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Topic: Super Mario Maker Level Creation Challenge Thread [Voting for: Time Limits, New Theme: Pink Coins, Deadlines: April 3rd]

Posts 81 to 100 of 363

SuperWiiU

mrichston wrote:

What if player manages to kill all the magikoopas before they make hole.

I did that once by only using one turtle, they all appeared in a line on the wrong layer at the wrong time. The trick is when that happens you press start and retry the level, it isn't that hard to do.

GAMEBOYPOCKET

@Zyrac, ok I just cleared your course. when I saw your avatar I thought it was going to be a piece of cake, but boy I was wrong. I am a huge Rockman fan, but your stage was tougher than anything Rockman had to offer. lol.

Lot of precise and perfect jobs. Loved the spike concept. you should have diffidently joined this competition. I honestly don't have any recommendations to improve it I think it is fine the way it is.

Your course is way tougher and more demanding than mine, I am surprised that you couldn't bet mine yet.

Keep in mind the patience slow challenge nature of the course would hinder many as Mario games challenges tend to be quicker and reward quick players. Also the cloud section may prove tough to many as must are not used to the controls and often used to ride the lakitu cloud in open air.

The two coin blocks in the end was hilarious by the way. lol

GAMEBOYPOCKET

mrichston

@SuperWiiU: Doing stuff that may force players to get stuck is not good game design. I am not my saying my levels are perfect either. I am trying to test my levels, so that wouldn't happen. And also listen feedback.

SuperWiiU

mrichston wrote:

@SuperWiiU: Doing stuff that may force players to get stuck is not good game design. I am not my saying my levels are perfect either. I am trying to test my levels, so that wouldn't happen. And also listen feedback.

If it's on purpose it is. I know of several (point&click)adventure games where if you don't pick it a certain item at the beginning you will be unable to complete the game at the end and you will have to restart the entire game because of it. That's on purpose too, sometimes making a player guess can be rewarding. Not everything has to be visible or clear to the gamer the first time, unless you're developing a kid friendly handholding family game.

MasterWario

I think I'm going to have to vote for @Zyrac's K.K. Slider's Special Gig. It was really close between that and @iBazly's level; both were fantabulous.

I would have never guessed Weezing was so useful until I played a HeartGold Nuzlocke!
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SuperWiiU

MasterWario wrote:

I think I'm going to have to vote for @Zyrac's K.K. Slider's Special Gig. It was really close between that and @iBazly's level; both were fantabulous.

I liked the design of @Zyrac's level too, but it was too easy for me. I finished it without losing a life. I'll go for @iBazly's level as the winner. Which is probably be the best puzzle-like level I've played in SMM so far. Like I said in the comment, really confusing at first and really fun in the end. Runner-up for me was Sidestepper to the Rescue, a fun course which challenged me the most without feeling like a chore. I also liked that it was divided into clear sections with checkpoints.

mrichston

@SuperWiiU: And that's one of the reasons why point & click games died back at the day. Don't get me wrong. I play lot of point & click adventure games. That's why many of my levels have sort of puzzle aspect in them.

GAMEBOYPOCKET

@mrichston, that why the magic koopa part are right in the beginning! Resting would have no effect in your progress.
Also this idea was implemented in Super Mario world! You might as well tell Mayamtoo few pointer on "good level design", when you are at it maybe show him your courses as an example of "good design".
It also follow the theme of the course as playing as the weak hero, forcing thru the level is never intended. AGAIN this scenery only happens in the beginning of the course and no where else, and require some really poor maneuvering to occur.
FACT: You would never need to rest in any other part of the course

Maichston wrote:

Blind jumps to unknown are never good game design. When I was in chain chomp part. I didn't know that I am walking to trap. If I would have seen coin from point where p-switch is, it would have been more fair.

And as I said before people rage quite based on false assumeptions, with no patince or tolerance.

The reason being, it is NOT a blind spot or a trap, that's just your personal assumptions. You are supposed to press the P. switch and stay with the chomps until the timer run and the roads open.
That's how Sidestepper put him self in to trouble, you are playing as a dumb hero, naturally he is powerless and would get in to tough situations, courage is your only weapon. Again me and my friend managed to survive that part MANY times without getting hit. There is no tricks to it, just pure skills. You probably underestimating Mario speed and jumping powers.

The more you progress the different traps you'll face with different unique mechanism. I wouldn't be surprised if a you-tuber stole my mechanics and made a level of his own and get all the credit.

Edited on by GAMEBOYPOCKET

GAMEBOYPOCKET

mrichston

@GAMEBOYPOCKET:
In super mario world you could make jump that smashes the bricks below. And there probably was lot more space to avoid magikoopa and lot less of them making it fair. I played through every single level in super mario world back in day, when it was released on snes.

Edited on by mrichston

Zyrac

GAMEBOYPOCKET wrote:

@Zyrac, ok I just cleared your course. when I saw your avatar I thought it was going to be a piece of cake, but boy I was wrong. I am a huge Rockman fan, but your stage was tougher than anything Rockman had to offer. lol.

