Why Clear Conditions In Super Mario Maker 2 Are Disappointing

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  • Опубліковано 13 кві 2021
  • Super Mario Maker 2 added a lot of new things to the mario maker franchise like slope, on off switches, and scroll stop! pretty much all of those things were implemented perfectly in super mario maker 2 but one feature that wasn't were the brand new clear conditions. This was one of the features I was most excited for in mario maker 2 as I thought it'd help recreate the non-linear feel of mario 64 or mario odyssey. Instead they were incredibly disappointing so today I discuss why mario maker 2's clear conditions are disappointing and my tips and ideas on how they could be fixed for mario maker 3!
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КОМЕНТАРІ • 667

  • @Theo-dg2be
    @Theo-dg2be 3 роки тому +93

    I don't like levels where you don't get a powerup and there is a "don't take damage" condition. All it is is the creator can't add in a checkpoint

    • @peckychicken
      @peckychicken 11 місяців тому +5

      You can make powerup checks easy enough anyway

    • @viktorvalkov-gu7qr
      @viktorvalkov-gu7qr Місяць тому +4

      Why do they need the clear condition anyway? If you take damage as small mario you die anyway and have to restart,so why have it?

  • @whispyofficial
    @whispyofficial 3 роки тому +102

    I really wish the Toad clear condition, and the stone clear condition from story mode were in the actual game 😢

    • @uiinpui
      @uiinpui 3 роки тому +4

      Yes

    • @uiinpui
      @uiinpui 3 роки тому +12

      Also the dont leave the water, and the trees, and the not swinging cla... ok maybe scrap the swinging claws one that one had a very tedious level

    • @puneetkaranth6133
      @puneetkaranth6133 3 роки тому +1

      Those levels were so much fun, and really unique.

    • @jfb-
      @jfb- 3 роки тому

      The stone levels were my favourite ones!

    • @jthemad2616
      @jthemad2616 3 роки тому +1

      I litterally bought the game and the first thing I did is looking for the stone in editor mode :.(

  • @clounado4892
    @clounado4892 3 роки тому +206

    I really want a clear condition for high scores, i mean, we can still see how many points we have on the left of the timer but let's be real, they were never important for anyone in any Mario game. I just saw one level in SMM1 where the creator made a comment at the end of a minigame where he ranked your skill based on your high score... and now the Miiverse is gone and we cannot view it anymore.

    • @Zebo12345678
      @Zebo12345678 3 роки тому +9

      Does your score persist between levels in the 100 man challenge (or whatever they call it now) because that could put a fork in that plan.

    • @clounado4892
      @clounado4892 3 роки тому +6

      @@Zebo12345678 I think your score resets in the Endless-Mode with every new level and even when it does't the coin clear condition already functions well even though it doesn't reset, as far as I know at least.

    • @duske_
      @duske_ 3 роки тому +4

      @@clounado4892 Your score doesn't reset until game over

    • @clounado4892
      @clounado4892 3 роки тому +4

      @@duske_ Ok, thanks for correcting me.🙂

    • @diamondfreddy9818
      @diamondfreddy9818 2 роки тому +1

      And the score's on the right

  • @LakituAl
    @LakituAl 3 роки тому +491

    The "Don't leave the water" condition would even give the frog suit an actual purpose. A niche one, to be fair, but it's one

    • @megarotom1590
      @megarotom1590 3 роки тому +27

      to be fair the frog suit can make fun and evil levels :)

    • @originalname5598
      @originalname5598 3 роки тому +1

      Ye

    • @zainalabedeenalsaadi7201
      @zainalabedeenalsaadi7201 3 роки тому +5

      Pakistani Dr Cortex

    • @Taceria
      @Taceria 8 місяців тому

      Yeah it DOES give the Frog suit a PURPOSE a niche one sure but not only does it give us better swimming controls butter clear condition mix the forest theme the only exception for the Frog suit to be GOOD otherwise people will feel like the Frog suit it's underwhelming pointless useless and just a WANNABE useful tool

    • @mariaandreinaaranareggeti9239
      @mariaandreinaaranareggeti9239 6 місяців тому

      Not in maker

  • @ManxNinjaPig
    @ManxNinjaPig 3 роки тому +420

    Reach The Goal after liking this video!

  • @maroontheoctoling5319
    @maroontheoctoling5319 3 роки тому +218

    one thing i want them to add is to stack clear conditions like what you said at the end

    • @rainbowthedragoncat6768
      @rainbowthedragoncat6768 3 роки тому +17

      There should be a limit so we don't get levels with all the clear conditions

    • @ChordettesFan325
      @ChordettesFan325 3 роки тому +8

      @@rainbowthedragoncat6768 yeah, maybe 3 per level?

    • @maroontheoctoling5319
      @maroontheoctoling5319 3 роки тому +3

      @@rainbowthedragoncat6768 definitely

    • @chainhammer1473
      @chainhammer1473 3 роки тому +1

      That would be horrible. I thought of it when making some of my levels, but then I realized I could get a level like collect all 69 coins kill all hammer bros in a p bloon while not taking damage.

    • @chainhammer1473
      @chainhammer1473 3 роки тому +2

      @RURAL COFEE The majority of this games player base are litte Timmy's or people you don't know how to design levels. I have 1k hours in this game most of the level creator are really bad a designing levels, It can be used for good things like get all 1ups and coins, but again people would just all of those 1ups and coins in kaizo blocks.

  • @thepenguinboi8679
    @thepenguinboi8679 3 роки тому +257

    I just hate that I can't add checkpoints when putting a clear condition. It makes sense,but they could have still made it work

    • @chainhammer1473
      @chainhammer1473 3 роки тому +8

      I wouldn't work with some like "don't touch the ground" or "kill all the koppas".

