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Super Mario Maker |OT| Miyamoto Simulator 2015

KingBroly

Banned
New level

Platforming Education
ID: 18F2-0000-0071-436F


A few notes about this level and its' creation.
-
There's a Checkpoint...of sorts

- This level uses the same 3 blocks over and over to various degrees of challenge for people who aren't that good at platforming. For Gaf, it won't be much of an issue. It's something I wanted to try and see where my mind took me while making it.

- There are very few enemies in this level, as it's more about platforming; but I did find myself wanting to speedrun it.
 
I'm going to have to go back and edit this since I forogt to put super mushrooms in the last section which was a screw up on my end, still before I do edit this feel free to critique the heck out of it so that my 2.0 may be stronger.

Spinning Stomps, Spooky Thwomps (7F11-0000-006D-E25D)
WVW69ibJkNcztqW4mM


Also this...
Mushroom Kingdom Freeze (9952-0000-006A-56BF)
WVW69ia88CEJrMRVuv


I fear the difficulty may be a bit skewered in this one, a touch too long with the "minecart" section being at the mercy of when the first set of saws decided to start moving.

In any case my odd tribute to Wii U's GOAT platformer, there's ice! there's sort of jungle but not really! there's a factory kinda! 2 bonus rooms! Skull block mine cart substitute!
And the first section has a layout from the first arrows that allows for that Retro Studios esque run and bounce off the enemies at full speed for flow approach, though it has to be pretty exact (that's what the coins are to try and steer you towards).

Think I may ease up on challenge after these two stages, I'm not too sure how well these have gone down looking back and I think that they both consist of me having a few neat ideas but perhaps not put together in a strong level design way.

GAF, please check out my new level, Vine Line. Not many plays yet but those that have tried it tend to like it. I'd say it's my best one yet! It's also my third one total, so...

Tileset: SMB3 (Airship & Underground)
Difficulty: Tough but fair (please give it multiple tries)
Code: 58EA-0000-0065-0FAB
https://d3esbfg30x759i.cloudfront.net/ss/WVW69ibRc6EgI8mm_N[img]
[/QUOTE]
I really liked this, a number of us have played around with moving vine blocks (myself included) but sticking to the long journey style made this feel pretty fresh and man it must've taken ages to set up those obstacles in a way that syncs up to make it doable (thank you guiding coins).

[quote="Solid Samus, post: 180001247"][IMG]http://abload.de/img/wvw69iblh7umg_dnzukwsh9.jpg[IMG]

[B]Fight-Flight Mountain V2 ★★★★☆[/B]

[B](A678-0000-006F-81C8)[/B][/QUOTE]

I made the mistake of accidentally stumbling upon the checkpoint on my second attempt, so that's how it's done.
All I can say based off my limited play is things seem a bit all over the place, like I think it's focused upon multiple routes but I'd have to give it more goes, I felt like I fortunately stumbled the right way post checkpoint.
 

Seiniyta

Member
Thanks for the feedback. I'll check the levels out once I'm home :)

@Jholmes

I'm not home so I can't look up what you refer to exactly but I'm generally fine with people finding unintented shortcuts.
 

maxcriden

Member
GUYS GUYS GUYS

Tezuka on why NSMBU physics were used:

In the end we used the New Super Mario Bros. U system for all of the game styles. There was quite a lot of discussion about this within the team. Staff who had strong attachment to the original games expressed a strong desire to see implemented the same system they remembered. However, when players who are used to the modern Mario physics tried playing with the old physics, they found it much more difficult than they remembered. The original Super Mario Bros would only scroll to the right, so we tentatively made it so that it doesn’t scroll left in this game style. However, many people on the team complained that it was less fun to play. Still, we have left in some unique aspects to each game style, like how you can carry shells from Super Mario Bros 3 onwards, but you can’t throw them upwards until Super Mario World, and you can only wall-jump in New Super Mario Bros. U.

Via: Edge Mag, Nintendo Everything, GoNintendo

--

NEW COSTUMES found in deleted data: Nabbit!!!

There's also BabyMario, EGadd, GoldenRetri, Mashiko, Muncher, Nabbit, Tetris and ...WindowsLogo? What?!?

via: YoshiDude4, RandomTalking Bush, http://gonintendo.com/stories/243473-more-costume-data-found-hiding-in-super-mario-maker-could-point
 
Here is mine:
The Berlin Wall: 3FF3-0000-006E-19CD
Can you get past the unpenetrateable wall?

How do ppl make screenshots and link to them?

When you upload a course it is automatically posted on Miiverse with a screenshot of what your screen was showing when it uploaded it! Just link to the image URL from the Miiverse post in your browser!
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Feedback on multiple path levels is tough because you're asking for feedback on two different stages, really. I took a peek up top but for the most part just played the Yoshi path. It was fun, but you probably don't need to give the player a second Yoshi. I liked the flying platforms, good reveal. Would have liked to get a mushroom a bit earlier.

Feedback on one path is enough, since not everyone plays the same path, thus I could get feedbacks on the entirety of the level anyway :p
The second Yoshi in the Yoshi's path is because it's possible people could lose it in the first part of the stage: if they lose it, the part with
all Piranha Plants next to each other and the Plant on trail would be much more frustrating. Also, Yoshi is needed to get to the special path, that's why I've put the Mushroom later in the Yoshi's path.
Thanks for playing it while giving your feedback :D
 

Schlomo

Member
Fight-Flight Mountain V2 ★★★★☆

(A678-0000-006F-81C8)

Not a bad stage, took me about 10 tries. I spotted the checkpoint right away but didn't use it. I liked how it's difficult despite looking quite harmless. Not unfair thanks to all the power ups.
 
I much prefer the former but weirdly enough, all the levels I make are like the latter.

The problem is (and I'm very guilty of making the longer levels) that without checkpoints, more willpower is needed to retry a stage.

I also think there's some psychology at play here. I'm pretty sure that some of the levels I've skipped or not retried, I would have spent much longer on had it been part of a 'real' game. I think it would be a big win for people to be able to link their levels and set a number of lives required to complete. That's the problem inherent in this being mainly a creative tool, there's no reward for the player for finishing these courses and no compelling reason why you shouldn't just skip it if you get even slightly jaded.
 

cyba89

Member
GUYS GUYS GUYS

Tezuka on why NSMBU physics were used:

Via: Edge Mag, Nintendo Everything, GoNintendo

I can understand that. I'm so used to NSMB physics from recent entries, when I went back to Mario World on WiiU Virtual Console some time ago I had quite a few difficulties at first even though I played this game to death as a kid.
That effect would be even stronger when you switch around between four styles all the time as you do in Mario Maker.

GAF Contest entries are all around very strong again in the second group. But with some levels I wonder if the creater wanted to make a 1-1 for a Lost Levels game.
(Plus: So many Mario World levels)

Also: Out of 273 attemps nobody got past the first tricky jump in my hellish SMB level? I'm dissapointed. :p
 

PSqueak

Banned

That's aesthetically more pleasant looking than the "will you save your son" style check point, but this way, like the reddit post mentioned, will discourage people from putting multiple check points because they'll try to abuse the suspicious formation if you put more than one. So i guess one needs to mix and match.
 

Fireblend

Banned
Been playing this for a while but only unlocked all of the items today. I'd love some feedback on my levels! How are you guys getting clean screenshots from yours? Do they show up on Miiverse or something?

Mole Shuttle

C34A 0000 0071 8552

Airship Quickie
11BA 0000 0071 4649

Oh God I'm So Sorry
(no one has beaten this one, it's not that hard!)
D5FC 0000 005A 56F8

Hello Too
(My second level)
9FA4 0000 0048 EA9B

Hello (Mario) World
(My first level)
9FA4 0000 0048 EA9B

I'll be playing some of you guys' levels today. Will star/comment as much as I can :)
Cheers!
 
WOW. Tremendous stage. Not everyone is going to want a Gradius-style boss in Mario but I loved it. Highly recommended. Everyone give this a shot!

Wow! Thanks for the feedback. The boss kind of happened by accident, is a bit of a mish-mash of pieces but I liked the way you could knock bits off of it.

I played a few of your stages. The peach one I liked but it frustrated me. The part with the pipes and plants especially, Not your fault because they don't always come out when they're supposed to.

