Kai_SanCommonly known as Klineshrike!Registered Userregular
Yeah we ordered an extra set of joycons with the Switch I got back in July, but they had drift out of the box. I think refurbished on Amazon. I need to get around to sending them in.
I guess the explosion of games coming up is going to take quite a bit of time away from SMM2.
How many people are still working on a course? Will everyone be able to get them in by tomorrow night or should we give everyone a few more days?
I'm working on one, but I don't think I will make it in time.
I don't have a lot of free time, and Mario is now constantly floating left and right without me touching any controlls, so that's not helping.
I've had that issue, and Disgaea 5's boards rotating endlessly. Both of those quite recently. Are our Switches cursed?
If y'all are using joycons I guess drift is a thing that happens sometimes, and Nintendo will fix it for free.
I've heard that. It's strange though cause I have a launch model and this never happened before. The drift affects buttons too, right? Cause rotating in Disgaea is done with R and L, not with the joysticks.
I have to admit, this one was a doozy, I had to make a TON of concessions to get this to actually work properly. But I'm fairly pleased with the outcome. I actually want to do a whole series of these towers now.
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
I think a thing I would like to see in an update (come on, September Direct!) would be the ability to use a custom palette. So for instance, let me have the semi-solids from the sky theme, the ground from the castle theme, and the background of the ground theme, etc. Doesn't have any impact on the gameplay whatsoever, but does let me build things that match my aesthetic intentions for a level.
I went with more of a playground idea this time. I tried to touch on all the different cape uses, some red coins to track down and an homage to two of my favorite cape parts from SMW.
So if there aren’t any more courses, I will at least announce the winner tonight and then do a full write up for everyone tomorrow.
The winner is....Zython with The Tower of Wind. Congrats!
I thought this was a well designed course with fun obstacles. I kind of like how you need the leaf to beat it but you never actually need to fly with it. Even though you are just jumping and floating throughout, the different obstacles make it seem like you are doing something new every time and the level doesn’t get stale. I feel like the level was a perfect length too. You also use an annoying theme (night desert) and play to its strengths.
I am highly anticipating the next entry should you decide to continue with this series.
Good use of the vertical section (this will be a theme this week). Only level to use the Propeller Mushroom. Night ghost house theme was used well, didnt feel annoying. The end portion was maybe a bit too crowded, had one or 2 podobos been removed, it likely wouldnt have felt as cramped. Still a good overall level.
Kai_San - Fight or Flight
Neat concept with the two different ways to beat the level, I did complete the level both ways. The flying basically just used the same trick of dive bombing to get height and it was a little finicky to get just the right angle each time. I would either hit the block just before and lose all my forward momentum or I would go flying down too low to get back up after, but I eventually got through it. I did cheese the end and take the hit to get to the goal though. The "Fight" portion probably would have benefitted from limiting the types of enemies to only 2 or 3 different types, as it does make it seem kind of like a mashup of all the enemies in a game. I did not realize that there was a "Fight" portion of the level until after I beat the flying part. I couldn't put 2 and 2 together since I just always grabbed the feather. How exactly does the launcher not trigger if dont grab the feather?
Djiem - Flight Power Recharge Station
Simple concept that was executed well. The main portion felt very wide open which is good when you are doing all that flying. Vertical levels definitely limit the amount of breaking of a level you can do since you can only fly so high. Good density of bullet bills at the end, it never felt unfair.
The Sauce - Behind Space
Really well themed level. Upside down levels are something that I dont think I will ever get too comfortable with as they just totally challenge all your Mario muscle memory. So its a good thing to keep what you need to do in them pretty straightforward, which this level did. Used a bunch of different flying mechanics which was good. Felt a little short, but what was there was really well done.
Cravipat - Completely Cape-able - SMMC #7 - Runner up
Just a neat little cape level that makes you do alot of different cape stuff. The SMW homages were great as well (definitely tickled my nostalgia bone). Was a bit short and felt more like a proof of concept level as some of the challenges were just right next to each other, but was otherwise really well done. I couldnt figure out how to get that last red coin, I assume jump from the falling platforms underneath? But you would have to time getting on and off them a bit better I think
Ah_Pook - Always Know Where Your Cape Is
This level is hard to judge to be honest. I didn't beat it, but I did make it to the checkpoint, albeit without a cape so I didnt actually collect the checkpoint. I just took the hit and ran to the pipe. (I assume I need to dive bomb down after throwing that second POW and use the i-frames to spin onto the spiky shell? Overall, I spent about an hour or so on the level (I think?). It is a very difficult level and it is not for most people. That kaizo crowd is ultimately a pretty narrow subsection of the larger Mario Maker community and this would probably appeal to them very much, but it is not for the general population.
