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Super Mario Maker |OT| Miyamoto Simulator 2015

Something to keep in mind when you look at your completion rate - the percentage is not the number of people who completed it, but the total number of lives spent in it.
I figured that out when only one guy played my level but had a 33% clear rate. The low number now makes sense because someone can still beat the level but die once or twice.

Edit: Just thinking about the 20 level limit will be nice because I know puzzle-based levels don't get lots of stars, but I still want them online.
 

kinggroin

Banned
‎
‎
‎
‎
Some clever ideas -- thwomps hitting P blocks is great -- but I hate levels like this where I'm doing everything exactly like the creator meant to. It feels like I'm running a drill. Good ideas, but levels are meant to be interactive, you know? I liked the end bit more where I was actually doing things. Still, spin jumping is fun so I can see people digging this.

Thanks for the input friend. We'll have to disagree about what levels in this series are meant to be, but can certainly understand your distaste for the more linear reaction based stuff. This one is part of a world of levels each testing various aspects of a gamers skill by using Mario mechanics (with two levels being very interactive), so it does seem extra shallow out of context.

Still, you've given me the challenge of using the thwomp p switch mechanic in a more open level. Should be fun!
 

VandalD

Member
Just a reminder that Part 2 of my videos of Super Mario Maker is here for those who are waking up on the other side of the gaming world.

I am thinking of a shorter Part 3 and tell me if you want this to happen or not.

Part 2 - https://www.youtube.com/watch?v=ARb0BpFrxFk
Oh, I didn't expect you to play both of the levels I PMed. It was interesting watching you play Bowser or B.Junior. It made me realize the tediousness of bombing those walls. I got pretty good at it in testing the stage, but most people going into it aren't going to be placing every bomb so that it blows up blocks. The walls could stand to be thinner for sure. The "fight" against Bowser is pretty much straight out of the end of SMB3, except he sometimes likes to pick a random spot to butt stomp instead in this version. Thanks for giving those levels a shot.
 
Would love some more feedback ony first attempt at a level. I got some good comments about difficulty and level flow which I am tryimg to incorporate into my next level but more criticism is always good.

Underground Aether
C8F6-0000-003F-8D32
 
Some of these levels using SMB assets are amazing! Makes me feel like I'm playing a different NES game. The NES assets are my favorite, Mario looks just like his 3d pixel amiibo.
 

Jims

Member
Something to keep in mind when you look at your completion rate - the percentage is not the number of people who completed it, but the total number of lives spent in it.

A 20% rate of completion means that on average there were 4 deaths for every 1 win. Maybe most people gave it 5 lives, or maybe 40% of the people abandoned it after one death, and the rest died twice and then won! Or maybe 60% of people abandoned after one death, but if they'd given it one more try like the rest then they would've won.

I think it's likely that a lot of people skip after one death.

You're right. I'm starting to wonder if aiming for % of players completing a level is the thing to target (difficulty-wise), rather than % of attempts. My recent level, I noticed is hovering around a 7% win rate. But then when I scan the 30 people who have played it, about 30-40% have the completion flag next to their name. I feel like saying "35% of players completed this level" is a better barometer than looking at it as, "only 7% of attempts were successful."

I wonder what the sweet spot percentages would be for an "intermediate challenge." Maybe 20-50% players completing, around a 10% win rate?
 

Raven77

Member
So how many types / themes of levels can you make? Can you make desert levels or ice / snow levels? I know their are regular, cave, castle, air, haunted, and underwater but the desert levels are some of my favorite.
 

oti

Banned
WVW69iY9SUIKJyZoIg


Fragwürdige Fragezeichen - 4E58-0000-003C-F995

Play my level please. It's not that difficult andI think it's fun.

Maybe.
Pötetre.
 

R00bot

Member
Bowser's Great Galoomba Factory

(2380-0000-0041-7C93)

WVW69iZIKn0rfRY_zF


Not exactly a difficult level, just played around with an idea I had. What if the goombas and galoombas Bowser employs are actually just mushrooms that have been chopped up in some kind of factory?
 
Oh, I didn't expect you to play both of the levels I PMed. It was interesting watching you play Bowser or B.Junior. It made me realize the tediousness of bombing those walls. I got pretty good at it in testing the stage, but most people going into it aren't going to be placing every bomb so that it blows up blocks. The walls could stand to be thinner for sure. The "fight" against Bowser is pretty much straight out of the end of SMB3, except he sometimes likes to pick a random spot to butt stomp instead in this version. Thanks for giving those levels a shot.

They could be thinner.I just thought if people die a number of time it starts to become a pain to go through it again and again but a cool level.
 
I just wanted to pop in and mention that it seems like the general quality of the levels posted here are about 100x higher than anything I encounter in the 100 Mario challenge. I'm really enjoying scanning the page and playing a bunch of GAF levels every night.
 

daydream

Banned
‎You make levels look good! Maybe a bit too loose but I enjoyed taking in the sights, so it's a success!‎

thank you, i definitely was going for atmosphere through colours and layout first and foremost, the middle part is definitely too loose for a mario level, it's really difficult to create a "place" that's just open in this, it doesn't really come off as a setpiece, especially since there are few options for decorating it without implicating the presence of traditional level elements
 

Munter

Member
I just wanted to pop in and mention that it seems like the general quality of the levels posted here are about 100x higher than anything I encounter in the 100 Mario challenge. I'm really enjoying scanning the page and playing a bunch of GAF levels every night.

*cough* C446-0000-0038-0DF9 *cough*
 

Axiom

Member
I meant to post the first one a bit earlier, but now I've made a second.

Both require some dexterous jumping - but the first is a lot more forgiving and friendly than the second. Both have one or more secrets and I tried to make them as visually interesting as possible.

Hopscotch: 8572-0000-0037-4DB8

Jailbreak: BA66-0000-0040-7361
 

DaBoss

Member
Just a suggestion, do you guys do master posts containing all of your own created levels? I think that be helpful. You can set that as your "website/homepage" in that option on GAF.

Maybe even have recommended levels made by other users.

And somewhat unrelated to this, SMM would benefit greatly from MK8 like communities.

Giving levels attention in communities can then potentially make it gain attention globally.
 

Hasney

Member
Gotta say, I'm amazed only one person out of 3 (with 10 attempts) managed to finish A Very Mario 3 Time posted on the last page. I thought that was the easiest one I did.
 
I just wanted to pop in and mention that it seems like the general quality of the levels posted here are about 100x higher than anything I encounter in the 100 Mario challenge. I'm really enjoying scanning the page and playing a bunch of GAF levels every night.

Yeah I have to say. Even though Gaf is still deep in the learning process as well the quality of stuff here is way better than the trash I play in 100 man Mario. Like 100 man marios of these levels would be great. Even still learning I know that the output I have right now is a step above whats in the wild just because you get so much feedback here on not just your level but all of the ones posted here.
 

BowieZ

Banned
Just a reminder that Part 2 of my videos of Super Mario Maker is here for those who are waking up on the other side of the gaming world.

I am thinking of a shorter Part 3 and tell me if you want this to happen or not.

Part 2 - https://www.youtube.com/watch?v=ARb0BpFrxFk

Those videos are great! I'm surprised more people aren't making videos of playing GAF levels tbh. Love hearing your reactions and the honest/constructive feedback, especially in a native Aussie (or very mildly Kiwi?) voice! :p

The videos should be longer, not shorter!!
 

MAD Polo

Neo Member
Here's the first one. Pretty straight forward as I didn't have a ton unlocked yet, but I was always a fan of the self-scrolling airship levels.

DF64-0000-0030-B076
 

ramparter

Banned
Was readin this article: http://boingboing.net/2015/09/11/want-to-create-mario-maker-lev.html

I wanted to highlight this:
6. YOUR LEVEL IS PROBABLY TOO HARD

You've played it dozens of times and you know the secret to beating it quickly. As you built your level, you might have started getting bored with your puzzles and you tweaked them to make them more interesting to you. By the time you finished designing the level, it's probably gotten too hard for everyone who hasn't already played it 100000000 times.

My old boss used to say, "Reduce difficulty by 30%. And if you think you've already done that, reduce difficulty by another 30%." Some frustration in games is needed, but too much frustration makes people quit. Try starting levels with a win or positive moment for the player—let them take on a few easy enemies, or do a couple satisfying hops that lead to a reward. That way, you earn the player’s trust before you start turning up the heat.

