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Rupert Buttermilk posted:I will play this level when I can, but the pipe maze that it looks like you're going for in this screenshot is actually from World 7 (I believe). the pipes and brick combos are used a fair bit to make big wide channels in a few levels in w2, that plus the desert theme is pretty on-brand
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# ? Jul 7, 2019 10:28 |
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# ? May 29, 2024 11:41 |
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I was wondering why my course got 400 plays in like 5 minutes and i made it!!
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# ? Jul 7, 2019 11:12 |
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I'm having a rough morning and need to take my mind off things. Someone gimmie a level theme to mess around with to distract myself with. Also I played some goon levels from the last few pages. Superball Boss Rush - Semisomnum I really enjoyed it for the most part, but I'm starting to really get over my personal love for the super ball with how long it takes for the shot to vanish. Of the four bosses the galoomba one is the only one that bugged me. The canons kept seperating in seemingly random ways catching the ball between them until it just worked eventually. I had fun with it though. Old School Athletic Part 2 - GI_Clutch Really good old school level, exactly as advertised. I really don't have a lot more to add here because there wasn't anything really wrong with it. I enjoy. Soaring on the Clouds - Kirios It's a okay level but it's over pretty fast and there's not much visual flare to it. Biggest critique is that it's just kind of boring? The only thing that really stood out as hard to me was the Koopa's hopping down hill and not giving me any time to dodge with the scrolling. I died once to it because there just wasn't a winning move I could see. It plays alright though so that was enough for me to like it. Sky Tram! - Straight White Shark Really fun level where I killed myself several times trying to skip ahead all because you said "if you dare." Oops. I really like the amount of things to dodge though some of the fire bars were devious. By the time I saw them coming it was already too late to drop to a lower platform and I ate poo poo. This was a good'n! Deadly Alien Planet? A New Ally! - Dudeness I'm not sure how I feel about this honestly. It's another course I played where I don't feel strongly one way or another. The ground seemed to be put in at complete random and I spent the first half of the stage just kind of jumping over everything and not in any real danger. Then I bumbled through a spooky house(?) and again it just felt like stuff was placed at random most of the time. Maybe I'm down on it because the heartbeat sfx being everywhere got on my nerves pretty fast. It's really easy but I'd try to give more thought in how to use yoshi and not just fly over everything. Basically just a nightmare -Ometeotl Who hurt you
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# ? Jul 7, 2019 11:14 |
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alf_pogs posted:the pipes and brick combos are used a fair bit to make big wide channels in a few levels in w2, that plus the desert theme is pretty on-brand Very true. Like I said, I had a sudden moment of and now I feel dirty.
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# ? Jul 7, 2019 11:14 |
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ThisIsACoolGuy posted:Sky Tram! - Straight White Shark I don't know if it's possible to maneuver the fire bars into an undodgeable state, it might look like it but stalling until they move into a favorable position + making a tricky jump should always be possible (the one with the buzzsaw is only just makeable as big Mario, but still doable.)
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# ? Jul 7, 2019 12:08 |
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Internet Kraken posted:
Thanks! That's been the consistent feedback on the level. I'll have to a do a version 2 in the next week or so.
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# ? Jul 7, 2019 12:55 |
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This is not my level, but someone I know made it and I think it is an incredible level that would fit right in in a real Nintendo Mario game, so I wanted to share it with everyone: Slow Burn v1.1 42M-DVW-GJF It's an autoscrolling airship level. I think it is very well paced and has lots of good, well-hidden secrets.
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# ? Jul 7, 2019 13:07 |
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give me tips for expert endless mode. I'm past 50 with a solid bank of lives in normal but the next step up is just too much for me
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# ? Jul 7, 2019 13:37 |
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lunar detritus posted:Consider this in even more of a beta than the randomizer, but it works (for me )! This is great, and led me to create a level I'm pretty proud of. Name: Hot Winter Day What I rolled: And some spoilers for the course: Yes, it's intentional that you can do the entire course on the ground and with the Koopa Car, even though it's designed to do Koopa Car first half and ground second half. There's a small bonus for doing the Koopa Car all the way, and doing the first part on the ground is recommended for speed running or if you want a challenge.
