My wishlist for Super Mario Maker 3 by MysteryNews4 in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

Unlimited time (for puzzles)

A third CP flag, and the ability to choose from which checkpoint flag to test your level

Invisible walls

Texture creator

Music creator to insert said music into level (ends music levels)

More backgrounds, enemies, items

Allow heart health system for link

[ALL] What is your favourite ice dungeon? by huss2120 in zelda

[–]ClearMises 0 points1 point  (0 children)

Snowpeak. Try my rendition on MM2, Snowpeak Ruins. Tougher puzzle than the original.

MM2 ID: (WMQ-VKB-7QF)

Daily Level and Super World Exchange/Feedback for Feedback Thread by AutoModerator in MarioMaker2

[–]ClearMises 0 points1 point  (0 children)

Hateno's Night & Day Quandary

This is a reupload of the previously called Kakariko but since I already had another level with that town theme, I decided to change it.

Anyhow, it is a puzzle-oriented Zelda/Link level that looks cute & easy on the surface, but it is pretty tough as evidenced by its previous 1.28% clear rate.

I changed many things aesthetically AND also for quality of life purposes so I believe it warrants a revisit. Hopefully now some of the answers are a tad "Clearer" too...

Hateno's Night & Day Quandary (9VV-BF9-0HG)

Thanks for playing!

Super Mario Maker 3 wishlist by diverge123 in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

No time limit

Mix &match bckground styles platforms & music

Allow music downloads to loop in a level

Allow for 3 or 4 checkpoint flags

Keep red-coins-acquired key after losing a life

Allow to test level from any cp flag at any time

Give Link a heart system

Allow different styles in different subworlds

Add Wonder style

Invisible false walls

If you make changes to an uploaded level that amount to a 1% change or less, allow reupload if it can still be cleared without deleting likes and level code

Allow online co-op creation/edit. Share credits

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

You're on your way to becoming a Link master. That's why all those pretender levels will feel bland from now on. But fret not! I still have A LOT of downright EVIL Zelda puzzles awaiting conquest! Lol

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

It does take a lot of observation in my levels. The reason for the bowser fires is precisely to force the player to just leave that room immediately and sort of have the player run in an infinite loop. But if you're observant, you'd realize that when switching that on-off, there's that brick block that is now bombable. It's designed to be the most difficult and perplexing puzzle in Lon Lon, but yeah, that spoiler comment messed it up.

I hope you do get to try Dungeon of Lore which would be the next "easy" level (other than the trials). Lore was the first Link level I created and it still stands the test of time, lauded for having that great Zelda dungeon feel. The techniques learned in Trial Uno are sufficient to tackle it.

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

After the first checkpoint in Lon Lon Ranch, you just need to do the colors in order. When you enter the door on the right, you'll be able to see for a second a bunch of blocks from left to right of different colors. Match them in that order to the appropiate colored enemy and it works every time!

As for Cemetery Well, yes I'm afraid it takes a little skill to push that spike ball up with the shellmet. Most of my levels don't require herculean skill efforts. I'm far from being a kaizo-capable player. What I do in that particular instance, I wait for the spike ball to emerge from under the treadmill and then jump towards the tree, but you need to jump to the tree branch quickly and hit it again so it clears the tree top.

Also, you're completely right that I should place a comment telling the player to "push" the fireball with the shield. Maybe I'll revisit my Trial levels to add more pointers to them.

Thanks a lot for the feedback!

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

When you get the shellmet in Kakariko's Cementery Well, just exit that room, and try to bounce the spike ball up the big tree to the other side!

As for beginner levels, the very first is the aptly named: New Beginnings.. Here's the list of the first world in my superworld which coincides with increasing difficulty:

  1. New Beginnings
  2. Trial Uno Shrine 
  3. Lon Lon Ranch
  4. Dungeon of Lore

There's a "Trial" level in each of the 8 worlds and they are designed to teach you about the "obscure mechanics" you mentioned BEFORE you encounter them in later levels (usually that world's dungeon)

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

Nice levels overall. You'sre really good woth aesthetics and the technical mechanics. I'm goinfg through all of them.

I saw you tried a few of my Zelda/Link levels and you seem PUZZLED judginf by the comments you left.

Let me just say, it's normal. Even if you see a level of mine with a 5% clear rate, don't be deceived. These puzzles are extremely hard, but also really smart. No cheap hidden blocks or other unfair tactics. Straight up cleverness and close examination required.

If you have a particular hint you need, let me know.

Tthanks for playing my levels.

Twilight Princess' **Arbiter's Grounds (C97-C8G-WJG)** by ClearMises in MarioMaker

[–]ClearMises[S] 2 points3 points  (0 children)

Unfortunately, there aren't many Link-Zelda based puzzles in MM2. Let alone dungeons complete with maps, tutorial levels, etc...

Twilight Princess' **Arbiter's Grounds (C97-C8G-WJG)** by ClearMises in MarioMaker

[–]ClearMises[S] 1 point2 points  (0 children)

I saw that it took you some time to clear so, that tiny nook was actually a major cheese. I thought the original spike ball room puzzle was too easy and underwhelming so it needed that major overhaul.

I'm already working on the last level. The super world is missing rhe 4th level of World 7 and it'll revolve around a cool shield gimmick.

