Making tough courses is super fun! ★S-2: CLUTCH is my first course to get a Super Expert rating with only 2 clears thus far. I’ve checked the map of ★S-1: GRAVY and lots of people can’t even make it to the first set of Bill Blasters. Like, seriously? People can either jump on the Green Koopa Troopa and kick him at the Spinys, killing them or jump over all of them entirely. It baffles me that the most deaths in ★S-1: GRAVY are at the very start of the course.
Anyway, I’m finishing up two more Star Special courses. ★S-3 will be the first one up. First of the Star Special courses to use the Super Mario Bros. 3 set. Here’s a preview of the next few Star Special courses.
(Well, this thread has certainly been busy as of late, which makes the fact that I’ve been so lazy this past fortnight rather inexcusable, especially since I’ve actually been around.)
So my apologies everyone, especially since I was bemoaning the fact that this thread was rather inactive just about a month ago and now it quite clearly isn’t. Even not having the game still, I’m glad to see this is case. I’ll try to keep on top of it from now, especially since I’m probably going to split the first post in half sooner than later–this is also a heads up about that, @T20thoughts.
As it is, I’ve updated both the videos and the stages that were added after T20thoughts’s last post. I currently plan to double check things in about three hours or so when I’m (maybe) less distracted given that I just realized, at the very least, I personally seem to have missed one of LordWilliam1234’s videos somehow.
This is a New Super Mario Bros-style course. I include a few throwback design cues from classic Mario castles (traditional fire bar placement) mixed with multiple paths through segments. The basic idea is that it’s intended to be played multiple times, optimized and completed as quickly as possible. Not sure if it’s as fun as it should be on the first playthrough, though.
May revisit this “speed-run” level design philosophy in the future and see if I can’t perfect it.
I’ma try that speed run level out @Dungeonman . I still want to design more with that concept in mind. Right now I just have Cheep Cheep Bridge, although I guess you can really speed run any level.
(I’ll double check tomorrow when I’m less distracted.)
In the meantime, I added dungeonman’s latest stage. I also fixed my error in apparently not posting the correct link to Roknin’s latest video. I also found and correctly posted LordWilliam’s 8th video of SRK courses that I somehow didn’t post on the front page two weeks ago. Go me.
This one features his “Dippy Mole Carnage”, “These Boots Were Made For Flying”, “EVO-Trooper M & The Biotower X”, and “EVO-Trooper M & The Terrorfield” courses.
There’s a bunch of little stuff I’ve noticed I don’t know how to build while playing some of your guy’s levels. Like at the beggining of @chadouken!'s Metroid level, where the screen starts pulsing like you’re running out of air or when that weird spotlight appears and confetti flies everywhere. I also played another level where you could get into Bowser Jr.'s floating machine thing but it was red, giant, and shot fireballs.
How do I do stuff like this? It doesn’t seem to explain any of it. Is there like a list of all these little hidden things that I can reference?
To get the weird effects you have to touch the frog and it brings up a different toolbar for sound effects and stuff. Each sound effect can be placed and when Mario passes through it will trigger it. Each one can also be shaken to change to a different effect. I forget which one the heart throb is, but it might look like a heart.
I haven’t used the fire clown car yet, but I am assuming you shake the regular clown car to change it. Also- shake the arrow to turn it into a checkpoint.
Placing any effect thingamabob on an open spot will trigger the effect when Mario touches it. Placing them on items/enemies/blocks will USUALLY trigger them when you grab the item or hit/kill the enemy or hit the block. Placing any effect on Mario will trigger it at different times depending on the effect. Some trigger when you die, some when you duck, some when you jump, etc.
If it’s one of the actual backing soundtracks (Bowser/Mushroom symbol), it’ll keep playing for as long as the symbol is on screen after it’s touched, or as long as the enemy it’s placed on is on screen… Or, I guess, after one loop after the item is grabbed?
Anyway, place those particular music symbols around the area where Mario will be moving to keep the music going, if you want to make an entire area a bonus/boss music area. So you’d place the music symbols somewhere the player can’t help but touch them to get the music going, and then just make sure to scatter some around so one of them is always on screen. Or attach the music effect to Mario, and it’ll keep playing whenever it’s not overridden by different music.
Some of the music tracks (conga/rad dance track) are limited-time effects, so they will be triggered like any other sound effects, every time you hit them.
I actually went to the bookmark site and grabbed some random levels to try out. Will get some more of y’alls levels in the next go, but figured I’d share today’s vid. Couple of really cool ones, though nothing really difficult.
also i made some changes to Everyting Lock Arff…there’s a check point now and i removed a ship or two.
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i need to come up with some fresh concepts for the chadouken level. i was hoping that nintendo would throw us something we’ve been asking for during their recent update but oh well. i had to get creative with the boss fight in trap music. i’m definitely out of ideas at this point, though.
Been playing as many courses as I can. Good stuff so far. Also chadouken I hate this bullet jump in Over and Under. I got it but accidentaly started over after grabbing the checkpoint. Lol.
My first Ghost House course. And not a single Boo is in sight. This one really evolved from what I originally intended it to be. There’s a fair amount of backtracking involved and I used a lot of doors in this one but nothing too complicated.
★S-3: BOOYAH C06A-0000-01AE-B92C
I’m a bit more generous with the power ups for Star Special course number 3. There’s also a checkpoint. Don’t slip!
(Sigh. I need to stop leaving things to do all at once given I never accomplish them.)
Anyway, all of the most recent stages have been added. I also added each individual stage of FullMetalRoss’s and spec’s, though for the latter I forewent adding his automatic stage “A Failed Experiment” or the three earlier versions of stages he apparently re-uploaded with check p-points. Also also, I figured out why I was missing @LordWilliam1234’s “SRK Courses 8” video and so that’s been added now alongside the latest videos; for the record, no, I didn’t lose a bit this time.
Beyond that, I think I have the template I want for the large overall of the front page I’m going to do this weekend. Provided nothing horrible happens–which means something probably will–this weekend to stop my otherwise lazy ass, the front page should look rather different come Sunday’s end. So the front page is a bit…ugly looking underneath the spoilers at present, but it shouldn’t remain that way much longer.
In the meanwhile, though not mandatory, if everyone who has a Super Mario Maker Bookmark profile could please post the link to it, then I’d be grateful. It’s hardly mandatory or anything, but if the site’s there and you guys who actually have the game are actually using it, then I might as well link to it.
P.S. @Dungeonman, is “Mortal Incentive” one of your stages or someone else’s? I ask because I went back to page 14 and saw you mention it, but for some reason it wasn’t on the front page at all and I have no way of checking myself since I don’t have the game still.