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# ? Jul 7, 2019 13:56 |
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Help Im Alive posted:I got a notification that a WR time was beaten by HawtMilf HawtMilf left a comment on one of my courses so I think they're a goon. alf_pogs posted:give me tips for expert endless mode. I'm past 50 with a solid bank of lives in normal but the next step up is just too much for me I can play normal indefinitely, but my record is 8 on expert. I just want to reach 10 for that sweet gear. The thing is that expert levels, even well made ones, often take me five or six lives to get through. So if someone doesn't feed the 1-up pool then you go off the rails real quick. And because this is the range of "Yeah, I can beat it with another try or two," it's really easy to see a bunch of lives go down the drain. I think part of the problem is the exponential difficult range. Let's say that Expert covers everything from 2-10% (I don't remember the exact ranges). Something that chewed up ten lives on average is a couple of tricky jumps, something that chewed up fifty lives on average is a murder machine. The best thing I can tell you is be ruthless with the skip button. Anything look a bit off or unfair? Skip. No coins or lives visible in the first half? Skip. Does that look a bit tricky? Skip. What I really hate about endless expert is I run into stages that I would cheerfully play to the end and feed lives into the grinder, but I have to skip them when I have to get through each with an average of four lives lost and three gained. I would shed no tears if they changed the difficulty rankings dynamically so that super expert had something like the bottom 10% of clear rates, expert had the next 15%, normal had the next 20%, and then easy had everything else. Random Stranger fucked around with this message at 14:01 on Jul 7, 2019 |
# ? Jul 7, 2019 13:56 |
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I just got this amazing game last night and I’ve played a couple of levels posted here and have enjoyed them all. What an amazing game.
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# ? Jul 7, 2019 14:23 |
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# ? Jul 7, 2019 14:34 |
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ThisIsACoolGuy posted:
The cannons really bugged me, too. I couldn't figure out a way to make them stick together or what exactly was causing to them to separate in the first place. In the end, my best fix was to make it so only one toggle was needed for the solution but I couldn't figure out a good way to communicate that and the natural instinct is probably to try and toggle it back and forth like a breakout paddle. I'm thinking maybe the better solution would have been to make the area smaller and reduce it to just one cannon. Thanks for the feedback! Semisomnum fucked around with this message at 14:46 on Jul 7, 2019 |
# ? Jul 7, 2019 14:37 |
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It's weird how a level will sometimes just blow up. My course The Switching Hour had over 250 plays over the past 10 hours which is nuts. I can't find it in popular or hot courses so if it was there for awhile it's dropped off.
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# ? Jul 7, 2019 14:51 |
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J-Spot posted:It's weird how a level will sometimes just blow up. My course The Switching Hour had over 250 plays over the past 10 hours which is nuts. I can't find it in popular or hot courses so if it was there for awhile it's dropped off. That's similar with my switch jam level. It got maybe 90 plays over 5 days then yesterday suddenly it's up to over 240. Not that I'm complaining though.
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# ? Jul 7, 2019 14:56 |
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J-Spot posted:It's weird how a level will sometimes just blow up. My course The Switching Hour had over 250 plays over the past 10 hours which is nuts. I can't find it in popular or hot courses so if it was there for awhile it's dropped off. I think it was tweeted by the SA Mario Maker account.
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# ? Jul 7, 2019 14:56 |
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Assuming there's no hidden blocks in this, what am I missing about how spring jumps work to be able to do this level? Y5D - FWX - TQG
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# ? Jul 7, 2019 15:17 |
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guppy posted:I think it was tweeted by the SA Mario Maker account. Circle Nine posted:Assuming there's no hidden blocks in this, what am I missing about how spring jumps work to be able to do this level?
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# ? Jul 7, 2019 15:32 |
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I figured it was something like that, I just couldn't get the timing down. Thanks.
