1. Announcing Mekorama on the Web!

    Now anyone can play levels from the forum online, with one click!

    Dismiss Notice
  2. Psst! If you're new here, welcome! Please visit these pages first for information about the forum and Mekorama:

    Welcome! ¡Bienvenido! Selamat datang! Добро пожаловать! Willkommen!
    and
    Everything you want to know about Mekorama

    Dismiss Notice
sawdust

Super Mario Bros V3

Third time's a charm, right?

Super Mario Bros V3
sawdust, Sep 30, 2016
Mekob123, chemi and Rohan Kumar like this.
    • meko
      Again? :rolleyes: Are you sure?
      sawdust likes this.
    • sawdust
      @meko Nope! But I hate spending 3 days on a level and not posting it almost as much as I hate having a level that doesn't work right in my album. Thanks @trids for playtesting this time.
    • Rating:
      5/5,
      Frenzies
      Finally! Works perfectly! The castle, the bricks, the flag, were all awesome. It was fun and simple, although it was quite ironic when I kept dying by landing on top of the Zapper bot's heads... Nice level!
      sawdust likes this.
    • Rating:
      5/5,
      chemi
      Great level, very original. Thanks!
      sawdust likes this.
    • Rating:
      4/5,
      cpw
      Very fun and creative, but took me countless attempts since the first version. At the second jump, B fell off the track 80% of the time because of POV / dragging direction issues (B ends up flying with a slightly slanted trajectory). I get that the 1-dimensional design is to resemble the original Mario gameplay, but I didn't rate it until now because B fell off the track so often......My suggestion would be to align the four sides on the same vertical plane as different levels (like what @Martin Magni did with his #43 Ant Farm and #39 Shock Shuffle), especially since the central part of the level doesn't seem to hold any other mechanisms. Just my two cents :D
      meko and sawdust like this.
    • Frenzies
      @cpw On the second jump, move the platform to the side. Since you'll fall to the side, you'll land there.
      sawdust likes this.
    • cpw
      @Frenzies Yeah, that seems the safest way to get there. Most of the times I actually landed on that tall pillar though, or directly onto the stone platform, or simply fall onto the white background :rolleyes: (It is still possible to re-enter that corridor from the white area anyway)
      sawdust likes this.
    • sawdust
      @cpw I'm actually experimenting with a vertical level now similar to what you mentioned (Donkey Kong!). I'm having trouble getting the jumppads to work well with a ceiling above B's head though.
      cpw likes this.
    • Rating:
      4/5,
      TR O
      Great Mario level. This one is quite unique. It has almost all the feature what Mario has. I wish I could slide down to complete at the last part.Why don't you use Tiny Jump Demo , I think @retrograde made it for medium to small levels. I guess it would reduce the chance of jumping off track. But it will not be as similar as mario jump like yours.
      sawdust likes this.
    • sawdust
      @TR O I am using the tiny jump on the first two jumps, but for some reason it bugged out on the flag jump in V2 so I had to invent something else for V3 (this one). You can land on the flag though. I've done it 3 times so I know it's possible.
      TR O likes this.
    • Rating:
      5/5,
      richardfu_
      Great Level!
      @sawdust You said the jumping mechanism bugged out. Was it unable to move at all? I have experienced it too.
      sawdust likes this.
    • Frenzies
      sawdust likes this.
    • sawdust
      @richardfu_ yeah I had the "tiny jump" with 1 draggable and 3 metal cubes on top for the last column before the flag and it was almost as if it were too heavy, but it would work fine until I backed out of the level and went back into it. I tried redoing it with only a draggable and it was still buggy so I canned it.
    • retrograde
      @sawdust If the tiny jump structure doesn't move when the level is started, remove the motor and then re-add it and it will move again. I've found that when the motor is hemmed in by other blocks and new blocks are added to the surrounding structure that the motor can get stuck. Replacing the motor with a new one unsticks it. Not sure why though. Mekorama seems to keeps track of everything connected to motors as a level is built, and this effects how the level is saved.
    • sawdust
      @retrograde @richardfu_ [​IMG] here is the version in which the jump pad gets "weighed down". It's not really stuck, but it's hard to explain. I no longer have the editable version so I can't tinker with it.
    There are no comments to display.
  • Album:
    Sawdust's Levels
    Uploaded By:
    sawdust
    Date:
    Sep 30, 2016
    View Count:
    3,955
    Comment Count:
    19