Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
J-Spot
May 7, 2002

Let's do this!

I suppose I should use this prime thread real-estate to plug my levels:


Mech E-2
Course ID: 028-2C8-0FF
Difficulty: Expert



Rainbow Boulevard
Course ID: 9C0-7DH-2TF
Difficulty: Normal
Multiplayer Friendly?: Yes



Off Your Nut
Course ID: YMR-YR8-YDG
Difficulty: Expert
Multiplayer Friendly?: No



Koopaling Flight Academy
Course ID: JW0-QCN-FTF
Difficulty: Expert
Multiplayer Friendly?: No



Frog Grenade [40s]
Course ID: N7P-LPN-ORF
Difficulty: Expert
Multiplayer Friendly?: No



Squirrels Gone Wild
Course ID: J0L-GMH-56G
Difficulty: Expert
Multiplayer Friendly?: No



Cardio Canyon
Course ID: 62C-K6R-LRF
Difficulty: Normal
Multiplayer Friendly?: No



Chilly Dogs
Course ID: W11-9TT-X2G
Difficulty: Normal
Multiplayer Friendly?: Yes



Lakitu's Day Off
Course ID: T45-06T-BHF
Difficulty: Normal
Multiplayer Friendly?: Yes



HCM - Winter Summerland
Course ID: VFR-WSX-1SF
Difficulty: Normal
Multiplayer friendly?: Yes



Winter Blunderland
Course ID: LPK-TXK-TFF
Difficulty: (Super?) Expert
Multiplayer friendly?: No



Link's Desert Descent
Course ID: 3N2-NJR-6LG
Difficulty: Expert
Multiplayer Friendly?: No



Squeekstravaganza!
Course ID: WBH-DD0-B1H
Difficulty: Expert
Multiplayer Friendly?: No



The Best-Laid Plants
Course ID: 3DS-CWV-JBG
Difficulty: Normal
Multiplayer Friendly?: Yes



Who Stole My Goal?
Course ID: D1V-0HR-HQF
Difficulty: Normal
Multiplayer Friendly?: Yes



Handle With Care
Course ID: F87-5YW-2FG
Difficulty: Expert
Multiplayer Friendly?: No



Colossal Creek
Course ID: QYP-0YG-BTG
Difficulty: Normal
Multiplayer Friendly?: Yes



Snow Bro A-Go-Go!
Course ID: 5TM-QX7-D9G
Difficulty: Expert
Multiplayer Friendly?: Yes



Goombas Working Overtime
Course ID: 66C-MXR-FGF
Difficulty: Normal
Multiplayer Friendly?: Yes



Sky High Jinks
Course ID: 0FB-S2K-D1H
Difficulty: Expert
Multiplayer Friendly?: No



Mole Money Mole Problems
Course ID: 89Q-QFY-LQG
Difficulty: Expert
Multiplayer Friendly?: No



What? KAMEK is Evolving!
Course ID: RFB-57R-PWG
Difficulty: Harder side of normal
Multiplayer Friendly?: No



Perilous Parkour Palace
Course ID: H9L-7JD-F4G
Difficulty: Expert
Mutiplayer Friendly?: Difficult but doable



The End All Bee Wall
Course ID: X0S-NTL-3YG
Difficulty: Normal
Multiplayer Friendly?: Yes



A Matter of Choice
Course ID: 7K0-5FQ-DGG
Difficulty: Normal
Multiplayer Friendly?: No



The Switching Hour
Course ID: L17-0V6-PYF
Difficulty: Normal
Multiplayer Friendly?: No



Let's Get 'em, Big Bro!
Course ID: G5N-96F-GBG
Difficulty: Normal
Multiplayer Friendly?: Yes



Plumber? I Hardly Know Her!
Course ID: HVX-80R-LWG
Difficulty: Normal
Multiplayer Friendly?: Yes



The Thwomper
Course ID: M6P-ST4-8KF
Difficulty: Expert
Multiplayer friendly?: No



Regular Mario Maker
Course ID: H6D-KNX-5YF
Difficulty: Expert
Multiplayer Friendly?: Yes



Please Learn How to Play Mario!
Course ID: 1TF-C8F-YWG
Difficulty: Easy
Multiplayer friendly?: Yes



Hurry up and Wait!
Course ID: LBM-BTF-P5G
Difficulty: Expert
Multiplayer friendly?: Doable but difficult.



