the japanese guy who made this level is like on a whole nother plain of Mario Making existence from me.
+11
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Kai_SanCommonly known as Klineshrike!Registered Userregular
So I found this level tonight that may have been the hardest SMM2 level I ever completed. Then being as crazy as I am, I did it again just to make a post finished comment.
These are 3 of the 4 rooms. I left out the first because compared to these it was a joke
Explains a lot about why it's kicking people's arses so hard (It has a 1.something% clear rate right now - 5 out of nearly 300 attempts . Whoops)
83 attempts it took me. There was a lot of screaming. Most of it was my fault but I kept going because you placed checkpoint flags in all the right places. Nothing makes me quit a difficult level harder then no checkpoints after a difficult section, so thanks for that.
Section 1: Those first jumps with land underneath if you whiff is just mean as I had to kill myself anyway. Why even put the land there?
Section 2: That slide onto ice only worked the first time and then all other times it would kill me unless I ran from the top. Which I would forget to do a bunch of times.
Section 3: That damn long jump after the slide killed me so much, it is very pixel perfect. I hate that jump with a fiery passion. I will wake up years from now in a cold sweat because of that jump.
Overall I was very satisfied to beat it and had to go to endless easy for a bit to calm down.
@Kai_San On Rails was fun. I made it all the way to the top only for Mario to fall out for no reason. That was very discouraging. Those logs at the top scared the crap out of me because they look the same colour as the rest of the instant death walls.
I was also very certain I was going to fall into poison just before the end flag. So again thanks for not killing me there after all that.
Section one: Asthetics. Really, i should have put a reset door in to let the player try the start sequence again there.
Section 2: That is so, so werid! I wonder why it works on my end, but not on others?
Section 3: It's possible i'm a sadistic fuck and enjoy your suffering.
That said! Thank you again so much. Loving the feedback on this, it's a real confidence booster
I really need to sit down and play a bunch of the thread's courses and give out some good feedback as extra thanks - i find i enjoy making courses way more than i do playing them, ironically <.<
the japanese guy who made this level is like on a whole nother plain of Mario Making existence from me.
What the fuck.
This is why creator tools -- modding APIs, map editors, customization options, all of it -- need to be taken more seriously by game devs. Sure, players are not AAA game devs. But they're experts at doing things you never would have thought of with every single piece of tech you give them.
+5
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Guys help me out. I've been throwing myself at this level and I cant figure out the secret tech it wants me to do. I can make it all the way to the 1ups but that doesnt seem to be the path to victory.
175-P91-9WF
This maker and I have a bit of a back and forth going and I recommend checking out the rest of their levels. But this one has me stumped.
I played through all of the challenge levels. Everything was excellent, going to let my thoughts stew a bit before I decide. This is a really tough call.
Okay, I made it through all the entires. This was a really good batch of levels. It seems autoscroll lends itself to airships, which makes sense. There were a ton of creative ideas here .
The Entries:
Agoaj - Airship Assault (9K6-LXH-8DG)
Lots of cool stuff going on in this level. My favorite part was the running underneath hammer brothers. This reminded me of a section in Zelda 2 so big points there. I really like the opening section with the vine as well. I think a good use of employing different phases of a level, which helped build tension.
Djiem - Airlock Escape (19V-RWX-D0G)
The central part of this level - blowing up the bombomb and activating fast autoscroll was just so excellent.
Kai_San - Once More With Speeding (9PQ-K6B-VXF)
What a really awesome use of autoscroll. You took it in a different direction from just about everyone else. Super creative.
Kizmit - Turbulence (K3M-M9L-SJG)
This level is absolutely hilarious and i had to pause after the first death to finish up laughing. I love it.
Mr_Grinch - Walls are Made for Jumping (3X1-2RG-G3G)
These are the levels that actually make me better at mario, so I appreciate stuff like this. Since you asked about it: The first time I got to that butt-stomp on/off block i just spin jumped past it, which killed me later in the level. I like a lot of stuff you did here and it was probably the exact right length.