Lot of precise and perfect jobs. Loved the spike concept. you should have diffidently joined this competition. I honestly don't have any recommendations to improve it I think it is fine the way it is.

Your course is way tougher and more demanding than mine, I am surprised that you couldn't bet mine yet.

Keep in mind the patience slow challenge nature of the course would hinder many as Mario games challenges tend to be quicker and reward quick players. Also the cloud section may prove tough to many as must are not used to the controls and often used to ride the lakitu cloud in open air.

The two coin blocks in the end was hilarious by the way. lol

Thanks! I know it's not that Mario-like, but hey, this game clearly doesn't expect us to stick to tradition.

There may be someone out there who'd like me to apologise for the coin blocks. They weren't really meant as a joke; I just wanted to put something there but didn't feel like there should be more power-ups. That reminds me, though... I wonder if anyone's found the secret yet?

As for which of our courses is harder, I think it's a matter of perspective. Things you've made yourself tend to seem easier than they are; I was able to clear my level relatively easily after making it, but I wasn't surprised to see other people struggle with it.

I know my entry for the costume theme was on the easy side - I did kind of intend it as something for less skilled players to enjoy. I have something tougher in mind for the new theme, though.

Edited on by Zyrac

Zyrac

Twitter:

MasterWario

Geez, you guys are all making me question my skills at platformers.

I would have never guessed Weezing was so useful until I played a HeartGold Nuzlocke!
My YouTube Channel! Video game related, of course!
My Pushmo Levels

3DS Friend Code: 2836-0589-3371 | Nintendo Network ID: MasterWario

crimsontadpoles

Those are some great entries for 'Costume Fun', but my vote is going to @Zyrac for the level 'K.K. Slider's Special Gig'. It was reasonably challenging, but was also fair and balanced at the same time. I took my time and was quite careful playing on that level, and managed to complete it first try.

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Zyrac

I've decided to vote for @SuperWiiU's Captain Slippy: Star Toad Xtreme. Plenty of great entries, of course, but I felt that this one made the most striking use of the theme and was very entertainingly presented overall.

And here's my entry for the No Enemies theme! Y'know how I said I was going to make something tougher this time? Well, I sure did. Hope it's not too frustrating!

Zyrac

Twitter:

Blue_Blur

This is my entry for the no enemies contest: Jump! Jump! Jump!

It's no easy, but not hard either. You have to find the right door to progress through the level, so there is some challenge! Good luck!

Edited on by Blue_Blur

Splatoon Rank: S+
Splatoon 2 Ranks: SZ: S+ / TC: S+ / RM: S+ / CB: S+

SuperWiiU

Zyrac wrote:

I've decided to vote for @SuperWiiU's Captain Slippy: Star Toad Xtreme. Plenty of great entries, of course, but I felt that this one made the most striking use of the theme and was very entertainingly presented overall.

Thanks for the vote.

After running into a creative wall of my no enemies level designs, I've now finally realised the basics of a level a like enough to enter. I've made another level that although it did not have any enemy encounters, I just didn't feel it would be an ideal fit.

MasterWario

@SuperWiiU: Yeah this theme has been surprisingly difficult to complete a level for. I had some good ideas but they didn't turn out too fantabulous all together. I may end up submitting it or I may end up doing it from scratch again.

I would have never guessed Weezing was so useful until I played a HeartGold Nuzlocke!
My YouTube Channel! Video game related, of course!
My Pushmo Levels

3DS Friend Code: 2836-0589-3371 | Nintendo Network ID: MasterWario

eXtremeHippo

I'm just testing the embed feature to see if I can do it right. I'll edit this post after.

EDIT: I've decided to enter the above level for the No Enemies theme. It contains spikes, grinders and fire bars. I understand if it isn't allowed in the theme, but the obstacles in it are not enemies as they are not alive within the Mario universe and they cannot be defeated. I consider them hazards rather than enemies, and I'm sure many other people do too. However, I will not complain if this level is disqualified.

Edited on by eXtremeHippo

Wet and Dry: W6C-N1X-NGG
Super Floatdown Mario: NNJ-VW3-TXF
Rising Tides: DJX-B8R-3QF
Bowser's Bob-omb Factory: LGN-FM1-PSG

SuperWiiU

Nevermind the obstacles(should be allowed as far as I'm concerned), but aren't we supposed to make new levels for the competition? Yours is over two weeks old.

eXtremeHippo

SuperWiiU wrote:

Nevermind the obstacles(should be allowed as far as I'm concerned), but aren't we supposed to make new levels for the competition? Yours is over two weeks old.

You're probably right. Again, if my level isn't allowed I won't have a problem, whether it's because of the obstacles or the upload date. Obviously I would prefer if it was allowed because otherwise I wouldn't even try to enter it, but I understand if it's not.

Wet and Dry: W6C-N1X-NGG
Super Floatdown Mario: NNJ-VW3-TXF
Rising Tides: DJX-B8R-3QF
Bowser's Bob-omb Factory: LGN-FM1-PSG

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