Doctor_Fruitbat posted:Thanks for the help goons, first level is done! Nice job. This is a traditional style level I think and it works
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# ? Jul 3, 2019 06:29 |
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# ? Jun 5, 2024 09:29 |
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Internet Kraken posted:I'm starting to realize I can't make levels interesting when they aren't moderately challenging. I think its fine to have challenging levels, I played your skewering sand dunes level and was in a constant state of panic but never really felt frustrated because things moved so quickly. I think youre safely in the realm of "not as ballbusting as donkey kong country"
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# ? Jul 3, 2019 06:33 |
ThisIsACoolGuy posted:I'm genuinely looking for feedback on this level. It's another project that's taken me a long while to piece together and I think I'm at a place where I'm mostly happy with it. also did you know a celeste dev is making MM2 levels? https://mobile.twitter.com/MattThorson/status/1144809965774704640
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# ? Jul 3, 2019 06:35 |
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eonwe posted:also did you know a celeste dev is making MM2 levels? I just found out a little while ago haha. I'll need to try his stuff out soon.
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# ? Jul 3, 2019 06:42 |
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The Lobster posted:Fawf's level Two Goombas came up in the randomizer for me and I loved it so much that I had to play all the rest of their levels as well, which are great. Drop It Like It's Hot is very clever. D'aww, thanks! Finished my newest stage, it's one big homage to Bubble Bobble (and a touch of Puzzle Bobble) Bubble Bobble Medley FTG-56N-VRF At first I was bummed to not have the Yoshi amiibo costume but the Powerball music wound up being a good approximation of the Bubble Bobble tune so I can't complain.
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# ? Jul 3, 2019 06:50 |
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Internet Kraken posted:But I need likes to feel validated about spending hours on this I'd say part of it is to not worry about making things feel hard. Even if you place enemies somewhere they pose no threat to the player, a sizeable portion of players will still charge right in to attack, mess up a jump, and get themselves killed. All because they saw an enemy and couldn't not immediately try to jump on it. Looking the death markers on Mushroom Terrace, which I deliberately built to be easy, has really driven that point home for me. Even decorative enemies that were placed to be virtually harmless have claimed their fair share of Marios, and the smallest and most trivial of pits seem to kill the most people. Meanwhile, hardly anyone dies at what was intended to be the most challenging enemy group in the level.
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# ? Jul 3, 2019 06:52 |
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Two Beans posted:
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# ? Jul 3, 2019 06:57 |
Fawf posted:D'aww, thanks! That boss fight was really imaginative, nice job
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# ? Jul 3, 2019 07:00 |
Actually, there are a lot of devs who have maker IDs apparently https://www.reddit.com/r/MarioMaker...tm_medium=web2x
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# ? Jul 3, 2019 07:02 |
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Really excited to start running through goon levels, I need a reprieve from Endless. And I finally got to sit down and get my first level out: Stormy Skyway HBL-W2F-C2H I was craving an old-fashioned, no frills platforming course, so I tried my best to make one. It's a basic autoscroller, with some pink coins to grab for an extra challenge. Any feedback would be appreciated; I have a tendency to make things way too easy to prevent frustrating people, and I'm worried about it coming out boring.
