Banner
Views: 1,003,257,586
Time:
17 users online: Children's Digest 1950-2009,  Falconpunch, Fullcannon, guanna, Impetus, JupiHornet, Konings1989, lolyoshi,  Major Flare, MomentBruh, PyRo1314, rafaelfutbal,  Telinc1, VinylHeart, VitorSMHack, WhiteYoshiEgg, Y0shi - Guests: 87 - Bots: 227 Users: 54,835 (2,031 active)
Tip: A power-up is most useful to a player shortly after the midway point.
Not logged in.
Something Something Island-ish course
Forum Index - Sunken Ghost Ship - Forum Graveyard - Super Mario Maker - Something Something Island-ish course
Pages: « 1 » Link
s' called Island blend.

A7C2-0000-022A-DD25

It's got lots of secrets, some of which are needed, but not many.
It's rather on the the tricky side,
but it'll be MUCH easier if you're good with enemy crowd control.

Hope I didn't make it too hard :/

Have a good time :)
I´m not very good at crowd control, obviously! #w{=D} Trying to find the coins while evading the enemies felt overwhelming.

I managed to get 3 coins, but the crowd of enemies discouraged me from exploration. I would probably have prefered if the level was either more careful with enemies or didn´t have purple coins. A bit too tricky for me!

This being said, I do enjoy the starting point with the hidden feather. I also like the room with Bowser Jr a lot. Finding the right door to enter was satisfying and the design of the room is well suited for the challenge! The tracks with bonuses and stuff near the top is pretty cool too.
Thank you for your input!

I based this one HEAVILY off of how a kirby level would be made, mixed with how much fun it is to find secrets and bonus rooms, even if SMM doesn't have a means to hide them really, really well.


I'm planning to re-upload this in a few days (seeing how it's the only way to avoid having it slapped with a perma-ban tag if deleted) as soon as I can get enough time to re-balance the enemies. Ideally, it'll be noticably easier, with a way to get a line of kills (200, 400, 800, 1200, and so on with a koopa shell) with almost any enemy, and if not a way to bypass them completely; but it will still be a level that will make you work for that goal jingle.

Originally, in that bowser Jr room with the bomb-ombs, you were going to be sent into a cagematch with him while the pipe amply supplied you with mushrooms, but I would be left without enough pipe exits to get to the goal, so I thought it would be funny to watch him be sploded. Later on, there's a point where you can battle him for real, with an emergency exit to the arena and the ability to skip it completely with a lakitu cloud.


I'm also going to toy with the coin positions to see if there's any positions that are more fair and not too drastically different. In the meantime, I'll tell you how I got all 5 while testing as thanks for being such a trooper in the level and reading this. :)

1: In the bowser jr room, clear the enemies with a cape or the first shell, and wait for the paragoomba to come from above. In plain sight. Mind the fireballs.

2: Use a shell to take out the lakitu and fly up where the arrow points. Watch out for the spikes and falling cheeps :^) If it helps, the most ideal time is JUST AFTER they are about to crunch. Get the nearby checkpoint after this.

3: Find a P-Switch and go through the P-Switch door. Straightforward. On your way back, you'll be at that conveyor belt place. Run and jump to get it, and if a spring throws you back, try to get a jump in so you land on the donut blocks.

4: Guarded by Hammer bros. The most reliable way to dispatch them is with a shell, fireball or a POW block found somewhere before hand. Also, one of the blocks on the bottom, to the right of the hill has a star if you are daring.

5. The Farthest to the right you can go over the big hill, right after the hammer bros.. There's another Lakitu that spits goombas just before. Mark his deliveries "Return to sender" and use the cloud to dodge the chomp, dip in the bottom of the "valley" and fly out. The Dizzy effect, should not be too much trouble if you are still big mario at this point.
Best of luck with the rebalancing, I'll try again then! :)
Originally posted by Faxanadu
Best of luck with the rebalancing, I'll try again then! :)



Alright! I have fixed it and the new code is in my original post!
The coins have stayed, but now, whenever there is a koopa, goomba, or beetle, there is a line of enemies that can be killed consecutively with it.

Ample supply of powerups, new, safe way to reach the second key coin,
and there is now a safe way to cross gaps - just run over the donut holes with a one block gap!

Anything else? hmm.... took out some enemies, moved some, stacked some, Toned down cheapness, added an alternate path somewhere, nope I think I covered patch updates!


Stay determined, friend! There are no cheap shortcuts in this level that only I knew about, so if I beat it, there' s a way!
Alright, I'll give this another go. :) I tried your original stage and got pretty far but ultimately gave up in the end. The Cheep Cheeps were by far the most aggravating part of your original course. They are a very involved enemy since their movement is so erratic and aggressive. They can work well on their own but if the stage is already challenging in its design then they force you to split your focus a bit too much.

You really have to be careful when using enemies with semi-random patterns of attack. Cheep Cheeps, Magikoopas, and Hammer Bros are examples of these. Since they don't necessarily behave the same way each attempt they make it very hard to trial and error your way through a difficult stage. I love taking on challenging stages so I don't want you to think difficulty is the problem, it's how the difficulty is presented to the player. If you're going to make a hard level, make sure its the same challenge every time so the player can keep trying and improve, this can be addictive in its own right. If the enemies are random then there's no improvement, you just keep trying until you get an ideal run where everything happens to work out which is a very frustrating way to play. It was after the second checkpoint when I reached this point in your stage and finally had to quit.

That being said I could tell a lot of time and effort had been put in the level, it was so close to being a really fun stage. I'm eager to try out your new version, I'm sure it'll play a lot better.

--------------------
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Originally posted by Joshua
Alright, I'll give this another go. :) I tried your original stage and got pretty far but ultimately gave up in the end. The Cheep Cheeps were by far the most aggravating part of your original course. They are a very involved enemy since their movement is so erratic and aggressive. They can work well on their own but if the stage is already challenging in its design then they force you to split your focus a bit too much.

You really have to be careful when using enemies with semi-random patterns of attack. Cheep Cheeps, Magikoopas, and Hammer Bros are examples of these. Since they don't necessarily behave the same way each attempt they make it very hard to trial and error your way through a difficult stage. I love taking on challenging stages so I don't want you to think difficulty is the problem, it's how the difficulty is presented to the player. If you're going to make a hard level, make sure its the same challenge every time so the player can keep trying and improve, this can be addictive in its own right. If the enemies are random then there's no improvement, you just keep trying until you get an ideal run where everything happens to work out which is a very frustrating way to play. It was after the second checkpoint when I reached this point in your stage and finally had to quit.

That being said I could tell a lot of time and effort had been put in the level, it was so close to being a really fun stage. I'm eager to try out your new version, I'm sure it'll play a lot better.



In the new one, I've cut the number of cheep cheeps in half, and I'll do it again if I have to. Towards the end of the first section, you no longer have to jump into the pit with the sledge bro- the big red koopa shell will grab the final coin for you. I've also lowered the lakitus to the point where they're almost sitting ducks.
Pages: « 1 » Link
Forum Index - Sunken Ghost Ship - Forum Graveyard - Super Mario Maker - Something Something Island-ish course

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2022 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks