@DreamyViridi: Awesome, thanks! I think I checked yours out a while back but you probably have some new ones by now for me to play.
@SuperWiiU: Ok cool. I think my Watch for Shooting Stars stages are pretty good for that then. One of them actually has two shortcuts that, combined, probably cut it in less than half. The final shortcut is hard to pull off, but you will know what to do if you find it. I've seen many little red x's where people have attempted it despite being directed to the much easier path. When you say fast scrolling levels, do you mean auto scrolling? Wouldn't it be impossible to speed run those because you can't make the camera move any faster?
@DreamyViridi: Thanks.
By the way, I certainly need to play more of this game.... but then I got a ton of games for the holidays and it's certainly hard to choose one to play over the others.. not to mention that I still have games that I got a while ago to complete. But yeah, I'll definitely play more Mario Maker.
Oh, and does anyone know how to get the Nintendo World Championships stages?
@Vee_Flames: If you complete all the Coursebot stages in 10 Mario Challenge, then you unlock the four NWC Stages. And if you beat all of them, you get the Slender Mushroom (or Weird Mushroom, to use its official name). I've yet to see anyone make a sophisticated course based around the Weird Mushroom, so I hope it gives you some ideas.
@smm1 I managed to play your level, and I actually had a lot of fun. For a first level I thought you did a really good job! As you keep thinking up, creating, and even playing levels, I think you'll gradually develop ideas about different ways of using the tools and structuring levels, and that experience will no doubt show through in your work. I'm sure your level could be 'tightened up' somewhat, but for a first level, I thought it was rich in ideas and generous enough in its distribution of power-ups/checkpoints to be very playable and enjoyable, which is impressive given the courses chaotic nature. Generally, I thought it had a lot of charm and I enjoyed it.
Thank you for playing my level, by the way. Do you have any comments/criticism you'd like to share?
For anyone yet to play it, I would really appreciate feedback of any kind. I'm really proud of it, but it could be that there's some gaping flaw I've completely overlooked:
@Chandlero: Thank you for playing the level, letting me know what you think of the level, and posting a video of your play-through on YouTube (it was pretty cool to see my course on YouTube!). You have a good point, I did put quite a number of enemies, I aimed to make the level more difficult that way but I can understand your viewpoint on how too many of them can be overwhelming. I actually only put one Bowser Jr., but that Bowser Jr. is pretty pesky and keeps following you throughout the level, so I can see how it becomes annoying. And clearing the level without using the "Bounce Coaster" was impressive, not what I intended but definitely impressive!
@Maxz: Thank you for playing my level and letting me know what you thought of it! Thanks for the praise, I appreciate it! I tried my best to distribute the power-ups and use checkpoints so that the level doesn't feel cheaply difficult, so I'm happy you thought it was the right balance!
As for your level, I enjoyed it! It was creative, and I liked how the player constantly has to be on the move. I do remember not being sure what to do at the beginning. I figured at first I was supposed to ride the boxes or something like that, but after a couple of tries I realized I could just wall-jump. Once I realized that the level became much better for me and I was able to complete it after a couple more tries. Frankly though I don't know what you can do to make that more obvious and/or if you should make that obvious instead of letting the player figure it out. The doors were definitely helpful as they made it much more streamlined instead of pressing "Start Over" again and again. Otherwise the course had the right amount of challenge without making it feel cheaply difficult, I remember completing the letter and feeling satisfied that I completed it, which means you managed to strike that balance well. Also, great use of checkpoints, that really made the level much less frustrating and more fun!
@smm1: Thanks for you feedback! I've been a little worried about the beginning. It's one of those things that feels natural as a creator, but after finishing it you realise that you've played a very specific requirement on the player (i.e. sprint from the start) without giving them much indication of what it is...
I tried to use the arrows and coin trails to get the general message across, but they're a bit vague (only giving direction and not speed). Maybe using a spring to catapult Mario forwards, or spelling out 'RUN' in coins would be more effective. I'll listen to a few more comments, and give the issue some thought. Having a frustrating, non-user-friendly intro is possibly the worst thing a level can have. I'm glad you got past it though, and made it through the rest of the level without much confusion or frustration. The first bit was actually almost an accident. I built the level in the subworld, without really thinking about it, then realised I had to provide some way of actually GETTING to the subworld that didn't feel like a waste of time. I thought it would be nice to have the player platforming on the OUTSIDE of rectangles at the beginning, but I get to deal with the fact that the platforms start scrolling whether Mario is on them or not.
Anyway, I really appreciate the play and the feedback, and I look forward to seeing how your levels develop!
Me and a few friends came up with the idea of building our own courses using same key enemies/elements. Each person picked 2 enemies or elements (total 10) which we had to use in in a specific order. I always wanted to build a 1 screen puzzle and since it was a puzzle to put together, I figured it's the prefect recipe. It's not very difficult maybe 5/10. I don't expect anyone to beat it first try. My suggestion is look at the level in its entirety then have a go at it. If you like it please leave a star or comment. Good luck 👍
My Super Mario Maker Bookmark Page Nintendo Network ID: Justin [url=https://m.youtube.com/channel/UCcV3...
@SuperWiiU: Ok cool. I think my Watch for Shooting Stars stages are pretty good for that then. One of them actually has two shortcuts that, combined, probably cut it in less than half. The final shortcut is hard to pull off, but you will know what to do if you find it. I've seen many little red x's where people have attempted it despite being directed to the much easier path. When you say fast scrolling levels, do you mean auto scrolling? Wouldn't it be impossible to speed run those because you can't make the camera move any faster?
Yes, the autoscrolling on cheetah/fastest. You can speedruns those too, because you can move to the front of the moving screen or to the back if you aren't as fast. I'll try your Watch for Shooting Stars level.
@j-BL00D: A great puzzle game. You can see here how long it took me too figure it out
@Maxz: This is a great level. A very good idea to use the blocks for autoscrolling. You need a lot of wall jumps but the level was never unfair. You can see my first try here. I died just one time and it was very embarrassing
@SuperWiiU: We could start a weekly speedrun challenge alongside the usual challenge thread. I guess, it would be fun to focus on one chosen level for a while.
@SuperWiiU: We could start a weekly speedrun challenge alongside the usual challenge thread. I guess, it would be fun to focus on one chosen level for a while.
Sure, if there are enough people participating it could be fun. And what should be done once the fastest possible time is reached?
@AdamLikesNintend: I couldn't find your level that I bookmarked yesterday. Did you delete it? @Maxz: I played Rectangular Entanglement as well and I really enjoyed it! Even managed to find a secret or two. @Vee_Flames: I felt that your shipwreck level was a little all over the place, both in terms of terrain and enemy placement. Try using semi-solid platforms, the background of those would really add to the ship feel.
Once a LuigiMan, now a Dreamy representation of the Goddess of Nature.
Retired Palutena Gem Provider. Mario Maker Levels
@DreamyViridi: Thanks for the feedback. I feel like some of my stages are like that because I didn't have all the tools I wanted, so I had to compensate for that using enemies and platforms. Now that I just got all my tools maybe I'll remake my current courses. Did you play The Trials of the Sky Dungeons yet? I think you'll enjoy playing that one better.
@Vee_Flames: Oh I did actually. That level is much more organised and I liked the concept.
BTW, noticed the link in your signature. That link just leads to the "my levels" section and I see my own levels instead of yours. Use this link: https://www.nintendolife.com/super-mario-maker/users/Vee_Flames
Once a LuigiMan, now a Dreamy representation of the Goddess of Nature.
Retired Palutena Gem Provider. Mario Maker Levels
@Chandlero: Thanks for the video! I LOLed at 2:50 when the plant crushed Yoshi. It was like "noooo, so close......." The Chomp guarding the P Switch can be a real neussance and while Bullet Bills are shooting. The shooter was originally red but that was making it too difficult. I wanted to make a medium difficulty instead of my usual hard to insane ones Thanks again!
My Super Mario Maker Bookmark Page Nintendo Network ID: Justin [url=https://m.youtube.com/channel/UCcV3...
@j-BL00D: You are welcome. I felt the same way at 2:50
@SuperWiiU: A new speedrun challenge is there: @Freeon-Leon's High Note Hijinks. I have the world record but there is a lot of time to save. You can watch my run here.
Long time since I posted. Yet only 2 levels made (bringing the grand total up to a whopping 4)
Just winged it Hope it takes off (A6D3-0000-0151-8C4C). The newest level. A SMB3 ground/airship level. Multiple paths to take, but nothing that will get you lost, with opportunities to switch your path.
Just for the halibut (B9F2-0000-0116-F4DB). An underwater level with sunken ships and a little trip topside. Also has a (not so hidden) pipe that leads to plenty of coins. Bookmark has it as an expert course. But I think its just lack of plays.
Wife made some very cool levels. Including some musical ones.
Yo Ho (A Pirate's Life for me) (Easy) (B35E-0000-0113-D472) A very good musical level inspired by Disney's Pirates of the Caribbean.
She also just uploaded an excellent musical level featuring samples of various Simpsons melodies. No code for it on me but check out her courses on MM and give it a play to and a star if you enjoyed it.
@DreamyViridi: I'm really glad you enjoyed it! Do you have any comments or criticisms to make, even minor ones? I've tweaked the level a bit based on @smm1 and @Chandlero 's feedback/videos (which have been extremely valuable), but I'd like as many comments as possible before I upload it. Basically, I've stuck in more arrows at the beginning, and fixed the issue where the coin trail at the end would be turned into blocks if you went through the pipe before the P-Switch timer ended. I noticed it kinda messed up Chandlero's flagpole sequence. I'm really happy you got some of the secret 1-Ups though! I spent quite a long time trying to work them into the level.
@j-BL00D: I really liked your Single Screen level. I though it was very nicely connected, and relatively intuitive. The only bit I found slightly awkward was the Yoshi/Treadmill/Chain-Chomp/P-Switch contraption, which seemed to involve a bit of luck as you could only safely jump when the CC had launched in a certain direction, and Yoshi wouldn't necessarily be at the right place to jump even then due to him bouncing off the wall. I was initially cautious about playing another one of your levels, as Tiny Bowser Tower has - I'm pretty sure - scarred me for life, but I had a lot of fun with The Last Order so I'm glad I got over my fears!
@Vee_Flames: I generally quite liked the Shipwreck level, but some bits felt a bit too claustrophobic, while others felt a little too open and vague (I preffered the open, vague bits though!). I'd say my favourite bit was the P-Switch dash which temporarily took you back into a section of the maze that you'd got a glimpse of earlier, and my least favourite bit was being stuck in the maze with some combination of Kamek spells, Bloopers, Homing Bills and Galoombas approaching, with not space to dodge. Water levels are kind of tricky, but I think my favourite ones have incorporated puzzle-elements into their underwater labyrinths, rather than relying on a barrage of enemies to provide the challenge.
[quote=Maxz]@Vee_Flames: I generally quite liked the Shipwreck level, but some bits felt a bit too claustrophobic, while others felt a little too open and vague (I preffered the open, vague bits though!). I'd say my favourite bit was the P-Switch dash which temporarily took you back into a section of the maze that you'd got a glimpse of earlier, and my least favourite bit was being stuck in the maze with some combination of Kamek spells, Bloopers, Homing Bills and Galoombas approaching, with not space to dodge. Water levels are kind of tricky, but I think my favourite ones have incorporated puzzle-elements into their underwater labyrinths, rather than relying on a barrage of enemies to provide the challenge.[quote]
@Maxz Ah, I see. Thanks very much for the feedback. You and DreamyViridi pretty much gave the same criticism, so I guess it's back to the drawing board for me. I didn't think the enemies would provide a challenge, though. You can stomp on the Galoombas and then use it to take out the other enemies.
Anyway, thanks to you and @DreamyViridi for playing my stage and providing constructive feedback. Really appreciate it!
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