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# ? Jul 3, 2019 07:12 |
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Random Stranger posted:And now for something completely stupid: A few minor criticisms: 1. I got stuck on the claw machine for a needlessly long time because the red claw path goes off the top of the screen at a junction point, and it doesn't even look like it's there. I solved this room for the first time by accident. 2. I really wasn't clear on what the objective in the Space Invaders room was and played it about as badly as I could, killing every enemy and breaking every breakable block looking for a key or something. If you do this, there is a part of the sequence where there is too much empty space for you to be able to reach the pipe. 3. The time limit really doesn't give you enough time to bumble around and figure stuff out. It should be at least 400. 4. The Pac-Man room was great, but I feel the on/off switch gimmick maybe wasn't the best fit for it, and having to go around the maze collecting red coins would've felt more Pac-Man-like. Aside from that, this was really creative and fun, and the Pac-Man and pinball rooms were my favorite parts. I actually made a somewhat similar pinball room in one of my Mario Maker 1 levels, but I think you executed the idea better. It's a little thing, but I really liked the use of the fast skull platform for the ball launcher. Fawf posted:Finished my newest stage, it's one big homage to Bubble Bobble (and a touch of Puzzle Bobble) I loved this—maybe needlessly generous with the powerups, but if you set out to make an easy level, that's understandable, plus I guess it wouldn't feel like Bubble Bobble if you were stomping enemies. The Puzzle Bobble miniboss was really clever. If you'd made it so that in the Level 12 room enemies would get stuck in those side pockets and you'd have to risk taking a hit to kill them, I'd have laughed my rear end off, even if that wouldn't be good level design. The Lobster posted:Anyway, here is Pirate's Cove, my take on the pirate ship coin collecting thing someone else was mentioning the other day also wanting to do. I bet theirs comes out better! Good objective-based easy level, and I liked your underwater scenery. If you try to walljump up the right wall at the beginning of the stage, you hit a boss music trigger, which I assume was left there by mistake. Dangerous Minority posted:Really excited to start running through goon levels, I need a reprieve from Endless. It's not too easy, and it's definitely not boring. Good call on not making it harder, or longer, though, as an autoscroller with mandatory red coin collection has the potential to be really frustrating. Your coin pathing was generally good, and I didn't have any trouble finding the red coins, but I spotted a few secrets I didn't dare attempt to check out. The one spot in the level I really dislike is around the third red coin. It's not just that the timing is really tight on getting both the 1-Up and the coin, but that the 1-Up is before it, more obvious, and right before where you have to jump back to the left before the screen scrolls too far for you to get up to the coin. I feel like in these risk/reward situations where you're going for two things but only one is necessary, the necessary one should be easier to get. Rollersnake fucked around with this message at 08:23 on Jul 3, 2019 |
# ? Jul 3, 2019 07:35 |
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I made my first serious attempt at a level. It's designed like old Mega Man games where you need to complete a challenge in 5 different rooms before moving on to the final boss. It's not easy, but there are plenty of power ups to get you through it. I hope at least a few of you can find it enjoyable. 197-BM1-DGG
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# ? Jul 3, 2019 07:35 |
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Orange Crush Rush posted:Status update on this: currently at an impressive 7% winrate. Beat this in one try, then went back and tried running without power-ups because I noticed some questionable design decisions, and had a miserable time. - The first level section could be cut in half without losing much. The beginning enemy spam and the dry bones in a question block are huge red flags and most people will instinctively write off the level when they see this. - The parachuting dry bones section is by far the most difficult section in the level. It feels like a power-up tax, and if you dont have a power-up you either die or you wait on the platform and cycle back to the area when they all landed. - In the subworld, if you jump on the edge of the platform to the 10-coin dry bones, youll overshoot and wont be able to correct by holding left. This is more of a problem if people are speedrunning to get back to where they died. - The roof spinies demand a lot of attention for something thats a nonfactor in all but two sections. The movement distracted my attention to the periphery even when I knew I didnt have to worry - The double seesaw section (with the big dry bones in between) has a timing where you can jump from the first platform before the dry bones on the second platform starts tilting it, meaning that the second platform only starts moving after the jump and makes you miss. You need a way to force the player to slow down here. - Depending on how things play out for the last subworld section bit, you could potentially put yourself in a situation where you have a very tight window to dodge a roof spiny when a dry bones is respawning. - The level seems torn on whether it wants to be a track level or a seesaw level. The tilt of the seesaws doesnt matter for a majority of them, and I feel like there were some wasted opportunities where you could have used a seesaw instead of a standard track platform (particularly the part with the dry bones on tracks. They could have used the tilt to avoid the enemies altogether!) Its really not a bad level but the inconsistent stuff is enough to throw me off, and I found myself playing worse as I got frustrated from dying and tried to speed back through areas Ive already played. Highly recommend playing through your levels without powerups and speedrunning them, because I think that would have caught most of the major issues.
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# ? Jul 3, 2019 08:52 |
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Tnega posted:Gruesome Grave: 4MP-12L-8VF Thanks for the review! I'm way behind on this thread and game. I thought of this level as an adaptation of "The Cask of Amontillado" in which it is undetermined until the end which character is played by Mario and which by the Spiny. In an earlier revision of the level, getting in front was the only way to win: whoever is in back would be trapped behind the bricks and fall off the back of the autoscroll. However, serendipity ensured that the placement was just slightly off, so being in the back is not fatal, with the result that the player just gets a terrifying fakeout if they stay in back. I never could quite figure out how to telegraph the need to get in front, and it'd be lame to make the player redo an autoscroller of this length for failing to read my mind, so I like it better this way even if it's not much of a challenge. Maybe I'll make a multiplayer version of the same concept.
