I wonder if they will add the special Mushrooms to the other versions of Mario games or if they are too difficult to make work right so they will stay exclusive to the original style.
People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...
Advertising my courses!
Puzzle Mystery Tower. Long course, very puzzley. Exploring and consideration is a must to clear it!
C29E-0000-003F-272F
Peach's Night Out. Staring Peach. Features fun exploring and one hard puzzle. Few enemies or platforming.
37BA-0000-0029-7ADE
I beat your courses! ^w^ <33
@Rexcalibr: Lemmy's Circus. The idea for this course I like, the course itself could use some work. It felt unfinished! The course is bare with no challenge. The boss battle was completely bland and uninspired. Lemmy is too silly for his circus to be this quiet! x3
@eXtremeHippo:
Bob-omb Factory is excellent! ^o^ Creative concept, fun theme. I though the Bowser battle was challenging and well done.
@imasquidnow
I played both of your courses.
stuff and things was random, fairly easy, but it was enjoyable enough to play through.
saws and springs was very frustrating but I liked it. Putting the springs at the top of a deadly wall kick challenge was devilish, but the challenge of the whole thing was great! The bullet bills pattern is somewhat random, and twice I had to start over because I couldn't get passed them. D:
@Crimson_Ridley
Get a Life! The stage was sort of fun. I think the "find the lives" concept is a good idea for 100 Mario, but I personally didn't feel the need to find them all. It was very easy to steal the lakitu's cloud and skip the second half the course.
@Tobias95:
Topsy turby spin was extremely short and easy, but I learned how to better use spin jumps
Brewsky was right about my Lemmy's Circus stage not fitting with the haunted house theme. I remade it on Super Mario World style, tweaked it and now I think it has much more of a circus feel.
Thanks again for the feedback!
here is the new code for anyone who wanted to try it
also made Lemmy's eyes more rounded
I deleted the old one but now can confirm you don't lose your stars when you delete a stage. I have 47 stars. Only need three more to get 50.
@Rexcalibr: Lemmy's Circus. The idea for this course I like, the course itself could use some work. It felt unfinished! The course is bare with no challenge. The boss battle was completely bland and uninspired. Lemmy is too silly for his circus to be this quiet! x3
I'm afraid of making them too challenging because I figure most people will skip levels if they're too hard. Any suggestions to make the boss battles more interesting? I figure most people will just run past the boss if they get the chance...
Will check out some of your courses in return. Appreciate the feedback.
The idea of Peach having her "night out" is hilarious to me for some reason and I liked how you made multiple rooms and houses and stuff. That's something I need to start doing more of. It took me a few tries but I figured out the puzzle and gave the level a star.
@Rexcalibr: Dedinitely felt more like a circus this time around. The palette swap to World seemed to work better as well. Nice improvements.
As for making a boss fight required, why don't you try one of mine? Board Bowser's Airship has a two phase boss fight that is outright required. Sorry for the shameless advertising.
The code for the level is in my signature.
The problem with designing boss fights like this is that it took about three hours to perfect it for this stage. The general concept remained the same, but the design went through about 10 phases before settling on the final design. Your mileage may vary, though.
Formally called brewsky before becoming the lovable, adorable Yoshi.
Now playing:
Final Fantasy XIV (PC) | The Legend of Zelda: Link's Awakening (Switch) | Celeste (Switch)
Sorry to ask again, but does anyone know if the Nintendo UK stream today will be uploaded to YouTube, or is there a way to watch it after it's finished?
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
@Rexcalibr: Dedinitely felt more like a circus this time around. The palette swap to World seemed to work better as well. Nice improvements.
As for making a boss fight required, why don't you try one of mine? Board Bowser's Airship has a two phase boss fight that is outright required. Sorry for the shameless advertising.
The code for the level is in my signature.
The problem with designing boss fights like this is that it took about three hours to perfect it for this stage. The general concept remained the same, but the design went through about 10 phases before settling on the final design. Your mileage may vary, though.
I played your Bowser's Airship level and was excited to see what the Boss Fight would be like but I died about 8 times in the beginning with the platforms. I know you need to be able to take hits during segments like this but the platforms are also really narrow and fall down.
It's a stage I would have spent more time with it if wasn't midnight here and I have to up for work at 0630.
I'll try it another time I hope.
EDIT - who needs sleep!? I still kept playing; the the layered boss fight was a great idea. Very creative and overall, difficult stage but never felt unfair.
so the skip function was a good idea... 9/10 maps on expert are small, poorly designed rooms with a million enemies.
i played a total of one map tonight that wasn't some stupid gimmick, and it was ruined by the maker placing too many hammer bros near the end, making it frustrating. that was disappointing because the platforming was pretty solid. and i forget to star it.
this is a really good game but, unless checkpoints are added, it wont ever be a great game. completely takes the fun out of a long map by dying 5 minutes into it and having to restart.
Maybe a stupid question, but how can I "reset" item blocks? I want an item to be obtainable again without using a spawning pipe, but I can't figure out how, though I recall having seen it in a level I played... using pipes to change to the sub-level and coming back doesn't work, and doors won't, either.
3DS Friend Code: 0662 - 2569 - 8444 Nintendo Network ID: Dedalion
Pocket football club: Hebel 05 FC ID: 6788BCBD4
Good news everyone,
I got a reply from NintendoLife this morning and they said they are going to be featuring levels made by the community.
However, they'll be looking through those submitted to their sharing area (the "Share Your Levels" button in front page).
I hope they are not going to trust the rating/liking sistem since 95% of the levels submitted has one to zero likes.
Make sure you submit your levels!
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) - ...
I've got a few stages to share in the event anyone is interested.
Big Bang Barrage! - 4084-0000-0031-28A4
Molten Caverns - 5AAF-0000-0041-031A
Pop'n Pipe Plateau - 5EF7-0000-0033-3F56
Lakitu's Jumping Hillside Jam! - 82BC-0000-003E-5E47
Hot Under Pressure! - 1E18-0000-0040-7095
Hot Castle Trapeze - 4341-0000-0041-5A90
Cold Motion - 0FDC-0000-0044-3E99
These are my best work thus far, (I've got more but don't feel like listing them.) and I hope you will Let me know your Impressions of these stages after you have played them.
You were expecting a signature, boy I bet You're Disappointed.
@Rexcalibr:
I've lost so much sleep over this game.... u.u
Thanks for playing peach's night out! It took me maybe four hours to make.
I will try the revised circus tonight and leave more feedback.
@Lycidas: You can't reset item blocks! Pipes are the only sure way to have an endless power-up drop.
@Lycidas: I'm not sure about that,I would like to know that myself.I really could have done with one on the level I've just made.If you find out @ me Thanks for your Miiverse comment on my last level,appreciated.
@spizzamarozzi: That's great news,I look forward to that.The way you suggested with us all submitting one level each would definitely be a better way to go about it though.
My new level will be live in the next half hour 'Stario Wars - Episode 1' It's been 2 days in the making and I'm feeling pretty chuffed with it.Not overly challenging and very long but it's lots of fun to play.There's a lot of variety in there and I've done my best to keep the Star Wars theme going through it.Look forward to hearing what you think.
@spizzamarozzi: that's what I was afraid of. Who knows, maybe my levels will get some ratings if they play one on the stream today.
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
Plants VS Pipes. EASY
After Plants vs Zombies, the next sequel : Plants vs Pipes.
(69F7-0000-0048-BD08)
Red Remedy! Turtle allergy!
Health problem? Hit 911, a Dr.Mario will then come.
9FF6-0000-0043-F8FA
It's Bath Time, Bowser Jr! *Hard
The play is over, time to go bed little kid.
9A2F-0000-003F-707A
'
Haaa, FRESH Meat!!!'
You've always wondered what was the typical dish of mushroom kingdom?
0399-0000-0030-454F
'
The Prince Frog.'
Can you deliver Slippy Toad from the evil magician?.
674B-0000-002A-D02A
Captain BIG & his 2 Brothers
Run in style for your life in this boat n'water level Search for the treasure room and multiple secrets on a Quest against the evil Captain BIG and his 2 brothers
FD19-0000-0027-3E85
Jump like a Kirby!!!
Can you mimic Kirby fly?
4105-0000-002B-4E45
'
Who let the DOGSOut with the POW'
Classic Super Mario Bros 3 level with secrets.
6950-0000-0019-8036
The Fallen cavern
Classic Super Mario Bros 3 level with secrets.
