots of kids, I guess). Levels also get less and less played now, what's the point of spending several days on designing a level if it has so little feedback? Many of my levels have excellent feedback when there is feedback, but since I make "gamer" levels, I barely have any now and I'm tired of promoting to reach a niche audience. 100 Mario mode doesn't work to make people play levels.
- Speaking of which, some people (a good chunk not owning the game, I guess) complain about Nintendo deleting levels, but 100 Mario mode is horrendous. They really need to fix the player side in future iterations, which could imply making more rooms for solo mode with more difficulty levels, changing rewards for playing levels (maybe by not tying it to 100 Mario mode, unlocking costumes thanks to it doesn't work because of how traumatic it is and how little costumes are worth after some time), removing the life limit in 100 Mario mode or making the mode shorter (16 levels for 100 lives in Expert is nothing but torture), spotting troll levels and putting them in a separate category, etc.
- I expected more updates, like the way Splatoon has been managed. Here, the visual limitations in particular hurt the game a lot. Even without much more gameplay elements, altering backdrops and music and themes and stuff like water/lava areas could help create something. Game rules could also have more variations: the coin modes in New Super Mario Bros. 2 were very underused but absolutely brilliant, why not allow such rules? Same for NES Remix rules, they were also very fun. Here, as a player I'm fed up with always the same sceneries and music and tropes.
- The ergonomics should be improved: I should be able to see what's new from the authors I've subscribed to without having to check their profile individually, like a news feed... the game should ALWAYS remember which level I beat and starred, and not "forget it" after a while (WTF)...
What surprises me is that a lot of this stuff could be improved and updated with little work, but Nintendo lets the game audience go to other thing. I guess/hope the NX has a touchscreen and they're working on SMM2, otherwise the way they let all that potential rot makes little sense.
Thank you. That was actually intentional. By taking away another (harder) mechanic in favour of the "easier" but more stressful spikes, the level now has a better flow and it suits the overall design of the level better.
Wow, what a challenge! I'm a sucker for punishment, though, so I played and replayed it until reaching the secret room. Great job! I liked the mechanic of hitting Pow blocks to knock out big munchers blocking the path.
Thank you. The mechanic was inspired by watching some of the more well known Kaizo levels, you know the insane ones which usually involves hitting a Pow block and clearing a path for you. This level is hard, but by no means a Kaizo level. I don't do well at all while playing those kind of levels. This level is linear and right now it has a 10% clear rate.
I have bookmarked your level and I will try it out later.
Thank you for the constructive criticisms, man. I'll keep them to heart when I create my next level.
And after going through a lot of the level posts on the forums, I have played, starred, and commented them on Miiverse. It has been one hell of a ride to experience all of these awesome levels, and learning a lot from the process. I especially love Return to Yellow Bumper Park, Daisy and the Puzzle Factory (by the way, thank you for playing through my levels, tkscz), the levels jholmes had posted (bummer that he got banned), and this one that was created by Yacht Club Games, Rocky's Doom Ship. Go play that one, as the lead level designer on Shovel Knight had designed that stage, and it's a fun traditional SMB3 level.
I thank you for thinking my level is good. I appreciate it.
Finally, If I may recommend another course. It's called "Glide Through Grinder Mine (v2)", and in my opinion it's a level with one of the best uses of the propeller mushroom that I've played in Super Mario Maker. I really like the propeller mushroom, but I have a hard time finding a good use for it, so I have not added it to a level yet.
This level uses it very well and combined with great level-design it's a level I come back to every once in a while. Please try it out, I highly recommend it. In my opinion it deserves more plays and more stars.
Sorry for not being active lately I blame twilight princess and pokemon rubis for my lack of diligence.
This level was supposed to be sent after the coin update but I really had trouble making the level come together. Unchained Chomp's Prison
I guess you can cheese the end part in some way otherwise it's downright evil.
It's probably the 1rst level I tried to make without an obvious easy path,
tell me how you liked it or if it was really way to obtuse.
Seriously no one I demoed the level was able to finish it and they didn't get what path I wanted them to take so I added pointers although I feel like it's now a little too obvious.
You can bypass some parts with some bugs I guess.
I had a lot of fun using red coins. My goal was to make a non-linearish level to explore with some of the tricky puzzle vibe that ghost houses should have but without being long winded like some ghost houses can. There are really only two paths to take, but I really like the structure of it. The red coins allow for dramatically different levels now that you can incentivize exploration.
I've probably had time to boot the game once in almost four months.
