Simbabbad
Member
EDIT: both stages have been updated, the codes below are the new ones.
So, I made only two levels so far, but I spent a lot of time on them, and I have more currently in edition. Both of these levels will have three levels added to their theme, to form a whole consistent "world". On the little cards below, the icons rate the difficulty (I don't do Kaizo stuff at all, even my hard levels are very manageable), and the amount of platforming, action (enemies, bosses and projectiles), exploration and puzzle elements (not a "scientific" rating at all, obviously).
With "Old School Super Mario", I wanted to start with designing classic Super Mario Bros. levels, consistent visually and gameplay-wise to the very first game: the sort of level you're happy to play on Easy or Normal 100 Mario Challenge to milk costumes, as a relief to nonsense and chaos. I'll eventually release an underground level, a cliff level, and obviously a castle in the same spirit.
I'm a huge NES Metroid fan, and I really wanted to make a NES Metroid world. Eventually, "y cant metroid shoot?" will feature four levels, each being about a NES Metroid section. I started designing Brinstar, but the locked tools made me finish and publish Tourian first, thanks to its focus on action. Obviously it has a Samus Aran power suit costume, but I focused a lot on visuals and atmosphere to recreate the oppression of Tourian, and also on gameplay, obviously, to make it work in the context of Super Mario Maker (fidelity always second after fun).
I hope to finish Brinstar and publish a nearly finished heavy vehicle/Mario Kart level soon. All new levels will be on my blog (and obviously you can follow me on Miiverse or in the game). I'm intending to relax a bit, though, and check out your creations, playing the 100 Mario Challenge was painful at times.
So, I made only two levels so far, but I spent a lot of time on them, and I have more currently in edition. Both of these levels will have three levels added to their theme, to form a whole consistent "world". On the little cards below, the icons rate the difficulty (I don't do Kaizo stuff at all, even my hard levels are very manageable), and the amount of platforming, action (enemies, bosses and projectiles), exploration and puzzle elements (not a "scientific" rating at all, obviously).
With "Old School Super Mario", I wanted to start with designing classic Super Mario Bros. levels, consistent visually and gameplay-wise to the very first game: the sort of level you're happy to play on Easy or Normal 100 Mario Challenge to milk costumes, as a relief to nonsense and chaos. I'll eventually release an underground level, a cliff level, and obviously a castle in the same spirit.
I'm a huge NES Metroid fan, and I really wanted to make a NES Metroid world. Eventually, "y cant metroid shoot?" will feature four levels, each being about a NES Metroid section. I started designing Brinstar, but the locked tools made me finish and publish Tourian first, thanks to its focus on action. Obviously it has a Samus Aran power suit costume, but I focused a lot on visuals and atmosphere to recreate the oppression of Tourian, and also on gameplay, obviously, to make it work in the context of Super Mario Maker (fidelity always second after fun).
I hope to finish Brinstar and publish a nearly finished heavy vehicle/Mario Kart level soon. All new levels will be on my blog (and obviously you can follow me on Miiverse or in the game). I'm intending to relax a bit, though, and check out your creations, playing the 100 Mario Challenge was painful at times.