The yoshi level was pretty cool and clever! So if there are 100 "standard" costumes and after the update the screen goes up to 110, I wonder what we'll still get. So far the extra's are: Totem Link, mister Arino, Mario-Kun, Kat Mario, Kat Peach and Nekki. Or are there even more out already and how do I get them?
This level is so insane. I'm spending hours at the moment to beat the last third of the level. I really don't get all the puzzles but the level has a great design. It is really nice but without finishing it, I won't be able to find closure today
...You owe me big time!! I spent 2 hours doing your level, but I did it! I beat it and I loved it.
Or at least I would have if the timer wasn't present. Most of my deaths came from time running out but with some speed running trail and error, I made it. Looks like I'm the first one too. Very ambitious and puzzle-y. Timing out really annoyed me but that's not really your fault so have a star (and a clear!).
This is new version. I just don't want to have my level list here in NL have multiple versions of same stage.
Some people got stuck with spin jumping and I also added one more so people wouldn't get stuck in one stuckable place that was in previous version. I also removed one thwomb and block from Trial 2, so players wouldn't need to same thing as in Trial 1. I also made other small changes to make Trial 2 bit less painful according to feedback I got.
Most of my deaths came from time running out but with some speed running trail and error, I made it. Looks like I'm the first one too. Very ambitious and puzzle-y. Timing out really annoyed me but that's not really your fault so have a star (and a clear!).
Yes, I had the same problem. One would think 500 seconds are enough time but this level is so big that you actually have problems in the end. However, congratulation! I tried to be the first one to beat it but I failed in the end. I don't know how to get to the last pipe out of the cave. Do you have any hints for me?
@Freeon-Leon: Thank you again for the feedback. It would work fine as a P-Switch Bonus level. Therefore, I would love to see an update where we are allowed to create an overworld (or to use a standard overworld) and place our levels as a whole small Mario game. Then you could build easy beginner levels, hard end levels and even bonus levels. And then the 1-Up mushrooms would finally make sense.
@Chandlero: Getting to that pipe that's before the bunch of ice blocks requires multiple back and forths. You'll need a Spiny helmet the whole way through, a Spring, a Yoshi and a P-Switch. All of which is in that cave but you need other items that are also in that section to get to them.
Once a LuigiMan, now a Dreamy representation of the Goddess of Nature.
Retired Palutena Gem Provider. Mario Maker Levels
@DreamyViridi: Thank you. Now I finally understand what I missed the whole time: The spring
Thank you very much. I will try again when the level has got its update.
@Chandlero: No problem. Good luck. You'll need it when you dive back in!
Meanwhile, my longest level yet. I think I might take a break from making levels for now since I have 8 levels uploaded and still at the 10 upload limit. This one focuses on finding the right items to progress, maze-like but rather straightforward. I'm very happy with the result and would appreciate any and all feedback for it.
@mrichston - After a made a comment on your level about getting stuck in a perpetual spin, I saw a comment on the first version where you said that you don't need a spin jump to complete the level. Hmmmm. My brain must not be working. Will try it again in a bit. Again, I truly appreciate your puzzle levels. Very impressed with how your brain works.
I'm still having fun with the amiibo costumes and creating themed levels around it. Except for the ghost house level, that concept was an idea I had and have been working on, but coming up with enemies to populate it became the problem (for continuity), and that's how it morphed into a Luigi's ghost house level.
I spent a lot of time yesterday playing other people's levels that I follow, which, I must say, it is wonderful to see the evolution of people's styles over the past few months.
Then I decided to do the 100 Mario Challenge. (I wanted more costumes and to see what all is out there.) I was severely disappointed by the Easy levels. They were 50% automatic levels and 50% levels that it felt like designers didn't even try. Thankfully, the Normal levels had much more talent shown. There were challenging and well-designed levels to be found. I won't even talk about the trolly Expert levels.
Has anyone else noticed this change in the 100 Mario Challenge?
I made a (kinda) hard level. It's not really that hard, but inexperienced Super Mario Maker players will probably not 'get it' and skip it.
I had another level with the same title, but this level fits that title a lot more. Weird Mario is necessary to get through the level.
Here's another level that I didn't post on here because I didn't think it was any good, but I have gotten a few stars for it.
@sjmartin: Yup, playing 100 Mario Challenge in normal is waaay more enjoyable now, and it'll just get better. Too bad for all those automatic levels in easy though, if I wanted games that played themselves I would've gotten a PS4/XONE
Btw, I'll play your levels when I boot up the game!
So... I want to share these with you guys! These are the bases for traditional levels, the first one is a reverse-engineer article for Super Mario World wich can give a good understanding on Nintendo's level design principles. Moreso Super Mario World principles, wich is probably the best 2D Mario game out there. Here's the link:
The other thing I want to share with you is a video I found recently that explains modern Nintendo's level design. The video is about Super Mario 3D World, but it applies perfectly for 2D games too.
I've been playing New Super Luigi U and DK Tropical Freeze lately, and both games features this kind of progression. It's not needed for making good levels but it can surely help.
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