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My creations

Misc. HackingScreenshots

As much as I love the hacking scene here, making my own levels in Super Mario World was never really my thing. I enjoy creating, however, and I have some things that I'd consider myself proud of. This is my first time posting something for C3.

First off is my set of Super Mario Maker 2 levels. My maker ID is GY1-DF0-NDF, and uploaded to my account you can all my levels. My perfectionist brain leads to me reuploading these over and over with adjustments, which is why I'm giving out my maker ID rather than the level IDs. Level IDs change with each upload, so posting them here would date this post pretty hard.


Second is my Etrian Odyssey 2 Untold hard mode patch, which changes stats, behavior, formations, skills, and mechanics of enemies.


Phew! That was a lot for me to write. I hope you appreciate this stuff.
I've only played Etrian Odyssey once, I think it was... #5 in the series? On the 3ds. I never thought it was possible to hack them, but adding a hard mode? Interesting, and impressive to balance out all the stats to make a more difficult and engaging experience. That takes a lot of effort in tweaking, making sure it always feels right, not impossible and not too easy. Looks like a lot of fun!
Originally posted by FedoraFriday
I've only played Etrian Odyssey once, I think it was... #5 in the series? On the 3ds. I never thought it was possible to hack them, but adding a hard mode? Interesting, and impressive to balance out all the stats to make a more difficult and engaging experience. That takes a lot of effort in tweaking, making sure it always feels right, not impossible and not too easy. Looks like a lot of fun!

The game's formulas can be really weird, especially when it comes to TEC-based damage, which can make stats and damage modifiers really hard to nail down sometimes.
I've made a lot of goofy mistakes, whether it's giving an enemy triple the stats it's supposed to, making a skill deal double the damage, or accidentally putting a postgame FOE in a midgame random encounter.
Sometimes I goof up the AI, too. I've had enemies use all sorts of unintended skills, get caught in endless loops that crash the game, or have simple logic errors render 90% of the monster's AI script inaccessible.

The mistakes can be really amusing, and replaying the game is always fun anyways, so all my testing is always a net positive for me. Making fixes is easy, too, and it's thanks to the tools that some special friends have created that I'm able to make any progress at all on this. I started out originally doing nothing more than just adjusting skill data and stats before finding all sorts of ways to expand my scope.
Well because I don't know what Etrian Odyssey is but I do have MM2 I'll give a run down of your levels.











I need to take a break from playing them at this point I'll try and come back later and finish the other 8 of them if I can.
My switch is packed up, so I can't tackle MM2 levels at the moment, but I'm definitely going to give your EO2U patch a look. Are you going to be adjusting the bosses at all, or just sticking to random encounters? Them being super pattern-based and effectively demanding a protector (or protector grimoires) on the party stopped me from really giving the game a second playthrough in the past.
Originally posted by Ninja Boy
Well because I don't know what Etrian Odyssey is but I do have MM2 I'll give a run down of your levels.

Thanks for the comments. As I mentioned before, I'm rather perfectionist and I share some of your sentiments, so I might end up updating my levels in the future.

Originally posted by Teyla
My switch is packed up, so I can't tackle MM2 levels at the moment, but I'm definitely going to give your EO2U patch a look. Are you going to be adjusting the bosses at all, or just sticking to random encounters? Them being super pattern-based and effectively demanding a protector (or protector grimoires) on the party stopped me from really giving the game a second playthrough in the past.

The only boss I'm going to buff is Demi-Fafnir, whose stats are insanely low even for unoptimized teams. The dragons' core gimmick is pretty universally-loathed so I straight-up removed it, and Blizzard King's stupid Mirror Shield skill got the axe as well. I'm not sure what I'd replace these elements, if I'll do so at all.
While I'm more than capable of fighting bosses without a protector, the superboss-style patterns and kill moves are a bit obnoxious and are a big part of why the base game has such an uneven difficulty curve, with the bosses being massive spikes. I'm not sure how exactly I'd nerf the bosses, if at all, besides maybe reducing their STR, VIT, and TEC a point each.
This is some nice SMM2 footage you showed here. Sadly I have no switch, so I can't try your levels out. They look decent to play.
And it's interesting you are into Etrian Odyssey hacking. I never tried out the original game though, so I should probably avoid your hard mode patch. It's still cool what you did there #tb{:D}








Ok time for round 2!













And at this point I realized playing at the kitchen table while holding my switch with my arms on a hard flat surface was not that great of an idea so I'll be back with round 3 and the last couple levels.
Originally posted by Ninja Boy
A nice general ghost level though I'm gonna rate it 8/10

You know, this is actually a level I'm not too proud of. I'm glad you like it, though. The hidden coins are found with local hidden blocks or just really precise jumps.
It's unusual among my levels because it still carries some of my older design traits, being a remake of a level I made for the 3DS game. I wish I could recapture some of that spark.

Originally posted by Ninja Boy
though they could work really well together in a themed MM2 world.

I actually haven't considered doing a world. I'm not into making my own "game", and my production is so slow and inconsistent that I'll never get anything done. I create whatever comes to mind, with no overarching plans.
A lot of my levels turn out kinda samey/simple because I'm a person who thinks up themes first.

Originally posted by Ninja Boy
I do have to mention the door near the beginning of the level that's under a platform, it's good to have secret but if the player can't find them and doesn't know where to look what's the point in the secret?

The entrance door is actually
visible in the very first screen of the level
. The challenge was meant to be finding a way to get to it..

Originally posted by Ninja Boy
This was a really nice change of pace with the design and the desert them, it was bright and engaging and felt kind of like Lanayru Desert from skyward sword with the mix of desert and ancient technology. So far in my run of your level this is my favorite. 10/10


This might be my favorite, too. It's pretty smooth and concise and it was one I came in with a really clear plan for.

Originally posted by Ninja Boy
This one felt a tad on the shorter side but it was also quite enjoyable and once more a different experience versus previous level with indiana Jones type traps and needing to watch your step. Very well build and put together level I'll once more give 10/10

I wanted this to be a faster-paced and more-exciting version of my grotto level.

Originally posted by Ninja Boy
This was an interesting one, a bit on the slow side because of the ice physics but had some nice little puzzle elements due to figuring out how to use the snowballs. SMB1 and ice physics still don't go together very well so I'm going to rate this one 8/10

It was mostly the cool hallway design that made me want to make the level, more than anything. The rest of it was just done kinda spuriously.
I usually don't notice the ice physics because, due to the reduced traction and acceleration, I habitually jump whenever i start moving or changing direction.

Originally posted by Ninja Boy
I want to like it since it was very well designed but the choice of all the different gimmicks just kind of ruins it for me. 6/10 for this one.

I consider this one of my weaker levels. It was my biggest project at the time, with an attempt to fit a lot of different things into one, but the low gravity slows things down a bit. I'm still proud of it, even if the ending is a bit strange.

As always, thanks for the feedback. I take all comments into consideration and aim to please as much as I can.
Ok fine run for now since I only have 2 levels left.





Well I have gone through all of your levels and rated them with a small review. You have some really good stuff and it'd be nice to see some more from you.
Originally posted by Ninja Boy
I was kind of sad this one was so short it was very visually appealing and the use of the different switch blocks as decorations was really nice, even with exploring a bit though the level just flew by and I kind of wish it felt more like a dungeon adventure but it was still a nice level. I'm going to give it an 8/10 mainly because of just how short it was

I ran out of slopes, which really hurt what I could've continued doing in the main area. The subarea was meant to be focused on quick horizontal platforming and maybe could've been a bit longer.

Originally posted by Ninja Boy
For being the Norse land of the dead it sure had an upbeat song. The level was good and had nice design and a good difficulty but I can't get over the upbeat music. 8/10

From my understanding, it's not a place of suffering like other interpretations of the afterlife are. I didn't want it to feel scary or anything.
I'm curious how the level would look if it were at night, but minus the palette change to all the tiles.

Thanks again for the comments.

Misc. HackingScreenshots