6950-0000-0019-8036
I have completed my second level now; "Nine Become One"
0269-0000-0044-7A12
Its inspired by, loosely, Saw 5 where the victims had to travel through multiple rooms solving puzzles to make it to the end. So I made 9 puzzle rooms that make up 1 full level. Most rooms are one screen long. It is, generally speaking, another right-to-left level although I think with how it is set up its not as noticeable.
Spoilers Incoming
I am proud of this level and from here down are going to give you a little insight on the creation and tricks of it. I hope this shows my mind going into it and the thought I put into it and give you motivation to play my level. Thank you.
"Overworld"
Not to much to say about the very beginning of the level. Its more of an excuse to hide the level from full view. You go down the pipe and the level really starts then.
"Conveyor Belt Ride"
As soon as you enter the underworld you will take a nice forced trip through the level, passing under all 9 rooms you will need to enter to get back. Its a good prep for things to come. And also since mistakes can take you back onto the belt you need to be careful or you end up at the beginning again. At the end of the belt there are 6 mushrooms to help you out. Don't take to many at once, you might be back there again and need another.
"Room 1"
Simple jump over the Chain Chomps. Since its possible someone might be doing this room many times I did not want something to hard. But at the same time takes a little skill. But since you have 6 mushrooms I figured everyone could get through even if hit.
How to beat it---Jump Carefully
"Room 2"
Invisible block floor!. If you happen to start jumping as you ride the belt passing under you can guess what you need to do. If you do not then you are in for a surprise trying to jump the gap. I wanted this level very early. People will fall and I did not want them to go to far back so soon. And with the mushrooms you can redo the first sections multiple times without dying to hopefully not cause frustration.
How to beat it-- Either make a path jumping when you first pass under, or take a long jump off the edge, hit as many blocks as you can, and pass through a second (or third) time by.
"Room 3"
This room presents you with a pipe spewing up goombas and a seemingly impossible wall. This level was created when I went from WiiU style to SMW style in creation of the level. I decided to save Wiiu style for a wall jumping level. I love the yellow blocks that you can hit but reform. I also love tossing goombas in the air. The trick to the level is bring down the right item and not activate the POW blocks while they are still captured. I wrestled with just having two goombas or turtles in the level but thought if the player killed them they would be stuck unable to go farther. I also tried putting wings on items, but they flew away and did not just float so that was out.Hence the pipe giving a endless supply. It also put a level of difficulty in the level since they keep respawning.
How to beat it- Toss a goomba up in the air at one of the block sections containing a P switch (trial and error). Hitting the P switch brings down 2 POW blocks and another P switch. The POW blocks can get rid of the plants (one is enough to make it jumpable and also clears out goombas) and the extra P switch to get through the other blocks behind them.
"Room 4"
PARTY TIME. Everybody needs to make a party room at least once in one of there levels. This is mine. The blocks give you Yoshi and Fire Flowers and is a breather from the first three rooms. So it does not matter if you are hit or not, Its a chance to power up before you go on. Originally I had breakable blocks on the floor, just two, designed to be a shortcut into the level, so if you fell later on in the level you could jump up and save yourself. Playing it though it was to easy to bypass the beginning and go straight to the party room. So I took them out.
How to beat it- Party like its 1999!
"Room 5"
This is a tricky level. I am not sure if its broken to the players advantage or not. The angled spikes at the beginning are to keep people from jumping on the ledge and cutting in line. And the spikes in general provide a hazard for Mario. ONLY if he does not have Yoshi. Yoshi can stand on the spikes and make this much easier. So the beginning of the extended room should be easy the first time. Eat the enemies, make your way across. While the ice blocks are to amp things up a little, the saws were more to make a wall so people did not go back right. When you jump from the ice ledge above the saws to the next ice platform you have some options.
1. Run fast and jump and hope you make it or
2. Use the cannon to leapfrog your way to the next platform.
After that its pretty simple to the door. There is a lot of dead space right at the end and if you go on top of the ceiling of the next room there are some power ups for you before you go in. This room is bigger then the one screen rooms, obviously. I first wanted a tall vertical path but the screen only scrolls so far up. I thought of a level that would be a maze that was above ALL the rooms but all those blocks meant someone would find to easy of a shortcut. I settled on taking up extra room but making enough space between blocks that players mostly would have to follow the path.
How to beat it- Use Yoshi, jump carefully.
