This is a series I'm making with a couple design cues from DKC. Each level has two secret rooms that I try to make into little microgames, so look out for them if you want to have extra fun. Newest stage is Cannon Cadence. 833E-0000-00D5-1F8D. It was hard to grab an interesting preview picture, most of the cool stuff only happens in motion.
Checkpoints are definitely going to expand the level design for worlds 5-8. A good amount of the levels are short and easy so I'm glad that'll change.
Initial version of my 1-2 for my campaign. Any criticism/comments on what went right and what could be done to improve it would be appreciated. My campaign is intended to be on the easier side but still somewhat challenging for new/more casual players, and is meant to play closer to the official Mario games than standard Mario Maker fare. In this one, collecting the 3 "Special Coins" (those coin circle things) requires revisiting a memory...
1-2: Koopa Canyon: 746C-0000-00D5-2C21
I'm already thinking I might want to change up where the bonus rooms let you off though. I'm not sure if I should instead make them just put you out where you came in, making you still play the main level, but that might be unfair since playing the bonus rooms in this case makes the level much longer while at the same time making it easier, so allowing one to skip parts of the main level with it also seems kind of eh. Thoughts on this would be appreciated.
Also a checkpoint probably will be added to this level in the final version regardless.
I haven't made stages in a few days because I'm waiting on checkpoints. My last one is kind of stupid, but I like to make "breather" stages for those playing 100 Challenge. I always find it nice to get a quick run through stage that showers you in 1-Ups.
Line For Koopa-Con: 71D6-0000-00CB-FCD4
Play it or not. 90% of my stages are Ashley ones so anytime I make one without her I try to make it at least fun to zoom through.
>>315340991 You typo'd on this one. It's 4EF1, not 4BF1. Just played it by looking to your profile though.This is a pretty cool level. A little frustrating but jumping fish are always frustrating to deal with. It gets a lot easier once you find the power-ups, but even then I usually lose them and die those pipes with the Wigglers and spawning fish - that part's really tricky. I'm gonna try it a few more times before moving on to other levels, but went ahead and Starred now .
>>315348123 Yeah, I've noticed a few of them. I get disappointed whenever I see the top starred levels have YouTubers attached to them and NOTHING ELSE or they're just automatic levels that make normies clap like idiots.
>>315346537 I skipped half the level getting on top of the decor, but at least I didn't get stuck there.
Where you have the bonus rooms drop you off is fine. They're not really ahead or behind.
That first pit though gets you stuck. I think it's a good idea to not be deadly with it since it's 1-2, but you need to add a way to get out, maybe a vine or something. Following that 1-2 logic I don't mind have the parakoopas there for hitting the top of the flag pole, but perhaps a death pit below is a little much? Even if there are platforms to catch you it might be easy enough for the player to slip through them. Other than that it's good. Maybe the diagonal coin trails could be a bit more sparse, but I can't really think of anything else.
>>315341628 Nice music level since it actually had a level component to it as well, and an option to skip the music part. But it's WAY too easy to get stuck by jumping too much, forcing a reset. Pretty cool concept though.
>>315346537 I think you should hold back a little bit on the coin trails. Coins are good for showing where the player should go but you only really need them in 3 or 4 coin chunks otherwise it starts to seem excessive. The SMB1 secret rooms were really cool by the way. I think maybe have the secrets drop you off around where you found them, but in return you get a little bonus like a buzzy beetle helmet or a mystery mushroom.
>>315349537 >>315349847 Thanks for the advice! Yeah, I'll add a vine into the first pit I think. I originally had a pit at the ending because I feel the triple-bounce should be the final challenge of the level, but I suppose it also might be too much for a 1-2, and I should keep the jump before as the actual culmination, with the triple bounce just as a bonus culmination one can do if they want to hit the top of the flagpole. I'll add some ground there.
Also putting Mystery mushrooms in as a bonus for doing the secret rooms is a cool idea (especially since the "Star Coins" themselves aren't exactly a pull since I can't actually make them required for the eventual Special Levels) If I add that, I'll just put the exit a little bit earlier.
