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Super Mario Maker |OT| Miyamoto Simulator 2015

NetMapel

Guilty White Male Mods Gave Me This Tag
If I accomplish nothing else today that is okay because I beat your goddamned level.

giphy.gif


So proud of you !

I think I need to make a sequel to that with winged chain chomps :D
 

jmizzal

Member
Anybody think they cant beat this stage

King Koopa and Sons - E1D6-0000-0063-7D13

Nobody has beat it yet but its only a small sample size
 
I've enjoyed playing so many levels on here and giving lots of feedback (all through PM so as to not clutter this place up), but there are so many pages!! If anyone is dying to have their level played, PM me and I will do it for sure and tell you what I think.

I also have a new level I really enjoyed putting together:
Mushroom Kingdom 0029-0000-0088-D72A
Journey to the mushroom kingdom. It's not a hard level, but I’m really proud of the overall aesthetic and hopefully it is fun.

WVW69icsRkIN9A2BTq

So 2 things. One your PM of feedback about other levels is great. When I unexpectedly read mine and you had all this detailed stuff it was awesome ao thanks for that.

2, I played your level :) and its really good. One of my favs so far. Really nice aesthetic and the difficulty is really good. Its not as easy as you think :p maybe a lil crazy with the mushrooms but it was more to be fun so I understand. I actually think the platforming in this level is a lot stronger than you think. The beginning with all the mushrooms requires so speedy long jumps to make. One thing I would do though is in the area where the special music plays I would make the bottom have a solid ground and hids a secret block with a vine in it. I went down the wrong side and basically had no way to advance so I had to kill myself.

Overall really good work man. Your best level yet.
 

Nerrel

Member
Assembly line! Gears. Action. Sex. Watch your ass.
Bookmark



I just made a new level. Wanted to do something using tracks...

Haunted Chase: CE32-0000-0089-430D.

My MarioMakerHub page.

I found this pretty fun. I think putting the P switches right in the middle of the jump platforms was borderline cheap... not unreasonable, but it's the kind of thing that will surely yield a death on the first run. Your use of the vs theme was great.

I made a level. I tried to make it cohesive and a bit challenging. Hopefully something that you'll feel enticed to try again to get it right.

Would love to have you play it.

Keep That Oil A'Rollin
7CC7-0000-0074-22A9

Well done. Almost reminds me the factory theme of my course. Figuring out how to proceed at each gauntlet was pretty fun.
 
Anybody think they cant beat this stage

King Koopa and Sons - E1D6-0000-0063-7D13

Nobody has beat it yet but its only a small sample size

I beat it. But its honestly the type of thing I would skip in 100 man mario the first time I saw it. There is literally no way anyone could beat this level on there first first tries without that trick. And I even managed to run under the bowsers a few few times.
 

lamaroo

Unconfirmed Member
Some of you guys really nail the visual design in your levels, which is something I never prioritize until I look at the levels posted here. My levels pretty much feature all the necessary enemies/platforms to make the level playable, I rarely pay attention to adding any extra scenery along the way.

Just as an example, ciD_Vain's level posted on the last page:


That screenshot is really nice to look at.
 

GokouD

Member
Three bits of feedback for you.

  1. Don't repost, it's annoying
  2. Your post was not at the end of the page for anyone using 100 posts per page, it was right in the middle.
  3. Try playing someone else's stage and giving feedback first. Then someone might feel inclined to play yours.

There's no need to be snarky, I'm on a mobile so I didn't know it wasn't the end of the page. I've played plenty of levels on here, but again, I'm on a mobile and typing anything out is a pain in the arse so I tend to leave miiverse feedback.
 

Bydobob

Member
After playing a few other peoples stages, time to peddle one of my own.

Ghostly Goings On
5E3D-0000-0088-008F

A SMW Ghost House, trying to explore use of P-Switch and the Cape. Have play tested it quite a bit so hopefully no level breakers in there :) As usual, would really appreciate some feedback!

jNBYsUbl.jpg

Inventive level with a nice, clean visual style. Particularly liked the use of POW blocks to access doors, stared at the first screen blank until the penny dropped! I hadn't see this before. Not such a fan of getting engulfed in boos immediately upon exiting pipes or doors, I didn't have a chance to get my bearings before I was hit. With so many other levels to play I couldn't finish your level in the 10 or so tries I could spare.

New level to share that I hope some people can try out. It involves using or outrunning giant shells to progress.

Ricochet Rampage

8AB5-0000-0088-E39B

I wanted to include some forced progression sequences without relying on auto-scrolling. It's not bullet-proof since you can dick around with the shell, but hopefully it's still enjoyable to go through. I may revisit the idea in a different way in the future.

Let me know what you think!

Great level, and for the most part works really well. Careful of the player who runs too far ahead of the shell though, I did it once and the shell disappeared, forcing a restart.

A shorter level than some of my others!

Bullets in the Wall.
C276-0000-0088-AA21

wDHpTx2.jpg


Difficulty: Medium


The main concept is wall-jumping while dodging bullet bills. I refrained from going overboard though and there are no "bullet hell" segments. Also, only black bullet bills, no homing red.

2 main branching paths and within one of those paths there are 2 secret rooms. It'd like to see if anyone finds both (one is in plain sight, the other is not).

I actually think this is probably a bit more fun to play than some of the others I made, although less "dramatic" perhaps.

Enjoyed this one, but then I've never had a problem with wall jumps. Could see some getting frustrated with the first blind drop into spikes, but after that introduction you learn to not trust anything and slide down everything. I don't think I found your secret path, in fact had I not read your post I would have been oblivious one existed.

Added some new levels to my Game and Watch repertoire.

MAZERUNNER: 7E7F-0000-0088-7522
https://miiverse.nintendo.net/posts/AYIHAAAEAACHVRTrrSzNBw

SPRINGER: E047-0000-0088-7388
https://miiverse.nintendo.net/posts/AYIHAAAEAAASVZKdNRH3xw

THWOMP DODGER: 90DE-0000-0088-7259
https://miiverse.nintendo.net/posts/AYIHAAAEAAArVRTrv0rvdw

Your code for Thwompdodger is actually Mazerunner. Anyway, Thwompdodger is what I played: simple idea, well executed.

Bowser's Heavy Metal Battalion 2

(5956-0000-0088-765E)

WVW69icrM_cVbj_nsN


WVW69icrR2AG0LqVAT


WVW69icrTxEiyj_2Fa



The long awaited sequel to my most popular level, Bowser's Heavy Metal Battalion (721B-0000-0025-1463), has finally arrived. With his tank battalion in shambles, the Koopa King scraps together a new force: giant mobile mecha shaped-like and piloted by his various troops. Can the brave Captain once again thwart the dastardly turtle tyrant?

Like before, there's a slew of hidden costumes to find and various mecha to explore. Both bosses can either be engaged or avoided.


This stage is pretty damn fun if I do say so myself. If you do play it, let me know what you think via PM. I'll also check out (and subsequently star) whatever stages you want to share because I'm done making for the day.

Wild, wild ride. Love the visual style and all the ideas going on but I was confused by where I had to go. I then couldn't work out how to break the block with hammer bros, and got stuck above the door in the blue lift bit after trying to backtrack. I can be really thick though sometimes and I see by your healthy completion rate that it's probably me!
I've made another level.

Tour of the Digestive System
C318-0000-0088-9161



I really like the levels being made where it's more about doing something very not-Mario. Levels about filming movies and building robots, but you observe more than do. I guess this is my take on it. Too bad Mario can't travel in a shrinking bus.

Unusual level for sure, but mostly style over substance for me I'm afraid. Thwomps at the start don't seem to be doing a lot, and then the underwater maze bit is too long with not much happening other than collecting a trail of coins. Maybe someone else gets it.

Hello again, have a new level that I wanted you guys to check out. It's the first level I posted in the SMB style. I put a lot of work into it, so tell me what you think.

Title: Frozen Ship

ID: F8E6-0000-0089-29E1



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Well realised ship, you made better use of what I find is a pretty ugly underwater tile set for SMB. I found the level a little too easy personally, got the fire Mario and never looked back, tons of space to float around and destroy whatever threat would have been posed by the bloopers. I also think you've devoted too much space to coins, you could make use of these areas to provide a more interesting diversion.

Oh make no mistake, I beat the level despite those things. The thwomp thing though is really obscure if that's the case. Ask yourself "If there is nothing clearly stopping advancement, why would thebplayer assume they are missing something as opposed to the level just being hard"?

As for the final section of the stage I also just avoided using the skulls and did the jumps myself. Significantly easier. But again you gotta think, if you are going to make a mehanic like that obvious for the player so they assume its what they are suppose to do, why is it so significantly harder than the other alternative? Why even have the skull then?

For a long level like this, the last section should not contain this kind of ambiguity. Its not fun to die 2 steps from the end because the creator essentially tricked you.

The design of the course is wonderful though.

Ok, it takes a fresh pair of eyes I guess and the fact you are saying it means it is too obscure for some. I wouldn't have thought the two question blocks are obscure though, particularly as you almost pass over them. The springs that come out of the pipes too are there to make you ask what to do with them. That I'm not out to trick players is also shown by the inclusion of an alternate path under the Thwomp, again, signposted by coins and another Question block.

If you found the final bit easier by jumping and taking a hit I'll have to look at this again. Fair challenge!

Played your The forgotten facility level for what it's worth and enjoyed it. Classic left to right platforming, you're not trying to be clever and apart from the well-disguised Thwomps nothing seems designed to catch you out. Completed without difficulty but was sufficiently challenging to keep me interested. No verticality going on at all though which seems to be becoming a trend, was this a conscious decision?

Edit: apologies for all the levels on the last page I didn't play, time's up for me tonight I'm afraid.
 
So anyway, I'm still playing levels (all I have been doing today really) and giving feedback so if you want something playtested give me a shout out and I will try it (whether I beat it is entirely another issue).

Also, if you wanna try my newest level, that would be cool too.

The Forgotten Facility
20B2-0000-0082-D759
 
Inventive level with a nice, clean visual style. Particularly liked the use of POW blocks to access doors, stared at the first screen blank until the penny dropped! I hadn't see this before. Not such a fan of getting engulfed in boos immediately upon exiting pipes or doors, I didn't have a chance to get my bearings before I was hit. With so many other levels to play I couldn't finish your level in the 10 or so tries I could spare.

Any specific part where you got overwhelmed. The part with the clown car?
 

Filter

Member
Anyways, just finished a short new map, any feedback is appreciated as usual. Now I can get back to playing GAF maps again, lol.

Rosalina and the Haunted Factory
E3BD-0000-0089-0FC0

Rosalina comes across an old factory that once produced weapons for Bowser's army. However, something still stirs inside...


