@Kinan: I'd love for you to try out one of my levels. If you're feeling adventurous, I'd say go for Secret Valley, but if you want a nice visual spectacle, try Mushroom Jungle.
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.
I guess it depends on what the reaction to the level is. So far all of the levels I've deleted had been played by 20+ people. But even though they'd been played that many times they'd got only one star. The one I deleted today had been played by almost 50 people and only had 2 stars. So that's generally been the reason behind me deleting levels.
Though if I had a level that had been played by 10 people with no stars and nobody had beaten it? I'd consider taking it down just to fix it. One of my first levels I put a reasonably amount of effort into wasn't anywhere near that bad but it was being skipped by a lot of people. So I made it a bit easier in some sections. It's now one of my more popular levels.
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An opinion is only respectable if it can be defended. Respect people, not opinions
I was speaking with someone yesterday, and he was saying that he was having trouble designing good levels. He said he was trying to build things people wanted to see. I told him he was going about it the wrong way.
I think the secret for designing with this game is to design for yourself. Design what you'd like, design what you'd play, design what makes you happy. It will come through to others when they play your level.
It's like cooking. When you cook with love and passion, people can taste it in the food.
I believe the same is true here.
@sjmartin: I agree with that 100% also it's good to play a lot of levels, get ideas for your own! Just don't copy them because I have seen a lot of people recreating popular stages to try to get stars off them :l make what's creative to you , what you personally love. Sometimes ideas come to me randomly. If you play a variety of other games not just Mario you have a lot more to work with. You can also do soooo much with the costumes in original Mario.
that being said, I really hope they come out with DLC for this game, we are lacking a lot of stuff even though we have so much, sooooo much more could be added to it.
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Name - Chels My Super Mario Maker Levels ♥
My user on Wii u is same as here, feel free to add me :)
@sjmartin: I agree with that 100% also it's good to play a lot of levels, get ideas for your own! Just don't copy them because I have seen a lot of people recreating popular stages to try to get stars off them :l make what's creative to you , what you personally love. Sometimes ideas come to me randomly. If you play a variety of other games not just Mario you have a lot more to work with. You can also do soooo much with the costumes in original Mario.
that being said, I really hope they come out with DLC for this game, we are lacking a lot of stuff even though we have so much, sooooo much more could be added to it.
Couldn't agree more! Well said!
Keep playing, keep creating. You never know when inspiration will strike.
And yes, DLC would be amazing. Would love to be able to create slopes, desert levels (with all the fixins), full-on snow levels.
I just uploaded my 1st level and was wondering if you guys and gals would play it. Let me know what you think and give me one of your levels and I'll play it. I don't want to just take lol.
@Kinan: Oh I would like one of my levels showcased.
Thanks a lot if you want to play one of these three. I think they are pretty fun and fair. The first is more linear and more focused on skill. The second much more open with multiple paths. The third is pure platforming
I was speaking with someone yesterday, and he was saying that he was having trouble designing good levels. He said he was trying to build things people wanted to see. I told him he was going about it the wrong way.
I think the secret for designing with this game is to design for yourself. Design what you'd like, design what you'd play, design what makes you happy. It will come through to others when they play your level.
It's like cooking. When you cook with love and passion, people can taste it in the food.
I believe the same is true here.
(And that is SJ's Words of Wisdom for the day)
This is true, but only partially. While, yes, you are the person designing the level, and you are the judge of what's fun or not, you have to keep in mind that you are making this level for other people. The joy of gaming isn't being stuck on a puzzle because you can't follow the particular train of thought that comes easy to the person who develped said puzzle. The Joy of gaming comes from figuring something out and besting it. To feel accomplished. This is not to say you should dumb things down. But you should keep in mind that while you are creating fun designs, that this is something you want other people to be able to solve and then to feel good about.
This is what makes the difference between a bad level; one designed only with the designer's own malevolent entertainment in mind, a good level; where the designer designed something fun (s)he can solve, and a great level; where the designer has created a fun challenge for others to overcome.
Sorry for the slight tl;dr rant.
While I agree with sjmartin, I even more agree with Kinan. While I do make courses that are fun for me, I never want put in stupid challenges like death doors or leap of faiths. I try to imagine how each part of a course will feel to players that don't know what to do.
Two levels in my super short(one screen) series, both take about 30-40 seconds and are a little challenging. Check them out whenever you've got two minutes to spare. No death doors and no leaps of faith required here. Though you do need to take care of your turtle in the airship.
I was speaking with someone yesterday, and he was saying that he was having trouble designing good levels. He said he was trying to build things people wanted to see. I told him he was going about it the wrong way.
I think the secret for designing with this game is to design for yourself. Design what you'd like, design what you'd play, design what makes you happy. It will come through to others when they play your level.
It's like cooking. When you cook with love and passion, people can taste it in the food.
I believe the same is true here.
(And that is SJ's Words of Wisdom for the day)
This is true, but only partially. While, yes, you are the person designing the level, and you are the judge of what's fun or not, you have to keep in mind that you are making this level for other people. The joy of gaming isn't being stuck on a puzzle because you can't follow the particular train of thought that comes easy to the person who develped said puzzle. The Joy of gaming comes from figuring something out and besting it. To feel accomplished. This is not to say you should dumb things down. But you should keep in mind that while you are creating fun designs, that this is something you want other people to be able to solve and then to feel good about.
This is what makes the difference between a bad level; one designed only with the designer's own malevolent entertainment in mind, a good level; where the designer designed something fun (s)he can solve, and a great level; where the designer has created a fun challenge for others to overcome.
Sorry for the slight tl;dr rant.
I think you missed the point of what I was saying, entirely.
I was speaking with someone who felt the end result of his levels was not good. Had nothing to do with stars or comments, just his own personal feelings that he wasn't creating good levels. That is where my words for him came from. As motivation.
Yes, you are designing the level to be played by others. What I was saying is that if you are only designing things with other people's wants and needs in mind, you are missing out on the part that makes it personal for you. All the great levels that I've played... you can feel a part of the designer in the level. It is so well designed, there is a piece of that designer in it now. Because they built it with their passion. (@ChelsAngel is an excellent example. When you play one of her levels, you can tell it is a Chels level. @Tamara is another. All her levels feel like they could never have been made by anyone else. They are entirely hers.)
Never once did I say anything about someone creating something malevolent to get people with cheap deaths. Yes, you should make something that the other people will find fun. I've said repeatedly that when someone finishes one of my levels, the one thing I want them to take away from it is that they had a good time.
When you have a personal passion for what you are doing, whether it is writing, fashion design, cooking, or making levels in Super Mario Maker, that passion shows through in the final work. That was my point.
@Tamara: You are most welcome! I've been sharing your level codes with other players I know. (Yours and a few others from this forum) When I come across great levels, I want other people to experience the fun as well.
@Duffking: I've played those two levels, and then I played and starred all of them. Those were really cool, and I like how you can make the most of a single concept and have a convincing level based on one object. i'll be following your upload for sure.
A Truly Smashing Level was very satisfying. and fun. It just felt good.
A Ghostly Visage might be my favorite, as I like heavily themed levels. This one was really beautiful. Everything looked nice and well put together.
Beware of the Dog! is fun. with some good platforming with a bit of extra challenge on the side. Very sensible design.
P-Switch Panic is maybe the course I liked the least. It was nice and fun, but a bit bland outside of the part with the grinders. THAT was really good.
Yoshi Must Die! The good old joke. Like 15 times in a row. Poor Yoshi. Nice level though
Buzzy Beetle Blitz is my second favorite. I tried doing a course with these little guys but failed miserably. Yours is really well made and each aspect of the enemy is well used.
If you want to check some of my levels, please click on the link in my signature.
I think you might enjoy The secrets of Chompville.
@sjmartin I'm now curious then what you think of this level of mine, then.
Happy to check it out tonight when I get home!
Even more than creating my own levels, I love glimpsing into the imagination of others by playing through their levels.
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