I decided to make another today just in the spirit of Christmas and all.
9986-0000-013A-49CA
[URL="https://supermariomakerbookmark.nintendo.net/courses/75E0-0000-013A-6980"]Just got the game, uploaded my first level. It kinda falls apart after the first area, but I'm still proud of it :vs:
[/URL]
You dudes should use the [url=https://supermariomakerbookmark.nintendo.net/profile/SiftRock]Mario Maker Website[/url] that way level codes aren't needed. Just sayin'.
Also just had this show up on one of my levels and I'm not sure how to react.
[t]http://oi63.tinypic.com/jsccok.jpg[/t]
Made me smile! :)
[img]http://oi64.tinypic.com/b5qpza.jpg[/img]
:v: It finally happened! The jump is 1300 to 2000 for the next medal, woof.
So I made a shmup-ish airship level just to experiment with scale and some different features.
6E79-0000-0148-A38C
Tell me if you like it or if there's anything terribly wrong with it :v:
[editline]t[/editline]
Learned you can make disable-able attack drones by putting a coin in a fire clown car, and persistant ones by using a lava bubble.
Ok, this is my [URL="https://supermariomakerbookmark.nintendo.net/courses/EE5F-0000-01E6-942F"]entry[/URL] for an uber challenging stage. Hope you guys enjoy.
EDIT: New version!
My girlfriend got this for Christmas so I've been making some levels. These are the only two I thought were worth uploading.
[url=https://supermariomakerbookmark.nintendo.net/courses/F399-0000-014B-27DB]Simple Cave[/url]
[url=https://supermariomakerbookmark.nintendo.net/courses/7630-0000-0156-05D1]Castle Hassle[/url]
I wouldn't mind some feedback, have fun.
[QUOTE=squids_eye;49416214]My girlfriend got this for Christmas so I've been making some levels. These are the only two I thought were worth uploading.
[url=https://supermariomakerbookmark.nintendo.net/courses/F399-0000-014B-27DB]Simple Cave[/url]
[url=https://supermariomakerbookmark.nintendo.net/courses/7630-0000-0156-05D1]Castle Hassle[/url]
I wouldn't mind some feedback, have fun.[/QUOTE]
Castle stage would be fine if you had checkpoints, not sure if you unlocked them yet. Also, keep in mind the weird mushroom. (I usually use mystery suits to make it where weird mushrooms don't spawn). Also, did you manage to follow the blue lift through my whole stage?
[QUOTE=enigmarage;49416662]Castle stage would be fine if you had checkpoints, not sure if you unlocked them yet. Also, keep in mind the weird mushroom. (I usually use mystery suits to make it where weird mushrooms don't spawn). Also, did you manage to follow the blue lift through my whole stage?[/QUOTE]
I've not got them yet, I'll add them when I can.
For your stage I had to [sp]get the helmet then run back, ride the flying springs back to the blue skulls and then ride that back across again so I could hop through the saws. Is the checkpoint a red herring? I couldn't work out how to reach it.[/sp]
I took a stab at a "chase" level, complete with a proper, unique boss battle at the end. Give it a try and tell me what you think.
[url=https://supermariomakerbookmark.nintendo.net/courses/3E44-0000-014B-26A4]The Strange Sentry[/url]
Tried making a final level, don't think I did well on the hard aspect.
[URL="https://supermariomakerbookmark.nintendo.net/courses/E5DE-0000-0155-8B94"]Finale[/URL]
Please play this level that I spent way too fucking long on. It's not the hardest thing by any means but I wanted to try to make... a Kirby level.
[url=https://supermariomakerbookmark.nintendo.net/courses/A3D7-0000-0162-0C1F]Kirby's Tricky Trees[/url]
[img]https://dypqnhofrd2x2.cloudfront.net/A3D7-0000-0162-0C1F.jpg[/img]
[img]https://dypqnhofrd2x2.cloudfront.net/A3D7-0000-0162-0C1F_full.jpg[/img]
I think I'd like to see some DLC adding decorative blocks and such to all sets. Everything I see most of the time is bare bones save for the utterly random decor that gets placed every time you put a standard block down, so why not let the user choose?
[QUOTE=DJswitch;49431928]I think I'd like to see some DLC adding decorative blocks and such to all sets. Everything I see most of the time is bare bones save for the utterly random decor that gets placed every time you put a standard block down, so why not let the user choose?[/QUOTE]
You actually can choose in a way.
Spam a bunch of blocks to form a palette. When it spawns a decoration on top, you can copy and paste this elsewhere and the copy will always have the decoration that the original had unless overwritten.
[QUOTE=Everything;49400316]So I made a shmup-ish airship level just to experiment with scale and some different features.
6E79-0000-0148-A38C
Tell me if you like it or if there's anything terribly wrong with it :v:
[editline]t[/editline]
Learned you can make disable-able attack drones by putting a coin in a fire clown car, and persistant ones by using a lava bubble.[/QUOTE]This is great.[QUOTE=squids_eye;49416214]My girlfriend got this for Christmas so I've been making some levels. These are the only two I thought were worth uploading.
[url=https://supermariomakerbookmark.nintendo.net/courses/F399-0000-014B-27DB]Simple Cave[/url]
[url=https://supermariomakerbookmark.nintendo.net/courses/7630-0000-0156-05D1]Castle Hassle[/url]
I wouldn't mind some feedback, have fun.[/QUOTE]I don't like SMBU but that is a fun cave.
The blue skull room is a bit shitty. Aside from that, good level.
Got this for Christmas and have been enjoying it far more than I thought.
I'd appreciate any feedback you could give.
[url]https://supermariomakerbookmark.nintendo.net/profile/Chaos_Creator[/url]
Just played a handful of courses from this thread and left a bunch of comments on em (and some doodles)
[url=https://supermariomakerbookmark.nintendo.net/courses/0F0F-0000-0155-9948][img]https://d3esbfg30x759i.cloudfront.net/pap/WVW69iu-XXcX4rXSSn[/img][/url]
Oh thats perfect, glad you liked it.
One of the magikoopas kept spawning at the same exact spot and shooting the floor underneath him. I wish he would stop that
I initially had a bunch of blocks placed away from the player for them to spawn on until I realized they couldn't shoot through obstacles. Worst experience was when testing and the first ~6 blocks all spawned spinies.
Do people play ultra-difficult levels in this game? I just got the game and made some real kaizo shit but I'm not sure if it's even worth spending the time beating it for upload. Or even challenging stuff in general? Because all of the expert stages I played were either a breeze or luck-based "throw a thousand enemies at the player" stages.
ps I just got this game, it's so amazing. I've been doing SMW (and basically every other mario) romhacks for years, mario maker is exactly what I wanted.
Unless you're well known (like Ross), your hyper-difficult levels will probably be poorly received and seldom completed.
When making a level, think of a FUN concept, and then figure out how to make it challenging. Levels where sheer crushing difficulty is the only draw get very old very fast.
[QUOTE=Everything;49437834]Unless you're well known (like Ross), your hyper-difficult levels will probably be poorly received and seldom completed.[/QUOTE]
There's always streamers who take level requests, PangeaPanga or trihex would probably give your superhard level a shot.
Either make something really hard, spend all that time completing it to upload it, and then hope you can get it featured in a requests stream, OR make something fun instead. Doesn't sound like that tough of a choice to me.
Sure some people find extreme difficulty fun, but they're not even close to the main demographic. Making stuff like that sorely limits your audience, and often requires secondary endorsement (LPer or streamer) to get a decent number of people playing it. If you wanna go for that, heck, I'm not your boss, but it's definitely not ideal.
Make a niche level and hope it gets promoted by a streamer, or make something for a wide audience. Wow, It's like this one game is a simulation of the entire game industry.
I've been tweaking this course for a bit and finally finished it off
[url]https://supermariomakerbookmark.nintendo.net/courses/9A5E-0000-0171-BF85[/url]
remember to keep an eye on that flame....
Turns out [url=https://supermariomakerbookmark.nintendo.net/courses/3E44-0000-014B-26A4]that one stage I made[/url] ended up a super expert level.
Uhh... Whoops? Might've made it a little too hard. :v:
[QUOTE=Everything;49462141]Turns out [url=https://supermariomakerbookmark.nintendo.net/courses/3E44-0000-014B-26A4]that one stage I made[/url] ended up a super expert level.
Uhh... Whoops? Might've made it a little too hard. :v:[/QUOTE]
For me the difficulty was in that ending fight. By the time you're able to jump on the moles the fireball is about to shoot. You've also gotta get lucky that the correct bock is hit.
If the area was slightly wider or if there was a mushroom with some of the moles then it would be more manageable.
Also I killed the sentry a number of times after the checkpoint when pressing the switch because the coins turned into blocks on top of it.
I really wish you could put two checkpoints in a level. I'd have had that one there and then placed one right before the boss.
Also I actually discovered that trick you mention while testing the level, but I decided to leave it in because it's something that rewards experimentation. I like to take the Portal approach of "Was that intended? No. Did it make the player feel smart anyway? Yes. Don't fix it." when looking at sequence breaks in my stages.
[QUOTE=Everything;49462422]I really wish you could put two checkpoints in a level. I'd have had that one there and then placed one right before the boss.
Also I actually discovered that trick you mention while testing the level, but I decided to leave it in because it's something that rewards experimentation. I like to take the Portal approach of "Was that intended? No. Did it make the player feel smart anyway? Yes. Don't fix it." when looking at sequence breaks in my stages.[/QUOTE]
You can always make an obvious pipe leading to a tiny bonus room with a checkpoint in it. Thats what I use a lot.
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