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Super Mario Maker |OT| Miyamoto Simulator 2015

SashaNein

Unconfirmed Member
I made a level with a checkpoint. Spent some time thinking about how best to do a checkpoint considering the game doesn't provide them, let me know what you think:

Level Title: Airborne Adventure
ID: BA82-0000-004F-4B0F

Besides the checkpoint it's a typical Airship SMB3 level I'd say.
 

Model 500

Member
Ha, after all the annoyance it caused, I'm putting up a new challenge. The fire flower will never be found!

(Although in the revised version of the level I just posted, it is a lot easier to find!)

Why you teasing us like this Xanadu! I'm now sure the flower is in the comment pit, I will keep jumping there until I find it :( :) :(
 

daydream

Banned
At the request of daydream, I'm throwing up some of my better levels.

Podoboo Palace (Has Secret Exit)

B181-0000-0039-E7BA

WVW69iY14FIzA0DiWU


This was the first level I made when I started getting serious about making good levels. There's two different ways to reach the secret exit, but keep in mind that they're both found before you take the pipe to Bowser.

Chain Chomp Plain Romp

DAB9-0000-0041-2D72

WVW69iZHQxsoCeKugS


There's a pretty apparent gimmick to this one. There's also two different routes through, so make sure to play it twice (and search hard) if you want to see all it has to offer.

Sunken Spirits

2EA2-0000-0046-ED1A

WVW69iZVn_U0hml5FM


This one's a throwback to earlier SMW ghost houses. Short and sweet, with a overarching puzzle to figure out. Anyone that enjoyed robin64's Light and Shadow level may get a kick out of this one.

do give these a shot, peeps, i enjoyed them quite a bit (the first two especially). if you only have time for one, go with chain chomp plain romp. a lot of creative chain chomp uses and a fun alternate route
 

Rebel Leader

THE POWER OF BUTTERSCOTCH BOTTOMS
How do you create rails that have an open end so that platforms fall off instead of turning back?

Also it seems very few people played my level I created yesterday, so let me bump this here once. You all don't like castle stages, eh?

When you do a line you will see a white/gray box, tap it and it should be open end now
 

Thud

Member
Excuse me for the long post!

Really short! I played it a 2nd time just to see what was in that bottom door. It's generally fine as a level mostly to have fun and try to be cute in but I said I'd critique so here I go...

The biggest problem is that the P switch needed to beat the stage isn't telegraphed at all. I could see someone missing it completely and getting frustrated. There is a feather on the bottom path but if they use up the mushroom and take a hit they can't get to it, or they could take a hit with the feather, too. Both of these could be solved by providing them with pipe dispensers. I don't know if that would make it too easy but whatever.

The death trap door is probably a no no. Not a big deal since it comes so soon but I think more of an imminent death that the player can run from is preferable. Think that Bowser door in the Nintendo World Championships level.

Finally, I'd have liked to have seen a way for a skilled player to beat it through the thwomp/ bob omb door. Make it hard as hell and only give them 1 bomb to make the path. This is all fine since it's clearly hard as hell and they have other paths to try if they wish.


Thanks for the critique. The feather is the normal way to go through the cave. It is not that hard to use it right, you can kill all goombas and even the spike top (normally I just call it a spiny lol) if you thow them. The cape can even kill the spike top. So I think placement wise I was pretty generous there. Of course I could dispense more feathers, but it takes part of the exploration away if they have all they need there. If the player messes it up, the P-switch is there. However it adds the risk of having the moles come after you.

The trap doors in the beginning were added later. I wanted to add a bit more trolls to my level and say to the average player, this is not the way.For the skilled player they can finish this level via the thwomp way. It's actually not that hard, all it requires is a few spin jumps and jump back to the one tile platform then go through the blast zone and clear the goal. Another possibility came up during playtesting. If I went to the last door in the 'instant death' zone and reacted quick enough to jump back to the start then go through the second door and time the jump with the bar of the goal, you would still make it. However nobody would think about doing this, I discovered by accident and kept it in.

The funny thing is, I created this level with the sole intent for player to get back to the start by springs and die. The rest was built around it, that's why it's kinda short.

Anyway it's very helpful. I think I'll keep this one up and maybe merge some ideas with previous levels I made :).

Bowser's Castle 64:Fun level and cool MK64 throwback. I feel like the Lakitu’s kinda got in the way and the giant thomp at the end killed some of the fast pacing. Sweet bowser sprite!

Glad you liked it! The Lakitu's is there for another throwback. Didn't want him to be fatal so I let him give you some coins and later on a star. You can use him to travel to two secret areas near the final lap.

I upped the challenge with each room, first creating a safe room, then one with some danger and so on. I used a lot of symmetry in it so the the big Thwomp was a result of that. I ran out of blocks and the goal wasn't that far away so I had to connect it with the final room. I was pretty generous with power ups, so it shouldn't be a big problem.

I actually googled a 8-bit bowser grind for it, but had to adapt it, because he's too big! After about 3/4 I just quit and finished him, so the shell is not really accurate. There is also a certain shortcut with the big red koopa. And a big shortcut if you jump down before climbing bowser. The door there sends you to a minature Bowser boss battle with a 1-UP in the ? block.

Marioary…I think I missed the reference on this one? But it was short and easy so…nice!

A is for jumping, R is for spin jumping and Y is for sprinting. I tagged those on to mario, it's almost a real word :p

Cave Trolls – Cheeky little level. Player gets kinda screwed though if they use the p-switch, get the cape, and then lose the cape (unless I’m missing something).

Didn't think about this. I hope the arrow is enough indication that you need to get up there tho.

Last Hours (Dawn of a New Day): Sweet MM level, I like the moon getting bigger as you go through the level. It felt a bit directionless at times, like I was just kinda moving forward without feeling progress, but thanks to the generous power ups and helpful coin patterns I made it through.

Yeah I definitely need to work on the direction and the power ups where generous because you need them. Especially the distribution of the propellor suit was kinda hard, maybe I should have used a pipe there.

Another designer's note is that the first screen is based on previous Dawn of The ... Day title. I may just drop it when I remix this in SMB or SMB3 style.

Thanks for all the feedback, really helps for the next one or updates for older levels!


-----------------------------------------------------

For other GAF members, a list of my levels:

Super Mario Bros.

Tutorial gone wrong?!
43D6-0000-0014-90F4
Description: Tutorial level with a twist, I put this in because a lot of people played this one.

Coins in the Underground!!
AD36-0000-0015-23E7
Description: My first real design made with the day 1 tools. Collect all the coins!!

Bowser's Castle 64
4DE0-0000-004B-3AD
Description: Revisit Mario Kart 64 while racing through Bowser's castle. The ? blocks are mostly filled with Mario Kart items.

Super Mario World

Marioary
73FC-0000-0028-6208
Description: Fun and short level traversing warp pipes in the underground and some Super Mario World ABC's.

Cave Trolls
8274-0000-0043-CBB2
Description: Watch your step, there is a troll in the level!

New Super Mario Bros. U

Dawn Of The First Day
4076-000-0016-AD0D
Description: Another Day 1 level after the first and second batch of unlocking things

Dawn Of The Second Day
FFE0-0000-0022-323B
Description: Improved version of First Day with lots of secrets and warp pipes. The ending should be a little clearer now.

Dawn Of The Third Day
AC47-0000-0030-18A7
Description: A more lineair version of Second Day, with a bit more star power near the end.

Last Hours (Dawn of a New Day)
2BBD-0000-003F-4B9
Description: A short retelling of the moon crashing on Termina. Spiritual succesor to the Dawn trilogy.

Bowservania
5A65-0000-0020-6DC2
Description: Inspired by IGA's level a Bowser boss battle right off the bat. Analyse the AI and get away, but do it fast he will chase after you! It's bit sadistic, but not hard.

Let me know what you think of it :)
 

AGoodODST

Member
I just played a remake of SMB2 4-1. It was really well done.

The person had put Bullet Bill cannons on tracks with Koopas on top in place of the Shy Guys riding the wee robot things.
 

Yokai

Member
I can't get any one to play my levels.

I've gotten a few stars even though my most played level has only about 20 or so.

I wish there was a good way to queue up a playlist of levels from codes. They should have allowed QR codes as a means of sharing levels too.

But seriously, how do you guys get the feet on your levels?!
 

Protome

Member
I made a follow up to the 1-2 level I posted in here earlier. I'm unsure about the ending but again I tried to make it feel as much like an actual Mario level as I could.

1-3
nUZhhNn.jpg


My older levels:

1-2 (SMB3)
8EE0-0000-002F-24DC

Fish Salesman Lakitu (SMB3)
FFCC-0000-001F-D14D

Gonna take a stab at a decent ghost house next I think. It'll probably take a while...
 

Thud

Member
Casterly Shroom (Hold & Tap Y) [SMW]
0BB1-0000-004F-CF08
Description: Venture Casterly Shroom of House Goombaster while going through a trial by Y combat. And maybe you'll find out if Tywin Goombaster really shits gold.

WVW69iZtwIsVTTmixO
 

Protome

Member
I'm going to start following a bunch of you guys to keep track on your levels! Does anyone know if there is a follow limit?
 

Yokai

Member
Here's a few of the levels I made recently.

WVW69iZIENs3NdXoK0


Hard Hat Habitat is a pretty simple but challenging level. Plays with thwomps and their Mario Maker properties.

I also made a level called Bullet Bill's Big Fall which tries to make a vertical level design with a few secrets.

WVW69iZIEpAcnASI7J


Lastly, I made a novelty level called Boo Ride. The name sums up exactly what needs to be done. It's short, to the point, but rather challenging. ID: F6C7-0000-004E-FF1D
 

RMI

Banned
My first starred stage! I made a short, no-nonsense SMB level.

No Gimmicks, Just Super Mario: 5071-0000-004D-D47A

Working with the constraints of the basic maker tools (I just got the game) is interesting. It really limited what I could do, and which lead me to make this level in the face of all the horrible gimmicky levels I had been getting on the 100 Mario Challenge.

Please try it out.
 

Protome

Member
I have an important question. Do my deaths in my own uploaded level count toward the clear rate?

That's a good question, I too would like to know this.

How do I unlock the smb3 and smw themes?

Keep making levels! Or spam place blocks in the editor for a while.

Here's a few of the levels I made recently.

WVW69iZIENs3NdXoK0


Hard Hat Habitat is a pretty simple but challenging level. Plays with thwomps and their Mario Maker properties.

I also made a level called Bullet Bill's Big Fall which tries to make a vertical level design with a few secrets.

WVW69iZIEpAcnASI7J


Lastly, I made a novelty level called Boo Ride. The name sums up exactly what needs to be done. It's short, to the point, but rather challenging. ID: F6C7-0000-004E-FF1D

Following you now, will give your levels a shot some point this weekend!
 

Yokai

Member
That's a good question, I too would like to know this.



Keep making levels! Or spam place blocks in the editor for a while.



Following you now, will give your levels a shot some point this weekend!

Cool I'm off to bed myself. Will do a mutual follow with people tomorrow.

I definitely think this community thread will be important for this game and will post here more than usual. The tools for finding what you like level wise is the only unpolished part of this amazing game imo.
 

correojon

Member
This level is still sitting at 0 plays...will someone please try it?

A Metroid-like level but focused on puzzles instead of action. Get all the powerups to continue advancing and help Mario find the exit!
The map is twisted and there are lots of ways to enter each area. However, the map´s not big so you won´t waste time backtracking.

Unleash the power of SuperMegaHyperMario!
JgZBNfo.png
 

DDayton

(more a nerd than a geek)
WVW69iZuCgIO_sSLQH

Plumbers Can Surf... right? (3637-0000-004F-F457)

This is a bit of a two part level -- the first section is a "normal"-esque Super Mario World level (with a few small twists), and the second part makes use of a fun mechanic I stumbled across.

(The mechanic is fun, but it's difficult to DO much with it -- you'll see what I mean once you get out of the underground.)

I appear to have 20 stars -- we need 50 to get more level upload slots, right?
 
This is my fifth level, but the first one I share here because I'm pretty proud of the result :p

4kxpCjV.jpg


5 en 1 (6963-0000-0050-1E40)

Basically, it consists of five different levels. The hardest part wasn't design them, but adjust to the limit of elements.
 

Sölf

Member
Finally got my third medal. Here ae three new stages from me:

WVW69iZufQsfdXHLWi


1-4 Through the Mountain
04A6-0000-0050-1E6F



WVW69iZug98NJG9Y24


1-Castle
B0F4-0000-0050-20F9

With that, my "World 1" is finished. Looking back, 1-2 is probably the hardest of all maps. It could have been a 1-4 or even 2-1. But I am not taking all maps down just to rename them. xD



WVW69iZuiC8T47cO0k


Over the Rooftops
51D8-0000-0050-22A4

This map was done for a Contest. A level with the theme "Skyline" had to be created. I think I managed that pretty well. Even if it's now the third "SMB 3 Houses" map in this thread. xD

Feedback appreciated.
 

vikki

Member
I adjusted my possible 1-1 submission, took out Mega Bowser so you won't be chased, added enemies, and reduced the size of the large gap. I'd like some more advice on what it may need if anyone cares to try the stage and comment.

B97A-0000-004F-4C84
 

koam

Member
This is the stage I'm most proud of. No gimmicks, no misleading pipes, no pipes at all actually, classic platformer with a fair amount of challenge but no cheap deaths. There's actually an easy way to beat this level if you're into that sort of thing, or there's the long tougher way if you're trying to master it.

The Sound A Thwomp Makes
A702-0000-0050-5B6D
WVW69iZvGMQG6Y6lwk


Give me feedback on this one and I'll return the favor.
 
I spent a lot of time making my third map but I havent go too much feedback. I would appreciate it a ton if some of you guys would give it a try. I think its my best level yet. I tried to make the layout logical and took advice from people about how my Bridges and Boos level was too slow. If you know what you are doing this level has very good speed run potential.

Under The Starry Sky
4694-0000-004D-7DD7


Okay, I'm gonna play a lot of gaf levels for about 1 1/2 hours and post my feedback so if you want something playtested I quote me up.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
My Yoshi escort level seems to have got a lot more plays overnight and it seems to be getting pretty good reception at 12 stars. Yeah I think I will try making a more complex version of this concept. I am concerned by the low clear rate though. I did not design that first one to be difficult. I think the point is going over some peoples heads despite my efforts to make it clear. I fear a ridiculously low clear rate for a more complex version.
 

Protome

Member
My Yoshi escort level seems to have got a lot more plays overnight and it seems to be getting pretty good reception at 12 stars. Yeah I think I will try making a more complex version of this concept. I am concerned by the low clear rate though. I did not design that first one to be difficult. I think the point is going over some peoples heads despite my efforts to make it clear. I fear a ridiculously low clear rate for a more complex version.
I wouldn't worry about it. From what I've seen you could make a flat, empty level and it'd still somehow end up with a poor clear rate.
 

Yuterald

Member
WVW69iZyhXwOenxRl-


Tree of Beginnings: 9DA5-0000-0051-D259

Here's my submission for the contest. I'm still unclear as to what kind of liberties we can take in regards to designing "1-1" stages, but here's what I've got. Please let me know if it's not traditional enough and I'll try to cook up something more befitting for the contest.

This was the very first stage concept I created and it has evolved a lot over the past week. It should now be completely fail-proof, something that's been a challenge for me considering how the original Mario Bros. template was programmed. There are multiple routes and three "exits". I generally applied my own "rule of three" design philosophy throughout the stage. I also took quite a bit care in the stage aesthetics and added a lot of cosmetic touches (something I've honestly have not been seeing too much within the community).

EDIT: This has been updated. My final submission.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
I wouldn't worry about it. From what I've seen you could make a flat, empty level and it'd still somehow end up with a poor clear rate.
In related news, in my cape level where I made an effort to basically make it impossible to die, I somehow have several red x's on my map. I am lost for words.
 

McNum

Member
In related news, in my cape level where I made an effort to basically make it impossible to die, I somehow have several red x's on my map. I am lost for words.
Some of the X marks I get are baffling, too. Like, how did they even get up there, and how did they manage to DIE there? I sorely want to see replays on some of those. I suppose if you get a Time Out, you can place an X in strange places on a map.

Whats the code for your impossible to die on map? I kind of want to give it a shot... at dying.
 
Does anyone know of a good ghost house?

Because I'm poor at it and I would like to create a mashup of levels I like

I just made one, but I've been making some pretty straightforward courses so I'm not sure if there's anything you can take from it.

Pesca 3-3
(822D-0000-0050-30B1)
 
I was told I couldn't unlock any more amiibo costumes after 13 easy clears and 1 normal clear that I had done at the start. Given that some people are able to do 20 or more, I'd say it's percentage based depending on how many costumes you unlocked by scanning amiibo, since I got like 40 that way.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Some of the X marks I get are baffling, too. Like, how did they even get up there, and how did they manage to DIE there? I sorely want to see replays on some of those. I suppose if you get a Time Out, you can place an X in strange places on a map.

Whats the code for your impossible to die on map? I kind of want to give it a shot... at dying.
Well if you purposefully try to die it's pretty easy. But that is the only way I could see it happening. Basically I designed it so that when you hit obstacles you lose your cape and fall to the ground, allowing you to get your cape back and try again. I have a hard time figuring out how someone could die without doing it on purpose. Other than the timer I guess.

But anyway Cape Fun: 863C-0000-0038-4E54

Try tbe other levels on my profile too! Would appreciate feedback.

Come to think of it, looking at the location of some of the x's some of them probably are just the timer.
 

koam

Member
WVW69iZoUYMDAZKJ6J


Tree of Beginnings: 37A5-0000-004D-C561

Here's my submission for the contest. I'm still unclear as to what kind of liberties we can take in regards to designing "1-1" stages, but here's what I've got. Please let me know if it's not traditional enough and I'll try to cook up something more befitting for the contest.

This was the very first stage concept I created and it has evolved a lot over the past week. It should now be completely fail-proof, something that's been a challenge for me considering how the original Mario Bros. template was programmed. There are multiple routes and three "exits". I generally applied my own "rule of three" design philosophy throughout the stage. I also took quite a bit care in the stage aesthetics and added a lot of cosmetic touches (something I've honestly have not been seeing too much within the community).

I tried the course, it's nicely designed but it needs a bit of tweaking. For example, when you hit the red koopa and break the blocks on the left, there's too many blocks, so you're waiting for a long time and then the shortcut is way too big, it pretty much brings you to the end of the stage and gives you three 1 ups. Considering how easy it is to get to that shortcut you should probably only give one 1up and then send the user back to where they were. There's also no way to break the blocks on the right of the koopa which was a bit annoying for my OCD.

I'd also consider bringing a few of the vines a bit lower down so they can be more useful. There are sections where it looks like you can figure out a shortcut with careful jumping but it doesn't lead you to anywhere because you can't latch onto the vines since they're a tad too short.
 
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