Quovadis13 - Boom Boom's Airship (1HK-C8V-LGF)
Really cool. I enjoyed the use of the scroll to double back to get the keys under the ships. I wasn't aware the keys were optional at the end but it still felt good to get it all. I also enjoyed the boss fight at the end
The Sauce - Guardian of the Sky (S5V-1G2-WCG)
A super well crafted level. Really cool use of looping scroll, and the door at the end to repeat stuff was a great design decision.
Winner
Ok, picking the winner here was crazy hard. Custom Autoscroll seems like one of the most difficult things to use, and it was applied really well here by all of you. So things were super close. I went back and forth between my decision but I think I am going to go with. @quovadis13 - Boom Boom's Airship - I really had a fun time with this one. It used custom scroll well, with variable speeds and directions, and applied the theme well.
Okay, I made it through all the entires. This was a really good batch of levels. It seems autoscroll lends itself to airships, which makes sense. There were a ton of creative ideas here .
The Entries:
Agoaj - Airship Assault (9K6-LXH-8DG)
Lots of cool stuff going on in this level. My favorite part was the running underneath hammer brothers. This reminded me of a section in Zelda 2 so big points there. I really like the opening section with the vine as well. I think a good use of employing different phases of a level, which helped build tension.
Djiem - Airlock Escape (19V-RWX-D0G)
The central part of this level - blowing up the bombomb and activating fast autoscroll was just so excellent.
Kai_San - Once More With Speeding (9PQ-K6B-VXF)
What a really awesome use of autoscroll. You took it in a different direction from just about everyone else. Super creative.
Kizmit - Turbulence (K3M-M9L-SJG)
This level is absolutely hilarious and i had to pause after the first death to finish up laughing. I love it.
Mr_Grinch - Walls are Made for Jumping (3X1-2RG-G3G)
These are the levels that actually make me better at mario, so I appreciate stuff like this. Since you asked about it: The first time I got to that butt-stomp on/off block i just spin jumped past it, which killed me later in the level. I like a lot of stuff you did here and it was probably the exact right length.
Quovadis13 - Boom Boom's Airship (1HK-C8V-LGF)
Really cool. I enjoyed the use of the scroll to double back to get the keys under the ships. I wasn't aware the keys were optional at the end but it still felt good to get it all. I also enjoyed the boss fight at the end
The Sauce - Guardian of the Sky (S5V-1G2-WCG)
A super well crafted level. Really cool use of looping scroll, and the door at the end to repeat stuff was a great design decision.
Winner
Ok, picking the winner here was crazy hard. Custom Autoscroll seems like one of the most difficult things to use, and it was applied really well here by all of you. So things were super close. I went back and forth between my decision but I think I am going to go with. @quovadis13 - Boom Boom's Airship - I really had a fun time with this one. It used custom scroll well, with variable speeds and directions, and applied the theme well.
Oh man that’s awesome!!!! Just so everyone knows, while working on that level, I removed a lot of bullet bills and cannons from the layout. Doing that definitely made the course more fun overall I feel, especially since the autoscroll kept the bullets that were aimed left on the screen the whole way with you. Also, I usually try to make a “true ending” so to speak that will just be the three 1-ups.
I have an idea for the challenge, but I will post it later tonight or in the morning tomorrow when I have some time to do it up right
the japanese guy who made this level is like on a whole nother plain of Mario Making existence from me.
What the fuck.
This is why creator tools -- modding APIs, map editors, customization options, all of it -- need to be taken more seriously by game devs. Sure, players are not AAA game devs. But they're experts at doing things you never would have thought of with every single piece of tech you give them.
This, there are so many really talented people out there who are excited about game development but only want to do it as a hobby. Making an indie game from scratch and finding an audience is nearly impossible without a paid team, players' standards are too high now. So creators have good reason to prefer a creative platform where the baseline gameplay is already there, and people will actually play what they make.
