RoadHazard
Gold Member
Fucking hell, this thread is making me want SMM real bad. Which would mean having to get a Wii U too. 
If you want to be fair about it, then you place a solid block that already blocks the first thwomp from falling, at the same height as the other invisible blocks.
Or you could trust them to realize that something weird must be going on, and after their first death they'll experiment.
Later I thought of something else you could do to change it from what I illustrated: put the invisible blocks just one space off the floor to make it easier for small Mario to hit all of them quickly. Then the path backwards is a bit tougher: not only are you closer to the thwomps, but Mario is taller.
Not to be a party pooper but I don't think that Goomba one is possible to make. I'm pretty sure that the level editor won't let you make a level with an impossible jump to the flag pole. Maybe if you made a pipe at the beginning that continuously spawns Goombas it would be okay?
BEST REAL LEVEL YET !My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!
My reviewer friend made a level inspired by Metroid
Fucking hell, this thread is making me want SMM real bad. Which would mean having to get a Wii U too.![]()
Just watched it. Don't like it at all. It's an interesting idea but it just doesn't work for this game. I got pissed off with some of the exploration focused levels in the actual SMB3 where the way to go wasn't obvious, and this level is way more complex than those. The timer just makes a level like this frustrating. I mean even a guy who knew exactly what to do failed to beat the level in time. Imagine how frustrating it's going to be for everyone else. And yeah I don't think it's obvious enough for players to understand what each power up will be needed for.My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!
The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.
The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.
Still, I love the idea and I hope to see more levels like these once it launches.
My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!
The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.
The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.
Still, I love the idea and I hope to see more levels like these once it launches.
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Maybe something like this? Thomps reset don't they?
Unless the walls are close enough for wall jumping, that would allow for some good exploring, player is sliding against the wall, if there's nothing to see there he jumps back.This one is a bad design: a leap of faith combined with an obstacle that requires previous information the player doesn´t have way of getting before getting to the obstacle itself.
I'm betting Nintendo won't let you upload stages with custom sound effects so thankfully you won't be able to share this torture with anyone.
Unless the walls are close enough for wall jumping, that would allow for some good exploring, player is sliding against the wall, if there's nothing to see there he jumps back.
My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!
The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.
The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.
Still, I love the idea and I hope to see more levels like these once it launches.
Or place some coins below the invisible blocks. Players love coins so they will activate the blocks when getting them
Damn, he stole my ideaCheck out this level around the 12:10 mark, "Winners don't do shrooms." The only way to clear the level is to stay small Mario, but there are nearly no enemies, and there are mushrooms everywhere: https://youtu.be/CszEpvTb5BM?t=12m30s
Absolutely brilliant stuff. The most inspired level I've seen, imo.
EDIT: If the timestamp doesn't work (it goes to 7 min for me), skip to 12:30.
Just watched it. Don't like it at all. It's an interesting idea but it just doesn't work for this game. I got pissed off with some of the exploration focused levels in the actual SMB3 where the way to go wasn't obvious, and this level is way more complex than those. The timer just makes a level like this frustrating. I mean even a guy who knew exactly what to do failed to beat the level in time. Imagine how frustrating it's going to be for everyone else. And yeah I don't think it's obvious enough for players to understand what each power up will be needed for.
Clever level. Thought the clock was editable, up to 999 since we've one level with hardly any time for it. Guess you have to unlock that feature.My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!
The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.
The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.
Still, I love the idea and I hope to see more levels like these once it launches.
Yeah the lack of checkpoints is a massive oversight. Without checkpoints long stages just become annoying to play. It really limits the scope you can make your level have whilst keeping the level fun to beat. I agree that a level like this would have been much more appealing with checkpoints.Its suppose to be metroid like so lots of exploration. I think this is a prime example of a level that honestly just needs checkpoints if once you get tobroughly the halfway mark you progress saves then it wouldnt be such a slog to replay allof the level. Come on nintendo
Lol, I remember this. Mario desperately need more of this to get my interest again. I trust that players will have fun making evil, crazy levels with unpredictable situations. I don't need to be introduced gently to everything, it's been 30 years, I know how to deal with those things and I can learn some patterns. Give me something cruel that Nintendo would never do, guys.
