Author Topic: Let's Share Super Mario Maker Levels!  (Read 17718 times)

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Offline David

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Re: Let's Share Super Mario Maker Levels!
« Reply #90 on: October 08, 2015, 08:55:51 PM »
Shell Surfin is now 9E78-0000-0097-42B4. I don't have any jumps off the shell anymore. Those were too tricky. Now it's mostly based on timing your throws of pow and p blocks. Anyone wanna try this and see if it makes the least bit of sense to them? I tried to make the first half as a clear of a primer to what's next as possible.


Offline Edward J Grug III

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Re: Let's Share Super Mario Maker Levels!
« Reply #91 on: October 08, 2015, 09:27:41 PM »
I was playimg the last version but was getting stuck at the pow block will give it a shot.

Also I noticed I could restar a lot of levels again today? So I gave a new wave of stars to quirks levels, did they actually count, being levels that I had starred previously?
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Offline David

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Re: Let's Share Super Mario Maker Levels!
« Reply #92 on: October 08, 2015, 10:11:12 PM »
I was playimg the last version but was getting stuck at the pow block will give it a shot.

Also I noticed I could restar a lot of levels again today? So I gave a new wave of stars to quirks levels, did they actually count, being levels that I had starred previously?

Probably new versions of old levels, that will let you re star.

Which POW giving you trouble? The first one underground? You kind of have to throw it as soon as you pick it up.
BTW, you got the "pick items up while you're on the shell" lesson in the upperside right? I added a big Y for that.


Offline Edward J Grug III

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Re: Let's Share Super Mario Maker Levels!
« Reply #93 on: October 08, 2015, 11:08:43 PM »
I was playimg the last version but was getting stuck at the pow block will give it a shot.

Also I noticed I could restar a lot of levels again today? So I gave a new wave of stars to quirks levels, did they actually count, being levels that I had starred previously?

Probably new versions of old levels, that will let you re star.

Which POW giving you trouble? The first one underground? You kind of have to throw it as soon as you pick it up.
BTW, you got the "pick items up while you're on the shell" lesson in the upperside right? I added a big Y for that.

It's not new versions, because it still says I have completed them.

I only found one pow, but I think I might have been taking shortcuts?
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Offline David

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Re: Let's Share Super Mario Maker Levels!
« Reply #94 on: October 08, 2015, 11:16:00 PM »
I kinda hate the clown car levels, but I would totally play one if it's called "Clowns in the Sky" or "Where is that Clown in the Sky?"

Anyways, version 1 had 1 POW. The one that's up now replaced some of the jumps with more POW throws.
« Last Edit: October 08, 2015, 11:28:55 PM by David »


Online The Lurker

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Re: Let's Share Super Mario Maker Levels!
« Reply #95 on: October 09, 2015, 05:11:29 AM »
Not mine...


Offline k1

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Re: Let's Share Super Mario Maker Levels!
« Reply #96 on: October 09, 2015, 06:51:20 AM »
Absolutely zero chance I could ever beat that.


soguru

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Re: Let's Share Super Mario Maker Levels!
« Reply #97 on: October 10, 2015, 12:09:33 PM »
I just posted a couple new levels:
B50C-0000-0099-4356
E84F-0000-0099-3F01
0CDF-0000-0097-589C
8733-0000-0097-56A3
7E3C-0000-0094-6FD9

I see you played some of them Grug and starred them. Thanks!

Lurker, that level looks CRAZY hard!  :o
« Last Edit: October 10, 2015, 12:11:07 PM by Soguru »


Offline Edward J Grug III

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Re: Let's Share Super Mario Maker Levels!
« Reply #98 on: October 10, 2015, 11:05:26 PM »
I've just finished my Super Mario World 3 cycle. Based on our conversations last week, I focused on shorter, easier levels (I think!) but with lots of paths.

3-1  1CF0-0000-0074-38E2
3-2  9E6F-0000-0075-7A3F
3-3  ABDC-0000-008F-1433
3-4  F91A-0000-008F-1B4E
3-5  8C46-0000-0095-6C6C
3-6  2C27-0000-0097-6444
3-7  4328-0000-009D-C675
3-8  F73D-0000-009D-DFC6

I think 3-5 (ghost house) and 3-8 (Bowser castle) are my two favourites.

Time to start playing around with Super Mario World levels :)
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soguru

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Re: Let's Share Super Mario Maker Levels!
« Reply #99 on: October 10, 2015, 11:17:55 PM »
I think I like making New SMB levels better because there's a little more flexibility in regards to wall jumps. Anyway I'll check out your new levels as soon as I can. Thanks Grug. :)


Offline Edward J Grug III

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Re: Let's Share Super Mario Maker Levels!
« Reply #100 on: October 10, 2015, 11:20:16 PM »
Thank you!

I've been limiting myself so that I get the most out of the experience. Creating 8 worlds in each style before I even start playing with the next one, especially since each style opens up more options in terms of moves etc.
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Offline Edward J Grug III

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Re: Let's Share Super Mario Maker Levels!
« Reply #101 on: October 10, 2015, 11:39:27 PM »
I think this game is making me appreciate Mario games more too. Makes me want to go back and replay some!
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Offline David

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Re: Let's Share Super Mario Maker Levels!
« Reply #102 on: October 11, 2015, 04:13:47 PM »
I'll get to yours now Grug. I just made two more Mario 3 levels myself!

Pruning Plants in Piranha Plains E3D3-0000-00A4-C0DB (e: newest version)
Boxes in the Sky A8A4-0000-009C-2675
« Last Edit: October 12, 2015, 06:42:45 PM by David »


Offline Edward J Grug III

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Re: Let's Share Super Mario Maker Levels!
« Reply #103 on: October 11, 2015, 04:57:58 PM »
I played boxes in the sky yesterday - Maybe the only level you've made that I was able to complete? Clever use of the boxes too!

I've almost hit 100 stars now. They seem to be rolling in faster now that I have got my second medal? Perhaps people start to think your levels are more worth checking out? Not sure.

Hope it won't take me too long to get to the next medal level (150), though I have four open slots fro SMW levels.
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Offline David

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Re: Let's Share Super Mario Maker Levels!
« Reply #104 on: October 11, 2015, 05:20:36 PM »
I've just finished my Super Mario World 3 cycle. Based on our conversations last week, I focused on shorter, easier levels (I think!) but with lots of paths.

3-1: The exit path is too mysterious. I guess I do mysterious paths too but I try to give easier clues. The proper exit pipe is offscreen, as invisible as the coin box! Also it's pretty trolly that the fireflower boxes can knock you off the platform in pipe exit 2. Good arrangement with the hazards though.

I liked 3-2 more. Is it supposed to be in space? I noticed that UFOish platform and no ceiling.

3-3 even better. Cool jellyfish challenge to get that mushroom at the beginning. Some haphazard choices though, like what's that row of music boxes about?

3-5: Again pretty random choices. Koopas AND dry bones? In a ghost house I'd stick with dry bones unless you need the shell for a puzzle or something. Also maybe some semi solid platforms to decorate. And more "room-like" rooms, square and rectangular. Makes it more like a house. If you don't focus on either puzzles or spooky enemies in a ghost house you might as well go with a different theme. Just my preference.

3-6: Immediate pipe to underworld. Very mario 3-esque! I remember a part with donut drops over a blue floor. I was curious why they weren't over a pit so I explored and found an invisible fire flower! Pretty cool! Then immediately after the pipe out of there a virtually free fire flower. Undercut the rewarding feeling, heh.

3-7: Maybe a little too easy? It was the same ol' goombas turtles and plants again. This far into your "world" you can ramp up the difficulty a bit like with some cannons (ya know, airship). Also maybe some burners out the back of the airships so it looks like they're propelling them.

3-8: Pretty easy again yeah. But I liked the risk-reward thing with a fire flower and winged goombas.
Cloud areas in a castle are weird. That must be a tall-ass castle!

Overall your levels could benefit from some focus. Each level should be built around a unifying theme, rather than just throwing in one of everything. Limit your palette but vary your uses of it.

Also alternate routes are cool but don't be pressured to do that every time.