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Super Mario Maker |OT| Miyamoto Simulator 2015

jtrov

Member
Hey guys,

Just got back from my honeymoon and I couldn't wait to hit the ground running with Super Mario Maker. Figured I'd post some of the levels I've put together over the weekend.

I can't wait to punch in some of these ID's and get started on playing the awesome courses that are being posted in the OT.

Here are some the levels I've created so far:

8-Bit Kong in a Mushroom Kingdom
EE55-0000-0054-D56D

Not So Happy Home Designer
025C-0000-0054-BE64

Boo's Mystery Mansion
7E29-0000-004A-6555

Wiggler House of Vines
AC2E-0000-0042-41EF

Valley of the Shrooms
464D-0000-0057-3606

Let me know what you guys think. Look forward to trying out everyone's stages as well.
 

Nezumi

Member
'Submission for the SMM-GAF Community Contest #1'
0GhLSDz.png


Babysteps

WVW69iaCisEn_YpW6r


Level ID: 76BE-0000-0057-D38D


Building something easy that isn't totally boring is not a simple feat. Not sure if i succeeded, but it is what it is. I hid a 1up-shroom in there, but other than that I think it is pretty straight forward.



For a slightly harder challenge feel free to try my other level:

99 (+1) Seconds

WVW69iZVvtMWFT_kDF


Level ID: 4585-0000-0046-FB54
 
A fun thing I have been doing is trying to recreate or put a spin on SMW bonus stages. I did so in my Under The Starry Sky Level and got a lot of positive feedback. So I'm gonna try and create my own unique one. The tool set makes stuff like this hard but being limited makes you think creatively.
 
Hi Everyone

Presenting a new level from me Manic Plumber ZX

Course ID: 3800-0000-0057-EB4F
Mario has inherited a mine from his uncle Shigeru. Help Mario explore the mine and avoid the hazards. Can you collect all of the treasure and escape with your life?


The level is a homage to the 8-bit 80's UK single screen platform game, Manic Miner.

I've tried to recreate the feeling of a 80s single screen per level game.

I'd say the difficulty is medium,

Would appreciate some feedback! Will gladly give mine on your levels (there are so damn many great levels on here!)

AVNSvNJl.jpg
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Just uploaded a new course. I'm not even going to try to say how difficult it is because I'm clearly terrible at judging difficulty. But I will say that I can see people having trouble with the final segment especially.

Stop Giving Me Stars! - A911-0000-0057-F12E
 
Well, I'd say a forum / topic dedicated to talking about the game is the best way to find good courses, but I'm not sure where we'd find such a place.
;)

If you'd like to check out a couple my more simple, traditional levels please try:

Find Yoshi 1-1 Green Hills (79BA-0000-003A-4199)
Find Yoshi 1-2 Splish Splash (7812-0000-0040-48A8)

And although it's a puzzle based course which you find consider a gimmick..

If the shoe fits.. v1.2 (697C-0000-0048-6F38)
I mean, it's pretty broken if I have to browse a forum to find good levels, rather than the in-game discovery system. I'm also not going to enter a bunch of codes just to play one level.
 

EvilMario

Will QA for food.
I mean, it's pretty broken if I have to browse a forum to find good levels, rather than the in-game discovery system. I'm also not going to enter a bunch of codes just to play one level.

Yes, it is a bad system for finding good stages. But it is the best system we have. Compared to hopefully finding someone to follow via 100 Mario challenge, this will save you a ton of time. And once you find one stage you like from a user, just follow them. You will never have to put in codes for their stages again.
 

Sölf

Member
Para Plains was also very enjoyable! But I feel like this is a re-creation of a SMB3 level, though I can't say for sure.

Hm, if it is it happened subconciously. I got the idea from the example level for subsections. I just wanted to add more subsections and only use the SMB Oveworld style. xD

And thanks for playing! :D
 

B_Bech

Member
I'm back, this time with a new world pack. Some of you may have already played some of my Steamworld stages--maps I made taking Nintendo's design philosophy into consideration. I hope you'll find any stage in this world could fit right in with NSMBU! In all the stages except for the first, there are five secrets to find: 3 1-UPs, Yoshi and Dancing Wiggler. After you beat the level, please try to collect them all. I think you'll find it really ramps up the challenge! I decided to have this take place after NSMU, for those concerned with canon. (snicker)

Princess Peach looks to the sky, blackened by a churning mechanical monstrosity. With Bowser defeated, the Rocky Wrenches have self organized-- their brilliant minds no longer held back by the great Koopa's misguided orders. The Rockies call themselves the Steampunk Punk Army, and they plan to use their engineering skills to conquer Mushroom Kingdom and force the Toad population to power their machines. Peach sends a letter for Mario to return, unable to bear the sight of her subjects running like gerbils in a wheel.


STEAM-1

WVW69iYWCw4wxihE-0


Steampunk Castle Crusade

(E222-0000-0028-D662)


The Steam Citadel stands as the formidable gate to the Steampunk Army's flying fortress. Pieced together using remnants of Bowser's destroyed castle, Mario may find the encounter too hot to handle. If Mario ever hopes to save the people of the Mushroom Kingdom, he must pass this first challenge.


STEAM-2

WVW69iZAKNQprSHSYF


Steampunk City Shuffle

(01C1-0000-003E-836E)


Out of the fire and into the pan, Mario makes his way to the residential sector of the Rocky Wrenches' high-flying headquarters. Mario must be quick on his feet to avoid the flurry of bullets and wrenches coming from every corner. The Rockies are a witty bunch, and you better believe they've set their home up with all sorts of tricks and traps to snag intruders.


STEAM-3

WVW69iZjFYU19d6gNB


Steampunk Scuba Slam

(90AE-0000-004B-DFE1)


With the aerial vanguard conquered, Mario must stave off the Steampunk Army's naval assault team: a school of heavily armed submarines. Mario must take care not to let the riptide and sea life stuff him into Davy Jones' locker. The marine contraptions prepared by the Rockies might just be their toughest yet... And word has it their flagship sub, "The Sea Wrench", has been outfitted with the latest in Mario seeking torpedo technologies.


STEAM-FINAL

WVW69iaBCrIIm4Ektk


Steampunk Frantic Finale

(DC43-0000-0057-3563)



Great work, Mario! The rascally rodents are on the ropes. But you know what they say about a caged rat, don't you? The Steampunk Army will not admit defeat until they've exhausted every last weapon in their arsenal. The Rocky Wrenches have pulled out all the stops to bring Mario's raucous rampage to a halt. You'll need to use everything you've learned to conquer this stage and send the motley mole crew packing for good!




As usual, star if you like it and give whatever feedback when you can. It really helps me out. I'm looking to play awesome stages today for inspiration. Got any?
 

-MB-

Member
Playtested this one a bunch of times, removed all loopholes someoen found for me on IRC.
Called Buzzy Beetle Escort Service (v1.3 lol).

Got to escort and help along a Buzzy Beetle towards the end of the level where u will need it to get to the finish. Plenty of time to explore once u manage, 1-ups and coins aplenty then.

Code:
ID: F098-0000-0058-3810

 

jholmes

Member
Just overnight I finally got all the medals! :eek: 5000 is the final one.

tumblr_nuzjevV6L71svx1aeo1_500.jpg

Geez Spork, save some stars for the rest of us!

Seriously though congrats, your levels are excellent and you're fighting the good fight for better Mario Maker levels, so this is a victory for all of us.
 

Ramsiege

Member
The Love Ballad of T Ferguson

9EDD-0000-0057-FAD4

WVW69iaC6eAJ10z1s4


Another level I made in a traditional Mario style. Started with some moving platforms and then got into more normal platforming. Any feedback is welcome!
 