In the mean time, my Wario & Waluigi level must have been featured somewhere, as it suddenly jumped up to 730+ stars.
If you haven't played it and want to give it a whirl, here's a link:
I uploaded a new level yesterday called Bowser's Baneful Biathlon.
"Mario has been training hard to get in shape for the next olympics. To test his strength and stamina, he has snuck into Bowsers newly built Bowser Family Fitness Facility, The BFFF, to try out Bowsers Baneful Biathlon course. If he can complete this devious course he will no doubt be ready for the olympics. Can you help Mario reach the goal?"
Bowsers Baneful Biathlon is a longer level with Munchers, POW-blocks and canons. Spread throughout the level are 10 red coins. You can complete the level withouth collecting them, but collecting them opens the door to Bowser's BFFF Wall of Fame, a place where people all over the world can leave comments about reaching it.
It is a castle-level made with the NSMBU-theme. I purposefully made this level longer and harder than my previous levels to make it feel like a gauntlet. I was inspired by a level I played that was long and fair, and it took me many tries. But when I completed the level I was very satisfied. Although the level is long and hard it is in no way impossible, nor has it any cheap deaths.
Since the checkpoint system and red coins don't always mesh together, I made the collection of red coins optional since they don't transfer with you if you die and restart from a checkpoint.
I think I missed the checkpoint -_-
Good level, I get now why it felt like a massive obstacle course.
The reward for the coins is too little I feel, having to do so much for this is a bit underwhileming.
Even my SO liked seeing me play this level so it was great even looking at it.
I really loved the team up theme here.
Really felt natural although you could have used mushrooms on the chomps (they always seem so small at regular size)
Clearly undoable on smb1 and smb3 that's for sure.
Fixed a level breaking defect where people were accidentally using the Koopa Fire Car's charge shot to blow up some bricks under the second exit pipe. Replaced the bricks with indestructible blocks so players can once again use the charge shot to their heart's content and not worry about nerfing the exit. I also replaced the "alien mouth" coming out of my Dob Keratops model with a giant size Fire Pirahna to make it a bit more menacing and authentic compared to the actual game's boss.
I left up the non-Fire Car versions of my R-TYPE and Gradius stages because those still net me occasional stars and I like players to be able to see the contrast of what "shmup" levels were like before when we had to use the Koopa Copter + Fire Flower combo, those were the days.
The new clown car really help the shootemup feel of the levels, all the action is in the sublevel, I feel like it's kinda hard to make a challenging shootemup without ending in bullethell BS.
I didn't play RType in forever so I can't talk about the similarities, I would probably wouldn't have liked the level without the new car though.
Really fun level
I just finished my first ever key door level and have run into an issue. Do the checkpoint flags not properly save the key coins the player collects? While I was play testing the level it seemed like the pink coins would be saved to the flag but during the upload's "clear from checkpoint" run the pink coins I'd collected from before were lost after restarting from the first flag? Going to hold off a bit on uploading the stage until I figure this out.
Edit: Ok, so I was able to complete the upload but had to do some tricky backtracking thanks to the aforementioned issue. Otherwise now that it's on the server the checkpoint flags DO save the coins properly. Seems like a bug they ought to address though because if my stage wasn't flexible enough to backtrack through and re-collect the initial pink coins I wouldn't have been able to upload it. Will post the stage tomorrow, I want to make some cartoon art for it first, ha
The new clown car really help the shootemup feel of the levels, all the action is in the sublevel, I feel like it's kinda hard to make a challenging shootemup without ending in bullethell BS.
I didn't play RType in forever so I can't talk about the similarities, I would probably wouldn't have liked the level without the new car though.
Really fun level
Thanks, glad you enjoyed it! Both this and my Gradius stages are actually meant to be easy because they're intended to be fun treats for shmup fans who want to enjoy the sights without having to worry too much about dying. And if you dislike bullet hell shmups then it's only natural that I dare you to try and survive my infamous "Captain Bobomb's Fire 'n Ice Fleet."
I had a lot of fun using red coins. My goal was to make a non-linearish level to explore with some of the tricky puzzle vibe that ghost houses should have but without being long winded like some ghost houses can. There are really only two paths to take, but I really like the structure of it. The red coins allow for dramatically different levels now that you can incentivize exploration.
I really enjoyed this stage, just a fun, old school ghost level. As I said in my Miiverse comment the progression you set up for getting the pink coins was nice and intuitive. Ingenious use of Magikoopa too. I just wish the stage were a bit longer.
