Post your own levels. Good levels you've found. Share opinions, the works.
Here's one of mine, a de-make of Bob-omb Battlefield with some extra stuff thrown in: 2D13-0000-0067-F370
And some decent levels I've found: A zelda 1 style dungeon: E7BE-0000-002A-6B50 A wonderfully designed Airship level: 53C6-0000-003F-C718 A prison escape with Yoshi: 4B4D-0000-0038-25F7 A fairly challenging castle course that requires spin jumping in later parts: 1097-0000-004D-1A71
Waiting for a 3DS version, watched the Giant Bomb Build of their level based on chat suggestions. Unlike Ross you can beat it with skill and the power ups aren't hidden cheats
>>197628 As much as people shit on Ross for it, the bulk of the levels I seem to be finding are "lol impossible if you don't know the sekret dur ;)" shits alongside automatic levels.
Very VERY few of the things I'm finding are fun to play as or "properly" challenging even.
It's just a bunch of children going LOL LOOK WHAT I CAN DO with no one actually putting legitimate thought into their designs. Then again I don't know wht I would have expected that in the first place...
Most of what I've been doing ate recreations of Donkey Kong levels, but doing those has given me a pretty solid understanding of what makes a good course.
My most successful course has probably been coral capers, so here's the ID for that one: 2435-0000-0043-1513
>>197631 If people who do put thought in it are anything like I was in Little Big Planet, they overthink making half a level and then sit there having no idea how to properly finish it. I really ought to try starting by putting the end down and working backwards since a start room is probably easier to pull out of thin air thne an ending.
I find breaking up the levels on a challenge to challenge basis helps make for engaging levels. Say, one "room" with with well coordinated obstacles, then another with a puzzle or some sort of trick, then a mushroom about every other "room".
>>197653 Mario has plenty of trigger switches that would allow that. Do they have any retro skins for newer devices? Like could I use a P block in a classic Mario level design
>>197656 Yes. Almost everything can be used in every style of game and you can switch on the fly.
The only exceptions are Flight powerups: Super Mario Bros: ? Mushroom that lets you play as an amiibo/secret skin. Super Mario Bros 3: Tanooki Mario Leaf. Super Mario World: Cape Mario Feather New Super Mario Bros: Propeller Mario Mushroom
Other than that you have free reign over what you can use any blocks/enemies you want. Mario and some enemy moves DO change based on what game they're in though. Like wall jumping is only in NSMB, and spin jumping on spiked enemies is only in SMW.
has there been any word on the addition of slopes and the sky levels, I've only seen people making pipe sub levels not the ones that go up with the vines. And another question other than Mario 3 was there any other game that used a lot of slopes.
>>197659 Super Mario World had slopes, and NSMB uses them fairly effectively sometimes. They're never that big a deal, just present. >>197658 Also Yoshi is only in SMW and NSMB styles, while the Kuribo's Shoe is in SMB and SMB3.
I suppose I should feel good that my most popular level is the one I put the most thought into making it feel fun and like a level might really be, but I need more stars than that. I guess I'm gonna have to start thinking again.
So I was working on a stage where if you ran straight forward the whole way, the coins on the path would sync with the background music. It turns out though the music starts differently when testing out a stage as opposed to actually playing the stage from the Coursebot/Course World. So now I have to re-arrange the coins after intricately placing them in the first place while needing to hit Upload every single time so it can play the stage properly to I can check to see if the coins really sync this time.
This is an insanely minor problem that'll affect practically nobody but me in this one situation, but I had to air my grievances somewhere.
>>199514 speaking of which, I tried my hand at a few locked door stages https://supermariomakerbookmark.nintendo.net/courses/369F-0000-01F8-AE03 https://supermariomakerbookmark.nintendo.net/courses/DA4B-0000-01F9-9FED
So, this is mostly to satisfy my own curiosity but provided your choice, what would the next patch to the game be?
For minimal patches, I'd really like to see a night level and the above ground water level. Neither are remotely hard to incorporate. On a larger scale, I'm itching to get a desert theme with all appropriate enemies.
>>199645 For a minimal thing, I'd like to have SMB1 underground levels pallete swap the enemies and end level castle. A more major thing I'd like would be a way to have end level bosses that need to be beaten to get past, which could be done by either implementing wands and ball thingies, or just letting them drop keys.
One thing I've tried in a level I haven't published yet is having a regular SMB1 bowser, except the fight starts by dropping on a p-switch, and a wall of coins is placed to block you until it runs out. This turns out to be more difficult and itneresting to me than I expected, but it also means the o-switch music plays the entire fight since not even putting a sound effect directly on the p-switch overrides its music.
>>199784 The latest update added locked doors and keys which you can have enemies drop, so you actually can have required boss fights now. Before that there were already some pretty clever solutions such as having Bob-ombs or a Thromp slowly destroy a wall or the use of P-switches, coins, and/or conveyor belts for a pseudo timer. This stage is a pretty good example of some of those: https://supermariomakerbookmark.nintendo.net/courses/FFC5-0000-0093-38FC