I REALLY liked your 4-1 Remix and Red Baron Rocky levels. Neat, solid design that I should emulate if I want to make a more 'Mario' like level. The main compliment that I can give your levels is that the secrets are exactly where I expect them to be after having Mario platformers in my veins for 25+ years. Good Stuff!
 

Fireblend

Banned
Here is mine:
The Berlin Wall: 3FF3-0000-006E-19CD
Can you get past the unpenetrateable wall?

[IM]http://abload.de/img/smm-the-berlin-wallnoy1k.jpg[/IMG]

Agh, made it past the hammer bros wall a couple of times, but I couldn't make the coordinated bullet bill jump, and I don't have the patience to play through the hammer bros again :p

Nice troll level tho!
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
While I'm loving the game so far, and I still spend way too much time on it just to play levels and create my own courses, there's so much that could (or better, should) be added. Both in terms of tools and features of the game itself. The first things that come to my mind

- Checkpoints
- NSMB-like coins (one of the most used methods to "simulate" them are hidden 1Ups, but having the real thing would be better, wouldn't it?)
- Hidden areas that become visibile once you enter in them (they've been introduced in NSMB Wii)
- Slopes (of course!)
- More functions to P-Switches (like them making appear platforms of any kind, not just turning coins into blocks and viceversa)
- Search by author
- Search by tags (thus, giving to authors the possibility of adding tags to their own levels)
- YouTube integration: record you while playing your own level - self advertisement - or others' ones, and upload them on YouTube
 

jarosh

Member
Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

M9ziOVa.png




...and here's my previous level:

Hello humans of NeoGAF.

I have built a grotesque portal into the unfathomable abyss of the Ancient Ones perfect recreation of level 1-1 from the video game Super Mario Brothers as commanded by Lord Cthulhu himself by my own volition. It has been made in the exact image of the aforementioned level, down to the very last block. Please try it. It is safe to play for humans of any kind.


h9aiw7J.png




Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
 
I've been playing this since release date - my Wii U has never had do much use! I really wish Nintendo released something like this on Day One of the Wii U's life cycle - the touchscreen controller is an absolute joy to use. Making levels, playing levels, its just wonderful. I hope this is the start of a new era of user generated content for Nintenedo.

I've made a few levels, most of them medium difficulty, based on a theme I liked. I was very happy with my frozen nest, space station, Goomba temple and [?] block factory, and I'm getting a nice and gentle flow of stars.

I cleared the Expert level 100 Mario challenge (with a paltry three lives left on the clock) and was wowed by the difficulty. But I didn't encounter anything that resembled an epic and merciless boss battle. So I made one.

MrSDMoE.png


Start with Shell-Helmet Fire Flower Mario, supported by two Yoshis and nine resupplies of Mushrooms, you have to survive the wrath of the boss. There are no shortcuts, no hidden tricks, and no difficult platforming segments. Its simply a battle of survival against (literally) everything that Bowser can throw at you.

If anyone is interesting in a challenging boss battle, you may very well be the first (other than me) to complete it. It takes about 70 seconds to complete.

I'm looking forward to trying some of the levels submitted here, they look awesome, and I think we need some sort of cool level repository. I'm really glad to see everyone is enjoying the game as much as me!
 

jholmes

Member
Wow! Thanks for the feedback. The boss kind of happened by accident, is a bit of a mish-mash of pieces but I liked the way you could knock bits off of it.

I played a few of your stages. The peach one I liked but it frustrated me. The part with the pipes and plants especially, Not your fault because they don't always come out when they're supposed to.

I REALLY liked your 4-1 Remix and Red Baron Rocky levels. Neat, solid design that I should emulate if I want to make a more 'Mario' like level. The main compliment that I can give your levels is that the secrets are exactly where I expect them to be after having Mario platformers in my veins for 25+ years. Good Stuff!

Thanks man. Other stuff I've done like Bounce on Big Bob-omb, Buzzy's Cavern, Wiggler's Red-Hot Fortress and Caramel Cliffs might be more your speed if you're looking for more Mario-forward levels.
 

NotLiquid

Member
Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

M9ziOVa.png

This was really good and inventive. It's still amazing to me how people manage to put so much detail in their levels. Always makes me feel like I'm not doing enough to mine hah
 

ciD_Vain

Member
Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

M9ziOVa.png




...and here's my previous level:
Holy crap that was awesome! I starred it for ya!
 

AdanVC

Member
I much prefer the former but weirdly enough, all the levels I make are like the latter.

Yeah I also prefer short levels with a satisfying plot twist. But doing the progressive and longer levels are much fun to create!

GUYS GUYS GUYS

Tezuka on why NSMBU physics were used:



Via: Edge Mag, Nintendo Everything, GoNintendo

--

NEW COSTUMES found in deleted data: Nabbit!!!



via: YoshiDude4, RandomTalking Bush, http://gonintendo.com/stories/243473-more-costume-data-found-hiding-in-super-mario-maker-could-point

Sweeeeettttt! It would be such a waste to don't release DLC for SMM. Exciting stuff, thanks for sharing!

Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

M9ziOVa.png




...and here's my previous level:

Love the artwork. Wow! Will play them as soon as I get home :D
 

Kyzon

Member
I got to the fourth Yoshi egg a few times. Was a bit unclear for me what to do there. I guess you have to spill it onto the next blue platform with the third Yoshi and then jump on him. How far is that into the level?
I don't have the time right now, but I probably give it another try later today or tomorrow. It's super-challenging but still fun and motivating (unlike my level which mostly consists of frustrating pixel-precise movement). It makes good use of the NSMB movement set.

I'm curious how long it took you to beat your own level? Mine took me probably around three hours.

You have to spit it onto the first blue platform at the right angle so it bounces to the second one, jump off Yoshi to land on the first one, then jump onto the newly hatched Yoshi, and immediately off the platform.

I got right past the second jump of yours where you have to run off the platform to the left. Couldn't get any farther than that, but that was after 20 minutes of trying, so I think I can beat it if I do it while I'm wide awake.

It didn't take me too long to beat my stage actually since I'm play testing as I build it. All in all I'd say it took me about 2 hours total to both build and complete.


You are the Devil.

That's a curious inquisition ;)

Beat the stage. Took about 30 minutes.

The most "unfair" part of the stage was probably the 5th Yoshi that was in egg on the railing with a single platform next to it. You can't really see it until you are on the platform.

The blind jump would probably be like this too, but that was the easiest part lol. Just had to do a leap of faith and air stall as much as possible.

Now beat my level which is much easier than yours lol.
tumblr_nvakr07wna1ux7li8o1_540.jpg

2B92-0000-006C-38A2

That's one weird limitation that I don't like about this game. The vertical scrolling doesn't work until you touch a wall or ground type thing (or enemies). I can just barely see the egg at the top of the screen for that Yoshi on my screen, but I didn't really account for anyone else's screen, lol.

I wanted to end the stage on an easier note right there, and I love the spin stall in NSMB. I'll play your level right now before I get ready for the day!! :D

Also, I'm considering another Yoshi level like this, so beware. I had a ton of fun making the part with the blue platforms and would like to expand on that.

Edit: Beat yours on my 9th try. Great stage!
 

Kyzon

Member
I'm downloading this now. Have they taken out the requirement to play for multiple days to unlock everything?

Yes they have. You just have to use all the available items once, then spam blocks to the block limit, and wait about 5 minutes then the next set arrives.
 

Protome

Member
Hmm that's kind of funny. Is it intentional? Or just a work around someone found?

Presumably their intention was "If people are making lots of levels it'll unlock stuff faster" and they used the block count to tell.

I'm sure they were well aware people would also just spam it though.
 

jarosh

Member
This was really good and inventive. It's still amazing to me how people manage to put so much detail in their levels. Always makes me feel like I'm not doing enough to mine hah

Thank you! Last step on this one was actually to remove a whole bunch of detail that just cluttered the aesthetic. You can definitely go overboard with detail too. I doubt everyone will pick up on how everything connects between the different vertical screens. For example, both the pipe from the very beginning and the mushroom platform in the underground grow all the way up into space, where they are essential for the bonus area, which itself leads from space back into the plant area and then the underground again.

Holy crap that was awesome! I starred it for ya!

:D

Love the artwork. Wow! Will play them as soon as I get home :D

Thanks ;)
 

Cuburt

Member
Don't know if this has been posted yet, but some of you might find it useful.
Syut7vm.png


Just shows how enemy spawning works.

Really useful.

Anyone know any sites that are compiling info about the game like this?

Knowing the nitty gritty about the mechanics would take out a lot of the guess work/trial and erro.
 
Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

M9ziOVa.png




...and here's my previous level:

Wow, what a fantastic level! I really enjoyed playing through it, though I have no real feedback to offer since it just felt well-made in general.
 

chrixter

Member
Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

M9ziOVa.png




...and here's my previous level:
Amazing level. I appreciated how you maintained the consistency of the level design when passing through doors and pipes.
 
Made a new level using every trick I could think of to fake vertical progression... It's essentially a long vertical journey starting from underground all the way up into space.

[IM G]http://i.imgur.com/M9ziOVa.png[/IMG]



...and here's my previous level:

This level is pretty cool. I've seen other people try to do vertical levels and usually they don't feel quite right. I'll be honest, this isn't perfect either, but that's mostly Nintendo's fault in terms of the limitations they've set. At least you try to block off visibility of other parts of the ascent. It can be pretty busy, visually, at times. But I think you needed to do that to get across how different each area is. Nice touch on showing the previous area below your feet, and nice job on the secret area too. :)

And your other level was awesome too, I'd played it earlier, I forget if I said anything. Really well put together.



I've made a couple new levels too, I don't know if they're as good as some of my previous ones.

As usual they are fairly easy, though judging by the clear rates they are tougher than what I usually make. I try to lean toward levels like the ones Nintendo would make, but also want to include some ideas that others might take and run with in more complicated setups.

The Floating Temple of Midas

DF90-0000-0070-6C53


tumblr_nvav4k9gRw1svx1aeo1_500.jpg


tumblr_nvav60kTWv1svx1aeo1_500.jpg


Explore the temple and get your hands on its treasures! Kind of a P switch experiment/coin run type thing. I always loved those rooms in Nintendo's games just full of blocks that all turned to coins, so this is a level devoted to that idea.

Snake Block Shuffle

BD8E-0000-0071-B3A6


tumblr_nvavd5OX811svx1aeo1_500.jpg


tumblr_nvavg2tK9q1svx1aeo1_500.jpg


Just some ridin' on snake blocks, Mario World style!
 

octopiggy

Member
Don't know if it's been mentioned but all in-game charts go to 100 now instead of just 50. This has done my levels a world of good. My stuff is a bit more find-able now. I got a lot of stars over the last 24 hours or so (probably due to it being the weekend too).

WarioWare, Inc. Is now visible on the global, weekly charts:
WVW69ibWyvkb1jCZb6

Number 59!

And I have now found my way in to the top 50 global, all-time makers!
WVW69ibWv-IxDovose

Number 47!

Onwards and upwards!
 

Seiniyta

Member
Alright, Finally home. I turn on my WiiU. Where usually it is: 2 people played your course. I know have "16 people played Goomba 1-3" 8 people starred your course!

Which is yay, but only 2 left a comment. I'll check anyone out who starred the stage. Though leaving a comment is the easiest way for me to figure out if you're from Neogaf XD.
 

Sadist

Member
Great level Jarosh! Liked it a lot!

Btw, how long will it take for the underwater set to be available? Got the message it will arrive soon

Edit: Thanks!
 

Ketch

Member
Ok well just uploaded my first level. It's basic as I haven't unlocked anything yet. I want to add a sub world under the first pipe and a 1up in the question block under the red turtle but don't have them unlocked yet.

Anyway, check it out pls

390A 0000 0072 480F
 

Seiniyta

Member
Alright, I've played some of the stages I know are from Neogaf members. I'll check tommorow for sure that I've played/starred enough stages depending how many stages they starred of mine.

I'm pretty sure others from Neogaf have played my level, but I couldn't link their name to aynone of the last few pages. In that case just PM me or something if I've forgotten you (with the mention of your ingame name and such)
 
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