TLiEgYy.jpg

I found it really hard but I got there in the end.
The final sequence is pretty great and chaotic!

I made a course that has a bit of a factory theme in it too, but it's made for beginners.

Mario's Office Job. Jr.
6d9d 0000 0085 394e

vngb4jhg.plr.jpg
 

braves01

Banned
I just made a new level. Wanted to do something using tracks...



Haunted Chase: CE32-0000-0089-430D.

Mario enters a haunted house and suddenly is chased by a giant ghost! Level idea is very loosely inspired by DKC2. Be very aware of your surroundings and you might make it out of this haunted ride. Don't forget that Ghost Houses like to play with you...

My MarioMakerHub page.

Gave up. I liked the idea, but not some of the p switches, especially when messing up means you're forced to restart and ride all the way back.
 

Bydobob

Member
Any specific part where you got overwhelmed. The part with the clown car?

The first Clown car bit and then the bit just after when you use said clown car to get to the top. Both times I hesitated for half a second and was hit. The pace elsewhere was pretty sedate so you aren't expecting it. Yours and B Bech's level are ones I may revisit though at some stage, I liked what I played.
 

Simbabbad

Member
Honestly, the "it should be mandatory people leave feedback in this thread" thing is tiring.

I give feedback through Miiverse, and myself I'm not looking for feedback of my levels in this thread at all (and basically got none anyway): it'd be annoying to look for it lost among the bazillion posts, and I'd rather have feedback on the dedicated Miiverse thread as comment. If people don't feel like giving me a star, they can comment through Miiverse too by using the level card, I did it for a few levels to give advice. I don't see the point to post it publicly and clutter this thread when the player can comment directly to the author, who'll be notified through the game/Wii U system, it's much more convenient. To me this thread is for level shopping, and to post to bring attention to a spectacular level you played, not for comments that'd better be directed at the person through Miiverse.

Anyway, another subject: Nintendo should really improve their servers. They're losing track of levels I beat/played/starred, and it's a mess to guess which levels I already played in my "followed" list.
 

aubrey76

Neo Member
Course inspired by Silent Hills P.T.

Course Title: Silent Hills Mario [P.T.]

Course Id: 6B12-0000-0089-8B64

Final Update: This is the final update to this course. Changes to the conveyor belt puzzle have been applied thanks to feedback from GAF member correojon. Also, the name of this course has been finalized as well because I had people asking me what "P.T." meant. Hopefully the final course name will help answer those questions that ask where my inspiration for this course came from and what exactly "P.T." means. If you have played this course in the past, I hope you play it again and enjoy what it has become over the past couple of weeks.

 

Thud

Member
Thanks for the thoughts (Flowering Fields)! I was worried the rocks in the ground might be visually confusing or aesthetically divisive. May have made a poor call with those.

I think it could pass, if it's not a single block. Or you could use a semi solid. Ground is always the safe way. Anyway you did a good job with this level!

Played some more GAF stages:

Wispy Whims

Fun, however too hard for 1-1. Hammer Bro's are not easy to get through and there are a lot of them, even in the subworld! It wrecks the SMB3 design. The blue platforms and a few pitfalls don't really help either, making it harder than it should be.

Neo Super Mario Bros. W1-1

Already played it earlier and I noticed the effort you put into this stage. Safe, but not too safe. I really like the overall design and the ideas in it. There are a few (minor) problems I encountered playing this stage. The first screen has absolutely nothing, it's just there as filler. Give the people something to look at when they start the level. The exit warppipe looks a bit off, you should overlay the vertical pipe on top of the horizontal pipe. Secrets are really great and should reward the player, the running part doesn't reward the player with a star or a 1-UP.

The major problem I have with this level is I don't know if it's fun. Obviously I like the design while playing it, however it's a bit plain. It misses something a little crazy, like a coin shower or some cool sound effects.

Spin to Win! - When to Spin?

I love spin jumping, so this was an instant star haha. It's not really a safe environment to teach players to spin jump and bit on the hard side for a 1-1.

1-1 My First Yoshi

Really good level with a few flaws. The mushroom and yoshi generators are a bit too generous. I know it's there to counter the munchers, but it doesn't feel very balanced. Also the secrets are bit high up giving players very little visibility. I had a lot of fun playing this level. Well done sir.

I'll be going through the rest tomorrow. I also played some other stages. Courses I like get starred. I left a comment on miiverse to a few as well. I'm looking for some feedback on

Mushroom World 1-3
A837-0000-0085-1B25

or one of my many other courses on

Mario Maker Hub

I hope the feedback is helpful :).
 

ciD_Vain

Member
Some of you guys really nail the visual design in your levels, which is something I never prioritize until I look at the levels posted here. My levels pretty much feature all the necessary enemies/platforms to make the level playable, I rarely pay attention to adding any extra scenery along the way.

Just as an example, ciD_Vain's level posted on the last page:



That screenshot is really nice to look at.
Aw hey thanks! I actually only started to pay attention to the visual design of it with my last few levels! :)

 
Ok, it takes a fresh pair of eyes I guess and the fact you are saying it means it is too obscure for some. I wouldn't have thought the two question blocks are obscure though, particularly as you almost pass over them. The springs that come out of the pipes too are there to make you ask what to do with them. That I'm not out to trick players is also shown by the inclusion of an alternate path under the Thwomp, again, signposted by coins and another Question block.

If you found the final bit easier by jumping and taking a hit I'll have to look at this again. Fair challenge!
I hope I am not giving the impression I did not like your stage. I actually really did enjoy it. I feel its one of the best ghost houses I have played personally. I just wanted to give you some points on why maybe some of the difficulty is leading to low completion rates.

The part with the thwomp I never realized you could throw the spring on the thwomp. I have never used that mechanic before so it never clicked so bad on me. I went down there once, didnt understand why and then just used the spring to go back up. I didn't actually realize there was an alternate path at the bottom so again my bad. I may have to try that part again to see if maybe I just missed the obvious. It happens

Played your The forgotten facility level for what it's worth and enjoyed it. Classic left to right platforming, you're not trying to be clever and apart from the well-disguised Thwomps nothing seems designed to catch you out. Completed without difficulty but was sufficiently challenging to keep me interested. No verticality going on at all though which seems to be becoming a trend, was this a conscious decision

Yeah its meant to more emulate classic mario. There is a secret in this level. I'll say, "one of the vines is not like the others". I mostly avoid verticality because I really dislike how the screen scrolls up in this game. I find you really have to be explicit and stick to platforming with no enemies when you wanna go vertical otherwise you just catch the player in blind spots. I would definitely say though, this is probably my only level with pretty much no vertical aspect at all. My under the starry sky and sky high cargo chase levels are have more verticality to them. And my cargo chase level has a more unique mechanic in the secret area.
 
New Level. I fear I may have reverted back to my difficult ways but we will see.

"Outside Inside Mountain"
6DE2-0000-0089-BB03

You start on the outside of a mountain and have to continuously go in and out to progress to the end. A few puzzles but nothing crazy hard to figure out.

WVW69icvScIgyXxBUx


WVW69icvTT84Oz9OF_


6DE2-0000-0089-BB03
 
2, I played your level :) and its really good. One of my favs so far. Really nice aesthetic and the difficulty is really good. Its not as easy as you think :p maybe a lil crazy with the mushrooms but it was more to be fun so I understand. I actually think the platforming in this level is a lot stronger than you think. The beginning with all the mushrooms requires so speedy long jumps to make. One thing I would do though is in the area where the special music plays I would make the bottom have a solid ground and hids a secret block with a vine in it. I went down the wrong side and basically had no way to advance so I had to kill myself.

Overall really good work man. Your best level yet.

Thanks a ton! Your comment on the forced suicide at that one point is funny, because I remember designing that part and saying to myself...it would be annoying to fall down here and have to kill yourself!! Argh! I figured that since you can see where you have to go right when you appear in the area that wouldn't be a problem, but that's not always the case when you're not the designer.
 
Liked the idea, but way too much stuff going on that makes it unnecessarily difficult, because it's partially luck-based. If not for Bowser's multi fireballs it would be ok, but when he does that and you have the fire propeller going right at your direction and homing bill coming at you in the tight spot with a turtle and spiky below you, it's just too much. I didn't bother to finish the stage because of that.
.

Thanks for the feedback! I had some trouble with that at first but got a way around it after trying a bunch of times. How many times did you try?

I actually added the homing bill later because I thought it was too easy. :) That changed everything. Thinking ahead is the key though.



So for the challenge: 20 HITS: 9812-0000-0087-1756

68 attempts but 0.00% succes up untill now.
 

jnWake

Member
Gave up. I liked the idea, but not some of the p switches, especially when messing up means you're forced to restart and ride all the way back.

I was a bit torn on how hard to make the last section (where you don't have to push the switches). I'll see what other reactions and the clear rate say and may change it to be more forgiving.
 

RagnarokX

Member
Okay, so this is my magnum opus of the puzzle sub-genre. I doubt I'll be able to do better than this. I decided to make a horror themed puzzle stage similar to my Castle Dracula and Day at the Office stages. I basically spent the whole day doing this... It's most likely going to be my hardest stage due to the complexity of the puzzles. I would greatly appreciate some testers for this stage, as I expect to revise this several times before I get it to a fair non-obtuse level of challenge, and even then I'll probably make an additional easy version. If you're looking for a challenge in the Mariovania/puzzle style with a horror theme... please give this a try. After this, I'm going to make laid back stages because making this really taxed my brain.

Oh, and it's inspired by Silent Hill... only it takes place in an abandoned, haunted convent...

Silent Hill: Salvation

7CD7-0000-0086-5A55
The first room is very annoying with the hidden blocks. It's possible and happens very often that you could grab the coin bellow the door you need to use and force a reset. Happened to be a lot after bonking my head on a hidden block trying to reach the p-switch. The trap afterwards is just mean.

It took forever to figure out what you wanted me to do with the pow block.

After that I'm not even sure if I did it the intended way. I
activated the p-switch in the conveyor belt room and then circled back around to get on the trampoline and reach the leaf spawn (very difficult to do because of the ceilings above the trampoline). Then I took a trampoline and flew back to the room with the spiketops and grabbed the spiny helmet that I had no idea was there until I opened the level up in the editor. Then I ran back and busted blocks and went through doors until I reached the exit.

It looks really nice and has some good ideas, but I think you need to help guide the player to the solution a bit more. Maybe add a checkpoint or two so players that got past earlier stuff can just skip to the parts they're trying to figure out.
 

Nerrel

Member
I'm interested in some feedback as to whether this quasi-puzzle is cheap or not. I think it's easy if you stop and think before you move, but a lot of players plunge straight into the lava. Literally spelling it out didn't seem to help.... It really seems to separate players who know you can run across gaps from players who don't.
Bookmark:




My latest level!