Soggy Doggies
Course ID: J7V-0DC-9HF
Difficulty: Normal
Multiplayer friendly?: Yes



Hitchin' a Ride
4P6-3KT-BGG
Difficulty: Super Expert
Multiplayer friendly?: God no



Bridge Zone 1 (Sonic Game Gear)
Course ID: 3PM-5M9-P9G
Difficulty: Normal
Multiplayer Friendly?: Yes



The Fab Four (1 hour blitz level)
JJY-K3K-X1G
Difficulty: Normal
Multiplayer Friendly?: Yes



Elsa Spiderman Mario Adventure Time Fidget Spinners Buried Alive (for kids)
Course ID: 52R-0PB-3YG
Difficulty: None
Multiplayer Friendly?: No

J-Spot fucked around with this message at 00:21 on Jun 24, 2020

Adbot
ADBOT LOVES YOU

J-Spot
May 7, 2002

Playing around in the editor and it looks like one interaction I was planning to use doesn't actually work the way I thought it would. If the two-state blocks are turned on while Mario is inside them he either gets pushed out or soft locks. I was hoping they'd kill him. I had a whole level planned out around that that will now never be realized.

J-Spot
May 7, 2002

So I decided to remake one of my Mario Maker 1 Levels:




Hurry up and Wait!
Course ID: LBM-BTF-P5G
Difficulty: Expert
Multiplayer friendly?: Doable but difficult.


I thought this would be really easy to remake, but subtle changes in how MM2 spawns objects and how the camera works forced me to make some adjustments. This will make it harder to remake other levels. Don't do what I did and think you can do a 1:1 copy and have it turn out ok! As for the level itself, this was the last course I uploaded to MM1. It was about a year after I had more or less stopped playing, but the idea for the level came to me and I just had to make it. As a late entry it didn't get as many plays as my other levels, so I figured it would be good for my first remake. It's a pretty traditional style level that takes a particular idea and just iterates on it as it goes.

Now I have to go to bed but I'm eager to check out people's levels tomorrow!

J-Spot fucked around with this message at 04:42 on Jun 30, 2019

J-Spot
May 7, 2002

Knocking out a few goon levels before I have to login to work.

Kirios posted:

A couple of courses - I'd love feedback on them!

First one I did - easy and kind of bad - GSF-H39-RDG
Second one - better but maybe too hard? - L2K-103-PSF

First one was fine apart from when I unsuspectingly slid into the spike block at the end. For the second one there are jumps that are hard to pull off with big Mario due to low ceilings. Make sure when you're testing that you play every section of your level with whatever power up state Mario can be in. Also I think you should make your power ups tiered to give Fire Flowers which are fun to use in piranha plant levels. I'll also echo the complaint about the lack of a checkpoint at the midway mark.

Crusader posted:

made a desert scrolling skull level: 2Q5-2HM-7VF

This one feels overwhelming at first but it ended up being fun and I think it was smart to keep it short.

nrook posted:

Made my first level!

DYS-F6C-GGF

A simple Mario 3 level based around facing down Hammer Bros in various situations. It should be fairly straightforward but hopefully fun to play!

Now time to check out everybody else's levels in here.
I liked this one. Hammer Bro courses can be tough to do well but I thought you had them positioned fairly.

Sam Faust posted:

Finished my first level. It's a remake of a SMM1 level of mine. It's hard, but straightforward and short.

ID# 280-7HX-5MF

I feel like you need to tone the difficulty down on this one for it to be fun to play. You've already made each arena time limited by way of having bombs exploding the floors, you really don't need the bullet blaster pushing players out of the room.

AlBorlantern Corps posted:

Just finished my first level
BG3-BX8-RDG
I think it is fun!
Agreed. Nice theme on this one.

J-Spot
May 7, 2002

Finished my second MM1 remake:


Soggy Doggies
J7V-0DC-9HF
Difficulty: Normal
Multiplayer friendly?: Yes


Underwater stages may not always be the most popular but I wanted to see if I could make one that was actually fun. This one ended up being pretty well received and I'm happy with it. I made a couple of minor tweaks to the layout and added a checkpoint since they weren't available back when I originally made this.

J-Spot
May 7, 2002

Bolt Lux posted:

Trying to test out the Night mode for levels and its effect on items, but it doesn't have any for some reason on any theme, e.g. 1UP mushrooms don't turn rotten. Any ideas?

I think the poison mushroom was only on the ground theme.

