• Super Mario Maker V1
    1,141 replies, posted
[QUOTE=Sift;49614878]That and I didn't get the "yow!" at the end of the stage. Unless it's supposed to be Mario's reaction in general v:v:v[/QUOTE] The door closes before he disappears, so it looked to me like it closes by itself and smacks him as he's standing in the doorway. Little slapstick thing. Also, FYI to those who didn't know, if you put a door in front of the fortress doorway at the end of a level, Mario opens it and goes through. Really neat touch, surprised they thought of that.
Hey servers are back up so I was able to upload the two levels I made the other day. Mario in a search for riches invades a trap filled pyramid in [url=https://supermariomakerbookmark.nintendo.net/courses/8285-0000-01AD-81B5]The Puzzling Coin Crypt[/url] [img]https://dypqnhofrd2x2.cloudfront.net/8285-0000-01AD-81B5.jpg[/img] [img]https://dypqnhofrd2x2.cloudfront.net/8285-0000-01AD-81B5_full.jpg[/img] This one is based on a idea I had, though you can actually render it unwinnable (I try to give as many warnings as possible and all you have to do is think for a moment). I'm conflicted on this course as I think everything works right, but at the same time I'm 100% sure someone can probably do it better so I'd be interested in seeing other takes on it! In this level a castle has gotten over-run by Piranha Plants and it's up to you to get to the end and clear em' out. Just watch your step and you should be fine in- [url=https://supermariomakerbookmark.nintendo.net/courses/D9CD-0000-01AD-81D8]Piranhna Plant Palace[/url] [img]https://dypqnhofrd2x2.cloudfront.net/D9CD-0000-01AD-81D8.jpg[/img] [img]https://dypqnhofrd2x2.cloudfront.net/D9CD-0000-01AD-81D8_full.jpg[/img] I'm actually the most proud of how this one came out, it features a split path halfway in with two completely different routes to the final corridor. It's a bit long but I think it's fair and not too overwhelming. The + shape pipe things really came out nicely in my opinion.
[T]https://d3esbfg30x759i.cloudfront.net/ss/WVW69i1lf70wt-hVry[/T] New course by me. [url=https://supermariomakerbookmark.nintendo.net/courses/DC7C-0000-01AF-74B5]Frozen Pier[/url] Take on some of Bowser's navy on ice!
Random aside this happened! [img]http://oi64.tinypic.com/doooww.jpg[/img] (2000 -> 3000) It's fairly obvious the final medal is going to be 3000 -> 5000 at this point.
I don't know how you get so much attention. I didn't even hit 50 until about 3 weeks ago and I had this game since launch. :frown:
Yeah. My most played course still has only 24 stars and 95 unique players, despite being over a month old.
[QUOTE=The Duke;49632949]I don't know how you get so much attention. I didn't even hit 50 until about 3 weeks ago and I had this game since launch. :frown:[/QUOTE] Honestly I have no idea either, only thing I could guess is the fact I have a shit ton of levels uploaded and I do it semi-frequently. [editline]29th January 2016[/editline] If it makes it any better my coin crypt level on the other page is bombing ultra hard due to the difficulty and no ones giving it any attention v:v:v
[QUOTE=Sift;49633064] If it makes it any better my coin crypt level on the other page is bombing ultra hard due to the difficulty and no ones giving it any attention v:v:v[/QUOTE] "bombing really hard" *Has more attempts in one day than all but one of my levels, and that one was made at launch* Most of mine can't even hit 2 dozen individual visits.
On that note, I made another new course during the server downtime. Yoshi's been kidnapped! And judging from the trail of craters and scorchmarks, it could only be the work of one notorious member of the Koopa army. Can you rescue your cheerful green pal from... [URL="https://supermariomakerbookmark.nintendo.net/courses/307F-0000-01AE-2A3A"][IMG]http://i.imgur.com/jtitubj.jpg[/IMG] [IMG]http://i.imgur.com/jCongVd.jpg[/IMG] Hothead Fred's Fragile Fortress[/URL]? [editline]t[/editline] Features proper introduction and progression of level mechanics, several secrets, and even a bonus room! Tell me what you think I guess, if there are any parts that get your attention or fall flat. Tried to structure it like an actual NSMB level.