Dimentios

Member
Oh, so it's you doing all these great levels! You're the first creator I've subscribed to. Amazing job, even if IMO you make levels that are a bit too long. "Mining Melancholy" was visually superb (couldn't complete it, though).
McNum said:
I picked this one because it reminded me of one of my favorite Mario 3 levels. I love what you did with mixing in bricks with ground blocks, gave the indoor parts a unique feel. Overall a really solid level, but for one detail. The two red Parakoopas you have to bounce on to pass the lava pit float low enough to die in the lava. You have to be fast to pass, but for future reference, watch out for that.
Ramsiege said:
I enjoyed all of them except for mining melancholy. I just couldn't figure it out. Loved the way it looked and Daddy Kong was the right choice for protagonist but I got a little too confused with the pipes.
jholmes said:
What are you, famous? How does a new level already have so many stars? Anyway, this feels more like a DKC level than an SMB level, but I'm sure that was the point! Some of the jumps might be a bit hard to figure out, especially as SMM can be weird with how it handles moving girders, but this is an easy stage to endorse for DKC fans.

Thanks for your kind words and advices. I'll keep them in mind. :)

Here are some levels of a friend of mine. I highly recommend his Zelda Dungeon based of the first Dungeon in Links Awakening!


Bottomless Cavern

ID: F08B-0000-0035-AE5A


Moneymaze

ID: CD28-0000-0036-540F


Castlevania

ID: D6A9-0000-003A-3A98


Bowsers Battleship

ID: E3D4-0000-0042-863A


Zelda Links Awakening Dungeon 1

ID: 5355-0000-0052-4127

 

Sölf

Member
Just overnight I finally got all the medals! :eek: 5000 is the final one.

tumblr_nuzjevV6L71svx1aeo1_500.jpg

Woah, gratz I am still at 175 (at least that was a few hours ago). I have way to much fun just building normal stages instead of these specific ones. Should maybe try do to something to get stars. xD
 

Dyle

Member
I just uploaded my third level and I think it's my best so far. Some tricky parts, fun chain chomp shenanigans, and I really focused on aesthetics to make a cool SMB3 factory setting. There are 3 1-ups to find too. I hope you guys try it out.
WVW69iaDQDYCG4wfoK

Chasing Chain Chomp Complex
B749-0000-0058-1EE3

My other levels:
Footholds Fleeing From Firebars
E498-0000-004C-9B35
Phantom P-Switch Pursuit
6FD7-0000-004D-D754
 
D

Deleted member 752119

Unconfirmed Member
First of my levels I felt was worth sharing.

WVW69iZ5xYQvyXEYsk


Bowser's Airship Battle

ID 00C0-0000-0054-9473

Fairly standard SMB3 airship level, but with an SMB3 style Bowser Boss battle toward the end. Three ways to get past it, but one leads to 6 one ups.

Here are my earlier levels. All are very basic.

Mario's Inferno- ID F37C-0000-0051-FD85

-Basic NSMB castle level.

Squidanger!! (1ups 4 the brave)- ID 4E6C-0000-0039-D091

-Basic SMB water level, with Splatoon Squid power ups, and a moderately hard optional path from flagpole that leads to some one ups.

Unvincible Mario! - ID 0FFF-0000-0039-942E)

-Super simple as it was my first level with few tools unlocked at the time. Basic SMB 1-1ish type level with some silliness and one trollish gimmick toward the end that gives the stage it's name.
 
Nice work! Is it 2,000 then 3,000 then 5,000? I need to go through your levels later to see what you're doing so right.

I don't remember, I think that's it. You can kind of tell by scrolling through the rankings and looking at how many stars people have vs. their medals.

I dunno, I think I just got lucky by putting up one of the first music levels on the first day, so it's had a lot of exposure. Unless Niramou (guy at the top) is a celebrity or something, I think it's the same situation with him, just the first to post some automatic levels even though his have been surpassed.

Geez Spork, save some stars for the rest of us!

Seriously though congrats, your levels are excellent and you're fighting the good fight for better Mario Maker levels, so this is a victory for all of us.

Thanks, I am really trying to make good levels. They're mostly on the easy side because I try to make them Nintendo-style, that could fit right into one of their games. I think that contributes a lot to popularity too, though.
 
Sölf;179431564 said:
Woah, gratz I am still at 175 (at least that was a few hours ago). I have way to much fun just building normal stages instead of these specific ones. Should maybe try do to something to get stars. xD

Hahah I'm jealoud of you, I'm at 25 :p
 

jnWake

Member
I got some plays/stars last night in my level but no feedback so I'll repost it:

WVW69iZ3JJ860HFL8W


1-1 Rescue Mushroom Town: 1D4B-0000-0053-C672.

This is a 1-1 difficulty level where I try to introduce the most basic mechanics while also having some challenge and a unique look.

For advanced players there are tons of secrets to find and for speedrunners I challenge you to beat the level in 19 (or less) seconds.

Any feedback is greatly appreciated!
 
Sölf;179431564 said:
Woah, gratz I am still at 175 (at least that was a few hours ago). I have way to much fun just building normal stages instead of these specific ones. Should maybe try do to something to get stars. xD

I made my Fire Emblem stage trying to get stars, but it didn't work. I'm just plugging along trying to make normal, medium difficulty Super Mario Bros. style courses. It'd be great if I could fit a full 32 Course game in my uploads, but I don't think I'll ever hit the star requirement since it feels like no one ever notices me when I post my courses.
 

MDave

Member
Alright, I figured out how I can post screenshots! Mario Maker dosn't take the best previews of my levels it seems, but at least gives you an idea of the theme. Maybe now a few more people will play my levels that are straight up a test of platforming skill that's made as similar to the original games as possible. I want to play good level design as much as the next person!

A mixture of easy medium and hard (that castle one) to try out!

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jG7GOOu.png


hiKhiwE.png
 

jholmes

Member
Alright, I figured out how I can post screenshots! Mario Maker dosn't take the best previews of my levels it seems, but at least gives you an idea of the theme.

You actually decide the screenshots yourself. Whatever is on screen in the editor when you save/upload is what goes up.
 

Tathanen

Get Inside Her!
All these blocks and all Mario wants is a mushroom! Very strong level design. Two complaints: The thwomps rest just too close to Mario -- too close to run under, too high to spin jump on -- and the 1-up at the end is easy enough to be basically unmissable. Minor issues, though! This is really good stuff!

The thwomps I think I would've put higher but the way this game works the camera ends up centering Mario in the frame a lot when I'd rather him closer to the bottom of it, so if I had put them higher they'd basically be off-screen, and that'd be a whole nother problem.

The 1up yeah is basically a throwaway, could probably have done something a bit smarter there but it was gettin laaaaate.

Thanks for playing!
 
Nice work! Do you have an example course code, so I can have a play and start following you?

I really like Pipe-opolis which was one of my earlier ones: BA66-00-002A-4DB2

Also really happy with City of Ruin: D8A6-0000-003A-6A98

Recently I made a few levels with music as a "victory lap" after you get through them, these are Snow Cone Summit (D81E-0000-0044-070C) and Verdant Village, which I think is my best level (2C36-0000-004E-0A9A).

Also, I just finished making a new "level" that is just music.

The moon music from Duck Tales NES!

3A5E-0000-0057-D352

BEl4B4c.jpg
 

Gvitor

Member
I'm trying to create a music level, but damn, having to deal with only two scales is driving me insane. We need more verticality, Nintendo =(
 
I'm trying to create a music level, but damn, having to deal with only two scales is driving me insane. We need more verticality, Nintendo =(

In the Duck Tales one above I hit the limit for both enemies and powerups, it's nuts. I kept having to scale things back, less drums, a few missed notes here and there. It's why there is a brief part in there that uses fire flowers as an instrument instead of goombas like it should be. :)
 

Theorymon

Member
omg my Goomba level is in the top 40 regional now. My inner child is so happy now :D

WVW69iaDoRAtQyQeCg


Probably a good time to mention that I have two "sequels" of sorts in mind for this level now. They probably won't be as good as The Goomba: A Sad Tale of Madness, but I like the ideas behind them, and they aren't just "KILL MORE GOOMBAS LOL", they are fairly different besides the "they tell a story" idea. And of course I will also be making hard as fuck levels because I enjoy that, and I'm also making a more beginer friendly level.

The new "story" level and the more beginner friendly level will probably be done this week by the way! In the meantime, if you guys missed it, here's the Goomba level and two of my really super difficult courses that I want to see more people clear (I put miiverse post hints in them!).