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# ? Jul 7, 2019 15:36 |
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I'm mixing up stuff just posted with random acts of Mario again.Mega64 posted:This is great, and led me to create a level I'm pretty proud of. Cool level. I got my car killed by the flying block at the beginning and then realized I could still go which was nifty. The way the level layout channels everything is great. Wetlands Wanderer KHQ-J25-PLF By: Ignite Memories I stole the cloud thinking "Oh, another one of those courses that uses Lakitu and accidentally trivializes everything as a result. Then you turned it into an alternate path. Excellent. Link43130 posted:Made another level, with decidedly less bullshit in it. I wanted to do something with a snake block that you'd chase throughout the level and would need to finish. Lemme know what you think. Not bad. I liked that the blue snake was a shield most of the way so you could avoid things or have them blocked. Switch Koop Bridge HB4-2W0-VNF By: Heran Bago Went about four steps and said, "Screw it. I'll just jump on top of the on/off switches." SelenicMartian posted:A short course using the weird night castle theme. Pretty quick concept here. And with such a slight level there isn't much to say. Icy Spiny 0WG-76P-VMG By: OneMoreTime The spiny pits were cute obstacles. Not a whole lot of challenge here, though.
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# ? Jul 7, 2019 15:48 |
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DorianGravy posted:#534 Cap'n Calamari's Sky Brigade (2P3-3LW-CRF), by Fortis Thanks! Yeah, the juxtaposition was appealing to me from a “ha ha this is awful” kind of perspective at first, but I think they really do work together. It’s like two great tastes that taste great together, except one of the tastes is awful by itself. I feel you on the boss; outside of immediately stomping him as soon as you enter the arena or using the fire flower, you can bait him down to the bottom of the arena and use the springs to jump on him. It’s really tough to design actual bosses that aren’t Bowser, Bowser Jr., or Boom Boom. I’ll have to think of a better way of doing a boss fight for the sequel. Internet Kraken posted:Cap'n Calamari's Sky Brigade: Pretty decent level, but the fireflower totally trivializes it, especially the boss fight. Also if you're gonna design a level around blooper you should build with more verticality in mind to accommodate for their AI movement. Subplatforms or blocks would allow the player more angles to jump on em. I'm nitpicking though; the stage was fun and functional, which is what matters most. Internet Kraken posted:Tricky Tiered Tower: This level felt all over the place, which I guess is the point, but it didn't really feel executed well. Just kind of a mediocre spattering of mechanics, with not enough time given to any of em to really create an interesting experience. Also ending this mishmash of enemies and traps on a completely standard Boom Boom fight is anticlimactic, to say the least. Thanks for the feedback! I’ll keep verticality in mind for the Cap’n Calamari sequel course, whenever I get around to it. Tricky Tiered Tower was my first stage after really getting back into the swing of things, so I don’t disagree. I iterated on the concept of a tower with a lot of variation in my next course, Choosy Tower, but I agree with you that it’s a bit much to have so many concepts at once. I kept it less insane in Choosy Tower by making each section a choice between two options, so you don’t end up interacting with every possible thing, but moving forward I’m just going to keep things to a more focused set of mechanics/enemies/etc for each course I design.
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# ? Jul 7, 2019 16:57 |
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Working weekends is good for Mario Makin'. I wanted to play with the superball powerup a bit more, so I present to you: Radical Rail Shooter N2H-61N-X6G It's primarily built around playing with trick shots from the superball powerup. There's not much in the way of platforming, and I don't expect it'll be particularly difficult. Was shooting more for the feeling of encountering a powerup for the first time in a proper mario game and playing through a gimmick stage built around using it and understanding it. Would love to know what you think.
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# ? Jul 7, 2019 17:00 |
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For those having trouble with design inspiration, play story mode if you haven't there's some genius stuff in there. I for one really love #71, "ON/OFF Koopa Switch" and my next few levels I think are gonna be expansions on that theme or just drop a puzzle room like that in somewhere as a roadblock or maybe exploration reward.
