@sjmartin: haha, I'm definitely going to want to try a couple of your levels now. Probably record one too.
Thank you! I'd be honored.
I'm new to the NintendoLife forums, but everyone here has been so warm and welcoming, and this thread has been filled with such support for each other. This truly is a wonderful place!
@Kinan: I just watched you play my course! Hehehe, you are so reckless XD @DanoLefourbe: I'm going to play your courses, but I've been working all day -sigh- ;_;
@Rafx: Thx for playing. Don't hesitate to try and find the different routes. If you want more of this kind of levels, please click the link in my signature. And if you have a level you want me to try, just give me the code. @Tamara: no hurry, I undestand ^^
@sjmartin: It's a smaller place. And it's a more "traditional" kind of forum. This kind of places always feel better and nicer it seems.
True that the community seems nice here.
I havent posted on this thread yet. These are selection from my uploaded courses.
These all are short/supershort puzzle courses, but I have other kind of courses too.
Hey guys! I found this Canadian dude doing a little showcase style of the First Ranked maps. Check him out! I found it pretty enjoyable and figured I should share it with you!
Try this one and let me know what ya think, it's the 1st one I have made @DanoLefourbe
Star Generator Showdown
7C1E-0000-0066-4E76 @mrichston really liked the prison break. The start had me scrating my head and feeling dumb when I figured it out.
@sjmartin: Ok I tried your levels. Overall, really great platforming. You know what the player can do in a mario game, and it is obvious each jump is measured and tested. It makes your platforming really enjoyable. Two things I noticed though.
1) you sometimes put the player in a point of no return because of necessary objects that have dissapeared, and he has to restart a level. More on that later but going through a door resets a lot of elements.and that can be quite helpful.
2) minor complaint overall but it is very true in one of your level: the use of sound is sometimes unnecessary and a bit random. It can be annoying in the long run.
Now onto a few levels:
*1 up,up,and away: the cloud at the very end being just placed there means the player will lose it if he just fools around a bit before taking it. Why not spawn it from a pipe? Also, the pit a t the end is maybe not necessary since the payer has basically finished the level and just needs to confirm by hitting the pole. Those two elements together can make a death of what should be a celebration.
Slip and Slide Cave Climb: The blue platforms just disappear if you mess up, and you're stuck since you don't have enough space to reset it. Just putting two doors at the bottom of the room would help respawn them.
Kid Icarus Retro Homage: That's the level where the sounds really annoyed me. Specifically the sppoky sound in the ghost room. this sound resetting on itself all the time was infuriating to me, and I gave after two deaths. Not because of the platforming, which is maybe the best through all your levels, but just because of the sound. You should just make it proc once when the player enters the rooom, and he will get the idea.
Mario Kart Jump Drive was super fun. just great platforming with a good rythm and pacing, and it's never boring despite being pretty long for a course of that kind. That would have gotten three stars if I could.
Mario Kart Fun-Time Drive felt more bland, since it's maybe too easy for me. Well put together and serves its purpose right though.
9 Rooms, 9 Doors, 9 Lives: that one just felt tedious to me, sorry. I saw it more as a chore than a challenge and I didn't really care to finish it.
Well that's all I have to say about your levels. Once again, I really loved the great platforming in them.
@Rafx: Your level was really nice, with good theming. I loved the end when you use the effect to make the level fall apart, really nice. Just one point I didn't like: in the (pretty tough) room with the wrench moles, is there a hidden p-block somewhere? Or do you have to run on the one before or bring one woth you? That a bit cheap to the player who doesn't know and I fear many players would just give up at that point.
Also, good platforming and I like how you handled the bosses.
@DanoLefourbe I placed hidden blocks and used coins thinking it might clue the player in or that they may discover them by jumping at the coins. Like in the flame room.
Thats one thing I kept having to remind myself is that I know where everything is and they dont. I'll have to do a better job in that I suppose. Thanks for the star and the advice.
I'll be going through the mario maker level database that NL so kindly provided and this topic for next week. It'll probably be on thursday this time. Let me know if you want to see someone fumble through your level so you can laugh at me falling for all the evil tricks you came up with.
oo awesome vid, thanks for playing my level ^_^
Friend ID = 3738-0049-9885
Name - Chels My Super Mario Maker Levels ♥
My user on Wii u is same as here, feel free to add me :)
New course from me
Race With Koopas The Quick
763A-0000-0066-BDDE
Sometimes the Koopas are unpredictable in which way they go so I made it so it would work out either way, I'd just be cautious lol
Hey! I made a level with the same name!
Never saw it, but I got the idea from Mario 64 game which I'm assuming you did too lol, also saw a level on twitch last night with a skeleton chasing you through a haunted house so figure I'd give it a shot myself.
EDIT: just went back a few pages and our name is different. Same concept though I'm sure even though I didn't try your level. Guess we are both Mario 64 fans
I've forgotten what life outside of mario maker is like...>.>;
Only level I played today for 2 reasons.
I spent all day making my new level lol and also my sisters came home and it's just way too loud to play at the moment, can't concentrate at all.
I made it as far as the chain chomp room then died. I probably could of beat it if I kept at it, I found the angry wiggler room a bit frustrating because if you jump too high you are killed by the ceiling lol. Other then that though good level and I always star Zelda themed ones =P
Friend ID = 3738-0049-9885
Name - Chels My Super Mario Maker Levels ♥
My user on Wii u is same as here, feel free to add me :)
@sjmartin: Ok I tried your levels. Overall, really great platforming. You know what the player can do in a mario game, and it is obvious each jump is measured and tested. It makes your platforming really enjoyable. Two things I noticed though.
1) you sometimes put the player in a point of no return because of necessary objects that have dissapeared, and he has to restart a level. More on that later but going through a door resets a lot of elements.and that can be quite helpful.
2) minor complaint overall but it is very true in one of your level: the use of sound is sometimes unnecessary and a bit random. It can be annoying in the long run.
Now onto a few levels:
*1 up,up,and away: the cloud at the very end being just placed there means the player will lose it if he just fools around a bit before taking it. Why not spawn it from a pipe? Also, the pit a t the end is maybe not necessary since the payer has basically finished the level and just needs to confirm by hitting the pole. Those two elements together can make a death of what should be a celebration.
Slip and Slide Cave Climb: The blue platforms just disappear if you mess up, and you're stuck since you don't have enough space to reset it. Just putting two doors at the bottom of the room would help respawn them.
Kid Icarus Retro Homage: That's the level where the sounds really annoyed me. Specifically the sppoky sound in the ghost room. this sound resetting on itself all the time was infuriating to me, and I gave after two deaths. Not because of the platforming, which is maybe the best through all your levels, but just because of the sound. You should just make it proc once when the player enters the rooom, and he will get the idea.
Mario Kart Jump Drive was super fun. just great platforming with a good rythm and pacing, and it's never boring despite being pretty long for a course of that kind. That would have gotten three stars if I could.
Mario Kart Fun-Time Drive felt more bland, since it's maybe too easy for me. Well put together and serves its purpose right though.
9 Rooms, 9 Doors, 9 Lives: that one just felt tedious to me, sorry. I saw it more as a chore than a challenge and I didn't really care to finish it.
Well that's all I have to say about your levels. Once again, I really loved the great platforming in them.
Thank you so much for your comments and critiques! I appreciate you taking the time to play my levels, and I truly respect your opinions, even if I don't agree with all of them.
As for the levels:
1) Up Up and Away - The cloud is placed there on purpose. Next to it is an arrow pointing up. Going up, you have plenty of time to get to the platform above. Not following the arrow, you take your life into you own hands and the cloud could disappear. It's a part where I gave the player a choice, follow the arrow to safety or go after coins at your own risk. That level is all about the choices you make while going through the level - stick to above and skip the enemies below or stay to the ground and jump/kill your way through.
2) Slip and Slide Cave Climb - In a regular Mario level, the blue platforms are used over pits. If you miss the jumps, you die. Since I didn't have a pit, I included the two spike to kill yourself, or as you did - reset the level. That was one of my earlier levels, and now if I built it, I would use doors at the beginning of each section to reset the stage.
3) Kid Icarus - I'm sorry you didn't enjoy the sounds. Fair statement. Not everyone loves them. I personally love them in that level. My intention was to attempt to recreate the mood from some of the stages in the original Kid Icarus.
4) Mario Kart Jump Drive - I'm so glad you enjoyed it! It was probably my favorite level to build. A lot of care went into timing and spacing the jumps.
5) Mario Kart Fun Time Drive - Was definitely built a super easy, fun drive, and pretty much zero way to die unless you tried. I just wanted a level that felt you were driving on a Mario Kart track. The bits at the end with the underground sections were my favorite part.
6) 999 - No need to apologize. I know this level isn't for everyone. I did make sure there were no cheap deaths, and that it was entirely built around platforming skill.
Thank you again for your comments! I will keep them in mind for future levels. Again, thank you for saying there was great platforming in them. That means a lot.
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