I recently participated on a challenge on Facebook to create a level using 12 specific items only. Since there is a wide audience for this level I decided to make 3 routes (easy/med/hard). The only items we were allowed to use were the following
Made another level. This one was inspired by the later SMB3 castle levels which became more puzzle-y and gimmicky on how to get to the end. It started with the Castle theme in mind but I changed it to Ghost House as it's more fitting.
I think a lot of people also don't understand the concept of what difficulty should entail. There's nothing I hate worse than levels that are only hard because of enemy spam or completely cheap scenarios (and when I say cheap, I don't mean levels that are legitimately challenging. I spent over an hour trying to beat someone's level that was super hard with no luck, but I kept playing because the only limiting factor was my skill, not ridiculous traps or enemy spam). I stopped playing Expert mode entirely in 100 Mario Challenge specifically because of these sorts of levels. Down voting is not a solution because of the skill level of your average Mario player and difficulty or good level design being completely subjective. Due to the poor completion rates I see on levels (not just my own, but in general) most levels in Mario Maker would probably receive more down votes than they ever would up votes. So far Nintendo's automated system deletes levels that don't receive any stars after a certain length of time. I don't know what the time limit is, number of stars, or what the actual factors even are, but once it's deleted you can't upload it again even if you edit it.
I really like that Nintendo added world record speed tracking to levels. I like competing for that spot and it gives some incentive to play levels again outside of the 100 Mario Challenge. Not everybody would care about that, but I feel satisfaction when I get the record speed on a level that has a low completion rate. There are levels I don't bother to try for the top spot because I know I'll never beat that person's record. It's also satisfying to be the only person to beat a level that has 100+ attempts. Would be nice if there would be some incentives to play levels outside of 100 Mario Challenge. Right now that's the only thing that rewards you. I don't know what sort of rewards they'd be able to add but it's a nice thought.
I hate to say it, but I agree. When making levels, I try to always have a lot of ways for people to catch themselves and try again without losing a life, and yet, a lot of my levels are still under the "expert" category. I always have my brother test out my levels before I upload them, (and I don't let him see the level beforehand, so he doesn't know what is coming), so I know that they're not insanely difficult.
I don't see a problem with your levels being in Expert. Most of my levels are in that category. Even the levels that are short and shouldn't cost so many lives. But all my levels need some Expert Mario skill like Jumping off of Yoshi, Spin Jumping on enemies and so on. And just for that reason they can't be "Normal".
And for some feedback I played your latest level. It had a funny idea but you have to admit that this is really an "Expert" level and that means everybody loses many lives in this short level. It was happy when I finished it but I was an unfair level since I had to lose lives for getting to know what is coming. If you add a short introduction to the concept it would be much more accessible for other players.
Nevertheless, it had a funny design and a nice idea but you can still improve it!
@Chandlero: Thanks so much for replying and playing my level! And you're right, I do admit that Monty Mole Mayhem is quite hard. In fact, I think it's the hardest level I've made. I had some trouble getting the Monty Moles to follow Mario continuously, and sometimes the Starman didn't come out of the Bullet Blaster fast enough, like you experienced on your first try. Those mechanics do make the level unfair at times; I wish I could've found a better way to make the level work. I like your idea of having an introduction, and make what's coming up more clear; I'll try that if I ever decide to expand on this idea. Thanks again for the feedback, and next time I play Mario Maker, I'll play one of your levels, and provide feedback!
@Blue_Blur: Based just on the video it doesn't look like you left any room for error at all. You said, " I try to always have a lot of ways for people to catch themselves and try again without losing a life," but that's the opposite of the case with this particular course. A single super mushroom could make a big difference. As for the star, you can always put it on a track rather than in a bullet bill. That way it will stay in the small area and never be late. My first course was built entirely around the concept of grabbing stars as they popped out and plowing through sections quickly but it was obvious that no one was figuring that out. Plus bullet bills can be glitchy and sometimes they don't do anything when there's a lot of stuff on screen. It might never have this problem when you play test it but then constantly have it after you upload it resulting in the players thinking that you are trolling them when really the mechanic is just glitched. I have not had this problem with putting items on tracks though. You can do a combination too so that items are still infinite but there's a star on a track to start off just to make sure it won't arrive late.
@Chandlero: The only problem with expert courses is that they really don't get played as much and people are much more likely to skip them which means that it's generally more difficult for them to get stars unless you are promoting them to the right people. It would be really nice if they would address some of the really big, obvious problems with Expert 100 Mario Challenge.
@Chino2016: That is so cool! You even made an image for the intro at the beginning! Do you want me to let you know when I make more costume courses? They are going to get better as I unlock more.
Anyways I made this course a while back. It uses a special mechanic that I believe I was the first person to discover.
Is this mechanic patched? I saw a video of the mechanic and the title says "Patched" so can someone test this as I can't access SMM at the moment? The mechanic is the one that gives you infinite flutter jumps if you use the helmet and Yoshi beneath a grinder.
I lead the way through the great unknown! Never knowing what I'll find...
I'm searching, expecting, exploring, connecting... So no one has to feel they're left behind.
-Wittgenstein, The Brave Little Toaster To The Rescue
Well, for some reason none of the levels I bookmarked in the hospital are showing on the wii. I will go back through and find them. I did beat the new panga level today though.
@Chandlero: I actually got idea for this puzzle from one SMM streamer. Although I used different item, because one he suggested would have limited to 3 tries.
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