Your most memorable experience in the community

For topics related to SuperMarioBrosX.org. Suggest anything that you would like to see on the site here.

Moderator: Userbase Moderators

Shadow Yoshi
Dark Knight
Dark Knight
Posts: 4291
Joined: Sun Dec 01, 2013 12:56 pm

Re: Your most memorable experience in the community

Postby Shadow Yoshi » Sun Sep 21, 2014 12:36 am

Let's not, please.

Chad
Chain Chomp
Chain Chomp
Posts: 330
Joined: Sun Mar 02, 2014 3:22 pm

Re: Your most memorable experience in the community

Postby Chad » Sun Sep 21, 2014 3:24 am

Unnecessary long-winded storytime GO
Spoiler: show
Picking just one is difficult. There's the general success of SMSE, not just because of how popular it ended up being, but also because it was the first time I've really made any sort of full game. I'd attempted a few things in my time using SMBX (and Mario Builder and such), but the only one that really got finished was a 10-level thing I made in my first week of using SMBX back in December 2009. It was terrible and I didn't save it, but I do wish I still had it to look back on. With everything else I attempted, my design skills were still less refined and I'd feel like I drastically improved over the course of a single world, which feels bad for any given project as a whole. I'd also lose inspiration quickly and cancel things, so at one point I decided not to attempt another big project until I was reasonably certain that my quality and motivation are both consistent enough for that to work. Eventually, I started work on SMSE when all I really had at the beginning was an idea for 1-1 and making a point to myself not to cancel it just because I'm demotivated. After working steadily and being patient with myself for about a year, I actually finished the entire thing. I'd finally made my very own game that I could be proud of.

At the risk of sounding even more arrogant, I'd say my general popularity as a level designer also counts as a memorable part of my experience here. I think I just came at a good time, where Knux's forum was all but dead due to TrekWeb, so I didn't have a lot of competition in terms of level attention. If I was a new user right now, there's no way I'd develop such a reputation, as there are plenty of other designers among us now that are exceptionally good. It was also pretty fortunate that TrekWeb's judges were fairly active in reviewing my submissions, too. I used what I'd learned as a lurker of the original forums, playing those levels and developing a general sense of quality, and nervously put out my first public levels for people to see. My first try at TrekWeb (Castle of Machines, if anyone remembers that) was rejected due to difficulty, which is why Mechanical Castle (if anyone remembers THAT) was made. That was accepted, which meant a lot to me because I felt like I was beginning to fit in with a group of like-minded Mario fans that know what they're talking about and have a similar passion for good level design. I remember lurking Redigit's forums (followed by Knux's, after that died) for a good several months before I finally worked up the courage to register and say hi, so the reward of having my work recognized positively was that much greater.

I also had the privilege of helping out the community in other ways. After starting to review levels as a non-judge once I learned that was okay, I was offered a Level Judge position, which is the first time I was given any sort of Internet responsibility and I was able to handle it. I'd also gotten to be a part of several collaborative projects and official contests, both as a contributor of levels and a selected judge. It means that I do a good enough job that people want me helping out with big community events that a lot of people get excited for. Admittedly, I could have done MUCH better with Revisited, as that was my first real experience with a collaborative game thing. I wasn't as perceptive at finding bugs as I am now, and it could have been released in a slightly better state if not for the fact that I found TONS of things in the final testing. I recall the general response to that enormous list being along the lines of "Hell no, this is way too much to fix", followed by it being pushed out to the public in the state that it was. I don't blame anyone for that, as I wouldn't have made such a huge list in the first place if I was better at finding stuff from the start. But I've learned from that, and I feel that I generally did a lot better with many of the other things I had the privilege to help test. Being able to help with big-name projects like Apocalypse of Foroze, Mario Classic, and New Great Castle Adventure (among others) was a great honor, as I looked up to the people involved.

Yeah, this got a lot longer than intended, but these are the experiences that come to mind when looking at the topic.

Kyo
Rocky Wrench
Rocky Wrench
Posts: 636
Joined: Fri Dec 20, 2013 2:12 pm

Re: Your most memorable experience in the community

Postby Kyo » Sun Sep 21, 2014 7:52 am

Chad wrote:Unnecessary long-winded storytime GO
Spoiler: show
Picking just one is difficult. There's the general success of SMSE, not just because of how popular it ended up being, but also because it was the first time I've really made any sort of full game. I'd attempted a few things in my time using SMBX (and Mario Builder and such), but the only one that really got finished was a 10-level thing I made in my first week of using SMBX back in December 2009. It was terrible and I didn't save it, but I do wish I still had it to look back on. With everything else I attempted, my design skills were still less refined and I'd feel like I drastically improved over the course of a single world, which feels bad for any given project as a whole. I'd also lose inspiration quickly and cancel things, so at one point I decided not to attempt another big project until I was reasonably certain that my quality and motivation are both consistent enough for that to work. Eventually, I started work on SMSE when all I really had at the beginning was an idea for 1-1 and making a point to myself not to cancel it just because I'm demotivated. After working steadily and being patient with myself for about a year, I actually finished the entire thing. I'd finally made my very own game that I could be proud of.

At the risk of sounding even more arrogant, I'd say my general popularity as a level designer also counts as a memorable part of my experience here. I think I just came at a good time, where Knux's forum was all but dead due to TrekWeb, so I didn't have a lot of competition in terms of level attention. If I was a new user right now, there's no way I'd develop such a reputation, as there are plenty of other designers among us now that are exceptionally good. It was also pretty fortunate that TrekWeb's judges were fairly active in reviewing my submissions, too. I used what I'd learned as a lurker of the original forums, playing those levels and developing a general sense of quality, and nervously put out my first public levels for people to see. My first try at TrekWeb (Castle of Machines, if anyone remembers that) was rejected due to difficulty, which is why Mechanical Castle (if anyone remembers THAT) was made. That was accepted, which meant a lot to me because I felt like I was beginning to fit in with a group of like-minded Mario fans that know what they're talking about and have a similar passion for good level design. I remember lurking Redigit's forums (followed by Knux's, after that died) for a good several months before I finally worked up the courage to register and say hi, so the reward of having my work recognized positively was that much greater.

I also had the privilege of helping out the community in other ways. After starting to review levels as a non-judge once I learned that was okay, I was offered a Level Judge position, which is the first time I was given any sort of Internet responsibility and I was able to handle it. I'd also gotten to be a part of several collaborative projects and official contests, both as a contributor of levels and a selected judge. It means that I do a good enough job that people want me helping out with big community events that a lot of people get excited for. Admittedly, I could have done MUCH better with Revisited, as that was my first real experience with a collaborative game thing. I wasn't as perceptive at finding bugs as I am now, and it could have been released in a slightly better state if not for the fact that I found TONS of things in the final testing. I recall the general response to that enormous list being along the lines of "Hell no, this is way too much to fix", followed by it being pushed out to the public in the state that it was. I don't blame anyone for that, as I wouldn't have made such a huge list in the first place if I was better at finding stuff from the start. But I've learned from that, and I feel that I generally did a lot better with many of the other things I had the privilege to help test. Being able to help with big-name projects like Apocalypse of Foroze, Mario Classic, and New Great Castle Adventure (among others) was a great honor, as I looked up to the people involved.

Yeah, this got a lot longer than intended, but these are the experiences that come to mind when looking at the topic.
I hope I'll encounter the same experience. But I'll need way more than just one year. I still don't get how you were able to keep your motivation at that necessary level to keep on working on it for so long. You only had a one month break. I don't think there's anyone else in this community who can stay motivated continuously for such a long time.

That doesn't really sound arrogant, at least not to me. I do actually remember those two levels. They were really fun and would still make decent levels for the current standards. Castle of Machines doesn't seem hard anymore.

Surprised you had so much doubt in your Revisited levels. I don't recall finding many flaws, and they belong to the 25% of Revisited levels that were actually playable. I remember how I played Revisited for the first time and was always on lookout for your levels.

Trace
Nipper
Nipper
Posts: 431
Joined: Thu Jun 19, 2014 7:45 am

Re: Your most memorable experience in the community

Postby Trace » Sun Oct 05, 2014 12:58 pm

i dont have one sadly... T-T and im still not really known like kyo was one time... i morely only have moments i wanna forget like my first level. i was so dumb and it was just some months ago...

Wind
Chain Chomp
Chain Chomp
Posts: 315
Joined: Fri Dec 20, 2013 12:38 pm

Re: Your most memorable experience in the community

Postby Wind » Mon Oct 06, 2014 1:18 pm

getting 2/10 from kyasarin

Ace
Volcano Lotus
Volcano Lotus
Posts: 579
Joined: Sun Mar 23, 2014 4:50 pm
Pronouns: he/him

Re: Your most memorable experience in the community

Postby Ace » Wed Oct 08, 2014 5:21 pm

making a billion levels for smb:revisited

Yugioer
Guest

Re: Your most memorable experience in the community

Postby Yugioer » Wed Oct 08, 2014 6:49 pm

Hm, I don't have any yet. So I'd say, my most memorable moment was, when I joined the site. :)

MistakesWereMade
Torpedo Ted
Torpedo Ted
Posts: 1646
Joined: Tue Dec 31, 2013 4:13 pm

Re: Your most memorable experience in the community

Postby MistakesWereMade » Fri Oct 17, 2014 4:45 am

thinking everyone at #smbx (back in the #knuxcentral times) was a retard
joined the channel, called everyone a retard and made trinityflash/ignoritus mad
as303298 was like "yall suck" and snow was quiet in the background

10 years later

some shit happens at nsmbx forums with agtiger
i mock supermarioman and i forget who the fuck else by making a bunch of half assed jokes
suddenly i become bestest friends with the dudes at #smbx

good times

oh and

#fuckjoey, #SORA
sarge lost a leg and died or something then we use the magic of /whoising haha oh wow

somehow also became friends with vandarx, kathy and others

and the the greatest topic in this forum

Bomber57
Red Yoshi Egg
Red Yoshi Egg
Posts: 900
Joined: Sat Dec 21, 2013 11:54 am

Re: Your most memorable experience in the community

Postby Bomber57 » Tue Oct 21, 2014 3:30 pm

Lessee here...

-Chad pretty much liking the first level I ever made and submitted
-Lucario and Toad Way
-Sad Land (Similar to Lucario)
-Trolling the shit out of FNC's and koolkat's forums with some others

There's some other stuff I can't remember at the moment, but if it comes to me I'll just make a second post.

Marina
Cecil
Cecil
Posts: 2381
Joined: Sun May 25, 2014 7:01 am
Flair: everything's still romantic, right?
Pronouns: she/her/they/them

Re: Your most memorable experience in the community

Postby Marina » Tue Oct 21, 2014 3:34 pm

Nvm the boyfriend thing we kinda broke up lol

But besides that, uh... meeting all these cool people, becoming friends with one (two, if you count Quill) of the admins and in general apparently becoming really popular without really doing anything other than posting stupid opinions?? Then also becoming a level judge, dating one of the "veterans", the council thing (memorable, but not in a positive way), my first level contest and placing 30th place (until Blueoak has to bumb me down to 33rd im cri) and general becoming part of this whole community.

Edit: Also getting my first uprep and then it being from Joey lol

silent_
Birdo
Birdo
Posts: 2151
Joined: Fri Dec 20, 2013 3:34 pm

Re: Your most memorable experience in the community

Postby silent_ » Fri Oct 31, 2014 9:21 pm

How I used to use overcomplicated word choice here for no apparent reason other than to piss Joey off and make myself look like a six year old trying to act like a twenty year old.

But really, it was ridiculous. Take this thread and all of my other posts in that particular thread for example. It's just a jumbled up mess of shitty word choice. http://www.smbxgame.com/forums/v ... f=49&t=558

Also, getting an uprep from DarkMatt. Like, how's that possible.


Return to “SuperMarioBrosX.org”

Who is online

Users browsing this forum: No registered users and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari