Hmm. Maybe I can swing a level on Friday, but with the extra requirement of finding the retro course I want to remake, that might be tricky. I know how I want to approach the challenge, but I have no idea what course I want to use to do it.
Would an extra day or two help? I don't mind extending the challenge at all. The last few challenges gave us some awesome levels thx to the extra time.
I would vote for a few extra days. I think building the course should go pretty quick but deciding on a course is going to take some time.
I'm sure some of the references make more sense in my head (the puzzle platforms being moving ones, the Lakitu cloud replacing the secret wing cap) but I had fun making it.
I just spent a bunch of time completing the NWC2015 courses.
They required some pretty hard platforming and there are some really neat things in those courses.
That last one I was pretty tight on time because there were a bunch of hard jumps that I couldn't nail right away. It was fun seeing myself progress and get past them, and finally beat it. Even if it got frustrating because I messed up easy things.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
I just got this, haven't even put it in the system yet, but I am very excited. hopefully I'll have some time tomorrow to get into it.
Hmm. Maybe I can swing a level on Friday, but with the extra requirement of finding the retro course I want to remake, that might be tricky. I know how I want to approach the challenge, but I have no idea what course I want to use to do it.
Would an extra day or two help? I don't mind extending the challenge at all. The last few challenges gave us some awesome levels thx to the extra time.
I would vote for a few extra days. I think building the course should go pretty quick but deciding on a course is going to take some time.
Alright, how does Wednesday the 20th sound? I'll go ahead and pop it in the original post.
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
@TelMarine did you like Twist and Shout? Any suggestions?
Humor can be dissected as a frog can, but dies in the process.
I think the hardest part of this round of SMMC is narrowing down which level to pick. I did a lot of thinking and I decided to use the SMW level I probably spent the most time in.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Oh neat! Someone starred my speedrun level even though they didn't actually beat it.
Personally, I thought if you slooooowed doooown on that level then it was fairly easy to handle.
Humor can be dissected as a frog can, but dies in the process.
Who is going to be the crazy person and try to recreate a 3D Mario level?
Just a heads-up if anyone wants to go Challenge Accepted with this one - Alphagaia did specify 2D Mario in the write-up. So if you want to do this, probably get the judge's permission first so you don't get disqualified.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Who is going to be the crazy person and try to recreate a 3D Mario level?
Just a heads-up if anyone wants to go Challenge Accepted with this one - Alphagaia did specify 2D Mario in the write-up. So if you want to do this, probably get the judge's permission first so you don't get disqualified.
True that, and I'm sorry: I'm not allowing that. I kinda want people to see what makes those older levels click.
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
1. It's awkward that you put the shell right in front of the player at the start, so if you are not holding run as the level loads, you punt the shell. Or, you immediately grab it which threw me off a little. If the idea is to start with it, just put it above so it lands on the player's head.
2. The path the top pipe in the beginning area takes you to is weird, in my opinion. There appears to be a false way that leads to spikes and then a pit. The other way relies on a shell fired from the bullet bill launcher that you fall onto. There's multiple issues here: If you outrun the shell, it gets removed from the game. Second, if you do wait for the shell to bounce all the way up (which is slow), getting the one bob-omb into position is a pain. It can be shoved out of the little cove it is in when the yellow block recovers its solid state, meaning the explosion is not big enough to clear the path.
3. The P-switch door on the first screen near the hammer bro and spike top is a bit jarring since it immediately puts you into this crazy chamber with a giant bowser jr in a clown car. I'm assuming the idea is to get out of there before the P-switch timer runs out. It looks like you could potentially get out of there before it ends, but I had trouble. If you could come up with a way to get out of there fast, it could be potentially quicker than the way I eventually figured out.
4. After getting a grasp on the chaos that is the first area, I found it does give good opportunities to spin jump and keep momentum. After a few tries I was able to get a handle it.
5. There also appeared to be a room (with chain chomps) that was a dead-end. I find dead-ends weird in a speed running map, but that's my opinion.
