How about a level where you have to bounce off of flying Koopas over a bottomless pit? The twist is that pipes will shoot out star men in your most direct path from turtle to turtle, so you'll have to angle your jumps to avoid them as the invincibility would cause you to kill the koopa and plunge to your doom.
Here's another one: You're on a small ledge above a bottomless pit on the left hand side, with the flag pole out of reach on the right side. So you have to free fall, bounce off a lakitu, land in his cloud, and fly all the way back up to the flag pole before the lakitu cloud (juggem cloud?) disappears.
Not everything is unlocked from the beginning remember, there are still some things missing in general but there is enough stuff thereIs it just me or do the assets to make things in the game seem very limited, i know you can shake them to give you alternate things but, seing as there are 3 mario games mixed, it seems rather small...
I was watching some video's and thinking oh hey i could make this lvl with this kind of ground... then going oh crap, it's not in the game. So much seems left out. I hope i am really wrong.
This was greatI really don't Ylike the level preview in this game, otherwise looks like GOAT contender.
Haha, that's exactly what it looks like XDCat Umbran Climax.
I don't know, man. This level used to annoy me to all hell:
Play it again. Yes they do. One level for example hides the warp pipe to lead to the exit which can only be accessed by using the raccoon suit to fly up to a specific spot.
I hope patches would allow to you remove the timer.
Please!
Another mockup I just made using RagnarokX's template. I like the idea of themed levels, drawing things with the blocks.
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EDIT: An idea to go along with this...Mario does something in an earlier part of the level that causes the "rockslide" effect to trigger, as if he was the one to cause the pit to form!
Game Informer put up a Test Chamber featuring the game and it's Expert 100 Mario Challenge.
http://www.gameinformer.com/b/featu...-39-s-most-difficult-user-created-levels.aspx
Check 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.
Knowing that there's a hidden pipe somewhere you have to fly to and actually knowing exactly where that is are two entirely different things. The point is that this style of level design did not suit the game and was not fun. Going back and forth trying to find the exit is not why I play a Mario game. Fair enough doing that as an extra thing like secret exits in SMW, but for main progression? Ugh. These kind of levels are why SMB3 is one of my least favourite main Mario games.Uh, obviously if you've reached the end of the stage and there's no exit in sight, the answer lies in a pipe somewhere. And if you've tried every pipe along the way (and why wouldn't you?), then it's clearly in the sky. Did you honestly expect to never have to use the racoon suit to beat a stage?
Knowing that there's a hidden pipe somewhere you have to fly to and actually knowing exactly where that is are two entirely different things. The point is that this style of level design did not suit the game and was not fun. Going back and forth trying to find the exit is not why I play a Mario game. Fair enough doing that as an extra thing like secret exits in SMW, but for main progression? Ugh. These kind of levels are why SMB3 is one of my least favourite main Mario games.
I do want handholding in Mario levels. As far as where I'm supposed to go. I never want where I'm supposed to go to be in question. That's not the game I want to play. Mario provides challenge in the platforming. That's what I want out of a Mario game and that's where the game doesn't need to hold my hand.I think you are making a bigger deal out of this than it actually is. I beat this game as a kid long before there were guides or anything and I don't remember getting stuck on any of the levels that were talked about so it really couldn't have been that bad.
We're talking about MAYBE running out of time 1-2 times before you should be able to figure out where to go in a hand full of levels across the entire game.
I don't want levels to be totally obscure but hand holding should not be the norm for Mario levels, especially once you get to world 4 or 5.
SMB3 is actually my favorite Mario game because of its variety...
I do want handholding in Mario levels. As far as where I'm supposed to go. I never want where I'm supposed to go to be in question. That's not the game I want to play. Mario provides challenge in the platforming. That's what I want out of a Mario game and that's where the game doesn't need to hold my hand.
Does anyone else plan to make training levels? I have small children and this seems like a great idea to get them started.
aren't the actual games better suited for that? or do you mean really really really really basic training levels? like "learn how to jump over thing without any enemies" type stuff?
Nah, a good chunk of level 7 is puzzle stuff like this. Really annoyed me when I replayed the game recently.Touché, but that honestly is the only level in the game that's like that.
This, except I don't mind it as much. The first six worlds are brilliant.Knowing that there's a hidden pipe somewhere you have to fly to and actually knowing exactly where that is are two entirely different things. The point is that this style of level design did not suit the game and was not fun. Going back and forth trying to find the exit is not why I play a Mario game. Fair enough doing that as an extra thing like secret exits in SMW, but for main progression? Ugh. These kind of levels are why SMB3 is one of my least favourite main Mario games.
Does anyone else plan to make training levels? I have small children and this seems like a great idea to get them started.
This video about 3D World's level design is a handy look into how one can set out a level.
The teaching the player about you level gimmick in a safe way first is a smart idea. A lot of the hard levels being made in Mario Maker basically chuck you in at the deep end. The fact you can choose to skip a level makes it important that you don't annoy the player from the get go by seeming unfair.
This makes me incredibly hyped for Mario Maker. If I wasn't obsessed with Dark Souls 2 at the moment, I'd be bouncing off the walls with anticipation.In best Metroid tradition GameExplain found a sequence break in the Metroid U level, by accident:
https://www.youtube.com/watch?v=U3pXNt7zqIU
In best Metroid tradition GameExplain found a sequence break in the Metroid U level, by accident:
https://www.youtube.com/watch?v=U3pXNt7zqIU
Not DKC. Just Donkey Kong. Very different.
But the level is called Kong Country and the creator specifically says it was inspired by DKC. He even tried to create a mine cart section and put in references to Rare...
Josh really makes gorgeous-looking levels. A real inspiration.
Woops, time to add a one-way platform before the star? :lol
Yup. 100%Does anyone else plan to make training levels? I have small children and this seems like a great idea to get them started.
Thai game is fucking amazing
Does anyone else plan to make training levels? I have small children and this seems like a great idea to get them started.
Dat level! I never realized it was that small. Straight to the point, just fly with the damn shell.Although I've seen people lose to timeout on this one before too, even though it is a very small level.