I finally have some time to comment on your review of my levels. Thanks again for the input.
Bomb-Omb Run was basically just a word of mouth level that caught on. Most people enjoy the fun and frantic pace and the challenge of having 1/2 the screen taken away. I feel that it was very unique and am happy with the level. I realize that it may not be for everybody.
Castle Crash - Your concerns are valid
Pipe Dream - Your run cannot get screwed up by missing with all 4 bombs in room 4. You can easily go back to room 3, and pick up one of the bombs that infinitely spawns and bring back to level 4 to blast the wall. The whole point of the level was to have identical rooms so that people had to figure out where to go. I have received a lot of positive feedback, but once again to each their own.
Ice Capade - There are 3 pipe rooms in the level. First pipe room has a power up hidden. 2nd pipe room has a mandatory P switch that you need to proceed forward. 3rd pipe room has another warp pipe that you need to go through to proceed also. I'm not sure what pipe room that you are talking about that is pointless.
Once again your other concerns I have noted and will review with more feedback from others. Thank you again for taking the time to review my levels. It is appreciated. I made another level that is more traditional that I think may be more up your alley. Nothing that special, but a decent level. It's called Tree Top Classic and I will post the code in a bit.
Rex, the whomp block can be seen when using the moving platform. The second one is delibritly hidden since it's nearly identical to the first. The buzz saw you're meant to jump over and land on the second platform. There are 4 ways to complete the boss, over with the propeller, use jr's ship, let him blast the door open, and a final one that's secret.
There's no right way to do it. I've died trying to go under before due to a pesky shell so it's not always going to be the easiest route.
Here is my newest level. I tried to learn from other levels that I had played, and real Mario levels, to make a level that felt "real." I'd love some feedback!
@DanoLefourbe: Just redone the top part of the level and touched up the bottom part.I had to leave the end part on the treadmill but over all I think it's better than before,cheers for that.
So far it had 4 stars and 2 comments out of 7 plays,I,didn't really want to delete it haha.At least we don''t lose the stars for deleting them.I'm up to 128 stars now for 13 uploads,so I should hit the 150 stars I need for the 30 upload limit pretty soon,that's more than I'll ever need I think.
@Kinan: Thanks for playing! You missed 3/4 of the level though since there are a bunch of secrets. Hence the name "Secret Valley." Look around when you play! I really shouldn't have made those clouds last so long...
they were unintended at first. I made the upper route without paying much attentin to what happened below.
Later on, i noticed the large Twomps took out a lot of lower route platform tiles but it was still navigable, albeit more tricky.
Is there a way to avoid the large Twomps falling all the way thru?
One thing that rubbed me the wrong way were those invisible blocks
sometimes i like to play tricks, like a long hard route to a ? block that only contains coins or a twisty corridor with a dead end. Those invisble blocks are intended to raise your frustration level
Extra lives a-plenty and to me, part of the platforming fun is running into traps and learning the hard way how to avoid them.
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Y'know, I've had Mario Maker for about a week now, and I've really enjoyed it! However, I was thinking, why are there no leaderboards? Shouldn't each level have, like, a top three list of the people who got the best scores (Which brings me to the question, why does the game even keep track of scores without leaderboards?), or the best times? I mean, at the moment, there's really no reason to replay a level once you've beaten it, but if leaderboards were a thing, there would be an added layer of competition, and plenty of reason to replay levels, to try and top the charts! I just think it would add a lot more replayability, to a game which, essentially, already has near infinite replayability!
Y'know, I've had Mario Maker for about a week now, and I've really enjoyed it! However, I was thinking, why are there no leaderboards? Shouldn't each level have, like, a top three list of the people who got the best scores (Which brings me to the question, why does the game even keep track of scores without leaderboards?), or the best times? I mean, at the moment, there's really no reason to replay a level once you've beaten it, but if leaderboards were a thing, there would be an added layer of competition, and plenty of reason to replay levels, to try and top the charts! I just think it would add a lot more replayability, to a game which, essentially, already has near infinite replayability!
It might be because Nintendo wants to encourage players to discover new levels for now instead of competing on the same few ones.
I have to admit: I wasn't able to finish it and I'm not sure how to rate the level. I am quite sure I didn't quite understand it. It is a puzzle level but I definitely die too often and the first clown car is very annoying
@Freeon-Leon this can be said about the majority of top level listed in SMM at any time. I roll my eyes at most. I just assume that they're all youtube celebrities of some sort that have a huge following.
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