This level definitely used the cape in the most unique ways. The first time I took off after bouncing to grab that second feather was really cool as I didnt even know the cape worked that way. I did struggle with consistency for the most part, especially on that very first jump up the spike lined portion (if that was a block wider, it would have been much more consistent to start off) but when I put some more time into it last night, I was starting to get things to work a bit more often. I don't think the level was unfair, but there were a few places so far where another extra block of space or something would have made things a bit easier but still remain challenging. I will keep at it and try to finish it eventually, but I don't currently have time to grind it for several hours at a time. If you like playing and making these levels, then keep doing it, but if you want to get a bit more widespread appeal, then you will have to dial things back down a bit.
Once again, alot of great levels overall. You guys are pretty talented level makers. Mario Maker is an awesome game!
Kai_SanCommonly known as Klineshrike!Registered Userregular
I actually did limit the enemy types for the most part. I think it was only 4 total? Oh maybe 5.
The blaster doesn’t shoot because of item limits. Find the secret area and you can answer that question
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
God, multiplayer is so much fun. Something about the intensity of trying to read a designer's intentions under that kind of pressure just makes for exceptional gameplay. It's like, is this the kind of level where I should just run right? Are the red coins optional? Where are my opportunities to fuck over this Luigi that's been getting in my way?
And then occasionally you get levels that are just hot garbage and somehow they're STILL fun because you're experiencing them with 3 other helpless victims. I got a 3D World level last night that consisted solely of a huge thwomp you had to stand on top of and ride to the end. I won by picking up all the other players and throwing them back towards the start of the level, off the thwomp, at which point they couldn't move fast enough to catch back up. What would have been a boring waiting simulator in singleplayer was suddenly a hilarious race to betray each other.
Someone left a comment on my shortcut stronghold level and i have no idea what they were trying to say. It's just some weird picture right at the beginning.
Kai_SanCommonly known as Klineshrike!Registered Userregular
The levels that are playable but clearly not incredibly well designed are the best. Because you can usually find somewhere that you can skip something the creator just missed, and come up with a miracle comeback.
Or you guess wrong and it was a long path to being blocked and you feel stupid. Goes both ways.
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
The levels that are playable but clearly not incredibly well designed are the best. Because you can usually find somewhere that you can skip something the creator just missed, and come up with a miracle comeback.
Or you guess wrong and it was a long path to being blocked and you feel stupid. Goes both ways.
The best is when it's a path that you wouldn't have been able to take in single-player, but bouncing off another player's head gets you there. Because then the other 3 players spend 20 seconds fighting to bounce off each other's heads without, in turn, allowing anyone to bounce off their head.
@quovadis13 thanks for the feedback. Totally fair. I'm not sure how far I'm going to go with hard levels, but I think they're fun to make and upload, so we'll see I guess. you drop the pow and then land on it, also. Anyone who gets to the second part let me know how you find it. No one has gotten there yet, based on the failure map.
Uploaded a new puzzle course similar to Flickers and Fickle Treadmills but without the darkness which people didn't like.
Brain-Dead for Dry Bones - 77L-NLS-HQF
Designing this course made me realize some flaws with Flickers and Fickle Treadmills. People would like it much better without the darkness, unnecessary rooms for reset, and annoying sound effects, so I deleted it, fixed it, and uploaded it under a new name and theme:
Cranium Crank Up - WFN-6NF-0XF
It's certainly much easier without the darkness!
Djiem on
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
I had a level that was literally impossible to complete in multiplayer. It was a 10 second gauntlet that starts with a spring falling down to propel you forward. One by one players would quit until it was just me, but because of the 3 second countdown I would die on the flagpole.
I ended up giving up loading it up in single player and beating it on my first try.
Theres a tiny fraction of a second pause from the countdown to starting the level, barely noticeable normally.
So if there aren’t any more courses, I will at least announce the winner tonight and then do a full write up for everyone tomorrow.
The winner is....Zython with The Tower of Wind. Congrats!
I thought this was a well designed course with fun obstacles. I kind of like how you need the leaf to beat it but you never actually need to fly with it. Even though you are just jumping and floating throughout, the different obstacles make it seem like you are doing something new every time and the level doesn’t get stale. I feel like the level was a perfect length too. You also use an annoying theme (night desert) and play to its strengths.
I am highly anticipating the next entry should you decide to continue with this series.
Wow! I'm so happy you liked my level. I've always wanted to do a level using the desert winds as an asset rather than an obstacle, but wasn't sure if I pulled it off.
Anyhow, I guess it's my turn to choose the theme for the next challenge. Lessee...
Mario Maker 2 Challenge Bash #8 - Say Good Night
One of the big additions to Mario Maker 2 is the night theme. Rather than a pure cosmetic change, it also affects the environment and several items. Your challenge is to make a stage incorporating the night in any theme. Only one of the two sub-areas has to be night-themed. You should try to incorporate at least one gameplay element that can only be done in that (or any) stage's night theme. Swimmy castle? Poison swamp? Evil mushrooms? Happy moons? The choice is yours.
Level Style: SMB, SMB3, SMW or NSMBU
Level Theme: Any
Nighttime Option: Yes (semi-mandatory)
Submission Deadline: September 10 (extendable to later if people need more time)
Cravipat - Completely Cape-able - SMMC #7 - Runner up
Just a neat little cape level that makes you do alot of different cape stuff. The SMW homages were great as well (definitely tickled my nostalgia bone). Was a bit short and felt more like a proof of concept level as some of the challenges were just right next to each other, but was otherwise really well done. I couldnt figure out how to get that last red coin, I assume jump from the falling platforms underneath? But you would have to time getting on and off them a bit better I think
Thanks for the comments. Proof of concept is actually what I was after so I guess that part worked out. I just wanted to try something that wasn't out to kill the player apart from the platform & saw section but even that was relatively tame. The last red coin can be gotten by cheesing the track section. Fly over that section then dive and lift to get under the vine/wall. It's tricky but if you dive a bit after the three saws you should make it.
Alternatively, there is a hidden yoshi near the flag (that I wish I would have hinted at in the level) that you can use to float down/jump off to make it.
Yoshi hint
Jump/fly against the wall under the 10 coin ledge above the flag
Alright, whats the trick to this 1 screen level?
The impossible level
0SD-XV3-VHF
I've tested out everything I can think of hiding in poison, everything pops out enough to be visible. Most things die in the poison, thought it might be boos but they don't emerge if I face 1 direction.
Looking at the whole map view there seems to be a blue object to the left of the castle.
Whatever it is, it makes noise. That's the purpose of the constant glitch effect, to block out whatever noise it's making. Chief suspects in that case are note blocks, bombs, and on/off switches, IMO.
This level has gotten to me. I've given up on trying to solve it but what I'm trying to figure out is how they have the beep!/glitch stinger constantly running. It can't just be filling the whole thing with SFX markers because if you stop moving the SFX stops. In this level it keeps kicking back in.
Super Mario Maker ID: DBB-1RH-JJG
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
This level has gotten to me. I've given up on trying to solve it but what I'm trying to figure out is how they have the beep!/glitch stinger constantly running. It can't just be filling the whole thing with SFX markers because if you stop moving the SFX stops. In this level it keeps kicking back in.
If you drag the sound effect/music onto Mario in the editor, it plays at all times. This is how you get music-less levels, by attaching the Silence effect to him.
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Reached A-Rank tonight in Multiplayer VS.
And I am 99% certain I will never see S-Rank, or even upper A.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
Pretty much gotta hope to never get SMW or SMB3, and always at least finish.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
Oh yeah, there is a direct today I believe. I think there is a 99% chance we at least get news of an update for SMM2. At the absolute bare minimum, we should be getting some kind of online app implementation.
Oh yeah, there is a direct today I believe. I think there is a 99% chance we at least get news of an update for SMM2. At the absolute bare minimum, we should be getting some kind of online app implementation.
This level has gotten to me. I've given up on trying to solve it but what I'm trying to figure out is how they have the beep!/glitch stinger constantly running. It can't just be filling the whole thing with SFX markers because if you stop moving the SFX stops. In this level it keeps kicking back in.
If you drag the sound effect/music onto Mario in the editor, it plays at all times. This is how you get music-less levels, by attaching the Silence effect to him.
That was my thought too but it only works for the music cue SFX. The others trigger on certain actions Mario takes. I did some more experimenting and putting the sound on a bullet bill cannon or pipe will cause it to play every time an item comes out. There is probably something in the poison water of that level.
Poison mushrooms sure are interesting things to mess around with. I can't do everything I want to do, (airborne poison shrooms are disappointing), but i think I have the pieces of something. I've been slowing down creatively lately so I consider any finishing submission at all a personal victory.
The plan was to make an easier level, but things have happened since then.
Maybe I'll be able to upload this thing eventually. I enjoy designing at the edge of my personal skill level, which makes it hard to then do all the things without dying
This one was fun to put together and I reworked the gimmick for this one a few times before I got it right. I'm not a big fan of trollish levels so I hope I put enough hints in this to help you get through.