The Goomba: A Sad Tale of Madness BDAB-0000-0033-2697

Sonic's Spindash Symphony! 4C09-0000-001E-B5F1

P-Switch Holding Olympic Swim! D82F-0000-004C-EB1E
 

Gvitor

Member
In the Duck Tales one above I hit the limit for both enemies and powerups, it's nuts. I kept having to scale things back, less drums, a few missed notes here and there. It's why there is a brief part in there that uses fire flowers as an instrument instead of goombas like it should be. :)

Just played it, gave it a star and downloaded to it see how you did it. Damn... Mine is nowhere near that complex and it's already giving me headaches.

Btw, I got stuck in the beginning as big Mario and couldn't crouch my way through because the spring held me there. It only happened the first time though.
 
Why the heck did I never shake the sound effects. Really missed out on something prime in my level because of it :(

Is there any way to attach the bowser or toad music to mario but just for a sub world or level? If not is there anyway to make the music play for just that part?
 

Rebel Leader

THE POWER OF BUTTERSCOTCH BOTTOMS
I am making a level but I now I recall someone here making the same thing.

Who made an 8-bit mario using a fire flower on bob ombs to solve puzzles?
 

Thud

Member
I made my Fire Emblem stage trying to get stars, but it didn't work. I'm just plugging along trying to make normal, medium difficulty Super Mario Bros. style courses. It'd be great if I could fit a full 32 Course game in my uploads, but I don't think I'll ever hit the star requirement since it feels like no one ever notices me when I post my courses.

I played that one. Giving players the choice which character they want to be, it was nice.
 

cyba89

Member
Sölf;179431564 said:
Woah, gratz I am still at 175 (at least that was a few hours ago). I have way to much fun just building normal stages instead of these specific ones. Should maybe try do to something to get stars. xD

It's a bit frustrating that you can't really get a lot of stars with normal stages. I have on gimmicky stage that sits at over 50 stars currently while all my other more normal stages are below 20.

Also:
No one wants to try this? Has zero players so far.
Tried to create an interesting underwater level that relies a bit on exploration. I know most of you hate underwater levels but I swear this one doesn't feature any bloopers (because f*** bloopers). Feedback is greatly appreciated as always.

Lost Treasure Of Atlantis
F6D5-0000-0056-79C7
WVW69iZ-otQW7hvb5H

Explore with Mario the hidden depths of a sunken city. Can you find the three 1-Ups?
 

KeRaSh

Member
Fun stage, a little linear, but still fun.

Thank you. I know but I was sliding right by the block limit so I had to keep it simple. :(
I want to create a less linear level next but I just can't have thin walls in my levels. If the theme is underground then the walls have to be filled out! Am I too OCD about this?
 
It's a bit frustrating that you can't really get a lot of stars with normal stages. I have on gimmicky stage that sits at over 50 stars currently while all my other more normal stages are below 20.

Also:
No one wants to try this? Has zero players so far.

I will one sec!!
 

Santangelo

Neo Member
0GhLSDz.png


World 1-1 Mushroom Hills

WVW69iZxksM0y34JFY


Code: 4408-0000-0051-691C

Design Goal: Make a level that focuses on teaching a new player that bouncing on goombas and koopas can get you to greater heights!

Secondary Goals: Introduce a player to koopas, shell kicking, and bottomless pits.

Extra Goals: Make the level quick/interesting for an expert player to beat (11 seconds with some clever bouncing)!

Figure I should start making/posting/commenting on levels in the thread instead of just lurking for level codes haha.
 
Both good and fun stages, although the concept in the second is maybe a bit thin and does not offer much variety aside from more fireballs.

Thanks for the feedback! Yeah, that one started with a much wider gap in difficulty (the final one had you throwing a shell in a narrow space while bouncing off a note block over a chasm, and you needed to do so for all components in the "totem"), but then I realized having the hardest ones at the end forced you to replay the entire level when you failed, and it took way too long to be fun. I should go back and either rework it or use it as the boss of a different stage.

Which leads me to one of the things I really want added to the game: checkpoints.
 
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