@99mushrooms: I already don't like beginning of level, because it relies on heavy rng of chomp. You could put cloud under door instead of solid block and/or put door one block lower and/or have safe spots in both sides of chomp.
How far did you get? It is a kaizo level and gets harder as you go, if the second room is to hard the level isn't really for you anyway, just personal preference on what type of levels you play. I could make it easier but the first two rooms are just to build up to what you do in the next rooms which are way harder and combined the skills from the previous rooms. The first room you have to use the p switch for a platform to get into the door that's one spot above the floor, the second room you use the chain chomp to get higher, the third room you have to do the same with the p switch as room 1 but a couple spots above the floor so you have to do a jump and then drop it and go into the door at the perfect time, the 4th room you have to throw the p switch up then do a spin jump to grab it, bounce off the chain chomps head and drop it to use as a platform for the door towards the ceiling with no block under it. That's just the first 4 rooms, it's a very difficult level.
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...
I appreciate the feedback though, those are good ideas to make that room easier. There just isn't any point making it easier unless I'm going to change the entire level.
@99mushrooms: First room is easy. EDIT: I made jump in second room and got to the third room. I've recently seen streamer who makes tough kaizo levels struggling with similar jump in start of level and his major complaint was that chain chomp jump was too much based on luck. Basically it is just waiting until chain chomp is in correct position and then making jump.
You have 10 seconds on the clock to get from start to flagpole!!! You might need to take a shortcut, but will that cause more problems than it solves???
@mrichston: yea most kaizo levels are fast paced and chain chomps in them would not be possible because they are so unpredictable and you would die if you slowed down to wait for it to go the direction you needed. This is a solid ground level with plenty of time on the clock and nothing else to kill you in that room except the chain chomp. Usually he will go the direction you need within the fist five or so times that he shots out but I had once that he just kept going back and forth down low to the ground.
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...
I found this course to be frustrating at first but then, as I became familiar with it, I realised that it was nicely set up for a speed run. This meant the sections that were slow and technical became fast and satisfying (though I still died a few times). I enjoyed the challenge and have noted down some of your good design ideas. I gave it a star, though it still has less than it deserves IMO.
Thank you very much for your feedback. "Iron Maiden" is, I think, by far the most difficult course I've created (and probably ever will). May I ask how hard it was for you to find the way to the checkpoint? (If at all, of course.)
I've got a problem with courses that are artifically difficult, be it through death traps or enemy spamming, and I generally try to keep it fair within my creations. (It's the reason why I hate the 100 Mario challenge on Expert difficulty, because the majority of the courses really don't, IMO.)
@DarkAero: I played my way through the first room and in to the little room at the end (which then sent me back to the start) a couple of times. I did it the second time as I thought maybe it wasn't actually sending me back to the start, but instead to another room which merely looked like the start. I then identified the correct pipe to go down as it was the first one that I would jump over when playing the level in a speed-run style (ie, it looked like a pipe that you wanted me to go past).
I went through the next little room and appeared in the third room through a pipe. Given your previous pipe trick I decided to go straight back into the pipe which is how I found the checkpoint. Although this meant that I missed out on playing a chunk of your level it was still satisfying because I had learned the lesson of the first room.
The unfair difficulty you describe reminds me of a platform game from 1989 called Rick Dangerous. The main threat came from blind deaths, such as spikes that shot up from the floor with no warning or a bullet being fired from a wall at such speed that you could only avoid it if you had the reactions of a fly. The game was less about challenging you and more about killing you before you got to the end. It was essentially a memory test.
I find that creating the right difficulty level (challenging vs frustrating) is hard as, having designed my level myself, I already know the best way to approach each section and am practiced at playing it. This is one of the reasons why I'd like to see a more detailed feedback system in the game than merely the mini-map of your level which shows where people are dying (viewable when you view your uploaded courses in Courses the menu). For example, the difficulty, fairness and originality of a level could each be scored out of 3. The stars are mainly from people who like my levels - I want feedback from people who don't like them.
Its a Phoenix Wright type level with Mario instead of Phoenix. Instead of Gumshoe you get Goomshoe (Goomba in a shoe, wifes idea) and instead of Edgeworth you get a Piranha plant called Hedgeworth (my idea so all the hate can come to me for that bad pun)
@mrichston: That's cool, I'll check that out. Do you mind if I share your profile and some of your courses on Facebook? I see a lot of requests that are perfect for you. I would use your bookmark links and of course but clear that you're not me.
@mrichston: That's cool, I'll check that out. Do you mind if I share your profile and some of your courses on Facebook? I see a lot of requests that are perfect for you. I would use your bookmark links and of course but clear that you're not me.
I'd like to share another new course with you all. It's called Discover the Five Cloud Kingdoms. The main level is based around swinging platforms, but there are also five cloud areas for you to discover, each with a different reward. There's plenty of hidden things and a choice at the end.
Hello fellow Mario makers i want to present my level for you all
BERGSALA Airbase
The level is a competition entry in a danish level maker competition, where the 5 most starred levels get voted by a jury.
In the level you must infiltrate an airbase. Theres both a flying section and a section on foot and it all ends with a boss battle.
The flying section has multiple routes you can take and some are harder than others. There is also some secret rooms with rewards when you are on foot.
If you like the level please give it a star to give me a better chance in the competition.
Hi all...I've just made my first Ghost House level. Give it a try if you get a chance!
(It's a very basic, traditional level with no clutter...the type I like to play!)
@Yellowkoopa:
exactly my thoughts... I like the new costumes but most of them are going to be useless to me. I like how they added some mechanics like a fire clown cart and bouncing platforms but I want to see more, like desert, snow themes, charging chucks, the koopalings.
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