J-Spot
May 7, 2002

Third course in my remake series:


Hitchin' a Ride
4P6-3KT-BGG
Difficulty: Super Expert
Multiplayer friendly?: God no


Ready for a real challenge? This was my only super expert stage in MM1 and may be my only one here. I like having at least one level that can come up in any endless given run though. This is no kaizo level though. In fact I don't think I've ever seen this particular gimmick repeated. The timing is a little different but for the most part it's the same level. I have no idea how this would function in multiplayer. It would either be impossible or completely broken.

J-Spot
May 7, 2002

GreatGreen posted:

I'm at work so I can't check at the moment, but does this game have multiple hotbars like MM1, or is it just 1 hotbar, plus the item circles when you press dpad-Up then Y?

Just the one hot bar and then the circles as far as I can tell.

J-Spot
May 7, 2002

Holy poo poo, No Jumping Allowed in story mode is aggravating. Can’t wait for all the levels that use the same gimmick.

J-Spot
May 7, 2002

Pixeltendo posted:

My first two levels

These are pretty well designed for entry level courses. Looking forward to following you.


cheesetriangles posted:

LG7-FQP-R1G

Tried out my first Mario World style. It's a sky level with a little bit of difficult platforming but not a ton.
I apologize for tanking your clear rate by trying to speed run this so I could beat the guy who complained about you using the speed run tag. I kept forgetting to wait for the koopa.


Icedude posted:

Here's my first real attempt at a level, it's short but I'm kinda proud of it: X1V-WX5-X4G
I accidentally cheesed the first half by letting the thwomp go first, then letting it despawn.

J-Spot
May 7, 2002

Macaluso posted:

Course ID:
99M-3VB-HBG

Snow Saw Cliffs
That was intense! I almost dropped it after many deaths in the first half but I'm glad I stuck it out. Left it with a clear rate of 6.66.


BabyRyoga posted:

Now for a dumb easy level:
ML1-KV3-XMG

:staredog:
Thwomp killed the doggo. Too bad keeping it alive can't be a clear condition. Good level, though.

J-Spot
May 7, 2002

END CHEMTRAILS NOW posted:

I made my first level. The theme is finding ways to destroy brick blocks to proceed.

Brick Breaker
HBJ-NTV-MFG


I never played the original Mario Maker. It was a lot of fun building a stage with this. I spent so much time going over things again and again, making sure players wouldn't be able to get stuck without a way to recover. I'm already looking forward to making more levels and trying all the other levels people come up with.

I don't know if there was a way to refresh your leaf but I lost mine and it seems to be required. Maybe have one coming out of a pipe if there wasn't already one that I missed.

GigaPeon posted:

I made a level about using cranes to allow a Yoshi Egg to fulfill its destiny of being a disposable springboard

Egg? Roll!
YTD-01T-TNF

Was the idea that I had to escort the egg? I just got on Yoshi immediately and proceeded.

J-Spot fucked around with this message at 00:13 on Jun 29, 2019

J-Spot
May 7, 2002

LeafyOrb posted:

7VS-HRD-80G

Somehow I missed two coins and got softlocked in the room with the key door. Also I am not a fan of that section with the flying blocks in the lava. Or the flying block that crushes you in the next room. Okay I hate the flying blocks.

J-Spot fucked around with this message at 00:24 on Jun 29, 2019

J-Spot
May 7, 2002

Plank Walker posted:

Is there a way to bring an object to the foreground? I'm trying to place a semisolid platform with a mushroom platform topper, and I want the mushroom platform to be in front, but can't get it to work.

Putting stuff on semisolids is weird. I have to place them outside of the semisolid and then drag them.

J-Spot
May 7, 2002

Expect My Mom posted:

Juicy Jumbled Jungle
7DC-6DJ-RNG

This level turned out way shorter than it was in my head, but I think it turned out alright? let me know if it's good or not cause i can't tell anymore

i honestly had more fun putting a couple secrets in or making it look nice.

Kind of felt like two different levels. I liked the first half better but the second half could use some arrows or coins to use as sign posting toward the end because I was confused on where you wanted me to land at the top of the screen. I'm really bad at those upside down bits though.

Orange Crush Rush posted:

Uploaded my first level. It's a fairly run-of-the mill traditional(ish) SMW course with nothing too fancy, called Pesky Pipes:

TYT-WGQ-TJG
I thought this was a nice romp. It had some good examples of using coins as a guide when the platform you need to land on aren't visible on screen.

J-Spot fucked around with this message at 02:24 on Jun 29, 2019

J-Spot
May 7, 2002

DO IT TO IT posted:

This level sucks and it took me way too long to upload it.

PWF-HFC-6WF

Thwomps out of nowhere? To the dojo with you!

J-Spot
May 7, 2002

Imaginary Friend posted:

Made my first level. Friend beat it after 45(!) tries. Unsure if we're still friends. At least the level ID is cool. It's pretty rough. You've been warned.

BNJ-W0W-0MG
It wouldn't be that bad of a level if you'd simply put a door at the end leading back to the beginning. As for me I got to 94 coins and decided I couldn't be bothered trying again.

J-Spot
May 7, 2002

Having trouble clearing stages? Can't tell a goomba apart from a super mushroom? I've got one thing to say to you:

Please Learn How to Play Mario!



Level ID: 1TF-C8F-YWG
Difficulty: Easy
Multiplayer friendly?: Yes


I wanted to challenge myself to make a stage that would fit in the easy classification that actually engages the player in some way. What I came up with is a tutorial stage for new players and children. It teaches all the basic SMB1 moves and power ups in a mostly risk-free setting. This is a remake of a MM1 level, but if you played it back then this one is refined with some stuff added to replace a mystery mushroom section. I'd love to hear impressions, especially if you've got any really young kids.

J-Spot
May 7, 2002

lunar detritus posted:

I made another puzzle-y POW-level, this time without most of the bad platforming.

POWer through!
T7G-7BF-GCG

If you play it please tell me if it's too easy or too hard, I can't tell anymore.

This was good when I knew what I was doing but I had to reset a few times in ways that I feel like should have been avoidable. In the outdoor section (not counting the start) I think the p-switch should come out of a pipe so it will refresh if you don't make it to the exit pipe in time. In the section after that it's not evident that you'll soft lock yourself if you go through the one-way without getting the shell first.

J-Spot
May 7, 2002

[quote="Internet Kraken" post="496334300"
Skewering Sand Dunes: 5R1-VGM-Q6G
[/quote]

I thought this was great. Nice use of slopes to make for risky terrain.


DalaranJ posted:

WD4-YJD-3XF

Excellent level. Feels like what an actual jungle level in SMB would have been like had they existed.

J-Spot
May 7, 2002

Hyper Crab Tank posted:

Dare you enter Uncle Autoscroll's Spookhouse? F71-TYS-SFG.

It's probably longer and shittier than it needs to be, but I can't help but overcomplicate everything I get my filthy hands on.

Overall I liked this but I feel like you need to come up with a better way to highlight where the red coins are because as it is the player is literally fumbling in the dark and it's hard to know what's going to be a pit vs a place to be explored.

Haschel Cedricson posted:

I just played this in multiplayer with my five-year-old daughter and it was perfect. We only died once via timeout when she had trouble ducking under the wall after CP2, but that's because she still hasn't gotten comfortable with jumps that aren't straight up and down. We'll work on it.

Only weird thing I noticed was that at the Super Ball part she got the power up but I still had the Giant Luigi power up so I couldn't do much in that room without destroying the floor. But other than that it was perfect; I'm proud of her and thankful for you.
Thank you so much! I'm glad you both enjoyed it. I figured that multiplayer could end up with people keeping the big mushroom but I didn't want to put in a damage filter in case someone actually didn't actually get the big shroom. With nothing to damage you in the superball room I figured I'd just let the player who gets the flower solve the room.

J-Spot
May 7, 2002

Kirios posted:

Hey guys, I made a weird SHMUP level. I think it's pretty decent?

Super Mario Soldier
TPT-3CH-5WG


I felt like this could have been two levels because this sort of thing can wear thin if you drag it out too long. After the vertical section I felt like I'd played a complete experience and then the second half feels like something else. The timing on the on/off switches in the second half is really awkward so I think that could be slowed down or spaced out more, and it would be better if you kept the fire flower for the 3-way split.

J-Spot
May 7, 2002

Doomykins posted:

My favorite Mario levels were the Airship/World 8 Tanks in Super Mario Brothers 3 so I hope you enjoy my very first excited attempt to make a Mario. I'd like to make levels that are challenging without using Kaizo tricks.

Trapship Tussle
WQR-SSW-SWG


This was good but I felt like the section with the conveyor belts felt a little too busy and chaotic.

J-Spot
May 7, 2002

After several recreates I finally have my first MM2 stage ready to go:


The Thwomper
Course ID: M6P-ST4-8KF
Difficulty: Expert
Multiplayer friendly?: No



I had the idea for this stage sketched out about a month ago. It's a pretty traditional style stage where I take a particular idea and iterate on it throughout the level. Please let me know what you think!

edit: reuploaded with some additional aesthetic flourishes and a few tweaks to make things a little more fair or obvious.

J-Spot fucked around with this message at 15:47 on Jun 30, 2019

J-Spot
May 7, 2002

TheAardvark posted:

First level -

beetle bailey
9WJ-KL3-1GF

Wanted to get something up this weekend, could use some more work.

It was pretty good. The top of the castle section is tough to do as big Mario because of the ceiling. Also the jump at the end is kind of blind. If you go for the visible coin you fall in a pit of beetles. The coin trail to the flag pole isn't visible until you've scrolled down a bit.

J-Spot
May 7, 2002

Orange Crush Rush posted:

Is there such a thing as too long? I keep making my levels just about 2 max areas and I'm scared that might be a turn off. Although in that case I always use at least one check point.

I think it depends. Some levels can overstay their welcome or just cram in as many things as possible with no clear theme. If you can keep things varied while still sticking to a theme and have generous power up refreshes it’s ok if they’re a little long.

J-Spot
May 7, 2002

I made some changes to The Thwomper based on feedback from last night. I added a little more aesthetic flair to the level and made some modifications to make things a little more fair and intuitive. Please give it a try and let me know what you think!


The Thwomper
Course ID: M6P-ST4-8KF
Difficulty: Expert
Multiplayer friendly?: No


DalaranJ, I added this version to the spreadsheet. Can you delete the previous entry?

J-Spot fucked around with this message at 15:58 on Jun 30, 2019

J-Spot
May 7, 2002

Random Stranger posted:

That looked much better than it did last night and it still plays really well. Good improvement!

Your feedback last night was helpful. Thanks for giving it another look!

J-Spot
May 7, 2002

nrook posted:

Alright, here's the pitch. Everybody likes space. Everybody likes wall jumps. But what if there were wall jumps... in space?

Kick Off Into Space!
FWW-TWM-3TF

The low gravity of space lets you get a lot more air off wall jumps, so I made a level which lets you play around with that. I think it's a bit harder than my previous levels, but it still isn't too hard. Have fun among the stars!

Also people keep tagging my levels "Short and sweet", but I feel like they're pretty normal length... maybe I should make them longer? I like it when levels only take 2-3 minutes to complete though, I think that's the right length for a Mario stage.

Good level. I thought it was a good length and any longer the concept might have started to wear thin. A lot of people pad their levels past the point that they should just to fill up all the space.

J-Spot
May 7, 2002

Sharizard posted:

On my end, I made an autoscrolling underwater course full of dumb chain chomps.

Wet Chomps
7S9-0CQ-S6G

I had to play this one because I've got a level that uses the exact same concept called Soggy Doggies. Yours is really good.

J-Spot
May 7, 2002

Is there a way to delete comments? I know the first game let you.

Lowen SoDium posted:

My second level ever.

W23-p59-s3g

3 keys to be collected in 3 different simple puzzles, with some platforming in between.

Good level. I see you anticipated my attempt to cheese it.

J-Spot
May 7, 2002

Random Stranger posted:

I appreciate the thought, but the level concept was racing to the end with a star and wanted a course that weaved its inbound track with its outbound.

Anyway, it's done now:

Spooky Star (if I wasn't doing an alliteration thing and I wasn't certain that no one would get the joke, I'd call this stage "The Fireflower House")
WVH-M68-9NG

I timed the segments so that they're forgiving to a minor error or two, but if you go the wrong way then you're dead.

One of the better uses of the dark stages I've seen. Took me a few tries to figure out what exactly I need to do and then a few more to actually execute on it.

J-Spot
May 7, 2002

Pollyanna posted:

Man, the quality of courses in Endless Mode is impressively poo poo.

I have a question for level makers: how can you stand to do this? Every time I try to make a level I end up staring at the screen for a while, placing some random blocks in geometric shapes, adding fun noises, then getting overwhelmed and quitting or going to play Course World instead. Is this normal? Am I broken? Is Level Design Anxiety a real thing?

I was playing endless normal today and actually got some decent levels. In fact I know a couple goon levels showed up. I suspect they’ve got it set up to favor stages liked by people who made stages you liked or something.

Designers block is certainly a thing. If you haven’t already I’d recommend deciding on a theme for your level. Pick a mechanic or a couple of course elements and build your stage around that. Obviously you can bring in other elements but try to do that to enhance your main element rather than just make theme soup.

J-Spot
May 7, 2002

Castor Poe posted:

Just uploaded my first Mario level. It's pretty straight forward, no fancy gimmicks. I spent a lot of time fine-tuning the "gently caress you and die" sections to make them fair and also made sure it's beatable for your dad who don't know there's a run button:

HST-P3K-KWF

The difficulty really ramps up there in second half, but it was all fair. Great first effort.

J-Spot
May 7, 2002

You kids with your Super Mario Maker. Back in my day we had to make do with this:


Regular Mario Maker
Course ID: H6D-KNX-5YF
Difficulty: Expert
Multiplayer Friendly?: Yes


This is a remake of a popular level I made during the first week of MM1. I take the basic Mario Bros. layout but each room has a different challenge. This one is a bit different from the original version as I removed two rooms that weren't great and replaced them with rooms that use new MM2 elements. Scroll stop also makes it play a bit better. I tagged it as Multi-player Vs. as there's a lot of opportunities to duck over people you're playing with, although it probably works best on a single screen.

J-Spot
May 7, 2002

Plank Walker posted:

Finally uploaded my first course: Koopa Armada

KY1-LQK-3GF

It’s a redesign of a MM1 course. Any feedback appreciated
Nicely designed. I thought your enemy placement was especially on point.


Tnega posted:

Puzzle Level Uploaded.
Mario Teaches Potions PP0-BRD-PDF
I would like to have feedback before I put it on the spreadsheet, in case I need a re-upload. Thank you!
The excavation room gets a little too crowded with bombs. I like that you can switch it off to stop the flow, but I think one pipe on each side would be fine. In the next area watch that blind fall into the toxic ooze. I was able to avoid it but could see getting frustrated. Maybe knock the timer up to 500 because I spent a lot of time trying to figure out what to do.

NofrikinfuN posted:

Not to jinx it, but has anyone else noticed a lack of autoplay levels? Do they just take long enough to put together that they haven't flooded easy mode yet, or are they playing with new filters for the challenge modes?

I'd say any levels completed with zero input from the player probably should be removed from challenge mode and I bet they have the data to make that call.

I haven't run into any but I've mostly been doing goon levels. Maybe they're harder to do now that you can't stick something on the starting location.

J-Spot
May 7, 2002

Dirty Deeds Done posted:

Okay tried a new one with some of the criticisms in the thread

Blocking out the Underground

7DW-24C-TQG

Still just making pretty standard courses but honestly I'm still feeling out how to add challenge without it being cheap, so I feel like this one's a little on the easy side still, comments and criticism greatly appreciated.

I liked this a lot. I thought you made great use of the 3D World course elements. I embarrassed myself by dying on the piranha creeper jumps multiple times. The sideways thwomp part might be a little bit unfair since you don't really have a way of knowing that second one is coming.

J-Spot fucked around with this message at 17:42 on Jul 1, 2019

J-Spot
May 7, 2002

Plebian Parasite posted:

Wanted to make a level where you go fast in the dark. It's a little difficult, and not terribly interesting, but I spent a few hours on it and its as done as its gonna be.

Son of Backdraft - 11C-08H-8LF

Whew. I had a tough time with this but I finally got it. The bit where you had to land on a single tile with the boo right next to it took me down several times. It was fun though so I persevered.

J-Spot
May 7, 2002

ThisIsACoolGuy posted:

E: Athletic usually just means it's fast paced and you'll be jumping a LOT over pits. Mario series always has a "athletic" theme for these levels which are high energy (yoshi's island had one too)

I just deleted my old Toxic Friendship stage and fixed it like I planned to, can I ask someone in the thread if I went over it enough? It's not that long and pretty straightforward.

Toxic Friendship
PMG - VKY - 3VF


I'm getting course not found.

Adbot
ADBOT LOVES YOU

J-Spot
May 7, 2002

ThisIsACoolGuy posted:

Fixed the code in my post, I typo'd :argh:

I liked it most of it a lot but I found the spike top part to be kind of difficult relative to the rest of the stage, then I got impatient about having to do all the slower bits over and over and started dying early due to carelessness.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply