The first two are Castlevania gimmick courses, but I think they're good ones. The first is the first level from Castlevania 1. The second is the Plant Castle from Castlevania 2 for the Game Boy. Both in SMB3 style.
The first is in SMB3 style. The second is NSMB, a sequel to my highest rated course The Koopa King's Kreepy Kargo. It seems as if there's something too difficult about it, though — it has a very low clear rate. I'm not sure what it is (but I have an idea), but I'd love some feedback. I made it to be a tougher challenge but I'd hate for it to be broken.
Hey all with the hype of Twilight HD releasing tomorrow I decided to take a crack at making Zelda style levels in Super Mario Maker. I've uploaded a small dungeon with a tricky puzzle.
@That_Guy_from_Faxana: I think I'm the opposite. ^^ My favourite is Mario World, but I also like SMB3 because of its special characteristics and NSMBU because it offers more possibilities.
The strange thing is: I actually dislike the old SMB style, because it lacks certain mechanics that I really like (carrying shells and trampolins, stomping, flying), because the trampolins are buggy and because I don't like the graphics. But until recently, most of my levels were made in the old styles, partly because of costumes, but mostly because houses look better in that style. I created six levels in September: 1 with SMBU (because I needed the triple jump), 2 with SMW and 3 with SMB1.
Since then, I created three additional levels, all in SMBU style.
@boyonion: I played both of your Koopa King's Kargo levels and I preferred the second one, not just because it is more challenging but also because of how it is more challenging: the theme of using wall jumps/slides of increasing difficulty is a satisfying way of navigating the level (especially so when trying to reach that flower power up). I gave a star to both.
Regarding your request for feedback about the difficulty, with a bit of bad luck it's possible to die at the first wall jump, when climbing up the Bill launcher. Although there are safe places to land it's also possible to fall straight down the gap. I think it's fine but perhaps it's catching people out as it's the first wall jump of the level.
There's a blind drop just after the first giant mole. Even if I take Mario as low as he can go I still can't see where the landing platform is. There's a cannon which is shooting downwards and, although I could assume that it is shooting at a platform instead of at nothing, or slide down the wall then jump off once I can see the platform, perhaps it's too easy to simply jump down and try to react in time.
The long fire rod shortly after the first check point has a platform cradle underneath it with a crate. The first few times that I attempted this section I landed on the crate, jumped to the left, slid down the wall while the flame rod passed, then climbed up the other side to safety. It didn't occur to me to simply go underneath the crate as the cradle looked like it was surrounding it, making access impossible. Once I took a closer look then it became clear - I accept that this was probably just me having a 'special moment' .
Does the mini-map of your level - in the Uploaded Courses menu - show a lot of people dying in the same place?
Overall I thought the difficulty was fine. A technical level without being frustrating, and one where the challenges are clear and fair (as long as you don't charge in).
@Ampersand: Welcome to Super Mario Maker, and our section of the community. I tried your level and completed it, though there was a couple of occasions when I had to jump onto platforms that weren't on the screen which made it tricky.
Very nice updates. Jesus, I hope they also rebalance the difficulty in the Mario challenges. There's no way I'll make it through this new difficulty level.
Just start designing Zelda type levels and now getting update that brings keys and lock doors looking forward to this. Have two temples in the works atm tho, might finish one and rework the other.
Really excited for the update! The only thing I really need now is vertical levels and maybe a world map creator (with secret exits) to seal the deal. Everything else is just icing on the cake.
I know the key coins aren't exactly what we were hoping for, but you know what Nintendo was going for. They wanted to add the functionality of star coins with something else so everyone could use it, not just collectors. Pretty smart I think! Also Keys are just an amazing addition. You can completely change up the style of levels with that, and especially with enemies holding them, you'll have much more control over your level design.
@Freeon-Leon: ikr? I haven't made a level in like a month or two.
I would have never guessed Weezing was so useful until I played a HeartGold Nuzlocke! My YouTube Channel! Video game related, of course! My Pushmo Levels
I would have never guessed Weezing was so useful until I played a HeartGold Nuzlocke! My YouTube Channel! Video game related, of course! My Pushmo Levels
Great update if it now allows to be beat a boss to retrieve a key. It will make the fights more interesting than just running past them and avoiding them.
I'm still hoping one day the Koopalings will be alternate costumes for Bowser Jr. as a boss.
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