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Topic: Super Mario Maker - OT

Posts 2,681 to 2,700 of 4,786

DanoLefourbe

@DrVollKornBrot: Do you mean that, after you came back to the surface and went out of the cave witht the pipe-plants, you flew over the mushroom platforms to the end? If it is that, I'm very fine with it.

Captain05crunch

@Hanakane: Dude, freaking sweet level. I could have done without the dance party at the end though. =P Seriously, that level was pretty awesome!

Captain05crunch

Captain05crunch

@DrVollKornBrot: This level is absolutely brilliant. You are quite a creative fellow! Kudos on this amazing level design.

Captain05crunch

DanoLefourbe

@DrVollKornBrot: Really nice level. I couldn't finish because I got stuck. But that's just me. That level was too puzzle-y for me. Really great design and a good use of the idea. I couldn't do it, but starred nonetheless. Very clever
@Hanakane: I played your two "who took the loot" levels and loved them both. Visually, mechanically, it's awesome. There wasn't a part that was frustrating and I was smiling all run long. Beautiful, well built, fun. Just awesome. I'll be following you, and I'll play more of your levels later.

Blue_Blur

I posted this level a couple days back, and almost nobody has played it... I think only six people have, not all from Nintendolife. I would appreciate it if someone would play it and leave feedback. I'm curious as to why no one has been playing it. Most of my levels get a lot of plays right after I upload them. I believe this to be my hardest level, I hope I didn't make it too hard! Thanks, and good luck!

Splatoon Rank: S+
Splatoon 2 Ranks: SZ: S+ / TC: S+ / RM: S+ / CB: S+

Maxz

@Benjula: The level is brimming with ingenuity, there are so many solid and satisfying ideas in it. However, I don't think it quite is equal to the sum of its excellent parts for a few reasons;

Firstly, and mainly, is at the first section of the level is quite simple, but reasonably lengthy, while the second part is quite short but challenging and easy to die on before you get he hang of it, This results in having to traipse through the first bit again and again because you weren't watching a flame-bar properly, and by the time I'd mastered the second section, I grown a bit weary of the first. And that's despite the fact that I think the first section is one of the neatest and most satisfyingly elegant uses of space I've seen.

The second bit itself is an absolutely cracking bit of action-puzzling, and just as neat and elegant as the first. It takes a few goes to master, and would be an ideal difficulty if it didn't take so long to return to. One very small suggestion I'd make is to include a spring already on the ground (as well as the spawn-pipe), as it's easy to run out of the pipe the first time around and not even notice that it drops springs at all. Aside from that, I think it's perfect. In fact, I think it deserves its own level where it's more optimally placed - probably just as part of a larger Castle level.

And finally, on a similar note, is the problem of running into the cages where the shells are meant to go, and then feeling stupid and restarting. An earlier poster interpreted this as a troll trap, which isn't accurate, but it can feel like it. This would, I think, simply be solved by making some section of the floor leading up to the cages out of spikes (which would also tie into the level's general aesthetics). It's the perfect shell-friendly, Mario-unfriendly material. Then the player wouldn't be tempted to run into traps to begin with, saving a lot of frustration.

I think these things stop the level from flowing as well as it should do, and throw in some frustrations to what would be a joyous bit of level design.

Anyway, I hope that helps! The level's got a lot going for it!

And in the interstate of self-promotions, I'm going to repost my evilest level, I don't think anyone's challenged it here yet: E09C-0000-0046-9048. Feedback as always appreciated.

[Edited by Maxz]

HAVE BEEN ENJOY A BOOM

Switch Friend Code: SW-5609-8195-9688

Benjula

Maxz wrote:

@Benjula: The level is brimming with ingenuity, there are so many solid and satisfying ideas in it. However, I don't think it quite is equal to the sum of its excellent parts for a few reasons;

Firstly, and mainly, is at the first section of the level is quite simple, but reasonably lengthy, while the second part is quite short but challenging and easy to die on before you get he hang of it, This results in having to traipse through the first bit again and again because you weren't watching a flame-bar properly, and by the time I'd mastered the second section, I grown a bit weary of the first. And that's despite the fact that I think the first section is one of the neatest and most satisfyingly elegant uses of space I've seen.