Ultimately the way I ended up beating it was to find that in the first area, where the p-switch door is next to the hammer bro and spike top, is that if you leap off of there, there's an area with another p-switch door and pipe surrounded by coins. Normally you'd get here by completing the giant bowser jr. in a clown car room and using the p-switch door there. I found that I could actually get over there by using a shell jump to completely skip having to go to the bowser jr. room. Simply hit the p-switch while carrying a green koopa shell, make sure you stay big, and then near where the p-switch door is, do a running leap while firing the shell. The shell should bounce off the yellow blocks (which were coins before hitting the p-switch) and if you timed it right, you can jump off the shell and get on top of the blocks. Then spin jump to break the blocks on the top and go into the pipe.
3ds: 4983-4935-4575
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
The 'dead end' isn't a dead end. One of the question blocks does give a P switch that lets you exit. There are a lot of chain chomps there as well as a ton of power ups (including Yoshis!)
The shell being fired is supposed to keep firing if you miss it the first time, but it will take a minute if you miss it, and if you miss it during a speed run then you restart. And yeah, you ride it to make sure you can break the wall and get the bob-omb. You ensure it explodes correctly by just holding it (you're big, and if you're not, you have a mushroom right there).
Considering how hard it was for me to clear the map, the fact that you were able to find a super quick way to cheese it is actually disappointing D : You know you can wear the beetle shells as a hat if you are holding them and then press down?
Humor can be dissected as a frog can, but dies in the process.
The 'dead end' isn't a dead end. One of the question blocks does give a P switch that lets you exit. There are a lot of chain chomps there as well as a ton of power ups (including Yoshis!)
The shell being fired is supposed to keep firing if you miss it the first time, but it will take a minute if you miss it, and if you miss it during a speed run then you restart. And yeah, you ride it to make sure you can break the wall and get the bob-omb. You ensure it explodes correctly by just holding it (you're big, and if you're not, you have a mushroom right there).
Considering how hard it was for me to clear the map, the fact that you were able to find a super quick way to cheese it is actually disappointing D : You know you can wear the beetle shells as a hat if you are holding them and then press down?
Yep I do, I used that.
3ds: 4983-4935-4575
0
IceBurnerIt's cold and there are penguins.Registered Userregular
Theme - RETRO is the way to go
Recreate your favorite level from any of the mario 2d platforming series! It can be completely faitfull, but you can also add your own spin to it, extend it, as long as it does not interfere too much with the spirit of level! Be sure let me know which level your picked so I can familerize with it.
Final day to submit your level: Wednesday the 20th.
I'll pick a winner either Thursday or Friday.
Edit: Also, thx for the win! I must say I had not expected it and this weekend was so jampacked I did not even have the time to check out most other entries! I'll be doing this soon!
I had already been doing this for every SMB course: Recreating them with deliberate ... issues. Nothing as crazy as Breakdown, but if you encountered this on your cartridge, you'd probably want to take it out and blow on it. In this case I'll upload my favorite from the bunch I've done:
Name: 1-2? Course page from my SMM Bookmark profile.
2. The path the top pipe in the beginning area takes you to is weird, in my opinion. There appears to be a false way that leads to spikes and then a pit. The other way relies on a shell fired from the bullet bill launcher that you fall onto. There's multiple issues here: If you outrun the shell, it gets removed from the game. Second, if you do wait for the shell to bounce all the way up (which is slow), getting the one bob-omb into position is a pain. It can be shoved out of the little cove it is in when the yellow block recovers its solid state, meaning the explosion is not big enough to clear the path.
I played through this as well and I tried taking the pipe path. It doesn't seem like you can finish the level going this way. The bomb pipe is too far up to spawn any more bombs. I think the only option is to have Yoshi eat a fireball from the plants (hope you didn't take them out with a large turtle shell like I did the first time), explode the bottom bomb then jump up on the donut to drop the second bomb down to blow up the floor to get to the area below. I didn't try it to see if that would work though. When I edited the level I noticed the pipe at the end of that section can be entered but it's too high off the ground to get into.
I eventually just flailed around in the Bower + Jr section until I made it though.
man, randoms are stingy as fuck with stars. Been at 299 for days now.
3ds: 4983-4935-4575
+2
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Yoshi can eat fire from the spinning fire thingies.
Humor can be dissected as a frog can, but dies in the process.
Yoshi can eat fire from the spinning fire thingies.
Huh, I didn't realize that.
