:D oh boy! Please give me stars
Super Mario Maker!
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Great Demon Clown King Koopa: 2360 0000 006D 83B8
This level only is a boss fight - Bowser, in a clown car, and a giant!
To beat him you have to use his Bob-Ombs. However, instead of repetitively hitting him 40 times (?) you only have to deliver a very few good timed bombs this time.Considering that this fight isn't that easy, there is no level beforehand. Just you and Bowser, or?
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Sounds fun, I'll give it a shot later!
Here is a list of my stages so far!
Unlock Already - 3890-0000-0066-13EF
Standard MarioU (version 2) - 11D8 - 0000 - 0069 - BFF1
Castle Face - 89D3 - 0000 - 0067 - C1AC
**No Koopaling as the end >:[[/B] - BEE5 - 0000 - 006A - AA28
Fright Flight - DE33 - 0000 - 006C - EC0E**
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New Halloween themed Stage!
Trick or Treat!
3F09-0000-006F-665FThis one shouldn't be too difficult. I co-made it with mah roomie and a friend who isn't a very good Mario player and even he could beat it.
I included a Mandatory Boss fight that's kinda hard except there's a pipe pumping in unlimited Fire Flowers. Thanks to those, none of us ever die in there, it just takes a while to kill the boss that way. -
Here's a stage I'm mighty proud of!
Mario -WANTED- Dead or Alive! - D7B3-0000-0072-EBC9
Mario World style clown car Auto-scrolling chase. Bowser and 2 Jrs are hunting your ass down and have pulled out all the stops! Mario must escape with his own commandeered Clown Car and race to the safety of his home!
Its a chaotic stage that never plays the same way twice! Bowser WILL run your ass off the stage. Jrs' randomly tossing shells or hammers and jockeying for an advantage. Not to mention the Cannonballs, Bob-ombs, Homing Bullet Bills and Fireballs in the final gauntlet!
It's not impossible, you just gotta stay on your toes. It is possible for the Koopas to get stuck off camera, or even take each other out!
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1-1 Goomberly Hills
A688 0000 0077 56121-2 Forest Goomb
1-3 The Mushroom Tops
1-4 Goomba's Grand Galley
So my first world is completed. As you can see it has a Goomba theme. Fitting for a first world it's very easy, of course, as you're supposed to slowly, but steadily learn the basics.
The world concludes with a unique boss who actually feels like it could be in a real Mario games. That is, hit it three times to win. (And it's not Bowser Jr.)
There's also a thought-out learning curve. For example, in order to beat the boss, you'll learn what you have to do during the levels beforehand properly.
Also I used stuff like coins not to look fancy, but instead often to actually tell you something by storysensing. Like in 1-3 it says: 'Hey, you can hop on the flying Red Koopa Troopa in order to reach the platform, but hey, in this particular case you can also do the jump without the Koopa.'
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Guys, how you make sub-levels? Shaking the pipe and shaking doors doesn't do anything.
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Guys, how you make sub-levels? Shaking the pipe and shaking doors doesn't do anything.
Put Mario inside the pipe, and then you'll transition into the sub world, where you'll be told to place an exit pipe.
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Put Mario inside the pipe, and then you'll transition into the sub world, where you'll be told to place an exit pipe.
Oh thanks. Props on the new level, it's pretty tricky but I love the idea of shimming around and about to dodge spikes on the vine. ;)
Also: my Super Sonic level has been played over 300 times. Yikes.
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Glad you enjoyed it, Meta. I haven't come up with anything new recently, since Fallout: New Vegas has been sucking up all of my time, but I'll make more levels eventually.
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Put Mario inside the pipe, and then you'll transition into the sub world, where you'll be told to place an exit pipe.
ARGH! That was the first thing I asked and noone told me. I've been holding off an idea waiting for the "last" update.
I mean, I'm used to people not reading what I post, but in this thread it actively makes me sad (play my stages ;____; )
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ARGH! That was the first thing I asked and noone told me. I've been holding off an idea waiting for the "last" update.
I mean, I'm used to people not reading what I post, but in this thread it actively makes me sad (play my stages ;____; )
I actually played your Wanted stage, very nice use of the SFX and overall a pretty cool concept. Everyone has these neat ideas and I'm just "lol amiibo".