—Dana Nelson, Kinda Sweet Studios (formerly Lead Game Designer at Popcap and Lead Level Designer at Playfirst)
 

correojon

Member
Bowser's Great Galoomba Factory

(2380-0000-0041-7C93)

WVW69iZIKn0rfRY_zF


Not exactly a difficult level, just played around with an idea I had. What if the goombas and galoombas Bowser employs are actually just mushrooms that have been chopped up in some kind of factory?

I just played your level, the idea is neat, but it has some flaws...
  • There are too many things going on, so sometimes it´s difficult to know exactly where you have to go. I understand the intent of making it look like a busy factory, but you need to keep those things away from the player´s path unless he can use them. The level is quite short, you could expand it and use more area to show everything more clearly.
  • Get rid of the sound effect in the Goombas.
  • There were some points where I got killed the first time and I couldn´t do anything about it: once after taking the conveyor belt it launched me into the springs and a Goomba fell on me. There were so many things there I couldn´t understand if I had to use the springs to go up, the conveyor to go left or what...Also, once I left the moving platform a Goomba killed me from below from what should´ve been a safe position, you should adjust that a little.
  • The cloud at the end doesn´t add anything, it felt totally out of place.
  • The arrow at the end pointing away from the goal..why did you put that there? I tried following it once with the cloud but, again, couldn´t find a clear path or anything the arrow was reffering to. The arrow was pointing me away from the goal so I was awaiting a big surprise and was disapointed when I couldn´t find anything worth it.

Don´t get me wrong, it´s not a bad level (if I sound harsh please excuse me as English isn´t my main language; it´s not my intention). I think the idea behind it is really cool and I love how you used Bowser, it´s the first time I´ve seen him been used in a cool way: he is a menace and you must pay attention to him, but he´s manageable while you navigate around the level. He helps keep the tension up.

Hope my comments help :)
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Played the stage. His critique is accurate. P Blocks make people rush. And that's especially bad in a OHKO level. IIRC they're mostly left for optional stuff in Mario games for this reason. That's why auto scrolling is generally the preferred option for momentum style levels.
People making mistakes because they're rushing isn't my fault when I give you full view of each obstacle in time. The tension of being fast but not fucking up is the entire point. I think the only thing I could change there is the bouncing on the goomba over the enemies bit. You need to get the point there right away which I guess some people might not. Everything else before the warp pipe is pretty obvious what jumps are required. At the most I could put some more trails of coins in there before certain jumps. Maybe I could take out the piranha plant.

Nintendo did this exact concept in a level in NSMBU and it was way harder than this and required more memorization...

It was a better stage than mine for sure. But more fair? Hell no(apparently confusing Bowser section aside). Though that stage did give you a mushroom at the start. Maybe I should have done that. I considered but I thought that would make it too easy. The stage already ended up being easier than I originally intended which is why only one P block actually has strict timing.
 

DeathoftheEndless

Crashing this plane... with no survivors!
My level's turned out pretty well:

Red Koopa Cave 2766-0000-0022-7ADD

Jumpman Returns FC57-0000-0039-443D

I've liked what I've played from your guys' levels.
 

ZeroX03

Banned
People making mistakes because they're rushing isn't my fault when I give you full view of each obstacle in time. The tension of being fast but not fucking up is the entire point. I think the only thing I could change there is the bouncing on the goomba over the enemies bit. You need to get the point there right away which I guess some people might not. Everything else before the warp pipe is pretty obvious what jumps are required. At the most I could put some more trails of coins in there before certain jumps. Maybe I could take out the piranha plant.

Nintendo did this exact concept in a level in NSMBU and it was way harder than this and required more memorization...

It was a better stage than mine for sure. But more fair? Hell no(apparently confusing Bowser section aside). Though that stage did give you a mushroom at the start. Maybe I should have done that. I considered but I thought that would make it too easy. The stage already ended up being easier than I originally intended which is why only one P block actually has strict timing.

Pretty defensive over criticism. You're right about one thing though, Nintendo's level was better.
 

R00bot

Member
I just played your level, the idea is neat, but it has some flaws...
  • There are too many things going on, so sometimes it´s difficult to know exactly where you have to go. I understand the intent of making it look like a busy factory, but you need to keep those things away from the player´s path unless he can use them. The level is quite short, you could expand it and use more area to show everything more clearly.
  • Get rid of the sound effect in the Goombas.
  • There were some points where I got killed the first time and I couldn´t do anything about it: once after taking the conveyor belt it launched me into the springs and a Goomba fell on me. There were so many things there I couldn´t understand if I had to use the springs to go up, the conveyor to go left or what...Also, once I left the moving platform a Goomba killed me from below from what should´ve been a safe position, you should adjust that a little.
  • The cloud at the end doesn´t add anything, it felt totally out of place.
  • The arrow at the end pointing away from the goal..why did you put that there? I tried following it once with the cloud but, again, couldn´t find a clear path or anything the arrow was reffering to. The arrow was pointing me away from the goal so I was awaiting a big surprise and was disapointed when I couldn´t find anything worth it.

Don´t get me wrong, it´s not a bad level (if I sound harsh please excuse me as English isn´t my main language; it´s not my intention). I think the idea behind it is really cool and I love how you used Bowser, it´s the first time I´ve seen him been used in a cool way: he is a menace and you must pay attention to him, but he´s manageable while you navigate around the level. He helps keep the tension up.

Hope my comments help :)

Yeah, I understand some of your comments. I put the cloud there so you could fly up and see the enclosure thing that Bowser was in, and the arrow there to point you in that direction, although I probably shouldn't have put that there as it could have been confusing.
The conveyor belt section shouldn't have sent you into the goombas though, as long as you weren't moving on the conveyor belt you should have been fine.
The sound effect on the goombas was meant to be their cries of pain as they got sent through a machine turning them from mushrooms to goombas, but I can understand how that might have been unclear as I couldn't get the sound effect timing right. If there seemed like there was too much going on then I'm sorry, I did redo that last section multiple times and I'm still not quite happy with it. Thanks for playing, and thank you for the constructive criticism.

Overall I think I'm going to overhaul the last section of the level and re-upload it tomorrow or the day after.
 
Here's the first one. Pretty straight forward as I didn't have a ton unlocked yet, but I was always a fan of the self-scrolling airship levels.

DF64-0000-0030-B076

For a first attempt, that was pretty good. It took an idea and built and expanded upon it pretty well.

I do have some issues though.
Making it so the player can die almost instantly at the beginning if they don't react fast enough, is seriously obnoxious.
There's quite a few blind jumps, try throwing some coins down to show the intended routes do
And the amiibo Mario thing was mostly just fiddly to do

Still, as far as first attempts go, this is one of the better ones
 

ZeroX03

Banned
Yeah I'm sorry. It's just really frustrating. I'm trying to figure out what I should have done.

https://www.youtube.com/watch?v=lq7lmwqPf-o&hd=1

Watching this, it's clear they go very minimalistic and have an even stronger focus on forward momentum. The only interruptions are optional coins and that one wall jumping P block. I don't think Mario Maker's map can go as long though. Even things like the Pirahna Plants at the start tell the player they need to keep moving at that pace, whereas there's nothing like that in yours. If I had to give advice, I'd say simplify and work on timing and guiding the player's expectations.
 
Yeah I'm sorry. It's just really frustrating. I'm trying to figure out what I should have done.

Level design as we are all figuring out is pretty tough. I wouldn't sweat it. Just take it all in stride, the toughest crticism is what makes you reevaluate hpw to improve. It hasnt even been a week, the generalprogressin this thread is pretty incredible actually.
 

BowieZ

Banned
Yeah I'm sorry. It's just really frustrating. I'm trying to figure out what I should have done.
And that's what the constructive feedback is for. Move on, harness your passion, and make an even better stage now, armed with the feedback of actual players (remember, the creator doesn't count as a player)!
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
https://www.youtube.com/watch?v=lq7lmwqPf-o&hd=1

Watching this, it's clear they go very minimalistic and have an even stronger focus on forward momentum. The only interruptions are optional coins and that one wall jumping P block. I don't think Mario Maker's map can go as long though. Even things like the Pirahna Plants at the start tell the player they need to keep moving at that pace, whereas there's nothing like that in yours. If I had to give advice, I'd say simplify and work on timing and guiding the player's expectations.
You know I hadn't actually seen that stage in a couple years. There's less memorization than I remember. I juzt assumed there was because I remember dying on it a lot. Yeah I was talking out of my ass because I'm upset. I apologise. Watching that actually does put things in perspective. I should have gone with less enemy or death trap related obstacles and more momentum based platforming.
 
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
 

ZeroX03

Banned
You know I hadn't actually seen that stage in a couple years. There's less memorization than I remember. I juzt assumed there was because I remember dying on it a lot. Yeah I was talking out of my ass because I'm upset. I apologise. Watching that actually does put things in perspective. I should have gone with less enemy or death trap related obstacles and more momentum based platforming.

When in doubt, refer to the masters.

Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.

Anything with SMW/NSMB spinning!
 

Burbeting

Banned
I have made two levels now, I would appreciate if people try them. I have psoted the first one here earlier, but since the second is now ready, I'll post both together again.

Both levels are "100 coin-challanges" aka. there are 100 coins scattered throughout the level. Getting to finish in both of the levels is very easy, but the real challange comes from trying to gather all coins that require some precise platforming to do.

WVW69iYy8PIdKhc9C1


Can you find all 100 coins?
ID: 5518-0000-0036-4818

Notes: The first level of the two. Uses only Level-1 creative tools so it's pretty barebones in some aspects. The level requires you to use most of Mario's moveset from NSMB.


WVW69iZI12wkQOe5z4


Can you find all 100 Lava Coins?
ID: 46BD-0000-0041-BB41

Notes: The second level, and the one that had more thought and time spent on it. Has more tools used in it, so it has bit more complex challanges in it. Finding all 100 coins is still your objective..
 

Major Marvelous

Neo Member
Here's another level I just finished last night:

WVW69iZEBvogvUvexG


Don't Worry, Be Happy Now!
19FB-0000-0040-3785

This is a more puzzly level that has one hint for all the puzzles in the level. Once you figure it out, it's not too hard to get through.

I posted this one earlier, but I thought I'd post it again:

Bowser's Springy Lair
D580-0000-0034-C555

Apparently it's relatively easy as it has around a 60% completion rate, but I think that's because there isn't really much to kill you, just some spring jumps and a spring "puzzle" in the middle (not much of a puzzle, just something that requires some thinking).

Also, I haven't shared this next level (it was my first level, so if you play it, keep that in mind) but I thought I'd just throw it out there:

Blocky Koopa Troopas
7204-0000-0019-0E3E

This is a pretty simple level that mainly utilizes Koopa Troopas.

Hope you guys enjoy them! If you find anything that seems a bit off, I would appreciate any criticism. :)
 

Yuterald

Member
What are the general conditions for this first competition? OT mentions you must adhere to 1-1 traditions, but at the same time, not be a derivative of such a level. Could we submit any level as long as, at least from our perspective, is a "1-1" stage?
 

McNum

Member
It's a funny thing with enemies in a Mario game. I never thought about it like this before, but enemies are just another tool to enhance the core platforming mechanic. And since you can bounce off so many of them, they sometimes ARE the platforms.

Even invincible enemies like Boos are there to funnel Mario towards platforms. Boos are not interesting on their own, but add a platforming element and Boos in places where they can intersect the intended jumping arc, then Mario has to look away and herd the Boos, which is the point of them. Making the player think twice about a jump. A Boo in front of you makes you pause. A Boo behind you makes you run since it's going to follow. A Boo on either side of Mario becomes a resource management minigame, especially if you're on a moving platform.

But it all comes down to platforming in the end.

As an aside, the way the voice says "Boo" when you place one sounds kind of cute. "Boo.. Boo... Boo..."
 
Jumpman Returns FC57-0000-0039-443D

I've liked what I've played from your guys' levels.

I gave this a whirl, pretty neat level.
There was some decent ideas that was well expanded upon

My only issues was that it's a bit too long and the central premise starts to wear out its welcome, it would work better it the level was more condensed. Some brief down time wouldn't go amiss as well.

Well done
 

Hasney

Member
Done another one, Goomba Traitor which is a classic SMB1 early castle (probably say World 2 or 3 castle difficulty) with a slight twist!

E985-0000-0041-A0FD

WVW69iZIlWYQoA7qcl


My other stuff :)

Hasney said:
A Very Mario 3 Time

8D6A-0000-0040-D034

Feels like a nice 1-1 for Mario. No need for pace or jumps, but there's a couple of places for an advanced user to get to.

