@PowerStar: @Bosh_Factory: thanks, I will move that first chain comp back and add a little something to the ending to make it a bit harder. There where 2 hidden mushrooms, did I make those both obvious enough to find? The second one is an invisable block that sits right on the main floor but there is also 3 donut blocks below the main floor to stand on and hit the invisable block. Where those 3 blocks below noticeable or should I add some other other little clue so people see that there is something there. With the difficulty level that it is, do you think 2 mushrooms is good or should I add more? Thanks a bunch for the feedback it is very much appreciated
@Powerstar thanks for playing them! I'll take note of the background issue. Hope you enjpyed them!
Nintendo ID : Whopper744
Twitter: @Whopper744games
online games include: Mario Kart 8, Mario Kart 7, Smash Bros Wii U and 3DS, Super Mario Maker and Splatoon.
Try out my Super Mario Maker stages at well! Here's one to start : F98B-0000-0022-0753
(used to be Joshers744...
I was inspired when looking through bookmarks and seeing a Mario/Beanstalk level. Mine is 100% from scratch though.
The level is my first attempt to make a Metroidvania type level. Mario starts at his house and goes up in the clouds, beating a mini level, going back to his house, and then going back up again-this time powered up and able to access another room in the hub. It does not use comments (since I am not that good of a writer) but I try to tell a little story through the level.
Would love some feedback. And would love to do a sequel if people enjoy the first.
@99mushrooms: I didn't notice the three donut blocks under the floor (if I had then I would have been enticed to drop down to see why they were there). Replacing them with the regular grey block helps to make them stand out a bit more, though this makes the mushroom less challenging to get as the floor will not collapse. As an alternative idea, and if your Facebook rules allow, you could place the 'ding dong lightbulb' sound effect next to the hidden block to highlight that there's something worth thinking about there.
Regarding a third mushroom, how about putting one in a visible "?" block - above a donut block - near the top of the chomp/piranha staircase? It could be used as a risk-vs-reward choice for the player. For example, the player would have to climb to the top of the staircase and then make a medium jump up and to the left to reach the donut block: the reward is a mushroom, the risk is additional exposure to a chomp/piranha attack or falling into the lava. You can further increase the risk by positioning the "?" block so the mushroom falls into the lava if you don't grab it immediately, or alternatively you could have the mushroom fall to the ground on the right which would make the player chase it and then encounter the mole/chomp enemies. If you do put a mushroom here then maybe move your current 'underground' mushroom further to the right, perhaps near the Bob-omb cannon or to the three-block donut platform in between the two chomps.
@JonSpangler I really enjoyed your level. It was fun how Mario got richer each time he came back (as evidenced by his fancy new homes) and your use of hints was great! The actual level design led to some fun gameplay. Congratulations, you got a power star!
The only shame is that if you go into two of the houses, you can see the inside of the other house. It kind of breaks the "magic" of the level, but there is only so much space to work with.
Try my newest Mario Maker stage: "Can You Dig It?" 545C-0000-01B2-C095
Ok, thanks again for the feedback! I ended up putting doughnut blocks in the beginning just out of reach of the chain chomps so they can still get you but not as your falling and can't control it, you land on the blocks and keep them from falling until it is safe. I put a mushroom in the Canon at the beginning and moved the one that was there to further into the level, not on top of the chain chomp steps but between the first and second set. I took the one below the main floor out completly and I added a couple fireflowers to the end that can hit you as you jump back and forth. https://supermariomakerbookmark.nintendo.net/courses/7D70-000...
Mario vs the corndog farmers 1 BA83-0000-0111-DBEF
Laying pipe for princess peach 2 37FD-0000-00F7-B212
The dangers of shell jumping 1 2D18-0000-0101-C59F
Sky high 752F-0000-0055-28B4
Let me know what you think, I would love feedback and some stars i...
@PowerStar: I played your "Can You Dig it?". The concept of digging, in its various forms, is clear and makes for a thematically strong level. I like that the digging idea was developed into throwing bombs into ice blocks and later having to navigate through moving blocks without getting crushed. It’s why I gave it a star.
As for suggestions, I think there’s scope to expand the digging theme even further. For example, there could be horizontal digging by throwing Koopa shells sideways into a small section of yellow spin-blocks (there would need to be a non-destructible block nearby for the shell to rebound off). Then, once the shell has dug through to the end of a row, Mario has to run through the row before the spin-blocks stop spinning.
There’s also the usual option of throwing a Koopa shell into a group of destructible blocks with gaps in them, so that it digs downwards. Perhaps turn it into a puzzle by having multiple entrances to throw the shell into, and a few “?” blocks in there, so the player has to choose/predict which entrance will yield the most goodies. Easier said than done though
A final small suggestion is that the first checkpoint could be put in front of the cannonball jumps instead of just after it. I failed at that section a couple of times and had to restart from the beginning of the level. Alternatively, have a little training section where I have to jump on cannonballs to cross a pit but if I fall in then I only have to climb out before having another go.
@Bosh_Factory That final suggestion is a really good one. Before you played it, there were 4 other people who played it, but didn't clear it. They could've given up around that point( they could be discouraged about going back to the start). Adding in a safe zone where you fall on some kind of a platform is a great idea. It will teach people what's up ahead, and encourage them to keep trying. Thanks for all your suggestions!
Try my newest Mario Maker stage: "Can You Dig It?" 545C-0000-01B2-C095
Any Mother 3 or Lucas fans in here? Well even if not you should enjoy this one. It has several puzzles in it, but nothing too hard to figure out I think.
online games include: Mario Kart 8, Mario Kart 7, Smash Bros Wii U and 3DS, Super Mario Maker and Splatoon.
Try out my Super Mario Maker stages at well! Here's one to start : F98B-0000-0022-0753
(used to be Joshers744...
Nintendo of Sweden is right now holding a competition for Super Mario Maker. You're supposed to collect as many likes/comments as possible (searching for it is a part of the rules) on a specific course. Therefore, I wondered if as many as possible please could leave a comment/star on my stage. I will of course repay the service Just link your profile / give me a Course ID (so I can find you) so I can make a comment or give you a star.
It would mean the world for me if you can help me out <3 Even if you can't participate yourself, i will still help you getting stars aswell.
@NintyMan Wasn't E. Gadd one of the costumes hidden in the files?
If so, then I can't wait for the Windows Logo costume.
I like Smash Wii U over Melee. FIGHT ME.
I'm addicted to amiibo. Full collection of the Smash series....help me....please...
Also, I like to go fast, really fast.
Nintendo Switch Friend Code: SW-5714-9219-9497
Nintendo Network ID: ChandlerHolman01
Is nobody actually doing those event levels or are the percentages off? I find it weird that only 4% have the Yamamura costume by completing the special level. Also others have low percentages. Is it because nobody cares? I think they're cool and I'm trying to collect them.
Is nobody actually doing those event levels or are the percentages off? I find it weird that only 4% have the Yamamura costume by completing the special level. Also others have low percentages. Is it because nobody cares? I think they're cool and I'm trying to collect them.
The percent isn't how many people completed it, but how many completions out of attempts. So if only one person plays it and it takes them ten tries then it will have a 10% clear rate even though it was cleared by every player. 10 tries on an average level isn't bad and only a ten percent clear rate sounds very low for it. Look at how many people have played it (the feet) and compare that to how many clears it has. The number will be much higher
@99mushrooms Ooohh HAHA Well oops. Thank you for explaining that. I'm like "wow this is really sad, how come no one can beat this thing but I did very easily? Why are you all excited over costumes you can't seem to obtain?" I knew something wasn't right with what I was thinking lol.
Hmm... the best handful of levels I've created are being played almost daily now, even if it's just once or twice and I'm like wow, I didn't think they were so spectacular. Maybe because one has Bowser amiibo in it and the other is large, like an in game level and passable after a few tries.
It's been a while since I last visited the thread but I find that my levels get played a decent amount and I recently got over 100 stars. To celebrate, I went back to level making. While I post my latest creation here, if anyone wants their levels played; let me know. I'm in the mood again, so I'll get round to it sooner or later.
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