I just finished my first ever key door level and have run into an issue. Do the checkpoint flags not properly save the key coins the player collects? While I was play testing the level it seemed like the pink coins would be saved to the flag but during the upload's "clear from checkpoint" run the pink coins I'd collected from before were lost after restarting from the first flag? Going to hold off a bit on uploading the stage until I figure this out.
Edit: Ok, so I was able to complete the upload but had to do some tricky backtracking thanks to the aforementioned issue. Otherwise now that it's on the server the checkpoint flags DO save the coins properly. Seems like a bug they ought to address though because if my stage wasn't flexible enough to backtrack through and re-collect the initial pink coins I wouldn't have been able to upload it. Will post the stage tomorrow, I want to make some cartoon art for it first, ha
It's not a bug at all, you're supposed to be able to clear the level from scratch from the beginning and from all checkpoints to prevent players being stuck.
It's not a bug at all, you're supposed to be able to clear the level from scratch from the beginning and from all checkpoints to prevent players being stuck.
Well of course checkpoints are meant to prevent impossible troll levels, that's not my point. What I'm saying is that you could have a legit, thoughtfully made key stage that is 100% non-trollish but if it wasn't possible for the creator to go back during the and recollect all of the pink coins that came before the first checkpoint flag simply due to the level's structure you wouldn't be able to upload it. In the case of key stages it's like a catch-22 for the checkpoint policy because it's the creator that would be getting stuck for something that isn't even their fault, not the player. Fortunately I was able to upload my stage but only because I didn't accidentally make the level's structure in a way that wouldn't allow me to get the pink coins in the section before the flag. Again, this is a moot point for the player since the flag saves the coins they collect when the level is uploaded but it's a potential problem for the creator when the flag won't mark the coins as being saved during the second or third upload checks.
You don't understand, yet it's very simple: every level should be winnable if you start from scratch from the beginning of the level or from any checkpoint, to make sure there is no possibility to get stuck. To ensure this, you have to prove it's possible, hence the testing before uploading. What you say you want totally contradicts this basic rule.
Well of course checkpoints are meant to prevent impossible troll levels, that's not my point. What I'm saying is that you could have a legit, thoughtfully made key stage that is 100% non-trollish but if it wasn't possible for the creator to go back during the and recollect all of the pink coins that came before the first checkpoint flag simply due to the level's structure you wouldn't be able to upload it.
Yeah that's the point. If you can't beat the level completely from any point its not a well designed level. Think of it less in terms of you being a perfect creator and more in terms of a general level. What if you miss a red coin in the first part of the level amd its impossible to go back from the checkpoint? Anything standard to the level needs to be reachable from any point.
In the case of key stages it's like a catch-22 for the checkpoint policy because it's the creator that would be getting stuck for something that isn't even their fault, not the player.
There is no way a crrator perfectly tests their level before it gets uploaded. I've played enough levels on Gaf alone to know that there are lots of ways to get stuck or make a level impossible that the creator wont notice. No offense but the way this is designed is basics. If you can't beat a level from any save point with no resources, you havent designed a good level.
Fortunately I was able to upload my stage but only because I didn't accidentally make the level's structure in a way that wouldn't allow me to get the pink coins in the section before the flag. Again, this is a moot point for the player since the flag saves the coins they collect when the level is uploaded but it's a potential problem for the creator when the flag won't mark the coins as being saved during the second or third upload checks.
Its only a moot point if the player actually "gets" all the coins before the checkpoint. As a designer you completely cannot assume that is going to be the case.
-Platform action puzzler which requires skillful use of Yoshi and the Cape in order to collect all the key coins.
-Two secret areas, two alternate exits to the goal and four collectible 1-Ups.
-Reset doors are by the primary key tasks so the player can start over as many times as they need. I also moved the first checkpoint flag back a bit and added an additional reset door next to it which takes the player back near the beginning of the stage in case they missed any coins. Before it was still possible to backtrack and get all the coins just not as accommodating as it is now.
I had a lot of fun making this stage and tried to pack it with fun extras for the player to explore and discover if they wish. I'd appreciate feedback, and feel free to recommend a stage for me to play.
Wow, what a challenge! I'm a sucker for punishment, though, so I played and replayed it until reaching the secret room. Great job! I liked the mechanic of hitting Pow blocks to knock out big munchers blocking the path.
Here's my latest creation:
Name: The Great Cave Escape!!
Code: 5CFE-0000-0214-7AE3
Description: Short, but sweet scavenger hunt through a dangerous cave. You'll have to put on your thinking cap and use quick reflexes to find the way out.
I really liked this level. The back-and-forth was very very good.
My only gripe with this level was that it felt a little empty when it came to the overall look of the level. But that doesn't take away from the fact that it was a very good level. Good job.
-Platform action puzzler which requires skillful use of Yoshi and the Cape in order to collect all the key coins.
-Two secret areas, two alternate exits to the goal and four collectible 1-Ups.
-Reset doors are by the primary key tasks so the player can start over as many times as they need. I also moved the first checkpoint flag back a bit and added an additional reset door next to it which takes the player back near the beginning of the stage in case they missed any coins. Before it was still possible to backtrack and get all the coins just not as accommodating as it is now.
I had a lot of fun making this stage and tried to pack it with fun extras for the player to explore and discover if they wish. I'd appreciate feedback, and feel free to recommend a stage for me to play.
Great level,
The normal was fun if a bit on the easy side.
The 2nd passage was all kinds of awesome, my intuition on where to find it was totally wrong.
Really nice surprise !
So I also did this level that no one played,
it's a bit hard and obnoxious I guess as only 1 person finished it (and btw he's a friend and you should check his levels.
Anyone up for the challenge?
This level was supposed to be sent after the coin update but I really had trouble making the level come together. Unchained Chomp's Prison
I guess you can cheese the end part in some way otherwise it's downright evil.
It's probably the 1rst level I tried to make without an obvious easy path,
tell me how you liked it or if it was really way to obtuse.
Seriously no one I demoed the level was able to finish it and they didn't get what path I wanted them to take so I added pointers although I feel like it's now a little too obvious.
You can bypass some parts with some bugs I guess.
Managed to do another run of Super Expert tonight and got
Mallo from Pushmo
as my reward
With the exception of two levels, I didn't skip, and I probably should've skipped another considering how bad it was. One level I got to the end and then the level decided to completely shit itself in a shameful display of hard bullshit that I just couldn't stand. It said it was her 'retirement level.' Good thing, that level was shit.
Is a shining beacon of awesomeness that must be shared. It's hard. It's fair. It's fun. Play it. You won't regret it.
I finished this Super Expert run with 39 lives left. My last one I finished with ONE. I hope I'm either getting better at these levels, or these levels are now being designed more fairly.
The making of this level was riddled with hurdles. I started off trying to make a level in the vein of Manic Miner/Blagger, but as I got to the second room I hit the key limit. I therefore started experimenting with other ideas for rooms, and ended up with a weird clash of styles and design elements that just didn't fit together. Rather than let all that work go to waste though, I spent ages reordering, rebalancing and reskinning it all into something more coherent. I'll let you be the judge of whether it's been a success, I've spent far too long on it to view it objectively! You'll see the original 'first' room just before the checkpoint. I'd love to be able to do an entire level with these type of rooms one day.
Fun level I expected something easier, really good idea of a level outside of the one spot you can be stuck that I found...
Great level,
The normal was fun if a bit on the easy side.
The 2nd passage was all kinds of awesome, my intuition on where to find it was totally wrong.
Really nice surprise !
A challenging run through a crumbling fortress. Lots of spin jumping, wall jumping, and spin wall jumping! You only have 30 seconds on the clock and you'll need it all! I was in the middle of making a new course and ended up making some challenges that were tougher than I'm going for, so I decided to put them in their own likely super-expert course.
Sorry for not being active lately I blame twilight princess and pokemon rubis for my lack of diligence.
This level was supposed to be sent after the coin update but I really had trouble making the level come together. Unchained Chomp's Prison
I guess you can cheese the end part in some way otherwise it's downright evil.
It's probably the 1rst level I tried to make without an obvious easy path,
tell me how you liked it or if it was really way to obtuse.
Seriously no one I demoed the level was able to finish it and they didn't get what path I wanted them to take so I added pointers although I feel like it's now a little too obvious.
You can bypass some parts with some bugs I guess.
This is a level that I really liked. It was tough as nails (at least for me), but after 15+ tries I managed to beat it. I managed to beat it the hard way though, as I discovered an easier way to complete it after I had completed it. Interesting level-design. Bravado to you sir.
I want to thank whoever Nintendo Thumb on Youtube is. He/you posted a playthrough of my level Bowser's Baneful Biathlon. A day after you posted it, I had 152 people play it overnight. Only 8 people completed it so the clear-rate dropped from 15% to 8% overnight.