WVW69iZGI3wmXidYsG

Decided to do quite a traditional level, so a couple of tricky jumps but nothing insane!

Bowser Lurks Below!

FFDF-0000-003D-AA92

WVW69iY-licC8zbtpD


Any feedback welcome, know the fire flower near the end of the main path is kinda pointless, thought I had more space

Re put up the Mario World level Castle or Airship now I have coins. It's hard, but as a warning, castle path is easier :)

2DDE-0000-0032-2AA4
 

Burbeting

Banned
I have made two levels now, I would appreciate if people try them. I have psoted the first one here earlier, but since the second is now ready, I'll post both together again.

Both levels are "100 coin-challanges" aka. there are 100 coins scattered throughout the level. Getting to finish in both of the levels is very easy, but the real challange comes from trying to gather all coins that require some precise platforming to do.

WVW69iYy8PIdKhc9C1


Can you find all 100 coins?
ID: 5518-0000-0036-4818

Notes: The first level of the two. Uses only Level-1 creative tools so it's pretty barebones in some aspects. The level requires you to use most of Mario's moveset from NSMB.


WVW69iZI12wkQOe5z4


Can you find all 100 Lava Coins?
ID: 46BD-0000-0041-BB41

Notes: The second level, and the one that had more thought and time spent on it. Has more tools used in it, so it has bit more complex challanges in it. Finding all 100 coins is still your objective..

Quoting for next page.
 

cyba89

Member
Here is my attempt to create a cool ghost house. With the limited amount of doors, the ground block limit and all the missing cool SMW ghost house pieces it's quite difficult to create something fun here. Would like to get some feedback.

House on Spooky Hills
9318-0000-0041-C853
WVW69iZI-jwKRX-a6q

The ghosts are having a party in this haunted mansion. A twisted medium-hard difficulty course with multiple paths, shortcuts and secrets to find.
 
Thing is, it's quite hard to filter, because quality isn't as tangible as say, number of deaths or length of course. They should definitely look at (if they don't already) recording and using the number of times a course has been skipped and even how far into it the course has been skipped. This could omit some generally difficult but good courses but may well remove the crap. Problem is, genuine platform fans want a challenge. Kids want a quick hit of mayhem. Maybe even some form of moderation is required!

Example:
I started a 100 mario challenge 'Hard' run last night. I played 25 courses roughly and I am on course 2. I skipped 24 because they were either a) Stupidly hard, b) Just random as to whether you succeed c) out of nowhere insta-kills d) trolls e) just not fun in fact the opposite.

I played amongst other things:

1) A course where it was a ton of question blocks and you had to slowly crouch jump amongst them to get to the end. I progressed half a screen and thought 'Fuck this'.

2) A level where a door led to insta-death-fall.

3) A level which was called something like '50 Cent goes on vacation' and it was literally like a fire plant going along a track with a hidden block somewhere (I assume) that made you invincible else it was impossible.

4) An underwater level where the objective seemed to be to fit as many squid/cheeps as possible on the screen.

5) A level where it was 3 bowsers stacked and a ton of Koopas.

etc.

Thank god for GAF and levels made by people who actually think about how something should be laid out / played.
Let us rate levels using one out of four stars or a thumbs or thumbs down. I'm already tired of the usual offenders of crappy levels.
 

Hasney

Member
Here is my attempt to create a cool ghost house. With the limited amount of doors, the ground block limit and all the missing cool SMW ghost house pieces it's quite difficult to create something fun here. Would like to get some feedback.

House on Spooky Hills
9318-0000-0041-C853
WVW69iZI-jwKRX-a6q

The ghosts are having a party in this haunted mansion. A twisted medium-hard difficulty course with multiple paths, shortcuts and secrets to find.

I liked this a lot. Tricky in places but never felt silly or unfair like a proper ghost level. Didn't finish it purely because I missed the final jump, so I saw the whole level at least!

Only thing I'd say is to throw in a cape or fire flower. It's mostly superfluous, but it's always nice to find a second powerup instead of all mushrooms.

Speaking of, it's a shame you can't do that Mario trick of mushroom if small, possibly something better if you're already big.
 
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