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General Super Mario Maker Discussions
Forum Index - Sunken Ghost Ship - Forum Graveyard - Super Mario Maker - General Super Mario Maker Discussions
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I guess we could use a general Super Mario Maker thread now, right? For things that are related to Super Mario Maker, but don't really need an own thread and don't fit into any of the other threads. Basically something like the "Super Mario Maker" thread in the Gaming forum, except here in the Super Mario Maker forum.

I just gave expert 100 Mario challenge a try today. I expected to get some challenging levels, but many of these were actually pretty damn challenging. In fact, I only beat six levels before losing all of my lives. Although, unlike one would expect, it weren't just Kaizo or Kaizo-esque levels here. Quite the contrary, actually. Most of these levels were legitimately hard through good or clever level design. And that is also something that might surprise most people. I've actually experienced that you find the best-designed levels on expert difficulty. You would think that you would only find levels with mind-less enemy stacking and stuff like that on expert difficulty, but that's actually not the case. Most the levels I've found there so far had clever and interesting level design, while easy and normal challenge had a lot of generic levels that lacked any substance. Anyone looking for good levels should give expert challenge a try, although be prepared to get to some quite hard levels. Unless you're willing to skip hard levels (which I didn't want to do), you can easily lose 25 and more lives on a single level.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
I just gave expert 100 Mario challenge a try today. I expected to get some challenging levels, but many of these were actually pretty damn challenging. In fact, I only beat six levels before losing all of my lives. Although, unlike one would expect, it weren't just Kaizo or Kaizo-esque levels here. Quite the contrary, actually. Most of these levels were legitimately hard through good or clever level design. And that is also something that might surprise most people. I've actually experienced that you find the best-designed levels on expert difficulty. You would think that you would only find levels with mind-less enemy stacking and stuff like that on expert difficulty, but that's actually not the case. Most the levels I've found there so far had clever and interesting level design, while easy and normal challenge had a lot of generic levels that lacked any substance. Anyone looking for good levels should give expert challenge a try, although be prepared to get to some quite hard levels. Unless you're willing to skip hard levels (which I didn't want to do), you can easily lose 25 and more lives on a single level.


I've just beaten Expert for the second time and all I got were levels where people decided to just fuck around and mash together everything they possibly could. Lucky you!

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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Yeah, I just beat expert for the first time and this time I got more of those as well. Like one level, were I literally started in a room with hundreds of enemies, including fire-breathing ones. That one was pretty much beatable only by luck and I didn't want to waste all my lives on it, so I skipped it.

Talking about skipping, I have pretty much scrapped my "don't skip levels" idea. Normally I would stick to this principal because I've actually enjoyed almost all of the hard levels I've played so far. However, there is one major problem and that is the lives. I have no problem playing a level fifty or more times to beat it if I like it. However, if that is in a run where you have to beat 16 levels in succession with a total of just 100 lives, I actually DO have a problem with it. It creates a kind of pressure I don't really enjoy. Sometimes I have to skip levels just to not lose all of the progress I made already, even when I enjoy the level itself and actually want to beat it. This was especially true now towards the end of my run, where I still had like three or four levels to go, but only six lives remaining. At that point I was pretty much like "Damn, don't want to lose my progress, so I'll just keep skipping from now on until I see a level that looks easy". That's a problem. I don't want to skip potentially good levels just out of fear of losing progress.

In my opinion, expert 100 Mario challenge should either
a) have less levels (eight, like on easy mode, would probably be okay),
b) have infinite lives, or
c) let you get more than three 1-UPs per level

I guess to play the difficult levels, I will from now on use the level search directly and set the filter to "difficult". That way I can play each level individually and don't have to care about progress. I also don't have to play the game for over an hour in one session then, because I can choose myself how many levels to play. Yeah, talking about that: how does the 100 Mario challenge not have a save feature, anyways? At least a quick save feature that deletes the save file upon starting the game would be needed. I mean, these levels can become quite long, especially the difficult ones, so the game basically forces you to keep playing (or at least don't turn the console of) for over an hour. I feel like 100 Mario challenge really needs some kind of balancing patch, but maybe that's just because I hate skipping levels.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Geez, the word filter's so strong, if you put "Yoshi" in you cannot have a 't' anywhere after it.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Just for shits and giggles, I tested if Beach Koopa's will kick any upside down shells right-up before entering them, like in SMW. To my surprise, they do.

It's such an obscure trait of them that I'm kind of surprised someone on the dev team remembered.

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So I tried the 100 Mario Expert Challenge today and other than 3 good levels, all I got was a load of KAIZO BULLSHIT including a re-creation of Kaizo 1 1-1 which I skipped straight away!
The most I got on expert 100 Mario Challenge was to 14. I didn't expect it to be that hard honestly. Then again, a lot of the levels were hard to follow and didn't have a sensible design to them.

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Click here to enter the world of mediocre!
Originally posted by MarioFan22
So I tried the 100 Mario Expert Challenge today and other than 3 good levels, all I got was a load of KAIZO BULLSHIT including a re-creation of Kaizo 1 1-1 which I skipped straight away!


That pretty much sums up my experience as well. I probably only came across two good levels and the rest either bullshit or just meaningless levels. I literally played a level that was nothing but auto scroll bullet spam. I wonder why so many people are interested in making stupidly difficult levels in this game...

On the other hand I'm glad we decided to open up a section for Mario Maker. So far online I've came across a lot more bad levels than good and even the good ones I came across were flawed in some way. Then again people are probably still learning how to use the editor.

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My Youtube Channel for Hacking and Gaming.
One would think that having to beat the level first before uploading it would cut down on the Kaizo BS and unfun levels. But apparently Kaizo has proven to be some type of military bootcamp where players train their masochistic side.

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Legacy custom music

I mean you don't HAVE to play expert mode...

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Your layout has been removed.
Originally posted by Sokobansolver
One would think that having to beat the level first before uploading it would cut down on the Kaizo BS and unfun levels. But apparently Kaizo has proven to be some type of military bootcamp where players train their masochistic side.


Well, as far as I know all you have to do is beat the level once before you can upload it. I'm not sure if it matters how many times you fail as I haven't experimented with that. Also you as the author are going to have a different experience with playing your level then players which is something I learned thanks to Super Mario World Hacking. You can make a level that is really difficult or even borderline Kaizo but since you created the level you're going to know all the tricks and the ways around completing your level so there's that. This system is probably not as good as preventing Kaizo difficulty levels as it may seem unfortunately...

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My Youtube Channel for Hacking and Gaming.
The problem is also that beating your level to get it uploaded is something different than playing your level in expert challenge. To upload your level, you basically have unlimited tries to beat the level. If you play it in expert challenge, you only have 100 lives, though. The problem in my opinion is still expert challenge itself, it should just give you unlimited lives. The only other alternative would be to not have any really hard levels at all, but that would be the worse alternative in my opinion, since some players (including myself) actually WANT to play these levels. For the time being, I am forced to play them in the level selection rather than in expert challenge, though. Maybe a finer diffculty filter would be useful, too. Right now, "hard" difficulty can mean everything from "somewhat challenging" to "insane". Maybe an integer from 1 to 10 would be a better way to filter difficulty, with 1 being the easiest levels and 10 being insane levels, 7 being levels that are quite hard, but beatble without too much frustration.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
yadda yadda

Can't you download levels in the Mario challenges? That'd at least help with the "I want to beat this level game stop making me quit after 100 tries" aspect, though yeah, expert needs that limit removed.
Maybe just assign an arbitrary rank based on your deaths at the end instead of a limit.

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Your layout has been removed.
Yeah, you have a point there. Actually, all levels you play in a challenge are automatically added to your "played levels" list. Though I still don't like the idea of having to skip levels that are too hard. I mean, isn't that the whole point of the challenge?

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
If you delete a level that had stars, do you keep your medals/star-count from that?

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Your layout has been removed.
Originally posted by leod
If you delete a level that had stars, do you keep your medals/star-count from that?


Nope, I believe. I did it for my first level [to add more decorations] and I lost the 3 stars I had accumulated.

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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

I can't confirm that. I actually kept all my stars from my first two deleted levels. That is, I still have six stars, even though my two current levels only have 1 + 3 stars.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Yeah, you have a point there. Actually, all levels you play in a challenge are automatically added to your "played levels" list. Though I still don't like the idea of having to skip levels that are too hard. I mean, isn't that the whole point of the challenge?

You lose life when you "skip" level, and it actually doesn't skip the level, it just replaces it with another level.

Originally posted by leod
If you delete a level that had stars, do you keep your medals/star-count from that?

You do keep them, I tested that since day/two ago nobody knew the answer.

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*YOU WANT IT.
*YOU WANT
[Hyperlink Blocked]
, DON'T YOU.
*WELL HAVE I GOT A DEAL FOR YOU!!
*ALL YOU HAVE TO DO IS SHOW ME.
*YOUR [HeartShapedObject].
I swear to god I lost my stars when I deleted my courses. I must not have been paying attention.

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Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Can I just say how great this game actually is? I have a lot of fun with making levels, and the tools we have a simply amazing. As always there could be improvement(nothing's perfect) but damn I have a lot of fun with this!
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