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Super Mario Maker |OT| Miyamoto Simulator 2015

I played throwing up all over. I think I replayed it 4 times to find everything. It's a really good level. Really pushed my Super Mario World skill level to the test. That last trick to get yoshi took me a ton of time to figure out how to do. But it was a great level. Lots of good mechanics and the difficulty was just right. (haha what am I saying, most people will not be able to complete it but w/e :p ) I really enjoyed this, gonna search out some of you other levels.

Thanks! I didn't recognize you by your Mii so I dropped into the thread to see who just cleared the stage, as I followed the user profile in-game to some of your recent creations and loved the use of tracks. I haven't done much with tracks in my own stages yet, not having many good ideas for how to use them, and may have to steal liberally from yours...
 
I decided to re-upload my level Skiddy Ridge since I've been meaning to since the checkpoint update.

CQ-7ynaWwAADSJg.jpg


9FB5-0000-010C-00C5

As well as a checkpoint I've toned down the difficulty a bit since I could tell this could quickly be a rather annoying level. Single blocks on horizontal railings while the level auto scrolls might be a difficulty step too far so I've cut those completely out (would be nice if we could be multiple blocks together so moving ice platforms are a thing). I've also cut the time right down to basically what is needed to beat the level to hopefully act as a bit of a guide to the player how much of the level is left.


I played through this one. Nice and simple fun. It's kind of stupid how Nintendo didn't allow for you to place blocks directly beside each other but there are some solutions to that. It requires using another track to have the blocks fall onto the track of choice. I managed to get it to work in a scrolling level like yours (though I scrapped the idea later cause I couldn't make it work with my theme).

I liked the timer being short. That always helps in levels when you know it's not going to be long. Good job :)

Thanks! I didn't recognize you by your Mii so I dropped into the thread to see who just cleared the stage, as I followed the user profile in-game to some of your recent creations and loved the use of tracks. I haven't done much with tracks in my own stages yet, not having many good ideas for how to use them, and may have to steal liberally from yours...

Thanks :) As a side note you got me my 5th medal :D (I dunno if I'll ever reach 1000 stars though for #6) I definitely like to use tracks in my levels because I think you can add a lot of dynamic stuff to otherwise static levels. Playing through a bunch of a persons catalog you can see certain styles of design which I find really cool. I envy people who can make really densely designed levels, most of my stuff is classic run and jump design since I am not really good at anything else. Definitely steal some ideas though, community needs to inspire each other. B-Bech (hasn't posted in a while) inspired one of my best levels with his Four Seasons level.

I played a few more of your levels. That Ghost level was so awesome. I didn't finish it simply due to not wanting to start over (I got to the room with all the kuribos shoes and winged ghosts and hit the p switch so I assume that was basically the end) but I played it like 3 times and found all the alternate routes. Really good design. I don't actually think the level needs much tweaks besides a check point and maybe put a ghost in every other box for the mini boss to ease the scramble a bit. Def one of my favourite levels so far.



As a side note instead of the frog suit as a mystery costume can we have it as a real thing in SMB3 theme please? :) The water themes for this game is missing a lot of the cool stuff like currents, the giant eat you fish and above ground sections that really helped flesh out water sections in the series.
 
"Babysitting Bobombs." This is my first enemy exploitation stage with some lite puzzle elements. I had a lot of fun making it and worked really hard on refining this one and would really appreciate some feedback:

Course ID:

71C8-0000-010D-9425


WVW69ioo4WEBMRBsvz


If you can ride a Koopa then you can babysit some Bobombs, just don't expect to get paid beyond a popsicle or two in the freezer.

I wanted to go over the top in a few parts with this but decided to scale down the difficulty in the (mostly futile) hopes of getting a better completion rate.


Honestly Nintendo was pretty skimpy in regards to visual elements. On top of backgrounds there are a lot of different tile variations they could add. This stuff isn't like enemies where they have to create new sprites and behaviours. It's just importing the different looks.Looking at SMW and SMB3 there are tons of minimal effort stuff they can add. I know they w=originally wanted uniformity across all themes but I think in DLC they don't have to do they in terms of tiles even if they want to maintain it for backgrounds.

Not to be ungrateful or anything but there are literally so many background in all these mario games and different tile patterns that could be implemented with zero effort. (the only one I would want changed is SMB3 ice patterns cause they are hard on the eyes. simplified version of what they did in all stars would be better)

I don't think you're being ungrateful at all, this is how I feel too. Not that Mario Maker isn't a great package overall, but we should expect to eventually get things like more backgrounds, more level elements and more power ups (I was actually very disappointed to see the new Frog Mario 8-bit costume, to me that doesn't bode well for getting much if any SMB 3 DLC). It's kind of telling when Tezuka said in that recent interview that he had to get a bit hard nosed with the dev team and had to resort to basically forcing them to add Yoshi to the game over their objections after they kept saying it would be "too hard" to add him. Come on now, EAD Group No. 4 peeps.
 
Made a new level!!!

bowser.jpg


Bowser Jr Hot Air Baloon Armada!

7D59-0000-0104-411F


Infiltrate Bowser Jr's Hot Air Baloon Armada before it reaches the mushroom kingdom!!

WVW69inhHEY6ZHDwEv

WVW69ingjNE4I-wgIc


Would love some feedback from you guys! This level is pretty intricate, with medium difficulty and lots of secrets. Tried to do it aesthetically pleasing as well, with the hot air balloon theme to ad some gameplay and look variation to the battleship theme.

Of the two stages of yours that I've played so far this one is my favorite, I just spent close to an hour mastering it. Normally I'm not crazy about stages where you have to constantly move in between small rooms and I definitely don't like conveyor belts but the design on this stage was so tight I loved it all. For me, this is another one of those stages which feels like a "long lost official stage." Great use and execution of the Bowser Jr./armada theme and fun secret areas.

I also really like how you designed the Boss room in such a way that you can beat Bowser Jr. several different ways. I pushed myself to do a no damage run with Yoshi and the cape after the second checkpoint then used a the cape + flying with Yoshi to deftly stomp Bowser Jr. three times instead of melee'ing him with shells or sloppy hits. Then I finished my no damage boss run by managing to also make it to the goal with both Yoshi and the Clown Copter without taking any further hits. This one's a keeper, I downloaded it to my level collection. Also, as I've said in a previous post, I love the custom promo art you make for your stages.

I will play some of the latest levels on this page, and of course whoever is kind enough to give the level a go, I will repay the favor.

Well, this is the second stage of yours I've played, if you're game I'd love to hear your feedback on Bobomb Babysitting and another stage of mine if you have time.
 

Shizza

Member
After a long hiatus, I'm back for another level. Pure platforming again.

Super Mario Planets - Planet 2-3

Code: 6417-0000-0104-450B

tkb5IhO.jpg

This one was kinda nuts
especially the falling platforms section
, and I love it!

Two previous levels :

Planet 2-1:
Code: 8C82-0000-00D8-5AD8
qfkFHpB.jpg


Planet 2-2:
Code: BF46-0000-00E6-1C99
2Kzmy7D.jpg

These were fun too. That damn cloud though! Really enjoy the platforming in your levels.
 
With the last costume yet to be revealed, and with today's big announcement, could the final costume be Steve?

So far basically every costume has been a promotional costume for some new game.
 

Mael

Member
Any feedback on these levels?
I got nothing for the last one, I guess it's a little hard and looking at the completion rate I fear that I made it a little too hard.

NEW LEVEL!
Thwomp's burning mansion
D372-0000-0109-26C6
WVW69ioLf34yd9-ubb


Friendly word of advice...Spin...and try to stay on top of things ;)

levels I'd like more feedback on :
Fire in the hole : 688B-0000-0104-12C8
Labyrinth : 7D88-0000-00F9-8AA1
 
Any feedback on these levels?
I got nothing for the last one, I guess it's a little hard and looking at the completion rate I fear that I made it a little too hard.

I'll play when I get home. Honestly need to just follow everyone in the thread. It makes it easier when Idont gotta put in codes.
 

KooopaKid

Banned
This one was kinda nuts
especially the falling platforms section
, and I love it!

These were fun too. That damn cloud though! Really enjoy the platforming in your levels.

Thanks for playing! :) I myself die quite a bit in the cloud level when I rush too much!
 

CrisKre

Member
The first dedicated level is about Sonic: "Third Party Quest - Sonic" - 9D3D-0000-0109-BE90

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BThird%2BParty%2BQuest%2B-%2BSonic.png

Already commented on miiverse, but really really cool level. It captures the sonic feel really well, is aptly complex and feel really really complete.Awesome design here. Ill be playing the rest of the series for sure!
 

CrisKre

Member
Of the two stages of yours that I've played so far this one is my favorite, I just spent close to an hour mastering it. Normally I'm not crazy about stages where you have to constantly move in between small rooms and I definitely don't like conveyor belts but the design on this stage was so tight I loved it all. For me, this is another one of those stages which feels like a "long lost official stage." Great use and execution of the Bowser Jr./armada theme and fun secret areas.

I also really like how you designed the Boss room in such a way that you can beat Bowser Jr. several different ways. I pushed myself to do a no damage run with Yoshi and the cape after the second checkpoint then used a the cape + flying with Yoshi to deftly stomp Bowser Jr. three times instead of melee'ing him with shells or sloppy hits. Then I finished my no boss damage run by managing to also make it to the goal with both Yoshi and the Clown Copter without taking any further hits. This one's a keeper, I downloaded it to my level collection. Also, as I've said in a previous post, I love the custom promo art you make for your stages.
Thanks Agent! That makes me so happy!!