+1
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FiggyFighter of the night manChampion of the sunRegistered Userregular
Kai_SanCommonly known as Klineshrike!Registered Userregular
I love multiplayer too. The bullshit is just what makes it fun. You need to accept that there will just be some really dumb wins both on your end and on others.
But the absolutely unpredictable insanity makes for some amazing moments. I get that losing to stupid shit left and right isn't easy for some, but when you can laugh it off some of it is just freaking hilarious. As that vid showed.
Also, there is something very rewarding about being able to "read" a level just by knowing the SMM design meta. Sometimes you just make an insane read on some mistake they made and instantly win a level leaving everyone confused as hell.
The multiplayer has lag/slowdown spikes in almost every match and in about 1/4 matches that slowdown is massive where gameplay starts getting measured in seconds-per-frame.
It would be fun if it worked, but it doesn’t.
0
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Kai_SanCommonly known as Klineshrike!Registered Userregular
I mean speak for yourself?
I get plenty of lag free games. The majority of them even.
I lagged every single game until I bought an ethernet adapter, and after that I think I only saw one or two really laggy rounds. If you aren't on a wire, get on a wire!
My favorite musical instrument is the air-raid siren.
I find laggy games just add to the hilarity. Once someone quits the lag usually disappears. There is a unique form of comradeship created through these laggy messes (assuming everyone else is lagging also)
I find laggy games just add to the hilarity. Once someone quits the lag usually disappears. There is a unique form of comradeship created through these laggy messes (assuming everyone else is lagging also)
The game uses a consensus model, so every frame advances only once each system knows what inputs have been issued for each player (with, presumably, a small buffer). If the game is advancing slowly for you, the game is advancing slowly for everyone.
My favorite musical instrument is the air-raid siren.
Make a fun and exciting but short and sweet Mario level using only 4 screens*. Will it be a series of 4 one screen challenges/puzzles or a short but intense platforming challenge? Limiting yourself to a set area will definitely challenge your creative abilities.
*Note, if you want to have an extra screen for an entrance and exit to dress up your level, feel free to technically make 6 screens, but the meat of your level should be confined to 4 screens
Challenge details:
Level Style: Any
Level Theme: Any
Nighttime option: Yes
The scroll lock option is great at locking the view to make levels feel much more “proper”. So far, when I make levels, I have found that I feel like I have to use the entire area available in the game to make a level. I feel that that kind of thinking can lead to levels being too long and difficult as a result. Placing a restriction like this I hope will force everyone to really focus on one or two elements only and how to squeeze as much fun out of them.
As I mentioned above, if you want to make a start screen that just leads to a pipe so you can place your 4 screens in the subworld, go right ahead. Also, my hope is that by limiting the screens, levels won’t take as long to make (or to play and judge!)
When do we want the submission deadline to be? I will try to run through levels as they come in and can probably play the last few levels on Saturday night (Eastern time zone), so if you need most of the day Saturday to finish, I can probably accommodate that (hopefully?)
I have a hankerin for a chaotic underwater level with lots of cranes and sawblades on tracks
0
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
@quovadis13 Just to make sure I understand the definition, is a screen "single screen wide and high", or (in a standard horizontal world) "single screen wide, two screens tall". Like, are we allowed to use the vertical space I guess is my question.
My instinct is that it's the former ("single wide, single tall") but I want to make sure I'm not unnecessarily limiting myself.
@quovadis13 Just to make sure I understand the definition, is a screen "single screen wide and high", or (in a standard horizontal world) "single screen wide, two screens tall". Like, are we allowed to use the vertical space I guess is my question.
My instinct is that it's the former ("single wide, single tall") but I want to make sure I'm not unnecessarily limiting myself.
Single screen wide, single screen tall. Like the description says, a set of 4 single screen challenges would work, but if you want to link them together as one big connected room, you can do it in whatever way you want but keep it in single wide single high building blocks.
