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Super Mario Maker |OT| Miyamoto Simulator 2015

DeathoftheEndless

Crashing this plane... with no survivors!
8WIA2hd.jpg


Look! Up in the Sky!
4A5C-0000-0067-1B07

Try to guess the theme of this level :p. There's one section that requires flying with the cape, so make sure you know how to use it.
 
It's not about getting people to play your level, but about getting useful feedback and improving as a designer, helping each other and all that.

As it is we have the OT we deserve but not the one we need ;)

Which only really happens if people play your level. . .

Any how, this is not going anywhere. In the upcoming weeks we'll see what happens I suppose.
 

Naar

Member
Gotta say I'm not a fan. Most instances of spinning can be avoided with proper jumping but the two parts that annoyed me the most were 1. the para-beetle/spiny bridge because the spawn timing depends on how quickly you move forward, if you move incorrectly you end up with an unsurmountable gap, 2. the fireflower spam area because it's basically infinite damage boosting, that's just super messy because you're practically invincible (well, goesfor all areas with tons of powerups) and 3. the skull platforms on tracks spawn as single block wide platforms, I generally don't like single block platforms. Would non-tracked skull platforms (or regular moving platforms on the track) not work here?

I didn't finish it, got to the skull platform area once and generally failed at the spiny bridge.

wow thanks for all this feedback! this is what i was looking for. no matter how many times i play and test, there will always be stuff i cant see

which area did you mean you can jump instead of spin? i thought i made sure i covered my bases in that area ><!? (i am sure there are parts where you can jump regularly, but its much safer and faster to spin)

regarding the beetle bridge. I tried that part multiple times with different spawn periods and i was still able to reach the other side. Maybe you were taking your time for your jumps?

the fire flower area was to ensure that people can defeat bowser. what would you have recommended instead?

also its not a single block. thats how that item operates. it looks like 1 block but when you step on it it becomes a multiple block moving platform. that area is also the last area :p you were literally 20 sec from end of stage
 

B_Bech

Member
Continuing on from "Tapioca Trail - 1" (C51B-0000-006A-91E1) an easy going level styled to fit in with Super Mario World's level design, I decided to make a castle stage with the same design principles. I'm really surprised how well it turned out, considering out of all the stages I've made this one took me the least amount of time. Difficulty wise, I wanted it to be in between Chocolate mountain and Forest of Illusion this time around. I'm going to start calling this series "Lost levels" as I'm emulating Nintendo's work with these.

I really hope you try this one and let me know how it is, difficulty wise. There's 3 hidden 1-ups, as usual-- and a few shortcuts.



Lost Level: Bowser Jr's Castle

(22A2-0000-006C-09A7)



WVW69ibEFb4O8oBl7F
 

Kalavaras

Banned
Finally unboxed my CE and holy crap did I have fun. People have uploaded some ridiculoysly fun stuff. Dont think my creativity will ever blossom to the point Ill even bother to create something worth playing. Also the limitations pretty much killed my interest in creating my own level right away. Maybe some day, later..

I wish the browsing would be better. Its hard to find good levels when the level browser is a mess. Theres stuff in every language imaginable and most of the busy looking levels end up being these "dont move and enjoy the ride" showoffs. Sure theyre cool but Im here to play. Last night I played this one level for over an hour 'cause it was so well made. I died a million times and from time to time I found alternative routes which made it even crazier. This game will entertain me a ton for days to come.

Long story short, I want a level browser that'll separate the well made levels from the troll and sit-and-watch automated levels.
 

KDR_11k

Member
which area did you mean you can jump instead of spin? i thought i made sure i covered my bases in that area ><!? (i am sure there are parts where you can jump regularly, but its much safer and faster to spin)

Mostly sidestepping spinies (e.g. the ones after the three ?s can be avoided by using some momentum to jump higher), jumping over the thwomps in the back-and-forth area into the first gap, using a turtle shell to kill those piranhas after the pipe, etc. Just generally trying to avoid spinning on breakable blocks :p
 

Axiom

Member
I must say that this 1-1 group was a real tough one. While I didn't get my votes in on time for group 1, I had my favourites and order down pretty quick.

Not so much this time, despite the fact I remembered to take notes after every level.
 