This level actually gave me A LOT of trouble. I set out to use sprite work to make a visually unique level, and working around that to make the gameplay fun wasn´t easy at all. I´m very happy you liked it. Since you took your time with the level to discover all the secrets I also wanted to add there is a very obscure secret right at the beginning of the stage, If you climb the vine on the arrow, you get a surprise there lol. I decided that the two main gameplay elements had to be jumping from balloon to balloon (using notes to simulate "balloon" physics), and cannons. Then it just seemed natural to have a mechanical room for Jr´s ship. I think its a level that requires some investment from the player to grasp. I would love to play levels of yours if you wanna send me some codes!!! (I searched gaf but didn´t see any).

Edit: Duh! Your code is just above your feedback :/ I'll play it tonight!
 

Simbabbad

Member
This was a good level. The choice of them was very Sonic. I thought there was a lot of enemies in this one compared to some of your other levels. It's not particularly hard but there is some difficulty. The Sonic like surprise at the end was awesome. Good Job. Excited to see what you have cooking for the megaman level
Great level! I like all the references to Sonic:
Giant coin ring, freeing the critters at the end, the industrial look, etc
Great course, it captures the Sonic feeling very well but unlike other wannabe Sonic stages also works great as a Mario level. I had a huge grin on my face when I rescued the "animals" at the end!
Already commented on miiverse, but really really cool level. It captures the sonic feel really well, is aptly complex and feel really really complete.Awesome design here. Ill be playing the rest of the series for sure!
Thanks for the great feedback! It was very interesting to replay Sonic levels and try to adapt them in Super Mario Maker despite the differences.

I'll eventually finish the series (and the others I started), but I admit I feel a bit burnt on the game at this point. I'll take a break and play other stuff before going back to it, so that it gets fresh again.
 

CrisKre

Member
"Babysitting Bobombs." This is my first enemy exploitation stage with some lite puzzle elements. I had a lot of fun making it and worked really hard on refining this one and would really appreciate some feedback:

Course ID:

71C8-0000-010D-9425


WVW69ioo4WEBMRBsvz


If you can ride a Koopa then you can babysit some Bobombs, just don't expect to get paid beyond a popsicle or two in the freezer.

I wanted to go over the top in a few parts with this but decided to scale down the difficulty in the (mostly futile) hopes of getting a better completion rate.




I don't think you're being ungrateful at all, this is how I feel too. Not that Mario Maker isn't a great package overall, but we should expect to eventually get things like more backgrounds, more level elements and more power ups (I was actually very disappointed to see the new Frog Mario 8-bit costume, to me that doesn't bode well for getting much if any SMB 3 DLC). It's kind of telling when Tezuka said in that recent interview that he had to get a bit hard nosed with the dev team and had to resort to basically forcing them to add Yoshi to the game over their objections after they kept saying it would be "too hard" to add him. Come on now, EAD Group No. 4 peeps.

Finally played your levels!!!

First Babysitting: Fantastic level. Its clear you put a lot of love and time into it. The level is a slow meticulous romp, but you exhausted the possibilities that the premise allows. On your comment on difficulty, I think its perfect here. Its not DIFFICULT per se, but because its constantly throwing precise actions at the player I think more challenges might have been too much. I really really want to give you kudos for designing such a complex course mechanically.

Yoshi's Safe Landing: Short and sweet, like my miiverse comment said. Again balanced difficulty, with fun, more fast paced gameplay.

1985: I loved the idea of destroying bases with bob-ombs here. had a blast with it, no pun intended. Light on difficulty, but sound idea, fun gameplay and creative layout kept my interest throughout.

Ill check more of your levels later!!
 
Thanks for the great feedback! It was very interesting to replay Sonic levels and try to adapt them in Super Mario Maker despite the differences.

I'll eventually finish the series (and the others I started), but I admit I feel a bit burnt on the game at this point. I'll take a break and play other stuff before going back to it, so that it gets fresh again.

As am I, will still play but definitely will not be as active as before. Starting XBX as well as some other games. Unless they drop a hefty DLC pack that is :p
 

Shizza

Member
"Babysitting Bobombs." This is my first enemy exploitation stage with some lite puzzle elements. I had a lot of fun making it and worked really hard on refining this one and would really appreciate some feedback:

Course ID:

71C8-0000-010D-9425


WVW69ioo4WEBMRBsvz

Got a chance to play through this one too. I thought this was a fun and unique level. You have a nice ramp up in difficulty as the level progresses.

My only critique would be suggestimg to add another checkpoint later in the level - not so much due to difficulty, but more because of time (since your speed is based on the koopa/bobomb).

And now, off to check out your other levels!
 
Finally played your levels!!!

First Babysitting: Fantastic level. Its clear you put a lot of love and time into it. The level is a slow meticulous romp, but you exhausted the possibilities that the premise allows. On your comment on difficulty, I think its perfect here. Its not DIFFICULT per se, but because its constantly throwing precise actions at the player I think more challenges might have been too much. I really really want to give you kudos for designing such a complex course mechanically.

