@Chandlero: I just gave your Saw the Sky level a try. I think when you said "checkpoint", you really mean "try again rooms". I don't think they work that well for just a way to get a mushroom again, but the second one also contains a crucial P switch, so if you can liven up the puzzle aspect on that room a bit more, I think you'd have something solid. Also, the second room is not intuitive to find.
@Harvan thanks for trying it out, glad you liked it.
I wanted to make that level a bit longer too but the enemy limit ran out on me. It was a case of leave it at that length and keep the difficulty I was aiming for, or stretch it out and make it easier by spreading out the enemies. I played it through a fair few times and decided it was much more fun to leave it as it is.
@Chandlero: I just gave your Saw the Sky level a try. I think when you said "checkpoint", you really mean "try again rooms". I don't think they work that well for just a way to get a mushroom again, but the second one also contains a crucial P switch, so if you can liven up the puzzle aspect on that room a bit more, I think you'd have something solid. Also, the second room is not intuitive to find.
Thanks for the star. I don't know what you mean by "try again rooms". Do you mean the two underground rooms? They are not really necessary. What I meant by "checkpoint" is another thing: If you die in the second part of the level, you are allowed to skip the first part. Didn't you noticed that? Maybe you didn't die in the second part
@Maxz: Well I can't affect how cannon falls in that situation, but I recently saw player solving this with alternate solution and you wouldn't need this "glitch". Before uploading this level, I tested if that solution, but I couldn't get one crucial move to work, so I thought it would be impossible. I guess I was wrong.
@Kinan: Just watched the video now,loved it haha.Cheers man,it didn't seem to cause you much problems.Watching someone else take it on I can see where it needs improvement as well as being thoroughly entertaining.'The Wall' part took me an age to get right,it's designed so you can't get stuck and can always get back up to collect the shell,that's why The Wall part wasn't too clear.Would have loved to see you take on Stario Wars or my new one The Cryptic Crypt but I've had my turn haha.Thanks again,very much appreciated.
@SuperWiiU: I tried all three of your turbo levels. Neat idea! Interesting how having auto scroll on really changes how you play. The first one I breezed through, but the second and third ones were surprisingly tough.
Thanks for playing my levels. Yeah, the first one is pretty easy, especially if you've played the original before. But the other two require some well timed jumps that most people probably never tried before even if they know the levels by heart.
@Kinan: "Music Train" is the name I'm giving to my music reproduction levels. I have three right now (posted on the previous page of the forum) - the first level of SMB2, the theme from Chrono Trigger, and Frog's theme from that game. You just ride a train through the level to listen to the theme - longer ones require you to enter a pipe to hear the second verse.
And I'm willing to take requests, though I can't guarantee a quick turnaround or that it'll be possible to do the music justice.
So... Last month, most of the top levels were automatic ones, this time seems like the musical levels are the popular ones.
I was wondering... Will we ever see the day when the top levels are actually the best ones gameplay-wise? One can dream.
As I mentioned earlier, it seems a lot of people in SMM just want stuff they can breeze through. Only a relatively small portion of the audience for this game appreciates Mario level making for the art form that it is.
I think this community here is more into the gameplay and challenge of Mario than most.
Curious: should we start new forum topics for specific styles of levels so that people can look more easily for stuff that interests them? It seems a little haphazard in this giant thread, and even yesterday's posts are already fading into obscurity with new pages.
So... Last month, most of the top levels were automatic ones, this time seems like the musical levels are the popular ones.
I was wondering... Will we ever see the day when the top levels are actually the best ones gameplay-wise? One can dream.
One can dream indeed. I can't imagine getting to a point where levels that actually require user input outperform those that don't.
They're like the fast food of Mario Maker. Products that are acceptable to the widest audience, which then get further promotion, which then blot out all the alternatives and become the new norm.
I think I prefer music ones though. At least you get a bit more variety than 'Mario narrow avoidsly death, again, and again, and again'. I'm looking forward to the 'hybrids', where little musical interludes are worked into actual normal levels. Imagine a Luigi's Mansion level where you boarded a Skull Train, which then took you over a chasm, which played the eerie 8-note piano jingle that starts of the Luigi's Mansion Theme. I think it'd be a cool little way of deepening the theme of the numerous 'themed levels' already out there.
My flatmate who has never really played a Mario game took a stab at making a level that I thought I'd share. The funny thing is he couldn't beat what he made so called me from my room so I could do it so he could upload it.
@NintyMan: You need to add your level to https://www.nintendolife.com/super-mario-maker/add
It asks address of your miiverse post. After adding look embed. Just take address from there. Make sure you have nothing/empty row before and after that, when you post it.
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