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Super Mario Maker |OT| Miyamoto Simulator 2015

Sölf

Member
WVW69iaTCOk-NXdweB


2-4 Down Below
D57C-0000-005D-9148



WVW69iaUKZ4pMNX5Sm


2-Castle
13DE-0000-005E-415A

With that, my second world is finished. The second castle may actually be a bit hard for just being the second one. It's still not that difficult for advanced players. It introduces Drybones and has Baby Bowser as a boss. Here is 2-1 and here are 2-2 and 2-3, for anyone interested to play all 5.

Now I have 1 more slot. Will probably do something different again and start with 3-X when I get more upload slots.
 

octopiggy

Member
It sort of makes me really sad that you changed the title.

I know. I just figured it was only the few gaffers that saw me mention that there was a secret and that could also be bothered to search the level for it that would see it. It would be a shame if only a handful of people got to see it.
 

daakusedo

Member
That shortcut on second Kyzon level lol
I was skipping parts by jumping on the first music blocks then running to the next platform where I could get some hat back until the end and was happy about those skips.
But when I understood why those music blocks were actually here...
 

(mat)

Member
I know. I just figured it was only the few gaffers that saw me mention that there was a secret and that could also be bothered to search the level for it that would see it. It would be a shame if only a handful of people got to see it.

While I agree, I feel like changing the name to "Can You Find The Hidden Room?" or something equally interesting yet obscure would be better. The Totaka's Song was such a delight to find, and an amazing surprise!
 

Mr-Joker

Banned
I mean it works, but it's more part of a stage than a whole stage. Putting this after a much easier intro would help flesh it out. You certainly got the jumping placement down but this isn't a level so much as a proof o concept -- it's over well before you know it.

Yeah, I felt that something was missing after I had finished it but I didn't want to ruin it by adding in padding.

But I will bear your feedback in in mind when I make the sequel.
 

Dreavus

Member
So, for the bonus music to persist for a whole section (in SMW tile set), do I have to just spam the tiles everywhere?

I put one tile at my bonus room entrance (attached to entrance pipe), the music starts up, but then dies out if you progress a bit. I ended up putting activation tiles everywhere in the room which seemed to help, but I feel like there is a better way.
 
Still looking for as much feedback as possible on my newest level

Ice Bridge To Eternity
C01F-0000-0059-2F20

And wouldn't hurt getting some more on my other level

Under The Starry Sky
4694-0000-004D-7DD7
 
I put one tile at my bonus room entrance (attached to entrance pipe), the music starts up, but then dies out if you progress a bit. I ended up putting activation tiles everywhere in the room which seemed to help, but I feel like there is a better way.

I don't like the way they handled that at all. I think you should be able to designate "sound areas" for boss/bonus music so that if you're within the area, the music plays; otherwise it fades out unless you return.
 
So, for the bonus music to persist for a whole section (in SMW tile set), do I have to just spam the tiles everywhere?

I put one tile at my bonus room entrance (attached to entrance pipe), the music starts up, but then dies out if you progress a bit. I ended up putting activation tiles everywhere in the room which seemed to help, but I feel like there is a better way.
A section instead of a level, yes.
Seems putting the SFX music on Mario changes it for the whole level.

Had to redo the Pachinko section in my Sunshine reimaging because of that.
 
Holy fuck this guy named trihex is playing Mario maker on twitch and he has had at least like 100 subs in a row, there's this massive avalanche of subscribers on his channel and in the past 30 minutes he couldn't play the game because there's constant messages. It all started when this one guy named ABC123 donated $420. I know this isnt directly related to mario maker but I've never seen anything like this on twitch before and ive watched a shitload of twitch.
 

SirenSoldier

Neo Member
I see you guys have all posted a bunch of awesome levels. I have one I'd like feed back on. I actually just picked up this game last night. Let me know what you guys think.
07EC-0000-005E-044F
 

correojon

Member
Sölf;179555590 said:
Played through it. If you know what is what, it's pretty awesome. :D
Sad you can't force a fight against Bowser at the second time. But anyways, pretty cool. :D
Yeah, I couldn´t think a way of doing it without straying too much from the DS setting. Glad you liked it :)

My promised reviews for KoopaKid:
Super Mario Planets 1-1:
You did a lot of changes to this one and the result is amazing. The setting is great, huge vibes to Mario Galaxy at every step. The Wiggler planet was difficult but really cool and original. It has really improved a lot, good work! One minor complaint: the fires shooting from where the vine grows in the first planet will get you if you bounce high enough off the first Wiggler, you should check that. But it´s just a very minor complaint, the level´s really cool.