Wow, thank you so much! I take all of that as very high praise. The part where you
"escort" the Bobomb across the blocks is one section that at first was much tougher because it originally required almost non-stop jumping ahead of the Bobomb in order to keep the P-Switch chain going. I refined that section several times over and added plenty of extra blocks in between the P-Switch stations in order to make them easier to reach and more intuitive.
That's just one example of where I went back to try and make it easier on the player and not too frustrating. My #1 goal with my tougher stages and stages with puzzle elements is the hope that the player will have lots of little "Ah-ha! Yeah, OK, I CAN do this!" type moments.

Yoshi's Safe Landing: Short and sweet, like my miiverse comment said. Again balanced difficulty, with fun, more fast paced gameplay.

Thanks! At one point I went back I realized I could have made both the overworld section and the Fortress run a lot longer and based on your feedback I'm glad I stuck to my guns and decided not to make it too long.

1985: I loved the idea of destroying bases with bob-ombs here. had a blast with it, no pun intended. Light on difficulty, but sound idea, fun gameplay and creative layout kept my interest throughout.

As you can see I'm a die hard fan of 2D shooters like Gradius (which also celebrated its 30th Anniversary this year). I purposefully made it laid back so fellow Gradius fans could just have fun and enjoy all the fanservice in the level.

Ill check more of your levels later!!

Sweet, you might also enjoy Yoshi's Shell Game if you want more slightly-demanding-yet-also-laid-back puzzle action or Yoshi's Boo Bustin' Bonanza for a tough, old school ghost platformer (I really like how you incorporate Yoshi as a "reward" in the two stages of yours I have played). Look forward to playing more of your stages! I'm going to try to download a few more before I spend some quality time with Woolly World tonight.
 
Got a chance to play through this one too. I thought this was a fun and unique level. You have a nice ramp up in difficulty as the level progresses.

My only critique would be suggestimg to add another checkpoint later in the level - not so much due to difficulty, but more because of time (since your speed is based on the koopa/bobomb).

And now, off to check out your other levels!

Cool, thanks for the feedback! I'm very happy to hear you had fun with it. I did want to add one more checkpoint but I thought you could only have two flags between the main section and the subworld? If I can add another where would you suggest I place it? Also please send me a few of your level codes so I can try yours. This thread is so big I procrastinate and have trouble keeping up with it.
 

Bydobob

Member
My latest level is complete:

Ghost House Assault
FC5B-0000-011A-771B
Difficulty: Easier than my usual fare, but novices need not apply!

We say it after every new level, but this is my best one. It combines my favourite elements of NSMBU but in a much more focused, coherent level. I hope you all enjoy it!
 

Shizza

Member
Cool, thanks for the feedback! I'm very happy to hear you had fun with it. I did want to add one more checkpoint but I thought you could only have two flags between the main section and the subworld? If I can add another where would you suggest I place it? Also please send me a few of your level codes so I can try yours. This thread is so big I procrastinate and have trouble keeping up with it.

Hmm, I might have missed that 2nd checkpoint, hah!

I played through "Yoshi Shell Game" as well, which was also a good time. I like how you carried the mechanic of using Yoshi's tongue throughout the level. If you do any editing on this one I'd suggest a checkpoint somewhere, but it's not critical.

Looking forward to some more levels! And you can find some of mine one page back: post #17173
 
Hmm, I might have missed that 2nd checkpoint, hah!

The second one is
right underneath the pipe above the Bobomb's flying "crib." That one should be almost impossible to miss. :p

I played through "Yoshi Shell Game" as well, which was also a good time. I like how you carried the mechanic of using Yoshi's tongue throughout the level. If you do any editing on this one I'd suggest a checkpoint somewhere, but it's not critical.

Actually, I didn't add check points on purpose because one of my primary goals in making this stage was to demonstrate a level which would be broken if you added checkpoints specifically because
the whole point of the level is you have no power ups which is why Mario needs Yoshi to bypass the blocks using shells and his ability to reach through walls with his tongue. Since hitting checkpoints powers you up, the player would then be able to bypass several parts of the stage simply by breaking blocks using the spin jump after they hit a checkpoint flag.

Looking forward to some more levels! And you can find some of mine one page back: post #17173

Thanks, I promise I will try some of yours and will give you feedback as soon as I have time.
 

Shizza

Member
Actually, I didn't add check points on purpose because one of my primary goals in making this stage was to demonstrate a level which would be broken if you added checkpoints specifically because
the whole point of the level is you have no power ups which is why Mario needs Yoshi to bypass the blocks using shells and his ability to reach through walls with his tongue. Since hitting checkpoints powers you up, the player would then be able to bypass several parts of the stage simply by breaking blocks using the spin jump after they hit a checkpoint flag.



Thanks, I promise I will try some of yours and will give you feedback as soon as I have time.

