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Mario Maker Update Next Week to Include Checkpoints and Event Courses

dLMN8R

Member
This is fantastic. A great sign that Nintendo will likely be supporting the game for a really really long time, just like Splatoon.
 

OmegaDL50

Member
Conditional based power ups was one of my biggest wants for this game.

Small Mario always gets a mushroom for example as this follows the rules of classic SMB.

Finally.

And check points is awesome. Now I won't feel uncomfortable in making super long stages without a checkpoint in place. Excellent!
 

Nightbird

Member
Guys guys guys. As much as I love having checkpoints and all that, you should never ever design a level that NEED checkpoint. That means it is too long and too difficult. Having a checkpoint will make those levels more tolerable but most difficult Mario Maker levels are just not fun and checkpoint won't fix that problem.

You have no Idea. People will somehow always find a way to die.

Checkpoints are needed if you want rto rise the completion rate of your levels.
 

lamaroo

Unconfirmed Member
So glad we're getting status dependant powerups. It's nice being able to reward players for holding onto their previous powerups, while not making it too easy for them later on.
 

Tempy

don't ask me for codes
I tend to make my stages easy, but I've kept them short because of lack of checkpoints.

With checkpoints I'll be able to make them much longer. Even easy stages can be a bit frustrating if you die at the end of a long stage.

Ideally though, I'd like a hub world where you can string together several shorter stages.
 

Rebel Leader

THE POWER OF BUTTERSCOTCH BOTTOMS
Yes!_Yes!_M._Bison.gif
 
Wait, have you always been able to edit and re-upload levels? Or is that new too?

You could always re-upload levels. You just can't upload 2 of the same exact level. You either have to take one down and re-uload it, change something in the level, or change the name.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Perhaps I wasn't clear before. I am talking about the people here who says "I NEED CHECNPOINT for my level!!!" It suggests to that their levels may be over complicated, too long, or maybe got troll elements to it. I am not against checkpoints and would love to have them. I also know Nintendo's official Mario levels also have checkpoints. But the difference is Nintendo focused on good level design first and foremost. The player doesn't feel the agony when playing through those levels and the checkpoint is just the icing on the cake that makes the level even easier to complete.

The many difficult levels I've seen on Mario Maker won't benefit from checkpoints. Kaizo blocks, troll levels, shitty blind jumps are bad level designs. Check points make those levels tolerable but that's it. I want people to focus more on good level design first that doesn't agonize the players to quit before certain completion. Again, GAF tend to make good levels so I'm not talking about you guys mostly. There are many good difficult levels that makes me come back over and over in order to complete it no matter how many times I've died playing it. But again, checkpoints won't help if the level design is horrid. Like BBech or RagnarokX levels I've played, which can be long and difficult, but they got good level designs at the core so I will keep playing the levels till I beat it. Those levels don't agonize me enough to want to quit the level. Focus on good level design first, and people will want to come back and try to beat your level and not get pissed off and quit. Checkpoint is icing on the cake.
 

Mistle

Member
Best news. Checkpoints oh god yes. And status dependent power ups.

A couple steps closer to having all the essentials. All that's left for me is 3 gold coins/red coins, slopes, and keys. Oh and water/lava tiles.
 

Tregard

Soothsayer
You could always re-upload levels. You just can't upload 2 of the same exact level. You either have to take one down and re-uload it, change something in the level, or change the name.

So if I took a level I've made, add checkpoints and remove some things, and re-upload, will that still count as the same level (so same ID Code and stats and all), or will it be considered a new level?
 
So if I took a level I've made, add checkpoints and remove some things, and re-upload, will that still count as the same level (so same ID Code and stats and all), or will it be considered a new level?

It will not have the same ID or stats. Those are unique to each upload.
 

The Real Abed

Perma-Junior
Will the Nintendo made courses not have the author next to them? I hope so. You know people are going to play the shit out of Miyamoto's courses when he starts making some.
 

Mistle

Member
Perhaps I wasn't clear before. I am talking about the people here who says "I NEED CHECNPOINT for my level!!!" It suggests to that their levels may be over complicated, too long, or maybe got troll elements to it. I am not against checkpoints and would love to have them. I also know Nintendo's official Mario levels also have checkpoints. But the difference is Nintendo focused on good level design first and foremost. The player doesn't feel the agony when playing through those levels and the checkpoint is just the icing on the cake that makes the level even easier to complete.

The many difficult levels I've seen on Mario Maker won't benefit from checkpoints. Kaizo blocks, troll levels, shitty blind jumps are bad level designs. Check points make those levels tolerable but that's it. I want people to focus more on good level design first that doesn't agonize the players to quit before certain completion. Again, GAF tend to make good levels so I'm not talking about you guys mostly. There are many good difficult levels that makes me come back over and over in order to complete it no matter how many times I've died playing it. But again, checkpoints won't help if the level design is horrid. Like BBech or RagnarokX levels I've played, which can be long and difficult, but they got good level designs at the core so I will keep playing the levels till I beat it. Those levels don't agonize me enough to want to quit the level. Focus on good level design first, and people will want to come back and try to beat your level and not get pissed off and quit. Checkpoint is icing on the cake.
Checkpoints won't fix bad levels, no, but bad levels are going to exist regardless. A good level can be fun and challenging without me wanting to replay the whole thing 3 times to finally nail that hard part at the end. I think checkpoints can make good levels even better, and bad levels will continue to be bad.
 

Platy

Member
Will the Nintendo made courses not have the author next to them? I hope so. You know people are going to play the shit out of Miyamoto's courses when he starts making some.

These ones will probably be on the Event one, not official .... but on Official you can play the levels of the Dove that knows a lot about level design ! =P
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Checkpoints won't fix bad levels, no, but bad levels are going to exist regardless. A good level can be fun and challenging without me wanting to replay the whole thing 3 times to finally nail that hard part at the end. I think checkpoints can make good levels even better, and bad levels will continue to be bad.
Absolutely. I definitely agree and I never said checkpoint is a bad idea or whatever. I just noticed some people say "Oh now I can make this level because we got checkpoint". I just wanted to sound off an alarm that no level should "need" a checkpoint because that probably means your level is ridiculously hard or long. Please consider looking at the fundamental designs of your level and modify that before using checkpoint as a bandage solution for a badly designed level.
 

trixx

Member
Said this numerous time but I don't expect to see anymore nintendo directs till next year

Checkpoints is well welcomed
 

Nessus

Member
I wouldn't mind if the "Official" tab also included Nintendo-curated levels. The best of the player-made ones.

Build up the library so that you can do a version of the 100 Mario challenge with those levels only.
 
All right, here's what the game needs now (not covering new enemies, items, themes, or characters):

1. Vertical stages. Imagine if the vertical flip mode was more or less just hitting a button and having the entire stage flip on its side and the floor move to what used to be the left side of the screen.
2. SMB2 mode, though I wouldn't expect them to do it for free since it's an entirely new engine. They'd have to remodel everything for SMB2 (and vice versa), they'd have to enable the ability to move from the right side of the screen to the left (this could be a mechanic that could be put in other engines too!), the ability to ride on enemies that couldn't be ridden on before, etc.
3. Single-screen levels - heck, throw in the Mario Bros. and Donkey Kong engines while you're at it! I'd love to see people creating simple arcade levels.
4. Slopes, goes without saying.
5. Item storage options that span all versions. The options would include New SMB's style of having three power-ups, SMW's "drop from the box" style, and the single-powerup style from New SMB Wii.
6. Being able to put collectible coins in levels.
7. More level-end options. Picking up the ? Ball, killing an enemy/boss, Hawkmouth, finding Toad (this would be great because you could put them in different points of the map. Key exits would be great too.
8. World map, and not a linear one. I wanna have at least SMB3 quality, with branching paths. I would understand if they wanted to make it simple and have default design styles for desert, ghost house, airship, grass, underwater, and castle, but it would be nice if I would be able to draw tiles (for instance, being able to make an SMW-like world map and shaping the lands, adding various things like jumping fish or rock formations, etc.).
9. Yoshi and Kuribo's Shoe in every mode.
10. Water tiles, lava tiles, and other tile types.
11. More interactions with enemies and power-ups. Fire Bros. should be able to be created by putting a Fire Flower on a Hammer Brother, or dragging a Starman onto an enemy makes them invincible for a short time.
12. The ability to use any tile type in any engine. For instance, I was working on a set of levels as if I was making a game, with my own 1-1, 1-2, etc. I had a level that followed an airship level, and what I wanted to do with that was to have it be the same basic layout as 1-1, but with crashed airship parts and destroyed land. Unfortunately, nothing in the grassland tileset resembles wood. :(
 

Cday

Banned
Long overdue. I think I will start making some serious levels now. Before the effort felt wasted because people weren't willing to play through a lengthy user created level even if it wasn't hard because they would die some ways in and skip the level. I don't blame them.
 
Check points, and little/small Mario power up trigger, three big game changers there, very nice. Hopefully this means they'll start adding additional things such as the rest of the SMB 3 suits, additional enemies, more level themes, the sky's the limit.
 

Platy

Member
3. Single-screen levels - heck, throw in the Mario Bros. and Donkey Kong engines while you're at it! I'd love to see people creating simple arcade levels.

...you can do single screen levels on mario maker =P

The only thing you would need for better Mario Bros version is .... a pipe that can spawn more than one type of enemy
 
...you can do single screen levels on mario maker =P

The only thing you would need for better Mario Bros version is .... a pipe that can spawn more than one type of enemy

Well technically you can yeah. :v But I mean just having it as a single box that cannot scroll, so like if people go too far to one side they don't get a bigger perspective of the level, camera doesn't move at all, etc. Plus, having a specific "no-scroll" mode would encourage people to make more single-screen levels!

Also yeah, random pipe spawning is another synergy I'd love to see. Maybe if you shake the pipe to make it blue, it would dispense anything put into it at random?
 

Platy

Member
Well technically you can yeah. :v But I mean just having it as a single box that cannot scroll, so like if people go too far to one side they don't get a bigger perspective of the level, camera doesn't move at all, etc. Plus, having a specific "no-scroll" mode would encourage people to make more single-screen levels!

Also yeah, random pipe spawning is another synergy I'd love to see. Maybe if you shake the pipe to make it blue, it would dispense anything put into it at random?

You can do that on the sublevel.

Start the level next to a pipe and make a cute press start screen.

go to the level on a small closed space

exit right next to the flag pole

people need to stop asking for super mario usa stuff

it's not a real mario game

Ok, so I will ask for the E-reader mario stuff, ok ?
 

Jinfash

needs 2 extra inches
This is awesome.

All that's left on my wishlist is one way pipes and slopes.

New stage
Sky Wars - B5CC-0000-00C6-8592

The whole stage you fly and have to get pass flying enemies

Is this a meme/joke post? Am I missing something here?
 

Vinc

Member
This is a contender for best patch in history. Will basically fix everything wrong with the game, damn.
 

Shang

Member
The two most glaring omissions removed, nice. I know this is a pipe dream
heh
and really more of an addition for a sequel, but do you think we'd ever get alternate ways to beat a level? Like collecting the scepter from an enemy, finding a keyhole, or maybe even something score-based?

Edit: oh damn, and water tiles would be the BOMB.
 
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