Yuuuup. I forced him to add caps to our collab level last secondOzzyOzrock wrote:
your friend does not like caps

Yuuuup. I forced him to add caps to our collab level last secondOzzyOzrock wrote:
your friend does not like caps
This almost would look like something I'd see in an actual game (any of the NSMB ones, but I suppose the older games could work, too). I say almost because... well... the winged Piranha Plants, lol.Nwolf wrote:
A Plumber's Dilemma
F799-0000-004B-1818
NSMBU-style Underground level that uses lots of pipes - I only noticed a few minutes after the idea popped up in my head that there's similar levels in SMB3, NSMB and NSMBWii. Several sections include the possibility of going multiple paths on pipes filled with piranha plants.
Since piranha plants take an awful time to appear out of their pipes the first time all pipes with a plant in them are marked with coins.
Hope it's enjoyable, haven't made levels for quite a while.
Nice job. Glad you enjoyed them.Lanturn wrote:
Just got through the Xgor marathon as I'm dubbing it. Wild Ride took the most amount of tries but I finally managed to conquer all the levels. Great job on them
You mean aside from us, those who like to keep saying "TOUHOU IS AN ANIME, HURR HURR", and Japanese people? lolLanturn wrote:
Wonder how many people that play Mario Maker would actually know what Touhou is :p
Completed and starred both.Lanturn wrote:
Made an attempt at Chocolate Island 5 from SMW. Obviously a lot of things I couldn't replicate and the level also wasn't long enough so I had to cut off a bit of platforming at the end (the block platforms that expand horizontally or vertically) I used piranha plants for the clapping charging chucks or whatever they're called and replaced dead blocks with regular blocks, and some solid blocks so you can't actually hit the spiny from below. I need something better for the fish as well maybe.. though I kinda like how the behave.
Well check it out and let me know if there's any improvements I could do. thanks o/
Chocolate Island 5: 5E29-0000-005E-4D6A
Mode: Super Mario World
A remake of Chocolate Island 5 from Super Mario World that tries its best to live up to the original.
Also made a very easy platforming level as well. Nothing special. Was hoping that this might allow Easy to have a natural Mario course lol.
Platform Basics: D179-0000-004E-CAA8
Mode: Super Mario World
Simple platform level that I hope feels like a legitimate course.
I saw another level of theirs featured on Nintendo Life. I actually posted it to the OP.Green Platinum wrote:
http://www.twitch.tv/pangaeapanga/v/17153164
6059-0000-005E-4FB5
Probably the hardest level so far if you haven't seen it already.
Bowser's KeepTasha wrote:
Might as well post my levels here.SMB LevelsHave fun! Warning: This is a kaizo style level
4841-0000-0012-C20D
Bowser's Keep
E874-0000-0014-5ED5
Ghost Mansion
ECCF-0000-0024-D94A
Classic style underground
080A-0000-0031-922C
Water Way
B192-0000-0059-9E6CSMB3 LevelsFireball Fortress
455E-0000-0069-C2F0SMW LevelsBad Bullet Castle Warning: This is a kaizo style level
112F-0000-006F-AC36NSMBU LevelsMushroom Plains
AA29-0000-0067-9478
OzzyOzrock wrote:
My brother is struggling so much with making a music stage. We're both trash at this, but he doesn't want my pro mapping guidance
Just make sure you don't run into the same Music Block stacking and/or overlapping problem I did ._. Also, mind the enemies and/or items you use; an area can only hold so much.Green Platinum wrote:
I'd like to a music stage but I don't know what song I'd do.
Did you need two notes in similar spots? or is only one sound channel allowed for music blocks or something?Blazevoir wrote:
Just make sure you don't run into the same Music Block stacking and/or overlapping problem I did ._. Also, mind the enemies and/or items you use; an area can only hold so much.Green Platinum wrote:
I'd like to a music stage but I don't know what song I'd do.
It would be cool to have a vertical level option... Maybe they could add something like a tower set :/Blazevoir wrote:
Unfortunately, we can only emulate tall levels via pipes and doors...
Oh shit. If they actually did reset, I could reupload my original Ground Pound the [?] Blocks! level.Green Platinum wrote:
You could also do interesting things if blocks and coins reset after getting a checkpoint and dying.
I'm actually really excited for it~Mao wrote:
Just two more days for the update!
Chuck-eat plsLanturn wrote:
And chargin' chucks
What sucks is that they kept the same sound effect for it... Nice tease, Nintendo >_>Mao wrote:
I'm a bit disappointed not to see smw midway points :/
Mao wrote:
Uh I didn't see that >_>
Blazevoir wrote:
They're still uploaded, though since most of them are pretty much unplayable now (especially the invincibility glitch ones)... well...
Anyway, this game still isn't glitch-free.
They do filter out levels after some time. It will eventually sort itself out. No unbeatable level is getting so many stars it will remain in.Lanturn wrote:
All they had to do is disable every course until the creator beats it again. Then the impossible levels wouldn't exist. That simple really.
RIP Panga then, took him 39 hours of attempts to beat his Kaizo map U-Break and that is just one of his Kaizo maps. Doing this would punish legitimate creators more than as it is now for standard players. How often do you come across an invincibility or super spring glitch level anyway?Lanturn wrote:
Eh. I'd rather it waste creators time instead of the players time. Might just be me though.
Anyone leaving a comment on an unbeatable stage is auto-starred anyways. sooo yeah
You mean Kaizo levels in general... lol.Lanturn wrote:
Let's face it, no one wants a panga map in 100 mario challenge anyways XD
Kaizos make themselves pretty obvious early on. Find the invisible block levels will burn many more livesBlazevoir wrote:
You mean Kaizo levels in general... lol.Lanturn wrote:
Let's face it, no one wants a panga map in 100 mario challenge anyways XD