Oh you're right!
I noticed the lack of power-ups, but totally forgot about the checkpoint acting as one.

Touché good sir!
 
Reposting for new page in case anyone wants to give it a go:

WVW69ikUryY13CGNcF


Snowy Sky Lift Summit!

69B1-0000-00E7-B91F


Been meaning to make a snow inspired level,and someone here gave suggestions as to how to accomplish the theme. I hope you guys like it. Filled with secrets, a small puzzle room and some slippery and unstable ice in there, but I hope nothing too frustrating :/

I wanted to play two more of your stages tonight but unfortunately only had time for one. Wow, LOVED THIS stage, glad it caught my eye because it didn't disappoint. Great use of the falling clouds and blocks. First, I find the visual aesthetic of the stage very unique. It feels organic thanks to the winter theme and ice blocks but the scattered wooden rooms give it a light industrial feel.

-I really dug the maze, especially shell-bumping the piranha plant so you can get it into position to ignite the Bobomb was so cool!

-I also love how you go from narrow navigation to opening it up in the second area for a semi frantic run. Excellent use of falling ice blocks to create a sense of an avalanche and
very smart implementation of the spiny shell helmet in order to unlock the crucial leaf to get the escape vine in
the Wiggler room, that was brilliant.

Edit: Oh cool, I just caught that this was in the NOA Essentials list, it's well deserved.
 

Bydobob

Member
Any feedback on these levels?
I got nothing for the last one, I guess it's a little hard and looking at the completion rate I fear that I made it a little too hard.

I really, really enjoyed this level. Tight platforming stuffed full of great design flourishes and secrets. The only bit I found tricky was the last third, but that's because I insisted on taking the hard route! This area is a little messy and I didn't really get as strong a sense of what was going on or where I needed to go. I wouldn't worry about the difficulty elsewhere though, I got through the first two sections without taking a hit on my first try.
 

CrisKre

Member
I wanted to play two more of your stages tonight but unfortunately only had time for one. Wow, LOVED THIS stage, glad it caught my eye because it didn't disappoint. Great use of the falling clouds and blocks. First, I find the visual aesthetic of the stage very unique. It feels organic thanks to the winter theme and ice blocks but the scattered wooden rooms give it a light industrial feel.

-I really dug the maze, especially shell-bumping the piranha plant so you can get it into position to ignite the Bobomb was so cool!

-I also love how you go from narrow navigation to opening it up in the second area for a semi frantic run. Excellent use of falling ice blocks to create a sense of an avalanche and
very smart implementation of the spiny shell helmet in order to unlock the crucial leaf to get the escape vine in
the Wiggler room, that was brilliant.

Edit: Oh cool, I just caught that this was in the NOA Essentials list, it's well deserved.

Thank you sir! Im off to sky today for reals, lol, but ill play more of your levels as soon as i get a chance.
 

oddjobs

Member
I'm a couple of stars away from getting some additional upload slots (in addition to the ten I have now) but I'm just not getting enough plays!

Here's a course no-one has beat yet for example

Bowsers Castle 200cc
BABE-0000-0101-AC6E

It's a Mario Kart-level!

So try if you have the time and drop a star if you enjoy it enough!
 
I'm a couple of stars away from getting some additional upload slots (in addition to the ten I have now) but I'm just not getting enough plays!

Here's a course no-one has beat yet for example

Bowsers Castle 200cc
BABE-0000-0101-AC6E

It's a Mario Kart-level!

So try if you have the time and drop a star if you enjoy it enough!

I'll give this one a shot later today and give you some feedback.
 

Bydobob

Member
I'm a couple of stars away from getting some additional upload slots (in addition to the ten I have now) but I'm just not getting enough plays!

Here's a course no-one has beat yet for example

Bowsers Castle 200cc
BABE-0000-0101-AC6E

It's a Mario Kart-level!

So try if you have the time and drop a star if you enjoy it enough!

I starred because I enjoyed it and well, you need the stars. However there are a few issues.

There is a lot of empty space that serves little purpose. The start in particular will have players following the lower level to the right, only to find they have to double-back on themselves. I'd either block this section off or place the Mario Kart mushroom there as reward.

Blind hazards. The Thwomp can't be seen, and the spawn of giant Piranhas coming out of pipes is too slow when you're coming off a speeding conveyor belt.

The mushroom fails to land on you at the checkpoint, falling into the lava.

The leap of faith at the end. Luckily I jumped as far as possible and landed to safety, but I was inches from Bowser Jnr. I would place a visual cue like coins to give players an idea of what trajectory they need.

I did have fun though. Mario Kart on conveyor belts does give the level the kind of racy feel you were looking for.


So thanks to Mael I discovered a bug in my latest level where a propellor mushroom wouldn't spawn. Seems to be sorted now, but please report if it happens again!