Also I'll tone down the coins during the diagonal run. That's the only instance I can think of where the coins were a little much, the rest were the usual 3-4 coin bunches over jumps. I'll make these fixes when I add in the checkpoint to it, though that may not be until later in the week since my focus tomorrow once we get checkpoints will be finally re-tooling and uploading final versions of the MM9 levels.
Honestly after checkpoints come out, every course should add them. I am currently at 30 uploads and hit my maximum over Halloween. I have 6 more levels planned out to make, but after that, I think my might abandon my theme because its ran its course, and I feel there is nearly no more levels to make from those games. Plus, ending at 12 levels for each game in the trilogy feels adequate. I've learned a lot from them, and might start making "masterpiece" courses ranging from single task challenges like a P-Switch run, to multi-tasking challenges, like a P-Switch run where you have to carry something and throw it up to hit a block to spawn something to follow you to end of the run where you need it to progress. Anyways, just wanted to say this since I am nowhere near the star amount I need to reach the next upload limit. I believe we should all help each other and star each others courses UNLESS of course the level is nearly unbeatable or ridiculous or something. No point in releasing my codes now since I am going to be re-uploading everything with checkpoints added anyways, I'm doing it anyways. Too much to post in this post, so I will be posting it in the next post.
>>315351432 Damn. So not in the next three hours I'll be awake. Oh well, was mostly just curious whats being added aside from powerup progression and checkpoints.
Still hoping for a increased vertical stage size, even if it means reducing horizontal. Or a way to alter setpieces in the maker without having to fucking shake every single one of them. That gets old fast.
>>315351573 Another "masterpiece challenge" I thought of, riding a buzzy helmet shot from a launcher, grabbing P-Switches as they fall from the ceiling, and choosing if you want to either throw it up to hit a POW block to destroy a tower of enemies you are about to run into, or throw it forward into a hole so the shell runs over it to open the way forward. Anyways, the levels.
>>315352820 >Get mushroom >Dizzyness effect. >Kill self >Start level over refusing to get powerups. >Level is too hard to be played without powerups. >Quit.
Playing your level now. I will probably beat it from what I have seen so far, but there are some sound effects you need to treat like they aren't in the game. A example of this: If you put nature bird (from shaking a laugh) on Mario, it makes respawn time far longer. If the level is hard, and someone is dying a lot, they will now no longer play your level, because it takes too long. As for Dizzyness, Dizzyness is a punishment, never a positive to get. So if you were aiming for a level where you avoid the shrooms, well done, but that means the level has to be extreme baby tier to work out, or give powerups that do not punish you.
So do you think the update will only have what the video said? Or do you think there's any chance that there will be some surprise extra goodies as well? If not, then how long do you think it will be until the next update? Another 2 months? Or just one month? Will we end up hitting the same frequency of updates that Splatoon is getting?
I have a pretty gimmicky and short stage where you reflect shells back into Bowsers goal. Depending on the way you serve the shell back you'll end up with a different outcome so some games will be shorter than others.
It would be cool to get feedback on it, I'm curious if the idea is even fun or not.
>>315354372 >Or do you think there's any chance that there will be some surprise extra goodies as well? Consider it lucky that Arino's stages are leaving Japan. I doubt we'll get Mario-kun or the Famitsu mascot.
>>315354012 I'm guessing the pastebin will be on top of anything Arino so I'd keep an eye on the news section in there. It still says regions unconfirmed for the costume at the moment. http://pastebin.com/u/GCCXGeneral
>>315350437 Starred your course cause its a great idea. I just wish it was at least in SMB3 style so I could keep the platform alive by grabbing and throwing the bombs, instead of letting them blow it up piece by piece.
Posting two levels at the moment. Pic related is my favourite that I've made. A level based around making your way out of the spooky, interconnected mansion by solving puzzles. Unlike a lot of "Metroid-inspired" or "puzzle" based levels, it's been polished and tweaked so tightly that, while not holding the players hand every step of the way, it doesn't rely on large amounts of back-tracking, obscure solutions only the creator would know and no-win scenarios where you're forced to restart if you don't do exactly what the creator does.
