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Topic: Super Mario Maker - OT

Posts 2,221 to 2,240 of 4,835

Blue_Blur

@luigio17: I tired Spiny ride and One Level at a Time, but couldn't beat either of them. In Spiny Ride, I make it to the second row of Munchers, and I got stuck in the P Switch room in One Level at a time. Those levels are definitely challenging, but well thought out. Spiny Ride was a really cool idea; I enjoyed that one the most.

@ChelsAngel: You're level was pretty challenging if you didn't know what door to take. It seemed like the right level of difficulty for a ghost house, though. I beat it, and think that it is a very good level. The length was perfect, and the alternate paths added more challenge.

@SuperWario: Head in the Clouds was a great level! I could tell that you put a lot of work into the level; the design was fair and perfect! I managed to beat it after a few tries, very fun! And I like your avatar, by the way. Splatoon is awesome!

@carnage2211: I played and beat Spinies hate bibbinz. The level was designed well, and the invisible blocks weren't to hard to find. The flying part is fair since it shows a path to take with the coins. Well done!

Splatoon Rank: S+
Splatoon 2 Ranks: SZ: S+ / TC: S+ / RM: S+ / CB: S+

DanoLefourbe

My latest level, finished just now.
Like Tamara, I'm spending too much time on this game, can't stop creating levels.

Hope you enjoy

All my levels

Nintendo Network ID: DanoLefourbe

OorWullie

I've not uploaded a level for a few days now,from my first to last level I was full of ideas,getting more creative and better with each one but the last one I started I've hit a wall.I've got my theme for the level,I know what I want to do but it just isn't coming together.I should probably just leave that one for now and come back to it.My other levels I usually just worked at one section at a time then moved on the next,this one though I tried to roughly make the whole structure of the level and how I wanted it then went back to each section for fine tuning but it hasn't worked.I can't quite put my finger on why it's not that fun to play haha

Edited on by OorWullie

🇬🇧 Mr Mustard 🇹🇭
SW-6101-8403-1640

🕹️ The Nintendolife Arcade Leaderboards 🕹️

ChelsAngel

I hate that I have to work so much v.v I have 3 new awesome level ideas I realllyyyyy want to make lol

Edited on by ChelsAngel

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 :)

ChelsAngel

@Blue_Blur: Thank you for playing c: and glad you liked it!

@Tamara omg I need to play that level tomorrow, I don't know when because I have a busy day but I deff will!!! I love Zelda hehe :3

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 :)

yokokazuo

I made this course awhile ago, but decided to post it in the SMM level sharing on here.

Overall I think it's kind of simple, but I hope people enjoy it.

Edited on by yokokazuo

yokokazuo

3DS Friend Code: 1418-6707-5664 | Nintendo Network ID: yokokazuo

SuperWiiU

Pahvi wrote:

Is there a way to see the subarea player death points in the miniature overview map in SMM, like they are shown with crosses in the main area overview? I think I made a biiig mistake in one of my levels in the subareas and I'd like to confirm that thought.

If there is, I haven't seen it either. I have wondered about subarea mortality rates too as I didn't see many death in the main area of a level.

DanoLefourbe

@SuperWiiU: We need better ways to view these deaths. I would like to run my own level and see the deaths indicated to me as I play. With a color scheme so we know how people die when it is ambiguous (enemy, obstacle, pit?) The functions of the game are quiclky becoming insufficient.

People get better at making levels and want more control over each aspect of their creations.

I know why Nintendo wanted to make their software usable by everyone, and that is the right course of action. But as some people become more advanced in level design, it also needs to be supported by some more advanced, optional, functionalities

For instance, I want to know when and where people stop trying my level. 5th try after that Thwomp again? 1st try after 200 seconds trying to figure that puzzle (the software could track player movements)?

We also need the success rate of people, not only runs. Yeah I can calculate that, but I shouldn't have to.

What we have is okay, I'm not complaining, I'm eager for more

All my levels

Nintendo Network ID: DanoLefourbe

Duffking

Just found the level sharing function of this site today from my regular visits to Eurogamer. Seems a much better way of sharing levels to me!