[QUOTE=The Duke;49633087]"bombing really hard" Has more attempts and visits than all but one of my levels, and that one was made at launch.[/QUOTE] Uh... compare it to my other levels??? Bad choice of words :( I'll play your levels later today Duke
Going to mario maker viewer level streams is usually a good way to get attention. If your level looks good enough even the viewers will give it a shot at times.
Any particular places to find twitch streamers or do I just have to lurk the mario maker reddit until I get lucky and find someone streaming?
I usually just lurk the twitch page for mario maker and look for people streaming viewer levels. There's usually a sizeable ammount of people doing viewer levels at any given time. Although be warned, the higher the viewcount the longer the wait times are.
It would be nice to be able to share levels privately for playtesting. Private levels could be modified and reuploaded at any time, but aren't visible on that person's level list, and can't be played without the level code. After enough testing, the author could publish it as-is by completing it again, which would disable further editing and make the level public.
Huh, do people actually do that? I kinda wish my stuff would show up on a stream or video but kinda resigned myself to that never happening.
Yeah, viewer level streams are actually pretty popular. Although a lot of people are chucklefucks and just submit kaizo levels, but occasionally you get cool levels
I post new levels here and on /v/. Must be doing something right as I've had the game since Christmas and already hit 55 stars. The people on there give a really good variation of levels and offer fair criticism. There's always people that would take the time to see who starred or commented their courses and in turn give yours a go too. On that note, can't do any harm to dump my profile on here once again. [url]https://supermariomakerbookmark.nintendo.net/profile/Chaos_Creator[/url]
So I played a small number of levels, 2 of Dukes and 1 from Everything [b]Which Way Chateau[/b] - This level wasn't terrible in terms of the usual maze levels but being honest I just didn't have fun with it. It felt super tedious to just check every door and it felt less like a puzzle and more of a wild guess at everything. I gave it a star/doodle anyway but really not my cup of tea- at least it was better then most stages that are similar [b]Frozen Pier[/b] - Really nice straight forward level, I like how you decorated the boats with life rings and it was pretty simple to get through. Only issue I had in the level was after the boss fight I went through the P door and didn't realize I could jump through the ceiling so ended up fighting Bowser a couple times before I realized that :v: [b]Hothead Fred's Fragile Fortress[/b] - Pretty chaotic with all the bombs all over the place, I finished it first time through but didn't find any secrets (mainly because I was too focused on dodging bombs to look) and the boss you put at the end was pretty creative though the helmet you provided removed a lot of the threat of it. Still though this was really good! I'll have to check it out again later to see if I can spot anything you've hidden away.
Little hint: There are three hidden 1ups, two of which are in suspicious locations, and the third is inside that bonus room. The entrance to said room isn't too obvious but not too well hidden either. Just keep an eye out for something a little out of place [editline]t[/editline] How'd you like my attempt at a pre-boss room, by the way? Mixed Megaman's boss antechamber and Wario Land 2/3's tense music drop for that one. Also made sure you could see a little of what's inside before actually entering the pipe. Love doing that sort of thing, makes the level feel more seamless.
Here's one of the levels I made: "3 ways to win" [url="https://supermariomakerbookmark.nintendo.net/courses/58A4-0000-0174-106E"][IMG]https://dypqnhofrd2x2.cloudfront.net/58A4-0000-0174-106E_full.jpg[/IMG][/url] As the title suggest, there are 3 ways to reach the goal post 1 Involves getting from the CheckPoint to the Goal normally The other Involves keeping your propeller suit/ Using the P Switch to get another one from above the CheckPoint, then doing the above but with the propeller suit The Final way is to keep hold of the P Switch, run underneath the Checkpoint over the Simi-Blocks back to the start of the Level, where you can find A P-Door that takes you to the Goal Of course, you only have 1 P-Switch, so don't screw it up.
So I think I figured out why some of my levels are getting low playcounts. Some like Toad Town and One-Room House are slow-paced and probably end up with the player skipping after dying once or twice. Personally I like slower-paced, more thought-intensive design, but that doesn't seem to be what's popular, so I'll have to relent for now and try to make more action stages if I want more stars.
I don't think you should make things for stars, and should instead make things you think are fun to play. That's just my personal opinion though
Well, I need stars if I want to upload more levels. Only have a couple slots left. That and it kinda sucks to know so many people are dropping my levels because they're bored of them.