Tick Tock Clock Shop

ID: 71BD-0000-007A-E87B



tumblr_nverpvT89Y1svx1aeo1_500.jpg

This one is very cleverly designed and fun to play, but my one complaint is that there's too much going on that you can skip in the first half. I took the time to climb the clocks and get the star on the left, but it didn't really seem to pay off in any way, since you've already cleared those obstacles to get up there. I'd have put the exit where the star was, but that would make it too hard for a lot of players I suppose. It just feels like a waste to have all that platforming left optional.
 
Ok, I finally played through all of Group 3's stages. I haven't decided on my top 3 yet, but I'll do that soon. I want to say thanks to everyone who is judging. At the time I played, I don't think the levels were added to the contest creator's favorites list, so I had to manually type in every code. I don't have a laptop so I had to use Notes on my iPhone. Constantly switching from Notes to GAF and back to find people's submissions took so much time. I appreciate everyone who gives feedback because it really did burn me out. I'm sorry if some of the things I wrote were incorrect, harsh, misunderstood, or confusing. I got pretty tired while doing this so some feedback may be more detailed than others.

KirbYuuYuu
-At the beginning of the level, you should give some space for the player to get comfortable with the controls. Putting a gap where a new player is expected to know to jump past it at the very start feels a little strange. The pipe there also seems randomly placed, as was the one in the clouds. The clouds was a bit weird. I didn't understand the breakable blocks you placed there. At first I thought you wanted to show that a Koopa shell could break it, but then you gave me a flower that would kill the Koopa without leaving the shell behind. I also think that those one block gaps you can run over would be more suited to a later level. I like how you guided the player to find hidden blocks, but I feel the player would not be able to play with the Star at the end enough before having to stop to jump on the spring at the end of the level.

Dad
-This was a good level. For a 1-1, level though, I think there needed to be more flat terrain instead of those stair type platforms you had throughout the level. I like the little bonus at the beginning that rewarded you for either running or jumping off the Koopa. I also like how the distance between the clouds progressively got larger. The only negative is that the path through the clouds makes it easy to miss the bonus room, which was actually pretty engaging compared to the other ones I've seen and even the one I made for my level. Great design overall.

MaxwellGT2000
-This was a fun level, but I don't think it works well as a 1-1 level. It's much too difficult for a beginner in my opinion. At the beginning, you have a pipe that spawns Paratroopas indefinitely. The flying nature of the enemy itself poses a problem to new players, but they keep coming out of the pipe. It is very challenging for a new player to successfully pass that. Then right after that, you have a whole gauntlet of Piranha Plants that shoot fire at you. You don't give the player a power up (at least I didn't find any), so it's tough to make that jump onto the platform without dying. Also putting enemies in coin blocks isn't a great idea for a 1-1 level. You should be showing them that it's good to hit ? Blocks rather than punishing them. I also totally got duped into believing there were secrets whenever there were none. When I saw multiple springs, I thought you wanted me to use them to get on top of a tall platform after the Piranha Plants and in the beginning. Neither yielded any secrets for me. You've also got one block gap terrain that is better suited for a later level, and stacking Koopas like that at the end is excessive. Try to limit your enemies and be a bit generous with giving the player power ups for a 1-1 level. Try to ask yourself "why am I putting this here?" Give a purpose for everything that you do.

Lady Siara
-I like how you tried to establish a theme with the falling platforms, but I found this level pretty difficult for a beginner. Hammer Bros. are a tough enemy to deal with even for seasoned players, and other then the two Mushrooms at the beginning, I didn't find any other power ups to help me deal with them. I'd be wary of using a Lakitu for the first bonus room. He can still kill a player in a small room like that, especially a player who doesn't know what he does. The falling platforms after the Hammer Bros. felt really unfair. It's really difficult to get up there without being hit and you're rewarded with nothing but a Spiny on the last platform. The last bonus room is pretty hard to access with the falling platforms, and I don't feel like it paid off. Once you got there, you still had to juggle the falling platforms and Spinys. It's a level I can see working later on in the game.

Sixfortyfive
-This level has really solid design. You put in a lot of thought into everything. The only gripe I might have is that I think it's trying to teach a new player too much at once. I didn't really understand the point of having an alternate route with brick block platforms. You did note that the gaps in the brick blocks should not line up with the gaps in the floor below, but I still wonder if it were really necessary to even make a new platform with gaps above. The one below is perfectly serviceable. A player falling from the top can still fall into a gap below if he/she overcompensated by moving in the air in a panic. For a 1-1 level, I think it's good to give a new player an immediate way to reach the top of the flagpole. I would figure that a new player would rather rush and grab the flag, so I would personally let them do so and give them a way to reach the top. I really like your visual cues that encourage exploration, and they do a wonderful job of teaching mechanics.

DumbNameD
-First off I want to say that this was a really fun level to play. It build off the mechanics of the spin jump really well and I found it one of the more enjoyable stages I've played. However, that said, I think this would be way, way too difficult to be used as a 1-1 level. It's just really busy and I wouldn't even trust a newcomer to even know how to spin jump. At the beginning there are cloud platforms placed rather haphazardly, and with the way the camera works in Super Mario Maker makes it impossible for the player to see what cloud platforms are beneath him. It makes that a pretty dangerous section. The rest of the level is built on the spin jump which I feel a beginner would find it too difficult.