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# ? Jul 3, 2019 09:25 |
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Is there an object that can be kicked like a koopa shell and can be placed in a pipe so it respawns indefinitely, but also isn't some weird powerup (e.g. buzzy beetle shells)?
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# ? Jul 3, 2019 10:26 |
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Got around to playing some more Goon levels; Luigis Revenge-er: Usually don't like negative reviews but this was just miserable. Intentional dick move levels need some really clever theming to make the player put up with bullshit. This had none. Going Down The Big Tree: i really liked this one! The level design played into the theme and transitioned into different sections very nicely. Cave Adventure: I liked this one because was basically just one big slope. i like to slide. Its fun. Castle Siege: I enjoyed being able to actually take the fireclown car through an air stage without it being an autoscroller. Mostly fine, but it felt a bit spammy at times. The second part of the level feels very anticlimactic compared to the first though, and the boss fights are very uninspired in that regard. Question: Would it be possible to add a "Critique Me" tag to the goon spreedsheet? I'm hesitant to say stuff about some levels since I have no idea if the people that made them want people to pick apart their designs.
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# ? Jul 3, 2019 10:47 |
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For those of you that want to make autoscroller stages, here's an interesting interaction to be aware of. The scroll stop feature works with autoscroll. And if the wall somehow gets destroyed, the autoscroll will resume.
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# ? Jul 3, 2019 11:11 |
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Anyone play this yet?
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# ? Jul 3, 2019 11:39 |
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Race Through the Underground P9Q-NF0-YRF I decided to try to make a speedrunning level. It's probably not difficult for Super Expert players but this is about as high as my old man reflexes are going to get.
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# ? Jul 3, 2019 11:41 |
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ALL ABOARD THE ROCKY BALBOA EXPRESS! The first section of my first serious Kaizo level is now complete! This level is designed to teach some of the lesser-known basic fundamental movements in the 3D World style. Even if it is out of your league, I suggest you give the first 10 seconds or so a shot to learn some new moves, or at least watch the clear video. A second section (and maybe a 3rd if I feel like torturing myself) will be added at a later time; some of it is already in the level technically but is inaccessible. Even the first part of this was a little bit troublesome to upload, so I don't know when I will add the rest. Here is the level code: YWP-0CK-70G Here is a clear video/walkthrough: https://www.twitch.tv/videos/447646693 I left a note to the sheet mod to replace the first upload with this level, maybe add the clear video link in the hashtag field afterward? Sorry to be bothersome.
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# ? Jul 3, 2019 12:05 |
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I want to make a DKC mine cart type level, what would be my best bet? The blue platform with wings, on a track? Also a bummer that the 3D World setting doesn't seem to have tracks?
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# ? Jul 3, 2019 12:08 |
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For 3d world the best mine cart emulation would probably be the actual car
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# ? Jul 3, 2019 12:25 |
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Just finished my second course. A simple SM3DW classic type level with tons of secrets. I think it's a decent improvement over my first level. Desert Fortress: WBP-894-LSG Long jumps and rolls are your friends.
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# ? Jul 3, 2019 12:52 |
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Rollersnake posted:A few minor criticisms: Hey thanks! 1. The junction is barely visible at the top of the screen and it was a space issue. I looked at it and thought, "Okay, people playing with the switch will see it go off the end so it should be fine." But yeah, it definitely could be signaled better. 2. I did make sure an indestructible path would always be available, but if you destroy everything it can be pretty tricky to do. I also had to get rid of some springs that would come around in the "reset" period because that room made me reach the item limit and that would make things better. 3. You're definitely correct there. I want people to play a round and I should have given them the full 500. 4. I see what you're saying, but at the same time I liked the idea of it being a "key" stage which was an actual board in classic Pac-Man. You're probably right that it would fit the theme better.
