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Super Mario Maker |OT| Miyamoto Simulator 2015

koam

Member
Things i wish for in a future dlc:
1) SMB2 theme
2) Checkpoints
3) A space theme (think 2D super mario galaxy)
4) An ice flower
5) The ability for you to upload a full 16 or 32 level game
6) Replay last 10 loses of a level.
7) Replay last 10 wins of a level.
8) Being able to play as toad, peach and luigi with their special abilities (also choosing with character they can play with).
9) Save video replays to YouTube / Twitch
10) Choose the default screenshot(s) of a level
 
You know what Nintendo could have done? Make it so that when the creator beats his own level, he has to beat it without checkpoints. That way you're giving people the ability to put checkpoints in for the benefit of players, but due to the creator having to be able to beat it without checkpoints it would limit the desire for people to make levels with short bullshitty random segments one after another.

No, they absolutely have to beat it from the checkpoint, starting as small Mario. Otherwise the creator can make the level impossible from the checkpoint after one death (and it could be a really BS death that is about guaranteed to happen).

Checkpoint, followed soon after by bricks that need to be broken with big Mario, and no way to backtrack, that sort of thing.
 

jmizzal

Member
How many Stars do you need to get to unlock the 2nd Coin?

I'm was at 21 yesterday

Also for people who were not on the weekend I would like to repost my Zelda Maker level

Zelda Maker - E698-000-004D-D724

Once again it has an over world, plus dungeon, mini boss, and boss that you would need to defeat with the hidden power up, plus a few secrets in there

It has been my most popular level, but I would love for it to get more plays
 

koam

Member
No, they absolutely have to beat it from the checkpoint, starting as small Mario. Otherwise the creator can make the level impossible from the checkpoint after one death (and it could be a really BS death that is about guaranteed to happen).

Checkpoint, followed soon after by bricks that need to be broken with big Mario, and no way to backtrack, that sort of thing.

Why not start the person from the checkpoint with whatever power up they already had. Also a start from beginning button.
 

KingBroly

Banned
I'd imagine Checkpoints in SMB1 would be like the Goalpost, but shorter.


But I feel like some levels don't need Checkpoints, while others do. Very tough to balance.



Here's my code for latest level upload again. As always, feedback is appreciated.

Koopa Fleet
ID: 6A4F-0000-005B-F54B
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
So my latest has two plays, 28 deaths and no wins. Please try it and tell me where you're dying. This level is once again proof that checkpoints are needed.

Stop Giving Me Stars! - 45E4-0000-005C-64BB
 
Why not start the person from the checkpoint with whatever power up they already had. Also a start from beginning button.

It'd still be a necessary imposition upon the creator in order to minimize issues. Heck, just to be sure that legitimate levels don't have issues the creator forgot about.

"Oh crap, I put a checkpoint on this island in the middle of a platform-on-track segment, but when the checkpoint loads the platform isn't there anymore! Need to start a new platform going from this point..."
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Alright you guys. I've made a full stage called Flappy Mario ! Obviously inspired by Flappy Bird, haha. The main stage isn't very hard to clear, however, I encourage you guys to try to find all the secrets in this stage. 100 total coins up to grab and 3 1Up mushrooms all up for grab !

Hint:
Check one of the pipes, something about it look odd, doesn't it ?

qUfGeRX.jpg


4GwWcCk.jpg

C6CA-0000-005A-B5AD

Please do give feedbacks if you have a chance to play the stage ! I spent quite a few hours working on it and I hope it satisfies all sorts of platforming itches Mario players have ;) Once again, I know you guys are all Mario pros here, so try to look for the secret stuff. The main stage is easy by design because it's supposed to be referencing Flappy Bird. The secret stuff is as close to a typical Mario stage as it can be, so please give it a go !
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
No, they absolutely have to beat it from the checkpoint, starting as small Mario. Otherwise the creator can make the level impossible from the checkpoint after one death (and it could be a really BS death that is about guaranteed to happen).

Checkpoint, followed soon after by bricks that need to be broken with big Mario, and no way to backtrack, that sort of thing.
Good point.
 

Dad

Member
It'd still be a necessary imposition upon the creator in order to minimize issues. Heck, just to be sure that legitimate levels don't have issues the creator forgot about.

"Oh crap, I put a checkpoint on this island in the middle of a platform-on-track segment, but when the checkpoint loads the platform isn't there anymore! Need to start a new platform going from this point..."
Creators can still trap you in positions where you can't win or die already. You just have to start over from the beginning. I don't see the hang up
 

ChrisD

Member
Am I the only one that thinks that adding checkpoints would just encourage people to make their levels harder and add more cheap bullshit. Not to mention the fact that starting some levels from a checkpoint would break them.

Honestly, I could think of dozens of things I'd like to have in the game before slopes or checkpoints.

Right now every long stage is a gauntlet, even when you don't want it to be. The mid-way checkpoint would alleviate that issue for creators who don't want to make their level a one-shot challenge.

People who would make harder stages due to checkpoints are the same ones that are already making the unfair Kaizo-style stuff.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Right now every long stage is a gauntlet, even when you don't want it to be. The mid-way checkpoint would alleviate that issue for creators who don't want to make their level a one-shot challenge.

People who would make harder stages due to checkpoints are the same ones that are already making the unfair Kaizo-style stuff.
Yep. The levels I'm making now would be exactly the same except I'd put checkpoints in there.
 

KingBroly

Banned
I'm making a level where there's a pseudo-checkpoint right now.
You get to a point, and there's a door that leads to above where the level started that points to an invisible coin block, so you know for next time. But you can only see the arrow pointing to it from the door.
 

wrowa

Member
I'm making a level where there's a pseudo-checkpoint right now.
You get to a point, and there's a door that leads to above where the level started that points to an invisible coin block, so you know for next time. But you can only see the arrow pointing to it from the door.

That's a great idea. It kinda only works once, since players of your first level would know what they've got to lock for the second time around. But, in the end, that's still better than frustration.
 
Creators can still trap you in positions where you can't win or die already. You just have to start over from the beginning. I don't see the hang up

I know, that's why in the post you just replied to I made a case for requiring it for the sake of creators to simply make better levels and not forget about important things they left out after the checkpoint. :p
 

octopiggy

Member
For DLC I want entirely new themes from:

- Super Mario Bros. 2
- 2D Super Mario 64 (low polygon, minimal textures)
- 2D Super Mario Galaxy
- 2D Super Mario 3D World

All with its respective music and power-ups/enemies/items etc. all of which transfer between themes so you can have stuff like vegetables, magic carpets, shy-guys, Metal Mario, launch stars, cat-suit, Birdo, clear pipes... omg I'm so excited!

edit:
Vegetables In Mario Maker Please - DD68-0000-003C-F3E9 - https://youtu.be/1QIVctmlPPY
 

KingBroly

Banned
That's a great idea. It kinda only works once, since players of your first level would know what they've got to lock for the second time around. But, in the end, that's still better than frustration.

Sure, but I'm banking on people not playing it multiple times.
 

OmegaDL50

Member
I just want a Forest of Illusion tileset. I am a simple man

Of all the themes I hope they'd add with blocks to go with them would be Desert or Forest Tilesets.

This way they can include things like the SMB3 quicksand or Pokey Cactus enemy.

Forest would be cool since Wigglers originated from SMW Forest World.
 
Spent a long time on this one gaf, just about every idea I had for vine jumping didnt work and every section got redone atleast 3 times. I think I might have nailed the pacing and difficultly. Everything else ? not so much.

Wii_U_screenshot_TV_018_DD.jpg


If you could give it a whirl, that would be great.
 

Dad

Member
Of all the themes I hope they'd add with blocks to go with them would be Desert or Forest Tilesets.

This way they can include things like the SMB3 quicksand or Pokey Cactus enemy.

Forest would be cool since Wigglers originated from SMW Forest World.
Did the SMW Forests or SMB3 deserts have their own music or was it just the Ground theme? I can't remember off the top of my head
 
I wouldn't mind a second "ordinary overworld" sort of theme.

SMB1 could be night time, possibly change things to grey like that one level.

SMB3 could have the grass tileset from level 2.

All of them could use the athletic version of the music.
 

OmegaDL50

Member
Look, Forest of Illusion is well and good but we all know that Star Road is the true contender.

a503.png

That's basically having Night time theme for the basic ground levels.

Which I guess even having different background colors like Night and Day would still allow a significant level of variety just on the aesthetic aspect alone.

Like having stages that start off as day and going into a pipe it's Night time and then back to Day again.

You don't need to add new blocks to achieve this, just new backgrounds.
 
We all know that every story must come to an end sometime.
But let me start from the beginning here.

It was a dark and scary night...


Course ID: BBA4-0000-005D-7639


Some dev commentary with spoilers.

General stuff
It took me around 3 hours to get this done. Basically what I wanted to do at first was simple: to create an SMB3 Ghost House level, because I hadn't used either before.
I had the simple premise of Mario walking up to a ghost house. That's basically it.
The Saw-esque traps and meat grinder and Thwomp mincer in the basement were the parts where I thought to myself "I am an evil person to do that to characters from the Mario universe" which only helped to get across what I wanted to do with this level: Tell a story.

Story
The overall story is that Mario finds this forsaken house in the middle of a forest (hence the Super Leaves raining down). I would've loved something like rain, but alas, the limitations got me there. In there he is attacked by the house itself in the form of many death traps. Can he find his way out of them and also find out who is pulling the strings behind all this?

The Level Design
You start out as Raccoon Mario mainly because I didn't want the transformation sequence be a nuisance when walking up to the house's entrance.

The "spooky" piano sounds are red music blocks with Munchers hopping around on them producing cliché scare chords.

The entrance itself has Spike Traps so the player cannot abuse their Raccoon powers and fly out of the level.

The doors should signal what I was going for: Random death traps in a scary house. But instead of just being (relatively easily avoidable) death traps I wanted the player to do something to get out of there.

So the first door leads to a fire hazard course, which originally had some Kameks in it, too, but that got WAY to hard with all the fire in there. Some Fire Bars were there too, but again, that section would've been way too hard with them still there.

I'll skip the second door for now and get straight to the third door: It leads to a simple "LOL NOPE" kind of moment where you hear something crash down from above, just to see that it's a giant Thwomp, quickly crushing its way towards Mario, crushing him if the player isn't smart enough to quickly exit the room through the same door.

Door number four just leads to the exit of door number one.

Now door number 2. This leads to a falling scene where you can clearly see a giant Bowser Jr. falling to his death. This is supposed to be the first hint that there are other people in the house suffering some kind fate because of its death traps. It's also supposed to show how gruesome the big boss of this house can be, sacrificing his only child because of God-knows-what. Anyway, a well placed arrow tells the player to steer towards the right side of the room, where he will land safely on a small "island" of sorts with a pipe on it, leading to the basement of the house.

The crates you land on are supposed to be filled with spare parts of the giant machinery that the house is made out of. No way to show this, so the player's imagination is supposed to handle that. The player also immediately notices the giant saw blades with platforms above them, so the player gains an easy and safe way above the machine, up on the catwalk where he will see how the machine works. It spits out other "people", screaming for their lifes, hopelessly of course, as they immediately get grinded by the saw blades. I found it funny, yet scary how the Hammer Bros always get to chuck one last hammer before dying horribly.
The other side isn't much better. The player sees other "people" and a bowl of sorts, getting filled with them. Nothing else is happening, until the player jumps up to the second catwalk, where he notices another giant Thwomp. The Thwomp was positioned just so that the player cannot avoid it under any circumstances. He is forced to provoke the Thwomp so it falls down, crushing everyone beneath him.
The player continues his way, noticing all the cells (which are actually supposed to hang from the ceiling, but the way the camera works in Mario Maker you cannot see that, sadly). One Bob-Omb goes crazy and suicides, a Wiggler is also stark mad, a Spike Top has gone so crazy he walks up and down the walls and a Koopa Troopa became a Dry Bones, while many before him already died and rotted away in the same cell.

Then follows the player's possible escape. He walks through the door, a light is shining above him through the window through which a Super Leaf from outside made its way. The player is basically forced to grab it. The arrows are signaling to run around and fly up. Munchers are placed so the player is forced to lose his newfound raccoon ability and quickly go through the door.
While writing this I just noticed that you can get stuck in this room by losing your raccoon powers and falling down instead of going through the door. Sorry about that.

Anyway, the player goes through the door, where the big boss, the puppeteer, Big Bowser awaits him.
This battle is basically exactly the same as in Super Mario Bros. 3. I noticed that Bowser has different abilities in different Mario styles, so recreating the Bowser fight from SMB3 was a fun thing to do, although I had to work around Mario Maker's limitations once again, though using Bowser-actived P-Switches to let him fall to his doom AND opening the way for the player is something I'm kinda proud of finding it out but I don't think I'm the first to find that out.

The pipe leads once again outside and to the goal. Mario just got through a very horrible night.

There is a small easter egg in the entrance area of the house: to the right of the fourth door you will see a room filled with coins. You can actually get there. But how you can get there, you have to find out yourself (it's very simple actually).

So yeah, that's it.
I had LOTS of fun creating that level.
Thanks for everyone who read through the commentary. Even though this thread moves so fast I really hope a lot of people are able to play this level. I'm very proud of how it turned out.

EDIT:
I also recreated the Intro Stage of Megaman X just for fun, give it a try:
1A54-0000-0056-1E76
 

Dimmle

Member
That's basically having Night time theme for the basic ground levels.

Which I guess even having different background colors like Night and Day would still allow a significant level of variety just on the aesthetic aspect alone.

Like having stages that start off as day and going into a pipe it's Night time and then back to Day again.

You don't need to add new blocks to achieve this, just new backgrounds.

I would pay real human money for a nighttime BG pack.
 

koam

Member
It'd still be a necessary imposition upon the creator in order to minimize issues. Heck, just to be sure that legitimate levels don't have issues the creator forgot about.

"Oh crap, I put a checkpoint on this island in the middle of a platform-on-track segment, but when the checkpoint loads the platform isn't there anymore! Need to start a new platform going from this point..."

I doubt Nintendo would allow you to do that. You know how they have the premade intro and outri to levels, they could have something similar when you add a checkpoint
 

Heropon

Member
I got the game today and I've created a couple of levels. They aren't very complex but I hope people like them.

Basic Underground: E2F4-0000-005C-74D6


Short underground level. It's exactly what it says on the tin.

There are minions in my pipes! 54AA-0000-005D-681C


This one is a bit trickier and it even has two paths in the second part of the level.
 

BowieZ

Banned
So the 1-1 contest inspired me so much I made a 1-2 to go with my 1-1!


Super Mario Adventure: World 1-2
Code: F4C4 0000 005D 7664

V1HL7In.jpg

wYrpbRH.jpg


Points of interest:
- challenge ramps up! but still completely fair; with patience, new players can easily finish it without touching the run button
- introduces the fire flower carefully
- further explores pipes and piranha plants, adds in moving platforms and buzzy beetles
- vine growth on pipes indicates piranha plants
- speed-run friendly and secret areas
- Toad houses are back!


Here's the original. (Vote BowieZ!)

Super Mario Adventure: World 1-1
Code: 56E3 0000 0040 BF67

Qlo0dr6.jpg

tWR61OS.jpg


Points of interest:
- slowly and carefully teaches the player jumps and enemies (basic 'jumpman') rather than going too crazy with other mechanics
- item boxes grow on mushrooms
- go inside Toad houses
- the exit card is a magic portrait on a Toad house wall
- there's a huge secret near the end involving a magic whistle super leaf ;-)


And here are my other two levels:

"Whacker Mole Hollow"
Code: 029E 0000 003B E066

ImQkR8T.jpg

D3mm2FO.jpg



"Cheep Shot Grotto"
Code: 9499 0000 002A A377

VwnZwzB.jpg

JBNp81r.jpg


These four levels have taken me about 70 hours to make. Yeah...
 

MouldyK

Member
Repost as I am prepping the harder sequel to my Firebar Maze and want atleast another person to complete it. 1 Win in 44 Attempts from 7 People!

12052465_10203970415614884_1951117485038739775_o.jpg


Firebar Maze: 13F4-0000-0058-BA73


Also, try a level my friend made if you got the time, which is also proving difficult with a 6% Success Rate: F203-0000-0058-E061


Looking for feedback if available.
 
I doubt Nintendo would allow you to do that. You know how they have the premade intro and outri to levels, they could have something similar when you add a checkpoint

Basically the best option for a checkpoint is to treat it like 2 levels strung together. You get to the "end" and it's a tiny flagpole or goal, Mario automatically walks into a pipe (or failing that due to shenanigans, simply disappears) and pops out in part 2.
 

KooopaKid

Banned
Ok so I played the first levels from the contest. Here's my short impressions :

Anteo
Nice introduction to springs

Jocchan
Nice throwback. The big mushroom breaks the level though.

Jucksalbe
The bonus area in the clouds is broken. Clown car ending is surprising for a 1-1.

Yuterald
Very original but a bit hard for a 1-1 and you can skip a big chunk of the level which is unrewarding.

Junahu
Quite fun SMW level

TheSlySoul
A bit too short but nice layout.

BGBW
Feels like a level designed by Nintendo

Kriken
Quite fun

Nohar
Perfect SMB3 level. Feels like it's been made by Nintendo.

ramparter
Could pass for a SMB3-2 level.

So my vote goes like this :

1. Nohar
2. BGBW
3. ramparter


And as self-promotion, here's my last level from last night which has only 1 play :(
Considering I spent a lot of time on it, I really would like some feedback on the difficulty.
Thanks!

Code : BF98-0000-0059-D03C

m0nmj2u.jpg
 
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