I see Noqanky is trying to out-evil Mugen with that Yoshi stage. If only SMW Mario could spin-jump on spikes….!
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OK, I haven't had much time to play due to family visits and such, but now that I found some time I was finally able to unleash upon the world two levels I have had in the back of my mind for a while now.
The first one is simply a re-visit of Kid Icarus, namely the dungeons. Due to no eggplant wizard, I found the best substitute. It's kind of a brutal level, so I added some help for exploratory souls, but it's doable without it (I didn't use it for upload, for example.)
I also made it so you can choose which kid icarus character to use! Naturally, I only wanted to use Palutena, but I want people to have options =3
Underworld Dungeon 8E2E-0000-007C-10E7Then there's my Fire Emblem stage, where I tried to recreate the mechanic where you do NOT want to lose a single unit, and if you do you might as well re-start. I'm kinda proud of how this one turned out, even though I cut back a lot on the shower of danger I had going on in the initial version. This is also THE one level where I didn't plant extra lives, because Fire Emblem =D
Together, We Ride!
DB1C-0000-007C-462EPretty much what I'm doing is paying tribute to all of the Nintendo series I love the most first and foremost, and the amiibo feature has allowed me to do it with a Mario game.
So now that I've done a DKC stage, a Splatoon stage, an Earthbound stage, a Kid Icarus stage and a Fire Emblem stage, there's only one idea I still have yet to execute (Mother 3 stage) and at that point it's a matter of, I guess, making more Mario stages xDunless I can figure out a Rhythm Heaven stage …
--- Update From New Post Merge ---
I see Noqanky is trying to out-evil Mugen with that Yoshi stage. If only SMW Mario could spin-jump on spikes….!
The spikes are punishment, the intent is for you to use Yoshi to fly and drop him in strategic points (slam dunk, if you will.) You lose Yoshi, then good luck.
Also, added the spikes to prevent most cape shenanigans from happening. -
Thenthere's my Fire Emblem stage, where I tried to recreate the mechanic where you do NOT want to lose a single unit, and if you do you might as well re-start. I'm kinda proud of how this one turned out, even though I cut back a lot on the shower of danger I had going on in the initial version. This is also THE one level where I didn't plant extra lives, because Fire Emblem =D
Together, We Ride!
DB1C-0000-007C-462EI look forward to this! I've been trying to unlock the lords for a while.
and shame you haven't been around in the FE thread, I've had wacky adventures playing FE6-8 recentlyThe spikes are punishment, the intent is for you to use Yoshi to fly and drop him in strategic points (slam dunk, if you will.) You lose Yoshi, then good luck.
Also, added the spikes to prevent most cape shenanigans from happening.Yep I know, you've given the idea some thought here. Half of the time I scramble to get back on Yoshi to avoid losing the invincibility frames. Jumping on the grinders was hard because they move counterclockwise, so I have to kinda lean forward with Mario.
Then you get to the underground with the flying springs….I screwed up there DX
Sorry if it seemed like I meant offense, but I was just goofing.
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Sorry if it seemed like I meant offense, but I was just goofing.
Um … it's no big deal?
I'm just clarifying so people are aware I'm not just adding stuff to be evil xD
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Um … it's no big deal?
I'm just clarifying so people are aware I'm not just adding stuff to be evil xD
Me and my hyperbole. DX
Don't worry, I don't think anybody on AP is sadistic enough to make truly evil levels, like the ones I've seen.
^Look at this!
Then you have all of the ones Ross from Game Grumps cooked up.
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Yatta!!!!
is he crying? That's so cute.
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Noqanky, loved your Fire Emblem stage. I pictured the enemies as FE classes as I moved Robin around, and the scrolling makes it feel like an escape chapter or a turn time limit chapter. And since regular Mario can't break blocks, you NEED the costume to advance. Props!
As for me, I'm fiddling with an underground sub-level. I want to make something bustling, something that makes you explore. (no amiibo theme this time)
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Finally got my 50 stars. Guess my first world was decently designed. Now up to world 2! I already have the boss ready, so I'll design the world around learning the mechanics to beat it/them.
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New Stage from me!
Spin Like You Wanna Win!
95BF-0000-007F-84DDAs the name and Coin message in the stage implies, you beat this one by Spin Jumping. A fast enough player can beat it without losing momentum, but I made it forgiving if you want to go a bit slower.
Also, I made two ways to beat Bowser at the end. You can Spin jump to victory as you've been doing the entire stage, or you can take a riskier path that actually leads to BEATING Bowser!
Lemme know what you think gais.
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Noqanky, loved your Fire Emblem stage. I pictured the enemies as FE classes as I moved Robin around, and the scrolling makes it feel like an escape chapter or a turn time limit chapter. And since regular Mario can't break blocks, you NEED the costume to advance. Props!
As for me, I'm fiddling with an underground sub-level. I want to make something bustling, something that makes you explore. (no amiibo theme this time)
Glad you liked it, though it actually IS possible to finish the level without Robin. What you do need is the group of red koopas carrying the P-Switch behind you since you can't finish the level without that P-Switch. That's why it's scrolling, so that once you free the group of koopas, they stay on screen and it's impossible for the player to go too far forward and have them disappear.
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Glad you liked it, though it actually IS possible to finish the level without Robin. What you do need is the group of red koopas carrying the P-Switch behind you since you can't finish the level without that P-Switch. That's why it's scrolling, so that once you free the group of koopas, they stay on screen and it's impossible for the player to go too far forward and have them disappear.
A good tactician is always three steps ahead, after all. ;)
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Noqanky, loved your stage "Underground Dungeon". Definitely had that feel of the Kid Icarus dungeons from the original. The boss fight was a nice touch too. :)
And I see you gave a Star on my stage, "Through the Castle Basements…". Glad you enjoyed it; Just asking, what were the things that you liked of it? Any feedback is welcome...
Oh, and another thing to note if it hasn't been posted:
Super Mario Maker has already sold over 1 million copies worldwide, and 2.2 million stages have been made since the games' release.
http://www.ign.com/articles/2015/09/30/nintendo-reveals-super-mario-maker-sales-numbers -
Noqanky, loved your stage "Underground Dungeon". Definitely had that feel of the Kid Icarus dungeons from the original. The boss fight was a nice touch too. :)
And I see you gave a Star on my stage, "Through the Castle Basements…". Glad you enjoyed it; Just asking, what were the things that you liked of it? Any feedback is welcome...
Oh, and another thing to note if it hasn't been posted:
Super Mario Maker has already sold over 1 million copies worldwide, and 2.2 million stages have been made since the games' release.
http://www.ign.com/articles/2015/09/30/nintendo-reveals-super-mario-maker-sales-numbersOh yea, I started playing stages and went for yours. Played all three.
The one I starred I did because I liked, in general. I had two problems with it:
1. No checkpoints? Why Nintendo. WHY. WHYYYY. (this one is not your fault)
2. In the second ghost mansion section, I would accidentally grab coins while platforming, and then later on I would activate a p-switch to advance and be unable to. So I was really confused. Until I realized that the coins I had grabbed without thinking earlier were supposed to be a platform. Once I made that realization (and was able to make my way there a third time), it all fell into place.The other two I didn't star because:
- The original Mario one was nice and straightforward, but some things made me bitter. Like Thwomps falling on me unexpectedly.
- The airship one was ok, just not too memorable I think? idk, I had my reasons for not star-ing
Overall, I like how your levels feel like actual mario levels in terms of construction. I think they're good levels, and if I pull apart things it's because they keep them from feeling almost like legitimately being from a Mario game.
These things I dislike are how much you like using certain enemies even when I don't really see the reason to. Like having hammer bros in the beginning of a stage, or magikoopas. The magikoopa in the airship made zero sense to me, and one magikoopa in the one I star-ed I noticed could break the level if it didn't teleport to a place where I could kill it.And yea, I think if Nintendo had added checkpoints it would all just be so much better. But you know what else they need to add? Camera control. That way hammer bros or thwomps away from camera focus don't troll kill/hit you. My god, if you could control where the camera pointed of how it shifted, a lot of the things in your levels that got to me would be non-issues.
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I've kinda been thinking of what Mario Maker needs to make it better and I've actually come up with a list.
Things Mario Maker Desperately Needs:
1: Checkpoints
2: Slopes
3: More of the Enemies that are absent (Angry Sun, Chucks, Dolphins etc)
4. Conditional effects for beating enemies. Like, making it possible to have enemies drop powerups upon defeat or having beating a Boss or Enemy reveal a pipe, this enabling true Mandatory Boss fights without needing to trick them into existance
5. A block type that certain Enemies can't go through. IE: A way to keep Bloopers, Boos, Kameks, and Bowser's fireballs from getting out of a particular room or area if you don't want them to.Things it doesn't NEED but I'd really like:
6: Different selectible characters. By this I mean actual characters that play slightly different from Mario, not just reskins. Like, include Luigi, Toad, and Peach and have them have their typical gameplay differences started in Mario 2 USA (Luigi jumps higher but has worse traction, Toad has crappy jumps but good handling, and Peach has lower everything but can float etc)
You should have the option of either locking the player to a specific character for your level or giving them a choice at the start.7: The ability to save powerups and use them at will like in Mario World.
8: More Assets from games not featured, like Mario 2 USA.
9: The ability to actually make an overworld, thus making your own "Game".
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Oh yea, I started playing stages and went for yours. Played all three.
The one I starred I did because I liked, in general. I had two problems with it:
1. No checkpoints? Why Nintendo. WHY. WHYYYY. (this one is not your fault)
2. In the second ghost mansion section, I would accidentally grab coins while platforming, and then later on I would activate a p-switch to advance and be unable to. So I was really confused. Until I realized that the coins I had grabbed without thinking earlier were supposed to be a platform. Once I made that realization (and was able to make my way there a third time), it all fell into place.The other two I didn't star because:
- The original Mario one was nice and straightforward, but some things made me bitter. Like Thwomps falling on me unexpectedly.
- The airship one was ok, just not too memorable I think? idk, I had my reasons for not star-ing
Overall, I like how your levels feel like actual mario levels in terms of construction. I think they're good levels, and if I pull apart things it's because they keep them from feeling almost like legitimately being from a Mario game.
These things I dislike are how much you like using certain enemies even when I don't really see the reason to. Like having hammer bros in the beginning of a stage, or magikoopas. The magikoopa in the airship made zero sense to me, and one magikoopa in the one I star-ed I noticed could break the level if it didn't teleport to a place where I could kill it.And yea, I think if Nintendo had added checkpoints it would all just be so much better. But you know what else they need to add? Camera control. That way hammer bros or thwomps away from camera focus don't troll kill/hit you. My god, if you could control where the camera pointed of how it shifted, a lot of the things in your levels that got to me would be non-issues.
I really appreciate your feedback. In the 2nd ghost section I should've re-arranged the roofing near the end to give the coin platforms more room to breathe, so the coins wouldn't be accidentally grabbed before you hit the P block.
Sorry in terms of the enemy layout, I guess. :p
I guess I wanted to spice things up from the start by having tricky enemies like the Hammer Bros. and having different enemies you wouldn't expect in certain stage themes like the Magikoopa in the Airship. I'll think twice about this for my newest works…Shame I couldn't get a Star from you on the Airship stage; I loved making that one, but it's no biggie. In terms of my first stage, I'm gonna go back through it and retool it so I'll most likely re-upload it for a second try...
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I've kinda been thinking of what Mario Maker needs to make it better and I've actually come up with a list.
Things Mario Maker Desperately Needs:
1: Checkpoints
2: Slopes
3: More of the Enemies that are absent (Angry Sun, Chucks, Dolphins etc)
4. Conditional effects for beating enemies. Like, making it possible to have enemies drop powerups upon defeat or having beating a Boss or Enemy reveal a pipe, this enabling true Mandatory Boss fights without needing to trick them into existance
5. A block type that certain Enemies can't go through. IE: A way to keep Bloopers, Boos, Kameks, and Bowser's fireballs from getting out of a particular room or area if you don't want them to.Things it doesn't NEED but I'd really like:
6: Different selectible characters. By this I mean actual characters that play slightly different from Mario, not just reskins. Like, include Luigi, Toad, and Peach and have them have their typical gameplay differences started in Mario 2 USA (Luigi jumps higher but has worse traction, Toad has crappy jumps but good handling, and Peach has lower everything but can float etc)
You should have the option of either locking the player to a specific character for your level or giving them a choice at the start.7: The ability to save powerups and use them at will like in Mario World.
8: More Assets from games not featured, like Mario 2 USA.
9: The ability to actually make an overworld, thus making your own "Game".
Adding to your list:
1. Controllable camera. I mentioned this when talking to JPS, but this is actually a huge one that has thwarted stage design. The ceiling is super high naturally, but sometimes you want mario going up to pull the camera up immediately instead of waiting for mario to be halfway up the screen. This leads to issues like enemies that look totally visible and predictable in design to go completely invisible in execution and it makes them pretty bullshit. Or situations where as a player you can't look down and see where you need to fall and bam, bullshit death, which wouldn't be an issue with CHECKPOINTS. Man, those are really the worst offenders.
The most I'm able to control what the player views was using scrolling to control the horizontal axis, but the vertical axis is wild.2. Enemy spawn control. It bothers me tremendously that not only can you NOT contain Lakitus or Hammer Bros. (not their hammers at least), but you can have the hammer bros. start throwing shit at you even if completely outside of your visual range. It'd be cool if the enemies appeared not only when the screen reached the area where they are, but more importantly that projectiles thrown by enemies were activated when you can actually see them, aside perhaps for Bowser due to design reasons.
3. Level interface. Why can't I type the name of a user and find their stages? Why can't I look for stages of people on my friend's list? Why can't I send stages ONLY to people on my friends list? Kind of renders voice recording useless if you don't live with everyone meant to play a stage.
4. A 100-Mario Challenge difficulty that's between Normal and Expert, where you don't need to do Expert more than once to unlock shit. Expert is too much of a slog to complete several times to unlock mystery mushroom costumes. Namely because a lot of the "hard" stages now populating it are borderline impossible without the loss of several lives or, you know, CHECKPOINTS. And yea, you can skip levels, but then it just winds up being a tremendous waste of time. The spike between normal and expert also just feels laughably off.
5. I keep running out of blocks. I don't know if this is a thing for other people, but it's obnoxious. I can understand limiting enemies because too many enemies leads to annoying bullshit and framerate issues, etc. But blocks?
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4. Conditional effects for beating enemies. Like, making it possible to have enemies drop powerups upon defeat or having beating a Boss or Enemy reveal a pipe, this enabling true Mandatory Boss fights without needing to trick them into existance
This is one of my biggest issues. I like to finish up my worlds with a boss - giving the player a final test of the mechanics he/she actually was introduced to in this world (or in the whole game for a final boss). But in order to do so, you always have to come up with some overly convoluted mess. It really would have needed for conditional effects - including the 'if the boss - or all enemies marked as boss enemies - are defeated, instant kill everything on screen and start level finish animation'. Instead I always have to come up with some incredibly convuloted stuff in order to make the boss mandatory - and then there's the goal/axe which completely feels superfluous and out of place.
I can see the reasoning. It's because you can do a lot of abuse by for example putting a hidden boss enemy somewhere and then make a level which isn't winnable without finding the hidden enemy. However, the ones penalized the most here are the actual good designers. There are way better soutions to handle this. How about giving us the option instead of the regular goal setting a door/pipe leading to a specific boss area?
Also no final boss music, seriously?
Mario Maker is a decent game overall, and you can do a lot of cool and creative stuff with it, but there are also a lot of things which aren't thought out well enough.
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Between this and the Angry Sun data mining, I really think improvement/adding DLC is on the horizon. The game's selling like hotcakes and there's over 2 million levels in the system.
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I agree with everything DemonRin and Noquanky suggest for adding to the game and would like to toss in a few more.
More stages: Like desert, Ice, Forrest etc. Also vertical stages
Not needed, but would make for a more fun level design but I'd like to see an underwater integrated into an overworld stype stage. So you can have underwater mechanics in an underground stage for example.
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Lol that gamexplain dude will NOT shut up about Captain N xD
Really hoping Nintendo DOES have extra amiibo costumes that aren't just fan fodder for pretty much Japan only. There's a lot of characters I can think of wanting to play with long before I want to use a random japanese dude I don't really know.
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With all these musical stages around it's a crime to not have the Elite Beat Divas
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it's a crime that Daisy is not in here. I mean really, even in the files for characters planned but not included we don't get her but instead get baby mario and e.gadd.
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New Course Already!
Hard Path! Easy Path?
E118-0000-0082-AB9ETried to play around with some fun concepts here. There might just be a hidden path. Maybe.
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Alright guys & gals, here's my newest stage:
The Koopa Warship: Maelstrom!!- F0CC-0000-0083-351C
A new Airship stage done in the NSMBU style. Bowser has constructed the ultimate Koopa battleship, armed with a plethora of Hyper Bob-omb cannons! But Mario has discovered its location in the mountains, and plans to destroy it from the inside-out!
I hope you folks enjoy this one, I really worked as hard as I could on this one. :)
–- Update From New Post Merge ---
Here's my other 3 stages thus far for those who haven't played them yet:
Trouble in the Underground: 79CE-0000-0040-C__E57(This one will have a ver. 2.0 coming soon, with tweaks and changes…)
Bowser Jr.'s Airship Onslaught!!: 3793-0000-0054-EA26
Through the Castle Basements...: CEE2-0000-0062-B9A0
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Was watching beard bros play kaizo, and then I did this:
Spin Class
F16E-0000-0083-AED2Have fun =3
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Was watching beard bros play kaizo, and then I did this:
100 cool points for being a fan of Jirard and Alex :3
Here's my new stage. I tried to make it a little explore-y, with still some platformin'. Thoughts are appreciated.
The Great Cavern
B030-0000-0082-C2F6 -
I was already totally caught up in Beard Bros. Kaizo Shenanigans when I got the game, their playthroughs inspired me to an extent lol.
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I seem to have an affinity for making puzzle type levels, the following two being the strongest cases yet. I'll attempt a more action-oriented one next. Yoshi All The Way
EC5F-0000-0056-9853My entry to the first Beard Bros theme. After hearing how many entries there were I'll probably won't try doing that again.
A Cannon's Journey 0906-0000-0086-6082
I implemented a few alternative ways to not get stuck at some parts but not all. Restart the moment the cannon hits immovable ground.
Tip: Scout the level out beforehand. -
Rinrinrin
Hey, I played your latest stage, and had a pretty good time! The hard path felt very fun, very nice sense of flow to it. And the access to the easy path was very nicely hidden, and overall it was super celebratory lol.
Fun times ^^
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4. A 100-Mario Challenge difficulty that's between Normal and Expert, where you don't need to do Expert more than once to unlock shit. Expert is too much of a slog to complete several times to unlock mystery mushroom costumes. Namely because a lot of the "hard" stages now populating it are borderline impossible without the loss of several lives or, you know, CHECKPOINTS. And yea, you can skip levels, but then it just winds up being a tremendous waste of time. The spike between normal and expert also just feels laughably off.
I agree with all of your points. However, regarding this I would go a step further and say that the whole unlocking mechanics is just very, very poor and outright bullshit game design.
Let's say I have an idea for a cool stage with using an amiibo costume and I can't wait to finally execute it. But wait… The amiibo I desperately want to use... isn't unlocked yet. I have unlocked 60~70 ones, so I can only unlock by clearing expert mode. So I have to beat it... in order to unlock a random one. So in the worst case I have to do this shit around 30~40 times - just to do something that is completely unrelated to my goal of creating that awesome level of mine.
Seriously, this is violating one of the basic rules of game design. When creating a game, whatever the player does/has to do should be motivated intrinsicly.
If I do the 100 mario challenge, I should do it because it's super awesome and I like playing the challenge just by itself.
Instead of delivering a classic example of fake difficulty/longevity, Nintendo should have taken measures in order to make us actually want to play the challenge by real difficulty/longevity.
And yes, I know that it boils down to actually just making us buy the amiibo, which doesn't make anything better, though.
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Hey, I played your latest stage, and had a pretty good time! The hard path felt very fun, very nice sense of flow to it. And the access to the easy path was very nicely hidden, and overall it was super celebratory lol.
Fun times ^^
Nice! I'm dialing in on fun level design then, yus!
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New stage everyone!
This time, it's a Megaman level, with music! Check it out!
Wily's Castle:
EE00-0000-0097-5204 -
New stage everyone!
This time, it's a Megaman level, with music! Check it out!
Wily's Castle:
EE00-0000-0097-5204Soooooo good!
It's such faithful recreation in more ways than one!
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Got some new stages I thought I'd share, as well as the few old ones i posted.
These are the more funny/story stages, they don't really require much gameplay, very easy to get through.
Expecting a Mario Level? D2E5 0000 0059 9FFB
The Legend of Ganondorf 5AD7 0000 0099 1DCAThese are basically just boss fights.
Missing Flagpole Boss Battle 92C6 0000 0092 9E3B (i realized after uploading that this can be "broken" though)
Mega Mecha Sludge Bro 62EA 0000 0095 38A1 (this is probably my most difficult level, i based it off a guide i was reading on reddit on how to make interesting boss battles that aren't bowser or bowser jr, 0% completion rate tho :( [that's probably cuz only 7 people tried it so far])These are the more regular levels:
Kirby's Adventure 325C 0000 00A0 7410 (tried to make it play like a kirby game, not very difficult, surprise boss at the end)
Harry Potter: Trials of the Stone 58BE 0000 003B 4C87 (also kind of story-oriented, but has gameplay)
Cannondorf: The Adventure 1307 0000 009C EEB5 (Basically, a level centered around Ganondorf and cannons/bullet bills. This is easily the most Mario-esque level that I have made thus far, tried to make a variety of obstacles and gameplay based on one concept) -
After a month spent only on playing levels of others i finally made one.
Before posting it i wanted to say something about some levels that i played from apf: the Man or Monster of J Sack was super good despite me being a monster, but i can be a useful one just like Chopper maybe! There was also that one of Trusting you, and i surely did, for better and for worse.
Demon Rin levels had some nice ideas for being super hard, but also possible to speedrun them for the most part (like the first part of the underwater maze), the one on rails with chain chomps everywhere was also stupid hard at times by waiting a bit before jumping in, or very easy for the same reason. Air Man was also very nice if anything by just having recreated it.
Noqanky's levels were also fun for the most part, but i refuse to play the Fire Emblem one. The others were fun and creative, especially the splatoon one letting you choose which route take.
Then there is the stupid house of gigathousands turmoils of Bartholomew Kuma, that i refuse to finish, way too cryptic and unfair, but the other levels were fine, especially Wiggler's Flotilla and Royal Koopa Something Something.
MetaMario levels were never really that hard so they aren't as infuriatingly memorable but fun anyways, especially Starslow Steady, and Something with Mario and Paizanos.
I should also play more levels of Mickamott because his 1-1 was super superb, and i should play more levels in general from this topic.
But anyways, here is my first level: 0EDB-0000-00A6-B133
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MetaMario levels were never really that hard so they aren't as infuriatingly memorable but fun anyways, especially Starslow Steady, and Something with Mario and Paizanos.
The former combines my love for one-tile precision jumping and moving quickly. (thanks for the comments btw)
I think my personal favorite of my levels has to be Escape from Eggman's Base; it's quick and requires some tight platforming, so it really really fits Sonic. Wario's Gold Rush is another one I'm proud of.
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Noqanky's levels were also fun for the most part, but i refuse to play the Fire Emblem one. The others were fun and creative, especially the splatoon one letting you choose which route take.
You mean you're not a fan of hyper patience and constant restarting when one of your units dies? =O
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You mean you're not a fan of hyper patience and constant restarting when one of your units dies? =O
This was one of my favourite stages in terms of concept/creativity/gameplay. I wasnt able to beat it, although my younger sister was able to clear it after several attempts. However, she managed it by stealing Lakitus cloud and jumping on the next room and running to the end. So yeah no legit clears yet lol.
She also beat that Dr. Wilys Castle stage by GirlKrillin, which i ragequitted after dying from mistiming jumps on noteblocks one too many times