Ghost House Assault
FC5B-0000-011A-771B

On a separate note I've been reuploading old levels to give them a second wind, but would like to order them according to the date made, not uploaded. Does anyone know if this is possible without reuploading the entire set?

Edit: New level code
 

Kaban

Member
Playing with Fire: Bomb Edition

WVW69ioMJx4ZEfriyq


Played around with fire/bomb interaction and found some neat set-ups. Hope you enjoy!

6CE1-0000-0109-3B1E
 

CrisKre

Member
Made a new level!!!

pyro.jpg


Scorching Pyro Manic Manor! 2780-0000-0113-E955

WVW69ipRg4UYpt3Bk8

WVW69ipeqVUhTS9pu6

WVW69ipeqhAC41p0uk

WVW69ipRhukm48ykLJ


Set out to do a spiritual successor to my level called "Shiveringly Frozen Cold Manor!" and thought a fire level would be apt. Sooooo, on this level you enter a manor, turn the heater switch on, and pandemonium (and lots of fire hazards) ensue. Secrets abound as usual.

Would love some tries and comments from you guys!!!
 
oddjobs:

Sorry I haven't played your Bowser stage yet, been a crazy week and will be out of town this weekend, will try to tackle it Monday.


Made a new level!!!

pyro.jpg


Scorching Pyro Manic Manor! 2780-0000-0113-E955

WVW69ipRg4UYpt3Bk8

WVW69ipeqVUhTS9pu6

WVW69ipeqhAC41p0uk

WVW69ipRhukm48ykLJ


Set out to do a spiritual successor to my level called "Shiveringly Frozen Cold Manor!" and thought a fire level would be apt. Sooooo, on this level you enter a manor, turn the heater switch on, and pandemonium (and lost of fire) ensue. Secrets abound as usual.

Would love some tries and comments from you guys!!!

This looks sweet, can't wait to try it.
 

CrisKre

Member
oddjobs:

Sorry I haven't played your Bowser stage yet, been a crazy week and will be out of town this weekend, will try to tackle it Monday.




This looks sweet, can't wait to try it.

I´d love to know what you think :p Its a bit more difficult than my usual fare, but nothing too extreme.
 

jholmes

Member
I took a look at my stages today and realized something: I've never made a level with Bowser in it! I decided to fix that.

WVW69iplPSkkkTq57r


Bowser's Hot Pursuit (200D-0000-0114-DDED)

There's so many different ways people have used Bowser, so I tried to put a different spin on my level. Speed-run fans can see if they can match my top time: 20 seconds flat!
 

Mael

Member
feedback time?
feedback time.
Made a new level!!!

pyro.jpg


Scorching Pyro Manic Manor! 2780-0000-0113-E955

WVW69ipRg4UYpt3Bk8

WVW69ipeqVUhTS9pu6

WVW69ipeqhAC41p0uk

WVW69ipRhukm48ykLJ


Set out to do a spiritual successor to my level called "Shiveringly Frozen Cold Manor!" and thought a fire level would be apt. Sooooo, on this level you enter a manor, turn the heater switch on, and pandemonium (and lots of fire hazards) ensue. Secrets abound as usual.

Would love some tries and comments from you guys!!!
A bit unfair on the fire plant after the 2nd checkpoint, you get targetted from all directions with minimum visibility :/
Great distinctive visual style.
It's even beautiful from the level select, good job!

I took a look at my stages today and realized something: I've never made a level with Bowser in it! I decided to fix that.

WVW69iplPSkkkTq57r


Bowser's Hot Pursuit (200D-0000-0114-DDED)

There's so many different ways people have used Bowser, so I tried to put a different spin on my level. Speed-run fans can see if they can match my top time: 20 seconds flat!

Not bad,
I feel like Bowser should be lower or try to do something to hinder the player...
Like Bowser Jr, but that one is killable so it might not do the trick.

I'll repost the last few levels I made, for feedbacks.
I have another level or 2 to posts but I'd like more feedback 1rst to adjust what isn't up to snuffs.
NEW LEVEL!
Thwomp's burning mansion
D372-0000-0109-26C6
WVW69ioLf34yd9-ubb


Friendly word of advice...Spin...and try to stay on top of things ;)

levels I'd like more feedback on :
Fire in the hole : 688B-0000-0104-12C8

Also there's 2 levels I stumbled on and really REALLY liked (so much I downloaded them even) :
Spooky Jumping by Bay : 714E-0000-00A2-1958 (this user has plenty of cool levels too, check the levels out)
Spin! by Steray : 32D2-0000-0062-3C16
Great levels to showcase the game with very little risks.
My SO and even my friends who're not so into Mario loved to train on these levels.

e:
WVW69ipS7g0dUVGpmR


My first one. Quite traditional level but not too easy.

A710-0000-0112-A6A4

Not bad.
I would advise to be a bit more gradual on the challenge because the start with 4 thwomps (that you can get stuck on if you spin on top of them) + fire plant is a bit much I feel.
Great idea with the combinaisons, could barely see what was on top but the result was awesome!
Oh did I mention that I hate hammer bros? your use of them was actually cool, not too much and not too little.
All in all I'm looking forward to what you'll do next.