Super Mario Planets 1-2:
I beat this some days ago, but was unable to do so this time, have you changed anything? The Thwomp over the moving platform is very difficult to get right, I think you should move the platform a bit to the left to give the player a but more space to land the jump. Even if you land the jump the platform instantly moves to the right and pushes you below the Thwomp and that´s impossible to get right the first time. Also, the Thwomp just before that one (the first one with springs) got me a lot of times, you should place him a bit higher. In summary: give the player a bit more space in all the risky maneuvers.

Super Mario Planets 1-3:
This is just awesome. I really enjoyed it a lot, the challenges are varied and fun and you´ve hit a sweet spot with the difficulty. The Wigglers underwater looked like some random chaos...until you actually see that they are perfectly synchronized and that everything makes sense. It felt really good to maneuver around them. Also, cool circular Wigglers ;)

I must say you are amassing an impressive collection of levels, let me know when 1-4 is ready!
 

Bydobob

Member
Sölf;179558326 said:
WVW69iaTCOk-NXdweB


2-4 Down Below
D57C-0000-005D-9148



WVW69iaUKZ4pMNX5Sm


2-Castle
7D52-0000-005E-0202

With that, my second world is finished. The second castle may actually be a bit hard for just being the second one. It's still not that difficult for advanced players. It introduces Drybones and has Baby Bowser as a boss. H

Both short, effective levels in traditional Mario style. The only thing I'd change is the Castle level ending which you can easily breeze past as little Mario by jumping across, since his head doesn't hit the ceiling as early. Big Mario has to go down and face Bowser Jnr and then try and bounce off him up to the last platform. I don't think someone who got hit earlier in the level should get an easier passage to the end.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Holy shit! I'm gonna try this next time I play. Thanks.


Also, for everyone. I'll have a crazy stage coming very soon :)

Ehi, Kyzon! Thanks for showing my level on your stream, I appreciated that. And I'm very glad you liked it.

But I wanted to clarify some specific things about my level, after watching you playing it. Spoilers for those who didnt play it yet, for the most part.
Since a friend of mine noticed how it wasn't clear enough when there was a hidden block in a former level I created, I've started using coins' placement / blocks placements to highlight possible spots where there could be a hidden block, or just something special. In my level, for example, at the end of the first underwater session, do you remember those coins that guide you towards the pipe, correct? Well, you should've noticed how there was a "hole" without a coin. There's an invisible ? block containing a Fire Flower.
The same at the beginning of the second underwater session, where there are the two blocks lines: the lower one is not symmetric and it lacks a coin over one block. That block gives you a Star, which can be very useful for those who'd like to speed towards all the enemies there. Remember: if you'll play more levels of mine in the future, check out if coins are in "strange" positions; there could be secret behind those strange placements.
The part where the block gives you Yoshi and there are Piranha Plants all over the place...you don't need to kill them with Koopa's Shells or Bowser's Fireballs (even if that's cool, and it's something I didn't exactly predict while creating the level. Great!): just ride Yoshi and go on them. It'll make you jump on them
You made me notice also how I should've probably put an arrow and/or a wall after "Dad 'n' Son", since people playing the level could think "Dad 'n' Son" are right ahead, and not just a pipe away, with a smallish obstacle that blocks the way
Finally, you got the way towards the
Coins bonus area
, and you obtained to find the
hidden block with the vine (in that case, I didn't put a coin because there were already trampolines there, which should make the player wonder "why are those things here despite no apparent need at all?")
, but there an additional bonus area you've yet to find. Small hint about how to reach it
It's far along in the level, I'd dare to say...well, just a pipe away from "Dad 'n' son"
 

lamaroo

Unconfirmed Member
My newest level:
27yN7ss.jpg



Tried to make a vertical platforming stage, you don't really understand just how small the height limit is on these maps until you try creating one that goes up. Nobody has beat it yet but I don't think it's all that difficult, as long as you collect all of the powerups. I tried to make it so that each powerup will help you most in the next "segment" of the level.

Quoting because it was the last post on the last page.
 

JonnyKong

Member
Ugh Imgur isn't working for some reason so I can't take a picture right now, but my latest level Terror in the jungle needs some loving. Not a single star yet and a low completion rate :( I don't think it's even that hard, and it's just a straight forward, fun platforming level.

C03F 0000 004C 26F6

Quite oddly the most popular of my levels with 26 stars is so basic, I don't understand its popularity, I'm guessing it's because of Waluigi, but hey, if you wanna check out Waluigi Takes A Hot Bath the code is 8899 0000 002F 4209
 
The Color Dimension (8F91-0000-005A-39AA)
Sequel to The White Dimension. To bring more variety, I made rooms based on different colors: white, orange, blue and black.