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# ? Jul 7, 2019 17:05 |
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Checking out what the night/morning crew have been up to.The Kins posted:Flipscavation: S0P-449-BJG This is a very well designed stage but I died a ton because my brain just can't handle the underground night theme, especially with those falling spinies and buzzy beetles in play. Fortunately you knew to end it when you did instead of let it drag on. I liked the little homage to LL 1-1 at the beginning. Kirios posted:Soaring on the Clouds Straight White Shark posted:Sky Tram! I tried to rush through at first and died repeatedly. Once I actually took my time it went pretty well and is clearly better suited to that style of play. Nice escalation of challenge toward the end, and also good length for holding my attention. dudeness posted:Deadly Alien Planet? A New Ally! I thought you did a nice job capturing the "alien" vibe with what you had to work with. I liked the first half with Yoshi better than the second half and was disappointed that there was no obvious Yoshi refresh at the checkpoint unless I missed it in the dark. Pulling off an easy level that uses the night ghost house theme would be a feat, but this should fall under normal I think. AFashionableHat posted:Hey folks. I'm new at this, but I've put together a couple of interesting (to me, anyway) pretty straightforward, Mario-rear end Mario levels. Joke level. I guess it's funny enough to imagine someone randomly coming across it in endless mode. Spikey posted:Great Escape 3: Bowser's Revenge lol 10 bux posted:Goomba Rescue Looked cool but my tolerance for replaying stuff after I mess up is very low and I could tell this would take me forever. Too Shy Guy posted:SMB3 Revival: Sandworks 2P3-1W4-PCG Nice little stage. I'm always happy to find something in the sky when people give me a leaf. SelenicMartian posted:A Fried Fish Dream Link43130 posted:Don't Lose It!: S2N-RGC-GDG Cool use of the snake block. A little too overwhelming for my taste but at least you got the length right. Very cool stage and I love that you did the two-way design. I played it twice and both ways are fun, though the ground route is certainly tough. Vegastar posted:Radical Rail Shooter I liked that you used the arrows to guide the superball rather than expect god-like precision. I ran into some trouble in the section after the checkpoint with no arrow and looped around for a good minute trying to hit that bomb. J-Spot fucked around with this message at 17:38 on Jul 7, 2019 |
# ? Jul 7, 2019 17:16 |
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J-Spot posted:Checking out what the night/morning crew have been up to. The Bullet Bill launcher was a late addition to that section in an attempt to make the last area feel a bit more like an escalation and a bit less like a sudden rush of bullets. I was a bit worried it might over-complicate that whole area. Sounds like I should have trusted my gut there. Glad the tutorialization and gradual removal of safeties was a success, at least. Thanks for giving it a go!
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# ? Jul 7, 2019 17:30 |
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Vegastar posted:Working weekends is good for Mario Makin'. I wanted to play with the superball powerup a bit more, so I present to you: Neat little level, the part towards the end with the multiple bullet bills felt real good to go through.
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# ? Jul 7, 2019 17:40 |
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Well, that was the silliest multiplayer match ever. Someone actually took advantage of the fact that the person who has the key can autowin in a multiplayer versus by blocking the door so it takes a couple seconds to open. Then they built "ctf_2fort". So the instant someone got the "flag", everyone was chasing the person with the key trying to steal it and to the door first. Cue three minutes of people snatching keys, running away, using switchbacks to sneak around, trying to guard an exit, and general mayhem. It worked so well I think I'm going to build my own "CTF" map with more aggressively crisscrossing paths, some risk/reward set ups, and ways to screw with the person trying to escape with the key.
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# ? Jul 7, 2019 17:44 |
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I'm trying really hard to make a night sky level that's somewhat fun to play through but man is it hard. Even on my lesser played/enjoyed courses I'm somewhat confident that I did good but this one I'm just stuck at "Is Zero-G actually all that fun." Hoping to get some feedback when it's done.
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# ? Jul 7, 2019 17:44 |
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rude
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# ? Jul 7, 2019 17:50 |
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I never noticed the SMB1 forest set has semi-solid platforms that are basically SMB2
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# ? Jul 7, 2019 18:06 |
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Bouncy Ball Bog LKY-WG5-VBG This was a lot of fun to make! I set out to create something a little more accessible and restrained than my last course, and I like the super ball powerup, so I made a series of little puzzles using it. I was planning on doing some more elaborate setups for the later puzzles, but I ended up feeling that the simpler ones were more fun and less frustrating so I mostly stuck with those. The ball can be a little finicky with more complicated setups. The nighttime forest theme in SMB1 is super atmospheric so I decided to lean into that and paid a lot of attention to the aesthetics. I also tried making a vague little story out of it but I dunno how much of that comes through.
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# ? Jul 7, 2019 18:08 |
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There's an achievement and a piece of mii clothing for a 100-consecutive-level streak on super expert. It's a tank top with a picture of string beans on it. Nintendo truly wants to destroy gamers and I for one support this noble cause.
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# ? Jul 7, 2019 18:10 |
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ThisIsACoolGuy posted:I'm trying really hard to make a night sky level that's somewhat fun to play through but man is it hard. Even on my lesser played/enjoyed courses I'm somewhat confident that I did good but this one I'm just stuck at "Is Zero-G actually all that fun." Not that Panga is anyone you should emulate but he uploaded a pretty cool zero g kaizo stage this morning: https://www.youtube.com/watch?v=AHsDLHKew6w
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# ? Jul 7, 2019 18:17 |
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One of my levels from a couple days ago is sitting at six plays and one like, would appreciated some playthroughs/feedback if anyone has a moment:Big Mad Drongo posted:Just submitted a last-minute/barely too late jam level: This was my first attempt at a "serious" level as opposed to a goofy/themed one, so I'm curious what I did right or wrong. I also attempted to create an easy normal route (using the switches) and a harder speedrun route (aerial spin jump ballet), and wondering if one or the other suffered from the effort.
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# ? Jul 7, 2019 18:18 |
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Here's a quick review The Ants Go Marching - JVN JN6 4NF gently caress you, what makes you think this is acceptable
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# ? Jul 7, 2019 18:21 |
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Is there an easy and compact setup to only allow a player to hit a switch once? If I put an inactive block under the switch sometimes you can get stuck inside it and hit the switch again.
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# ? Jul 7, 2019 18:23 |
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internet celebrity posted:Is there an easy and compact setup to only allow a player to hit a switch once? If I put an inactive block under the switch sometimes you can get stuck inside it and hit the switch again. If you have them activate it with a shell or something the activated block will just kill the shell e: Question block with a shellmet, sideways trampoline overlayed with an inactive block, switch beside it. They hit the question block - shellmet into trampoline into switch which then kills the trampoline and the shellmet Plebian Parasite fucked around with this message at 18:31 on Jul 7, 2019 |
# ? Jul 7, 2019 18:24 |
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internet celebrity posted:Is there an easy and compact setup to only allow a player to hit a switch once? If I put an inactive block under the switch sometimes you can get stuck inside it and hit the switch again. Easiest thing is shell into it and a block that turns on to kill the shell that hit it. Another option is to make a platform needed to hit the switch turn off when it goes. Big Mad Drongo posted:One of my levels from a couple days ago is sitting at six plays and one like, would appreciated some playthroughs/feedback if anyone has a moment: So I broke your machine sometimes by hitting the on/off repeatedly. You had some jumps in the second half that were not set up well for a spin jump path; it required tight movement not to bonk on the on/off switch. It's not really bad, just your speedrunning path needs some refinement so that it has a good flow. Random Stranger fucked around with this message at 18:37 on Jul 7, 2019 |
# ? Jul 7, 2019 18:26 |
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I'd appreciate it if people could check out this level I added to the spreadsheet - I wanted to experiment with the "darkness/illumination" mechanics in the night-mode Ghost Houses.quote:Luigi Didn't Pay the Power Bill? Also, shout-out to all you dope-rear end, clever Mario Makers - and to the creator of Random Acts of Mario. Playing through the spreadsheet has been some of the best Mario Maker 2 has had to offer, so far! Intl Cron fucked around with this message at 19:03 on Jul 7, 2019 |
# ? Jul 7, 2019 18:30 |
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# ? May 29, 2024 11:41 |
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Big Mad Drongo posted:One of my levels from a couple days ago is sitting at six plays and one like, would appreciated some playthroughs/feedback if anyone has a moment: J-Spot fucked around with this message at 18:34 on Jul 7, 2019 |
# ? Jul 7, 2019 18:32 |