So after completing what I considered to be my first "real" level (reposted below if anyone wants to check it out), I played 100 Mario mode for the first time and realized just how indiscriminate some people have been when posting levels (and felt the "Why would people upload the first level the game forces them to?" pain first hand). I think there were only two levels that I starred during one Easy and one Normal run - one that appeared to have been made by a small child, and another that I struggled with but had fun doing so.
The majority have no sense for aesthetic or placement of items let alone level design. It's horrible. Creatively corrupt players just shitting on screen.
They were actually called goombas in the Super Mario World manual, but galoombas in Super Mario 3D World and in Smash 4. I believe their Japanese name was always different though.
Here is my first try at make a large level. I really would like to have any sort of constructive feedback on improving this level.
The idea behind this stage was to have a structure like a Metroid game. So the player must get item X or ability Z before proceeding to the next part of the stage. Of course there are exceptions, but don't want to spoil it all.
My friend -- this is an EXCELLENT level! Not at all a traditional Mario experience, but a fantastic experience in its own right! Finished, and starred!
Nah, brah. Died like 7 times and just gave up. It's too long and dangerous to play as shrimpy Mario the whole way. If you add a mushroom, you will open it up to a whole other group of gamers. Those who want the extra difficulty are free to forego the power-up. Those who are less inclined towards masochistic gaming may play it all the way through if the stage were a little more forgiving. I liked it otherwise...
Humble Beginnings
So I've uploaded my first course. It's pretty basic, but I think that's also the charm. To me it feels like a course that could be in the original Super Mario Bros. It isn't based on a gimmick (like do not touch any button), it has a few hard parts, but all in all its pretty doable for every Mario-player.
So if you just want a nice chill level to play and test some of your skills, look no further than Humble Beginnings. Thanks for playing all!
Information:
Name: Humble Beginnings
Code: 194A-0000-002D-8A7C
Based on: Super Mario Bros.
My first level seems to be getting pretty popular, thanks for that It's clear my style is 'realistic mario', or in other words, Mario-levels that could be in the real games. I like it that way. Not too short, not too long, not impossible, but not that easy either.
Spikey Goomba Lake
I think my second level, Spikey Goomba Lake, is a bit more difficult than the first one. I for one HATE water levels with a passion but it was fun making one. It's certainly not impossible to clear this level and there are a few tricks hidden that can make the run easier. But there are also a few easter eggs that can make it harder on yourself if you find them.
Anyway, I know a lot of people hate water levels, but I would love for you guys to try this one out. I'm pretty satisfied with it Again, its a level without weird gimmicks or impossible stuff to pass through.
Information:
Name: Spikey Goomba Lake
Code: A071-0000-002F-1C1A
Based on: Super Mario Bros.
Exactly ehat I was afraid of is happening. Playing 100 Mario Challebge is just an endless string of "lel I trol u" and "THREE BOWSERS ON TOP OF EACH OTHER BUT THERES A STar hidden nearby because I had to beat the level to upload it"
Ugh
Hahaha believe it or not, that is actually part of my foot.. (I'm a hairy guy).
Anyway, Wall Jump Mastered is complete. I thought it turned out really well, pretty difficult but never unfair, as long as you master the wall jump mechanic!
I deleted a level because I wanted to make some changes to it, mostly aesthetical. Here's the new one (with a new name too):
Fortress of the Fire Fishes - 61AA-0000-002C-B399
Flying beetles and fire fishes. Speedrun path included. SMB Castle theme, difficulty average to hard.
Pipe Life - 4CA6-0000-0013-2ECD
This was made with only the first tool set, so it's pretty basic. NSMBU Overworld with piranha plants, easy.
edit: Oh and by the way, when you delete a level from the server it frees up an upload slot, but you get to keep any stars the old level received.
Ok Gaf, this is probably my best level. Finally I've been able to follow a theme and deliver something I hope will be both fun and challenging, without "kaizo" shit.
The Experiment of Dr. Pianta is an horror adventure full of secrets and traps. Just pay attention and everything will be... fine... eheh.