I have a half-finished course, and I have no idea when I'm going to get the chance to work on it again.
I'll eventually finish it regardless (it's the next DS3 course and also qualifies for this challenge). But finishing it tonight is a tall order, as I haven't started the boss yet and only have some vague ideas how I'll make it work.
So, maybe I'll get something in, but definitely don't postpone for my sake.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
As one of the two submissions I dont want to win or lose against only one other person. Whose level I cant figure out, I think I'm supposed to learn from the top how to manipulate the bottom but I keep getting that stuck noise.
I say extend it for another week.
As one of the two submissions I dont want to win or lose against only one other person. Whose level I cant figure out, I think I'm supposed to learn from the top how to manipulate the bottom but I keep getting that stuck noise.
I say extend it for another week.
I'd be fine with an extension too. Plus I like Kismitt's course better than mine anyway.
On my last check my level hasn't had any clears. After thinking about it there is something that I wish I had done. The top part is actually a giant red herring but there are some changes I could add so it becomes a better hint. Since they are only cosmetic changes I may post a picture when I get home later.
I mean, it definitely seems like the initial interest in the game has plateaued. Maybe it would be a good idea to spread these challenges out over two weeks now to allow people who play more casually to join in?
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
That might be a good idea, yeah. For my part, I've just had too much going on to really engage with the maker tools lately. When I've had time to play, it's much less taxing on my brain to just do some multi matches.
Posts
I guess the explosion of games coming up is going to take quite a bit of time away from SMM2.
I've heard that. It's strange though cause I have a launch model and this never happened before. The drift affects buttons too, right? Cause rotating in Disgaea is done with R and L, not with the joysticks.
The Tower of Wind
7MN-QGR-S1H
I have to admit, this one was a doozy, I had to make a TON of concessions to get this to actually work properly. But I'm fairly pleased with the outcome. I actually want to do a whole series of these towers now.
@quovadis13
Steam: pazython
Flight Power Recharge Station
9X6-PDF-GHF
I had a good idea, but ran out of time before I could figure out how to make it really fun and interesting.
Revenge of 1-1
7CJ-L4W-Q2G
Steam: pazython
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
Completely Cape-able
WFB-9DM-LYF
I went with more of a playground idea this time. I tried to touch on all the different cape uses, some red coins to track down and an homage to two of my favorite cape parts from SMW.
@quovadis13
Super Mario Maker ID: DBB-1RH-JJG
The winner is....Zython with The Tower of Wind. Congrats!
I thought this was a well designed course with fun obstacles. I kind of like how you need the leaf to beat it but you never actually need to fly with it. Even though you are just jumping and floating throughout, the different obstacles make it seem like you are doing something new every time and the level doesn’t get stale. I feel like the level was a perfect length too. You also use an annoying theme (night desert) and play to its strengths.
I am highly anticipating the next entry should you decide to continue with this series.
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
Kizmitt - Propeller Fella
Kai_San - Fight or Flight
Djiem - Flight Power Recharge Station
The Sauce - Behind Space
Cravipat - Completely Cape-able - SMMC #7 - Runner up
Ah_Pook - Always Know Where Your Cape Is
This level definitely used the cape in the most unique ways. The first time I took off after bouncing to grab that second feather was really cool as I didnt even know the cape worked that way. I did struggle with consistency for the most part, especially on that very first jump up the spike lined portion (if that was a block wider, it would have been much more consistent to start off) but when I put some more time into it last night, I was starting to get things to work a bit more often. I don't think the level was unfair, but there were a few places so far where another extra block of space or something would have made things a bit easier but still remain challenging. I will keep at it and try to finish it eventually, but I don't currently have time to grind it for several hours at a time. If you like playing and making these levels, then keep doing it, but if you want to get a bit more widespread appeal, then you will have to dial things back down a bit.
Once again, alot of great levels overall. You guys are pretty talented level makers. Mario Maker is an awesome game!
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
The blaster doesn’t shoot because of item limits. Find the secret area and you can answer that question
And then occasionally you get levels that are just hot garbage and somehow they're STILL fun because you're experiencing them with 3 other helpless victims. I got a 3D World level last night that consisted solely of a huge thwomp you had to stand on top of and ride to the end. I won by picking up all the other players and throwing them back towards the start of the level, off the thwomp, at which point they couldn't move fast enough to catch back up. What would have been a boring waiting simulator in singleplayer was suddenly a hilarious race to betray each other.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Or you guess wrong and it was a long path to being blocked and you feel stupid. Goes both ways.
