@DanoLefourbe: thanks a million for having taken the time to go through all my levels and for the review - I appreciate it enormously.
I do agree with everything you said. I find it really hard to find the correct pacing in the stages - sometimes I come up with an interesting idea, but then I don't know how to follow it up or how to place it in the level so that it is harmonious with the rest. So I put things that are clearly rushed, uninteresting or frustrating (like the clown car bit in Super Mario Rooms) just to, you know, get in and out of the good bits. The result is, as you kindly pointed out, bad pacing, with useless difficulty spikes where they shouldn't be - especially very early in the level!
I will try to plan everything in advance from now on, instead of just sitting and making stuff up in the game as I go.
Theming is something I always wanted to incorporate in my levels but unfortunately I'm not really creative - I've seen some guys on here doing remarkable themed levels and I always think "How did they come up with that idea?". Themed stuff is something I totally want to do starting from the next level.
The first three levels were done at a point where I hadn't unlocked much yet, so they are very bare-boned. I wanted to "update" Just Another Castle, jazzing it up with all the stuff I unlocked, but I wanted to get the latest stage done first.
Yeah Donkey Gong, I hate it and I have done it just because at that point in time I needed more stars to get the next medal. I thought - people are going to rate it just because it's easy and reminds them of Donkey Kong! The best bit? There's actually a cannon in the second part that shoots a spring (moking the second stage of DK where he throws springs at you) - but I never thought the stage was worth anything.
I appreciated that you noticed kind of a "progressive improvement" in my levels - and it's entirely because of people like you who took the time to play them and pointing out what they liked and hated about them. Hope we stay in touch through Mario Maker, and I will play your levels tomorrow after work (starting from Wario's Fitness Run, of course). Thank you again!
Top-10 games I played in 2017: The Legend of Zelda Breath of the Wild (WiiU) - Rogue Legacy (PS3) - Fallout 3 (PS3) - Red Dead Redemption (PS3) - Guns of Boom (MP) - Sky Force Reloaded (MP) - ...
3DS Friend Code: 0104-0649-7464 | Nintendo Network ID: spizzamarozzi
first try: really good if it was your first level. Pretty basic and easy, and very solid
Secret Valley: awesome open level that feels greats exploring and with awesome use of the powerups. your best level. I didn't find a single problem with it.
Mushroom Jungle Confirmed my idea that NSMB's visual design is garbage but that' not your level's fault. You did something great visually but the game's poor rendering wastes some of it. No matter, the platforming is really good and the levle enjoyable overall. Just one thing: the part with moving vine feels meh. You keep clinging on the other vines while you try to move and it feels really bad and annoying. Your visual design gets in the way of the gameplay and that's never ok.
Otherwise yeah, really nice level.
Bowser industries etc: Good overall but with some very obvious mistakes.
-You should never ever ever ever build a ship level with the floor beeing just one block high on the bottom of the screen. if there is floor, the player absolutely needs to see it.
-You didn't take the bobbing of the camera in the upper part into account either. There are several parts when you can bump
into a barely invisible threat with a basic jump.
-You should not be asking the player to wait 5 seconds to see if there is a threat every 5 steps. Remember: the player doesn't know your level and won't progress through it at the same speed as you. On airship levels, always consider that the player has one less block of visibility on the top and bottom, than what you can see in the editor.
I still liked the level, but those camera mistakes really put a dent in a level that could have been great.
Overall your theming and level design is fantastic and very immersive. It is a pleasure playing your levels. I want more ^^
Hi everyone! I'm somewhat new to these forums, but I'm always excited to play new Super Mario Maker stages and share my own as well! I love that there's a database here where we can actually look up levels to try out. Please try out my levels!
@DanoLefourbe: Thanks for the feedback! I've come to the conclusion that I don't like making airship levels much because of that camera movement. It seemingly limits me. I understand all the sentiments expressed and I agree. As for Mushroom Jungle, the vines were meant to be climbed at the moving vine part, but I think in execution it just didn't work out that well. I played a few of your levels and I liked them a lot! I feel like we have similar visual styles for our levels. I really dig your level design for the most part.
@DanoLefourbe: I thought it was a good level with a lot of thought put into it. I liked the multiple paths. One bit I found slightly confusing was the double stack of piranha plants at the bottom of the cave. I jumped off Yoshi to get over them, but if I hadn't had Yoshi I don't know what I'd have done. Also, I think mixing up the expansive sections with a few very straightforward, linear (perhaps safer) sections gives the player a bit of a 'breather', which can help with the rhythm, especially on longer stages. But that's a pretty vague comment, and perhaps unique to me.
Altogether, I really enjoyed it.
I did a viney level too recently, although not nearly as expansive. It's 31EC-0000-0082-861F
Oh, and while I'm self-publicising, this one is vaguely novel (at least I think so): C4E8-0000-0046-1972
This one is challenging but in a pretty focused way: E09C-0000-00046-9048
I've had lots of fun playing through tons of levels on this forum today so thought I'd sign up and share one of mine, it's probably the best level I've created, it's difficult but not in a 'troll' way, it's got a good mix of platforming and puzzles, let me know what you guys think, I'd love some feedback!
Hey guys, here's Part 2 of my "Who Took the Loot?" series. Hopefully you'll enjoy it, and if you have any feedback that would be very much appreciated!
My newest creation. I went back to themed levels with this one. I wonder if it might be a bit hard. Please tell me.
Simply: Wow.
It is a billiant level. Not too hard and not too easy. Exactly right. I loved how you can beat the level with different power ups, different jumps and different short cuts. Very well executed. And the looks are amazing.
In short: The best level I played since a long time!
@Hanakane: "Who took the plunder" was awesome, the first underwater level i didn't hate! Also loved the "waves" Liked. @Benjula: "Vineyard3" - i quit playing after the troll noteblocks you can't escape. I play the levels here to NOT get trolled. Even though in hindsight it was pretty obvious that there is no escape... @DanoLefourbe: "Life and Decay" was a solid level, but i skipped the second "life" part by flying over it with the cape. Liked. @spizzamarozzi: "Dr.M and Mr.W" had a nice theme, replaying the Dr.M part after failing underground was kinda boring. But the idea. Liked. @Captain05crunch: "Quest for Mushroom Kingdom" is another solid level, i liked that the areas you travel through kept changing but the level felt quite long. Not that that's a bad thing since the difficulty is ok. Liked.
Click the level and read the first comment for more information.
I had to delete it again, but now i think my puzzle level is done. Had 70 stars, but i'm a perfectionist, so starting at 0 again.
If you finish it i'll click your profile ingame and play/comment a couple of your levels!
@DrVollKornBrot: Do you mean that, after you came back to the surface and went out of the cave witht the pipe-plants, you flew over the mushroom platforms to the end? If it is that, I'm very fine with it.
@DrVollKornBrot: Really nice level. I couldn't finish because I got stuck. But that's just me. That level was too puzzle-y for me. Really great design and a good use of the idea. I couldn't do it, but starred nonetheless. Very clever @Hanakane: I played your two "who took the loot" levels and loved them both. Visually, mechanically, it's awesome. There wasn't a part that was frustrating and I was smiling all run long. Beautiful, well built, fun. Just awesome. I'll be following you, and I'll play more of your levels later.
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