XvAhQxw.png
viZ75Y7.png
VttExtw.png


Boo's Treasure Cove (751E-0000-0054-0347)
Underwater level with a little twist, I tried my best to make it feel pleasant and quick to traverse. Can you find the treasure?

tpu30dV.png
9gjiPGy.png
cUxJLf8.png

How do you change the BG colours?
 
For fans of traditional ghost house levels I made this:

The Ghostly Gauntlet

E180-0000-003B-5D33



WVW69iZcA-goHhhK5a


WVW69iZcByg8xS9tfX


WVW69iZcCmEfQDeHOf


WVW69iZcCVsox9twxC


WVW69iZcC2gReAaWXM


Multiple paths, secrets, ghosts, and wizards, who could ask for more? There's 3 main paths through the level, all varying in difficulty, much like the different paths you would take in a SMW ghost house. I hope everyone enjoys it, I'm going to start going through levels on GAF since the leaderboards aren't changing much right now.

Bumping to hope the mid afternoon GAF crowd has feedback!
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Enjoyed it, but it lacks polish. Could fare better with the aesthetics and level design imo. The saw in the beginning where you drop down is a bit mean. I think I got a shortcut, skipped a lot of the level. The sublevel is very different from the airship, it feels off.

Sorry for the late answer. I'll need to replay it, in order to see where to improve aesthetics in the future (or, maybe, editing the level itself), especially since, after playing so many levels from others in the past few days while working on my new level (published a few days ago!). Still, are you referring to the section where you go down, and it leads to one of the paths in the level? IIRC, the coins indicate the exact direction for falling, and that means you can avoid the saw just by following the coins. But I could be mismembering. Again, I'll check it out again in the future. Thanks for your feedback.
 
The Color Dimension (8F91-0000-005A-39AA)
Sequel to The White Dimension. To bring more variety, I made rooms based on different colors: white, orange, blue and black.

XvAhQxw.png
viZ75Y7.png
VttExtw.png


Boo's Treasure Cove (751E-0000-0054-0347)
Underwater level with a little twist, I tried my best to make it feel pleasant and quick to traverse. Can you find the treasure?

tpu30dV.png
9gjiPGy.png
cUxJLf8.png
The Color Dimension one is genius. I'm going to give it a go tonight.
 

cyba89

Member
Oh no. I just got the message that I unlocked every costume in normal 100 Mario mode.

Now I have to do the hard stuff for the remaining 26 costumes :(
 

octopiggy

Member
Do you remember when they said levels will be taken down if they aren't given a star after a while.

How long do you think it should be? I just played a level with 88 players/0 stars. Surely if a level goes 100 plays and no stars then it's not worth playing.
 
Ugh Imgur isn't working for some reason so I can't take a picture right now, but my latest level Terror in the jungle needs some loving. Not a single star yet and a low completion rate :( I don't think it's even that hard, and it's just a straight forward, fun platforming level.

C03F 0000 004C 26F6

Very interesting level! You definitely nailed the jungle theme with vines all over the place. I also liked how you used the tracks/paths so extensively. One that really caught me off guard was the Chomp on a track near the end. I did not see that coming! There was quite a bit of variety in the gameplay as well.

The low completion rate seems odd to me since it was a reasonably forgiving level overall--especially considering you placed special mushrooms all throughout it. I actually passed it on my very first try (and the mushrooms saved me more than once)! I guess I can't be too surprised, though, because it seems like quite a few of this game's players are just really bad in general.
 

Double

Member
Finally done with my first level:

Spiky Rollercastle (ID: 7C82-0000-005B-EE68)
Difficulty: medium to hard?




Featuring:

  • A secret, more difficult path...
  • ... which if you master it will share a secret with you which I plan to incorporate in a future level.
  • An unlockable kind of shortcut system (in lack of checkpoints)
  • Spikes.

It kinda feels like a temple stage out of the new DKC games to me. Have fun!

Reposting my level since I can now offer a walkthrough for those who might be interested in a first look before inserting all those letters :p
It's obviously gonna spoil the whole level, well, except for the secret path... (also kinda lousy quality due to no capture card, sorry ;))

Here is: https://www.youtube.com/watch?v=5-WWFSpld0I&feature=youtu.be
 

Bydobob

Member
I see you guys have all posted a bunch of awesome levels. I have one I'd like feed back on. I actually just picked up this game last night. Let me know what you guys think.
07EC-0000-005E-044F

Only last night and you've done how many levels? More than I've done in a week!

