I got a level idea for you guys, a level called "Don't, Move", where it starts out like an automatic Mario level but not moving eventually leads you to a lost Mario. Preferably in a creative way involving a hidden block and several circular saw blades.
I got a level idea for you guys, a level called "Don't, Move", where it starts out like an automatic Mario level but not moving eventually leads you to a lost Mario. Preferably in a creative way involving a hidden block and several circular saw blades.
I already made that level, and everyone who played it died. Some didn't read the title and moved right away, other didn't move at all and died at the end.
Hi! I posted some levels a few days back, and I was wondering if anyone wanted to try them out! Pick any that sound interesting and enjoy! These are half of my levels so far.
Hi everyone! I'm somewhat new to these forums, but I'm always excited to play new Super Mario Maker stages and share my own as well! I love that there's a database here where we can actually look up levels to try out. Please try out my levels!
I just got around to trying Expert difficulty in 100 Mario Challenge. It was horrible. So many levels that lead you to dead ends where you are forced to kill yourself, levels that kill you right at the start depending on if you move or don't move right away, levels that require too many precision maneuvers to be reasonable, and pretty much every example of bad level design you can think of. They weren't all bad as I managed to get some decent and even amazing levels, but these were rare and I only managed to make it a little over half way before expiring all 100 of my lives. Has the level selection been this bad since the beginning of the game? I assume it randomly selects "hard" levels by picking those with low completion rates, but it seems like you would need to be exceptionally lucky to get through especially without skipping levels. I was hoping to unlock the rest of the Amiibo costumes, but it just doesn't even seem worth it.
I just got around to trying Expert difficulty in 100 Mario Challenge. It was horrible. So many levels that lead you to dead ends where you are forced to kill yourself, levels that kill you right at the start depending on if you move or don't move right away, levels that require too many precision maneuvers to be reasonable, and pretty much every example of bad level design you can think of. They weren't all bad as I managed to get some decent and even amazing levels, but these were rare and I only managed to make it a little over half way before expiring all 100 of my lives. Has the level selection been this bad since the beginning of the game? I assume it randomly selects "hard" levels by picking those with low completion rates, but it seems like you would need to be exceptionally lucky to get through especially without skipping levels. I was hoping to unlock the rest of the Amiibo costumes, but it just doesn't even seem worth it.
yes, the "hard Mario-100" level selection has always been rubbish. Definitely the game's biggest and most obvious flaw.
Today I gave the hard mode another go and it's really pointless. First it's too long - 8 levels with 100 lives would have been more than enough, considering the amount of lives you have to waste to play through most of them because of cheap deaths, hidden blocks, badly timed enemies coming out of pipes, paths that lead nowhere and the general "I have made this level just to piss you off" attitude that a good number of Japanese players have in this game.
I'd be happy to give each level in the hard mode more chances but the ratio between the amount of lives you start with and the amount of lives you lose unfairly doesn't allow me to do it and I just skip more stages than I'd like to admit.
anyway, I often press start as soon as the level starts - if the level has a bad ratio of stars vs times played (like 2 stars out of 80 tries) it usually means it's so hard I won't even try.
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 just got around to trying Expert difficulty in 100 Mario Challenge. It was horrible. So many levels that lead you to dead ends where you are forced to kill yourself, levels that kill you right at the start depending on if you move or don't move right away, levels that require too many precision maneuvers to be reasonable, and pretty much every example of bad level design you can think of. They weren't all bad as I managed to get some decent and even amazing levels, but these were rare and I only managed to make it a little over half way before expiring all 100 of my lives. Has the level selection been this bad since the beginning of the game? I assume it randomly selects "hard" levels by picking those with low completion rates, but it seems like you would need to be exceptionally lucky to get through especially without skipping levels. I was hoping to unlock the rest of the Amiibo costumes, but it just doesn't even seem worth it.
I challenged my 13 year old son to complete it (for 3 months of xbox live) to unlock me an amiibo costume and he got to the last level and had 26 lives left...he took a break and then his 6 year old brother took over the save file and wasted the last of his lives.
I unlocked all the easy level costumes so now I have normal to do before I am much motivated to to tackle hard again.
@gaming_24_7: Yeah that would be super fun. Like the person who makes the level gives an authorization an other person. Then these players take turn updating the level for each other. Then the person who created the level first is the only one who can upload the final version.
Anyhow, this is my latest level. A bit harded than my usual. That's why I put it under (hard), as I suspect other players will find it even harder than me.
Now I'm gonna take some codes from here and have some fun.
@DanoLefourbe: Another awesome level! There are some really cool ideas on display here. I loved the bomb part with the saw and moving platform where you throw the bomb up, and also the boss was very creative (but super difficult!!). Solid level.
@jamesRainbowBoy: I just tried circular saw cave and it was quite fun.
One thing though: when you place several elements on a track, their placement depends on the player's movement and speed as he is going to reveal it. So when I played your level, the objects seemed placed in a random fashion. I still could beat the level without a problem, but this kind of things can break a level.
@mrichston: really nice balance between puzzle and platforming. Both aspects were really nice, and the theming is good. I really loved the platform you used for the bill's teeth, it looks great. I also plaed "It takes two to Yashi" and it was really clever. Not too hard (which is good for me, I'm not great at puzzles) but well made. I got stuck once between the floor, two walls and a P-block above me. I'm not sure how I did that, but it can happen. Otherwise, very nice levels. I'm following you, and I'll browse your levels from time to time.
@gaming_24_7: Ok so you're Julian. I'm getting lost between the names sometimes ^^ I really really liked that level.
I loved the part with the P-block that rolls ont he bottom of the screen, and you have to follow by timing your jumps. I ended up finishing your level by the borrom route though. Those were the cutest troll block I've ever seen. Nice design, good platforming, fait difficulty. Yep that was nice.
@Captain05crunch: Yeah the boss is quite hard. But I'm okay with it, since every danger is clearly visible, and the objective should be obvious at this point. I'm really happy with it and I decided this would one of my tougher levels, even if it means less stars.
@spizzamarozzi: Well that's at least a good tip to look at the level information. I'll definitely do that in the future.
@blaisedinsd: Yeah I just finished the 45 Normal runs today, and I had already finished the 20 Easy runs. Now I'm forced to do Expert to unlock anything else.
I guess after completing the 45 Normal runs with little difficulty (I never got below 90 lives), I just wasn't expecting Expert to be quite this bad. There needs be some way to stop some of these levels from showing up in the 100 Mario Challenge. Whether it's incorporating some sort of dislike function that (with enough of them) removes it from the selection, or changing the requirements to have it appear in the challenge in the first place. At least I think that creators should have an option when uploading if they wish for it to appear in the challenge at all.
I know some of the levels I've created might seem too long or slightly too difficult in comparison to most levels, and a lot of people skip them. Yet making them more generic or shorter would cause them to lose their charm and interesting aspects. I've felt more inclined to make my levels easier and more generic, just so it's more likely that people complete the levels and possibly star them.
Well here's hoping Nintendo addresses the issue in the future, though I'm not sure if they're aware it's an issue that should be addressed.
I just made a new level that I'm pretty proud of. Let me know what you guys think if you get a chance. It may take a little thinking to figure it out but the level itself is not that difficult.
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