@sjmartin: An interesting thing about checkpoints, and then to a bigger degree scaling power-ups, is that putting them into your old levels will, in most cases, make it significantly easier. I put both into my "difficult" Chain-Link Chamber level and all of a sudden it was super easy, I was really surprised.
So chances are you built the level's difficulty around no checkpoints and no scaling power-ups so in most cases you can (or should) leave it as is.
This is the argument I'm giving myself to not re-upload all my levels, anyway.
And I guess one more thing, it is a good excuse to re-upload levels that had glitches or unintended shortcuts.
On another note it figures as soon as the update comes out my enthusiasm for this game is just dead...
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
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@gefflt: Well I played that level you recommended. Pretty hard. Not fond of the skulls rafts at the end there because they're rather finicky in Mario Maker but otherwise, solid level though it's a little long. Good stuff.
Once a LuigiMan, now a Dreamy representation of the Goddess of Nature.
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@mrichston: Okay, I have to ask. And I'm asking seriously. It seems people spend a lot of time trying to find ways to cheat courses when it would be faster to just play and experience them.
Why is that?
And I've heard before that "You can't expect people to play your levels the way they are intended." but there has to be a better reason than that.
And I'm not singling you out, at all. I appreciate you letting me know the places you've found. It's just something I've been curious about.
@sjmartin: I have seen streamers who said something like "If I see opportunity to cheese (skip), I'll take it." That's often true when they don't want to repeat one section after dying many times. Personally I like to explore level. Many levels have multiple routes and I might not know what is "correct" route. And I am not that good at certain type of levels. Especially if I need fast reflexes and accurate jumps multiple times in a row. Although I've beaten every stage of SMB Allstars and Super Mario World, but it was back then when I had Snes.
And I found this little document: https://docs.google.com/document/d/1KmVK6lYDXXadle1ssLJJ9I0dn... which says: "The player will ALWAYS play the level in a way you don’t want them to. Anticipate this." I sometimes find out that when people found some alternative way to solve my puzzles. If it's cool way, I do nothing. If it ruins the level, I try to prevent it. It's sometimes like puzzle itself when I try to prevent people cheating/skipping in levels.
@mrichston: Your reason of exploring is the best I've come across. Definitely one I can appreciate.
Thank you for sharing that document. Very insightful but the last one was my favorite. In the document you shared, #7 was "Don't Listen to This" - had one of the things I've said from the beginning: Creating levels with SMM is like putting a piece of yourself out into the universe. That's how I've felt when creating. There is a piece of me in each level. Creating levels is like creating art. When you put care into the creation, you are putting part of your soul into it to share with the world. And I love that!
I made a harder version, but it's taking me some time to beat it. The problem is that I built it with a checkpoint, but to upload you have to beat the level without the checkpoint on your first run (and then with the checkpoint). Starting from a checkpoint as a test is a good idea, but I don't see why I have to beat it without. It can be done, of course, but I've played and replayed every tiny bit of this level during the build. I'm done with it for a bit, yet want to get it uploaded this weekend...
Hi everyone. I took a break from SMM for a while when Yoshi's Woolly World came out (and Halloween happened, and other stuff). But I'm back now, and I have a new batch of levels for you all to try out.
This one expands on a concept I introduced in one of my earlier levels.
Just experimenting with another concept.
Now that we have checkpoints, I added one to this level and fixed a few issues, including improving the flow of the middle section.
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