Added mine up to the database if anyone wants to have a play. On about 250 stars from 7 levels so far and working toward my 4th medal soon hopefully.

Here's my maker page:
https://www.nintendolife.com/super-mario-maker/users/Duffking

And here's my favourite 2 of the levels I've made so far:

Now to have a browse of this thread to see what coolness you've all made...

Duffking

Dizzy_Boy

Here's a challenge for somebody with good level planning.
Try making a level that you have to play through where you get to the end, but the path way is blocked. The only way to beat the level is to use a warp pipe at the block point, then play the the same level again in the sub area, but the sub area is a mirror/reverse of the level above. When you get to the end of the sub area, you warp up to the end of the level.

Dizzy_Boy

Twitter:

Duffking

I think I've seen something similar to that. Think it was in the first few days in 100 Mario Challenge. It was a platforming level with no enemies wandering about or in the pipes, so just run and jump to the end. There was a brick wall stopping you from reaching the flag pole though, so you had to go down a pipe. You came out the other end and then it was the same level again, except the theme had changed from overground to ghost house and there were enemies all over the place.

Duffking

SuperWiiU

dizzy_boy wrote:

Here's a challenge for somebody with good level planning.
Try making a level that you have to play through where you get to the end, but the path way is blocked. The only way to beat the level is to use a warp pipe at the block point, then play the the same level again in the sub area, but the sub area is a mirror/reverse of the level above. When you get to the end of the sub area, you warp up to the end of the level.

There are probably dozens of levels similar to what you describe, the only tricky part is finding one. You just need to stumble upon it in the 100 Mario Challenge like Duffking has. I've seen a few levels like that too and I would make one myself, but I've reached my upload limit and I doubt I'll get enough stars in the next few days to upload more.

Edited on by SuperWiiU

callumHart

This may seem like (and probably is) a silly question, but I just got the game yesterday and I'm wondering if you're supposed to be able to hold jump when on a spring to jump higher? I can only seem to get the high jump when timing pressing jump while on the spring.

callumHart

luigio17

@Blue_Blur

Thanks for playing! You aren't the first one to tell me that the P-Switch room in One Level at a Time was tough. You have to have pretty good timing. I expected Spiny Ride would give people a tough time. I'm not sure anyone has beaten it yet.

luigio17

SuperWiiU

callumHart wrote:

This may seem like (and probably is) a silly question, but I just got the game yesterday and I'm wondering if you're supposed to be able to hold jump when on a spring to jump higher? I can only seem to get the high jump when timing pressing jump while on the spring.

Timing is required on springs, but you can hold jump when you're jumping from cannonballs.

skywake

SuperWiiU wrote:

I've seen a few levels like that too and I would make one myself, but I've reached my upload limit and I doubt I'll get enough stars in the next few days to upload more.

Don't stop making levels just because you've hit your upload limit. Keep making new ones and so that when the limit is lifted higher you have something to upload. I've also personally made a habit of going through some of my worst performing levels and deleting them. You don't lose those stars when you delete a level so there's no penalty for doing that. Why waste one of your upload slots for something that's not a good level?

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An opinion is only respectable if it can be defended. Respect people, not opinions

SuperWiiU

skywake wrote:

SuperWiiU wrote:

I've seen a few levels like that too and I would make one myself, but I've reached my upload limit and I doubt I'll get enough stars in the next few days to upload more.

Don't stop making levels just because you've hit your upload limit. Keep making new ones and so that when the limit is lifted higher you have something to upload. I've also personally made a habit of going through some of my worst performing levels and deleting them. You don't lose those stars when you delete a level so there's no penalty for doing that. Why waste one of your upload slots for something that's not a good level?

I have made more levels and deleted my worst performing level, but there are still some left with no stars that have hardly any plays. And even though they might not ever get a star, I'd still like more people to play them before I remove or improve them. I didn't know you kept stars after you've deleted a level, so that's great news and it explains why my star count was slightly higher than expected.

Edited on by SuperWiiU

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