Also, if you have a design that requires some off screen triggering, I will allow it and not count it as part of your screen count as long as you keep that hidden. Use those scroll locks well!
Man, really annoying that i haven't had much time to sit down and work on a new level. I started the first 2 screens, but it's super bare bones so far.
Man, really annoying that i haven't had much time to sit down and work on a new level. I started the first 2 screens, but it's super bare bones so far.
So you're 50% of the way done with this week's challenge level, is what i'm reading.
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
Anyway, @quovadis13 made the objectives pretty clear, in terms of why only 4 screens. Throwing a bunch of dense boss fights in there is a way to technically meet the criteria while avoiding the spirit of the challenge.
Similarly, I've tried to brainstorm ways to do other clever things, like have the player go back and forth across the 4 screens, but various contraptions cause some changes each time. While that could lead to some clever fabrication of techs, it's still avoiding the point of this exercise.
Squeezing fun out of one or two elements, though, is something I'm super comfortable with. Two of my best challenge courses were the Kuribo's Shoe one in this set and the Buzzy Barrows course from the original Mario Maker, both of which focused on a single thing. It's just that those were long, filled with efforts to use the thing in every possible way.
Here, the trick is to optimize every grid cell of the layout to maximize fun for the player, choosing the very best of the ways to work with the elements chosen. I think I have a pretty good idea for this, going back to another one of the original game's challenges we ran, and a backup option that's still forming in my head.
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Anyway, @quovadis13 made the objectives pretty clear, in terms of why only 4 screens. Throwing a bunch of dense boss fights in there is a way to technically meet the criteria while avoiding the spirit of the challenge.
Similarly, I've tried to brainstorm ways to do other clever things, like have the player go back and forth across the 4 screens, but various contraptions cause some changes each time. While that could lead to some clever fabrication of techs, it's still avoiding the point of this exercise.
Squeezing fun out of one or two elements, though, is something I'm super comfortable with. Two of my best challenge courses were the Kuribo's Shoe one in this set and the Buzzy Barrows course from the original Mario Maker, both of which focused on a single thing. It's just that those were long, filled with efforts to use the thing in every possible way.
Here, the trick is to optimize every grid cell of the layout to maximize fun for the player, choosing the very best of the ways to work with the elements chosen. I think I have a pretty good idea for this, going back to another one of the original game's challenges we ran, and a backup option that's still forming in my head.
Back tracking through the screens is definitely within the boundaries especially now that we have on/off switches which would make something like that easier. Using that as a mechanic to essentially "extend" the level can potentially be a neat idea for this challenge.
The only restriction is the physical screen space you can use to design. What exactly you want Mario to do inside those screens is completely up to you
Make a fun and exciting but short and sweet Mario level using only 4 screens*. Will it be a series of 4 one screen challenges/puzzles or a short but intense platforming challenge? Limiting yourself to a set area will definitely challenge your creative abilities.
*Note, if you want to have an extra screen for an entrance and exit to dress up your level, feel free to technically make 6 screens, but the meat of your level should be confined to 4 screens
Challenge details:
Level Style: Any
Level Theme: Any
Nighttime option: Yes
Are non-interactable offscreen mechanisms allowed? Such as a Thwomp above the playable area hitting a switch? My guess would be no, but just making sure.
@quovadis13 Just to make sure I understand the definition, is a screen "single screen wide and high", or (in a standard horizontal world) "single screen wide, two screens tall". Like, are we allowed to use the vertical space I guess is my question.
My instinct is that it's the former ("single wide, single tall") but I want to make sure I'm not unnecessarily limiting myself.
Single screen wide, single screen tall. Like the description says, a set of 4 single screen challenges would work, but if you want to link them together as one big connected room, you can do it in whatever way you want but keep it in single wide single high building blocks.
Also, if you have a design that requires some off screen triggering, I will allow it and not count it as part of your screen count as long as you keep that hidden. Use those scroll locks well!
