A puzzle-platformy level revolving around switching conveyors on and off. Enemies blocking your way? Conveyors making things hard for you? P-switches to the rescue! But prepare to be quick on your feet, and think about what those conveyors do for you.
This revision isn’t for cheese, but to make the level as good as possible. In particular, the middle puzzle involves far less backtracking if you mess up once, and the solution is less fiddly. Also added a few more decorations and a whole new ending.
Re-edited because ANOTHER bit of cheese was discovered.
for reference, here are the two other levels that complete the trilogy:
[details=Spoiler]
Crazy Crullers https://www.youtube.com/watch?v=qZc1zWvDkSI
*i’m pretty sure i changed crazy crullers and made it better than what you see in the vid and reuploaded it recently.
Mario Maker isn’t DEAD dead, but you do definitely have to work harder to get your levels played at all, unless you’re big enough to already have lots of subscribers.
Tossing levels at streamers will get you stars, if your level’s at least decent, and viewers of those streams may play as well if your level catches their eye. Beyond that, going around and playing, starring and commenting on people’s levels also means more people will be willing to look up your levels. Especially if you do it in places where people are looking for feedback.
Recently I’ve had two of my levels (“Preposterous Power Switchcraft” and “Hark! High-Hanging Horticulture!” get into the in-game star ranking lists because they had a healthy star/plays ratio once they got a little over a hundred plays. That got them a more than healthy play count - Power Switchcraft more than the other, because it’s easier, and more people who finish = more stars = it stays longer in the rankings.
I also noticed that those levels didn’t make it into the star rankings before I’d gone in and been active in the game - both of them got more than a hundred plays while I was having a break, but got into the rankings immediately after I’d gone in and played some levels again. I dunno if this is something the game does to ensure active players get promoted, or if it’s just a coincidence, but it would make sense.
I’m still playing this game and making levels. Started working on another S course a few nights back in the Super Mario World tile set. Making it ice based with Yoshi on the second half.
Deleted Courses:
Super Mario Dash (Hard Type)
Mystery House Challenge
New Courses:
◆S-11: THROWIN’ SHADE 19FB-0000-02B2-F34B
Sometimes it doesn’t hit how hard a course truly is until you’re trying to upload the sucker. I died SO many times just trying to complete this one the first time and then a TON of times for the checkpoint clear!
This course has you on the move trying desperately to avoid the ahem shade from the enemies above. In two instances, you’ll actually need their assistance to advance forward. This is the first time I’ve made a course to include my most hated enemy in the entire history of the Super Mario series, Lakitu. I always knee I’d find a use for something I hate so much.
i could see how tricky tricky would be…tricky…
there’s a section where you jump and find hidden blocks that takes you to the top of the level @roknin
i should have made a clue within the level but that was before i got better at making levels.
i should have put a coin at the top or something so it’d be a hint to jump.
If you’re worried about getting enough stars that the level stays up, it’s enough to just play a bunch of other people’s levels, leave comments and such. Hawking your level IS necessary if you wanna get more than a handful of plays, though, yes, and that does suck.
Finally done with my Airship stage. Level is lengthy.
As far as community goes. Being active is part of it. There’s a ton of content out there so I think being involved is pretty important. I just stayed here, but I should be more on Miiverse or even Reddit.
SMB AIRSHIP feat. MEGAMAN
1133 - 0000 - 02BE - 83EF
EDIT: fixed the number. Kept the bomb there as an asshole move, and there’s still one more but it’s optional. Thanks for the kind words!
Deleted ‘Two Choice Dungeon’ and probably gonna do the same for ‘STG-Platformer’ and ‘Underwater Hoopla’. There’s some ideas about the aforementioned mentioned two that I still like and want to implement, but the levels as a whole were rougher than I thought.
Not bad, @Femto. There are a couple of rough spots, in that you find at least one bomb suddenly dropping out of the sky without warning. But, the course is solid and reactable.
Mind you, you put in the wrong code. It starts with 1133. Found it by going to your other levels and clicking my way through from there.