The second bit itself is an absolutely cracking bit of action-puzzling, and just as neat and elegant as the first. It takes a few goes to master, and would be an ideal difficulty if it didn't take so long to return to. One very small suggestion I'd make is to include a spring already on the ground (as well as the spawn-pipe), as it's easy to run out of the pipe the first time around and not even notice that it drops springs at all. Aside from that, I think it's perfect. In fact, I think it deserves its own level where it's more optimally placed - probably just as part of a larger Castle level.

And finally, on a similar note, is the problem of running into the cages where the shells are meant to go, and then feeling stupid and restarting. An earlier poster interpreted this as a troll trap, which isn't accurate, but it can feel like it. This would, I think, simply be solved by making some section of the floor leading up to the cages out of spikes (which would also tie into the level's general aesthetics). It's the perfect shell-friendly, Mario-unfriendly material. Then the player wouldn't be tempted to run into traps to begin with, saving a lot of frustration.

I think these things stop the level from flowing as well as it should do, and throw in some frustrations to what would be a joyous bit of level design.

Anyway, I hope that helps! The level's got a lot going for it!

That's an awesome review, I agree with all your criticisms, there is actually an invisible block to help you back up if you forget the spring, originally there was a spring on the ground, hence the name this is actually my 3rd iteration of this level, definitely gonna go for a 4th based on your suggestions. Totally agree about the end, spikes is probably the way to go, so kind of you to put so much effort into the review, I'm making one at the moment that I'm really proud of and am taking my time over, I think I have some decent ideas generally but I need to give them a bit of time to breath, hopefully my new level will accomplish that!

Benjula

Rexcalibr

I hate the way Peach looks in the Super Mario World form, especially in the actual game when she pops up from the Clown Kart and there is a "HELP!" balloon above her.

and they should have used "couldn't" instead of "can't".

[Edited by Rexcalibr]

Rexcalibr

Hanakane

@Captain05crunch: Thanks a lot! I'm really happy that you liked it. There's also part 1, "Who Took the Loot?", which I'll be posting later if you want to play it too!

@DanoLefourbe: That's one of the nicest compliments I've received regarding my levels! I aim to make them fun first and challenging second. The fun is always more important than the challenge, although I don't like to make the a breeze either! The fact that you were smiling when you played the levels means a lot, and I'm glad you also liked the look of it. I spent a lot of time trying to ensure that the aesthetic feel reinforced the theme, and that the levels were visually appealing!

@DrVollKornBrot: Thanks a lot for your feedback! I spent many hours designing and play-testing the level, so I'm really glad you liked it! I shall be checking out your levels in short and leaving some feedback too!

Retro Pac-Man Pack-a-nistic, really quite precocious!

Chandlero

DanoLefourbe wrote:

@DrVollKornBrot: Do you mean that, after you came back to the surface and went out of the cave witht the pipe-plants, you flew over the mushroom platforms to the end? If it is that, I'm very fine with it.

Actually, you can fly over the level without ever been in the cave. Was that not intended? I really liked this short cut for talented players
I mean, you can get the cape directly after the fireflower when you are jumping from vine to vine under the pipes. Then you can start flying by running over the clouds and fly directly into the goal. With this strategy you can beat the level very fast.

I will be very glad and it will be very helpful if I get some feedback for my latest level.

At the moment I am working on a new ghost house and therefore I could use some criticism. Does anybody know if you can set doors between the overworld and the underworld? I guess, it is not possible but you never know what you have to shake
In my opinion it is very restrictive that you can only use 4x2 doors. For ghost houses this is very disappointing since there is no need for the game to confine the number of doors.

Rexcalibr wrote:

I hate the way Peach looks in the Super Mario World form, especially in the actual game when she pops up from the Clown Kart and there is a "HELP!" balloon above her.

Please, don't ruin my childhood memory. After months of playing you finally saw the princess and she calls for help, that was a very emotional moment.

[Edited by Chandlero]

Captain05crunch

@Hanakane: I actually did play your prequel level and I enjoyed that one too. Keep u the good work!

Captain05crunch

JonSpangler

Second level from my wife.

2243-0000-0077-B008

Its a little trip through Bowsers house going throught the kitchen and bedroom ect. She did a awesome job on it and hope it gets some plays.

Thanks

JonSpangler

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sjmartin

I saw a quote the other day that really struck me, and I immediately saw it could be adapted to Super Mario Maker level creation.

"When you 'star' a course on Super Mario Maker, you starring more than just the level. You are starring numerous hours of edits and tweaking. You are starring moments of frustration and moments of sheer joy.
You are not starring just a level, you are starring something that the creator delights in sharing, a piece of their heart, a piece of their soul... a small piece of someone's life."

I know many people in this forum spend 8-12 hours, or even days or a week, when creating a level before uploading it. That is a lot of time, thought, and care by the creator. And when I saw this quote, I felt that it truly captured what we're all doing here, and the gratitude felt when someone plays/stars your course. It's recognition of a piece of you that you've shared with others.

Mario Maker 2 ID: WKV-KWN-KMF
Luigi’s Twisting Ghost House - QHF-4Q9-3SF
MarioKart Fun-Time Drive - 5MY-7TR-HRG
Toadette’s Speedrun Sprint - 6W1-F24-6FF
Bowser’s Boss Fight Bonanza - 5S2-8WF-5KF
Captain Toad's Adventure - V6G-R6L-8RF
NNID: SJMartin

X:

OneBagTravel

Working on another traditional SMB level.

One thing my GF brought up was a better grading system. Expert isn't expert at all, it's all instant death, kazio mario bullcrap. We need a better rating system. We came up with Easy, Traditional, Challenging, And Kaizo (or Masochistic).

If and when you complete a level you mark it as one of these and the highest % vote gets the level filed under that. You can then play 100 Mario Challenge based around these 4 criteria. The current system of just filing them based on % of completion is broken.

on a side note, I finished Expert Mario 100 Challenge and during the gameplay I ended up dying instantly at the start on a hand full of levels. I then started each level by holding down the Select button just to be safe. I was getting down to 10 lives and I didn't want to lose any more based on bad RNG in level selection. Those levels should be thrown out.

[Edited by OneBagTravel]

I love traveling light through Europe and run a blog about it at OneBagTravel.com
Hardware: Wii U, New 3DS, Super Famicom & Super GameBoy, Game Boy Pocket

X:

sjmartin

OneBagTravel wrote:

Working on another traditional SMB level.

One thing my GF brought up was a better grading system. Expert isn't expert at all, it's all instant death, kazio mario bullcrap. We need a better rating system. We came up with Easy, Traditional, Challenging, And Kaizo (or Masochistic).

If and when you complete a level you mark it as one of these and the highest % vote gets the level filed under that. You can then play 100 Mario Challenge based around these 4 criteria. The current system of just filing them based on % of completion is broken.

on a side note, I finished Expert Mario 100 Challenge and during the gameplay I ended up dying instantly at the start on a hand full of levels. I then started each level by holding down the Select button just to be safe. I was getting down to 10 lives and I didn't want to lose any more based on bad RNG in level selection. Those levels should be thrown out.

I agree. It definitely needs a better rating system. The % completion is bad for several reasons. For example, sometimes people are just lazy and will quit a level if they die once, and level gets marked "hard" when it truly isn't. Same goes for people quitting levels they feel are "long".

And yes, the troll levels are the worst. Those should get a classification all their own.

Mario Maker 2 ID: WKV-KWN-KMF
Luigi’s Twisting Ghost House - QHF-4Q9-3SF
MarioKart Fun-Time Drive - 5MY-7TR-HRG
Toadette’s Speedrun Sprint - 6W1-F24-6FF
Bowser’s Boss Fight Bonanza - 5S2-8WF-5KF
Captain Toad's Adventure - V6G-R6L-8RF
NNID: SJMartin

X:

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