Really enjoyed this level. Strange atmosphere but a really diverse bunch of rooms that all worked well, with none feeling cheap. Starred!
 

JonnyKong

Member
Very interesting level! You definitely nailed the jungle theme with vines all over the place. I also liked how you used the tracks/paths so extensively. One that really caught me off guard was the Chomp on a track near the end. I did not see that coming! There was quite a bit of variety in the gameplay as well.

The low completion rate seems odd to me since it was a reasonably forgiving level overall--especially considering you placed special mushrooms all throughout it. I actually passed it on my very first try (and the mushrooms saved me more than once)! I guess I can't be too surprised, though, because it seems like quite a few of this game's players are just really bad in general.

Aw man, thanks for your feedback dude. I saw your name appear at the bottom as I was creating just now and I thought to myself, must be a GAF guy, what a legend! You've made my night :)

I should probably go to bed, but I really want to finish this level I've started working on..
 

ohNOitsRO

Member
Don't worry too much about stars, I'm also doing crap on that front! Just look at those occupying the leaderboard, people clearly look for different things in their levels. I just hope Nintendo don't pay too much heed and give us an auto-Mario game next time...

Anyhow, on to your level, which I'm afraid is going to be quite critical.

Negative:

Stuck. At the first secret room I had to restart, with my fire Mario getting stuck between a 1-tile high passage with nowhere to go. I tried this again to see if I was missing something but got stuck again in the same place. Eventually I worked out what needed to be done, but you shouldn't get stuck while figuring it out.

The level doesn't flow too naturally. For example, you've got a decidedly short and simple platforming section with caterpillars and Goombas trapped in walls. You think "I need to unlock this place" before realising it's just a red herring. The P coming out of the pipe turns out to be for the spinning yellow blocks that you completely forgot about on the way up. I like puzzles, but this one doesn't feel intuitive.

Talking of red herrings, you have a lot of vines that seem to lead somewhere but don't, whereas you have a lot of spikes that Yoshi can walk on but wouldn't be obvious to everyone. Perhaps a good idea would be a forced introduction onto the spikes so players discover naturally that Yoshi can walk on spikes.

The skull ride is well-designed section but requires no input and feels out of kilter with the rest of the level. That's a lot of space on the level you could have used for some platforming, which there isn't enough of for my tastes.

Not sure about:

Some design decisions seem heavy-handed. You have a couple of 1 tile pipe exits leading directly onto springs, presumably to stop people re-entering the previous room. I've always thought that if the level is interesting enough you'll want to carry on and not even think about backtracking. There are lots of places for Yoshi to fall off meaning you've compensated by having lots of them to call on. I had a similar dilemma with my level but preferred to design my platforms so Yoshi couldn't easily run off a ledge when he is hurt.

Positive:

One of the best looking user-created levels I've seen. Very clean look, lots of variety and detail. No coins though, how come?

Exactly what I was looking for! Thanks for the feedback dude, will definitely rework that level. And that whole rail section was gonna introduce some platforming but before I knew it I created a rail system that worked on its own lmao
 

jnWake

Member
I'm working on the third entry of the Mystery House series, so I wanted to repost the ones currently available:


Mystery House Bounce: 15EA-0000-0048-B42C.

Think you're a master of the bouncing technique? Then test your skills in Mystery House Bounce, a level where you must beat 4 cannonball bouncing challenges. This level boasts a small 8.63% clear rate, with 19 clears over 220 tries. It currently has 14 stars.


Mystery House Surf: E3B1-0000-004D-050B.

Think you're cool? Think you're hip? Were you even aware that you can surf in Mario Maker? Well, then test your shell riding abilites in Mystery House Surf, a level where you must beat 4 challenges involving skating over beetle shells. This level boasts a super small 4.71% clear rate, with just 10 clears over 212 tries. It currently has 11 stars.
 

Thud

Member
Apparently someone timed out on my Marioary stage, not in the underground or near the goal but in the very first screen. And someone skipped my Mushroom World 1-1, I don't even...

Some people are really pushing it, feels bad man.

Anyway I played some of the GAF 1-1 levels. Here are my first impressions:

Super Mario Adventure: World 1-1

I like the setting, basic mechanics and enemies. Plus for the mushrooms and toad house. Some minor dislikes are the aesthetics. The pipes used for decoration look a bit weird, in particular the part where a few join eachother. I also don't like it that question blocks are under mushrooms, could be personal taste. I guess you ran out of space. Also don't be afraid to use coins to lure players, I've seen a lot of arrow use, which is not bad, but I think the direction should be self explanatory.

My major issue is, it does not start as a 1-1 level. The player starts really really high in the stage and that in itself can be pretty scary. It is on itself a fantastic stage and I'm really nitpicking here. Definitely replay it for the secret.

Adventure 1-1 ~ Grass Outskirts

Looks fantastic, good use of coins, fun little bonuses. Blocks lining up with the semi solid blocks makes it look weird after destruction. The vine in the block is too suspicious, add a block or two next to it. Feels like there are a bit to much enemies that can harm players. Love the usage of blocks for pipes with an angle.

It looks really neat all in all, but maybe a bit too hard for newcomers. Also on my need to replay it list.

Basic introductions

This one is a bit too simple perhaps and suffers from weird placement in the first screen. Two mushrooms and two goombas and if I miss it takes way to long to bounce off the pipe. The goomba will catch up. The blocks are 2 tiles high, making it a bit too narrow.
I feel like the pitfalls in the middle are not neccesary, maybe you were trying to teach player to triple jump? No warppipes killed me.

Could definitely do better with some secrets and better placement. It feels a bit unfinished, however I think you have the right mindset in it's simplicity. Just work from there to improve it :)

Underground Tutorials

I like the idea of the underground tutorials. It's safe enough to encourage players to play with it, but it does not necessary mean players will pick up on wall jumping. Especially if you're really stingy with power ups. Then in the overworld you remove the safety net, which is some a cool Nintendo-ish concept, but it's not excuted that well. I even died on the first wall jump lol. The P-switch is a nerve wrecking device and I failed to execute it propely in the overworld. Got a shitty goal ending, because the P-switches don't respawn. It feels like you're punishing players a bit to much. I think it's awesome you're tackling some more advanced techniques, however it's not yet a 1-1 level and thus the concept backfires.

1-1: Super Mario GAFWorld

A bit heavy on the enemy count early in the beginning. The flipable blocks look a bit lonely in the first screen. It is a lot of fun getting the cape, yoshi and a fire flower. I like the consistency in the the block placement, however I would use one tile set for each of them. The secrets are fun, but may be a bit inaccessible for the beginner. I would also remove the autorun in your sublevel, it does not flow well if you enter from the other side.

It reminds me a lot of SMW, so I think it's a job well done. I think it could work with some adjustments, but I'm not really keen to replay this stage.

I'll be playing more tomorrow. I hope the feedback is helpful, enjoyed playing these little stages. Super Mario Adventure: World 1-1 is probably my favorite among them. The fact that I have some minor issues with it only speaks volumes for how good it is. Also Adventure 1-1 ~ Grass Outskirts looks stunning, achieving Nintendo-esque aesthetics. Just don't let enemies ruin it :p.

Played Neo Super Mario Bros. W1-1 as well, but it's not in this group. I have some minor issues with it, but I want to replay it soon. I think it would look better if you used blocks for the angled warp pipes and add 1 more bonus in the level.
 

R00bot

Member
Hey guys, I made a short, simple level with only one secret this time, although it is a super rewarding one and stares you in the face from the very start of the level. The level is just a really simple little jumping game, I wasn't sure if I would even upload it when I first made it.

Jumping Jacks
912B-0000-005E-59AA

WVW69iaVCe4_-i853P


It's not really on par with some of the other NeoGaf offerings, but it will offer you some buttclenchy goodness, especially if you go for the one up at the top of the flagpole...
 

Thud

Member
I finished 16 easy runs, 32 normal and 1 hard. Yes, I also used some Amiibos.

I have 17 easy (weird) runs, 7 normal runs and 2 expert runs. Only scanned a pink yarn yoshi.

Do you unlock the SMB Mario (modern) somewhere else? I counted 26 amiibo skins not counting the ones I already had.
 

Model 500

Member
Speed run challenge:

UFO: STAGE 02
0671-0000-003A-121F


Finish the level in 19 seconds or under.

Some of you here have played this earlier or seen the level on a few streams, but I also built a speed run option to the level and would love to hear some feedback about that. Is it too difficult / hidden or just fine overall and challenge-wise considering it is what it is?

Happy to try out your levels as well if you want honest, no bullshit opinions and feedback.
 
lol so my brother made a stage
WVW69iaUQK44KdqlCw


Kaizo««hard»» (yes, that's the title)

A183-0000-005E-0AD9

Now I know the kind of people 100 Mario is full of. People who didn't grow up with Mario and think things are like funny Youtube videos make for good level concepts.
 

JonnyKong

Member
Before I go to bed I have to ask the important question,

Can you survive a ride on the world's most dangerous vine?

Find out on my new level,

One Tash One Vine
9B74 0000 005E 6E12


Hope you enjoy! I don't think it's too tough to survive the whole journey.
 
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