Naar

Member
Mostly sidestepping spinies (e.g. the ones after the three ?s can be avoided by using some momentum to jump higher), jumping over the thwomps in the back-and-forth area into the first gap, using a turtle shell to kill those piranhas after the pipe, etc. Just generally trying to avoid spinning on breakable blocks :p

1. Damn! i thought i sealed the area near the thowmps?? haha

2. the turtle shell i knew about. you can kill the first 2, but you can kill the other 2 as well? OI put that there to test it really

do you like the overall concept though? i am trying to expand it and see what i can add to it

also anyone wanna give me some codes to try out ?:D been waiting a couple of hours now :p
 

Memles

Member
I've realized that in creating levels, it's often easiest to do so without traditional enemies—obstacles are easier to control, and also involve less play-testing to make work. In what has been a limited time frame for creating levels post-launch, it's been easiest to sit down, work out a more traditional platforming-related challenge, and stick with that approach.

As such, my latest—Mario's Sewer Infiltration, as the plumber makes his way into Bowser's castle while dodging Bowser's sewer security system—focuses on platforming and exploration. It, and a couple of my other levels, can be found below—always interested in feedback for the next time I get a couple hours to sit down with the editor.

CPwfhPwW8AAg0Qc.jpg
 
Continuing on from "Tapioca Trail - 1" (C51B-0000-006A-91E1) an easy going level styled to fit in with Super Mario World's level design, I decided to make a castle stage with the same design principles. I'm really surprised how well it turned out, considering out of all the stages I've made this one took me the least amount of time. Difficulty wise, I wanted it to be in between Chocolate mountain and Forest of Illusion this time around. I'm going to start calling this series "Lost levels" as I'm emulating Nintendo's work with these.

I really hope you try this one and let me know how it is, difficulty wise. There's 3 hidden 1-ups, as usual-- and a few shortcuts.



Lost Level: Bowser Jr's Castle

(22A2-0000-006C-09A7)



WVW69ibEFb4O8oBl7F

This was a good level. Well design for the most part. Difficulty wise it is pretty tough. There are a couple bs parts though.

You should never have thwomps the player can't see hit them. I would adjust that part. Being blunt itvis 100% bad design to have obstacles that kill the player before they can even see and react to the obstacles. Either get rid of them or force the player to a position where they can see them. Also, the second bowser juniour fight has the same issue I got killed when I hit the p switch and he just fell straight into me unexpectedly. Just lower the ceiling so the player can see him. If you were going for surprise its surprisingly frustrating to die without warning at the end of the level.

The first bowser junior fight is pretty tough. All those pirahna plants and shells really amp up the difficuly and the clown car has a tendency to push you into the lava. I found the feather after a few tries which makes it way easier. Its certainly harder than choco valley imo. More special 1-4 difficulty.
 

daydream

Banned
included two finer points in the voting rules: the aforementioned 'don't vote for yourself' and a point about including the creators' names in the pm. that's all i need, in fact.

thanks to all who've already voted!
 

Sephzilla

Member
Man, I've finally hit a solid bit of 'creators block'. I was working on a sequel to my Game of Thwomps level and halfway in it felt like my brain just shutoff and I couldn't think of anything that felt like a good level design.
 
Man, I've finally hit a solid bit of 'creators block'. I was working on a sequel to my Game of Thwomps level and halfway in it felt like my brain just shutoff and I couldn't think of anything that felt like a good level design.

I dunno how you guys come up with good levels so fast. If I don't spend a few days on it it turns out straight shit
 

BriGuy

Member
I wonder how long it'll take me to finish this level in one go, so I can finally upload it. Furthest I managed was the part with the falling blocks before the top of the flagpole.


I'm sorry, GAF. :p
If this popped up on my screen, I would immediately swipe it off my Wii U pad. With my middle finger.
 
Finished up my latest stage and I'm unsure about its actual difficulty level, I'll post it later when I've given feedback on 2 other stages as I like that idea.

Not to toot my own horn, but my favorite thing I came up with for this level is this thing:
*explanation*
I noticed this all coming together when I first played the stage, by all means toot that horn.

Man, I've finally hit a solid bit of 'creators block'. I was working on a sequel to my Game of Thwomps level and halfway in it felt like my brain just shutoff and I couldn't think of anything that felt like a good level design.

