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Topic: Super Mario Maker - OT

Posts 1,601 to 1,620 of 4,786

spizzamarozzi

@OorWullie: cheers mate, feedback is highly appreciated! Just played your Monty's Maze and your levels keep getting more and more sophisticated. I had to play it a few times and each time it seemed I had a different option as to how to tackle the maze. I also loved that you went into the trouble of actually making the exit look like a part of the maze - it's a small detail but it's refreshing to the eye! I started following you aswell (didn't know the option way available!) so I look forward to see what else is in the pipeline.

One of the problems I have with my levels (beside having unlocked only one third of the items) is that while you make them you really lose perception of what's easy and what's not, because you test them for so long you can eventually do them with your eyes closed. So you end up including some ridiculous jump or unnecessary challenge just because...I don't know.

Last night I spent a hour trying to beat an absurdly difficult level made by some japanese pest. Off to make a soul-destroying stage, just for him.

Top-10 games I played in 2017: The Legend of Zelda Breath of the Wild (WiiU) - Rogue Legacy (PS3) - Fallout 3 (PS3) - Red Dead Redemption (PS3) - Guns of Boom (MP) - Sky Force Reloaded (MP) - ...

Jazzer94

@spizzamarozzi: I'm starting to feel the same about difficultly on my courses, I can run them easily but my highest clear rate is 33% and people haven't left feedback.

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Retro_on_theGo

Jazzer94 wrote:

@spizzamarozzi: I'm starting to feel the same about difficultly on my courses, I can run them easily but my highest clear rate is 33% and people haven't left feedback.

Yeah same here. I make a difficult part in a level and I feel like it might be too hard so I tone it down. I breeze through my level and apparently it only gets 15% completion. I guess people are quicker to give up when you have unlimited retries.

Lycidas

@Jazzer94 and @spizzamarozzi : Same here, though my clear rates are even worse, which wasn't intended, except on the underground stage. ^^'

I've also followed @OorWullie so I won't miss your levels!

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Super Mario Maker Levels

spizzamarozzi

Jazzer94 wrote:

@spizzamarozzi: I'm starting to feel the same about difficultly on my courses, I can run them easily but my highest clear rate is 33% and people haven't left feedback.

as far as I have seen, many people just try a few times and then give up if they see they aren't going anywhere - which is fair because they don't have a gun pointed to their head. In my first level I was stupid enough to put the hardest jump as the first obstacle, and as a result most of the people gave up at the first screen.

the game could use TAGS so the players can rate the difficulty of the level once they beat it...

Top-10 games I played in 2017: The Legend of Zelda Breath of the Wild (WiiU) - Rogue Legacy (PS3) - Fallout 3 (PS3) - Red Dead Redemption (PS3) - Guns of Boom (MP) - Sky Force Reloaded (MP) - ...

MasterWario

Guys, 33% win rate is insanely good. I tried to make a specifically easy level, and 85% of the people who played it have beaten it. But it only has a 15% completion rate! Some guy who played it must have died a lot!

@Eshonbel: Awesome! I look forward to playing your level!

@Rob_mc_1 Yeah, probably. Although now that you bring that one up, I would like to mention that the huge firebar at the beginning was a bit annoying, and having everything connected by note blocks kinda defeats the purpose of the red wiggler you're supposed to bounce off of.

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

Dezzy

The 2 things DLC desperately needs to add to this game are checkpoints and vertical maps. There's really no reason for their absence. Checkpoints especially. I've given up on a few maps just because of getting bored of redoing the start.

[Edited by Dezzy]

It's dangerous to go alone! Stay at home.

Rob_mc_1

@MasterWario:
The music blocks stopped the thwamp from killing the Wiggler. Also it was ment to be a challange to get off him and back on. I will look at it again and restructure it. What Im thinking of doing is leading off with that one and then possibly change the zones to a shortened version of the treadmill and back to the Last stage with the firebars.
I will look into adjusting the first firebar by the wiggler as well

♥♠♦♣

Smitherenez

This afternoon I had the idea to make a stage based on Angry Birds, and it turned out pretty well! Throw bombs to blow up bricks to progress The sound effects make it even more fun (unlocked those halfway trough building the stage).
You can find it via this ID:
Angry Mario! (Angry Birds) (3319-0000-002F-A4BA)

Please check out my Youtube gaming channel!: http://www.youtube.com/user/FullHDPixelletsplays

skywake

MasterWario wrote:

Guys, 33% win rate is insanely good. I tried to make a specifically easy level, and 85% of the people who played it have beaten it. But it only has a 15% completion rate! Some guy who played it must have died a lot!

Or it was hard but fair and people didn't give up on it. The best received level I have done so far has about a 45% completion rate and something like 90% of the people who played it have beaten it. And it got the vast majority of the stars I've received thus far. On the other end of the spectrum the worst received level has about an 11% completion rate and about half the people who played it didn't beat it. And no stars.

What I've been doing with my more recent set of levels is trying to avoid putting the player in too much danger. Make it seem like it's really tough and still put in things that could kill them but otherwise keep them out of harms way. I'm surprised at how much fun is in the creation part of the game TBH. And not just creating but trying to work out what sort of levels will get a better reaction. It very much forces people to make better levels.

[Edited by skywake]

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Mk_II

So what's the deal with the option updates? I have one bar and a half of objects etc. available and i've been using it for 3 days now; creating and playing levels. How do i unlock the rest of the toolbars???

Nintendo 64 Forever forum
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MaximusMansteel

Hey guys, couldn't find the thread for posting level codes, so figured I'd do it here (seems like more than a few already have). Sorry for the inconvenience! I design my levels to be relatively easy, longer levels that I hope are just pleasant experiences. Hope some of you try them out and enjoy! I know i had fun making them!

Land of the Tall Mushrooms: 16A7-0000-0019-6B02

Cave of Gold: F946-0000-0028-2A81

Escape the Castle: 4618-0000-002E-F5AC

MaximusMansteel

MasterWario

@Mk_II: I really don't understand the whole 15 minute thing they added in the patch, but I can explain the other one:

  • When you receive the next shipment, use the new set of objects for 5 minutes.
  • You'll get a yellow notification box saying you will receive a new set of objects the next day.
  • Wait until the next day or change your Wii U date to one day ahead.

Note: On days where you get things like sound effects, you have to use the objects you get, not the features. I must have been using the sound effects for 10 minutes and didn't get a notification.

Additionally you can set the Wii U date back to normal once you get all the parts (the last one is sub-worlds)

If someone could explain the other method that'd be great because it never worked for me.

[Edited by MasterWario]

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

MaximusMansteel

Oh, level sharing is right on the homepage. My bad

MaximusMansteel

Joeynator3000

....My next 4 levels will be Hammer Bros. themed....just saying. >.>

My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr

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Keep it PG-13-ish.

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Inkling

I'm a little late, but just pre-ordered the game from ShopTo. Can't wait to share my creations with you guys!

I will update this when Half Life 3 arrives. [Started 17/11/2015]

Mk_II

@MasterWario: thanks! i'll give it a try. AFAIK the patch was supposed to replace the "one day delivery" with a 15 minute wait.

Nintendo 64 Forever forum
Nintendo Games NES 241 | SNES 324 | N64 267 | NGC 150 | WII 85 | WIIU 9 | IQUE 5 | GB 161 | GBC 57 | GBA 106 | NDS 57 | 3DS 21
Nintendo Network ID: Mk2_NL 3DS Friend code

Jazzer94

How do you make links to different areas with pipes and doors?

[Edited by Jazzer94]

PSN: mangaJman
SSBB FC: 1204-1132-2888
My YouTube
The Jazzloggery
Once you see you can never unsee

Joeynator3000

Jazzer94 wrote:

How do you make links to different areas with pipes and doors?

Sublevels are the last thing you unlock, and when you do, you just take Mario from the editor and put him on top of a pipe. Doors I dunno when they come in, but they're pretty obvious anyways, they have to be in the same area.

My Monster Hunter Rise Gameplay
https://www.youtube.com/playlist?list=PLzirEG5duST1bEJi0-9kUORu5SRfvuTLr

Discord server: https://discord.gg/fGUnxcK
Keep it PG-13-ish.

Youtube: https://www.youtube.com/c/Joeynator3000

MrGawain

3rd day with the game and I love it, it's really made me think through my ideas and give levels a series of challenges. The only complaint I would have is the 100/10 man Mario runs are a bit overrun with nothing levels and screens with nothing but a fire flower and Bowser. It would be nice to have some sort of 3 tier system where basic, fair challenge and really cruel levels. It's all very well to swipe a level away, but it doesn't make you challenge yourself or skip the lazy levels.

Isn't it obvious that Falco Lombardi is actually a parrot?

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