Eh I can understand how that feels, I just don't think I could bring myself to do it even if I didn't have as many stars as I do. Only time I delete stages is if I'm really unhappy with how they came out or if I think it just isn't as fun as I had hoped (My Coin level is on the chopping block tbh)
Consider using additional checkpoint flags, if people hit a checkpoint then they feel like they've made enough progress that its worth finishing a level. Even if theres a simple part where you're introducing or getting to the actual part of the level, just letting them skip something that could be considered easy but dull would be appreciated.
You can only use one flag, remember, and I use one in almost every stage, the only exceptions being ones that go very quickly when you know how to do them, or take under 60 seconds overall. Generally I try to make the first half of my traditional levels a combination of introduction to level mechanic and showcase of that mechanic's use. Look at my most recent upload for an example of that; right when you enter the level, you see three bob-ombs break a bunch of blocks, and then another drop out of a pipe above. From then on, there are a lot of bob-ombs breaking blocks and coming out of pipes, but new ways in which the former can be used are introduced, such as breaking open floors to get at coins, busting a wall to proceed, or even using a sliding bob-omb to collect stuff. I placed the checkpoint after all that for a very good reason. Once you learn what a given section is trying to teach you, you can blow right past it in seconds now that you know what's going to happen. What I wanted to avoid was a clumsy death during the boss battle - which still uses the mechanics you learned in the stage, but is somewhat random regardless - forcing you to start all over. This formula seems to have worked quite favorably for it so far, as it's been getting quite a lot of plays and praise compared to the others I've uploaded this month. My concern is pacing. The levels of mine that do poorly are slow paced or thoughtful. Just look at One-Room House for example: a level with a single, not all too challenging "something's not quite right here" puzzle, and with about as many plays as unique players, meaning a majority of them skipped without even dying. This tells me I shouldn't be making levels like this if I want to get more stars, upload slots, and perhaps recognition overall.
I'm curious if you guys can beat this. No one has been able to beat it yet, so I updated it to hopefully make it a bit easier. Jr's P-Switch Peril 5EA0-0000-01AD-BEEC [IMG]https://dypqnhofrd2x2.cloudfront.net/5EA0-0000-01AD-BEEC.jpg[/IMG][IMG]https://dypqnhofrd2x2.cloudfront.net/5EA0-0000-01AD-BEEC_full.jpg[/IMG]
[QUOTE=Everything;49645194]You can only use one flag, remember, and I use one in almost every stage, the only exceptions being ones that go very quickly when you know how to do them, or take under 60 seconds overall. Generally I try to make the first half of my traditional levels a combination of introduction to level mechanic and showcase of that mechanic's use. Look at my most recent upload for an example of that; right when you enter the level, you see three bob-ombs break a bunch of blocks, and then another drop out of a pipe above. From then on, there are a lot of bob-ombs breaking blocks and coming out of pipes, but new ways in which the former can be used are introduced, such as breaking open floors to get at coins, busting a wall to proceed, or even using a sliding bob-omb to collect stuff. I placed the checkpoint after all that for a very good reason. Once you learn what a given section is trying to teach you, you can blow right past it in seconds now that you know what's going to happen. What I wanted to avoid was a clumsy death during the boss battle - which still uses the mechanics you learned in the stage, but is somewhat random regardless - forcing you to start all over. This formula seems to have worked quite favorably for it so far, as it's been getting quite a lot of plays and praise compared to the others I've uploaded this month. My concern is pacing. The levels of mine that do poorly are slow paced or thoughtful. Just look at One-Room House for example: a level with a single, not all too challenging "something's not quite right here" puzzle, and with about as many plays as unique players, meaning a majority of them skipped without even dying. This tells me I shouldn't be making levels like this if I want to get more stars, upload slots, and perhaps recognition overall.[/QUOTE] I could swear i've seen levels with multiple checkpoints. Regardless I've got hothead and one room bookmarked for now. I want to make it very clear right now that your levels i've played are good and not to dishearten yourself.
You can have 2 flags total, one in each "zone"
Pretty sure you can place one on the primary part of a course, but a sub-level can allow a second checkpoint as well. ninjas
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