Playing with Fire: Bomb Edition

WVW69ioMJx4ZEfriyq


Played around with fire/bomb interaction and found some neat set-ups. Hope you enjoy!

6CE1-0000-0109-3B1E

A little bit stingy on the powerups :p
Great concepts and great execution!
Very clever use and the end part was especially good.
The plants out of the pipes leading to that place were a bit unfair and unecessary I feel.
Great level!!


I'm a couple of stars away from getting some additional upload slots (in addition to the ten I have now) but I'm just not getting enough plays!

Here's a course no-one has beat yet for example

Bowsers Castle 200cc
BABE-0000-0101-AC6E

It's a Mario Kart-level!

So try if you have the time and drop a star if you enjoy it enough!

Nice set of challenges,
the powerup for the checkpoint doesn't really work for me and the leap of faith at the end is a bit too punishing for my taste.
Fun level really



"Babysitting Bobombs." This is my first enemy exploitation stage with some lite puzzle elements. I had a lot of fun making it and worked really hard on refining this one and would really appreciate some feedback:

Course ID:

71C8-0000-010D-9425


WVW69ioo4WEBMRBsvz


If you can ride a Koopa then you can babysit some Bobombs, just don't expect to get paid beyond a popsicle or two in the freezer.

I wanted to go over the top in a few parts with this but decided to scale down the difficulty in the (mostly futile) hopes of getting a better completion rate.

I feel like the First checkpoint is a bit too early and the passage with the bomb going his way while you're up there was a bit too obtuse and too error prone.
Otherwise great fun and the last part was really awesome!
 
I feel like the First checkpoint is a bit too early and the passage with the bomb going his way while you're up there was a bit too obtuse and too error prone.
Otherwise great fun and the last part was really awesome!

I debated a lot where to put the first checkpoint. I thought about putting it farther on but then I thought by placing it earlier I might be cutting lesser experienced players a break who might still be getting used to honing their skills at riding on top of the koopas.

I guess I'm not sure what about
guiding the Bobomb through the P-Switch event was obtuse or overly error prone?
I'm bummed you got a different feeling but believe me, my number one goal on that section like all other parts of the stage was striving to my best to train the player on what they needed to do. Let me explain:

If it helps, my reasoning in my head as I tried to get in the head of the player before I even felt remotely OK to make that section was: "Ok, I've already shown the player early on that large enemies can walk on top of P-Switches and shortly before they were shown that they also have to allow Bobombs to do their thing and walk to strategic points. Let's see if the player can take those two learned skills and piece it together for a tougher run now."

The player walks into the room above the Bobomb and sees it activate the P-Switch as they're nudged with the breadcrumbs to keep following it on the upper path. The first thing they see as they exit the upper introductory path is another P-Switch. They were just trained shortly before to take care of the last Bobomb, so with some simple trial and error, based on that my thought was most players who are attuned to puzzle based levels should be able to tackle this section at this point.

If you thought that was too prone to error, you should have seen what that section looked like before I refined it because originally
I had Mario start that room on the floor below the Bobomb which would have made it much less intuitive right off the bat that they have to start following the Bobomb. Also, originally the P-Switch platforms were just suspended without any stepping stone blocks in between the switch stations and the P-Switches themselves were just sitting loosely atop the blocks. These factors caused major issues. First, the player was forced to start chasing the Bobomb from the rear instead of initially seeing it from above and being nudged into following it. Second, without stepping stones, the player was forced to keep frantically making running jumps ahead of the Bobomb in order to get on top of each switch station. Thirdly, when the switches were loose, this made it easy to accidentally grab the switches and throw them. So I overhauled it to have Mario start above the Bobomb with a small breadcrumb intro, I added lots of stepping stone blocks in between the switch stations so the player could simply jump on top of them in order instead of having to make running jumps at them from below and I surrounded each p-switch with blocks so the player would simply step on the switches without accidentally grabbing and tossing them. Does the player have to engage in some trial and error like any puzzle stage and do they still have to think fast to stay ahead of the Bobomb? Sure, but at least with those changes and safety elements in place, I'd hope a reasonably competent player shouldn't be unduly stressed out as they surely would have been if I hadn't made the aforementioned detailed changes to accommodate them.

Not trying to change your mind per se, just thought you might be interested to know my thought process that went into that section. I spent days and days trying to figure out how to keep my stage's chosen concepts in
a way where I hoped I was being as up front and fair with the player as I felt I could be.

Anyways, thanks so much for your feedback and I'm really happy you had fun playing it and that you got a kick out of the finale! :D

I plan on checking out one of your stages next week when I get back, let me know if there's any in particular you'd like feedback on.
 

doop_

Banned
I took a look at my stages today and realized something: I've never made a level with Bowser in it! I decided to fix that.