PROTIP!- Before you hit the ice blocks you can see one of the platforms in the air as you walk by. Jumping off Yoshi will get you on it and bypass the ice. And you can get more Yoshi later.
"Room 6"
Cannon Room. This is probably the hardest room out of the bunch IMO. Depending on how Mario is though its possible to get through without getting damaged. I love the visual of all the cannons exploding at once. Especially when you first pass under in the beginning. Cool visual. I give the player a spiny shell at at the beginning of the level if they get through the door fast enough to catch it. This will help block many of the balls. Having Yoshi also is a plus since you can take a hit, but the size means you will be hit more.
-How to beat it- Non Yoshi Mario could actually be the best way. Enter fast and get the spiny hat. Run up to each mini wall and duck to the right of it. The hat will protect you from all the cannon balls. Its a safe spot. Time it out and jump over the wall to the next one. Duck and cover and wait it out. Jump and continue
-PROTIP!- If you are stubborn and persistent you can bypass all the rooms up to room 6. Walk against the conveyor belts and time you jump to bounce off a cannon ball and onto the ledge leading into room 6. You will have no power ups but you can beat it with just the hat.
"Room 7"
This rooms I wanted to put enemies on vines. But you cannot do that. So I put enemies on tracks and covered them in vines. Its a very busy level. I tried to space out the enemies so that you can maneuver without getting hit. I also tried to only use enemies that would work with the vine motif. A underground garden level. The plants on the bottom are NOT all timed together or jump the same distance. I added in some 1-ups on the top of the level to give people a reason to explore, as well as some fire flowers on the bottom to help if you got hit, and they look pretty.
How to beat it- If you have Yoshi, walk across eating as you go. Easy. No Yoshi but still have the spiny hat? Your protected from the top and bottom now against most enemies. With the exception of the flowers all the enemies can be defeated (even the wigglers) while your wearing the helmet. NO helmet? Stay above the plants but low to avoid enemies.
"Room 8"
Originally I wanted to use Hammer Bros for this room. 2 or 3 of them on different platforms (at this time I also started running out of items to use, I was hitting my limit and had to go back and delete some previous enemies.) Funny thing was that the Bro would actually jump down to the conveyor belt!. They would then travel under you, and often I got hit with hammers thrown from below. No matter what I did or how I blocked the Hammer Bros in they would eventually jump down. So I had to take them out and use the Wrench throwing people. Its the last room I made and I wanted to use a enemy I did not use yet. So this more simple room.
How to beat-Dodge the wrenches, jump.
"Room 9"
Or "How I now hate Jon-Michael and curse his name". This room starts by giving you a Yoshi and then 4 doors. 1 door leads to the pipe and exit. The others take you back to previous parts of the level. Take a guess and hope your right. My original plan was to put the doors on multiple platforms on one track going in a circle. The doors would not go to other parts of the level but back in the same room. Throw in some hazards and enemies and hopefully you lose track of which door was which and have to guess again. Could not do that though so I did what probably is semi troll and put the doors in other areas. The bad part about going backwards, everything resets. The good part, now you have Yoshi! It makes things much better. The Chain Chomps from room one can be eaten and disposed of easy, With no Chomps if you fall in room two things get better redoing it. Room 3 you can jump off Yoshi to hit the blocks and he can eat goombas. And then after that he is in the levels already and you know what to do.
How to beat it-Pray to Jebus
After Room 9 you earn your star and go back up the pipe for your victory.
Thanks for reading. I appreciate any and all comments here or on Miiverse. If you like the level feel free to star it as well. Since it was a long post the number again for it is:
0269-0000-0044-7A12
and my first world I made for people who have not seen it, World 1-1 sdrawkcab, is;
7B3A-0000-0039-2909
Thank you again very much for reading
Jon-Michael
ps; next level will be a right to left airship level.
Created anlther level, I'm starting to get the hang of it
Personaly I think its the best out of the four I have made, and the closest to what could be in an actual Mario game (plus an "secret" extra third path for the better players)
16BA-0000-0045-7EE0
I posted this in the sharing thread, but why not post it here as well! I also have two other wall jumping levels, which can be found in my profile, and two Waluigi costume levels, so check them out, if you're interested.
"Don't make enemies, they'll stab your heart; don't make friends, they'll stab your back. Including me, including you, all men are trash. Don't love; don't be loved. Have nothing to do with other; live in isolation."
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