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Super Mario Maker |OT| Miyamoto Simulator 2015

Schlomo

Member
1) Is there a limit to how many levels you can play? Are there restrictions of any kind or can you literally browse through the entire catalogue of levels?

2) Do levels expire? Or are the codes in this thread good indefinitely until the user stops sharing or deletes

3) Is there a "recently played" or favorites list?

4) For levels that you play without downloading, does the game save your clear times?

1) No. There just aren't many ways to find the good stuff.
2) Yes, it says in the manual that they get removed after some time if they don't receive enough stars.
3) Yes.
4) Clear times aren't saved at all, just whether or not you played and cleared a course.
 
I made some adjustments to my airship level so that it would not be as frustrating as before. It also has a secret and completely optional Bowser fight.
Infiltrating Bowser's Airship
91B5-0000-0041-D2CA
02p1F3O.jpg

I'm also reposting some of my previous levels:
Ghost Mansion's Secret Stars
0060-0000-003D-A6C2
4im8GSr.jpg
Aerodynamics of Vine Jumping
7EC7-0000-003F-D343
Q4PxPAv.jpg
 

Tybolt

Banned
Well, I just finished a stage I'm kind of happy with. I tried to make it tough but relatively fair. I tried to follow with some old world design sensibility, at least.

The Long Haul:
D702-0000-0042-29C7
 

tomutwit

Neo Member
Great summary, Sporky. You should definitely post it on reddit too.

I'm playing a few of you guys' levels now, I'm afraid I only made one level yesterday and it's quite a simple puzzle, 8C3B 0000 003E 3A81.

I'm working on a huge sequel to Thwomp Delivery Service (3354 0000 002E 2B4C) using the SMW tileset (so there will be less emphasis on Thwomps carrying P switches because now Mario can carry them) based on reddit users' feedback. If anyone has any ideas or feedback they want to see in the level now is the time to say!
 

correojon

Member
Yeah, I understand some of your comments. I put the cloud there so you could fly up and see the enclosure thing that Bowser was in, and the arrow there to point you in that direction, although I probably shouldn't have put that there as it could have been confusing.
The conveyor belt section shouldn't have sent you into the goombas though, as long as you weren't moving on the conveyor belt you should have been fine.
The sound effect on the goombas was meant to be their cries of pain as they got sent through a machine turning them from mushrooms to goombas, but I can understand how that might have been unclear as I couldn't get the sound effect timing right. If there seemed like there was too much going on then I'm sorry, I did redo that last section multiple times and I'm still not quite happy with it. Thanks for playing, and thank you for the constructive criticism.

Overall I think I'm going to overhaul the last section of the level and re-upload it tomorrow or the day after.

Just get rid of the springs and put normal blocks instead, I think it will be easier to see where you have to go that way. The thing is, that part happens so fast that the path being unclear made me clueless for a second, enough for a goomba to hit me :(

The sound thing is juts my opinion (like everything hehe), I just don't like that sound effect but it seems to have a purpose, so leave it in if you want. The concept behind it is pretty cool.
 
In the air today
ID: A243-0000-0037-CB72

I gave this one one a whirl, it was good but It did have some annoying quirks
There's way to many spikes, most don't seem to serve a purpose a pit couldn't and they look seriously ugly in such bulk numbers
The first propeller jump is way to oharsh, I repeated hit the spike before using it and then had to awkwardly I-frame my way through.
The flying koopa on the blue skulls serves no purpose as far as I could tell, he's not in the way and bouncing off him only puts you in more danger.
 

BooJoh

Member
I still rarely use NSMBU. I don't like the music and think sometimes the foreground can blend into the background, which doesn't happen in the main games, but sometimes does in this on the castle levels.

Yeah, it's pretty, but I've got Mario World man.

I've never had an issue with NSMB's graphics or overall design. My only complaint with them in SMM is there's a lack of the diverse backgrounds (I need my ghost swamp painting backdrop) and the goombas seem to be animated oddly, probably to adjust their speed to fit the other games.

I actually haven't made any SMW levels yet because it bugs me how different the mechanics are, regarding the yellow blocks that flip instead of bricks that break, and dry bones throwing projectiles, etc.

I'm disliking the Cape Feather and Propeller Mushroom. They give the player too much power and it's hard to design stages around them with MM's limitations. I've been sticking to the Fire Flower, although that makes enemies as obstacles harder to implement.

Don't underestimate the value of the fire flower. One of my levels was overly difficult, but of course it was fine for me. I had my brother test it and after seeing how he played one of the changes I made was to add a fire flower. When he replayed it the fireballs made a lot of the enemies in one section a non-issue, but that helped keep the level challenging without being overwhelming. And you can always throw in a few fireball-immune enemies like buzzy beetles and dry bones here and there.
 

jnWake

Member
By the way, I'm curious to know everyone's approach to starring levels. My thought is that I star everything which isn't trolling or kaizo, or at the very least show sign of some effort and thought having been put in even if I wasn't all that mad about the end product. Given it takes such a large number of stars to be able to upload more courses, it seems only fair to me that stars are more for intention than execution. On the other hand, good levels I've gone through that have been played loads of times only have a few stars. Is GAF generally more discerning about who it hands out its stars to, or take my 'A for effort' approach?

In any case, hopefully I'll hopefully have some time to play other GAFers levels either tonight or tomorrow, so will make selections from courses succeeding this post.
I star levels I'd like to play again sometime. So, mostly, I star levels I find both fun and interesting enough to be replayed.
 

rawk

Member
Another tip for people:

After you "finish" your design, put it down and wait a day until you upload it. It's really exciting to upload a new level, but you will think of improvements and changes during the one day waiting period. This will also give you time to have your spouse/sibling/friend playtest the level for you.

Right now I'm playing every night. When I sit down to play, I start by making whatever changes I've thought of for my previous day's level. Then I'll have my wife play it, and I'll make any more changes (there are always more changes), and then I'll upload. Then I will start working on a new level (and probably stay up until 3AM feeding my Mario Maker addiction).

My newer levels would have been much worse if I'd uploaded them immediately upon getting to the end of the level.
 
Why isnt there a Website like for Mario Kart or Splatoon? Currently Not at Home And Would like to know How my levels Are Doing :-D am I addicted? :-D
 

Kiro

Member
8o9v5wRh.jpg


Name:Thwomp Mines
Tileset: SMW/Caves
Difficulty: 5/10
Code: C77F-0000-0042-3484

Would really love some people to try this out. It's my first time not making a brutally hard level! Let me know what you think :) there are tons of secrets in this level too!
 

ramparter

Banned
Why isnt there a Website like for Mario Kart or Splatoon? Currently Not at Home And Would like to know How my levels Are Doing :-D am I addicted? :-D
So much this. This is precisely the game tha could benefit from a site. I would have all the levels from this topic waiting for me when I'd get home. Maybe Nintendo wanted to avoid peple playing specific people's levels but It would make it a more social and active experience.
 
So much this. This is precisely the game tha could benefit from a site. I would have all the levels from this topic waiting for me when I'd get home. Maybe Nintendo wanted to avoid peple playing specific people's levels but It would make it a more social and active experience.

I don't Even Know if Anyone of GAF played my Levels Cause the got buried in this Thread :( im currently at 19 Stars and Would really enjoy more plays on my more complex levels
 

DeathoftheEndless

Crashing this plane... with no survivors!
By the way, I'm curious to know everyone's approach to starring levels.

I give stars to levels that are fun to play and look like they took effort to make. I almost never star auto-play levels or ones where you run through big waves of enemies with the star power-up.
 

Hasney

Member
8o9v5wRh.jpg


Name:Thwomp Mines
Tileset: SMW/Caves
Difficulty: 5/10
Code: C77F-0000-0042-3483

Would really love some people to try this out. It's my first time not making a brutally hard level! Let me know what you think :) there are tons of secrets in this level too!

Course could not be found
 

KooopaKid

Banned
8o9v5wRh.jpg


Name:Thwomp Mines
Tileset: SMW/Caves
Difficulty: 5/10
Code: C77F-0000-0042-3483

Would really love some people to try this out. It's my first time not making a brutally hard level! Let me know what you think :) there are tons of secrets in this level too!

I will try it. It reminds me of the level I made yesterday.
 
I've made a course themed around pushing and shoving wiggler's riding clown cars. Would appreciate your guys' feedback!

Attack of the Wiggler Nation: BD8B-0000-0040-38FA
 

Sölf

Member
King Boo's Castle (REVISED)
F9B2-0000-0042-0A39

WVW69iZJj_s8Q8LPIv


Did a couple revisions and changed the back half of the level to be more Ghost House-ish. Let me know what you think.

This one was pretty cool. Died the first time, because I thought I had to spin jump at the end. xD

I am also reposting a few of my levels:

WVW69iZBXMUuMjhwAT


Andarro's Nightmare
4F4F-0000-003F-17DC[

Probably my hardest level. More of a puzzle and gimmick level. It's a challenge, I would really like some feedback for this one.

WVW69iYUOkc1gkR_KD


Andarro's Plains
3D3A-0000-0027-BEA3

A pretty easy level, more like the ones from the original games.

WVW69iYczs8pPFSOEn


Andarro's Hidden Cave
BA01-0000-002C-6C9F

Another normal level, but a bit harder. It has a optional subsection, which is quite hard. Would also like some feedback regarding this (playing with and without subsection).

WVW69iZHdik8FeXwSF


Bowser's Final Stand
5D1A-0000-0041-3F26

This is a new one. I tried several ways to include bosses. The sections in between the boss fights are okay, I guess. Since it's quite long the level is probably harder than it should be. Feedback appriciated.
 
My first level, a linear platforming level with an emphasis on bouncing off of bullets. I think it's tricky but not too hard, but honestly it's hard to gauge your own stuff, and how good other players are... I want it to be late-game SMB1 hard but not too frustrating. Let me know if any parts are a bit iffy. Three 1-ups if you can slip and out of those parts alive.

Howitzer Hop
B596-0000-0042-1D6B

Well, I just finished a stage I'm kind of happy with. I tried to make it tough but relatively fair. I tried to follow with some old world design sensibility, at least.

The Long Haul:
D702-0000-0042-29C7

Tough but fair, took me a dozen tries. I had to get pretty adept at the tricky parts because I needed that mushroom to last... I had to take the hit to get past the Bowsers.
 

McNum

Member
Ugh, I don't think I'll be doing a level like this again. I'm very happy with the results, but this was so much more work than a "normal" level. And what's the special thing? Well...

Presenting my ninth:
Boo's Inverted Haunt
WVW69iZJ2h0x-4PWuq

DBF8-0000-0042-2E51
Description: A ghost house level with a gimmick. When you enter a Warp Pipe, the level spins 180 degrees. To go right, you must go left. Stand on top on one platform, then walk across the bottom of it shortly after. And finally make your way past spinning saws and moving platforms.
Secrets: Three 1-up Mushrooms. All hidden in the exact same manner.​

This one took a lot of time to do. Mapping out an exact copy of the main world in the sub world is time consuming, especially when it's flipped 180. Not to mention route planning since some parts of the map has to work both ways up. Pencil and paper was required. I really hope you guys like it, I doubt I'll do another one this crazy any time soon...

But... "Ninth"? Where'd eight go? Well, I wasn't too happy with it, but since it's getting a surprising amount of stars, I think I'll share it anyway.

The missing eighth:
Who's the girl next door?
WVW69iY3IKYanyyaKa

C3C4-0000-003A-9B13
Description: I unlocked Ashley. I made with level with Ashley, with multiple choice routes where picking wrong sends you back to the start of the level. Very basic Ghost House stuff.
Secrets: Three 1-up Mushrooms.​

I think this level is why I went crazy with the other Ghost House. I wanted to do another one since I wasn't all that happy with this one. It does show off all of Ashley's animations, though.

I really need a Mario Maker break after these two... Boo's Inverted Haunt was a difficult course to get right. And I hit the block limit. In fact, this course is exactly on the block limit. Twice! This is easily my biggest level yet.
 

Munter

Member
Another shameless plug for my levels before I finish work and get stuck in a traffic jam.

Name: New horizons!
Code: A746-0000-0020-EBAE

Name: Beneath the surface!
Code: C4FF-0000-0024-8E1A

Name: I'll have a P, please Bob-omb
Code: C446-0000-0038-0DF9

I'd especially like people's opinions on "I'll have a P, please Bob-omb"
 

Nohar

Member
By the way, I'm curious to know everyone's approach to starring levels. My thought is that I star everything which isn't trolling or kaizo, or at the very least show sign of some effort and thought having been put in even if I wasn't all that mad about the end product. Given it takes such a large number of stars to be able to upload more courses, it seems only fair to me that stars are more for intention than execution. On the other hand, good levels I've gone through that have been played loads of times only have a few stars. Is GAF generally more discerning about who it hands out its stars to, or take my 'A for effort' approach?

In any case, hopefully I'll hopefully have some time to play other GAFers levels either tonight or tomorrow, so will make selections from courses succeeding this post.

Well, my reasoning is simple: was the level fun or annoying to play?
If it was fun, I give a star.
If it was annoying, I don't (and that is if I finish the level).
For the 100 Mario levels challenge, 98% of the time, I just skip the level.
 

Dreavus

Member
Finally got a couple good courses, even in expert! (After several stages of an enemy killing me 0.5 seconds after starting.) There was also one that seemed competent, then ended with a door leading to death. SKIPPED.

I also encountered a level with a tricky cape floating/bouncing section that actually had safe platforms along the bottom to catch you if you screwed up instead of dying. Definitely something I'll consider including if I make similar sections, especially if it's the first big obstacle in the level. It's a decent way to let players try a section again right away, given the lack of a checkpoint system.
 
I made a document with some Mario Maker level creation advice. :) At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.

I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.

https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing

The opening comic is the single greatest piece of advice I can offer:

This is beautiful. I've been working to make my levels "Mario-like" myself, and it's very cool to have a guide to help remind me just what works. You talk about rising and falling action; I see it more as that levels are a series of episodes, and each episode has its own challenge. A level can be one episode or it might be five. But in general that idea melds with yours.
 

Kiro

Member
Ugh, I don't think I'll be doing a level like this again. I'm very happy with the results, but this was so much more work than a "normal" level. And what's the special thing? Well...

Presenting my ninth:
Boo's Inverted Haunt
WVW69iZJ2h0x-4PWuq

DBF8-0000-0042-2E51
Description: A ghost house level with a gimmick. When you enter a Warp Pipe, the level spins 180 degrees. To go right, you must go left. Stand on top on one platform, then walk across the bottom of it shortly after. And finally make your way past spinning saws and moving platforms.
Secrets: Three 1-up Mushrooms. All hidden in the exact same manner.​

This one took a lot of time to do. Mapping out an exact copy of the main world in the sub world is time consuming, especially when it's flipped 180. Not to mention route planning since some parts of the map has to work both ways up. Pencil and paper was required. I really hope you guys like it, I doubt I'll do another one this crazy any time soon...

But... "Ninth"? Where'd eight go? Well, I wasn't too happy with it, but since it's getting a surprising amount of stars, I think I'll share it anyway.

The missing eighth:
Who's the girl next door?
WVW69iY3IKYanyyaKa

C3C4-0000-003A-9B13
Description: I unlocked Ashley. I made with level with Ashley, with multiple choice routes where picking wrong sends you back to the start of the level. Very basic Ghost House stuff.
Secrets: Three 1-up Mushrooms.​

I think this level is why I went crazy with the other Ghost House. I wanted to do another one since I wasn't all that happy with this one. It does show off all of Ashley's animations, though.

I really need a Mario Maker break after these two... Boo's Inverted Haunt was a difficult course to get right. And I hit the block limit. In fact, this course is exactly on the block limit. Twice! This is easily my biggest level yet.

That inverted level is amazing. Needs a tad more difficulty near the end but it's one of the best levels so far. Good job.
 

Hasney

Member
8o9v5wRh.jpg


Name:Thwomp Mines
Tileset: SMW/Caves
Difficulty: 5/10
Code: C77F-0000-0042-3484

Would really love some people to try this out. It's my first time not making a brutally hard level! Let me know what you think :) there are tons of secrets in this level too!

I liked this. Damn thwomps off the screen always get me though... The end jumps were intense but I got it!

Only thing I would say is that I'm not a fan of question mark blocks over the edge of a jump. I can cope, but newer players always seem to have trouble with that over a small thing.
 

PrinceKee

Member
Can't wait to try some of these stages. I hate there's not an easier way to browse them like a group or something in game to share with...
 

theaface

Member
Newest level. Just a short bit of fun using the classic SMB amiibo. I wouldn't call it especially good or anything, just something short and sweet. At least there's a little reward for those who Bruce Banner their way to the end...

Hulk, SMASH!
DECA-0000-0042-4C68

Escape From BigSmall Castle
A Gulliver's Travels-esque jaunt through a level reminiscent of SM64's Tiny Huge island.
1445-0000-0038-4B9C

The Tunnel of Imminent Peril
Try to navigate through a challenging but fair underground gauntlet.
C8C3-0000-0030-5A42
 

Kiro

Member
I liked this. Damn thwomps off the screen always get me though... The end jumps were intense but I got it!

Only thing I would say is that I'm not a fan of question mark blocks over the edge of a jump. I can cope, but newer players always seem to have trouble with that over a small thing.

How many of those do I have? I thought it was just one near the start. But good to know! Thanks for playing!

And did you find the secrets??
 
I made a document with some Mario Maker level creation advice. :) At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.

I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.

https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing

The opening comic is the single greatest piece of advice I can offer:

BmX8MM5.png

Great advice, I definitely think that it would be helpful for people to read it!
 

McNum

Member
That inverted level is amazing. Needs a tad more difficulty near the end but it's one of the best levels so far. Good job.
Yeah, it's kind of a Mario Maker paradox to me. If the level takes several minutes to clear, and you have a difficulty spike at the end, it means the reset time to try that again is several minutes. But if you start off with something hard, then while the reset time is in seconds, the player has not yet had time to learn how things work. So... the hard part should be the middle, and then let the player mess with the idea for an easier finish.

If SMM had checkpoints, difficult endings would be a lot more appropriate, but I just don't want to waste the player's time. It's a limitation of the game. I chose this way of adapting. I actually deleted a few Boos near the end, just so I wouldn't kill Mario in sight of the Goal. I'd probably have used Boo Buddies instead of saws on that part, actually.
 

Bydobob

Member
So who fancies getting RSI? My second level, and it's a tough but extremely addictive SOAB (I think!).

Prince or Pauper
D4EE-0000-0041-FD94

Each path presents a different kind of challenge, and as the name implies not all routes are paved with gold. I want people to tear their hair out over this one but never feel like they've been cheated. Let me know how you get on.

Oh, and good luck!
 
I need more people to play this level and test it out. I am thinking about making an easier version of it (that counts as a separate level) but I want to see more people try to complete it first to see if that is the right decision.
 

Kiro

Member
Yeah, it's kind of a Mario Maker paradox to me. If the level takes several minutes to clear, and you have a difficulty spike at the end, it means the reset time to try that again is several minutes. But if you start off with something hard, then while the reset time is in seconds, the player has not yet had time to learn how things work. So... the hard part should be the middle, and then let the player mess with the idea for an easier finish.

If SMM had checkpoints, difficult endings would be a lot more appropriate, but I just don't want to waste the player's time. It's a limitation of the game. I chose this way of adapting. I actually deleted a few Boos near the end, just so I wouldn't kill Mario in sight of the Goal. I'd probably have used Boo Buddies instead of saws on that part, actually.

Good point. All around it was amazing!
 

Coppanuva

Member
Has anyone thought up a way to do the "Go the correct path to move on" levels like in the later castles of the original SMB? The closest thing I can think of is having 2 discrete paths that end in a door/pipe that just opens in midair, but that's rather limited in what you can do...
 

Gsnap

Member
I made a document with some Mario Maker level creation advice. :) At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.

I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.

https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing

The opening comic is the single greatest piece of advice I can offer:

BmX8MM5.png

This is very good advice, and anybody interested in making quality mario levels should read this. Obviously you don't have to follow these rules completely. If you really believe something you're doing is good for your level, even if it conflicts with these rules, do it. Also I suggest everyone read the tips in Mario Maker's digital manual.

And anybody really serious about making good levels should watch these videos:

https://www.youtube.com/watch?v=dBmIkEvEBtA

https://www.youtube.com/watch?v=e0c5Le1vGp4

And read this series of blog posts on Mario and game design in general (specifically Course 101 - Foundation – though the rest of it is really good as well, this stuff actually applies to Mario)

http://critical-gaming.com/gamedesign101/

Here's my first real level: 98A3-0000-0038-2E02

It think it's pretty solid for a first attempt. Difficulty comes from enemy placement and optional challenges in order to find secrets, with the only really tight plaforming needed at the end to get to the goal (and even that isn't the most difficult platforming). But, even though I think it's pretty good, I've already noticed some things I want to change about it. There's these Rocky Wrenches that are guarding coins like it's their treasure. And I like this, it fits with the theme of the level, and it encourages risky play to get the coins. However, when I had my wife play the level, she had more trouble with the enemies than I had anticipated because she had a lot of trouble seeing them behind the coins. That's not what I wanted. I wanted the act of getting the coins to be miniature challenges, but I didn't want the player to be blindsided. I wanted them to know the enemy was there, and actively choose to fight them. So I'm probably going to re-upload the level and remove the coins that are in the same tile as the Rocky Wrenches, and just leave the coins that are to the left and right of them, hopefully making them more easily visible, while still adhering to the theme and offering a mini-challenge.
 

vgamer1

Member
This will be my second level, GoombaZone.com.

WVW69iZKJLMaDQEx8N


Pretty simple level, goomba themed. Getting used to the mechanics of the game. Would love some feedback!

B3E3-0000-0042-5499
 
Has anyone thought up a way to do the "Go the correct path to move on" levels like in the later castles of the original SMB? The closest thing I can think of is having 2 discrete paths that end in a door/pipe that just opens in midair, but that's rather limited in what you can do...

You can use the one way walls to prevent Mario from going back, and then just having some way to warp back to the previous area if you choose the wrong path. I think Reddit discovered how to make multiple pipes lead to one destination pipe, too.
 

koam

Member
Okay I've adjusted my course to that point where I'm extremely happy with it. I've had a blast playing it and I really hope you guys like it. Originally it wasn't possible to complete if you lost the mushroom power up but now it's 100% doable. This track is great for people who love puzzles. I've made sure that there's always hints as to how to beat the course and that elements are not off screen.

Course name: 100 Coin Challenge
Course ID: A3DE-0000-0042-5BB7
Difficulty: Hard but fair
Theme: NSMB
Bonus: Try getting all 100 coins! That's extremely hard but doable.

Full_Size_Render.jpg


Also, mentioned this earlier in the thread but how are you guys posting those screengrabs?
 

BooJoh

Member
Has anyone thought up a way to do the "Go the correct path to move on" levels like in the later castles of the original SMB? The closest thing I can think of is having 2 discrete paths that end in a door/pipe that just opens in midair, but that's rather limited in what you can do...

Well you can have two pipes exit in the same place I believe, so it might be possible to have like, hallway A -> pipe -> hallway B -> branching path ending in pipes -> path 1 leads to hallway C, paths 2 and 3 both lead back to the beginning of hallway A, but going back through the pipe at the beginning of hallway A would simply lead you back to a previous part of the level.

I'm not positive but I think that might be possible... still needs pipes though, you can't do it the way they did in Mario 1/Lost Levels.

Alternatively you could maybe get by with creative use of one-way panels.
 

trix35

Neo Member
Ugh, I don't think I'll be doing a level like this again. I'm very happy with the results, but this was so much more work than a "normal" level. And what's the special thing? Well...

Presenting my ninth:
Boo's Inverted Haunt
WVW69iZJ2h0x-4PWuq

DBF8-0000-0042-2E51
Description: A ghost house level with a gimmick. When you enter a Warp Pipe, the level spins 180 degrees. To go right, you must go left. Stand on top on one platform, then walk across the bottom of it shortly after. And finally make your way past spinning saws and moving platforms.
Secrets: Three 1-up Mushrooms. All hidden in the exact same manner.​

This one took a lot of time to do. Mapping out an exact copy of the main world in the sub world is time consuming, especially when it's flipped 180. Not to mention route planning since some parts of the map has to work both ways up. Pencil and paper was required. I really hope you guys like it, I doubt I'll do another one this crazy any time soon...

But... "Ninth"? Where'd eight go? Well, I wasn't too happy with it, but since it's getting a surprising amount of stars, I think I'll share it anyway.

The missing eighth:
Who's the girl next door?
WVW69iY3IKYanyyaKa

C3C4-0000-003A-9B13
Description: I unlocked Ashley. I made with level with Ashley, with multiple choice routes where picking wrong sends you back to the start of the level. Very basic Ghost House stuff.
Secrets: Three 1-up Mushrooms.​

I think this level is why I went crazy with the other Ghost House. I wanted to do another one since I wasn't all that happy with this one. It does show off all of Ashley's animations, though.

I really need a Mario Maker break after these two... Boo's Inverted Haunt was a difficult course to get right. And I hit the block limit. In fact, this course is exactly on the block limit. Twice! This is easily my biggest level yet.

The inverted level is probably the best user created stage I've played in Mario Maker as of yet. Great Work! Ashley level was also pretty neat too.
 

Bladelaw

Member
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.

I have my wife play. She admits to being "terrible at jumping" so I always have her test my levels to make sure they're fair. I ran into a weird case where she didn't know how to fly with the cape (not the back and forth horizontal bit). I'm not sure how to explain that sort of thing in a level. I'm also not sure if that needs explaining.

Here's the level in question 85A8-0000-003F-AE3F

It's a simple Ghost House with a couple basic puzzles and a few secrets (2 1-ups). This has a decent completion ratio last I checked (~60%) and there are no instant kills.
 
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