Ah, well I will have to side with Chumby on this one. I tried playing your level but after a good 15 lives or so, I just decided to leave it.
Starting off as a powered-up Mario would definitely help when you hit a rotating flame wheel. The way you have to run through the Thwomps makes it feel like you want to continue running full speed in the level but you are punished by the rotating flames. However, each time that I have played through the level has had them set at different locations so each run has to be different. But like Chumby said, just one mushroom or starting off as a full-sized Mario would negate a lot of that and allow players to push through the level after they learned the lesson. By starting off at the very beginning each time with the flame wheels at different locations makes the level more unforgiving.
Just my two cents Its very fun from the time or two where I got a good flow of the level.
When you upload a level, a Miiverse post is automatically created for the level. You can log into the browser version of Miiverse and grab the screenshot from there.
Finally finished another one! Probably my favorite I've made so far.
Took forever to iron out the mechanics, still not sure I got them all. Kept having issues with things spawning where and when they're supposed to.
Ok, can't get any more time wasting than this! I passed it with 002 on the clock. Only way to surpass it is to somehow make you waste time in a way thats not traditional
Biggest waste of time ever MAX!!
39D2-0000-002D-F813
Protip: Don't play if you want to keep your sanity.
Ah, well I will have to side with Chumby on this one. I tried playing your level but after a good 15 lives or so, I just decided to leave it.
Starting off as a powered-up Mario would definitely help when you hit a rotating flame wheel. The way you have to run through the Thwomps makes it feel like you want to continue running full speed in the level but you are punished by the rotating flames. However, each time that I have played through the level has had them set at different locations so each run has to be different. But like Chumby said, just one mushroom or starting off as a full-sized Mario would negate a lot of that and allow players to push through the level after they learned the lesson. By starting off at the very beginning each time with the flame wheels at different locations makes the level more unforgiving.
Just my two cents Its very fun from the time or two where I got a good flow of the level.
The game really needs a replay function, I have no idea what or how the Thwomps are changing locations, and the flames don't interact with the Thwomps at any point, at least that was the idea.
Also the flames seems to run at all times, rather than when they appear on screen, which is why the timing is kinda screwy and I don't know how to fix it, still thanks for the feedback.
Wow, I decided to play some of the posted levels and write a short comment, but while I was doing this, this thread got about 200 new posts.
I guess it's impossible to play and comment on every level, but at least here are my thoughts on those few that I tried just now:
Very well made, although I must admit I almost quit on it. Some jumps can be really tough. I wasted a few lives just on the first few steps
But I liked it overall. It seemed like it had different routes and lots of hidden power-ups and I think you translated Tenchu's stealth gameplay in a fun way.
A tricky Haunted House I've been working on, with threatening Boos, tight spaces, and lots of invisible blocks (none that troll you, however). Nothing too complex, but it's fun.
I really liked your castle stage. Good use of the coins as danger markers and I liked the p-switch stuff.
The mansion level was fine, too, but a bit too straight forward for a SMW ghost mansion. Then again, it's tough to get the right balance. I guess it's better to make them a bit too easy than a bit too hard
Man, someone on miiverse said that the first two screens were too easy. I died like a million times until I figured out how to jump past them
I found it a bit too hard because I didn't find any power-ups
except the first hidden flower
. The Bowser fight could be a bit more engaging. (He just flew above me and I had no trouble reaching the axe.) But, maybe it's better to have an easier fight after a tough beginning.
I also forgot to star you, so I started the level once more, but couldn't beat it again... sorry!
My friend -- this is an EXCELLENT level! Not at all a traditional Mario experience, but a fantastic experience in its own right! Finished, and starred!
Here's my first two stages, not that great considering how much experience I have with making platformers but just wanted to mess around a bit first.
Castle 1 - F9FE-0000-0020-941B
A simple castle level, went a bit overboard with podoboos at the end but it's quite short.
Kamek's submerged fortress - AF43-0000-0023-EC32
Spent a bit more time on this one but you can definitely feel the lack of checkpoints, I quite like it even if there are a few things I don't think fit the stage (I.e. the conveyors)
I also did the 3 hidden 1-ups thing because it's a cool idea, there's also a secret cape feather.
The time I've spent in this game has made me realized something. Alot of people really don't know how to design some enjoyable stages.
I shouldn't be surprised. Not everyone is meant to do that job, but I'd have liked they not upload these stages and make the experience in Expert Mode 100 mario challenge a nightmare.
There was one stage that was actually decently designed and then right at the end was a jump of faith comprised of single blocks spaced out just enough for well times and spaced jumps.
I'm actually enjoying myself more playing stages than making them. I just am wholly unsatisfied with my stage designs. But I'm usually unsatisfied with almost anything I create.
Level Title: Slender Mario 1(Expert)
ID: C397-0000-002F-21FC
NNID: tshadowknight
Description: A level based around the skinny power up mushroom, get ready for some jumps regular ol' Mario could only ever dream of!
Difficulty: Hard
Level Title: Slender Mario 1(Expert)
ID: C397-0000-002F-21FC
NNID: tshadowknight
Description: A level based around the skinny power up mushroom, get ready for some jumps regular ol' Mario could only ever dream of!
Difficulty: Hard
Made a level that could be seen as a re-imagining of World 8-3. Though it was originally born from playing around with blocks on the goal post. Tried to make the difficulty reminiscent of that level, so though but fair if you don't try to rush through it.
It's pretty annoying when the first long jump is just that, a long jump (the coins make the distance look shorter than it is btw, which caused me to die once there), but the second similar looking jump now requires you to use bullet bills as platforms which you can't know until you die once. Also maybe a bit too many hammer bros combined with shooting piranha plants. But overall a nice level.
Made a level that could be seen as a re-imagining of World 8-3. Though it was originally born from playing around with blocks on the goal post. Tried to make the difficulty reminiscent of that level, so though but fair if you don't try to rush through it.
The last normal hammer bro is maybe a bit too much considering you have to dodge a big fire bar at the same time, but the stage looks great, like a real fortress you try to storm.
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.
Well done. Your level has a strong central mechanic and it does a good job of teaching the player how to use that mechanic as the complexity ramps up smoothly. That's something a lot of pro game designers contend with.
I thought there was a thread with the custom stages from gaf users? ?_?
I'm still unlocking things but the thing that drives me crazy is how can I leave koopas flying? I put them wings but the moment I play the course they fall to the ground And how can I make them not fall from a platform? (without putting a barrier)
Anyway, I made 3 levels:
Level Title: Coge Muelles (Fácil)
ID: 86F3-0000-0020-68FB
Course Size: Short
Description: My first course and the only one that has a star for now. You'll need springs to finish the course!
Level Title: Kid Icarus (Pits everywhere)
ID: 9101-0000-0026-C55D
Course Size: Medium
Description: Nope, there's no Pits from Kid Icarus here sorry (nor even is the stage and homage to KI ) Short level with some timed jumps (I would say is easy but maybe is Medium seeing how almost nobody can beat it).
Level Title: Ability Under Water
ID: 24AB-0000-002C-920B
Course Size: Large
Description: Some power ups hidden that make your journey easier. And be ready for the firing final!
I'm going to play some Yoshi WW to take notes about course design and tonight I'll play some GAF courses. Seeing that this thread grows very fast, are you (daydream) going to update the first post with the courses from everyone? Or only the ones that get a lot of mentions?
I'm still unlocking things but the thing that drives me crazy is how can I leave koopas flying? I put them wings but the moment I play the course they fall to the ground And how can I make them not fall from a platform? (without putting a barrier)
I'm still unlocking things but the thing that drives me crazy is how can I leave koopas flying? I put them wings but the moment I play the course they fall to the ground And how can I make them not fall from a platform? (without putting a barrier)
Red Parakoopas fly up and down on the spot. Green Parakoopa bounce along the level until they fall down a gap. Sounds like you need to change them to red if they are falling down.