Forums

Topic: Super Mario Maker - OT

Posts 2,661 to 2,680 of 4,835

Owaynott

eXtremeHippo wrote:

My latest level is finally done, after almost a week of creating it for a few, or even several, hours a day! It is by far the level with the longest development out of all the ones I've made. I'd like some feedback please because it's my first underwater level. Thanks!

I have to say I really enjoyed that level, one of the better ones and a really clever use of water and pipes. Well done Mr Maker!

Owaynott

Gridatttack

@MasterWario: I see where you're coming from, however, the fact that one must take a cheap shot is the thing I don't agree with. But of course, having nothing in the pipe would lead to the bonus room too easy, so there needs to be an obstacle there.

I found out that the problem is that this game, whatever is supposed to come out of a pipe, doesn't comes out as soon as it enters your view. instead, there's a delay. This would have been fine if we were ROM hacking SMW directly, as the propeller plant comes out as soon as the pipe enters the view, thus alerting the player something will come out there.

@Freeon-Leon Wow, I doubt that xD
It feels like you have made levels before, as you know how to properly construct a level. I'm sure you would be a great level designer if you ever try to edit the main games, as the possibilities are endless and you have so much freedom in making higher quality levels (especially modding SMW.;You can pretty much do whatever you want)

Edited on by Gridatttack

New Super Mario Bros. Deluxe, a remake of Super Mario Bros 1 and The Lost Levels for NSMBDS.
new 3DS: 0276-2211-7514

3DS Friend Code: 0276-2211-7514 | Nintendo Network ID: Gridatttack

Freeon-Leon

@Gridatttack: i swear it wasn't meant to be a cheap shot, I actually hate those. I thought it would serve as a warning, with a low probabilty that the player would get hurt, unless they were trying to get in the pipe. If the piranha plant was visible when you approach the pipe it would be so much better.

Just FYI, you can speedrun the level quite easy, you should give it a try, it's really fun. Another level of mine "Paratroopa Troop Trouble" can also be beaten super fast (20 s). I tend to make my levels with speedrunning in mind!

And it's true that this is my sixth level ever made! Well, I made a stage in Smash so it's technically the seventh level/stage I've ever made in my entire life. It's just what I've gotten in many years of quality gaming It'd be cool to try modding SMW, there's so many features that SMM doesn't have, and the controls are not that tight, but maybe just when I feel very limited or run out of ideas with the tools SMM has.

(I'll leave this video in case you want to see how to speedrun one of my levels)

Edited on by Freeon-Leon

Check out my super awesome Super Mario Maker levels.

3DS Friend Code: 4596-9585-5314 | Nintendo Network ID: JahirBGoode

Gridatttack

@Freeon-Leon: No problem there. I figured you wouldn't add a cheap shot like that in a fine level. SMM gets the blame for delaying stuff in pipes lol.

Oh, now that's cool! Definitely adds replay value to the level. I'll give them another go and try to clear them as fast as I can.

And yeah, I suppose that works too. I dunno because I have some time in the modding scene; about half of the years I have been gaming. And sure, SMW modding can be done when you're feeling more fancy! You can try starting making stuff here on SMM, as from what I get, modding the actual games leads toward more polished and nintendo quality like levels, but in SMM you can get more creative by combining stuff.

New Super Mario Bros. Deluxe, a remake of Super Mario Bros 1 and The Lost Levels for NSMBDS.
new 3DS: 0276-2211-7514

3DS Friend Code: 0276-2211-7514 | Nintendo Network ID: Gridatttack

Eat_Pie

When do you unlock the Mystery Mushroom and the Mega Mushroom? I've unlocked all the items, but I don't know how to get those two.

Edited on by Eat_Pie

Eat_Pie

DrVollKornBrot

@Eat_Pie: You get the Mystery Mushroom the first time you unlock a costume. Beat the 100 Mario challenge or use a Amiibo to get it in SMB-Style in row2 slot 1. The Mega-Mushroom is 30th Mario Anniversary Amiibo only. And, bonus info: You unlock the Skinny Mushroom by beating the four NWC levels. You unlock them by beating all 10 Mario Challenge levels.

DrVollKornBrot

cookiex

Eat_Pie wrote:

When do you unlock the Mystery Mushroom and the Mega Mushroom? I've unlocked all the items, but I don't know how to get those two.

You can only find the Mystery Mushroom under the SMB1 template, and I think it unlocks either when you scan an amiibo or complete the 100 Mario challenge for the first time. It replaces the Super Leaves/Cape Feathers/Propeller Mushrooms in the other templates.

The Mega Mushroom you can only get with the 30th-anniversary amiibo. I think it's the same with both the classic and the modern-color versions but I could be wrong.

Edited on by cookiex

cookiex
Self-appointed NintendoLife Hyrule Warriors ambassador

Eat_Pie

@cookiex
Thanks. I won't be able to get the Mega Mushroom because I don't have any amiibo. However, I have beat the 100 Mario Challenge several times. I'll look under the SMB1 template, but I don't remember the mystery mushroom being there.

Edited on by Eat_Pie

Eat_Pie

SuperWiiU

Eat_Pie wrote:

@cookiex
Thanks. I won't be able to get the Mega Mushroom because I don't have any amiibo. However, I have beat the 100 Mario Challenge several times. I'll look under the SMB1 template, but I don't remember the mystery mushroom being there.

It's in the same place as the propellor mushroom(NSMBU) and the leaf(SMB3). Once you place the ? Mushroom you can click on it and assign it to a specific character or leave it randomised.

sjmartin

Tamara wrote:

I've been out of ideas, but I have still been reading this thread everyday, and I can't wait to get back in!

I know you'll find your creating mojo. You are way talented. I have faith you have more amazing levels in that clever brain.

Mario Maker 2 ID: WKV-KWN-KMF
Luigi’s Twisting Ghost House - QHF-4Q9-3SF
MarioKart Fun-Time Drive - 5MY-7TR-HRG
Toadette’s Speedrun Sprint - 6W1-F24-6FF
Bowser’s Boss Fight Bonanza - 5S2-8WF-5KF
Captain Toad's Adventure - V6G-R6L-8RF
NNID: SJMartin

Twitter:

ElderBanana123

My levels:
4A80-0000-0069-F2B4 Puzzle level/Ghost house
9B1B-0000-0047-D598 Platformer
Beat them if you can!

ElderBanana123

OneBagTravel

A stroke of inspiration brought upon this level. One of my more challenging levels but I had a few people beta test it and it's not too hard. Really excited for people to try the boss battle. There's one secret area in the level.

I love traveling light through Europe and run a blog about it at OneBagTravel.com
Hardware: Wii U, New 3DS, Super Famicom & Super GameBoy, Game Boy Pocket

3DS Friend Code: 4399-0976-8690 | Nintendo Network ID: OneBagTravel | Twitter:

SuperWiiU

My latest level. Playing tip: Time the spinning during the jumps right to reach further distances, arrows are present to help you with that. And remember wall(jump)s aren't always your friend.

Edited on by SuperWiiU

spizzamarozzi

Ok, this is my new level

It took me a while because I have been in and out of town for work. I came up with some of the bits in it on the train and I had to jot them down on the back of a packet of cigarettes!! I have to give credit to @Undead_terror first because he came up with the idea of having a "ghost mansion" underneath an overworld level - I really liked the effect.
So I toyed with the idea of having a very easy overworld level and then an underworld stage which was basically the same, only in reverse and much harder. Unfortunately, while a nice concept, it was a bit impractical because the underworld stage was very fun but the overworld stage was boring and too long. Then when I unlocked the costumes for Dr.Mario and Wario, I came up with the idea of The Strange Case of Dr.Jekyll and Mr.Hyde, and it seemed to fit the idea of a "double-sided stage" — also streamlining everything.
So, I hope you like it!

Edited on by spizzamarozzi

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

Chandlero

spizzamarozzi wrote:

So, I hope you like it!