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# ? Jul 3, 2019 13:22 |
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Internet Kraken posted:Got around to playing some more Goon levels; This was a sequel to Saw 2000: Luigis Revenge and provides the narrative of Luigi getting slightly better at killing Mario, but not much better as his traps are pretty obvious and easy to avoid until the very last one. Thanks for playing though
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# ? Jul 3, 2019 13:54 |
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An actual baby drew me a picture, so I'll post their level here (not Goon obviously) 97J-NP3-GKF Its not good, but you get to fight pom pom and boom boom as Cat Mario, so it's something at least. Now onward to #100! 1-3 Thwomp Tromp Good Stuff, had a bit of negative possibility space I marked with a comment. You took a simple concept and 1-4 Freezy & Breezy CXS-P0T-BRF Correct introduction to icicles, the jump above the first whirlwind I would rather not hit my head with. (Personal Preference) Satisfying to play. Eviction Notice YH9-R8W-GYG Potential softlocks at the mushrooms, in the unlikely event the player gets hit, they wont be able to break the blocks. The weeezard actually gave me a giant mushroom, which didn't play well with the upcoming spikes. softlock if you exit the pipe without killing the wizard. And as tje comment said, miss the elevator, you wait. Great level though. Super Mario Starfield! WBC-7YT-6VG Wasn't a fan of all the spike traps pretending to be stars, but you gave powerups and a checkpoint, so, fair's fair. Level is fine. Lukas vs Rosa 3DX-4TH-DQG This level is an interesting concept, unfortunatly, Meowser's hitbox doesn't quite match up with his model. With only "one" chance to beat it, it forces you to play very conservativly, which means basically waiting for Mewoser to climb the side of the arena, where, due to his hitbox you end up "almost" touching him, then you get a hit and run. One way to improve it would be to add a koopa car or two, so you can get some "free" early damage in before you have to start swiping. Sadly, I cannot recommend this level as is, unless the player likes Kaizo challenges. Pirahna Forest 7QQ-YGB-PGF Used the comments to point out a softlock I wasn't the only person get get trapped in. Secret Yoshi was nice. Treetop Tryout HG2-034-2KF Between the goal and the checkpoint there's a tree with a powerup on a butte (more like a Hoodoo, really) that if you handstand jump off of you don't quite make it to the next platform, even though it looks like you should be able to, due to it being lower. Plenty of secrets and a checkpoint, good stuff. Ironically, a large influx of BEES can fix it (Just put one down there, its fine, probababee.) Deep into the Frostwoods HX5-JBH-RPF You can skip most part of the level with the There and back again TMQ-XDK-4XF I recommend every Goon play this level, It is the perfect example of "Your level isn't as easy as you think it is." Other than that, level is bad, enemies in boxes, jumps that you only make half the time despite doing them the same way, almost required to do the level "perfect". You would think its above average if it came up in a super expert run, but that just means you are the most attractive horse in the glue factory. Tnega fucked around with this message at 15:29 on Jul 3, 2019 |
# ? Jul 3, 2019 13:55 |
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Tried to make a standard-ish underground SMB1 level with a few tricky platforming bits. Part III is the weakest part I think. It has three parts and is generously checkpointed. Also not too long. Fire bars, seesaws and beetles HNW-7C7-QFF
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# ? Jul 3, 2019 13:58 |
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DalaranJ posted:I knew I was forgetting something! I got it now. Thanks! Internet Kraken posted:Yeah I'm surprised I have people that actually like my levels enough to recognize my name. I don't remember what levels you did exactly but I remember noticing them in the first game, it has been 4 years tho...
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# ? Jul 3, 2019 14:18 |
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A thing I've noticed about difficulty as a creator and a player is that any individual enemy is dangerous because somebody who wants a World Record clear of the course is going to dash through it full speed as Small Mario where possible. Doing a leap of faith from screen to screen at full speed makes Goombas and hopping Koopa Troopas into fair chances at a death. One of my easier maps has two scalps claimed by a single Monty Mole. Also kids playing the game.
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# ? Jul 3, 2019 14:23 |
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I've built a Mouse Gym WXN-K2P-FLF It features constant squeaking.
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# ? Jul 3, 2019 14:27 |
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I made a dumb Thwomp chase thing before work. I think it's pretty fun but I kinda wish I could make the music stay for the entire last portion of the level F9Q-MYS-HTF I'd appreciate feedback
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# ? Jul 3, 2019 14:34 |
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AlBorlantern Corps posted:Anyone play this yet? I have now. First clear, 12 minutes 50 seconds. In the second room, if the player doesn't catch on to the invisible block trick right away and instead goes up the semi solid platforms, they can't get back down. Seems unnecessarily mean. Why force a reset, just let me go back down! The green pipe puzzle took me a minute to get. I was trying to grab the p-switch at first before it clicked. Nice work here. In the bomb room, maybe put two-way blocks in front of the return pipe so you know if it's in the correct position before you try to leave and add an on/off switch at the pipe. The puzzle has you end with them in a position that causes you to get blocked when you try to leave. Ran out of time three pipes in. For some reason my coins didn't save and I had to do everything over. Possibly something to do with how you've implemented the check points? Really loving annoying. Fourth pipe feels a little dissonant from the others. It's fun but everything else is a puzzle. Overall I thought you had some well designed puzzles but the timeout thing with the missing coins really soured my mood. I don't know how you can fix that though. Asema posted:I made a dumb Thwomp chase thing before work. I think it's pretty fun but I kinda wish I could make the music stay for the entire last portion of the level I don't have much feedback to give other than it was fun. If you want the music to stay on for the last but just put the effect on each of the thwomps. It will keep playing as long as a thwomp is on screen. J-Spot fucked around with this message at 15:13 on Jul 3, 2019 |
# ? Jul 3, 2019 15:01 |
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That's weird, everytime I tested, the coins were saved by the checkpoints, only if you got the key and checkpointed would it be gone. Maybe is different on time out? Weird. For the Bob omb room I think I know why that happened, originally the switch blocks were in a different place and when I moved them around to make the puzzle easier I had to reverse them, so the "natural" position of the switch blocks when exiting got reversed. The soft lock in room 2 with the invisible block I did not realize was possible, having trouble visualizing it.
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# ? Jul 3, 2019 15:14 |
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AlBorlantern Corps posted:That's weird, everytime I tested, the coins were saved by the checkpoints, only if you got the key and checkpointed would it be gone. Maybe is different on time out? Weird. Actually, the timeout was probably the problem. I hadn't gone into the fourth pipe for the extra checkpoint yet so I probably just lost everything. As for the thing in the second room, this is what I meant: I tried to pull to the left while dropping down but no luck there.
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# ? Jul 3, 2019 15:34 |
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AlBorlantern Corps posted:Anyone play this yet? I didn’t get a lot of time with it due to an internet outage. In the first room with the sun you can get stuck behind the one way gate, it needs an extra block of headroom cleared. Also in that room if you fail the puzzle by having the bomb blow up the sun it knocks down the coin under it’s reset position which causes it to drop down for free when you renter the room.
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# ? Jul 3, 2019 15:44 |
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Made what should be a simple moving platform sky level, experimenting with Buzzy Beetles, ability to carry things on their backs while flying. It's called Buzzy Buddies: WGH-G8K-XDF I have no idea how to gauge the difficulty or, uhh, not-boringness of my own levels
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# ? Jul 3, 2019 15:45 |
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ThisIsACoolGuy posted:I'm genuinely looking for feedback on this level. It's another project that's taken me a long while to piece together and I think I'm at a place where I'm mostly happy with it. this level is real good and pretty imo, also someone please beat my WR on it so I have a thing to do for today
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# ? Jul 3, 2019 15:52 |
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J-Spot posted:Actually, the timeout was probably the problem. I hadn't gone into the fourth pipe for the extra checkpoint yet so I probably just lost everything. Ah I see. I need to make that semisolid one skinnier DalaranJ posted:I didn’t get a lot of time with it due to an internet outage. In the first room with the sun you can get stuck behind the one way gate, it needs an extra block of headroom cleared. Also in that room if you fail the puzzle by having the bomb blow up the sun it knocks down the coin under it’s reset position which causes it to drop down for free when you renter the room. The bomb drops down for free on reset in this scenario? That's ok with me, I'd just consider it an alternate solution as long as it doesn't soft lock you. For the time out before you reach the next checkpoint problem, I'll swap the third and fourth pipes.
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# ? Jul 3, 2019 15:52 |
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Castor Poe posted:Just finished my second course. A simple SM3DW classic type level with tons of secrets. I think it's a decent improvement over my first level. I beat it without using either long jumps or rolls Great level though. I really hate the two flames directly after the checkpoint. I've never felt stupider than losing a mushroom to that like.. 4 times.
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# ? Jul 3, 2019 15:54 |
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# ? Jun 5, 2024 09:29 |
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Random level review: Hot Tootsies 9Y3-B0Q-QGF I like the level's idea and design. But I am probably the worst ever at correctly throwing a pow at two munchers to kill both. This is at least the third level that has made me come to terms with this. Didn't beat, but I think I'll come back to this one.
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# ? Jul 3, 2019 16:01 |