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Super Mario Maker |OT| Miyamoto Simulator 2015

Protome

Member
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

An easy fix for this would probably be to make the shortcut taller and use a Mushroomed Koopa instead, assuming the level can accommodate that (I haven't played this one yet)
 

Roland1979

Junior Member
After all this time i bought a WiiU. Been in my head a while, but money was tight, then this game game around. I'm a sucker for map editors, they can be highly addictive. After watching Twitch streams i read up some more on the WiiU (latest games, backwards compatibility, accessories, etc). Found out more and more retro games i like are being releases in the eShop, as well as Wii games i've missed.
This is the bundle i've ordered:
Nintendo Wii U 32GB + Super Mario Maker + Art book + Amiibo
592571_pb_01

I believe the art book is a hardcover in Europe? At least i hope so, but either way is cool.
Playing an endless amount of levels is a great value. I also like how Nintendo isn't afraid to give these tools to the consumer, since a lot of developers are.
I'm pretty syched, but i will need another investment next month, for a Pro controller and maybe the extended battery pack if the gamepad really has such a short life.
 

koam

Member
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.

I liked the idea but I found it to be a bit too unforgiving. Precision jumps are fine but precision flying is a bit too much considering how unexpected the glides are. There's one part in particular near the end where you get yoshi and you need to glide through a narrow passage, the passage is a bit too narrow. I made it through but it was annoying because you don't know right off the bat what the next move is and then you need to go through that passage again. A checkpoint there would have been nice.
 

koam

Member
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.

I only tried the first of the five levels, nicely done.
 
I believe the art book is a hardcover in Europe? At least i hope so, but either way is cool.
Playing an endless amount of levels is a great value. I also like how Nintendo isn't afraid to give these tools to the consumer, since a lot of developers are.

Yes it is hardcover and it's really cool. You can enter the codes scattered around it in the electronic manual and watch videos that help to give tips on level design or use of objects.
 

McNum

Member
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.
Yeah, you're getting Time Out deaths on this. Tried it twice, timed out twice. I have no idea on how to pass the sawblades and Yoshi part. There's not enough room to get Yoshi through and you apparently need him for the next part. I actually went exploring back to the right on top of the spikes thinking I was going the wrong way with the saws.

Adding to that, you demand a lot of precision for an imprecise tool like the cape, it would not surprise me if players are getting the 100 second warning before even reaching Yoshi. I got there with 200 seconds the first time, 300 the second when I knew what to do in the first two jumps.

Remember, when you make a level, you get to try the same jump many times. A new player gets at most ten shots. And that's if they aren't reaching for the Skip button after one. I would have skipped this in 100 Mario Challenge for sure.
 

vikki

Member
Wait, your original 1-1 had Mega Bowser?!

Yeah, he was right at the beginning on a platform above Mario. He would chase you throughout the stage, but he was easy to get away from and not necessary to kill. He was really just incentive to run, and there was a way to kill him, I had hidden a star inside of a warp pipe. I get it though, no one want to see mega bowser on the first stage.
 

JPickford

Member
Easy Total Rewind: 394B-0000-0050-3478

An experiment with using doors to back track on an auto scrolling level

Easy Asteroids Deluxe: 8285-0000-004F-5941

My second attempt to re-create asteroids. This time using water. Works well if you kill the giant goombas by hitting them rather than shooting as they split into 2 like asteroids.
 

koam

Member
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.

Absolutely loved this one. This is how levels should be made, it felt very Nintendo-like. Good job.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
That cape level has a near 60% clear rate. It was over 60% yesterday. I don't feel like it's as demanding as you make it out to be. It requires skills with the cape, but I don't think I expect too much of the player considering I have instant retrys.
 
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.

I played it just now. I think you start off the difficulty too high. The should be some intro into the capabilities of the cape. The clear rate is around 50 but if the player tries to explore the spike areas with yoshi amd messes up they can die pretty easily. Also the timer. I needed 1 try but I went well intp 300 counts on the timer
 

Jucksalbe

Banned
The sequel to the acclaimed* Mariotroid is here!

hEqSTUO.jpg


Mariotroid II: Return of Mario
1542-0000-0050-8DB5

As you can guess this tries to be closer to Metroid II (or what I remember of it). Let me know what you think.


*some people liked it


My other courses:
House of Horrors (500C-0000-004B-4DCC)
Mariotroid v2 (BF68-0000-003D-3DA2)
Joy of Spring (C659-0000-0031-016C)
Mushroom Split (19D9-0000-001F-7162)
Sightseeing at Bowser's Castle (3574-0000-0047-E286)
Clouds and Thorns (632E-0000-0016-E29D)
Hello World (#xa5742) (BD1C-0000-0017-2DF5)
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
I played it just now. I think you start off the difficulty too high. The should be some intro into the capabilities of the cape. The clear rate is around 50 but if the player tries to explore the spike areas with yoshi amd messes up they can die pretty easily. Also the timer. I needed 1 try but I went well intp 300 counts on the timer
I probably should have blocked off that path. I just assumed players would pay attention to my coins and arrows.
 

McNum

Member
That cape level has a near 60% clear rate. It was over 60% yesterday. I don't feel like it's as demanding as you make it out to be. It requires skills with the cape, but I don't think I expect too much of the player considering I have instant retrys.
Those aren't instant. They have a reset time of 10-20 seconds, which is an eternity in a platformer. You have to fall, enter the door, wait for the pipe to spew out a feather, then run again, hoping that this time, you'll jump on the right tile, although the coins are now gone, so you don't have an indicator. The second jump also betrays expectations, as a full cape jump will get you spiked with little time to abort.

If I were to edit this, the stone blocks would be two tiles lower, the spike tip on the first jump would lose the bottom spike, and the entire upper row of sawblades in the Yoshi part would be gone. Probably replaced with some hard to reach coins you need to bounce for.

Also, you don't introduce Yoshi's ability to touch sawblades until you challenge the player to do it.
 

koam

Member
That cape level has a near 60% clear rate. It was over 60% yesterday. I don't feel like it's as demanding as you make it out to be. It requires skills with the cape, but I don't think I expect too much of the player considering I have instant retrys.

Don't get me wrong, I cleared it, but it there were some parts that were frustrating because they felt a bit cheap since the cape glide is never very precise. You could have been more forgiving by allowing more room for error in the tight quarters. I completely agree with "I wanna be the guy", you need to make it tougher more gradually.
 

Coppanuva

Member
Anyone wanna try out my latest:

The Long And Winding Road: DB33-0000-004D-30B8

It's a mix of platforming styles, with a few shortcuts sprinkled throughout if you're good.
 
Just finished my first serious level:

The Airship Heist


Course ID: 6BA9-0000-0050-A6C6


It's hard, but not too hard. Roughly about the same difficulty as the Special World in SMW, I guess. Definitely took me several tries (and lots of fine-tuning) to beat it, but I really really like it.

Took me 4 straight hours to finish this idea, hope you guys like it.
 

MouldyK

Member
I need some GAF-Guinea Pigs to tell me how fast you complete this Course in:

COURSE ID: 3AD2-0000-0050-A615

I want 9-10 Obstacles in the level and I have made 4 so far and want to know how long it takes people to complete so I have a rough idea on how much of the 120-Second Limit I am putting on myself I have used up.

It's fairly easy so far, so you shouldn't have any trouble completing it.
 

Gurrry

Member
My level Bombsket-Ball has 15 stars!!! Its really amazing that people are playing and enjoying it. It really gives me extra motivation as a designer seeing that I can make something that people enjoy.

If anyone wants to play some basketball in mario.. Here is the code!

5928-0000-003A-DD78
 

WolvenOne

Member
Jailbreak

8D8D-0000-004E-8597

I might have to tweak down the difficulty level just a smidge. I wanted something that was challenging, but didn't require professional levels skills to clear.

Also tried making the level a bit more visually cinematic than I usually do.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Those aren't instant. They have a reset time of 10-20 seconds, which is an eternity in a platformer. You have to fall, enter the door, wait for the pipe to spew out a feather, then run again, hoping that this time, you'll jump on the right tile, although the coins are now gone, so you don't have an indicator. The second jump also betrays expectations, as a full cape jump will get you spiked with little time to abort.

If I were to edit this, the stone blocks would be two tiles lower, the spike tip on the first jump would lose the bottom spike, and the entire upper row of sawblades in the Yoshi part would be gone. Probably replaced with some hard to reach coins you need to bounce for.

Also, you don't introduce Yoshi's ability to touch sawblades until you challenge the player to do it.
Interesting. This is the first real feedback I've got for this stage other than all my stars and positive comments. This is helpful. Please play my raccoon stage and give your thoughts on that.
 
This one was charming as hell. One of the best I've played. Great work! I love the special ending. :D
Goddammit Sporky, your levels are always so nice to look at, clever in design, feel like legit mario levels and you even give us music in them.

Why are you so goooood to us?~
Haha. Man, I want that ending theme now for stages.

You know how much I've posted that.

Starred.
Really, really strong stuff. How you guys think up settings like this, I'll never know. I particularly liked the starman room -- good spot for a secret. Way to make the player's exploration pay off!

The Internet will love this for the musical interlude but those of us with taste will adore this for the beautiful level it is. Starred, saved, and highly recommended.
Great visual design. I'm excited to play it.
Sölf;179325610 said:
Awesome level. And a few secrets. :D

Thanks for all the kind words! I'm glad you guys liked it.

I'm particularly proud of the way the upper path works. It wasn't originally intentional that you would only have one try at the vine bridge, but it works better that way I think, piques your interest for a second try if you miss it, or or another path to attempt if you die later in the level.

I see we had similar ideas!

Piranha Peaks - 50EB-0000-0045-9EAA

wiiu_screenshot_tv_01pzqa0.jpg


Looking forward to trying your level! Eager to see how someone else approached it.

Oh that's cool! I think the SMB3 overworld just lends itself to cool looking buildings. :)
 

Ramsiege

Member
Deception Point
75BD-0000-0050-AB4F

this is my second level. It's a pretty straightforward NSMB level, though I did try to ramp up the difficulty a little bit at the end. Hope you guys like it!
 

jmizzal

Member
The sequel to the acclaimed* Mariotroid is here!

hEqSTUO.jpg


Mariotroid II: Return of Mario
1542-0000-0050-8DB5

As you can guess this tries to be closer to Metroid II (or what I remember of it). Let me know what you think.


*some people liked it


My other courses:
House of Horrors (500C-0000-004B-4DCC)
Mariotroid v2 (BF68-0000-003D-3DA2)
Joy of Spring (C659-0000-0031-016C)
Mushroom Split (19D9-0000-001F-7162)
Sightseeing at Bowser's Castle (3574-0000-0047-E286)
Clouds and Thorns (632E-0000-0016-E29D)
Hello World (#xa5742) (BD1C-0000-0017-2DF5)

Just played it trying to get some ideas for a Metroid stage

Here are some of my courses
Long Rode Ahead - 0862-0000-0033-37EC
Ghost'n - F995-0000-0040-32D4
Zelda Maker - E698-000-004D-D724
 

Yuterald

Member
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.

Thanks for the feedback! That middle-tree section on the first screen has been driving me nuts. I've tweaked it so much and I'm still not 100% happy with it. Those blocks on the far right can actually be destroyed if you hit the red shell at the right (furthest to the left, I believe) angle. The vines are mostly for cosmetic purposes and I do understand some look like they're placed to guide the player towards a new/hidden path, but most are not. I was generally trying to make the stage un-breakable, even to the point where if you jump from the branches on the outside of the tree, the player will never see the other sections of the tree, so the suspension of disbelief of actually climbing a tree is held.
 

clav

Member
Well, as far as I can tell, I'm the first person to beat the level XD

It's pretty brutal! There are like a million ways to get completely stuck and have to restart the level. I figured out the "secret" pretty early on, but executing it takes a lot of time, and one wrong bomb placement can really make the level impossible to complete.

I like the idea but it needs some tweaks to not be maddening :p
Gave it a star and a couple comments nevertheless.

Thanks for the feedback. I'll read your comments the next time I boot the game up.
 

Dyle

Member
WVW69iZogIsQ_CPfMS

Phantom P-Switch Pursuit

(6FD7-0000-004D-D754)

In this level I tried to make the most out of the boo circles, placing them on rails and in a Lakitu cloud. Ducking is very helpful, but there are lots of mushrooms if you get hit.

Thanks 645 for playing my first level on stream last night. It was very interesting seeing what route you gravitated to.

My first level, Footholds Fleeing From Firebars
E498-0000-004C-9B35
 

black_clavus

Neo Member
Submission for the SMM-GAF Community Contest #1


Beginner's Backyard (World 1-1)
436F-0000-0050-9116

CPRqIWkUcAAtClf.jpg


This course pretty straight forward, intended to explain some basic mechanic with it. Player can freely doing trial and error with little punishment. I also put a secret, so this course will be more interesting.

(secret:
A bonus sub-level and 1-up mushroom
)


Don't forget to give me feedback, if you want. Thanks!
 
Would love to get more feedback on the level I uploaded yesterday.

Fire Beneath the Mushroom Forest: E8BD-0000-004B-D274

Haha I liked this. I saw it played on 645's Stream yesterday. Felt good. Power ups nicely spaced. I liked the small castle segment the best. Also greatest troll so far.
 
You know what ruins this game for me? No multiplayer. I almost don't want to buy it due to that.

Some of gaf may have come up with good multiplayer levels but it would complicate the game way more amd multiply the general shit show by 20. Normal I am all for multiplayer but people can barely design single player levels. Fuck seeing what multiplayer would have done.
 

MouldyK

Member

Thanks for playing my course. Checking where you died once, I think that place I will keep. Took me like 20 mins just to think of how to make it somewhat hard.

The Firebar Obstacle Course though is getting a redesign (AKA: Switching the Rotation since that makes a trap unless you crouch). Not gonna be as easy when I next show it off here. ;)


Just realised even one person playing my course gives me so much information to improve it. The ideas are flowing!
 

lyrick

Member
Here's a level I made heavily inspired by world 4-6 from SM3, It was the first level I had my wife playtest.

8g47T1O.jpg


I'm pretty amazed as the completion rate (it seems entirely too low), looking for some advice on how increase completion rates for future levels .
 

Portalbox

Member
Alright, I'm going to repost my latest level because I screwed up on the formatting and didn't paste the level code correctly -_- ...
Plus I fixed a glitch.

---

Woo! Time for another shameless plug. This time it's my attempt at creating a tower-like stage... in space.

WVW69iZpPMsn31bZ_8

Tatanga's Galactic Tower
265A-0000-0050-EFBC

As a side note, there are so many good stages on GAF, it's a nice break from all the ones featuring 4738383 enemies and cheap challenges.
 

Xenoboy

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

1-1 "Mind your business above!"

328D-0000-0050-DC47


Mushroom kingdom is yet again in peril, and it's up to Mario to sort it all out (again). Something seems familiar this time though... Will Mario find out what it is?


The level has a sub-world that is not required, it's for more experienced players. You might also recognize what it looks like :p
Both the plains and the sub-world has three 1-up mushrooms.

Tell me what you think guys! :)
 

jholmes

Member
Happy Saturday, GAF!

Torpedo Ted's Revenge: B4F2-0000-0050-E8E2)

WVW69iZwajkqHHAn5M


We were discussing good water levels yesterday so I tried to make one! This one pays homage to one of my favourite names for a Mario enemy. He's not in this game of course, but that doesn't mean he can't get his revenge!

I think I'll take a break from Super Mario World after this! Anyway, I hope you all enjoy!
 

MouldyK

Member
Here's a level I made heavily inspired by world 4-6 from SM3, It was the first level I had my wife playtest.

8g47T1O.jpg


I'm pretty amazed as the completion rate (it seems entirely too low), looking for some advice on how increase completion rates for future levels .

Well it means how many times people have tried the course and failed it.

So 1 person could try it 5 times and only do it ones, meaning he did it 20% of the time.


What does GAF aim for with Completion Rate? I made oen you can't die in and a person didn't finish it, ruining my 100% Rate.

But the new one i'm making i'm aiming for Tough, But Fair, but want a Win-Rate of like 10% or lower.
 

xandaca

Member
Got a new set of codes for my levels. Have ironed out the places where people seemed to be dying the most, got rid of a small number of enemies who could hit you from above the screen, added some detail to the Inferno level and generally tidied the place up a bit.

Inferno (Dante's Divine Comedy) - 8F6D-0000-0050-9B85
Beginner's Guide To Mario - BE18-0000-004D-59FC
Head Hop Heights - 78DC-0000-0027-E2FF
Mario Bros Arcade: Reloaded - 822F-0000-005428
Manor Madness - 50A1-0000-004D-4A5C
Bowser's Airborne Artillery - 4310-0000-004D-6B6F
Bowser's Undersea Artillery - 0105-0000-004D-748B
 
I really like the kicking up mechanic from Super Mario World, so I made a level based around that! It has one section that I think might be a bit obtuse, but hopefully it won't give you guys too much trouble.


I also made a level based around carrying the P-switch: A43D-0000-0030-1C8D

And if you're in the mood for something more difficult: 0F63-0000-0048-AC9B

I'll be playing most of the levels shared in the last couple of pages. This thread moves so fast!
 

Robin64

Member
Completion rates for my most popular courses...

Wario's Gold Rush: 388 played, 30.47% rate.
Little Pikmin Adventure: 399 played, 65.80% rate.
Frozen Ocean: 300 played, 36.80%
Light and Shadow: 287 played, 30.88%

Now remember that nobody on GAF ever said any of these levels were hard. Quite the opposite, in fact, with some saying they might be a bit too easy. For GAF, sure, but...
 

Portalbox

Member
1-1 "Mind your business above!"

328D-0000-0050-DC47



Mushroom kingdom is yet again in peril, and it's up to Mario to sort it all out (again). Something seems familiar this time though... Will Mario find out what it is?


The level has a sub-world that is not required, it's for more experienced players. You might also recognize what it looks like :p
Both the plains and the sub-world has three 1-up mushrooms.

Tell me what you think guys! :)

I just tried it! I'm not too keen of using a lot of SFX but other than that, it's a nice course, :)
 
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