I've also just uploaded a new level just then. After seeing all those Automatic levels where it plays itself, I was inspired to see how I could play around with the idea. It's not your usual automatic level, I think you'll be pleasantly surprised by the design. >Automatic!Don'tMoveNoMatterWhat! - 54C5-0000-00D5-3AED Don't ask questions, just do what you're told.
>>315346601 >I always find it nice to get a quick run through stage that showers you in 1-Ups. Then you're a baby. Those levels are fucking terrible. I'm playing Mario Maker for variety in levels and seeing what interesting ideas people can come up with, not for "Hold Right Simulator 2015".
>>315354552 This level is fucking brilliant. Simple, creative and fun. I had a big smile on my face playing it. And it was a really good design decision having that safe area at the start teaching you how to actually kick the ball using the Thwomp. the only thing I would recommend changing is putting a door in that first section so if the player tries and fails to just use the invincibility frames to get through to the pipe, they won't have to restart the level to respawn the helment. I felt like a dickhead when I did that because I didn't pay enough attention and realise it was a semi-solid platform under the Thwomp and not a normal, unbreakable block.
>>315360681 Pretty good level but you've overlooked the players ability to walk left while holding things. Instead of activating that first P-switch and running right across the Spiky Black Things, it's easier (and obvious) you can just carry the switch to the left (or just run left after you hit the switch) and free the spring with time to spare. As it is, you've got an entire section of your level and boss battle that can be ignored with no downside. You should consider putting one way valves here if you don't want the player to sequence break.
Thanks, That actually gave me the fix to squash two bugs with the door idea. I'm a bit ashamed I didn't think about that earlier actually since I knew it existed but didn't try seeing if doors would work.
It does bring up the problem of players going in it with the shell on and knocking the respawned shell around but it's a better fix than forcing them to die by far.
By the way there's also a secret but it's probably far more frustrating to figure out than what it's worth
>>315362805 I might have a look for it later on then. It's always useful if you have someone near you in real life who can playtest your levels a couple of times before you upload them online. When testing levels that you've made, you're always thinking on terms of the path you've designed. Watching someone play who doesn't know how the level is made is really useful because you get feedback and impressions in real time. Once you put it online, you're unlikely to get any feedback on how to improve the design unless it's completely and utterly broken.
>>315362842 This one's a good level. The crushing Ice Block section after going through the door gave me a bit of trouble at first. It is possible for the first couple of sections of Ice Blocks to be desynced if you're stopping and starting instead of running straight forward but I can't think of a way to fix that short of having the player be forced to go through a door to get to the second and third batch of Ice Blocks so they all spawn at the same time.
Hey guys, I made a new level I had in mind for a while because I fear they'll remove the glitch in the update.
Ashley Through the Looking Glass E8B6-0000-00D4-EFC6
I made this level just to demonstrate something good can come from the invisible blocks glitch. Be observant and you'll beat this level fast. Try to rush through, and you'll probably take much more time. Inspired by the level "The Mirror Never Lies" by user Jerome.
After this update it will play like a normal Mario game except Yoshi doesn't shoot fire with red shells, fix that and add purple shells and you have a perfect game, frog suit in SMB3 would be nice but I doubt they'll add it until Mario Maker 2
>>315382885 Uh, doy! Retard, please. If they're making a global change to any one mechanic, one would assume that it would affect every level that uses the glitch. I mean, a better "opinion" as you ratchet fiends define it as, would that it wouldn't get patched, because patching would make many levels unplayable, and create many more glitches in the process. It's like, has anyone really been far even as decided to use even go want to do look more like fucking daigo?
What I meant was Nintendo probably won't patch the glitch per se, but would just fix the process to actually put invisible blocks in your level. (you know, put a block on a track, then drag the track etc.) This way all the invisible blocks levels get to stay as they were, you just cant make new ones.
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