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Tip: A common level trope to avoid is "item babysitting". This involves forcing the player to carry P-Switches, springboards, or other items all around the level. Usually, this doesn't end up being very fun or engaging, so use another level gimmick if you can.
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NSMBU also appears a lot at my 100 Mario Challenges (and 90% of those levels are very horrible designed). Maybe people just want all the features like walljump, triple jumps, ect. in their stage so badly #tb{:p} ?

Nearly all those courses (SMW and NSMBU) require you to know all these moves and you have to use them in the most ridiculous situtaions. It's often so ridiculous, that it hurts #tb{DX<} .

But yeah, the other styles have also bad user created courses, but SMW and NSMBU having most likly more, because everybody wants you to do the walljumps and spinjumps #tb{¬_¬} .
Originally posted by Hiro-sofT
NSMBU also appears a lot at my 100 Mario Challenges (and 90% of those levels are very horrible designed). Maybe people just want all the features like walljump, triple jumps, ect. in their stage so badly #tb{:p} ?

Nearly all those courses (SMW and NSMBU) require you to know all these moves and you have to use them in the most ridiculous situtaions. It's often so ridiculous, that it hurts #tb{DX<} .

But yeah, the other styles have also bad user created courses, but SMW and NSMBU having most likly more, because everybody wants you to do the walljumps and spinjumps #tb{¬_¬} .

SMM is mostly composed of NSMBU levels because (I think) there's these little kids that react to SMB1-W like: "ew what is this retro thing it looks horrible", and their reaction to NSMBU would be: "oh this graphics so gud gonna use it and every1 will star it =DDDDD"
note to self: disable layout
Mmm... there are a few things, I did notice about most of the user created courses (besides the obvious trolls, which I will not talk about here):



1. Many level (a huge amount of) are not giving out powerups and if its giving out powerups to the player, those are often then "forced" powerups you need in order to clear the level. I don't get it. Why do I have to be small the entire time or take no hits in the level (because if I get hit and lose the powerup, it often means game over and try again)?

Aren't powerups suppose to make the level easier in Mario games? Instant, these are making it actually possible in the first place, which I think is also not really an good idea. I don't know about you guys, but everytime I see a powerup in a stage created by someone, I'm more afraid then happy to see it.


2. I still will never understand the whole "put an enemy in a ?-block" feature. Sure, it's cool that you are able to do it, but again, many courses are using it wrong. It's okay to spawn certain enemys from it (like koopas, buzzy beetles or even single boos), but I noticed that, because of the abuse of this feature (nice hammerbro in block, bro), many people, who played my courses, didn't even tried to hit a single ?-block.

Because I design my levels to be as traditional like as possible, they will never get a powerup and die quickly in certain courses. It's because, you start to get feeling, that ?-blocks are always evil and there could come out a enemy of everyone of those. I don't blame the players for that, just because in 100 Mario, I just do the same, because of this... thing #tb{:p} .


3. Pipes... pipes... pipes... #tb{TwT} ! Why does nearly every pipe have to spawn something? I can just be me, but nearly every level I played since I own Mario Maker has something coming out of the green, extended thing or is there, to switch screens. Most of the time, those pipes are also ugly placed (flying, in the air). It's not that bad as other things though.


4. By getting and playing most of the levels online, I noticed that people actually, nearly 99% of what I played/got, never designed their courses with the 100 Mario challenge in mind. Most courses are blocking chances of getting the goal 1up or just let you start in free fall, which makes you unable to skip the level at the start and make you often lose a live right away, without any chance of not playing the level once.

I'm also often getting, from other people I know, responses like: "Not every course is designed to be in 100 Mario!", but I simply don't get it, why should be this the reason, to design the course in the way it is? Fact is, this level CAN and it WILL appear on 100 Mario. Same goes for 1up's in general. Since they have no use in the free play mode, many people don't care about them, but there are needed for a player, who is playing 100 Mario (especially on hard or higher). Why is that so hard, to put a 1up somewere in a level #tb{:p} ?