We are well along the road of sacrifices. Below us is the Crucifixion Woods. Beyond the flooded woods lies Farron Keep, home of the Undead Legion. Further yet is the Cathedral of the Deep. We seek the cathedral, home of the grim Aldrich.
DS3 - Road of Sacrifices
FH8-S4V-PQF
Boss: Crystal Sage
One of the twin students of Big Hat Logan, this sage allied himself with the Abyss Watchers of Farron Keep. Alas, his crystal magics eventually drove he and his twin mad. Beware his illusions!
...This boss sometimes breaks. The second phase is supposed to warp the flagpole but fails randomly. Only surefire fix was to use small mages, and I wasn't willing to do that. If you get lucky, enjoy the easy win!
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Posts
P59-698-55G
the japanese guy who made this level is like on a whole nother plain of Mario Making existence from me.
These are 3 of the 4 rooms. I left out the first because compared to these it was a joke
Airship Assault
9K6-LXH-8DG
Section one: Asthetics. Really, i should have put a reset door in to let the player try the start sequence again there.
Section 2: That is so, so werid! I wonder why it works on my end, but not on others?
Section 3: It's possible i'm a sadistic fuck and enjoy your suffering.
That said! Thank you again so much. Loving the feedback on this, it's a real confidence booster
I really need to sit down and play a bunch of the thread's courses and give out some good feedback as extra thanks - i find i enjoy making courses way more than i do playing them, ironically <.<
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
What the fuck.
This is why creator tools -- modding APIs, map editors, customization options, all of it -- need to be taken more seriously by game devs. Sure, players are not AAA game devs. But they're experts at doing things you never would have thought of with every single piece of tech you give them.
https://www.youtube.com/watch?v=2nbOwK7k90E
175-P91-9WF
This maker and I have a bit of a back and forth going and I recommend checking out the rest of their levels. But this one has me stumped.
It may be more toxic than the poison mushroom, but damn is it funny to watch!
I was so close to that damn 5 win streak again too.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
The Entries:
Agoaj - Airship Assault (9K6-LXH-8DG)
Djiem - Airlock Escape (19V-RWX-D0G)
Kai_San - Once More With Speeding (9PQ-K6B-VXF)
Kizmit - Turbulence (K3M-M9L-SJG)
Mr_Grinch - Walls are Made for Jumping (3X1-2RG-G3G)
Quovadis13 - Boom Boom's Airship (1HK-C8V-LGF)
The Sauce - Guardian of the Sky (S5V-1G2-WCG)
Winner
@quovadis13 - Boom Boom's Airship - I really had a fun time with this one. It used custom scroll well, with variable speeds and directions, and applied the theme well.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Oh man that’s awesome!!!! Just so everyone knows, while working on that level, I removed a lot of bullet bills and cannons from the layout. Doing that definitely made the course more fun overall I feel, especially since the autoscroll kept the bullets that were aimed left on the screen the whole way with you. Also, I usually try to make a “true ending” so to speak that will just be the three 1-ups.
I have an idea for the challenge, but I will post it later tonight or in the morning tomorrow when I have some time to do it up right
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
This, there are so many really talented people out there who are excited about game development but only want to do it as a hobby. Making an indie game from scratch and finding an audience is nearly impossible without a paid team, players' standards are too high now. So creators have good reason to prefer a creative platform where the baseline gameplay is already there, and people will actually play what they make.
It is? I should stop having so much unbridled fun with it then...
Sarcasm aside, you're wrong. Multiplayer is awesome in this game.
There, no we're back at neutral.
But the absolutely unpredictable insanity makes for some amazing moments. I get that losing to stupid shit left and right isn't easy for some, but when you can laugh it off some of it is just freaking hilarious. As that vid showed.
Also, there is something very rewarding about being able to "read" a level just by knowing the SMM design meta. Sometimes you just make an insane read on some mistake they made and instantly win a level leaving everyone confused as hell.
It would be fun if it worked, but it doesn’t.
I get plenty of lag free games. The majority of them even.