I like it very much. The first part is very nice looking. The houses and even the church are really great. After that I realised that the level actually starts in the underground. And this part is challenging but fun. I really like the precise jumping parts. However, I didn't beat the level so far but when I do, I will rate your level here and leave a comment.

Edited on by Chandlero

Captain05crunch

Hey guys, check out my new stage, Quest for Mushroom Kingdom!

Captain05crunch

TheLobster

I don't seem to be getting much feedback or traffic from NL, but I thought I'd try one last time to see if anyone was interested in my stages here.

I hope you guys enjoy them.

Super Mario Maker Bookmark Page

Switch Friend Code: SW-5549-9228-7780 | 3DS Friend Code: 3480-2545-4434 | Nintendo Network ID: TheLobster | Twitter:

DanoLefourbe

@spizzamarozzi: Just played your level. Really good platforming overall. here's what I thought about them.

  • School Days: nice simple platforming level. Nothing much to say, it's just that, which is not a problem. Maybe a bit of theming would amke it even more fun. But it's a sound level anyway. It works, it's fun. Okay
  • Multiple Layers: meh. I don't know why, I found this one a bit tedious and I didn't really enjoy its design. Dunno, really XD
  • Super Mario Rooms: that's a concpet I really like. It is really well done here, and this level shows you understanding of the game's platforming mechanics pretty well. Very entertaining. I made something similar called Wario's Fitness Run, if you want to try it at some point.
  • Just Another Castle could easily be much more than that. The platforming is very enjoyable and the level well built. I had quite some fun. I honnestly think it only lacks a bit of theming, using the different kinds of platforms and all that, to really become great. Don't get we wrong: it's already very good, but a bit a variation on the visual could make it great I think.
  • Thrust Us has some nice ideas, but I found it a bit tedious to go through after a few tries because of the broken rythm of the level. I felt like the level doesn't know what it wants to be between a platformer and a puzzle. But that might just be me. I didn't find anything objectively broken in that level. It's just not for me I guess.
  • Heroes to Zeros: I really like the hardcore platforming part of the level. The option to cop-out feels meh. Ok alright it's a bit of a joke but... meh. One thing I feel is a bit of a problem: the clown car ride between the spikes. It tends to be somewhat frustrating to die in something like this. That's the kind of thing I would put way sooner in the level personally. I died twice on this part and didn't want to start back.
  • Donkey Gong!! I liked. It seems you don't.
    It's very very rough. The giant bowser in his corner over there looks like it was pasted there just because there's no donkey kong boss (wink wink Nintendo) . it's random projectiles can break the rooms. Said rooms are overly easy to compensate for that. My god there is so much wrong with that level. But your platforming design almost makes it good. That level is a concept I wouldn't even try, but your platforming design could make it work I'm sure.
    I enjoyed it despite it's flaws. And I'm pretty sure the problem lies in bowser. Maybe you should replace him by something different in each room. But then it's even less DK? I don't know man, I want this to work. XD
    I really enjoyed it anyway.
  • The Strange Case of Dr.M and Mr.W (Hard): good platforming as always. The intro is fun, but I don't want to go through it again after a few tries. It loses its purpose after the first death. It then becomes somewhat tedious. It might not be a problem to everyone but that's what made me quit after a few tries. I think you should put some tiny little bit of challenge there, just so it remains entertainging after the first deaths.

-Ok so overall your platforming is really on point. Almost perfect I would say. That's yout biggest strength by far.
-Pacing might be a little issue sometimes with difficulty spikes placed in the wrong place, which can be a bit frustrating. Good point though: you give the player time to rest between each challenge. That's a big +

  • Theming. More theming. It can make it so much more pleasant to go through your level. Even in hardcore platforming levels. A nice level can be what pushes a player to continue making just the few more tries he needs to succeed.

That's for my opinion, and you're free to do what you want with it. I'll be keeping an eye open for your uploads, as I really like your platforming design

All my levels

Nintendo Network ID: DanoLefourbe

This topic has been archived, no further posts can be added.