That enough things to discuss for now, there is a lot more, but currently, I'm short on time #tb{:p} .
Hiro, I think a lot of what you've noticed stems from a number of people on SMM having this idea that difficulty comes from being completely unfair. They aren't really used to guidelines on what makes a level 'good', so they just go off of what they see online through videos on YouTube or on Twitch—and most of what's shown on those platforms is the batshit insane levels. The players see these levels and go "ooh! I wanna do that!" but really have no experience when it comes to designing levels, so they mimic some of the levels without knowing what made them actually fairly difficult in the first place.

And also:

Originally posted by Hiro-sofT
NSMBU also appears a lot at my 100 Mario Challenges.


Like you said, this is probably done because you can simply do more with the NSMBU levels. It's why you see SMW a lot, too. You can design pretty interesting things around the mechanics from those games, like NSMBU's walljump or SMW's spinjump.
Originally posted by Veck
Originally posted by Hiro-sofT
NSMBU also appears a lot at my 100 Mario Challenges.


Like you said, this is probably done because you can simply do more with the NSMBU levels. It's why you see SMW a lot, too. You can design pretty interesting things around the mechanics from those games, like NSMBU's walljump or SMW's spinjump.


90% of the NSMBU levels i get are Japanese lol

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slopes are officially confirmed
#smw{:trollface:}

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formerly known as TheBasicASMGuy or TBASMGuy for short. hi.
Now that Super Mario Maker for the 3DS has been announced, will it get it's own section or remain as normal?

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Yoshiatom's Post
Originally posted by IanBoy141
Now that Super Mario Maker for the 3DS has been announced, will it get it's own section or remain as normal?


Due to the fact that 3DS SMM apparently doesn't let you share levels online (which seems really dumb) I honestly don't see it happening.

Also Firefox says that "online" is typo...

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Originally posted by yoshiatom
3DS SMM apparently doesn't let you share levels online


Wait, seriously? That's dumb.
——————————————
My youtube: https://www.youtube.com/channel/UCbX4pLm713laHTRtLj9xpxw
My twitch: https://www.twitch.tv/theqwollone
Originally posted by Qwoll
Originally posted by yoshiatom
3DS SMM apparently doesn't let you share levels online


Wait, seriously? That's dumb.

apparently only via spotpass and local trading, also you cannot search levels via level ID's.

Also 100mairo challenge doesn't have all levels, probably because 3ds cant handle enemyspam/huge levels(also no smb1 mystery mushrooms for whatever reason).

So yeah, its pretty ass(not to mention trying to make levels with 3ds's 320x240 screen).

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*THAT'S RIGHT!! NOW'S YOUR CHANCE TO BE A [[BIG SHOT]]!!
*AND I HAVE JUST.
*THE THING.
*YOU NEED.
*THAT'S
*
[[Hyperlink Blocked]]
.
Regardless how Mario Maker 3DS turns out (probably not exciting for WiiU owners), I still think the game may be a positive thing.

The sheer fact that Nintendo wishes to expand the user base means they aren't done with SMM yet. They make the 3DS game pretty similar to the WiiU version. The way I see it, they can very well make future updates, now affecting both platforms.

Another positive thought is that since the 3DS version is "kind of compatible" with the WiiU game, Nintendo are likely to include some compatibility with a future NX Mario Maker too. These new platforms could make Nintendo support the (WiiU) Mario Maker scene longer if we're lucky.
Originally posted by TheBasicASMGuy

This news is great, but how did you know? Was there a sign I just missed?
Originally posted by Rykon-V73
Originally posted by TheBasicASMGuy
slopes are officially confirmed
#smw{:trollface:}

This news is great, but how did you know? Was there a sign I just missed?

That's just a quote from the Super Mario Bros. Super Show.
I didn't know about it. I'm pretty sure some updates about slopes were 'pranks'. That's what I saw on Google. Maybe in the future Super Mario Maker will have slopes, different music to choose and new themes like ice, desert, forest, etc.
Originally posted by Rykon-V73
I didn't know about it. I'm pretty sure some updates about slopes were 'pranks'. That's what I saw on Google. Maybe in the future Super Mario Maker will have slopes, different music to choose and new themes like ice, desert, forest, etc.


Don't think so, unless the NX comes out and this is one of the supported games that gets new DLC again it would be true.

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Oh no, the game came out on 3ds and now I can make the mario!!!
Originally posted by Eminus
Oh no, the game came out on 3ds and now I can make the mario!!!

but you can't share the mario
well, sorta if you count streetpass


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