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12-15-17 06:00:28 AM

Jul - Gaming - Super Mario Maker New poll - New thread - New reply
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Posted on 10-14-15 12:09:28 AM Link | Quote
6576-0000-00A6-F321

Here's a new one I just made where I share the magic of expert 100-mario mode with you all.

(turn comments on)
Xenesis
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Posted on 10-14-15 06:19:56 AM (last edited by Xenesis at 10-20-15 06:38:15 AM) Link | Quote
In the spirit of improvement I've made a few tweaks to a few levels using the feedback from here and various other places:


Paratroopas Carry Plants? (1.1) (9277-0000-00A7-575B)


Rocking The Dry-Skydock (1.1) (8568-0000-00A7-54B2)


Podoboo's Lava Lake (1.1) (BC3B-0000-00A7-44F9) (I mostly just moved the firebar here )
Delpolo
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Posted on 10-14-15 04:52:10 PM (last edited by Delpolo at 10-19-15 11:28:51 PM) Link | Quote
Originally posted by Xenesis
In the spirit of improvement I've made a few tweaks to a few levels using the feedback from here and various other places:

Cool, had some time so I went and played 'em! I was gonna replay the old versions to refresh my memory but you've deleted the old versions, hahaha. Oh well!

Podoboo's Lava Lake (1.1)
Firebar was moved and it's definitely easier around it, still a fun level. I managed to hit every single block at the start except for the one with the power-up, hahaha, though lasting until the next block isn't too hard.

Rocking the Dry-Skydock (1.1)
I don't remember there being a fire flower before climbing onto the ship (though I might just be forgetting it), that was nice. You moved up the last section so it can't go offscreen, that's cool. I found a spot where you can accidentally run off into a pit if you're small (or run-ducking if big) though, iunno if you'd wanna fix it though.

Paratroopas Carry Plants? (1.1)
Managed not to die at the start, woo! Around the middle of the level I shot a Koopa off a platform and it hit a block that spawned a power-up... that immediately fell into the pit. Might wanna make it a bit easier to get that?

Also I saw you had another new level that you didn't mention, so I went through that as well~

Skele-jumping Jacks
Fun lil' ghost house platforming! Kinda sad there's no secret that takes advantage of ground-pounding giant Dry Bones to crumble 'em but the two door secrets to 1-ups were nice, and they don't put you in much danger once you come back next to the Dry Bones. Wasn't much of a ghost house puzzle (just the one invisible block near the dead-end with arrows, and I guess the reset door) but the platforming on floating Dry Bones was fun.

EDIT - Saw another unannounced level so here's feedback for that too, I suppose.

Squwiggles' New Tracks...
That fire flower in a cloud makes it really easy to skip almost all of the level. Fun level though! The bonus 1-up for being big by that point is nice, though jumping down from the bonus above I still got hit by the squwiggle.
*67
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Posted on 10-18-15 09:14:38 AM Link | Quote
I've got one I've been messing around with:

Dry Bone Sr.'s Mad Menagerie:

8BE8-0000-00B2-0D33
BMF54123

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Posted on 10-19-15 10:04:54 PM Link | Quote
Two new levels!

The Earthen Tower (505C-0000-00A9-6E16)

My first NSMB level, a vertical tower divided into several rooms (best I could do without true vertical level support). Has a couple mild puzzles, nothing too serious. I kind of loathe the NSMB aesthetic, but it seemed to be the best match for this level theme.

Freezer Burn (90B9-0000-00B4-90E0)

Another SMB3 level, split into two areas. You can probably guess the theme based on the level name.
Mostly straightforward platforming with a fortress-style puzzle-maze thing (???) near the end. I do words good.
Xenesis
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Posted on 10-20-15 12:52:45 AM Link | Quote
Originally posted by BMF54123
Two new levels!
Freezer Burn (90B9-0000-00B4-90E0)
Another SMB3 level, split into two areas. You can probably guess the theme based on the level name.
Mostly straightforward platforming with a fortress-style puzzle-maze thing (???) near the end. I do words good.


This is pretty unambiguously a SMB3 level! It captured that game's weird style quite well. One comment though - that U-section about half way through where you have to bomb it a half-dozen times is pretty tedious...I'd make that wall much thinner/easier to bomb in a revision.