I played through the level again to see if I could make it through the pipe section. I was able to do what I had thought (hit the bomb on the donut from below, ride the donut down and toss the bomb to the left to make a hole in the floor) I still has the shell helmet so jumping up bumped the bomb up and started the fuse so it was pretty close in getting it to the left. I don't think it's something someone would do the first time through.
My general rule of thumb is if something is needed to get through the level like a bomb, shell or p-switch, there needs to be an unlimited supply of them. The player is always going to do something stupid with it and if there is only one they won't be able to continue on.
Super Mario Maker ID: DBB-1RH-JJG
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Yeah, there is a pipe that is SUPPOSED to be spawning bombs constantly above those two buggers but for some reason it keeps stopping. I dunno why.
Humor can be dissected as a frog can, but dies in the process.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
I have not played the level, but if the pip is not FULLY on screen for the entire amount of time needed to spawn the item, it won't.
Also the rule of pipes not spawning things when you are on top of or right next to them can sometimes be picky even if you are high above or below.
man, randoms are stingy as fuck with stars. Been at 299 for days now.
Completions and star awards both plummeted after Christmas while course attempts soared. Looks like a bunch of children got the game and haven't developed the skill level to tackle anything but the easiest courses for now, and I'd guess many of them haven't even found the Star feature yet.
Also we have fewer PA people playing each other's courses compared to before. In the first month I could bet on each course getting 10-20 stars from fellow PA developers, but now it's more like 3-5 (a couple extra from SMMC entries). (that's because many people have moved on -- not a criticism of those who are still playing)
My "cute" / gimmicky courses always performed the best in general, but in the past 2-3 weeks they've been doing starkly better. Meanwhile I've been making my courses harder since the rest of us have been improving (also since checkpoints were added). Maybe I should tone it back down for awhile. Waterworks is my strongest-performing course of the past month, and it was the simplest to make -- just a little easy Mario platforming with a tiny bit of P-switch gating.
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
+1
Kai_SanCommonly known as Klineshrike!Registered Userregular
It is definitely a lot of younger children playing. I checked a few of the profiles of the people who actually randomly get my courses, and they are quite obviously children based on the levels they have made. I am pretty much incapable of making easy courses, though my reworked ones are much more fair than my earlier ones. And yeah, seems like outside of the SMMC courses we really don't get to play each others levels much at all. I have been trying to go through a lot of the courses you all did while I took a break, and star them. But I know from playing a lot with my family and basically speeding through the 100 mario mode, I got really used to forgetting about the star option even being there. That is why I had to find out how to star a level without finishing it (which I still dunno how I missed that) because I would forget EVERY time to star it when I beat it even though I told myself when I began I would.
I was working on my underwater level last night for my reworking of old levels. Really didn't know what to change on that one outside of the obvious checkpoint. I will need to get a link to it and post it here so a few of you could give me the first few things that come to mind that really need to be changed.
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
My easiest course (spring trap) has a sub 50% completion rate, when all you have to do is hit the shell to the right and jump over to obstacles.
It is astounding.
I think I might make a level that just has some mystery mushrooms and simple platforms to see if some kiddos give a star ;0
Humor can be dissected as a frog can, but dies in the process.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
Keep in mind, 50% clear rate means that each person only dies once OR every other person clears the level.
Some people might skip it, and that adds 1 to the attempts and 0 to the completions.
Basically a 50% completion rate is pretty much as easy as it gets. Even courses specifically made to be unlosable can get around 50% just because someone either TRIES to find a way to die, or skips it for whatever reason.
Also keep in mind there might be kids as young as 3 or 4 playing. My daughter is 4 and basically when she plays the game she loads up 100 mario mode on easy and knows how to swipe a level just because she might not like it.
Are you recording playthroughs of all the SMMC levels from last week @agoaj ?
Yes, just did that one first because I found that yoshi exploit and put a lot of time into perfecting it.
+1
Kai_SanCommonly known as Klineshrike!Registered Userregular
The levels of creativity on that run are beyond anything I ever did.
I like the level I made, but I definitely missed out on a lot of creativity options by going with a SMB1 theme.
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Xavier1216Bagu is my name. Show my note to river man.Greater Boston AreaRegistered Userregular
edited January 2016
agoaj, how are you recording your playthroughs? I'm assuming some sort of third-party device? (Edit: Thanks!)
That's close to my run, and it's really cool to see where I could be shaving off some time. I have a feeling I'll be attempting more speed runs again very soon.
agoaj, how are you recording your playthroughs? I'm assuming some sort of third-party device?
That's close to my run, and it's really cool to see where I could be shaving off some time. I have a feeling I'll be attempting more speed runs again very soon.
I'm using an ElgatoHD 60, it's an external game capture device that plugs into USB.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
Most of the capture devices are pretty expensive though right? I really wanted to get into it, but I think if you get one its pretty much exclusive to Wii U and I really could not spend that large sum of money JUSt to record SMM levels.
So I mentioned that I was trying to update my underwater level and really felt stumped on what to do. So I would like to ask if anyone here could give it a run through and tell me what you think could be done to make it better. I already did a few things on my own based on opinions I received back when I made it, but I would still like to hear what you have to say based solely on how it is right now
I did my best to make an accurate recreation of the Super Mario World level Chocolate Island 3. Full details are in the spoilers below in case you want to play it first.
Level selection
After doing a quick look at all the SMW levels I was surprised at how many would be easily recreated as long as you were willing to make some enemy substitutions. I knew I wanted to do a level that either had an interesting secret exit or focused on flying with the cape. I found both in Chocolate Island 3.
Recreating the course
I wanted to stay as true to the original possible but there were still a bunch of things I needed to change to get the level to work.
The main feature of the level, the tethered rotating platforms, could be easily recreated using tracks. The problem with this is potential sync issues but I ran through the level a bunch of times without the cape power up and didn't run into too many problems. Some of the jumps were a little tricky but doable.
I also had to make an enemy substitution. The little black fuzzballs of death (not the official name) are used a lot in the second half of the original level, circling the center block of the rotating platforms. The obvious replacement was the spike shells, but in my testing I had a few cases where the platform would pull them off the block. Then they would patrol back and forth on the platform which isn't what I wanted. I ended up replacing them with spikes surrounding the center block. This serves a similar purpose of making the center block dangerous while increasing the difficulty. Now the center is always dangerous instead of maybe being able to avoid the fuzzball in the original level.
The last problem is the length. The original level is almost twice as long as a normal mario maker level. I made some creative cutting to split the level at the original checkpoint. I think it still keeps the flow of the original without the chance for falling in the gap right under the checkpoint. The split also required some changes to the bonus section. You still enter through the pipe but since it's part of the same sub world as the second half of the level you now exit through a door. The door drops you down next to the original exit pipe.
There was actually one other course I had in mind to try but ran into issues with the size of it. Now that my entry is finished I may go back and see if I can get it worked out.
Most of the capture devices are pretty expensive though right? I really wanted to get into it, but I think if you get one its pretty much exclusive to Wii U and I really could not spend that large sum of money JUSt to record SMM levels.
So I mentioned that I was trying to update my underwater level and really felt stumped on what to do. So I would like to ask if anyone here could give it a run through and tell me what you think could be done to make it better. I already did a few things on my own based on opinions I received back when I made it, but I would still like to hear what you have to say based solely on how it is right now
When I saw all the tracks in the stage preview I was curious what was going on and I liked how they were used. I think the magikoopas popped out just enough times to keep you on your toes. The only issue I had in the first part is the spike top at the end. He walked over the pipe just at the point I would have been ready to enter so I had to tread in place and deal with any bullets I didn't take care of earlier. The second part felt samey even though there were sections with different enemies. It might have been that the corridor followed the same shape all the way to the end. It also seemed like the floor ghosts and beetles started to pile up. Once I reached the end I couldn't get into the pipe without hitting one of them. And I don't remember any power ups in the second section outside of the fire flower in the secret area. And even that one had a ghost on the pipe when I tried to get in.
I think if you tried to give the second section the some character like the first section with interesting obstacles and protrusions it might help. Right now it's tread the middle of the level and try to avoid getting hit. Another option might be to flip the sections. Having the second part first might help build up the intensity.
Super Mario Maker ID: DBB-1RH-JJG
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Kai_SanCommonly known as Klineshrike!Registered Userregular
Yeah basically what I have done so far was redo the second half, and remove that spike guy (I dunno, I thought delaying going in the pipe would do something for some reason, but it seems pretty much to just be annoying).
