Nocturnowl
Member
I started making a vertical stage in the SMB3 style, before realising pipes couldn't work as doors, for some reason I'm really against changing said pipes to doors.Hello.
Got the game on Friday, make a few courses.
Here is my last one, a while ago I read someone's comment about faking a vertical level, this is my attempt to that
Climb!
(D6F7-0000-002B-18D7)
Oh well anyway, using the vertical trick creates longer stages than normal, lots of nice jumping in this one. Only real issues comes inherent to vertical stages in this game where the camera can make you jump up unknowingly into a paratroopa backside but there's not much to be done there.
Though that one goomba on the first screen does drop in from who knows where.
This may be my favourite SMB1 stage so far, such interesting use of sideways springs, I had no idea you could manipulate enemies like that.My first creation is up. Playtesting and feedback would be appreciated.
It Might as Well Be Spring
(128A-0000-002B-853E)
This stage should be fairly straightforward for Mario veterans. It mostly involves exploring simple interactions with the springboard, particularly its new horizontal configuration. My aim was to create something interesting using only the elements unlocked by day 2 (the first row and a half, up to the 1UP mushroom), structure it with the clarity and fairness of a typical Nintendo level, provide multiple solutions to obstacles where possible, and set up tricky but optional challenges with proportionate rewards. Ideally this approach to design would benefit from NSMB-style bonus coins, but I made do with what I had.
Something I learnt in the process: Lakitu wrecks the difficulty balance of a stage if you are not careful, as you may inadvertently set up a sudden swing from hard (while he's alive) to trivially easy (especially if player is able to ride the cloud). And if you want to control where the player has the opportunity to take him out, he imposes a severe height restriction on the traversable terrain. He was prominently featured in early drafts of the stage but I wound up removing him.
It's like a mini puzzle getting the mushroom and fireflower power ups, great use of limitations.
Though I do wonder, is small mario supposed to be unable to reach the spring ? block by the spiny hat pipe? You can alternatively use small mario to wear the spiny hat and take out the koopa tower from below and tackle the stage with a head of block destruction but I'm not entirely sure if you meant for this two ways of doing things. Well you did say multiple solutions so I'm guessing yes.
More spring shenanigans, now with shells and it's pretty great.I also attempt to create stages that are based on the classic formula (introduce - expand - modify), while hopefully keeping the difficutly low enough to not become frustrating but remain challenging.
Here's a level I made that I'm pretty happy with:
It revolves around a slight puzzle mechanic that is introduced at the beginning and then continually expanded upon. I would gladly appreciate any sort of feedback.
Ship Security Shells
ID: CF6C-0000-0023-1B29
It's always surprising to see how much easier your own stages appear to yourself, whereas other players struggle at parts of your level that appear trivial at first. It's kinda hard for me to put myself into the role of a random player playing the level for the first time and to introduce the level mechanics in a "fail-safe" way.
It really executes the introduce gimmick and ramp it up style of design well, on top of that the use of airship and cloud platforms is thematically pleasing.
Very cool this one.
Solid stage, changes I'd propose are pretty much all enemy based.
- Hammer Bro near the start sometimes just leaps down to the ground, these guys can be a bugger to place effectively.
- the Spike tops in the cave could be trimmed in number a bit, granted when you reach the cape it's spin death city for them.
- The final flight section I managed to get through first try but I feel like that was a stroke of luck, once again maybe less obstacles?
Fun though, good use of verticality and sub levels.
Alright - after 6 long hours and having to deal with the stupid ground-block limit (seriously, I filled both subscreens to the max without being halfway through the level) - here it is:
Doorstop Dash - a remake from the Second Level of Donkey Kong Country 3, of course with some differences considering there are no vines you can pull. It's a rather long level but there aren't really a lot of places for you to die. Near the end I got a bit lenient with the power-ups as well.
Code:
D1E8-0000-0029-AE5E
If possible, try to beat the level without carrying the P-Switches.
This was always one of my least favourite DKC3 stages, I think I actually prefer this P switch variation.
Great homage, the DKC nut in my marked out when I found the bonus rooms and Koin equivalent intact.
Though after picking up that 1 up I slid into its death trap for no reason, I felt foolish.
1 part tolerable take on the speedy SMB3 airship, other part interesting bob-omb puzzle.Just for the record, we're talking about this level: Junior's Flying Flotilla (7A70-0000-0022-16DB)
In particular I love how the bomb is introduced and the flagpole one.
Okay, I got to go make some stuff.
Edit: After playing Ghosts in the Machine which was another fun stage, Technomancer was it?