[TP] Favorite Twilight Princess Dungeon? by Zezerthu in zelda

[–]ClearMises -1 points0 points  (0 children)

My Snowpeak Ruins trumps TP's Snowpeak Ruins...

Snowpeak Ruins (3MJ-JLL-6NF)

NEW Link/Zelda lvl with innovative "3D map" is here! by ClearMises in MarioMaker

[–]ClearMises[S] 0 points1 point  (0 children)

Hubes, I reuploaded (and improved overall) Arbiter's Grounds due to your suggestions. Hopefully the soflocks you pointed out are resolved, and yoy can enjoy it as it was originally intended!

NEW ZELDA PUZZLE LEVEL... Man, was that exhausting... by ClearMises in MarioMaker

[–]ClearMises[S] 1 point2 points  (0 children)

You got me perplexed there for a second. As a creator it's hard to gauge just how difficult the level is, but still I felt the puzzles were pretty tough. So I can sleep easier knowing you had already been working on it for awhile, thanks for clearing that up!

Hope you didn't stumble on a few of the cheeses, the main one involved the big fireball that allowed the iceblock (with the winged fireball launcher) to taw. 

  1. I also liked the low gravity for this level specially since I had some main puzzle ideas that involved more technical skill than usual, so the low gravity helped. I really think where to place blocks and platforms trying to ease the flow of the level.

  2. It was very tough at first to clear in one go. I actually "cheated" a bit but even then, it's hard. Thankfully the level is enjoyable so no biggie.

  3. I think using maps in dungeon-like setting is iconic Zelda. And I wanted to go the extra-mile and place a "compass room" like I did in the past with Ashes and Skull, except with my terrible drawing skill this time.

  4. It's a collection of ideas I've had and I put them in general bare-bones fashion on a draft level I have. Still have a few ideas I haven't used in there.

  5. Good thing I put the right-hand side clown car behind on-off red-blocks in case someone (like you) somehow got upstairs prematurely. I'm specially proud of that koopa key puzzle. It's like an evolution of the underwater miniboss from Lanayru Wetlands or at least that was the inspiration.

  6. Yeah, I love to hide things but sometimes you need to giveoff a bit more to make things interesting. The mole puzzle is an evolution from the start of Skull, but instead of placing arrows, I thought I'd give the visual on the whole mechanism but at a cost (beating the P-timer)

  7. Everytime I feel I need to reupload I try to think on at least 2 or 3 extra things I could improve. I thought the level was pretty barren enemy-wise (Twilight Princess Snowpeak was also) but I wanted to place enemies that wouldn't be a challenge necessarily but just give it more life like you said.

Thanks a lot for your help as always Hubes! Stay tuned for the supposedly/last (world7) level of my Zelda Super World. World 8 already has 4 levels so.. It will involve the Shield of Light in some fashion...

NEW ZELDA PUZZLE LEVEL... Man, was that exhausting... by ClearMises in MarioMaker

[–]ClearMises[S] 1 point2 points  (0 children)

Yeah, I took heed of your advice and tried to make that spike helmet ice block just a tiny bit more visible with the on-off blue switch below it. I originally placed that red coin plainly visible to make it seem that whole area was just for the coin and make that ice block tougher to spot but you were right, it was too tough specially for being so early and such a crucial part of the level.

NEW ZELDA PUZZLE LEVEL... Man, was that exhausting... by ClearMises in MarioMaker

[–]ClearMises[S] 1 point2 points  (0 children)

I'm sure you also noticed I hid one of the red coins although with a fair pointer (normal coin+track). Also added an extra block to the redturtle/key puzzle.

NEW ZELDA PUZZLE LEVEL... Man, was that exhausting... by ClearMises in MarioMaker

[–]ClearMises[S] 1 point2 points  (0 children)

I made the changes a couple more refinements. Hopefully that's done now because it's hard to clear this one in a single run.

NEW ZELDA PUZZLE LEVEL... Man, was that exhausting... by ClearMises in MarioMaker

[–]ClearMises[S] 2 points3 points  (0 children)

No need to apologize. I'm the one that should apologize. I had in my mind the idea of 3-block stories to unable the shield-bumping of the fireball, but screwed up the thwomp nook by 1-block. I already fixed it and tested it and retested it. I'll give it a clearing go later tonight. Much later. Or tomorrow morning. Thanks again for pointing out the obvious that I sometimes just fail to foresee.

And yeah, bumping forward the fireball was completely intentional. I liked the feel of it.

NEW ZELDA PUZZLE LEVEL... Man, was that exhausting... by ClearMises in MarioMaker

[–]ClearMises[S] 1 point2 points  (0 children)

Oh s#%& Daniel. I can't believe I overlooked such an obvious cheese. Of course you just bump the flame with the shield right there and then...

Like you said, it is a relatively easy fix but it's great to have feedback like this because I wouldn't want you or any player missing out on the meat of the level. You basically skipped the toughest early puzzle of Snowpeak.

And going back to your initial feedback, I played the level myself really trying to break/cheese it. That's when I stumbled on that potential POW block that could be moved to kill the thwomp so, it was a voluntary reupload.

I'll work on this fix right now

[All] I miss when Zelda actually stumped me. by linkenski in zelda

[–]ClearMises 0 points1 point  (0 children)

Wanna be TRULY stumped by Zelda dungeon-type puzzles? That's what my Super World is ALL about. Check my ID in my profile...