I liked this level once I remembered you could pick up bob-ombs! Imagine my struggle as I tried to headbutt them upwards.
As is this case with confined areas it was a big disadvantage being Super Mario. Was that your intention? One section in particular involving a piranha creeper requires perfect timing and positioning without taking a hit. It's an early spike and has an effect on the progressive power-up immediately after - which itself is easy to accidentally destroy in the cluster of Bob-ombs.
Had some enjoyable moments igniting the Bob-ombs and then juggling them to explode at the right time. That was clever. Was I meant to swim past the last boss? Seemed to be set up for a battle but the gap was too easy to exploit.
A lot of good points in this post.Well in my case working with 3D World it's not easy to accomplish what you're suggesting because of the missing key features like enemy stacking and rails that allow you to combine and thus come up with novel ideas. Also the items that are there are usually not compatible, as in they don't interact in ways you'd suspect might work, like melting ice blocks with fire, or using boxes to push down p-switches. This is why it's hard to do anything with the super hammer. You can't even break blocks directly above you to make an ice climbers stage, this even though Mario does the same animation as in the game when using the item in the air.
Nintendo stages in the actual Mario games have a ton of gimmicks not present in Mario Maker that fulfills the function of offering something novel. We don't have the option to program objects with new properties you can play around with like they do. The majority of levels in MM1 that do what you are asking and felt fresh at the same time were usually built around the consequences of combining the already existing elements in ways that weren't didn't explore in the mainline games.
The other issue is that if you are designing a stage around a particular aspect of the cat suit say, then you need to keep in mind all the 100 other moves Mario has that can break the level design the way you intended it to be played. This makes it hard to go with the second option: working with Mario's moveset, so instead of creating novel external gimmicks, you design the stage around Mario's own abilities. There are levels like this that work to varying degrees of success, I'm not denying that, but there are so many finnicky aspects with the 3D World powerups that makes it hard to design the stages around. Like, you can do some crazy stuff with the cat wall climb sure, but using it in any other way than to climb up walls is ugly due to how the controls actually function. I want to make a stage that's about clinging on to walls to surivive and resetting your cooldown by quickly stepping on to a temporary platform, before you go back to hang onto a wall. But this is awkward as hell to pull off in practice due to how janky it feels to control cat Mario in tight situations. I'm trying really hard to make a stage in 3D World that has that wow impact but there are so many issues and limitations.
Where's my JC stages honed through years of platforming prowess?checkpoints people...pls use them. They aint all gotta be Grandmaster Galaxy.
What a manipulative tweet. "Why does Nintendo pick on me?" Come on, man, it's obvious that enough trolls (or even genuine people who stumbled across a kaizo stage) reported it that it ended up automatically dealt with.
That's hugely upsetting. I was planning to play that eventually. Wtf?Isn't GrandPOOBear one of the most popular mario maker streamers? Seems weird but 100% so Nintendo to not be on top of this.
The only way to make sure moving objects line the way you want is to either use autoscroll and a lot of experimentation to get the positioning right, or to drop the player into the screen with a door or pipe, and have everything on one screen.Thanks for the reply. Wish that didn't happen.
So won't the buzzsaws always be broken?
What a manipulative tweet. "Why does Nintendo pick on me?" Come on, man, it's obvious that enough trolls (or even genuine people who stumbled across a kaizo stage) reported it that it ended up automatically dealt with.
or to drop the player into the screen with a door or pipe, and have everything on one screen.
In that very tweet chain he says he received this email about it:
So either the deletion was not automated at all, or their automated system makes "final decisions" and threatens users with further action if they trip it again. I don't know which is a worse look.
I think it's more voicing frustration than garnering sympathy. Mario Maker is pretty much this dude's life. He literally makes a living off it. All this message from Nintendo is telling him is basically don't make levels so you don't risk losing access to a primary money maker (yes he can grab another Switch and NNID to keep playing but holy shit that shouldn't be necessary). You can argue he shouldn't be reliant on a service like Nintendo's or YouTube/Twitch for income but that ship sailed a long time ago.All I am saying is he didn't need to try to garner sympathy with the "why are they picking on me" since that's not what is happening, and people would be very willing to criticize a dumb way of handling reports without that angle!
All I am saying is he didn't need to try to garner sympathy with the "why are they picking on me" since that's not what is happening, and people would be very willing to criticize a dumb way of handling reports without that angle!
All I am saying is he didn't need to try to garner sympathy with the "why are they picking on me" since that's not what is happening, and people would be very willing to criticize a dumb way of handling reports without that angle!
Yeah, that makes sense!I think it's more voicing frustration than garnering sympathy. Mario Maker is pretty much this dude's life. He literally makes a living off it. All this message from Nintendo is telling him is basically don't make levels so you don't risk losing access to a primary money maker (yes he can grab another Switch and NNID to keep playing but holy shit that shouldn't be necessary). You can argue he shouldn't be reliant on a service like Nintendo's or YouTube/Twitch for income but that ship sailed a long time ago.
If you've done something wrong it should be explicitly stated what so you don't repeat the mistake and get yourself banned. Nintendo dropped the ball here massively and it sucks for Poo because he's such a major promoter of Mario Maker and Mario games in general.
Haha, get lost, man.And all I'm saying is that your claim of his level being hit with an automated deletion is either not true at all, or indicative of far bigger problems. Frankly, you taking more issue with his wording than with the deletion itself is surreal and rather corporate-apologey.
is there a way to stop the screen from showing/scrolling to the win in SMB3? i'm blocking it to get to it by a pipe.
This is so tough!! edit: I was approaching things wrong, editing it out so as not to taint other peoples' Impressions.
I was actually about to ask if anyone made any upside down courses they're proud of, and then this arrives! The hooks while upside down are extra trippy.I just did another short level that is meant to test your nerves under pressure.
I'd give it a medium level difficulty at most
FGR V53 CNG
This is so tough!! Because it's so difficult I feel like it wasn't the best idea to start the stage with a section where you wait for spiked enemies to walk by. I've had to do that too many times now, so I've got to quit without seeing the end. The level of difficulty is good and has me wanting to try Just One More Time, but the tedium of waiting for those spikes runs counter to that.
I was actually about to ask if anyone made any upside down courses they're proud of, and then this arrives! The hooks while upside down are extra trippy.
Why do ground tiles in the Ghost House sprout mushrooms?
This bugs me.
Most of the ground tile decorations are being shared between the themes, which is a bummer.Why do ground tiles in the Ghost House sprout mushrooms?
This bugs me.
Oh yeah, that spin jump is a big help!Tip.
You can spin jump them or,
Use a shell on the ? at the start and quickly jump on it to bring it to a halt. A star will appear allowing you to become invincible.
Thanks for your feedback :)
Freezeflame Follies
KXW-FC3-5TF
For my third creation, I thought I would challenge myself to make something way out of my comfort zone: a relaxed, atmospheric, and reasonably short level targeted at the play styles or values favoured in Endless Challenge. The concept I started with was simple enough: fire in an ice world, ice in a fire world—so of course there was no escaping the obvious Galaxy influence, which the finished stage wears on its sleeve. Since the elements in themes in play here aren't often mashed together, I explored a number of interactions that aren't commonly seen; you would be amazed at how many things you can do with icicles in lava.
Predictably, my instincts got the better of me and I couldn't resist putting in one set piece driven by all sorts of backstage mechanics concealed from the player, so this, supposedly my most straightforward and uncomplicated design, cost me far more time to put through QA and debug/optimize than it did to actually make, as I kept coming up with ever more obscure edge cases for breaking it. (Ask me about it sometime—I'm eager to talk everybody's ear off about this because they can't just take my work into the editor and look at it—but let's just say for now that seesaws are the most incredible exception handlers, quietly the magic bullets of SMM2 bug-fixing.)
This is definitely the easiest level I've ever uploaded in either game: I targeted the 10-20% range, and once the numbers settle we'll see how close I was to the mark.
Featuring:
- Icicles... in lava... in space!
- Three special coins (one 10-coin, one 30-coin, and one-50 coin in that order)
- An original three-switch gating system that took me forever to debug, which I'm sure somebody will break immediately
- A red and blue colour scheme, but without a single on/off switch or dotted-line block in sight
- A rare appearance by the Superball in a context with zero long-winded deflection puzzles
- A very special Easter egg for those who have played my other levels (comment if you find it!)
- Checkpoints
To be honest, I've found myself far out of step with the culture of the early rush of SMM2 players, who seem to overwhelmingly prefer short traditional stages with a strong sense of place, clear rates north of 20%, heavy checkpoint placement, and simple concepts that don't require too much time/space/practice to develop—players who essentially never want to repeat any content, but want to take in something memorable and pleasant in under five to ten minutes with no net loss of lives, using their existing skill set, then move on to the next thing. That isn't how I play, so it isn't how I design. I prefer to play levels around the 5% mark that show off original concepts or technical interactions that could only be done in Mario Maker, so that's what I typically aim to make (hitting the intended difficulty quite accurately, more often than not). And I'm a mechanics specialist, not a natural environment artist like some of the amazing designers here who turn out visually stunning fare that seem to transform the Maker palettes into totally new and different themes—so I find it hard to get outside the box of building Mario spaces in schematic terms, where the only thing they look and feel like is a Mario game, and to let the aesthetics drive the bus.
But last week I started playing a ton of Endless to get a lay of the land, and now I understand where all those players are coming from. And what a perspective. It's a completely different experience, to the point that what one wants to come across in Endless bears no resemblance to what feels like an appropriate length or difficulty when you are hand-picking level codes from group exchanges and trusted creators. It's not the same commitment, and difficulty itself has a totally different meaning when you are risk-averse and lives are precious. Now I see why so many of the levels I merely consider pretty good are so beloved by the player base, as they are perfectly tuned for the Endless crowd. So I developed this level under the guidance of the question: what would be nice to see in Endless, when I'm short on time or lives or patience?
We'll see how adequately I've answered this. But I thought I should take a stab at it just once, and by the time I was done with it, it had drifted back towards being more my kind of level anyway.
Thanks for playing, and as always, please report bugs or clunkiness.
*
Previously:
- It Belongs in a Museum — WL5-40G-JRF
- Flame War on a Series of Tubes — XSJ-LF2-CCG
Doors connect within a subworld, pipes connect the main world and subworldHow can I connect two areas with a door in SMB1? The green door seems to only connect withing the same area.
Fantastic work! Everyone make sure comments are on when playing.Hey guys. I have just uploaded my latest level. It took quite a long time to construct. Mario is a time traveller and has to travel through a tunnel between the present and future to solve puzzles and progress through the level. I'm quite pleased with it. If anyone plays it thanks in advance.
Time Tunneling
TJM-TH0-XLF
Nice level!Just finished my first level... I'm a Sonic boy at heart so I naturally ended up creating a tiered level without even meaning to lol. A little rough around the edges but I don't think it's too bad for my first try, let me know what you think
Mushroom Park
RTG-26H-RVF
Also: how are you guys getting a screenshot of your level to post here?