Clever level. Thought the clock was editable, up to 999 since we've one level with hardly any time for it. Guess you have to unlock that feature.
Yeah the lack of checkpoints is a massive oversight. Without checkpoints long stages just become annoying to play. It really limits the scope you can make your level have whilst keeping the level fun to beat. I agree that a level like this would have been much more appealing with checkpoints.
This one is a bad design: a leap of faith combined with an obstacle that requires previous information the player doesn´t have way of getting before getting to the obstacle itself. Dying there is totally unfair to the player, which will cause frustration and diminish his will to keep on playing. Instead of putting the pipe near a bottomless pit, place some ground there and give the player a way back up to attempt the obstacle once more, at least this way the punishment won´t be too harsh.
Or better yet make it so the pipe and the blocks can be seen before jumping into the pit. You can also place a secret exit instead of the pipe so the player has a reason to replay that stage as it´s impossible to get in there the first time.
You can only wall jump in NSMBU mode
Very good!My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!
The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.
The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.
Still, I love the idea and I hope to see more levels like these once it launches.
You mean like SM3DWorld´s Champion´s Road?
https://www.youtube.com/watch?v=gWcRo__SpPs
I called dips on The Gerst Level, where you need to sacrifice 2 dozens Yoshi to the bottomless pit to reach the flag pole.
Yoshi's Holey Hell
A level based all around the concept of sacrificing Yoshis to make long jumps.
Then millions of authors will wonder why their levels have no stars and are barely played, and not much people will actually see them.yet there will be millions of them all the same.
What has this to do with anything? I'm not talking a handful of streamers, I'm talking about players and the way things are set up.Also : what do you think streamers will play : clever levels fairly designed with interesting pacing and difficulty curve or : "HOLY SHIT THIS IS SO UNFAIR FFFFFFUUUUUUUUUU #memeface *throws controller against wall and jump around room*"
What makes you think I'm worrying? I'm pointing out the way Nintendo made things, these sort of levels will barely be rated at all, and I doubt their designers will go on making the same sort of design after a long string of deceptions. Have you played Tipping Stars and Pushmo World? The best rated levels are by far the easiest ones.So yeah, these levels will have a lot of traction and exposure don't worry, it's wether they will impede the enjoyment of people who just want to play good levels that remains to be seen.
so the timer is up to 500 or 999?
You cant call dbs on something I already said earlier in the thread, and also months ago. Everyone is stealing my clearly super creative and original ideas. First the carrying the P switch to the goal idea now this.I called dips on The Gerst Level, where you need to sacrifice 2 dozens Yoshi to the bottomless pits to reach the flag pole.
Yeah, there are always ways to make it less frustrating, or more frustrating. Just wanted to illustrate the concept of getting a shell to break a block down a pit.
If we don't mind the player dying at least once as they look for the right pit, we could put "coin arrows" pointing left in each pit except the first. Like "hey, you made the wrong choice, go left next time!"
Or we could do various clues, like coins visible down only the correct pit...or coins visible in every pit except the correct one.
Or all of the wrong pits could connect underneath and lead to a door that takes you back to the top, but the pipe pit is actually dangerous (which the player will be able to see from the connected area, as a warning).
Does anyone know if voice clips you put in your stage can be put in a level you upload? If you can then I'd definitely have a lot of fun playing around with that.
Oh that's lame. I can kinda see why, but still. That would have been really cool.They say that when you upload custom sounds are replaced with bird chirps.
What I haven't heard is whether you can share custom sounds with people on your friend list.
Oh that's lame. I can kinda see why, but still. That would have been really cool.
I doubt nintendo would like porn sound samples in their levels
Sony don't have a problem with it in LBP.I doubt nintendo would like porn sound samples in their levels