Schlomo
-This was a great level that I found suitable as a 1-1 level. I really like how you differentiated your design from other official levels by using Yoshi as your "power up" and focusing on what Yoshi can do. It was really interesting how you excluded ? Blocks and brick blocks in general to really keep your level from being derivative. You had fun secrets and challenges for us as well. Really well done.

rockmanjoe
-This level was really fun. I think you should extend the platform with the Koopa and Goombas and push every enemy back. By the time the player gets there the enemies are constantly changing directions and hitting each other making it difficult to actually get on there. Also, when you want a player to use a Koopa shell to hit ? Blocks in the ground, try not to give a Fire Flower before that point. The natural tendency is to kill the Koopa before realizing you needed it. The level overall was really fun to play and the secrets were a joy to find. I thought the underground portion introduced a little too many things at once (P-switch, Yoshi, spring, Star), but that's the only thing that really really stuck out to me.

Pinky
-I felt like this level was really two halves of two different levels. I thought the level as a whole was great. I really loved the first half. It was a solid 1-1 contender. I especially like how you let me kick the Koopa shell and then gave me mushroom platforms to follow it without any danger of being hit by the rebound. But then the level started taking a different, more maze-like form. I think you should have kept with the straightforward philosophy of the first half. You require the player to go backward to move forward, and the player has to go through a good bit again if he/she misses those jumps on the cloud platforms before the door. The way forward is the natural tendency, and it turns out to be just a detour for some coins and even carries some danger (it's easy to be stuck at the bottom while the Koopa shell goes back and forth. Still an enjoyable level overall.

cyba89
-Nice level. Some things I liked were how you routed the shell so it wouldn't bounce back and hit the player and how you hid some secrets. Some things just seemed a little unnecessary. A pipe led to a small room with only a few coins to lead you to an earlier pipe that was blocked by the one way gate. I think the purpose might have been to show me how the gate worked, but since that was the only appearance of the gate (from what I recall), it felt unnecessary.

RagnarokX
-I've seen your levels in the thread a lot. You make them visually distinctive and with a clear theme which is great. However, I don't think it worked very well as a 1-1 level. The green backgrounds and platforms make it rather hard to see. I know you added Wigglers that can't harm you as a visual flair, but when coupled with the jumping Monty Moles, it can get a little busy. I really liked the fake ending. It's so creative, but these things, to me, aren't appropriate for a 1-1 level. Pipes and cannons that shoot giant winged Bob-Ombs and moles jumping everywhere might just overwhelm a beginner. I thought it was fun and entertaining, but I don't think it fits the theme of this contest.

jnWake
-This was an interesting. I felt that there were too many enemies for a 1-1 level, and for the theme of the contest, I actually didn't like the duality of the top level and bottom level. I felt like I was going in circles for little gain. I liked your use of verticality, but with the number of enemies, jumping down once you got high was pretty dangerous. I still had a lot of fun with the level even though I feel it's a little too much for a 1-1 level.

Tapion
-This was a really fun level with the wall jumping. You even used vines to work with wall jumping, and it worked really well to me. As a 1-1 level though, this is probably too difficult. I don't think the theme of your level is beginner friendly even though I enjoyed it. You have Spiny Beetles which can't be killed by conventional means such as jumping or with fireballs. The invisible blocks at the beginner were kinda troll-ish as well. Having to use Paratroopas in the final stretch to reach the goal (or else you'll just fall and die) is also pretty harsh in a 1-1 level.

Sephzilla
-Really nice, inoffensive 1-1 level. The only possible things I would probably change in this level is the gap where you want the player to fly. Make it smaller so that they don't need a running start to clear it. You can reward the player for learning how to fly of course, but still make the level beatable for those who don't (you can still clear the jump with a running start, but you get the point). Also, I would move the cloud platform that you fly to a bit closer. The timing is pretty specific to where you can't really waste time or else you'll run out of flight. Move it closer and be a little more generous in the path they can take upwards. As it stands, if you spend even a moment flying in place, you might not make it to the clouds. Overall solid level.

Nocturnowl
-This was a pretty good level. Like a couple other levels I played, I feel you tried to teach the player too much at once. I thought the way you explained the mechanics of the Donut Block was very creative, but the Donut Blocks don't appear anywhere else in the level. I also get how you tried to introduce springs, but that section just seemed really random. This level to me was rather straightforward. It seems more built like a "training ground" where the mechanic you are trying to teach is very obvious. It isn't as organic or cohesive as other 1-1 levels. It's kinda built into rooms where you learn one thing, then move to the next room to learn some other thing. But the things you are learning are not helping you complete the level. It feels rather artificial. I'm probably not articulating myself well enough, though. Despite what I said, I think the only real problems are the upside down pipes with Piranha Plants. They take too long to spawn in the game (which of course isn't your fault). The first one I thought was a pipe you can enter by jumping on a Koopa. I thought it was your way of teaching me to jump higher off an enemy, but then I ran into a Piranha Plant when I reached the pipe. The second pipe seemed innocent enough but the Flying Piranha Plant pops out as soon as I ran pass it and damaged me. That's the only real issue I think I had. It's still a well designed level that I had fun playing.

