@Freeon-Leon: I see where you're going, though from my experience in the ROM hacking scene, doing these kind of stuff is bad. Mainly because simply not all players might be Super mario and they might be killed right away. I would have added a Venus fire trap. What I perceive is that, players might ignore it as the first pipe near the koopa is not enterable, and having the venus fire trap down there seems more like an obstacle, rather than going down there.
As for my level, I see the issue about the first boo buddies pattern. While I intended that to be that way, I left the ceiling open up so one can run jump through them, so they just really serve as an obstacle to the bonus pipe below. I could have perhaps added coins in this hole in the ceiling to indicate this.
And yeah, IK I could have done better in the ending, but I unfortunately reached the game's object limit, so I couldn't make more interesting :<
@Gridatttack: Thanks for the advice! That part was a little difficult to decide and I went for that decision. I'll keep it in mind for my next levels. I'm still new to this level design thing.
And it's a shame you couldn't place more objects in your level! It would've been nice to see the real ending.
My Levels could really use some more plays, any comments on them are welcome. Here are a few of my faves.. My levels are usually pretty relaxed, and I try to make them as pretty as they are fun.
@Irishmile: Those look aesthetically really neatly designed. I'm gonna check those out first thing in the morning! In the meantime, here's one for all your Mario Kart lovers. See if you can find the hidden shortcut
I see it's not embedding the links to my levels? Can anyone point me as to how to do it properly? I'd assumed you simply had to copy the "embed" URL from the levels uploaded on this site, no?
I see it's not embedding the links to my levels? Can anyone point me as to how to do it properly? I'd assumed you simply had to copy the "embed" URL from the levels uploaded on this site, no?
No. Just copy the URL (the text between the src="" quotes) of the page and paste it here
Here's my 10th level MegaMario the Super Fighting Plumber ID:8976-0000-0088-FAAD
Go through the 8 different rooms in any order you like to make it to the end.
Feedback would be appreciated.
Bowser may be Mario's most famous villain, but he's not his first major villain, and this has Bowser upset. To help himself feel better, Bowser has recreated the 4 original Donkey Kong levels, with some deadly Koopa twists, and is making Mario relive his past. Can Jumpman still jump his way to the top?
This one, during creation, seemed to take on a life of its own. Lots of tweaking and erasing entire stages. I've had this one in my head for a few months now, and I finally was able to create it to my satisfaction. I hope you enjoy a remixed trip down memory lane.
@Gridatttack@Freeon-Leon: I was just checking out this thread again and I had to comment on this conversation; I thought the piranha plant coming out of the secret room pipe was great, because A) if nothing came out it was obvious that it was a secret entrance there and/or you could stumble into on accident, and B) the whole point of secret entrances, imo, is that they are trickier to get to than the normal level route and it rewards you for your cleverness/skill. I also thought the placement of the dead pipe with donut blocks before hand was fantastic for throwing people off. I had no idea the pipe was a secret when I past it, and only realized there was a secret when i found the exit pipe; and it made finding the secret entrance all the more rewarding. It's probably the best secret I've found in the entirety of all the SMM levels I've played so far, although I have played a lot of levels...
That being said, most players will probably not find the secret on their first run through, and if you don't find the exit pipe you may have no idea, which means practically all of them will miss it since people hardly play levels again (let alone star them).
EDIT: I did go back and play the level and I must agree though, the piranha plant does come out of nowhere. You'll probably get hit by it the first time.
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
@Hanakane: I didn't find the hidden shortcut, but the level was really fun. I liked the ending with the podium, really fun. I made a mario kart level myself, if you want to check. it's an autoscroll
Maybe it would've been perfect to have that piranha plant just a bit lower so it could cause some trouble to get to the pipe but without being so dangerous to the players that stand on the donut blocks. Although the point of being on a donut block is to keep moving so it shouldn't cause much trouble.
Anyway, this was just my sixth level ever made (I had never done this before in any other game) so I'm still learning some basic stuff. I promise my next levels will be better (and fairer)!!!
@Irishmile: I don't have much to say on your levels. They're just great. The design makes sense, the levels are balanced, maybe a tad easy sometimes but that seems to be what you're going for. The theming is awesome. You might like some of my levels. Please try "The secrets of Chompville" and "the old world" (link in my signature).
I will try more of your levels tomorrow. You seem to have made quite a lot.
My latest level is finally done, after almost a week of creating it for a few, or even several, hours a day! It is by far the level with the longest development out of all the ones I've made. I'd like some feedback please because it's my first underwater level. Thanks!
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
Forums
Topic: Super Mario Maker - OT
Posts 2,621 to 2,640 of 4,786
This topic has been archived, no further posts can be added.