Steampunk Castle Crusade
(E222-0000-0028-D662)
This one I designed to be a unique castle stage at the end of a near final world. It's steampunk styled, so its exterior is airship-like. When making this stage, I kept all that I knew about Nintendo's design philosophies in mind. I played it over and over, tweaking elements that didn't feel Nintendo enough. I'm happy with the end result, and I feel like it could easily blend in with the rest of the levels in New Super Mario Bros. U.
instead of making a really hard wall jump filled death pit, which everything I've tired making inevitably turns into, i tired making a really easy level, with no wall jumps
some feedback would be nice, as i had no idea what I was doing
A951-0000-0032-234B
My first real attempt at a level. Positive and negative feedback welcome! I know it's missing something. Has a little challenge I think, but I hope it's at least fun.
I think I'm getting the hang of this. Didn't really have much of a concept in mind, so I figured... "Why not just do a pure platforming level?" No gimmicks. Start on the left, end on the right. Well, I can't quite help myself with adding secrets, so it has the usual three hidden 1-Ups, and actually over 100 coins, too.
Anyway, presenting my fifth:
Koopa Heights
4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi
So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.
Boo Buddy Bridge Busters- 13EF- 0000 - 0022 - 3870
Style: SMB3
Difficulty: Medium?
Tall Tall Tower: CB20-0000-002F-1AEE
Style: SMB3
Difficulty: Easy/Medium?
Just made a new level inspired in Donkey Kong Country with Donkey and Diddy Kong!
Please check it here: CFF2-0000-0030-1ABA
Remember to find the bonus stages!
Quoting this one last time. I really want feedback on my Pac Man level. Has anyone played it that can give me some input? I need to know if it's too hard or too easy. Also, keep PMing me stages. The ones from GAF are brilliant. You guys deserve more credit than these dumb automatic stages that get high praise. God, I love this game but damn if the ranking system doesn't need a retooling.
You should be proud. Your stages are amazing. Your art direction and gamedesign are amazing.
Some of your stages are as fun, cute and clever as some Yoshi's Island stages.
The pac man stage is awesome, I'm not a fan of labyrinth level because I don't like feeling lost, but yours is very clear and you can't miss the goal if you have a little pacman knowledge. I also like that I can use my platforming skills.
I find your levels so good that I can't really tell how you could improve them. I really hope you will get more exposure, you deserve to be on the top of the list !
I gotta say, B_Bech, I've had really mixed results with the primarily non-GAFer-made courses I've tried so far. But I tried this one because of Me_Marcadet's praise above... and holy crap, what. A. Turnaround! This level is superb. I couldn't get into the Pac-Man or Yoshi Coaster ones because I didn't have the patience or skill for them at this particular minute, but man, the level above is a real treat. Your design philosophy is stupendous and I plan to recommend this one for the GAF Showcase. Supremely excellent stage!
instead of making a really hard wall jump filled death pit, which everything I've tired making inevitably turns into, i tired making a really easy level, with no wall jumps
some feedback would be nice, as i had no idea what I was doing
So I liked the idea behind this, but there's a few things wrong in the execution that made it slightly less fun than an extreme difficulty level could be:
Really needs some coins! I made the same mistake, it's easy to forget, but especially in an SMB1 underground, it can at least give something else to a level that can be a bland setting
The last platform of the first set of bob-ombs should only be one set. It's good that there's some run off area, but if you go too far to the right, it can set off the next lot and make the level impossible
Similarly, if you jump too high off the last koopa and hit the platform late, the blades can go to the bottom too quick and make it impossible there
After the pipe,that single blade should be on a different pattern to the saw hell coming down at you. Make in panicky, but not impossible if again you went to the right too fast.
Like I said, I enjoyed it as I like a hard level, but those few things could make it click a lot better.
Good idea! Nice aesthetic and fun, windy layout.Piping hot and fresh! Here's my latest level:
Great Cave Adventure
EE9F-0000-0032-56A3
You're the only person that did finish it. The level has a ridiculous 0.89% clear rate. Only 7 people played it but even so. Like, I didn't design it to be unbeatable bullshit. I wanted challenging but fair and I feel like I accomplished it. It's kinda disheartening that almost nobody is beating it.
But anyway thanks for the feedback and thanks for beating it!
I feel your pain - my level has a clearance percentage of 0.00%! I think it's challenging, but not THAT bad. *shrug*
I gotta say, B_Bech, I've had really mixed results with the primarily non-GAFer-made courses I've tried so far. But I tried this one because of Me_Marcadet's praise above... and holy crap, what. A. Turnaround! This level is superb. I couldn't get into the Pac-Man or Yoshi Coaster ones because I didn't have the patience or skill for them at this particular minute, but man, the level above is a real treat. Your design philosophy is stupendous and I plan to recommend this one for the GAF Showcase. Supremely excellent stage!
Haha, yeah my brother raged so hard because of the springs. He still hasn't completed it.Just finished this one. I hate you for putting those springs and fire piranha's plants at the end there. Fun level even if it did make me rage slightly. The only thing I could see as being an issue is during the Bullet Bill to red shell turtle jump. Need to be on the last block to trigger the Bill and some people might not figure that out. That cloud/spike section is a bitch as a big Mario since it's so easy to hit the sides. That's what makes it intense though. Fun wall jumping and a nice work against the Star timer to kill the plants too. Great work.
For a first attempt I thought this was pretty good, some of the jumps felt abit in awakward in terms of placement and the were abit to many spines.
But yeah, not bad. Not bad at all
After playing the course world, I think there are too many players making difficult levels. Either the levels are ridiculously short and easy, or they are ridiculously hard. It would be nice to have more levels that balanced the difficulty better.
It's bloody hard, dude.I feel your pain - my level has a clearance percentage of 0.00%! I think it's challenging, but not THAT bad. *shrug*
The Tunnel of Imminent Peril
C8C3-0000-0030-5A42
If you want to make levels, go for it. If you're just in it for playing, you get an infinite amount of mostly kaizo and sleepwalk levels. The community at large seems to mostly be making levels on the two extreme ends.
how do you exit a Kuribo's Shoe?
It's bloody hard, dude.
anybody?
You would like my levels. Look up my post and check em out if youd like. The other dungeon maps under my authur name are the wifes. Also not bad levels.
But seriously, i totally agree. Some people forgot that mario doesnt need to be hard to be fun.
just finished your level, took me a few tries! Pretty tricky level but I enjoyed it. Certainly has that "just one more go" factor!
I just got a message saying the next batch of resources will arrive tomorrow. I'm pretty sure I download the patch and installed it...
I'll play all yours now. Thanks for the feedback! I really like making things look nice, but I try even harder to make them play well. Which moles did you have a problem with? Maybe I should put a trampoline in the beginning? I put a mushroom at the start so people could tank it if need be.
how do you exit a Kuribo's Shoe?
just draw like there's no tomorrow and you get the delivery with the message "arrived sooner than expected".