Christine
-This was an enjoyable level. The beginning started off fine. It was weird seeing a second mushroom so close to the first. The spring was also pretty random. I would remove the Piranha Plant from the adjacent pipe because it's easy to mistime the jump on the spring and it's reasonable to expect players to land on the pipe. Also, as I mentioned in an earlier level, it's best to put Fire Flowers after sections where you want the player to use Koopa shells to hit something. I'm not a fan at how far the pipe room takes you into the level. You end up skipping the first star entirely unless you go back, and the second one is easily lost because a player most likely breaks the blocks in the side of the ? Block while trying to hit it. The path the Star takes leads directly to a pit not long after you hit the block. I actually don't think you give the player enough room with the first star because when they clear a pit, they may jump so far that they barely have enough time to jump over the second one. I think you wanted to give the player a speed run feel (think the end of the first Mario Maker level played at the Nintendo World Championship at E3), but there's enough room for error to where I feel the player won't understand what you wanted from them without repeated plays.

Nezumi
-Very simple level. Nice progression of difficulty at the beginning of the level. Maybe you can move the coins between the two flip blocks a little higher since it is a little difficult getting them without falling in the gap. For the sub room, I would make it a little easier on the platforming to give players a break. I wouldn't put pits at all, to be honest. The secret you left is meant for more experienced players but I still found it difficult to find, haha.

A common criticism from me is that some levels are too difficult to be a 1-1 level. However, maybe my views of a 1-1 level are just too rigid. I could definitely be a little too insistent on established norms for my own good.
 

jepense

Member
I finally completed another level. This one features two modes of the same layout, similarly to another well received level of mine. Also based on the criticism and suggestions I got, I improved my rail-riding level. The start is easier and more forgiving, one trap midway through is telegraphed better, and the final room is more satisfying than it was. It's a really good ride!

WVW69icvcUEdNdedNK

Name: Day-night world
ID: FC76-0000-0089-D08D
Style: SMB3 ground/underground
Difficulty: Medium to hard
Description: This level mixes platforming with a puzzle-gimmick. It's a twist on the small-big concept, but this time it's a day-night switch. At night, there are mushrooms and bugs, while at day, flowers bloom. Almost the whole course can be completed in either, but there are many places where one time is much easier than the other.

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Name: Red hot railway
ID: 43F2-0000-007D-DD7C
Style: SMW castle
Difficulty: Medium to hard
Description: You ride a railway and avoid fire bars and buzzsaws.

My other levels at mariomakerhub.
 
I just finished my new level, which uses the password mechanic someone (RagnarokX?) posted a few days ago.

robotown2ermv.png


Down to Robotown
5DC3-0000-008A-2A5B


Pretty meaty, if I can say so.
 

RagnarokX

Member
RagnarokX
-I've seen your levels in the thread a lot. You make them visually distinctive and with a clear theme which is great. However, I don't think it worked very well as a 1-1 level. The green backgrounds and platforms make it rather hard to see. I know you added Wigglers that can't harm you as a visual flair, but when coupled with the jumping Monty Moles, it can get a little busy. I really liked the fake ending. It's so creative, but these things, to me, aren't appropriate for a 1-1 level. Pipes and cannons that shoot giant winged Bob-Ombs and moles jumping everywhere might just overwhelm a beginner. I thought it was fun and entertaining, but I don't think it fits the theme of this contest.

The theme of the contest was to make a 1-1 for a new Mario game. 1-1s get more complex as time goes on. I patterned mine mostly around NSMBU though a bit simpler. It teaches enemy and jumping mechanics in a rather safe environment for novice players while giving veteran players secret paths in the sky utilizing yoshi and a propeller mushroom. There's only one part in the entire level where the player can run in front of a green platform (it's 7 tiles wide) and I put bridges on top of the platforms to aid in visual distinction. The green differentiates from the ground which is used to tell the player where moles will pop up for the first half of the level.

As for the ending, I kept it separate from the rest of the level so you're only dealing with that, and the player really doesn't have to do anything. Don't forget that one of the first enemies you encounter in SMW's 1-1 is a banzai bill, and SMB3 throws a venus fire trap at you. SMB2 trolls you with a poison mushroom at the start. SMB2 USA's 1-1 asks you to fight a boss and has a secret route requiring timed bob-omb throws. The point was that this is a new Mario game, so I wanted to turn the expected on its head a bit in a fun way that might look challenging but actually isn't. It's been played by 134 people and 106 completed it with an average of 2 attempts per person. I'd say that probably on par with real 1-1s.

The level leads into Color Coded Caverns (8ED7-0000-005D-D2E9) followed by High and Dry Dock (759E-0000-0082-DAC4) with more levels on the way. I'm going to create at least one whole world.
 

Tathanen

Get Inside Her!
I got the bob-omb bug a while back when I was finishing off a level. Built me a fun little kaboomey cave.

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Buried Bob-omb Blast
B4B5-0000-0089-E032
 
After some feedback, I've gone back and tweaked Lake Bombstok. I've added solid ground under the first section and I've added a reset area in case you fail the rail section. I got rid of the feather in the third section. I've added a bit more to the main underwater section.

Lake Bombstok - B30F-0000-0089-E7B5

I've been trying to leave feedback through Miiverse instead of GAF because this place moves a bit quickly and the posts get lost.
 
I found it really hard but I got there in the end.
The final sequence is pretty great and chaotic!

I made a course that has a bit of a factory theme in it too, but it's made for beginners.

Mario's Office Job. Jr.
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vngb4jhg.plr.jpg

I love the outside design you made for the buildings. Really cool. Yea it was easy but it was fun and a nice breather from all the crazy hard stuff out there. Very good job.
 
Will play through the Group 3 contest levels tonight - but if I have time I'll play through others as well, just quote this post and I'll go over one of yours later!
 
Hey thanks for playing me levels! Glad you enjoyed them.

Got a new one for you guys. It's a bit difficult, but not too bad!

Found your secret in the first section. I was curious to see if you knew that was doable. I was hoping to break the level but no, you had a door there lol
Pretty cool idea. I will say that timing the jumps on the shell enemies is difficult enough, and the addition of the pirahna plants is unnecessary. Overall cool idea. I will have to go back and finish it the traditional way.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
hmm...you are just supposed to let the shell do its thing and break everything for you. But i will see what i can do to make sure that comes across better



like i said before, just because i didnt beat a stage, doesnt mean i wont like it or anything :p I can appreciate a good stage once i play it enough times. but that random chomp at the start....-.- i hate him

did you try my new level focused on platforming skills? if you can make and beat a level like chomp chomp palace, then im sure you can play The Mario Trials

B908-0000-0085-67F4

plan to do it as a series of sorts

I gave it a few quick tries today and I have a serious issue with the turtle part. I have yet to figure out a good way to not just instant die basically when I hit the first turtle. It bounces me and I die immediately hitting the next turtle :( Also, having spikes at the top as you jump off yoshi means I cannot see the spike. Died launching off Yoshi into a spike up there once.
 
Okay, just finished a new one that I had a lot of fun making - I think it turned out good, too:

Aerial Battleship Balrog: 4215-0000-008A-22E9
balrog02_zpsuncrxc11.jpg


The map is inspired by this oldie:
balrog01_zpswljl9mnv.jpg


Of course, Strider gameplay isn't much like SMB3 gameplay so while the basic layout is similar to the original, the particulars vary.

I also spent extra time on this one coming up with lots of possible routes (including one you have to be small to take advantage of), secrets, and hidden goodies for those who try things. Please let me know what you think.

ALSO: If you like it, try my others! And maybe check out "The Anthill", one I did a couple weeks ago that only two people have played.
 

Naar

Member
I gave it a few quick tries today and I have a serious issue with the turtle part. I have yet to figure out a good way to not just instant die basically when I hit the first turtle. It bounces me and I die immediately hitting the next turtle :(

really? you dont do well in mario games where you jump on turtles or just in this level?

just jump on one and hold the jump button and then press forward a bit and repeat :)
 

Ranger X

Member
THE GREAT TOWER
- Traditional Mario level of medium difficulty
- Have some verticality in your life
- Find 2 secret rooms

(84A2-0000-007E-2043)

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LAVA MUSHROOM BRIDGE
- Traditional Mario Level of medium difficulty
- Find 2 secret rooms
- Run through the level one shot without braking

(AD02-0000-008A-363F)

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Enjoy the levels and I would love love to receive some feedback.

:)
 

Nia

Member
Just uploaded my latest stage. It's a continuation of my second one, Airship Infiltration. I focused on making some puzzles for this stage, and spent a lot of time fine tuning them. Hopefully whoever plays will find it enjoyable. I'm going to start diving into other people's stages here now that I'm done with mine.
 
I just put up 2 new musical courses. I try to alternate between doing some regular levels and music stuff, and it was music time. :)

Dragon Quest Town Theme!

B609-0000-008A-3D71


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And I am curious if anyone would be able to guess what this other music is just from the preview image.

A155-0000-008A-3B27

RqSpdhZ.jpg


In other news, it looks like the Pokemon Center theme kind of blew up this weekend, and is now my most trafficked and popular level...so I'm #1 worldwide for the week. :eek:
 

NetMapel

Guilty White Male Mods Gave Me This Tag
really? you dont do well in mario games where you jump on turtles or just in this level?

just jump on one and hold the jump button and then press forward a bit and repeat :)

Don't know why it doesn't work very good for me in this level. Doesn't work very well for me in this stage. Irregardless, I still beat it after a few tries haha ! But that turtle part didn't click well with me.
 

Naar

Member
Don't know why it doesn't work very good for me in this level. Doesn't work very well for me in this stage. Irregardless, I still beat it after a few tries haha ! But that turtle part didn't click well with me.

good to know you beat it. i plan to expand this concept in a week or so.

i am actually very happy to know quite a few people were surprised by the triple jump
 
zCukhKZ.png


I apologize for the huge image. I worked on this one all week and tested the hell out of it. It doesn't always work perfectly but there shouldn't be any way you actually get stuck. And yes, in Punchout!! fashion, there's a hint on how to beat Bowser in the above image.

Please give it a try and let me know what you think!

Also, I will probably be streaming later tonight, so I'll be posting a form later for people that want to have their levels streamed.
 

Neki

Member
It's the last thing you get. If you have it, drag Mario into a pipe. If it doesn't work, you need to unlock it still.

Dislikes ghost houses. Posts a ghost house. Haha. I'll have a run through this one.

Edit: That was really great. No cheap shots, challenging level, though I managed to get through on the first try (Rosalina's just that good.) I would say it's definitely easier than Floating Tower, but also more fun. I particularly liked the gauntlet at the end. Very nicely done. Play this one, folks.

Thanks for the compliments and feedback, its not really a ghost house, I just wanted the visual style of the ghost house lol. I'm sad I may have made it too easy, my girlfriend kept telling me to tone it down and I did in several areas, her play testing was really helpful though.

Once I get home, straight to more levels, need to find inspiration again!
 
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