Also that ending salvo was really neat!
Delpolo
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Posted on 10-20-15 12:58:21 AM (last edited by Delpolo at 10-20-15 12:58:30 AM) Link | Quote
Busy working on another level but yeah, here's some level feedback!


The Earthen Tower
Cute level, love the initial transition from 'outside' to 'inside'! I like how each room has a different way of climbing up (although I seem to have bypassed the vine room by just wall-jumping up and tanking the spiny damage?) and a few mini-puzzles. Bowser fight was more tedious than anything but you can't really do much else to relieve the tedium than respawning powerups, especially for a forced fight to get a clown car. Loved the all-green reward room!

Freezer Burn
It feels like the lava half was underused compared to the ice half? And did I... miss something? I didn't enter that brick-filled room to the right of the P-switch block, or the room with bob-ombs to the left of it; none of the pipes led to 'em. There's only one fire flower and losing it makes the bob-omb section harder ('cause then you can't use the fire to nudge bombs closer to the ice) but it's small enough that it's not that hard if you lose it. Also, that P-Switch seems like it gives too small a reward? Break the ice to enter the pipe then survive pipe-Podoboos, and all you get is a bunch of coins (even the ones in all the blocks)!? Would've liked another power-up and maybe multiple lives... Well, whatever, platforming was fun, I did like the invisible block puzzle and the ending bob-ombs were pretty cool, still a great level.
BMF54123

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Posted on 10-20-15 04:05:28 AM Link | Quote
Originally posted by Delpolo
And did I... miss something? I didn't enter that brick-filled room to the right of the P-switch block, or the room with bob-ombs to the left of it; none of the pipes led to 'em.

They do, you just have to explore a bit more. (I actually went and checked to make sure the pipes were still linked!)

Originally posted by Delpolo
There's only one fire flower and losing it makes the bob-omb section harder ('cause then you can't use the fire to nudge bombs closer to the ice) but it's small enough that it's not that hard if you lose it.

Yeah, I probably should have put one before that section instead of a mushroom. There's another one later in the level, but by that point it's only really good for an extra hit point.

Originally posted by Xenesis
One comment though - that U-section about half way through where you have to bomb it a half-dozen times is pretty tedious...I'd make that wall much thinner/easier to bomb in a revision.

I actually redesigned that area several times; it originally had a couple MORE layers of ice blocks!

I tend to have trouble identifying really tedious parts in my levels after blazing through them so many times, and since nobody else in the apartment plays the game much anymore, it's hard to get feedback on these things...

Originally posted by Delpolo
Also, that P-Switch seems like it gives too small a reward? Break the ice to enter the pipe then survive pipe-Podoboos, and all you get is a bunch of coins (even the ones in all the blocks)!? Would've liked another power-up and maybe multiple lives...

There's a not-very-obvious alternate path you can take that gives you even more coins, but no powerups/1-ups. Sorry.

Satisfying rewards are something else I seem to have trouble with. I feel like the game's limit of three extra lives (and the pointlessness of lives and coins when you're directly playing a level via its course ID) only compounds the problem; what's the point in showering the player with treasure if the vast majority of it won't carry over to the next level?
Xenesis
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Posted on 10-20-15 05:53:49 AM (last edited by Xenesis at 10-20-15 06:39:54 AM) Link | Quote
I made something extremely silly. This was a shower thought of a level, and I think I'm happy it is out of my brain.



The Letter M? (8252-0000-00B6-7D7D)

And here's the other two which have been sitting a bit.


Skele-jumping Jacks (55BC-0000-00A7-6884) - This is a simple ghost house.


The Squwiggles' New Tracks... (15A1-0000-00A9-8D42) - This one is me having fun with the tracks and exploring what wigglers do.
Delpolo
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Posted on 10-21-15 11:22:03 PM Link | Quote


Yoshi’s Underground Gifts
(D9A0-0000-00B9-8563)

It’s a fairly simple platforming level, but can you find all hidden Yoshi gifts and reach the final secret?

I tried to make something more akin to SMW’s level design, which is why it weirdly transitions from careful, cramped platforming (which is mostly what I’ve made so far) to open-area, multiple-path platforming (more reminiscent of official Mario games)... while also trying to incorporate a secret involving the only way I know to make automatic escalating power-ups. There are no bottomless pits either, so the only way you can lose Yoshi is by leaving 'em behind (you monster), and nothing requires a Yoshi jump's height to reach.
Peardian

  
Magikoopa

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Posted on 10-27-15 12:21:25 AM (last edited by Peardian at 10-27-15 06:34:49 PM) Link | Quote
Haven't had a chance to play any of the new stages aside from Freezer Burn.


Also, I made a quick one:
Moley Spring Sprint: 8298-0000-00C5-614D

This one is short but chaotic. Depending on how you approach it, it could be really easy or really hard.





Update: CHECKPOINTS ARE COMING IN ONE WEEK






Delpolo
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Posted on 10-30-15 07:32:03 PM (last edited by Delpolo at 11-01-15 05:09:13 PM) Link | Quote

Regular Ghost House
(3C7B-0000-00CF-208C)

Do you have enough pattern recognition to find the way out of this endless ghost house?

It’s my first ghost house level, but things worked out well in the end because they tend to be very short once you figure out the puzzle, so the upcoming checkpoint update wouldn’t have affected this level. Anyways, the main linchpin of this puzzle revolves around invisible blocks, and we all know how much people hate them, but hopefully my usage of them was tasteful?

I feel like the solution can be figured out just from the extra rooms so I'd appreciate it if you don't spoil the solution anywhere; if you're playing through but need help, feel free to direct message me on IRC (we're all in #mariomaker if you forgot!) and I can give a tip or two, as well as show a map of the level.

EDIT - After a bit of feedback I decided to change a few things so I re-uploaded the level. If you've played the level already then don't feel obligated to play it again, all I did was technically make it harder to figure out the puzzle earlier and harder to solve accidentally, and added coins to a total of 200 throughout the level.
Dorito
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Posted on 11-01-15 02:52:34 AM (last edited by Dorito at 11-01-15 10:07:01 PM) Link | Quote
hot 100 Mario Expert tip: pause to see how many stars a level has. Typically levels with at least/around 1 star for every 10 unique players will turn out pretty reasonable and fun!



I've been able to reach the 16th level with more than 80 lives remaining on multiple occasions--and I had (and have been having) a lot of fun!

you run into some really nice levels if you stick to this (and maybe try giving a reasonable-looking level a shot if it has only one or two unique players!)
Peardian

  
Magikoopa

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Posted on 11-01-15 12:27:07 PM Link | Quote
That sounds like a good tip! I never really thought about star ratings before when doing 100-Mario Challenge.




A friend of mine made a level while over at my house and uploaded it without my knowledge. I had no input at all, because he made me not look while he made it. So, if you play it, please remember that!
Kaito Sinclaire
Hacking reality since 20̶?͝>̨ )̧̢~͠|̡͠T̴̡<͏̀́#͟͠)̸̡̛̕͟_̢҉M̨̛͢͠͠@̴̷(̧̕01 ERROR.





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Posted on 11-04-15 09:07:28 PM Link | Quote
A: Updates are out, some bugs got patched, checkpoints, etc.

B: I made a puzzle. Yay?


Touch of Midas (C6CF-0000-00D6-8313)
Peardian

  
Magikoopa

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Posted on 11-04-15 09:27:48 PM (last edited by Peardian at 11-04-15 10:00:06 PM) Link | Quote
Since you can't update uploaded courses, I'm going to post the courses I update with Checkpoint Flags. Because I feel like it, I'm also going to put the statistics they had before the old version was deleted.

Thwomp Dump Castle: CF80-0000-00D6-8F21
Comments: 4
Stars: 17
Players: 119
Clears: 39/391
Clear Rate: 9.97%

Airship Armada Tour: 1864-0000-00D6-9872
Comments: 3
Stars: 16
Players: 95
Clears: 7/316
Clear Rate: 2.21%

Excavation Adventure: 6074-0000-00D6-A12C
Comments: 1
Stars: 4
Players: 45
Clears: 5/108
Clear Rate: 4.62%

(Will edit with other courses as I go.)
Delpolo
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Posted on 11-05-15 04:44:39 AM (last edited by Delpolo at 12-09-15 09:36:06 PM) Link | Quote
You can play some Event Courses to get some new Mystery Mushroom skins!
...But don't forget you also need to beat the new, and much-harder, Gnat Attack 2 to get a new skin as well.



Stranded Pikmin Learn to Jump
(B7A8-0000-00D7-1611)

Three Pikmin are left behind at the end of the day at the bottom of a hole, and they’ll need to learn how to jump in order to get out, and cross bottomless pits in order to reach shelter!

Something that I wanted to attempt to design was a pure platforming level, or in this case, a level where enemies can’t hurt you so you can only die in pits (if at all). Because of ‘story’ reasons I didn’t have much space for difficult challenges after the early ‘tutorials’ though (especially considering I chose to have no vertical scrolling and no sub-area), but hopefully the last sections are interesting anyways?

It's really hard to make interesting and difficult platforming in SMB1 (so no wall-jumping) without any bouncing on enemies, and without any rails for moving blocks... I might try and revisit this idea later in a different game skin.



EDIT -


Finally got all the Mystery Mushroom skins! I'm not the first one on Jul to do so (Drag got 'em all a few days ago) and I'm definitely not gonna be the last (Luca's only missing a few), but hopefully I can get back to posting feedback for people that're interested (and please join me, there should always be more feedback!).
Delpolo
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Posted on 11-10-15 07:05:14 PM Link | Quote



Steady Sea Sneak
(9ED9-0000-00E2-6EE7)

I'd hazard a guess and say that "SMB3 water autoscroller" is probably the combination of themes that would most easily bore and annoy players... so I tried to make one that was fairly active and hopefully fun. If you've played my very first level then you should already have a good idea of how this level should play out.

I tried to gradually increase the difficulty though. Jelectro are introduced on the non-autoscroller beginning, but the main section begins with some green Cheep Cheeps made to give you an obvious path around them before adding back in the Jelectro again and asking you to just find your own way through the obstacles. The second half keeps it just as dense while introducing a few Bloopers! A few people have said that it's probably still too easy overall though, oh well.



No one's really making new levels and posting about them recently so I'll probably just continue editing this post with new stuff until someone else comes out with a level.
BMF54123

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Posted on 11-11-15 09:02:02 PM Link | Quote
Lair of the Block Dragon (D1D2-0000-00D5-81A7)

The end result of my experiments in making a proper SMW-style block snake. Kind of went through a bit of development hell halfway through, since I became unhappy with several parts of the level design and couldn't figure out how to make an exciting line-guided Bowser confrontation, but I guess it still turned out okay.
Xenesis
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Posted on 11-11-15 09:41:43 PM (last edited by Xenesis at 11-11-15 09:42:42 PM) Link | Quote
So I played some levels:

Delpolo
Steady Sea Sneak: Nothing overwhelming or untoward here. It's pretty generous and manages to feel confined without actually being that confined. Could probably do without the bloopers in the last part of the level though, they add a lot to the stress if you're not there with Fireballs.

Normal Ghost House: I have no idea what the solution is, like I posted on Miiverse I literally brute forced the level by entering every pipe, hitting every ? etc until I stumbled upon the exit. No idea what the real thing was doing!

Stranded Pikmin Learn to Jump: Apart from that one max distance jump just after the midpoint that's really awkward to get a run up to, this seems fine. On the pretty light side in terms of challenge, but that's what you get with a level with no enemies.

BMF54123
Lair of the Block Dragon: This was a really good way to make Block-Snakes! It was pretty well balanced for the slightly awkward curved tracks apart from that one highly vertical jump right at the start. The use of Bombs as a timer was really clever for the midpoint, too.

Inuyasha
A Touch of Midas: Couldn't figure this one out. Got stumped where I've left my Miiverse post. Basically just kept running into walls with no obvious way to proceed - I found the P-Switch dispenser but that didn't seem to help in any way either. Also the trap at the start is rude.
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Jul - Gaming - Super Mario Maker New poll - New thread - New reply




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