Meta, your new level was fun. The flying blocks were a pain… and as in my previous post, damn bounce blocks, haha. Good job though!
have you done mine yet? I posted it with everyone elses
Meta, your new level was fun. The flying blocks were a pain… and as in my previous post, damn bounce blocks, haha. Good job though!
have you done mine yet? I posted it with everyone elses
Meta, your new level was fun. The flying blocks were a pain… and as in my previous post, damn bounce blocks, haha. Good job though!
See I wanted to mix something up, but I had to edit that section like ten times. I didn't like how it came out lol.
But thanks!
Also you can only make 4 pairs of doors? Aww…
KaizokuJinbei, I forget. I will go back and look now. Sorry.
Meta, technically 8 pairs. You can do 4 in primary level and 4 in sub-level.
Meta, technically 8 pairs. You can do 4 in primary level and 4 in sub-level.
I still have not made sub-levels yet….good to know.
On a side note, who else has played this?
KaizokuJinbei, I forget. I will go back and look now. Sorry.
ah. I see. well if you get to it there is two versions a hardcore version and casual version. I'd appreciate any feedback you can give.
That reminds me, Jinbei, I still need to beat your level.
I beat Jinbei's Level! Makes me happy because I'm like, one of only two to accomplish this!
Made a new stage… Not gonna say what it is, want people to see it.
AD85-0000-004E-5903
ah. I see. well if you get to it there is two versions a hardcore version and casual version. I'd appreciate any feedback you can give.
My feedback with the hardcover one would be that I am not a fan of the random death. I do feel that doors that are traps should always have a chance of escape. You could make it a real challenge, but possible at least. With the random deaths, beating levels tend to feel more like "Thank God that's over" rather than a sense of accomplishment. At least for me. Every player is different.
The easier one was easier. No random deaths and overall fun to play through.
Either way, I think the theme is nice. In the atmosphere of the theme, you should make levels that are fun for you. Not everyone plays the same. There are those that feel excitement and joy with things that frustrate or annoy others. As long as you are making a level you yourself would enjoy, then job well done!
My feedback with the hardcover one would be that I am not a fan of the random death. I do feel that doors that are traps should always have a chance of escape. You could make it a real challenge, but possible at least. With the random deaths, beating levels tend to feel more like "Thank God that's over" rather than a sense of accomplishment. At least for me. Every player is different.
The easier one was easier. No random deaths and overall fun to play through.
Either way, I think the theme is nice. In the atmosphere of the theme, you should make levels that are fun for you. Not everyone plays the same. There are those that feel excitement and joy with things that frustrate or annoy others. As long as you are making a level you yourself would enjoy, then job well done!
lol yeah I don't expect anyone would like those doors. yeah I'll have to change the death trap doors up as so far everyone doesn't like them (which is reasonable)
Thanks for playing it!
I had to delete a level to upload this but it was my least starred level. Here is Tall Tall Mountain: 64 World
E944-0000-0053-2EF2
Aw, nobody commented on my Stage….
It was Air Man's Stage from Mega Man 2!
I had to delete a level to upload this but it was my least starred level. Here is Tall Tall Mountain: 64 World
E944-0000-0053-2EF2
Ooh, neat. I'm loving your 64 level recreations (better work fast before Gamexplain beats you to them :P). I thought Cool Cool Mountain in particular was well crafted, with with the wall kick section and slide.
Aw, nobody commented on my Stage….
It was Air Man's Stage from Mega Man 2!
That's it! I will make a stage recreation of something, to really be creative.
(I'll try it out Rin)
black-leg jex, Fun little level. Trying to remember the original 64 level though. The vine area with the guys throwing stuff gets crazy if you don't kill any of them, haha. Also, whenever I see "RUN" usually I expect something to be chasing or something. Was I missing something?
Demon Rin, is that what that was? I figured Mega Man because of the costume, but I personally never played much of Mega Man.
By the way, has anyone here given my third level a shot yet? I would love feedback.
Aw, nobody commented on my Stage….
It was Air Man's Stage from Mega Man 2!
I did in-game.
Expressed my thoughts on one particular enemy that repeatedly routed my attempts in the level through art.
black-leg jex, Fun little level. Trying to remember the original 64 level though. The vine area with the guys throwing stuff gets crazy if you don't kill any of them, haha. Also, whenever I see "RUN" usually I expect something to be chasing or something. Was I missing something?.
If you do not do a running jump then you cannot make it across that pit. I have begun to realize that people who die late into levels at places like that will probably just give up so I wanted to make it obvious what to do.
So I just played, starred and commented on a bunch of levels here and am now following their creators. This will make it easier whenever one of you guys uploads so I don't have to punch in the code each time.
Here are my newest levels built from playing around with my newly unlocked tools:
Weird World: 5901-0000-0049-874D
Underground Assault: 3B60-0000-0049-C5E1
Tread Carefully: 47DB-0000-004F-2F1C (My hardest but best designed one yet in my opinion)
Currently working on a more large scale and planned out level at the moment.
I refined my first real level.
Wiggler's Fearsome Flotilla: 0304 0000 0058 8CD5
A Wiggler-themed airship level with moderate difficulty on the main route, but somewhat harder on the side route. Fitting for an airship level it finishes with a boss fight. But I totally don't tell who might be it!:happy:
A new level for you all this morning. Easier than my third course. (Which sits at 0% completed… I know you guys can change that!)
A25F-0000-0057-8006
My fourth course: Man or Monster?
Anyone who wants to hear the Mario Concert they just missed, I've got the skinny.
New level! No wall jumps this time, since I need a break from creating that type of level.
Vines 'n' Spines: DF6E-0000-005A-4F59
Mugen, fun level. Getting on the vine for the second half kept throwing me for a loop, haha.
Edit: OK, re-uploaded my fifth course: Thief! Course ID - 60F2-0000-0062-4A75
Wanna play a little game of Tetris with Bowser and his Koopas?
Tetris:
224C 0000 0062 4511
Took me a little bit to figure out what to do on that level. Neat little concept though.
Whew. Ok. Played pretty much all the levels posted here and wrote some feedback.
Black-leg jex
Dkjr:
I never really played the original dkjr arcade but this level felt like a classic arcade game.
Propeller of faith:
Fun level altogether. Probably one of the only ones i beat first try. Liked the one up at the end.
Naval Piranha:
Also enjoyed this one. Liked the concept and the various timing related obstacles. Also i always appreciate attention to aesthetic appeal, for example, the vine covered mushrooms, and various enemies scattered above/beneath the stage
Cool mountain 64:
Haha, liked the racing the penguin part
Tall tall mountain 64:
This level made me hate monty moles. (Seriously their wrenches live so long and go so far!) At one point i tried to outsmart them but then one threw a wrench at me diagonally!
Tiny huge island 64:
Work of art. At the end i got lost twice, (once i jumped on lakitus cloud and tried going right but took me backwards, and once i went left after getting past big wiggler)
Metamario
Super Sonic Style was a fun little level, while Escape from Eggmans Base felt very much like a sonic level. I liked how the enemies were very sonic-esque.
Guard duty:
Thumbs up. I'm a big fan of well-executed themed levels. Although A hammer bro escaped his cell on my first playthrough. (A side note: u might want to avoid/limit lakitus as they can break a level. For example i nabbed the first lakitus cloud and sailed on right to the end of the level)
Had fun with the other themed levels, liked the lumas in a mothers quest, l laughed at letsa save mario.
My one gripe with some of these levels - which is more because of my newbness than poor level design- is lots of jumps onto single block platforms. Something about seeing only one block pressures me and i often will miss it. What sucks about that is that it usually means instant death, despite however powered up u may be. Seeing long one block segments causes me to give up easier. One way to work around this, if someones developing a stage more aimed at casuals, is making a platform under, youd still have to do the jumps but if u screw up, its back to the beginning of that segment, not death.
KaizokuJimbei
Nice tribute levels :'( .
The kaizo version… i couldnt last ten seconds in there.
J-Sack
Trust me: Arrrgggh i trusted you!!
Greed: Haha! Heres a level i actually beat. Multiple routes are fun.
Man or monster: Really liked the concept here. Couldnt make it past the second jump though. Had to download and view your level in the editor to appreciate it.
Those who appreciate a challenge and like multiple paths/rewards should really check it out.
Flight or Fire: fire was easier for me. Nasty trap at one point.
Overall your levels have a lot of thought/work put into them and it clearly shows. Multiple paths make fun gameplay, exploration and replayability.
Deviant Mugen
Hahaha! I beat your waluigi level! ….. (ok fine the waluigi rocks one, not the run of death one)
Your levels are above my skill level. It amazes me that theyre actually beatable.
David Ludwig
Fun with burning flesh:
Off to a good start. Ending was just the right amount of challenging for me (Again, everyone plays different; do what You like.)
Maybe you'll make some more levels.
Noquanky
Yoshi slam:
Fun level. Your easiest one I think.
Shrooms n shells:
Couldnt get past the first few jumps
Splatfest: Fight vs Flight
Tried the flight path. Failed epicly. Tried the fight. Got a lot farther thanks to well-placed stars. But wow, evil evil note blocks. I like the layout of this level.
Critter Cavern :
Woo hoo finally beat it. (Maybe a star had something to do with that though…)
Demon rin
Ancient airship seems fun. Like the idea, just kinda difficult for me.
Same with chain chomp
Apparently 99.45% of attempts for underwater maze ended in failure like mine.
Airman stage was really well done. I loaded a youtube video for comparison. I mentioned previously my struggles with single block platforms but maaan, single block ice platforms… nightmares..
I actually finished world 1-1, im pretty sure i didnt do it the intended way tho, barely spent any time underground, i just got all the invisible blocks at the end the first time, then came back there and walked across them to the end
Galaxy9000
I have no hope in beating this lol
Dark travis
noisy tunnel, i finished it, liked the ways u have to use enemies to advance, but all the other levels i just couldnt, i see why theyre at 0% clear rate lol, maybe some pros will give them a shot
Bartholomew Bear
Arulias cavern was easy
Koopas Big Choose Out
Great level concept!
Tetris i couldnt beat
House of a thousand turmoils i didnt beat, ill give it another shot later
Wigglers Fearsome Flotilla
Really enjoyed this one. Felt like a true nsmb level from the slowly graduating difficulty to the aesthetic design(and details such as wigglers inside ship platforms), level idea (taking one idea and rolling with it eg: wiggler, angry wiggler, wiggler with wings etc), and even the name. The only thing i have to question is the end boss. I like unconvential bosses (as u may see in my levels) but i dont understand how im supposed to fight the big wiggler. I just run along and enter a door at either side,enter a warp pipe and end level…
As I mentioned earlier, i enjoy well-executed theme levels and aesthically stylish ones. This meta-knight one i found on course world might be my favourite level. Check it out if u have time:
Operation Take Back Halberd: 203A 0000 0024 EEF4
And finally, here are my levels!
The harry potter one i posted earlier: 58BE 0000 003B 4C87
A kirby themed one featuring a surprise boss: 325C 0000 00A0 7410
And last but not least, this might be my last level, cuz i probably wont ever be able to top it :P , i give you: Expecting a Mario level? D2E5 0000 0059 9FFB
Thank you sir. I probably do put way too much thought into my levels, especially looking at the completion rates of them. I say on a low, I spend about 5 hours mapping and creating a level. From pondering a theme to building, to testing each part and making sure everything is possible with big and small Mario, adjusting what is needed to be adjusted, etc. The 5 hours does not include upload, which I sometimes spend and hour or two additional. While playing the level, I will have other ideas and hop back into editor mode. So about 7 hours per level, haha. So you actually noticing and even downloading to appreciate the levels is a definite motivator to create until I reach my cap (i don't plan on deleting any levels).
I had fun with your latest levels. They are fun and short. I think all of this just shows how we each have a different take on how to approach creating a level.
As always, I look forward to see what everyone keeps coming up with!
Just got the game. I made a stage last night with just the tier1 stuff, but it was on my brother's account. (It was called El Practissimo)
On my own login, I messed around for a while trying to unlock other tiers, but after almost 2 hours all I've got to show for it is up to underwater stuff. I tried just spamming block and coins, but it didn't seem to matter. The game also kinda prevented me from continuing to do that by blacking out some of the parts I was using alot.
Is there a way to increase the height of the stage?
Also, am I not able to make sub-worlds yet?
Is there a way to make Lakitu huge? He just incorporates the mushroom I give him and throws those instead.
Took me a little bit to figure out what to do on that level. Neat little concept though.
I made a comment to help… But unfortunately I don't know how to put it into the level itself at the place where it's actually needed.
--- Update From New Post Merge ---
The only thing i have to question is the end boss. I like unconvential bosses (as u may see in my levels) but i dont understand how im supposed to fight the big wiggler.
The Wiggler has to be in the middle when you activate a P-switch. I made the room before to actually prepare you for it. Get the small Wiggler in the middle and you can reach the ?-block or otherwise it's unreachable because you can't jump high enough without jumping on the small Wiggler.
After doing it twice the big Wiggler will land on a P-switch and give you the possibility to reach the pipe. You have to be fast to remove the coin of the layer before - that's why there is a unreachable P-switch and a coin in the room before - in order to prepare you for this.
But yeah, it's somewhat obscure and easy to mess up, that's why I made it optional.
–- Update From New Post Merge ---
Is there a way to increase the height of the stage?
Also, am I not able to make sub-worlds yet?
Is there a way to make Lakitu huge? He just incorporates the mushroom I give him and throws those instead.
Nope, you can't increase the height.
Subworlds are one of the last things you get. I think it was in the very last package you unlock.
And afaik Lakitu can't become big.
Yo Arlong Park faithful!!
I always post rarely these days, but I hope to change that soon, particularly with this game. I LOVE IT!!! It's literally the ultimate Mario experience due to the endless possibility of Mario stages.
I'm looking forward to playing the stages you guys have made, and I hope you play and rate mine. Here's the three I've done so far…
1. Trouble in the Underground: 79CE-0000-0040-CE57
My first created stage, made this with the first couple of sets in the original SMB style. Was just messing around with this one, so hopefully it's not too crazy.
2. Bowser Jr.'s Airship Onslaught!!: 3793-0000-0054-EA26
Made this one after getting all the sets, done in SMB 3 style. Wanted to make a really cool airship level; Try to find the secret entrance to the boss room with Bowser Jr.
3. Through the Castle Basements…: CEE2-0000-0062-B9A0
My latest one. A castle stage in SMW style, Mario is trying to take down Bowser but he has to get through the castle basements to advance. But there's a "spooky" problem with the basements…
I HOPE you guys enjoy them, and any feedback is welcome.
Metamario
Super Sonic Style was a fun little level, while Escape from Eggmans Base felt very much like a sonic level. I liked how the enemies were very sonic-esque.
Guard duty:
Thumbs up. I'm a big fan of well-executed themed levels
Thank you :)
Although A hammer bro escaped his cell on my first playthrough.
(A side note: u might want to avoid/limit lakitus as they can break a level. For example i nabbed the first lakitus cloud and sailed on right to the end of the level)
Ah, poor enemy choice on my part. The lakitu is supposed to escape his cell, and I placed an ! made of coins. My fault for not having SFX at the time to really make the point stand out.
Had fun with the other themed levels, liked the lumas in a mothers quest, l laughed at letsa save mario.
:D
My one gripe with some of these levels - which is more because of my newbness than poor level design- is lots of jumps onto single block platforms. Something about seeing only one block pressures me and i often will miss it. What sucks about that is that it usually means instant death, despite however powered up u may be. Seeing long one block segments causes me to give up easier. One way to work around this, if someones developing a stage more aimed at casuals, is making a platform under, youd still have to do the jumps but if u screw up, its back to the beginning of that segment, not death.
Ahh, I understand. One block jumps are kinda like trampolines for me, I like putting them in. Buut….I'll admit I stick a few in there because I fear my levels are gonna be like too easy for some people. Considering I'm not the best at 2D Mario, and I have more fun thinking of themes than pure challenge, I'll definitely keep that in mind for future levels.
Like if I want a challenge one, remove the amiibo theme, and vice-versa. This is because I place keeping you as the character over anything else to maintain the feel of the level.
My next level will play around a bit with sub-levels, as I've never used those before.
Thanks for the comments! I'll be sure to check you your levels. ;)
Here are all my courses in one place. It's been a while since I've posted here and I've made a couple new levels. I also missed any of the newer levels created by you guys. I plan to rectify that as soon as possible!
Here are the codes, hope you enjoy.
My First Course Ver. 2 - DD78-0000-001A-3B93
Camp Wally - 97CD-0000-0028-5DE4
Underground Fun Ver. 2 - 81B6-0000-0033-9041
Big Chance Ver 2.1 - 8CED-0000-0034-0E60
Traipse Among the Trees Ver 2.1 - BA7B-0000-0034-1EFC
Dual Airship Duel - 620A-0000-005A-04C5
Classic Castle - 2C6E-0000-0064-614E
Please let me know what you like and what you don't like. If it's too easy or too hard, unclear, too much stuff too little stuff etc. I would greatly appreciate any feedback!
I've uploaded my first stage as myself.
Unlock Already!!! - 3890-0000-0066-13EF
Just messing around trying to get things to unlock, but also trying to make a coherent stage. Still don't have anything past tier3 unlocked
I refined the Tetris level.
Now it has a proper comment at the start explain what you actually have to do. Besides, there's now an optional objective as a further challenge.
FB9C 0000 0067 045D
Standard MarioU - E05A-0000-0067-39B1(NO LONGER ACTIVE see below)
Unlocked the Castle stuff halfway thru this one, so I spruced it up a bit!
JetPistolStrike,
I really like your courses. They are fun and provide some difficulty. When I have time, I definitely plan to go back to the latter two to beat them. Great job!
Conekiller,
Fun little level. Can't wait to see what you make as you unlock more! (Just saw that you posted another. I will provide feedback when I get a chance to play it.)
Mickamott,
I think your difficulty is right from what I played. I will take a deep dive when I have some more time to spare, but I do remember enjoying your levels. I'll try to go into them Sunday with an analytical mind. So expect me to reply or private message you a lengthy feedback that hopefully gives you answers to the questions you are asking.
To piggy-back off of what Mickamott is asking, I too am curious as to the consensus of what people think about my levels. Are they too difficult? Are the themes/stories clear? Are they too long? Too short? What I can I do to increase the replayability as well as enjoyment factor?
For reference:
Greed: 825E-0000-0025-FC24
Flight or Fire: 5E16-0000-0034-6C8F
Trust Me: 6594-0000-0044-12A9
Man or Monster: A25F-0000-0057-8006
Thief!: 60F2-0000-0062-4A75
I'm in the early phases of planning the concept and story of my next level. So all feedback is greatly welcomed! Feel free to be harsh!
Thanks for the feedback, J-Sack!
Hope you do well on the other levels, though I haven't gotten many stars from the other players of my stages. Maybe I made 'em too hard for them… :p
--- Update From New Post Merge ---
Only had time so far to play 3 of your stages, J-Sack. Greed, Man or Monster and Flight or Fire.
All 3 of those are crazy fun, challenging and make you think on your feet. Especially Man or Monster; That stage would be on the Expert ver. of the 100 Mario Challenge for sure(Monster path for me. :D).
http://mynintendonews.com/2015/09/24/angry-sun-apparently-data-mined-in-super-mario-maker/
looks like Angry Sun has been data mined in Mario Maker
God I hated Angry Sun
I tweaked Standard MarioU after some playtesting and feedback. Lost the Hammer Bros and fixed some of the platform materials that were getting destroyed by Bowser flames. Also prevented Jr from suicide bombing the Hard path.
11D8-0000-0069-BFF1
Gonna give y'alls stages a try now!
Hey all! I'm super excited to be making levels for this game!
I'm trying to adhere to specific themes. I'm focusing on three types: fun levels, challenging ones for Mario veterans, and Mario remakes of other 8-bit titles.
Here are the first I've uploaded so far. I'd love for all of you to give them a try and tell me what you think (and of course star them if you like them please). I'm most proud of my Kid Icarus remake:
Fun:
Rosalina in Wonderland
2538-0000-0067-7620
Challenging:
Don't Fall!
8D12-0000-0067-B096
Remake:
The Underworld (Kid Icarus)
F0A9-0000-0067-CC30
To piggy-back off of what Mickamott is asking, I too am curious as to the consensus of what people think about my levels. Are they too difficult? Are the themes/stories clear? Are they too long? Too short? What I can I do to increase the replayability as well as enjoyment factor?
I'm in the early phases of planning the concept and story of my next level. So all feedback is greatly welcomed! Feel free to be harsh!
ok, complete honesty here, I loved your first level (The one with the pipes and multiple paths)
But I hate Hate HATE HATE HATE your "Trust Me" level.
I'm going to be honest, I like a good challenge, but your stage is the first one I've played since getting Mario Maker that made me legitimately mad playing it. Even tho I joke about wanting to choke him, not even Mugen's wall jump stages got me this mad.
The problem is its Difficulty paired with it's length. By the time you get to where it trolls you and you THINK the flag is two koopa jumps away, the fun of a good challenge drains and you're left with what feels like a slog that gets more and more infuriating the more you play it. It doesn't help that both pipes lead to insta-death if you don't know they're coming, meaning NOT ONLY did you have to work to get this far, not only did you get trolled right when the flagpole was in sight, but now you get a cheap insta-death because you weren't expecting it.
I eventually got to the part where I'm on the blue thing racing above those Hammer Bros when I got hit and I finally gave up.
I made it a habit to star EVERY AP course I play just to help out with everyone's star count, but for the first time ever I feel so drained and so mad that I absolutely refuse to star this course.
Challenging:
Don't Fall!
8D12-0000-0067-B096
Ha! Beat the "Challenging" one first try! Does a little dance
JetPistolStrike,
Glad you enjoyed them.
Girl_Krillin,
I really enjoyed your levels. The Rosalina level was indeed fun. Don't Fall was challenging for me, partially because I never really played Super Mario World that much. I kept thinking I had to press jump again to float with the cape, haha. That killed me so many times. The Underworld was simply fantastic. Even without the amiibo costume I would be able to tell what it was. Such a great recreation. So good that the music immediately popped into my head and I was taken back.
Demon Rin,
Glad you enjoyed Greed.
Trust Me, oh that level, haha. First, please don't let that discourage you from trying my other levels. This level is by far the hardest. My thought process was, what kind of challenges do I like? From previous posts you could guess that I am not a fan of the springy things, wall jumps, or a plethora of enemies coming at you with no rhyme or reason. A level where I would need to learn the pattern to perfect. As for length, I was thinking old school. For example, in the original Mario, you lose all your lives, back to level one. You perfect those earlier levels and then things get tense when you get to that part you couldn't get through before. That challenging tension where it isn't just the obstacle, but the time spent getting there. That is a personal like, and I can tell that I am one of few.
As for the insta-deaths, I didn't find that true. I always wait until I can see everything on screen before a button needs to be pressed. When you go down the wrong pipe, you should have time to land, absorb and then jump (if you complete the wrong pipe, it puts you back at the beginning of the level). If you go down the right pipe, you can let the treadmill thing take you the wrong way for a split second and adjust. I get very meticulous when testing. No insta-deaths and all obstacles are able to be complete with small and big Mario, unless there is no mushroom or whatever before a point, then I just test small.
Please don't get me wrong, I am well positive that your anger and frustration at the level is well deserved. I do spend hours testing though to make sure there are no insta-deaths and all things are survivable in any form.
In other news, began working on my sixth level. Please look forward to it. I should be done with it Sunday or Monday.
As for length, I was thinking old school. For example, in the original Mario, you lose all your lives, back to level one. You perfect those earlier levels and then things get tense when you get to that part you couldn't get through before. That challenging tension where it isn't just the obstacle, but the time spent getting there. That is a personal like, and I can tell that I am one of few.
Here's the thing about "Old School".
Even Mario 1 and JPN2 had checkpoints.
They were invisible in that game, but they happened. You could hit a point in the level where the designers went "We won't make you play the first part again, you got this", and that includes Japanese Mario 2 which is notorious for being so hard NoA wouldn't release it here.
the NES Mega Man games are described as among the hardest NES games out there, and even that had level checkpoints.
I think if Checkpoints were a thing in this game, your level would have benefited from them. What you're doing is you're making a level that's NES game hard without NES game checkpoints that softened the blow slightly.
J-sack:
I played through all of your above stage except Thief. I enjoyed most of them thoroughly, but I had the exact same issue with Trust Me as Demon Rin. I tried the "Man" path but couldn't get into the door from the drop-floor Buzz saw room. So after a while I opted for the standard path. I did have fun with it tho, but Fire or Flight is stand out the best stage of the bunch! Both didn't feel too unfair and I felt encouraged to keep trying til I got it right! The only real gripe I could say is there are too many locations that opt for a quick "gotcha!" instead of giving a fair chance to react. I realize that's what you're going for, but I feel it betrays that Mario feeling. :p
http://mynintendonews.com/2015/09/24/angry-sun-apparently-data-mined-in-super-mario-maker/
looks like Angry Sun has been data mined in Mario Maker
God I hated Angry Sun
I'll be sure to make a stage with Angry Sun JUST. FOR. YOU. ;)
On another note…
Noqanky: Tried out 3 of your stages. Shrooms n' Shells was very intricate and fun as a puzzle stage. Made me think for a second. Critter Cavern was AWESOME. An incredible tribute to DKC all the way. And Yoshi Slam was a fun way of using Yoshi and the Cape together. I'm impressed. :D
And, I'm currently starting my next stage. It is a new Airship stage, but with a couple ideas I thought of. Hopefully by the weekend I'll post it… :)
So many stages to try out, I got y'all.
http://mynintendonews.com/2015/09/24/angry-sun-apparently-data-mined-in-super-mario-maker/
looks like Angry Sun has been data mined in Mario Maker
God I hated Angry Sun
Yes! That'll spice up some levels…..curious, will it apply to all themes?
Demon Rin,
The original Mario had checkpoints? I could have sworn if you lost all lives, you would need to start from 1-1 again.
But yea, if there were checkpoints, I probably would have used it at the pipes.
Conekiller,
Glad you enjoyed most of them.
That room isn't actually the "Man" path. I hid one of those rooms in my first four levels. It didn't fit the scenario for "Thief!" The "Man" path is going up instead of down. There is still a way to end up on the "Monster" path though in the next session. But even with my gotchya rooms, they have been proven survivable on first go. Now, maybe some testers I used know my style too well, but I find the whole one has a split time frame to observe and react exciting. I guess I will axe them for future levels though.
How many seconds till death would people consider appropriate reaction time?
I finally hit 50 stars! I have now reuploaded the stage I had cut as well as my version of bob-OMB battlefield. To celebrate I am going to make wet-dry world.
Demon Rin,
The original Mario had checkpoints? I could have sworn if you lost all lives, you would need to start from 1-1 again.
But yea, if there were checkpoints, I probably would have used it at the pipes.
They were invisible, just if you got enough progress in the course you'd spawn there if you died and if you lost ALL Your lives you started at 1-1 again of course, but this game doesn't have a "Lives" system like that.
Challenging:
Don't Fall!
8D12-0000-0067-B096
I was having fun with the stage, but then you lost me at the invisible block.
They were invisible, just if you got enough progress in the course you'd spawn there if you died and if you lost ALL Your lives you started at 1-1 again of course, but this game doesn't have a "Lives" system like that.
Oh, Ok, yea. I've been talking about all lives. That thrill of knowing so much is on the line of that final life. It may be a one in 7.3 billion thing, but that makes it exciting for me, haha. But yea, this was the one level I designed for me.
Congrats Black Leg Jex! One of your levels is Featured right now.