I had this when I was making an underwater/ghost house hybrid stage and man, the ghost house bits just felt so lacking, I finished the stage and immediately banished it to deletion.
 

Sölf

Member
Man, I've finally hit a solid bit of 'creators block'. I was working on a sequel to my Game of Thwomps level and halfway in it felt like my brain just shutoff and I couldn't think of anything that felt like a good level design.

I have another problem. I made this level some time ago and thougth I would try a few more. I have now completed 2 more, but I am not really happy with them. The first one has fire as a theme. I think that's the better of the two, as it still somewhat works as a dungeon. The second one has water, and had I really good idea for a puzzle/challenge at the beginning that worked quite well. But as a reward (and in order to progress), you got this shell helmet. It worked somewhat, but since you now can't take damage from above anymore I had to use stuff like spikes and jumping Piranha Plants just to get threats. And since the next reward was the spike helmet... well, the "end challenge" is basically just mass amounts of enemies and obstacles. It's boring, but I have no idea what to do underwater with this spike helmet as "equipment".

Some of the new mechanics are just game breaking, meh. :/
 

Paulie_C

Neo Member
i like them for the creativity (especially the crazy ones) but yea i understand lol

Yeah, I appreciate the effort in them but when you want to play a game, you want to play it. My daughter sits through them trying to resist pushing anything.
 

B_Bech

Member
This was a good level. Well design for the most part. Difficulty wise it is pretty tough. There are a couple bs parts though.

You should never have thwomps the player can't see hit them. I would adjust that part. Being blunt itvis 100% bad design to have obstacles that kill the player before they can even see and react to the obstacles. Either get rid of them or force the player to a position where they can see them. Also, the second bowser juniour fight has the same issue I got killed when I hit the p switch and he just fell straight into me unexpectedly. Just lower the ceiling so the player can see him. If you were going for surprise its surprisingly frustrating to die without warning at the end of the level.

The first bowser junior fight is pretty tough. All those pirahna plants and shells really amp up the difficuly and the clown car has a tendency to push you into the lava. I found the feather after a few tries which makes it way easier. Its certainly harder than choco valley imo. More special 1-4 difficulty.

Very true about the thwomps. I was reluctant to include them in such a way. I weighed the cheapness against the psychological factor though and they stayed. I did want it to be frustrating, though only slightly. I feel after the first one, people will be more paranoid with their jumps leading up to Jr. I'm glad you found Jr difficult. I wanted a two tiered fight, the first of which much harder. The plants can be dispatched/ delayed with good timing. My rule of thumb is that I won't post a level without beating it as small Mario, so I managed to tweek it enough for that to be possible. I hope you didn't find it unfair.

If it's Special level difficulty, I'll take it. As long as it feels at home in Super Mario World!

This is great, detailed feedback and I really appreciate it. I'm going to have to try harder to make the difficulty a little lighter for my next Super Mario World stage. Have you tried my Tapioca Trail - 1 stage, yet?
 

KooopaKid

Banned
New level:

Here's the 4th Super Mario Planets level AKA Bowser Jr's Bob-ombastic Castle! Finally done! I playtested it to hell and back. Spent 15 hours on it, dressing it, designing a fair first boss fight, first castle level, biggest level I've made yet. All in all I think it feels quite like a traditional Mario level.

Code: FF1F-0000-006C-6378

Who is controling Bowser Jr?

0CNWZDq.jpg


Here's the first three levels :

Planet 1-1
D5CF-0000-0059-461C

cGJif0n.jpg


Planet 1-2
DF9E-0000-0062-85F4

Fb2sqrk.jpg


Planet 1-3 AKA Planets & Rockets!
BF98-0000-0059-D03C

RIGtBkE.jpg


Feedback:

I have time to roughly play 4-5 levels and give feedback on.

any difficulty is fine (just no troll shit)

also i just finished my latest level

Spinning Madness 2

2155-0000-006B-D431

let me know what you think and i can give feedback on 4-5 levels in about 1 hour from now (need time to play them and eat :p)

Ok I finished it on my second try and I thought it was a bit random, particularly at the end with all the flowers and Bowser. There's so many similar levels out there, what is your level doing differently? Sorry I hope I don't sound too harsh.
 

KingBroly

Banned
Whoever designed the boss in Gnat Attack to have so much HP can burn.

I have nearly thrown my right arm out twice trying to beat that shitty, shitty boss. I want Builder Mario, damnit! ;_; This makes Kaizo levels look like 1-1.
 

aidan

Hugo Award Winning Author and Editor
Whoever designed the boss in Gnat Attack to have so much HP can burn.

I used to be so good at Gnat Attack in Mario Paint. It's painful how much difficulty I have, even with the advantage of a touch screen and stylus over the SNES mouse.
 

Peltz

Member
Whoever designed the boss in Gnat Attack to have so much HP can burn.

I have nearly thrown my right arm out twice trying to beat that shitty, shitty boss. I want Builder Mario, damnit! ;_; This makes Kaizo levels look like 1-1.

Just tap it very very fast.
 

VandalD

Member
Hit a bit of a creator's block, so I'm going back to the old games to jog the brain a bit. After a lot of playing and editing SMB3 style in SMM, going back to original SMB3 is completely disorienting. It feels like it's going at double the speed or something.
 
New level:

Here's the 4th Super Mario Planets level AKA Bowser Jr's Bob-ombastic Floating Castle! Finally done! I playtested it to hell and back. Spent 15 hours on it, dressing it, designing a fair first boss fight, first castle level, biggest level I've made yet. All in all I think it feels quite like a traditional Mario level.

Code: FF1F-0000-006C-6378

Who is controling Bowser Jr?

0CNWZDq.jpg


Here's the first three levels :

Planet 1-1
D5CF-0000-0059-461C

Planet 1-2
DF9E-0000-0062-85F4

Planet 1-3
BF98-0000-0059-D03C

Feedback:

To come!

I hope to try these later as well as a bunch of GAF made levels. Been screen shotting a bunch on my phone. I'll be sure to hand out some stars and feedback.
 
New level:

Here's the 4th Super Mario Planets level AKA Bowser Jr's Bob-ombastic Floating Castle! Finally done! I playtested it to hell and back. Spent 15 hours on it, dressing it, designing a fair first boss fight, first castle level, biggest level I've made yet. All in all I think it feels quite like a traditional Mario level.

Code: FF1F-0000-006C-6378

Who is controling Bowser Jr?

0CNWZDq.jpg


Here's the first three levels :

Planet 1-1
D5CF-0000-0059-461C

cGJif0n.jpg


Planet 1-2
DF9E-0000-0062-85F4

Planet 1-3
BF98-0000-0059-D03C

Feedback:

To come!

Will definitely check these out and comment on miiverse once I've played them!
 

jholmes

Member
How come I haven't seen a single good Japan-made SMM level? The majority of them are automatic stuff. The state of Japanese game design...lol j/k

Footrace with Spiny, which should be in the top 50 by stars, is really good. (EDIT: Before it's lost forever behind a pile of automatic stages, the code is: C1C5-0000-0012-CCB2.)

Sadly I do agree with you for the most part. I wish I didn't.

Thanks for playing. For clarification, when you say that the Chain Chomp finale is easy to miss, do you mean that it's too easy to take the alternate route, or that the Chomp didn't always spawn? Both of these were lingering concerns when I published, though in the latter case, I thought the timing for running off screen quickly enough to avoid the spawn was enough of an edge case that I didn't mind rewarding good players for it. The end of the level does feel pretty blank when that happens, though.

The first time I played he didn't spawn right but I flubbed the last jump for some reason. Second time he did chase me, and it was awesome.
 

jholmes

Member
Bah thanks I put the wrong number in 1 spot

8CB6-0000-006A-8481

Neat stage! Definitely deserves more attention. I don't love the hammer bro at the start since you might have to face him more than once. I also might've had the pipes lined up sequentially to further underline the order, as some people might not clue in immediately. Neat idea though, not sure why you don't have more feet on it yet. It is pretty tough though.
 

Sölf

Member
Voted for round 2. Had 4 stages to choose from (just as in round 1). I liked most of the levels, but many are just to hard for a 1-1 imo. Good stages, but no 1-1 material.
 

OmegaDL50

Member
I leave the game for a few days to take a break from it and I had only 30 Stars or so.

Only to load up my game hearing about an update 1.10 and see I now have 77 Stars.

I'm glad people are playing the levels that were almost never touched now.

Now that I got 20 slots to work with for uploads, I can now work on Worlds 2 and 3 of my Omega Mario Project.
 
So I finished my 5th course. This time around I wanted to get outta my confort zone and tackle something I had never done before so I did an air ship level. Instead of an entire level of solid ground I went with multiple ships. I wanted to give the level the feel of a get away so there are several ships all carrying cargo. If you find the secret route you will also get to see perhaps the most difficult idea implemented in the level. That section can be tough so its 100% optional. This took me about 2 1/2 days mostly due to lack of ideas. I like how it turned out though. Especially the secret route. Would love to get feedback from yall.

Sky High Cargo Chase
CB2D-0000-006C-86F8


GAb7XYz.jpg
 

aubrey76

Neo Member
Course inspired by Silent Hills P.T.

Course Title: Mario P.T. [Version 3]

Course Id: 88A3-0000-007D-61A2

Update: Version 3 has minor changes to the conveyor belt/bomb puzzle to prevent players from skipping the puzzle. Thank you for your feedback!

 
I really wish you could add hit points to enemies and make certain enemies required to be defeated before a door or pipe appears.

Bosses feel kind of lame. The only solution is usually to set up some convoluted system where you use Clown Cars that are required to progress, or Kamek/SMB3 Bowser who need to destroy blocks to progress.

The majority of boss fights people seem to set up are easy to just jump over or tank a hit and run past. When it's clear they didn't intend or want you to do it that way.
 
I really wish you could add hit points to enemies and make certain enemies required to be defeated before a door or pipe appears.

Bosses feel kind of lame. The only solution is usually to set up some convoluted system where you use Clown Cars that are required to progress, or Kamek/SMB3 Bowser who need to destroy blocks to progress.

The majority of boss fights people seem to set up are easy to just jump over or tank a hit and run past. When it's clear they didn't intend or want you to do it that way.

There are a lot of ways to make a fight difficult to skip. They're not all obvious but I've seen several that seemed to work well.

For example, a shaft full of donut blocks leading to a P you have to hit, but it's really dangerous/impractical to wait for all the donut blocks before just killing the boss.
 

Schlomo

Member
Here's a new stage I just finished:
One Minute in Heaven

5ED1-0000-006C-9133

WVW69ibFm1gh7dgnnH


It's a 60 second speed run across some airships, and I hope it has a nice flow to it!
I also put in some secret short-cuts. If you find them all, you can clear it much faster. My record is 21 seconds.

Donkey Kong&#8482;'s Creepy Castle

3DA4-0000-0069-F3E1

Simple but fun level! I found one of your previous levels too hard, so I'm glad you dialed it down a bit. ;) Visually pleasing as well.

Here's the 4th Super Mario Planets level AKA Bowser Jr's Bob-ombastic Floating Castle! Finally done! I playtested it to hell and back. Spent 15 hours on it, dressing it, designing a fair first boss fight, first castle level, biggest level I've made yet. All in all I think it feels quite like a traditional Mario level.

Code: FF1F-0000-006C-6378

Maybe I'm stupid, but I got stuck right at the beginning. I got the 1-Up thanks to the bob-ombs, then I opened up the entrance after the first tower, but the inside was just a dead end with some lava bubbles and destructible blocks at the end. I couldn't find a way to bring a bob-omb because they explode before I even reach the door. I couldn't find another way either, just drops into lava. On my 6th try or so I also managed to destroy the 1-Up block at the start with a bob-omb, so I couldn't even leave the first platform. I'm sorry because I think I must have missed something obvious.
 

KingBroly

Banned
I really wish you could add hit points to enemies and make certain enemies required to be defeated before a door or pipe appears.

Bosses feel kind of lame. The only solution is usually to set up some convoluted system where you use Clown Cars that are required to progress, or Kamek/SMB3 Bowser who need to destroy blocks to progress.

The majority of boss fights people seem to set up are easy to just jump over or tank a hit and run past. When it's clear they didn't intend or want you to do it that way.

I like the simplicity of it all. It makes things easy to understand. The bosses are lame, but Bowser is kinda lame when he has no characterization. He's not much of a threat. Lakitu's more of a threat, and probably the most hated enemy in the game.
 
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