I should probably just un-watch this thread for now. I'm glad you guys are being very constructive to each other and playing each other's levels, but with the amount of levels already being posting on the official level sharing thread, keeping track of two level sharing threads is too much; because that's basically what this is atm.
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
3DS Friend Code: 2836-0589-3371 | Nintendo Network ID: MasterWario
Deja Vu: I beat the stage but I honestly don't know what the trick was. To be honest, and I hope this doesn't sound rude, but the course felt a little bland.
Fire Coaster: this course was fun but I would have liked to see it go on longer. I do like how the skull platforms shoot off and then connect to another rail.
Deja Vu: I beat the stage but I honestly don't know what the trick was. To be honest, and I hope this doesn't sound rude, but the course felt a little bland.
Fire Coaster: this course was fun but I would have liked to see it go on longer. I do like how the skull platforms shoot off and then connect to another rail.
At risk of spoiling the fun of the level, if you happen to get it right the first time Deja Vu can be pretty quick. And you might think that there's not a lot to it. But if you get it wrong? You can be "stuck" in the "same room" forever. Walking past the same sections over and over again. Most people who have played it didn't finish the level.
The other one was quite a bit harder the first time I uploaded it and it had a lot more of those slow track sections. But nobody was giving it any stars. A lot of people were dying even though I didn't think it was too hard. So I nerfed it and I don't think it's anywhere near as good anymore. But now it's getting stars. So what do I know?
So I nerfed it and I don't think it's anywhere near as good anymore. But now it's getting stars. So what do I know?
Yes, that is a problem I often see
If I delete one of my uploads, will I lose the stars that the level has? Sometimes I feel like I should update my level but losing overall stars is not an option, of course, since I want finally reach the 50 border.
Deja Vu: I beat the stage but I honestly don't know what the trick was. To be honest, and I hope this doesn't sound rude, but the course felt a little bland.
Fire Coaster: this course was fun but I would have liked to see it go on longer. I do like how the skull platforms shoot off and then connect to another rail.
At risk of spoiling the fun of the level, if you happen to get it right the first time Deja Vu can be pretty quick. And you might think that there's not a lot to it. But if you get it wrong? You can be "stuck" in the "same room" forever. Walking past the same sections over and over again. Most people who have played it didn't finish the level.
The other one was quite a bit harder the first time I uploaded it and it had a lot more of those slow track sections. But nobody was giving it any stars. A lot of people were dying even though I didn't think it was too hard. So I nerfed it and I don't think it's anywhere near as good anymore. But now it's getting stars. So what do I know?
I played your level too and I got it right the first time too, it's a very easy level if you just play it straight forwardly.
Shouldn't there be a feature in the 100 Mario challenge that lets you play people you followed's levels or your friends levels should be put first instead of random people's levels.
@Rexcalibr:
I just replayed A Common Enemy, and all yours concerns were absolutely valid. The sawblade's path was elarged to make it more fair, some hazards that were a bit sketchy have been streamlined, and I made the level a bit more obvious overall, mostly by using coins and getting rid of pointless threats. I thought this level was easy and fair, but after replaying it I realized it wasn't and I understood the low completion rate.
Here is the new version, please tell me if you think it is better at all.
I wish the game gave notice when someone you follow uploads a level. I swear I remember hearing or reading about this feature before the game was released. Maybe a separate notification in Course World with a pip icon similar to the 3DS notifications (or iOS).
@OneBagTravel: I've tried three of your levels for now: World 1 Secret, First Real Attempt, Pipe Problem.
Overall the feel of the old classic games is really there. The architecture of the levels, the pacing, with a very progressive difficulty, the amount of threats along the way, everything is there. You know your "Mario grammar" by heart and playing those levels is almost nostalgic
What's nice is that aside from that you still feel you're on Mario Maker. Sometimes classic levels feel a bit bland, But there is always this little thing that pushes it a bit further and gives it more personnality.
I'm not certain what it is, but I'm sure secrets play a pretty big part in it. The placement of those secrets is always spot on: just barely in view of the player, with ONE step missing on the screen. It feels really satisfying when you reach these areas and I will absolutely replay the levels later to find what I missed.
A part I really loved was the little cloud at the end of Pipe Problems. I completely ay mis tortillas my jump and thought "hey what's this pipe? let's wait before I suicide, there might be a good surprise.". And indeed there was. It felt really nice.
For now I can't really review theming. The architecture is really great and that participates nicely to a good theme. The thing is that SMB1 is pretty limited in terms of theming, and SMB3's overworld gives you blocks of different colors. So, more on theming when I've played more levels. Also consider your levels followed.
I wish the game gave notice when someone you follow uploads a level. I swear I remember hearing or reading about this feature before the game was released. Maybe a separate notification in Course World with a pip icon similar to the 3DS notifications (or iOS).
I can only agree with that. Between my encouters on 100 Mario and you guys here, my follow list is getting quite crowded, and notifications for this would be great.
Hey thanks a ton @DanoLefourbe I appreciate the commentary. I try to give two main paths to every level and at the same time give the player a reward for trying to find secrets. Either get past a harder part of the main level when you exit the secret or reward them with a better power up. As I've stated numerous times I'm trying to just create expansion levels to the original games. Being able to throw together a SMW level in a few hours that, in my own humble opinion, plays close to an original, is very rewarding.
Last thing I'll say is that my levels are centered around not frustrating an experienced Mario player. If a player has a moderate understand of the controls, none of my levels should really frustrate someone. In the end my goal is to make a level most people can complete. A good test to this is if my girlfriend can complete the level, that's a sign it's time to upload
I'll play your levels tonight when I'm home and post the results.
My most popular level so far appears to be Bowser's Day Off 232F-0000-004D-2353 It's gotten the most reaction with comments and stars. Nothing too special, just a fun castle level.
97★ is probably the level I'm most proud of.
Okay I'll stop talking about myself now haha I'm usually not this narcissistic.
@Kinan yep, gotta dredge through the BS. Out of the 8 or 16 levels I play, I'll find maybe 3 I'll star at most. And that's just because the level wasn't annoying.
I had one level yesterday where this japanese creator made you go back and forth through the level with no enemies. just run to one end, then drop slightly, run back to the left, drop slightly, run to the right. Just fishing back and forth. Total waste of time.
hi all
usually i dont do that but i dont want to upload a bad level ...
just uploaded my hail to the king2.
and i think this lv is maybe a little to hard
i take some people( you guys) i want to test it before. ( beta test!)
can you play it and send me feedback?
Hail to the K.King2: Hot Potato. (BF7C-0000-007A-3F8C)
how?
Gameplay /10
Fun /10
Difficulty /10
what is hard? what is too easy?
what you would change?
what you really like?
thanks in advance
Some feedback from users : ( you can say YAY or NAY )
limiting the amount of obstacles on screen while the bombs were the focus.
easier boss fight at the end or remove it (i cant do that, its hail to the king after all but i can make the fight easier).
adding some block at the end.
Don't ignore me please, i want a GOOD level and i need YOU!
@OneBagTravel: It is slowly getting better though. There are less things like "50 meters long runs above 5 pyramids of goombas" and that kind of stuff. There is an effort, it is not great but people are stuck with their 10 uploads and start understanding they need to work more. Those who did make good levels have more uploads and take more space in the 100Mario Challenge. I never go "Wow that was a fantastic run!", but I don't feel like I lost my time playing the game either.
There are still a lot of auto-complete though...
hi all
usually i dont do that but i dont want to upload a bad level ...
just uploaded my hail to the king2.
and i think this lv is maybe a little to hard
i take some people( you guys) i want to test it before. ( beta test!)
can you play it and send me feedback?
Hail to the K.King2: Hot Potato. (BF7C-0000-007A-3F8C)
how?
Gameplay /10
Fun /10
Difficulty /10
what is hard? what is too easy?
what you would change?
what you really like?
thanks in advance
Some feedback from users : ( you can say YAY or NAY )
limiting the amount of obstacles on screen while the bombs were the focus.
easier boss fight at the end or remove it (i cant do that, its hail to the king after all but i can make the fight easier).
adding some block at the end.
Don't ignore me please, i want a GOOD level and i need YOU!
Gameplay 7.5/10
Fun 7.5/10
Difficulty 6/10
what is hard? : Nothing
what is too easy? : Maybe a few too many powerups.
what you would change? : Remove a few powerups.
what you really like? : The moving platform that almost gets completely destroyed by the end.
limiting the amount of obstacles on screen while the bombs were the focus.
NAY
easier boss fight at the end or remove it (i cant do that, its hail to the king after all but i can make the fight easier).
NAY, it's already really easy because of the bombs
If you like challenging levels, I just finished a new castle level It's not ridiculously insane but I wouldn't say its for amateurs If you guys like it please leave a comment. Good luck! and dont give up (so far no one has beat it )
@Maxoxpower: I don't like giving scores, but eh, here we go:
Gameplay: : 6/10. The idea is really good, but there are way too many things happening on the screen for a player who didn't design the level to take into account: 2 flame bars, 3 bob-bombs, a sawblade and a red cannon at the same time? On a moving platform that keeps falling to pieces? That's a bit much for my brain.
The panic is surely part of the gameplay, but the problem is that the level quicly become trial and error. Worse, a trial and error where you can't really predict what's happening. Between your position on the train, and the shape the train already has, one run can be completely different from the previous one and you wont be able to analyse why, because you're dodging 2 explosions, 1 crushing, and 1 beheading at the moment.
Also, there are so many power ups that require you to jump right into the trajectory of a projectile, it's almost a bad idea to try and get anything besides the basic mushrooms. Yeah a decent player can predict that, when there aren't 5 elements all going in differents directions at the same time. Your brain WILL eliminate some elements, not necessarily the right ones, and you might not be able to fight against the habits.
Fun: 7/10 to 5/10. You always want to try again. You want to prove to yourself that you won't be beaten by a level where everything is visible. Technically, your level is perfectly fair, and the first few runs are very enjoyable. Then it started wearing out for me. Each new element should bring excitment, but for me it just made the situation worse and worse. When I saw the fireballs come I didn't think "yay the boss is coming", I thought "OMG, a random element now?". At the end I felt less like a hero and more like the janitor of the level. That's what made me quit. Nope I didn't see the boss. And I'm not tempted to try and get there. I would agree though, that this not the kind of level where I would usually put a boss. But I didn't see it, so maybe it's worth it? I can't tell.
Difficulty: too random/10
(That's why I don't like scores, I can't apply a number here [/rant])
The difficulty here is directly linked to your gameplay concept: information overload. And as said before: there are too many little elements to play around. The level is FAIR, everything is in the player's control, IF he is in perfect shape and has the mental trainging of a master yogi.
A good point thoug: the difficulty is very progressive.
What I would do? Simplify the level overall, put less threats on the screen and make each one more distinct. It will also make each element more meaninful and memorable to the player.
For instance:
less bob-bombs, but more of them short-fuse.
Less thwomps, but a big one with an upper platform to bait him ahead of the train.
Less saws, but one with a nice jump that feels like a passing point more than a hindrance.
No big bombs. depending on the shape of your train, these can be game enders.
Bowser put in his little corner that you have to warp to, so he can't shoot his random fireballs at you.
@DanoLefourbe: I added whole new room to soften way to Bowser, changed enemies to bombs and did some other tinkering too.
Thank you for your constructive critique.
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