The game uses a consensus model, so every frame advances only once each system knows what inputs have been issued for each player (with, presumably, a small buffer). If the game is advancing slowly for you, the game is advancing slowly for everyone.
The Four Screen Challenge!!
Make a fun and exciting but short and sweet Mario level using only 4 screens*. Will it be a series of 4 one screen challenges/puzzles or a short but intense platforming challenge? Limiting yourself to a set area will definitely challenge your creative abilities.
*Note, if you want to have an extra screen for an entrance and exit to dress up your level, feel free to technically make 6 screens, but the meat of your level should be confined to 4 screens
Challenge details:
Level Style: Any
Level Theme: Any
Nighttime option: Yes
The scroll lock option is great at locking the view to make levels feel much more “proper”. So far, when I make levels, I have found that I feel like I have to use the entire area available in the game to make a level. I feel that that kind of thinking can lead to levels being too long and difficult as a result. Placing a restriction like this I hope will force everyone to really focus on one or two elements only and how to squeeze as much fun out of them.
As I mentioned above, if you want to make a start screen that just leads to a pipe so you can place your 4 screens in the subworld, go right ahead. Also, my hope is that by limiting the screens, levels won’t take as long to make (or to play and judge!)
When do we want the submission deadline to be? I will try to run through levels as they come in and can probably play the last few levels on Saturday night (Eastern time zone), so if you need most of the day Saturday to finish, I can probably accommodate that (hopefully?)
Have fun!
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
I have a hankerin for a chaotic underwater level with lots of cranes and sawblades on tracks
My instinct is that it's the former ("single wide, single tall") but I want to make sure I'm not unnecessarily limiting myself.
Single screen wide, single screen tall. Like the description says, a set of 4 single screen challenges would work, but if you want to link them together as one big connected room, you can do it in whatever way you want but keep it in single wide single high building blocks.
Also, if you have a design that requires some off screen triggering, I will allow it and not count it as part of your screen count as long as you keep that hidden. Use those scroll locks well!
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
So you're 50% of the way done with this week's challenge level, is what i'm reading.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Make 4.
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!
Anyway, @quovadis13 made the objectives pretty clear, in terms of why only 4 screens. Throwing a bunch of dense boss fights in there is a way to technically meet the criteria while avoiding the spirit of the challenge.
Similarly, I've tried to brainstorm ways to do other clever things, like have the player go back and forth across the 4 screens, but various contraptions cause some changes each time. While that could lead to some clever fabrication of techs, it's still avoiding the point of this exercise.
Squeezing fun out of one or two elements, though, is something I'm super comfortable with. Two of my best challenge courses were the Kuribo's Shoe one in this set and the Buzzy Barrows course from the original Mario Maker, both of which focused on a single thing. It's just that those were long, filled with efforts to use the thing in every possible way.
Here, the trick is to optimize every grid cell of the layout to maximize fun for the player, choosing the very best of the ways to work with the elements chosen. I think I have a pretty good idea for this, going back to another one of the original game's challenges we ran, and a backup option that's still forming in my head.
Back tracking through the screens is definitely within the boundaries especially now that we have on/off switches which would make something like that easier. Using that as a mechanic to essentially "extend" the level can potentially be a neat idea for this challenge.
The only restriction is the physical screen space you can use to design. What exactly you want Mario to do inside those screens is completely up to you
I have 549 Rock Band Drum and 305 Pro Drum FC's
REFS REFS REFS REFS REFS REFS REFS REFS
DS3 - Road of Sacrifices
FH8-S4V-PQF
Boss: Crystal Sage
One of the twin students of Big Hat Logan, this sage allied himself with the Abyss Watchers of Farron Keep. Alas, his crystal magics eventually drove he and his twin mad. Beware his illusions!
...This boss sometimes breaks. The second phase is supposed to warp the flagpole but fails randomly. Only surefire fix was to use small mages, and I wasn't willing to do that. If you get lucky, enjoy the easy win!