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In that case, you get it right. Hard is a difficulty, not a theme. That's where a lot, and I mean a LOT, of people go wrong. The result: Way too damn many boring ass annoying hard levels. Those don't get a second chance from me. Today's 100-Mario Challenge run was an absolute hell. I swiped the screen more often than I have lives!
Oh well, only three runs to go until I've got all the costumes, but it's a real draaaaaaaaaaaaaaaaaaaaaaag.
I "followed" everyone in the thread and am slowly working my way through everyone's stages, starring things as I go. Unfortunately I don't actually know which Mii corresponds to which forum member unless they used their user name. Who made the Donkey Kong Jr. level? That one is my favorite so far.
(09-22-2015, 04:25 PM)Jermungandr Wrote: [ -> ]I "followed" everyone in the thread and am slowly working my way through everyone's stages, starring things as I go. Unfortunately I don't actually know which Mii corresponds to which forum member unless they used their user name. Who made the Donkey Kong Jr. level? That one is my favorite so far.
Oh I made that one, I wanted to do a DK arcade stage since unlocking that costume lol.
Also your Kirby stages are rad.
game of the year?
Got all costumes! Finally, no more 100-Mario Challenge!
Hey if anyone wants a unique idea, out of all the random stages I've played I've yet to see someone make a stage that focuses on the use of the Cape or Raccoon power-ups.
Also here's another Kirby stage:
Castle Dedede - Kirby 64
4337-0000-0067-A1D3
It's not exactly what I imagined, but I ran out of blocks.
I also improved Green Greens and Float Islands a bit.
Updated my first Alex Kidd course. It's cleaner and more accurate. Blurps on rails replace the Paratroopas on rails, so that one Death Block (the note block in the first section) can't be activated by an enemy. The underwater section has been updated to be closer to the original, but some changes had to be in place so Super and Cape Mario can still navigate through the area.
ID in OP has been updated. It's now called "Alex Kidd - Mt. Eternal", because it is no longer the only Alex Kidd stage I made, the other being "Alex Kidd - Castle Radaxian".
Just 20 more stars until I can upload another batch!
I've seen automatic courses and music (it's automatic, but not "automatic") courses, but have yet to find one that is both.
EDIT:
Got a major boost in stars, so I was able to upload more stages. Got 7 for y'all:
Bowser's Intense Castle (updated to be a little more challenging and forgiving)
Peach's Daring Escape (A massive, challenging castle stage where Peach is the star and the entrance is the exit)
Super Bouncy Cat 3
Super Bouncy Cat Finale (a.k.a. the 4th)
World 1-1 (Subcon) (SMB2)
World 1-3 (Mouser) (SMB2)
Make Eggs, Throw Eggs (Yoshi's Island)
They've been added to the OP and marked in red so you know where to look. Or just look on my upload list in Super Mario Maker, which is easier.
I've given the SMB2 levels quite some attention. I hope you like them. 1-3 was especially tough with mimicking the Lil' Sparkies (tracks being one block too short/long) and the vertical part (making sure you don't die in a leap (or drop) of faith).
I've also put quite some time in Peach's Daring Escape.
Ended up creating a new level the other night, Jungle Hijinx!
42A1-0000-0066-6755
Also played though Jer's Dedede 64 level, that one was surprisingly accurate.
I uploaded a new level called Shell Speedrun. A Bill Blaster will shoot out a shell to make Mario stand and just jump through enemies and other obstacles. Try this level if you want.
Level Name: Shell Speedrun
ID 1C37-0000-006A-AB95
-This is basically a shell speed run when the Red Bill Blaster will shoot out a shell. Wait for the Red Bill Blaster to shoot out the shell and jump through enemies and climb on vines especially underwater.
Just uploaded "That cloud looks like a Mario!"
It's a sky themed level, using the Airship theme, NSMBU style and bonus music. I did my best to give it a more interesting look and feel than just a couple of clouds and "lol, hard platforming". It's a hard level, but with some safety nets to make it more forgiving, like the first and last NWT-2015 levels. It also features Yoshi as a *gasp* non-mandatory power-up!? The way you approach the last segment depends on whether you ride a Yoshi or not.
ID in OP.
I'm working on some stages right now, but I'm having trouble bringing them together.
The first idea is called "This isn't even my Final Form!", where you pass between rooms and the enemy gets slightly upgraded (sometimes with goofy results.
The second is an idea for a running level featuring a Captain Falcon costume. The trouble is (aside from designing it well) that I don't know whether to make the level scroll fast to create urgency, or to make it free to run and allow potential to go even faster, which I feel like makes people able to post times they finish if they are so inclined.
The third is a concept called "Piggyback Panic", where you can ride yoshi to fight other stacked enemies (Mostly just one on another, not super tall with maybe one or two exceptions)
The fourth is called "Angels and Demons", which will feature two paths. A stairway leading up to Leaf power ups, clouds and enemies with wings, while a pipe leading down will lead to a fire-themed castle.
Last I wanted to make a level where you use bombs and spin jumps to break your way downward, like Mr Driller with no ability to break groups of blocks.
If anyone likes the sound of anything in particular, I'll shift focus onto a specific one when I get home today.
Threw in two levels that I meant to post for awhile now.
I finally got a 30th Anniversary Mario amiibo!
With that, I updated and cleaned up World 1-1 (New). The Big Mushroom actually appears in that course, even in NSMBU style. It appears in place of the Mega Mushroom. However, in styles other than Super Mario Bros., the Big Mushroom does nothing. Well, except giving you 1000 points. It's the thought that counts!
The ID is updated in the OP.
EDIT:
Added World 6-5 from Super Mario Bros. 3. It's the underground level where the Super Leaf or Tanooki Suit were mandatory, as you needed to fly up the right opening.
Here's a DLC idea I just had:
Boss Door: Takes you to a sub area different from the one the Warp Pipes take you. Defeating all enemies in this area counts as clearing the stage. Can be used as the main goal by making the standard goal unreachable, or as an alternative goal.
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