There’s no way to have the items in blocks reset during a level is there?
I was trying to make a ghost house level but I’m running into problems with items. The only thing k remember remotely resetting were winged question blocks but i could be wrong.
I’ll have to start posting my levels up. A question on rating though, so what percentage of plays do you have to have before they even kick in? Thanks for the information on the clear percents though I think most of my levels have below a 1% clear but they aren’t that hard… Anyway yeah I’ll post up and play some of the other ones on here.
Oh Also do you guys know how to make something catch on a track that isn’t on there already? Is it possible with something like a turtle shell or a Beetle Shell?
Changes:
The difficulty has been upped.
Monty moles throughout the level in addition to the spinys…
More aesthetically pleasing.
The boss fight at the end has been taken out and replaced with a harder “sprint” toward a pipe leading to the exit.
No fire flowers. You can only get mushrooms so you’re forced to avoid most of the enemies rather than kill them.
Harder jumps.
Two hidden one ups and 100 coins to collect for the third one up.
since you breezed by the last level i had to make this a little harder…
also, nintendo deleted my piranha drama level which is ok…because i’m already working on the sequel which will be longer and better.
EVO-Trooper M & The Terrorfield 08E1-0000-018E-153B
Fixed all the situations in which the players could trap themselves, touched up the visuals, heavily revamped the final “dungeon” and completely reworked the boss encounter. It’s still a very long course so don’t expect to clear it on a single play (though it’s possible). Pretty satisfied with it.
I played Spooky Spring in Your Step. This level was a lot of fun. Really liked its focus on a few complimentary elements and using the cape with the noteblocks was satisfying. Springs used as deathtraps are also really funny to me. Also liked your use of hidden blocks. I naturally encountered all of them through normal play… jumping for coins and off of certain note blocks. Also fit with the ghost house feel. The two doors at the beginning were cool and I liked that one gave you a tour of the level.
Thanks for the feedback. the first few stages I made I had a hard time getting a feel for what I really wanted to do. The ghost stage came to me as I noticed from other makers the use of springs. I focused less on enemies and more on navigation (as That’s how I feel a ghost house in a Mario game is best done. You also figured out that the doors not only give you a preview of what’s to come but to reward exploration. The feathers were an afterthought as I tested it out with my GF. She told me without some kind of powerup, it can get a bit too frustrating. Placement allows you to navigate easier without completely conquering the stage in seconds.
stage took me 4 hours of trial and error. I replayed it again myself and am really satisfied. @debs get props for giving out advice which I took into account as I built the ghost house.
@debs your levels are fucking sick dude. Love the Pain ones, and the newest one you just posted. I’ve been trying to speed run them and get all the world records. I’ll get to some more of y’all’s courses later on this week.
I love that it posts the best time, that feature just added soooooooo much more content for me. I wish it posted everyone’s time, though, not just the best. Like a leader board. And replays would be bad ass, a la DKCTF. But still, going after the best time is going to keep me busy for a while. I want to design some courses geared toward speed runs now.
Gentleman and… gentleman, my first of intentionally hard but fun/fair courses is finished and uploaded.
★S-1: GRAVY 9BEA-0000-0190-2C85
Its very much in the vein of World 8 levels from the original Super Mario Bros. This one didn’t give me too much trouble and I don’t think it will give you all much trouble either. But since our modest courses here seem to be giving players outside of the SRK Super Mario Maker circle a lot of hassle (another of my courses got hit with the expert rating on SMM Bookmark) I suspect it may be trouble for a lot of other players. Keeping it in line with World 8 from SMB, there are no checkpoints. Its only takes place on a single level area and as many times as I ran through it, I didn’t think it warranted assigning a checkpoint.
Currently working on finishing up ★S-2. I’ll elaborate on it once its done, but its a considerable step up from GRAVY as I’m having a tough time finishing it.
debs, I see you, my boy. Those Super Mario Maker course making skills are on point! Gonna have to follow you for sure.
Played your GRAVY course @ReggieHadoken. Excellent design, man. Getting that hidden fire flower at the beginning makes things much more manageable. It has great flow and a classic feel to it. Awesome level.
I got it just under a minute but I think I can get it way under. I’ll wait for someone to beat my time on it first.
Updated the front page with the stages posted here.
@debs - If you want your stages added to the front page, please post your level name and code as well in the posts. It’s just on the side of annoying to have to go get the stage name from another page entirely!
i went back and altered ‘stacks on deck money gang’ to make it easier to play through. its still challenging but the following have changed to allow the player room to breathe:
Stacks On Deck Money Gang v. 2
29E6-0000-0190-7FE8
[details=Spoiler]-the propeller mushrooms have been taken out and replaced with fire flowers.
-a couple of enemies have been taken out to make jumps easier.
-the checkpoint flag has been moved to roughly halfway through the level so that you don’t have to repeat a challenging part only to go through another challenging part.
-platforms have been shifted or added to make it easier to get through various areas in the level.
-there are now 100 coins instead of 90 something.
-its easier to exit the level. there was a block or two making the descent from the airship to the flag pole hard. a player could fall to their death easily by trying to exit from tripping on a block.
-more powerups and the powerup when you come out of the pipe to go through the second half of the level is easier to get since its above a block you can stand on so that you don’t have to deal with the enemies below.
[/details]
also, i worked on a grass level. its a simple level that i made for when i bring the wii u over and meet up with family or friends…just to show off the game. its basically like any mario 1-1 level. it has two hidden 1-ups and 100 coins as well. hopefully my family will enjoy it and be able to beat it plus maybe casual players will give me more stars since its easy to beat lol.