The goal of the second section was to make it feel like there was a buildup, but it ended up being slow and boring. I kind of came up with something better but then looked at the first half and couldn't think of a single thing to do. One other complaint I had was a few skeleton fish were near impossible to avoid on reaction. I tried to move them around a bit to avoid that. It is hard though because either they never see you at all (no wings) or see you from so far away they just run into a wall (wings). I think I got some decent positions in my editing.
I was hoping there would be some notice of issues in the first half, but sounds like its pretty solid.
Thanks for the input. I will likely work a little bit more on the second half even though I was kind of happy with what I currently came up with. But that seems to be the point that needed most focus.
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
I think you might have shaved a few seconds off by damage boosting off Bowser Jr. and running through the end small, but I don't know how much time you lose getting the damage boost vs. trying to do the running slide.
Either way, holy shit agoaj, that was amazing
Humor can be dissected as a frog can, but dies in the process.
+1
Kai_SanCommonly known as Klineshrike!Registered Userregular
That's still faster than going up the turtles, spinning off the thwomps, then running on the conveyors?
Damn.
I also noticed that it was possible to end the level with Yoshi. Which, again, I didn't think was possible.
Here's the gist of my run
www.youtube.com/watch?v=s2HBTg37EV8
I think you might have shaved a few seconds off by damage boosting off Bowser Jr. and running through the end small, but I don't know how much time you lose getting the damage boost vs. trying to do the running slide.
Either way, holy shit agoaj, that was amazing
Damage boosting with yoshi slows you down because you stop moving horizontally when you get knocked off. Grabbing the spiney to hit him with lets you run right through.
Posts
I would vote for a few extra days. I think building the course should go pretty quick but deciding on a course is going to take some time.
Super Mario Maker ID: DBB-1RH-JJG
Shameless plug for my Lethal Lava Land Level from Mario 64:
https://supermariomakerbookmark.nintendo.net/courses/F711-0000-0108-04F4
I'm sure some of the references make more sense in my head (the puzzle platforms being moving ones, the Lakitu cloud replacing the secret wing cap) but I had fun making it.
They required some pretty hard platforming and there are some really neat things in those courses.
That last one I was pretty tight on time because there were a bunch of hard jumps that I couldn't nail right away. It was fun seeing myself progress and get past them, and finally beat it. Even if it got frustrating because I messed up easy things.
agdq just made it impossible to resist any longer
Alright, how does Wednesday the 20th sound? I'll go ahead and pop it in the original post.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
Here it is.
Super Mario Maker ID: DBB-1RH-JJG
Personally, I thought if you slooooowed doooown on that level then it was fairly easy to handle.
True that, and I'm sorry: I'm not allowing that. I kinda want people to see what makes those older levels click.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
@Munkus Beaver My thoughts:
1. It's awkward that you put the shell right in front of the player at the start, so if you are not holding run as the level loads, you punt the shell. Or, you immediately grab it which threw me off a little. If the idea is to start with it, just put it above so it lands on the player's head.
2. The path the top pipe in the beginning area takes you to is weird, in my opinion. There appears to be a false way that leads to spikes and then a pit. The other way relies on a shell fired from the bullet bill launcher that you fall onto. There's multiple issues here: If you outrun the shell, it gets removed from the game. Second, if you do wait for the shell to bounce all the way up (which is slow), getting the one bob-omb into position is a pain. It can be shoved out of the little cove it is in when the yellow block recovers its solid state, meaning the explosion is not big enough to clear the path.
3. The P-switch door on the first screen near the hammer bro and spike top is a bit jarring since it immediately puts you into this crazy chamber with a giant bowser jr in a clown car. I'm assuming the idea is to get out of there before the P-switch timer runs out. It looks like you could potentially get out of there before it ends, but I had trouble. If you could come up with a way to get out of there fast, it could be potentially quicker than the way I eventually figured out.
4. After getting a grasp on the chaos that is the first area, I found it does give good opportunities to spin jump and keep momentum. After a few tries I was able to get a handle it.
5. There also appeared to be a room (with chain chomps) that was a dead-end. I find dead-ends weird in a speed running map, but that's my opinion.
Ultimately the way I ended up beating it was to find that in the first area, where the p-switch door is next to the hammer bro and spike top, is that if you leap off of there, there's an area with another p-switch door and pipe surrounded by coins. Normally you'd get here by completing the giant bowser jr. in a clown car room and using the p-switch door there. I found that I could actually get over there by using a shell jump to completely skip having to go to the bowser jr. room. Simply hit the p-switch while carrying a green koopa shell, make sure you stay big, and then near where the p-switch door is, do a running leap while firing the shell. The shell should bounce off the yellow blocks (which were coins before hitting the p-switch) and if you timed it right, you can jump off the shell and get on top of the blocks. Then spin jump to break the blocks on the top and go into the pipe.
The shell being fired is supposed to keep firing if you miss it the first time, but it will take a minute if you miss it, and if you miss it during a speed run then you restart. And yeah, you ride it to make sure you can break the wall and get the bob-omb. You ensure it explodes correctly by just holding it (you're big, and if you're not, you have a mushroom right there).
Considering how hard it was for me to clear the map, the fact that you were able to find a super quick way to cheese it is actually disappointing D : You know you can wear the beetle shells as a hat if you are holding them and then press down?
Yep I do, I used that.
I had already been doing this for every SMB course: Recreating them with deliberate ... issues. Nothing as crazy as Breakdown, but if you encountered this on your cartridge, you'd probably want to take it out and blow on it. In this case I'll upload my favorite from the bunch I've done:
Name: 1-2?
Course page from my SMM Bookmark profile.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
I played through this as well and I tried taking the pipe path. It doesn't seem like you can finish the level going this way. The bomb pipe is too far up to spawn any more bombs. I think the only option is to have Yoshi eat a fireball from the plants (hope you didn't take them out with a large turtle shell like I did the first time), explode the bottom bomb then jump up on the donut to drop the second bomb down to blow up the floor to get to the area below. I didn't try it to see if that would work though. When I edited the level I noticed the pipe at the end of that section can be entered but it's too high off the ground to get into.
I eventually just flailed around in the Bower + Jr section until I made it though.
Super Mario Maker ID: DBB-1RH-JJG
I played through the level again to see if I could make it through the pipe section. I was able to do what I had thought (hit the bomb on the donut from below, ride the donut down and toss the bomb to the left to make a hole in the floor) I still has the shell helmet so jumping up bumped the bomb up and started the fuse so it was pretty close in getting it to the left. I don't think it's something someone would do the first time through.
My general rule of thumb is if something is needed to get through the level like a bomb, shell or p-switch, there needs to be an unlimited supply of them. The player is always going to do something stupid with it and if there is only one they won't be able to continue on.
Super Mario Maker ID: DBB-1RH-JJG
Also the rule of pipes not spawning things when you are on top of or right next to them can sometimes be picky even if you are high above or below.
Also we have fewer PA people playing each other's courses compared to before. In the first month I could bet on each course getting 10-20 stars from fellow PA developers, but now it's more like 3-5 (a couple extra from SMMC entries). (that's because many people have moved on -- not a criticism of those who are still playing)
My "cute" / gimmicky courses always performed the best in general, but in the past 2-3 weeks they've been doing starkly better. Meanwhile I've been making my courses harder since the rest of us have been improving (also since checkpoints were added). Maybe I should tone it back down for awhile. Waterworks is my strongest-performing course of the past month, and it was the simplest to make -- just a little easy Mario platforming with a tiny bit of P-switch gating.
I was working on my underwater level last night for my reworking of old levels. Really didn't know what to change on that one outside of the obvious checkpoint. I will need to get a link to it and post it here so a few of you could give me the first few things that come to mind that really need to be changed.
It is astounding.
I think I might make a level that just has some mystery mushrooms and simple platforms to see if some kiddos give a star ;0
Some people might skip it, and that adds 1 to the attempts and 0 to the completions.
Basically a 50% completion rate is pretty much as easy as it gets. Even courses specifically made to be unlosable can get around 50% just because someone either TRIES to find a way to die, or skips it for whatever reason.
Also keep in mind there might be kids as young as 3 or 4 playing. My daughter is 4 and basically when she plays the game she loads up 100 mario mode on easy and knows how to swipe a level just because she might not like it.
Here's the gist of my run
Yes, just did that one first because I found that yoshi exploit and put a lot of time into perfecting it.
I like the level I made, but I definitely missed out on a lot of creativity options by going with a SMB1 theme.