    • @goingdiagonal6693
      @goingdiagonal6693 3 роки тому +22

      I got an idea: From upload, you must kill all enemies from every checkpoint. When playing, enemy kills save at checkpoints. To prevent a required enemy from softlocking, make it so enemies that are dead on respawn are transperent. You can kill and interact, but its already dead.

    • @Sir-Taco
      @Sir-Taco 2 роки тому +3

      @@chainhammer1473 they could just add spawn protection to the ground one

    • @plushytv5295
      @plushytv5295 2 роки тому +4

      @@goingdiagonal6693 what happens if the player misses one enemy before the checkpoint, and then passes a Checkpoint with One Way doors behind it? That means they’ll have to play through the rest of the level, only to discover they can’t beat it because they missed an enemy before the checkpoint, and have to redo it.

    • @Plide
      @Plide 2 роки тому +5

      @@plushytv5295 The creator would have to complete the clear condition from all checkpoints, so this should not be an issue.

  • @MishKoz
    @MishKoz 3 роки тому +117

    My least favorite clear condition is "Defeat all (1) Bowser" or any other boss. WHY WOULDN'T YOU JUST USE A _KEY_
    Oh and the "don't jump" one. That one's almost never used well.

    • @Odyssey_Central
      @Odyssey_Central  3 роки тому +41

      Yeah, it's unfortunate that a lot of clear conditions in levels kind of boil down to these

    • @RealSpinningRat
      @RealSpinningRat 3 роки тому +9

      Especially when they give a key to the enemy anyways

    • @Stephen-Fox
      @Stephen-Fox 3 роки тому +5

      I've seen a lot of good use of not landing after leaving the ground, honestly - Mainly in puzzle and kaizo levels, mind.

    • @bogonelle
      @bogonelle 3 роки тому

      @Eric Lee wait the PLAYER are you sure that’s not the noob player who can’t win

    • @SomeoneWeird-vx5jx
      @SomeoneWeird-vx5jx 3 роки тому +4

      @Eric Lee you just said that he was trying to start a chain of comments as a troll but then you ended up responding to him so many times you ended up doing it’s yourself lol.

  • @shanephillips257
    @shanephillips257 3 роки тому +96

    I wish we could put background characters to make levels feel more alive. That being toad, yoshi, shy guy, and more

    • @davinchristino
      @davinchristino 3 роки тому +4

      What do you mean?

    • @giornogiovanna9290
      @giornogiovanna9290 3 роки тому +13

      @@davinchristino I think he means some people in the background to make it feel more lively

    • @davinchristino
      @davinchristino 3 роки тому +5

      @@giornogiovanna9290 Oh yeah, that would be good! Just like in Mario Kart!

    • @giornogiovanna9290
      @giornogiovanna9290 3 роки тому +5

      @@davinchristino
      Yea I think you got the idea 👌

    • @shadic3470
      @shadic3470 2 роки тому +4

      Like in NSMBU's Coin Rush mode? Were you could see your Mii's in the background

  • @nunyabizness8919
    @nunyabizness8919 3 роки тому +33

    Here's an easy solution to the checkpoint problem that's already there: CLEAR CHECKS. You can't upload a level if you haven't cleared it, so this would make it that there needs to be a way to complete the clear condition from the checkpoint. The only downside to this is that the creator would need to play through the level two or three times but that's already something happening with red coin levels.

    • @DimitriPilot
      @DimitriPilot 3 роки тому +2

      Your solution is identical to the one stated at 4:37, also accompanied with the concern that "the clear condition would only really apply to the [second half] of the level, however that would still be better than nothing."
      No problem, we can address it by adding a feature in the editor to specify, for each checkpoint, the minimum amount of progress on the clear condition that is required to hit it. (IMO this solution would be simpler than having to "mark" the required enemies one by one, as in the video.)
      For example, if checkpoint 1 requires a minimal progress of 2/34, the clear check from that checkpoint will start with a progress of 2/34. If the player hits checkpoint 1 then loses a life, the progress they had at the checkpoint (e.g. 5/14) is restored. If the player hasn't made enough progress to reach/save a checkpoint flag, it will appear dotted (just like the flagpole would in a comparable situation).

    • @milliondollarmistake
      @milliondollarmistake 2 роки тому +2

      Yeah I'm not sure how he missed that. When uploading a level you have to start at the checkpoint so if you add a part that prevents the player going backwards then it would never get uploaded.

  • @chase_exists4299
    @chase_exists4299 3 роки тому +150

    I’m still so annoyed that we can’t have CPs with clear conditions

    • @petery6432
      @petery6432 3 роки тому +22

      Particularly since Red Coins, which functions very similar to a Clear Conditions, still can still be put in levels with Checkpoints.

    • @wariolandgoldpiramid
      @wariolandgoldpiramid 3 роки тому +6

      @@petery6432 the Pink Coins simply don't respawn when saved with a checkpoint.
      But for the compatibility of checkpoints, they'd have to make every regular coin that's been collected stay gone, or same with enemies defeated.
      Maybe that's too complicated.

    • @joshzuker8308
      @joshzuker8308 3 роки тому +4

      @@wariolandgoldpiramid What if they made it so for certain clear conditions such as defeating a number of enemies, you could set a checkpoint to only activate after you have defeated a set number of enemies.
      So for example, you could set the checkpoint to only activate after you kill 10 goombas or somethin'.
      Edit: Nevermind, I think they mentioned it in the video

    • @RubyPiec
      @RubyPiec 3 роки тому +2

      C h i l d P o r n ? (sorry)

    • @chase_exists4299
      @chase_exists4299 3 роки тому +7

      @@RubyPiec Bruh 😳

  • @celticraider5482
    @celticraider5482 3 роки тому +35

    6:54 My solution to this would be to split up the courses into two categories: the open world "challenge" tab, and the linear "course" tab.

  • @utuberkid
    @utuberkid 3 роки тому +29

    Plot Twist: All of the exclusive story mode items, including the clear conditions, are actually unlockable and nobody unlocked them yet.

    • @goingdiagonal6693
      @goingdiagonal6693 3 роки тому +19

      To unlock, play as Luigi in SM3DW style and collect EXACTLY 256 stars and beat the level without moving! The challenge is about giving the right amount of stars in your auto level...

    • @davinchristino
      @davinchristino 3 роки тому +8

      Stone is real 2401

    • @sona_the_persona
      @sona_the_persona 2 роки тому +3

      G
      A
      S
      P

    • @QuantumScratcher
      @QuantumScratcher 2 роки тому +1

      Idea:
      To unlock, use every element in a level, beat Story Mode 69 times and subscribe to Nintendo's UA-cam channel.

  • @thomasbui6175
    @thomasbui6175 3 роки тому +23

    For the Checkpoints, you can handle status with pseudo checks at the end. Like blocking off the flag with ice blocks that you need a fire flower. Or similar things for other power ups. Clear cons really help for kaizo players to allow practice doors. But yeah, I think there a lot of problems with clear cons.

    • @SuperNickid
      @SuperNickid Рік тому

      @Thomas Bui: the ice block you can melt with the fire ball did not exist at the start of Super mario maker 2, but clear condition did, that would mean they should have put clear condition only available when does ice block are available, not really. I did made a level with a clear condition, that used the full lenght of the level twice because of the sub level, and it is a short level, because their is only 100 seconds, it also got an artificial clear condition, because we could not stack it, I have a second one with a clear condition that does not used artificial clear condition because it make sense to used a clear condition because it is a treasure hunt, and because the level name as Cursed within its name it could be considered a Halloween level, Then I needed to make a level with a clear condition but that idea that I had only work with check points, but because I needed to have check point to make it work, I did an artifical clear condition, and once single Troll that is done on purpose to see the strange gimick if you start from the 2nd check points. Their is one soft lock after the first check points, that is not part of the troll that I can't fix because to many play it already, and the majority of people does not get caught by that accidental softlock, If I would have seen the first live streamer that played it get caught in it, I would have fix it right away, but he did not get caught in it and that level even shows why real clear condition does not have check points, only if you start from the seconds checkpoint. My chrismas level in Super mario maker 2 it is a yoshi clear condition and it is your choice of which yoshi. If you want to give them a try, just reply to this comment.

  • @thywordistruth2720
    @thywordistruth2720 3 роки тому +9

    Another idea for a clear con could be to collect an x-number of points before activating the goal. This would be another way to combine clear cons, as you’d have to collect coins and defeat enemies to gain points. This would also add value to collecting redundant power-ups and being careful about how you farm 1-ups (since you don’t get points for enemy combos after they start giving you lives). This clear con would actually give a reason for that number next to the timer.

  • @uiinpui
    @uiinpui 3 роки тому +107

    We all want them to make you not have to go to the flag (of course it would be a choise)

    • @Sansibit
      @Sansibit 3 роки тому

      @Tiki Wiki No a croissant you dummy (it’s a joke no offense)

  • @johannesboomsma4680
    @johannesboomsma4680 3 роки тому +45

    Story mode is supposed to show off and give you ideas on level parts?
    Then why are there 5 story mode exclusive clear conditions???

    • @harrybest2041
      @harrybest2041 3 роки тому +16

      And 3 exclusive course parts (Toad, Stone, Cage)

    • @wariolandgoldpiramid
      @wariolandgoldpiramid 3 роки тому

      @@harrybest2041 sorry, I don't remember the story-cage, where was it?
      And I'm not sure if the Stone Blocks or Toads were that good of elements to warrant a clear condition.

    • @antoinegaming936
      @antoinegaming936 3 роки тому

      @@wariolandgoldpiramid toaddere

    • @want-diversecontent3887
      @want-diversecontent3887 3 роки тому +1

      @@wariolandgoldpiramid Stone yes toads no

    • @saltyralts
      @saltyralts 3 роки тому

      @@wariolandgoldpiramid Think of the toads like silver stars from Super Mario 64 DS

  • @DimitriPilot
    @DimitriPilot 3 роки тому +21

    In regard to checkpoints with a clear condition, here's a solution and a step beyond what you proposed at 4:52 in the video:
    *Let us specify in the editor, for each checkpoint flag, how much progress on the clear condition is required for the player to activate it!*
    From the Maker's perspective, the Clear Check from each checkpoint will begin with the minimal amount of progress that was specified for it. (For instance, if a minimal progress of 2/34 is specified for a Checkpoint, the Clear Check from that Checkpoint will start with a progress of 2/34.) To specify the amount, hold the cursor on a checkpoint flag to bring up a numeric wheel which can enter a value between 0/34 and 34/34. The default value is 0.
    From the Player's perspective, if their progress is insufficient for a Checkpoint, it will appear dotted (just like the flagpole or goal card) and intangible, and a small bubble will appear around it to inform the Player of "how many more" they need before the Checkpoint can be activated. If the Player activates a Checkpoint then loses a life, the progress on the Clear Condition is restored - either to the same amount of progress from when the Player activated it, or to the minimal amount from the Checkpoint. *When the player loses a life, all enemies shall respawn, and the same enemy shall count towards the Clear Condition again on separate lives during a playthrough, no matter what.*
    Side effect: assuming a Checkpoint is designed to restore ALL progress made by the Player, they might be able to cheese the Clear Condition during a playthrough (not Clear Check) if they manage to skip a Checkpoint, defeat the enemies around it, activate the Checkpoint, lose a life, and then defeat the enemies again.
    Similarly, a non-linear level with a Clear Condition and 2 Checkpoints could be cheesed by activating CP1 and CP2 back and forth, and losing a life each time. In order for the game to prevent that, once CP2 is activated, CP1 should be permanently dotted until the Player clears the stage or chooses to "Start Over" or "Quit." While this could restrict the peak of creativity for non-linear levels, (e.g. pink coin extravaganza), it is better than nothing.

    • @polyhex
      @polyhex 3 роки тому +2

      with this method, it’d still be super easy to upload unclearable levels by abusing the clear check system

    • @DimitriPilot
      @DimitriPilot 3 роки тому

      @@polyhex How so?

    • @YarnDuckGet
      @YarnDuckGet 2 роки тому +1

      Why not just keep track of which enemies you kill before you hit the checkpoint and not spawn them back after you die?

  • @mrpedrobraga
    @mrpedrobraga 3 роки тому +7

    6:28
    “Reaching the end goal” could be itself a clear condition you can add or not.

  • @cakeyeater7392
    @cakeyeater7392 3 роки тому +9

    The checkpoint softlock is really more about level design in general. A clear condition could be like key coins, where it's only applicable after a certain checkpoint. Or you could circumnavigate collection issues with doors that allow you to restart. The fact that you have to beat the level from the checkpoint implies that there's no real reason not to allow checkpoints except for technical limitations.

  • @ChromaNyan
    @ChromaNyan 3 роки тому +7

    for not collecting x coins or not defeating x enemies, those could have easily worked by adding a toggle to the parts category which inverted that condition

  • @kwisowofer9872
    @kwisowofer9872 3 роки тому +14

    the first idea for checkpoints and clear conditions would work, because for clear checks you have to clear from checkpoints so if you can’t do something earlier in the level then you can’t clear check it. That way it has to be possible if you miss something before a checkpoint.

  • @aedaniammx7559
    @aedaniammx7559 3 роки тому +6

    On the topic of levels ending before the flagpole, I wish we could place the flagpole wherever we want, same with the start. Maybe even pick what kind of object acts as the goal, between Flags, Power Stars, Roulette Blocks, etc.

  • @prickstar123
    @prickstar123 3 роки тому +5

    10:50 after Peter Quill shoots Ego, instead of "You killed my mother!", its "You killed my opportunities!"

  • @BaconNuke
    @BaconNuke 3 роки тому +4

    Combining conditions could be cool especially if you have inverse conditions, like "defeat all goombas and don't defeat any galoombas" for those levels that have you jumping on stuff precisely..
    I think some of your hold ideas would be bit unfun, like galoombas and.. maybe buzzy's come back to life if held too long so it'd be a game of quickly dropping to refresh the "timer" and thus level has to be built around "oh one sec gotta drop this real quick"

  • @FoxPrimed
    @FoxPrimed 3 роки тому +9

    2:03 RIP headphone users like myself.

  • @MaybeSaul250
    @MaybeSaul250 3 роки тому +9

    New clear condition: Win without touching any Dry Bones

  • @UndrcoverCactus
    @UndrcoverCactus 3 роки тому +2

    For clear conditions and checkpoints I think it's pretty simple:
    -checkpoints save your clear condition progress
    -clear condition items/enemies respawn after restarting from the checkpoint (so you can't get softlocked), but it doesn't add to the counter if you activate/defeat one that you activated/defeated before reaching the checkpoint
    And that's pretty much all you need to do. Because creators have to clear the level from each checkpoint to upload the level, all clear condition items/enemies will be available from each checkpoint, so players will never be forced to restart the level due to missing something. Sure, the system you came up with is more robust and won't force creators to backtrack when uploading stages, but this way would be less complicated and more easy for people to understand.

    • @goingdiagonal6693
      @goingdiagonal6693 3 роки тому

      THIS! You are thinking what I am! Maybe even make already dead enemies trasparrent.

  • @minawii965
    @minawii965 3 роки тому +16

    4:30 is no one gonna talk about the fact that there was a clear condition and a checkpoint in the level

  • @lordfawful9469
    @lordfawful9469 3 роки тому +4

    Absolutely love that you used the clip from Guardians of the Galaxy Vol. 2.

  • @lynnlloydentertainment3993
    @lynnlloydentertainment3993 3 роки тому +19

    Wow this literally just came out for me and this many views already?

  • @thehariboman
    @thehariboman 2 роки тому +2

    “Reach the goal without collecting co-“
    Nico: *Yes*

  • @RGC_animation
    @RGC_animation 3 роки тому +4

    There's like 3 clear conditions missing that I would really love.
    1. Defeat certain amount of any enemies before reaching the goal
    2. Do not collect coins (we can make a similar level using contraption, but it is limit
    3. Combined clear conditions

    • @Buglin_Burger7878
      @Buglin_Burger7878 3 роки тому

      There is the Toad and Stone Block from the story mode as well.

    • @RGC_animation
      @RGC_animation 3 роки тому

      @@Buglin_Burger7878 But those are not clear cons, but yeah, they should definitively added in.

    • @geoffabbythomas7293
      @geoffabbythomas7293 2 роки тому

      The 1st one is in the game

    • @RGC_animation
      @RGC_animation 2 роки тому

      @@geoffabbythomas7293 Not by specific enemy, but just enemy in general. Because what if you want a stage where you need to kill both Goombas and Koopas?

  • @CaptainMangles
    @CaptainMangles 3 роки тому +1

    It's crazy how you found all these levels that you needed for your video!

  • @eg-bc8ed
    @eg-bc8ed 3 роки тому +4

    I could not agree more with this video. There are so many ideas that could have been added like multiple clear conditions at once but we never got them.
    also 69k subs

  • @MarcusTalks1
    @MarcusTalks1 3 роки тому +2

    I loved the story mode exclusive reaction you put. I felt exactly the same, and don’t understand why they weren’t implemented.

  • @MickeyM800
    @MickeyM800 3 роки тому

    I am so happy you made a new video, I thought you did not want to make any more videos!

  • @twinposters9224
    @twinposters9224 3 роки тому +2

    I recreated the "Reach the goal after climbing trees" clear condition from story mode. The code is B7G-8B4-DCG

  • @veggiet2009
    @veggiet2009 2 роки тому +1

    A cool Idea would be adding mini clear conditions to checkpoints... The level would still be beatable in one go, but you'd have to collect X items in order to save. This way you could make much less annoying levels, like don't leave the ground if you want the checkpoint. The wording for this would have to be pretty special to make it not confusing with normal clear conditions.

  • @pretzelman945
    @pretzelman945 3 роки тому +1

    Hey i love your videos
    I think they are so entertaining
    Keep up the grind to 100k!!

  • @panamaru7793
    @panamaru7793 2 роки тому +4

    10:50 I can't believe Mario killed himself :(

  • @KawaiiDawn
    @KawaiiDawn 3 роки тому +2

    I never really saw it as something that would make levels feel non-linear, I always though of clear conditions as allowing special challenges to be implemented (and while you could do this with complex contraptions it's nice to have a simpler way of doing it)

  • @EggShellGames
    @EggShellGames 3 роки тому +14

    Congrats on *69K* subs!

  • @WeegeeMaro
    @WeegeeMaro 3 роки тому +3

    Reach the goal after getting Dry Bones into Smash.

  • @princeassim8573
    @princeassim8573 3 роки тому

    Your a legend they stopped updating this game but you are still making videos on it

  • @PuppetSquid
    @PuppetSquid 2 роки тому +1

    Simple fix for checkpoints; have a seperate clear condition for settable for each checkpoint.
    The game can just update the current condition when you grab that checkpoint, and can assume you have already achieved the objectives for it so give you the necessary powerups etc when you reset.
    The limit is that you'd probably need to number the checkpoints for this to work, but the benefit is you could make maps where the objective changes half way through.

  • @someguy2798
    @someguy2798 3 роки тому +3

    Yes been waiting for someone to finally come around on the annoyance of clear condition

  • @last5629
    @last5629 2 роки тому +1

    How to fix the checkpoint problem. Dont let them access the checkpoint if they lost or dont currently fulfill the clear condition. This could be cool to make levels where you dont have a fire flower so cant get a checkpoint until you find one. But for the collecting and activating ones maybe you can create a smaller number for the checkpoint of the same one as the flagpole

  • @cliffthecrafter
    @cliffthecrafter 3 роки тому

    In terms of making clear conditions work with checkpoints:
    Actions is pretty easy, just make is so if you fail the condition the checkpoint gets disabled along with the goal flag so you can't get the checkpoint.
    Status is also pretty easy, those only matter at the end anyways, so checkpoints could just act like normal. Nintendo could also alternatively have given creators a toggle to choose whether or not status clear conditions applied to checkpoints in their levels, in order to force players to have that status when collecting the checkpoint as well.
    Parts are the only thing that might take a bit of work, but Nintendo could have made it work. Just have it so collecting a checkpoint saves the number of parts you've interacted with and flags the parts that were interacted with before the checkpoint so they don't reappear if you die. That's how key coins already work, and parts associated with clear conditions already get flagged so they don't respawn when you reload the level through a pipe or door, so they definitely could have implemented such a system.

  • @drsherifff
    @drsherifff 3 роки тому +8

    Oooo I just realized you're only 200 subs away from 69420 subs...

  • @Cootshk
    @Cootshk 3 роки тому +1

    my idea: you can place the flag, and holding it would give the option for a secret exit (for super worlds, +5 lives for endless and place in a normal flag in the sub area) or to complete instantly when the clear condition triggers. Also, I think that you should have the option for starting over from the checkpoint. for clear conditions, I think that any checkpoint-required enemies would save, while others wouldn't. Also they should have an option for being required for cp1/2/both.
    edit: maybe if you have an action clear condition you can place a checkpoint, and if you try to change it, it would say remove the checkpoint(s) in this level before using a parts/status clear conditions. Also, if you have a status clear condition, then you could respawn with the powerup you died with/have to get another one (in a menu to choose).

  • @technicolormischief-maker5683
    @technicolormischief-maker5683 3 роки тому

    Have it so that when you finish the checkpoint objective and touch said checkpoint, the level just... saves the parts related to the task that you hit, and removes them when you die? It could do the same for any parts related to future checkpoints as well, if you turned that option on.
    As a sidenote, you could also have separate, entirely unique tasks for each checkpoint/goal with a system like this, which would be neat. You could also just have multiple per checkpoint, or you could have these tasks be optional and give some kind of bonus on completion, like score and/or 1-ups. (score is grossly unrefined and underutilized in 2d mario considering it’s one of the few AAA franchises to still have it.)

  • @swirlymoth
    @swirlymoth 3 роки тому +1

    13:51 Seriously? Are they SERIOUSLY putting hate comment in your level? You make the best videos AND levels!! Also.. why are they even playing it if they don’t like it-

  • @GoldenTGB
    @GoldenTGB 3 роки тому

    I feel they should take a page out of 3DS Mario Maker's Super Mario Challenge, and add what I am dubbing "Star Challenges." Basically, the way they work is that a creator, could add up to two 2 optional "Star Challenges." Stuff that's optional like "Collect all big coins," "Use a key on a door," "Find a hidden Sound effect," something like that. And then when you complete a "Star Challenge," you get a star. And you can use those stars to get cool things, or just to flex. In order to counteract people grinding on easy "Star Challenges" on levels, is that you can only get them through Course World, Endless Mode, or random Super Worlds, so you can't get them from codes. I feel like this would add a layer of depth to the game, for both Makers and Players alike, incentivizing people to make more interesting levels with secrets, and other methods to play thier levels, and it would incentivize players to look through more of the level. This would be the one thing I would add to Mario Maker

  • @BiltzBoi
    @BiltzBoi 3 роки тому +2

    You should make a video on how disappointing Smash Ultimate's Stage Hazard toggle is. It added no new competitive stages and make to many stages Battlefield and Final Destination clones. You can't decide what hazards you what on and off. For example on Wily Castle, I want the Yellow Devil removed but not all the extra platforms. It makes it Final Destination with strait walls.

    • @Odyssey_Central
      @Odyssey_Central  3 роки тому +2

      I would but I believe Pjiggles already made a great video on that so I suggest checking that out!

  • @ShaneRie123
    @ShaneRie123 Рік тому

    Another banger video! Someone might have said this, but I think for checkpoints it should save the progress for the player, but the maker should be REQUIRED to collect all of the parts for the condition. Also for the maker, any parts collected prior to obtaining a checkpoint will not count towards the total as they’ve already been obtained.

  • @tahamohammad8842
    @tahamohammad8842 3 роки тому

    I actually thought of some ideas for parts, specifically 2 general ideas.
    1. Don’t (interact with ---)
    What I mean by this is the fact that we already have a “kill --“ so how bout a “don’t kill” like say “don’t kill 69 dry bones”. That’s just an example but you should get the point. I feel limitations can impose some really cool levels and this is one I really want to try to do without some insane contraption.
    2. A general ALL category.
    Essentially we can have a “Kill All enemies” or “kill -- enemies” instead of just one specific enemy. This i feel would remove an arbitrary limitation

  • @veggiet2009
    @veggiet2009 2 роки тому

    simplest implementation of checkpoints + clear condition would be to treat the items collections like red coins. You'd HAVE to design your level so you could go backwards otherwise you wouldn't be able to clear check your level from the checkpoint cold. Status conditions should just start the state of mario however he was when you saved it, again the clear check process make it so that if you don't have the status at the checkpoint you need to be able to obtain it. For don't leave/land condition, the checkpoint would become disabled if you've failed the condition before reaching it, meaning you'd have to make it to the checkpoint in order to succeed.

  • @mrelectrodude9391
    @mrelectrodude9391 3 роки тому +1

    No CP’s could probably be fixed with partial clear conditions, such as 50 coins need to unlock the CP and 50 more to unlock the flagpole ... some more problems I have with CC’s is the fact that the massive screen telling you what the CC is shows up everytime you die, blocking the screen. Not to mention the fact that action CC’s should kill you instead of just letting the flag disappear

  • @silvershift5505
    @silvershift5505 3 роки тому +2

    Why not for checkpoints and clear conditions just have it save the amount Mario had when they got the check point and give the player that amount when that die

  • @WadelDee
    @WadelDee 3 роки тому

    In Crash Bandicoot, you get a gem if you clear a level while destroying all the crates. This feature works perfectly with the checkpoints from Crash Bandicoot 2 onward: Simply save all the crates that you have destroyed so far. However, gems in this game are additional bonus rewards, not requirements for finishing a level. If you finish a level but you had forgotten to destroy some crates you are meant to exit the level and restart it and try again.

  • @highnoon3838
    @highnoon3838 3 роки тому +1

    3:36 Your level 1-up revenge has a way to get softlocked. If you go back in the first room & you fall, you get softlocked.

  • @unfairdev8197
    @unfairdev8197 2 роки тому

    I have some ideas of how to fix these problems mentioned in the video. The first is for some conditions, not being able to activate a checkpoint if a clear condition is failed.
    Another one I have is building off of the concept of setting enemies for the clear condition, the game could create a copy of the level in its current state and on death, load that copy. Unfortunately, this might not work because of Switch's limitations. The same thing can be done for the carry item condition.
    Now, about the Story Mode exclusive conditions. The toad condition makes sense to me to be exclusive to Story Mode because the toad fits in the Story Mode. Though it would have been awesome to have him in the editor, I am fine with this element not being in the editor. Same thing with the stone block, for the reasoning of making Story Mode unique. Now, the negative, Nintendo didn't add in the stay in the water and don't use a claw clear conditions in the editor. The headstand condition has no potential.

  • @OrangeKite3434
    @OrangeKite3434 2 роки тому +1

    I have an idea for the first one maybe after completing the clear condition you can get the check point and your progress would be saved

  • @meggubravo8373
    @meggubravo8373 2 роки тому

    For the checkpoint it could still just save as much as you have at the moment you get to the checkpoint because of the clear from checkpoint for uploading levels will make it so you have to make sure they can go back to clear it

  • @cantpleasonist
    @cantpleasonist Місяць тому +1

    10:51 Mario talking to himself.

  • @namesubjecttochange7781
    @namesubjecttochange7781 3 роки тому +1

    With clear conditions, you kinda have to design your level around checkpoints; say, you can create an "artificial" checkpoint by forcing the player to reset a stage should they take damage, instead of having them completely die.

  • @72kbobert
    @72kbobert 3 роки тому +1

    One thing that kind of irks me is that you can't see what the clear condition is until you play the level. I don't think it would be too hard to have the clear con on the level title screen, and not just the triangle doohickey in the corner.

  • @Sp3ctralI
    @Sp3ctralI 3 роки тому +1

    I agree, I wish they had no coins, no killing enemies, and maybe even no power-ups!
    Also imagine using the clear condition on a koopaling and not having to go to the flagpole, then Mario will jump in 1 and 3, for world just do the peace sign, u just do the original key get thing, and 3D world just be the regular win animation.
    It’s also hard for me who had 10 coins as a requirement, but I want a check point, so I had to choose, and I chose win condition.

  • @Rainn_is_random
    @Rainn_is_random 2 місяці тому +1

    I would like to add something to the conversation the issue with most clear conditions not having checkpoints. I get the problem. Is that not being able to go back to complete the level after grabbing a checkpoint,but red coins have the exact same issue but still allow you to grab checkpoints

  • @User00148
    @User00148 Рік тому +1

    13:51 That comment lol💀

  • @Moth_King_Official
    @Moth_King_Official 2 місяці тому

    7:07 thought we wouldn't notice that transition

  • @megarotom1590
    @megarotom1590 3 роки тому +1

    Here are my suggestions:
    Checkpoints: I would think they could at least do the non-parts conditions and for the status ones, they'd give you the status automatically from starting from check point
    Level End: Honestly I don't care too much for this, though a movable and more dynamic end placer like being able to place a star like in SM64 would be cool and work perfectly with CC
    Story Mode: Add the story only clear conditions and their associated items
    Anti-Clear conditions: It would be cool if you could reverse it so that you had to fail the clear condition, aside from niche scenarios, this would mostly apply to parts conditions
    Key Clear condition: I wish that they made a clear condition for keys, in addition it would be cool to not limit the number of keys that mario could get for the purposes of CC
    And of course I agree 100% with stacking clear conditions

  • @GD_TJ13
    @GD_TJ13 3 роки тому

    They could make it so you can have a maximum of three clear conditions in a level, wich you need to do in order to complete the level: you first need to do the clear condition to unlock the checkpoint 1, then you do the one that unlock the checkpoint 2, then you do the one that unlock the goal. It should then work fine :D

  • @Stephen-Fox
    @Stephen-Fox 3 роки тому

    The obvious way of splitting them (to allow combining them), to me, would be the negative constraints. It makes... Some sense... for clear conditions to not work with checkpoints, even if I'd rather that not be the case. But splitting them into 'clear conditions' and 'fail conditions,' and making the fail conditions impact things instantly, and then allowing fail states to work with checkpoints, and a level to have both a clear condition and a fail state, would make a ton of sense.
    One of the odder parts about clear conditions generally to me, though, is the way Nintendo were talking about them prior to MM2 coming out, and I think even in parts of MM2's advice on course creation. Even ignoring the checkpoint thing, "You can add clear conditions after you've made a level if you want to give players an extra challenge" was the way they marketted the feature when, at least the way I design levels, if there's a clear condition it will dictate pretty much everything else about the level design, and that would apply even if clear conditions worked with checkpoints. It's something I need to decide right at the start rather than towards the end of the design process.
    For example, I've got a collect x coin level where there are three pipes, each representing harder versions of the same level, and increasing amount of coins in each version of the level - I might have even made it a point to make sure the level could be cleared in the hard version of the level alone. The choice to make it a clear condition level was made right at the start of the design process, to the point the entire level was designed around the idea of combining 'pick a difficulty' with a 'collect x coin' level.

  • @AceGarlicLoaf28
    @AceGarlicLoaf28 11 місяців тому

    I think the most annoying part is that the “no landing after jumping” one doesn’t have an option to automatically kill you when you fail it. It’s an irreversible condition to fail, so the only option is to give the player a way to kill themself if they fail.

  • @Imirui
    @Imirui 3 роки тому

    One thing I want clear conditions to do as a side function is a counter. I want to include special items like Big Coins that you can collect and it will count towards a counter. If I wanted to include 3, how would they ever know there's 3? There's literally nothing telling them there would be a collectable hidden anywhere. With a counter, people can see there are 3 50-Coins in a level, but they are able to complete it without it.

  • @IcyDiamond
    @IcyDiamond 3 роки тому +5

    I just want checkpoints with clear conditions dammit!

    • @davinchristino
      @davinchristino 3 роки тому +1

      Ok atleast they should make status conditions work with checkpoints.

    • @IcyDiamond
      @IcyDiamond 3 роки тому

      @@davinchristino yeah agreed!

  • @Kralex121
    @Kralex121 3 роки тому

    I believe ending the level upon clearing the condition would mostly be very bad in multiplayer vs to the point of maybe having to take them out of the rotation or at least heavily alter them. As frustrating as clear con battles can be, having someone win immediatly just by beating the last Goomba or even the most Goombas seems even more unfun.

  • @THE_MYSTICAL01
    @THE_MYSTICAL01 3 роки тому +1

    2:30 and its black lines Legit gave me a panic attack because I thought it was my device

  • @autumnmaru
    @autumnmaru 3 роки тому +1

    I was upset that they didn't offer second end points. But it's okay end conditions were a step from nothing.

  • @ophikaktus1282
    @ophikaktus1282 3 роки тому +2

    I think they need to add a clear condition for the amount of jumps you can do

  • @juicebox6124
    @juicebox6124 3 роки тому

    You might like Levelhead, it has switches that activate when enemies are killed, when "Coins" are collected, or when you step into certain areas, that really fixes alot of these problems

    • @Fibero-Fibero69_420
      @Fibero-Fibero69_420 2 роки тому

      So you see that isnt a TOTAL fix to the problem. Not everyone can build such contraptions. Plus there are still some other major problems like not being able to place Checkpoints and not being able to add multiple clear conditions

    • @juicebox6124
      @juicebox6124 2 роки тому

      @@Fibero-Fibero69_420 You can place an unlimited amount of checkpoints, and clear conditions are as simple as adding an enemy gate before the goal or a gem gate before the goal, switches are also preprogrammed, you don't need to build any crazy contraptions (though you certainly can if you want)

  • @acedelta12
    @acedelta12 2 місяці тому

    To solve the Checkpoints VS Clear Conditions, just have the clear conditions reset to whatever they were at, at the time of the checkpoint.

  • @aneonfoxtribute
    @aneonfoxtribute 3 роки тому

    I thibk their concern with checkpoints could have been failing the clear condition, and then grabbing a checkpoint, forcing you to restart the whole level. And I can't really think of a way around that other than making it so that if you respawn at a checkpoint, any failed conditions are still on the table, which doesn't make any sense because in that case only the ending stretch would matter and nothing before then would matter. Or failing the clear condition would restart you from the start of the level, which would lead to functionally the same thing as denying checkpoints outright

  • @BoshiYoshi
    @BoshiYoshi 3 роки тому +1

    "Unneeded limitation" is kind of the story of Mario Maker, unfortunately.

  • @matearonmiskolczi1995
    @matearonmiskolczi1995 Рік тому

    I have an idea. They should make the checkpoints appear like the flagpole. Example: you have to kill 50 goombas. The checkpoints should appear after killing 25 goombas, and if you die in the second part, you should respawn with 25/50. I think that would work.

  • @potomax
    @potomax 3 роки тому

    I think the checkpoint solution should be fairly easy : save the uploader number of things when they hit the checkpoint. Then make them complete the level with that number from the checkpoint onwards.
    And then only unlock the checkpoint if you hit that minimum.
    Sure there are more complicated setups, but this should cover most use case

  • @qbert362
    @qbert362 3 роки тому

    There is an incredibly simple solution to the checkpoint problem: Just make it so that when you touch the checkpoint, it saves your progress and make it so that during the clear check attempt from the checkpoint it gets reset to zero

  • @dmk12345
    @dmk12345 3 роки тому +2

    I honestly think Dry Bones can't be in Smash. The moveset would be almost entirely made-up and/or copied from Bowser. It just would probably not work.

    • @thepyrosharktf2
      @thepyrosharktf2 3 роки тому

      I have a couple specials in mind:
      Neutral: Bone Throw (similar to Simon axe)
      Side: Shell spin (hybrid of squirtle and bowser side B)
      Up: Parabones (Works similar to duck hunt)
      Down: Possibly something involving his skill shot in Mario Strikers Charged.

  • @troybadderboi6817
    @troybadderboi6817 3 роки тому +1

    What about ending the level if you take damage or jump

  • @swaggasaurus4837
    @swaggasaurus4837 3 роки тому

    I honestly like the idea of a clear condition being tied to a Checkpoint. Maybe there could be a similar idea where a boss or enemy is linked to an entryway (warp box, door, pipe, etc.), and in order for Mario to progress you need to kill the boss.
    I think it would feel a lot more organic than having to rely on key doors for forced boss fights.
    Also, I WISH Nintendo would release the storymode exclusive items for us to use. That Stone is easily one of the most unique properties in the game and we know so little about it. How does it interact when being placed in a Clown Car? What happens if you try to fly with a stone or carry it underwater? Not to mention those exclusive Clear Conditions would be so nice to use.

  • @worthplayingfor2197
    @worthplayingfor2197 3 роки тому +2

    yea checkpoints should have their own clear conditions so u need 1 for the checkpoint and then 1 for the goal

  • @soon-ishOSC
    @soon-ishOSC 11 місяців тому

    Can we get scores so you can see if you do the best on a level?

  • @Kalaphant
    @Kalaphant 2 місяці тому

    2:45 "Obviously it's nicer to have it than not to"
    I wouldn't say that about some things XD

  • @mohdadeeb1829
    @mohdadeeb1829 11 місяців тому +1

    I am late but I think the checkpoint solution is to make checkpoints themselves tied to a clear condition.

  • @mrbread2972
    @mrbread2972 3 роки тому

    My solution wood be just to prevent what you said at start that they kill 2 goombrats when their suposed to kill 3 so maybe lets just make the player clear from chekie point with the clear conditon reset when publishing level that way you can always complete the clear condition from checkpoint

  • @MarshioPK
    @MarshioPK 3 роки тому +1

    Did you get a new mic?

  • @dappitydingdong1219
    @dappitydingdong1219 3 роки тому

    You could just make it so that the enemies or coins tied to the clear condition stay dead/collected when passing through a checkpoint and dying, like pink coins. The problem of locking people off from stuff needed before the checkpoint is already solved as when uploading a level you have to beat it from the checkpoint.

  • @TheomanZero
    @TheomanZero 3 роки тому +1

    I can only think of one possible good reason they made some clear conditions exclusive to Story Mode: those conditions are actually really buggy, and the Story Mode levels are carefully designed around the bugs. I have no evidence that this is the case, though, so maybe they were just lazy.