WVW69iplPSkkkTq57r


Bowser's Hot Pursuit (200D-0000-0114-DDED)

There's so many different ways people have used Bowser, so I tried to put a different spin on my level. Speed-run fans can see if they can match my top time: 20 seconds flat!
Really nice level, feels like a real Mario game.
 

Mael

Member
I debated a lot where to put the first checkpoint. I thought about putting it farther on but then I thought by placing it earlier I might be cutting lesser experienced players a break who might still be getting used to honing their skills at riding on top of the koopas.

I think the issue is less that the checkpoint is too early (because after all if you fail just after and have to redo everything it's kind of a bore :/) and more that the 1rst bomb is actually quite a bit tricky to ride so I restarted A LOT just on the 1rst bomb.
When I got the hang of it the last koopa ride posed no problem though but I feel like the 1rst bomb is too tricky to get on top, since it's on the level as you are and you have to avoid the bullets from the canon, putting something less threatening would help but kill the later part of the level.
Maybe putting the player on a higher ground would help.


I guess I'm not sure what about
guiding the Bobomb through the P-Switch event was obtuse or overly error prone?
I'm bummed you got a different feeling but believe me, my number one goal on that section like all other parts of the stage was striving to my best to train the player on what they needed to do. Let me explain:

My problem is that it's too easy to push the switch and be trapped because of that.
My SO was looking at me playing and she didn't see an issue there so maybe it was just me.

If it helps, my reasoning in my head as I tried to get in the head of the player before I even felt remotely OK to make that section was: "Ok, I've already shown the player early on that large enemies can walk on top of P-Switches and shortly before they were shown that they also have to allow Bobombs to do their thing and walk to strategic points. Let's see if the player can take those two learned skills and piece it together for a tougher run now."

Ah! I just realized that I ALWAYS activated manually the P-Switch with the koopa before. I don't know why I felt like it was part of the challenge.
Makes sense I was confused afterward!

The player walks into the room above the Bobomb and sees it activate the P-Switch as they're nudged with the breadcrumbs to keep following it on the upper path. The first thing they see as they exit the upper introductory path is another P-Switch. They were just trained shortly before to take care of the last Bobomb, so with some simple trial and error, based on that my thought was most players who are attuned to puzzle based levels should be able to tackle this section at this point.
No this makes perfect sense, I missed the 1rst part that's why the later part didn't make sense to me.
If you thought that was too prone to error, you should have seen what that section looked like before I refined it because originally
I had Mario start that room on the floor below the Bobomb which would have made it much less intuitive right off the bat that they have to start following the Bobomb. Also, originally the P-Switch platforms were just suspended without any stepping stone blocks in between the switch stations and the P-Switches themselves were just sitting loosely atop the blocks. These factors caused major issues. First, the player was forced to start chasing the Bobomb from the rear instead of initially seeing it from above and being nudged into following it. Second, without stepping stones, the player was forced to keep frantically making running jumps ahead of the Bobomb in order to get on top of each switch station. Thirdly, when the switches were loose, this made it easy to accidentally grab the switches and throw them. So I overhauled it to have Mario start above the Bobomb with a small breadcrumb intro, I added lots of stepping stone blocks in between the switch stations so the player could simply jump on top of them in order instead of having to make running jumps at them from below and I surrounded each p-switch with blocks so the player would simply step on the switches without accidentally grabbing and tossing them. Does the player have to engage in some trial and error like any puzzle stage and do they still have to think fast to stay ahead of the Bobomb? Sure, but at least with those changes and safety elements in place, I'd hope a reasonably competent player shouldn't be unduly stressed out as they surely would have been if I hadn't made the aforementioned detailed changes to accommodate them.

Not trying to change your mind per se, just thought you might be interested to know my thought process that went into that section. I spent days and days trying to figure out how to keep my stage's chosen concepts in
a way where I hoped I was being as up front and fair with the player as I felt I could be.

No actually your strategy made sense, I just completed the 1rst part differently so it threw in a loop afterwards on what to do but the level is intuitive enough to make sense if you missed an important part.
I'll put on the fact that I played loads of level back to back, that certainly didn't help me :p
Anyways, thanks so much for your feedback and I'm really happy you had fun playing it and that you got a kick out of the finale! :D

I plan on checking out one of your stages next week when I get back, let me know if there's any in particular you'd like feedback on.

Thanks, if you have to try 1 level it would be
Thwomp's burning mansion
D372-0000-0109-26C6
or if you're the only who actually played it
Fire in the hole : 688B-0000-0104-12C8
 

Bydobob

Member
Thanks, if you have to try 1 level it would be
Thwomp's burning mansion
D372-0000-0109-26C6
or if you're the only who actually played it
Fire in the hole : 688B-0000-0104-12C8

I could've sworn I commented on your level on the previous page ;)

It's a fair point though, activity has died down here lately.
 
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