That's close to my run, and it's really cool to see where I could be shaving off some time. I have a feeling I'll be attempting more speed runs again very soon.
PSN: PLD_Xavier | NNID: Xavier1216
I'm using an ElgatoHD 60, it's an external game capture device that plugs into USB.
So I mentioned that I was trying to update my underwater level and really felt stumped on what to do. So I would like to ask if anyone here could give it a run through and tell me what you think could be done to make it better. I already did a few things on my own based on opinions I received back when I made it, but I would still like to hear what you have to say based solely on how it is right now
https://supermariomakerbookmark.nintendo.net/courses/B66F-0000-0099-CDF5
Thanks in advance.
My level for this round went a lot faster than I thought.
Chocolate Island 3 - SMMC #15 Can you find the secret exit?
I did my best to make an accurate recreation of the Super Mario World level Chocolate Island 3. Full details are in the spoilers below in case you want to play it first.
Level selection
Recreating the course
The main feature of the level, the tethered rotating platforms, could be easily recreated using tracks. The problem with this is potential sync issues but I ran through the level a bunch of times without the cape power up and didn't run into too many problems. Some of the jumps were a little tricky but doable.
I also had to make an enemy substitution. The little black fuzzballs of death (not the official name) are used a lot in the second half of the original level, circling the center block of the rotating platforms. The obvious replacement was the spike shells, but in my testing I had a few cases where the platform would pull them off the block. Then they would patrol back and forth on the platform which isn't what I wanted. I ended up replacing them with spikes surrounding the center block. This serves a similar purpose of making the center block dangerous while increasing the difficulty. Now the center is always dangerous instead of maybe being able to avoid the fuzzball in the original level.
The last problem is the length. The original level is almost twice as long as a normal mario maker level. I made some creative cutting to split the level at the original checkpoint. I think it still keeps the flow of the original without the chance for falling in the gap right under the checkpoint. The split also required some changes to the bonus section. You still enter through the pipe but since it's part of the same sub world as the second half of the level you now exit through a door. The door drops you down next to the original exit pipe.
There was actually one other course I had in mind to try but ran into issues with the size of it. Now that my entry is finished I may go back and see if I can get it worked out.
Super Mario Maker ID: DBB-1RH-JJG
When I saw all the tracks in the stage preview I was curious what was going on and I liked how they were used. I think the magikoopas popped out just enough times to keep you on your toes. The only issue I had in the first part is the spike top at the end. He walked over the pipe just at the point I would have been ready to enter so I had to tread in place and deal with any bullets I didn't take care of earlier. The second part felt samey even though there were sections with different enemies. It might have been that the corridor followed the same shape all the way to the end. It also seemed like the floor ghosts and beetles started to pile up. Once I reached the end I couldn't get into the pipe without hitting one of them. And I don't remember any power ups in the second section outside of the fire flower in the secret area. And even that one had a ghost on the pipe when I tried to get in.
I think if you tried to give the second section the some character like the first section with interesting obstacles and protrusions it might help. Right now it's tread the middle of the level and try to avoid getting hit. Another option might be to flip the sections. Having the second part first might help build up the intensity.
Super Mario Maker ID: DBB-1RH-JJG
The goal of the second section was to make it feel like there was a buildup, but it ended up being slow and boring. I kind of came up with something better but then looked at the first half and couldn't think of a single thing to do. One other complaint I had was a few skeleton fish were near impossible to avoid on reaction. I tried to move them around a bit to avoid that. It is hard though because either they never see you at all (no wings) or see you from so far away they just run into a wall (wings). I think I got some decent positions in my editing.
I was hoping there would be some notice of issues in the first half, but sounds like its pretty solid.
Thanks for the input. I will likely work a little bit more on the second half even though I was kind of happy with what I currently came up with. But that seems to be the point that needed most focus.
I think you might have shaved a few seconds off by damage boosting off Bowser Jr. and running through the end small, but I don't know how much time you lose getting the damage boost vs. trying to do the running slide.
Either way, holy shit agoaj, that was amazing
My favorite Mario Tennis character has entered the building. Stand clear folks!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
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Glad they kept how.... vocal she is intact.
Damage boosting with yoshi slows you down because you stop moving horizontally when you get knocked off. Grabbing the spiney to hit him with lets you run right through.