The best is when it's a path that you wouldn't have been able to take in single-player, but bouncing off another player's head gets you there. Because then the other 3 players spend 20 seconds fighting to bounce off each other's heads without, in turn, allowing anyone to bounce off their head.
Brain-Dead for Dry Bones - 77L-NLS-HQF
Designing this course made me realize some flaws with Flickers and Fickle Treadmills. People would like it much better without the darkness, unnecessary rooms for reset, and annoying sound effects, so I deleted it, fixed it, and uploaded it under a new name and theme:
Cranium Crank Up - WFN-6NF-0XF
It's certainly much easier without the darkness!
https://www.youtube.com/watch?v=Uh5g8mCS_co
I ended up giving up loading it up in single player and beating it on my first try.
Theres a tiny fraction of a second pause from the countdown to starting the level, barely noticeable normally.
Wow! I'm so happy you liked my level. I've always wanted to do a level using the desert winds as an asset rather than an obstacle, but wasn't sure if I pulled it off.
Anyhow, I guess it's my turn to choose the theme for the next challenge. Lessee...
Mario Maker 2 Challenge Bash #8 - Say Good Night
One of the big additions to Mario Maker 2 is the night theme. Rather than a pure cosmetic change, it also affects the environment and several items. Your challenge is to make a stage incorporating the night in any theme. Only one of the two sub-areas has to be night-themed. You should try to incorporate at least one gameplay element that can only be done in that (or any) stage's night theme. Swimmy castle? Poison swamp? Evil mushrooms? Happy moons? The choice is yours.
Level Style: SMB, SMB3, SMW or NSMBU
Level Theme: Any
Nighttime Option: Yes (semi-mandatory)
Submission Deadline: September 10 (extendable to later if people need more time)
Steam: pazython
Thanks for the comments. Proof of concept is actually what I was after so I guess that part worked out. I just wanted to try something that wasn't out to kill the player apart from the platform & saw section but even that was relatively tame. The last red coin can be gotten by cheesing the track section. Fly over that section then dive and lift to get under the vine/wall. It's tricky but if you dive a bit after the three saws you should make it.
Alternatively, there is a hidden yoshi near the flag (that I wish I would have hinted at in the level) that you can use to float down/jump off to make it.
Yoshi hint
This level has gotten to me. I've given up on trying to solve it but what I'm trying to figure out is how they have the beep!/glitch stinger constantly running. It can't just be filling the whole thing with SFX markers because if you stop moving the SFX stops. In this level it keeps kicking back in.
Super Mario Maker ID: DBB-1RH-JJG
If you drag the sound effect/music onto Mario in the editor, it plays at all times. This is how you get music-less levels, by attaching the Silence effect to him.
And I am 99% certain I will never see S-Rank, or even upper A.
SMB2 unique tileset!
What, a man can dream!
That was my thought too but it only works for the music cue SFX. The others trigger on certain actions Mario takes. I did some more experimenting and putting the sound on a bullet bill cannon or pipe will cause it to play every time an item comes out. There is probably something in the poison water of that level.
Super Mario Maker ID: DBB-1RH-JJG
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Ice-Koopades
YSH-F2Q-PXG
If anything is broken, let me know
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
HH4-0JQ-WWG Night Is For Hunting
Its open season on Goombrats. Theres one out there somewhere in the darkness. Kill it.
I'm not sure it fits the criteria, I decided to go with darkness makes it hard to find your way/prey mechanic.
Maybe I'll be able to upload this thing eventually. I enjoy designing at the edge of my personal skill level, which makes it hard to then do all the things without dying
Looking for the Secret
C35-1F1-PQF
This one was fun to put together and I reworked the gimmick for this one a few times before I got it right. I'm not a big fan of trollish levels so I hope I put enough hints in this to help you get through.
@Zython
Super Mario Maker ID: DBB-1RH-JJG
Steam: pazython
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
I'll eventually finish it regardless (it's the next DS3 course and also qualifies for this challenge). But finishing it tonight is a tall order, as I haven't started the boss yet and only have some vague ideas how I'll make it work.
So, maybe I'll get something in, but definitely don't postpone for my sake.
I say extend it for another week.
I'd be fine with an extension too. Plus I like Kismitt's course better than mine anyway.
On my last check my level hasn't had any clears. After thinking about it there is something that I wish I had done. The top part is actually a giant red herring but there are some changes I could add so it becomes a better hint. Since they are only cosmetic changes I may post a picture when I get home later.
Super Mario Maker ID: DBB-1RH-JJG
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS