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Super Mario Maker |OT| Miyamoto Simulator 2015

Apenheul

Member
Very fun level! However, I found a little thing that can make it impossible to move forward (luckily it's right next to the flag so you can kill yourself and continue). After hitting the p-switch that you access with the red turtle, you kind of have to jump up quickly because the green turtle shell is still bouncing around below. I jumped up quickly to get to the vine but accidentally landed in front of the door by the vine and hit up trying to get the vine. I went through the door and then didn't have time to go through the coins before they turned back to blocks. Like I said, I guess that's not too bad since the flag is right there. Love the detailed environment in the level.

Thanks for the excellent feedback, indeed if you accidentally enter the door again after hitting the P-Switch then you might run out of time before the coins turn into blocks again. That's something I tested and just.. left alone I guess. I did want to do something about the bouncing shell near the P-Switch. It's easy to avoid it but it's quite disturbing and puts pressure on the player in a level that is mostly about observation instead of action. Still I hadn't found a good solution for that. I could also look into allowing more P-Switches to drop down after one has failed to go through the coins in time. I'll think about that one!!

It's been a while since I've been here. Finally have a new level up.
Bookmark Link: Red or Green
5580-0000-0155-BE4D.jpg


Give it a whirl, let me know what you think, and send me a bookmark for a course of yours!

I really liked this one, receiving the inferior items makes you regret taking the easier route and promotes taking more risks on the next section. The level is quite easy to finish so the challenge comes from the player's determination to get the cool powerups. Neat idea.
 

Jocchan

Ὁ μεμβερος -ου
That was fantastic! I like how you made all the nods to the episode and worked them into a mario level. Very, very clever!
Thank you! Glad you enjoyed it :)

One thing I'm quite proud of is (SPOILERS!)
the overall flow, which I feel makes the first loop slower, as you're still exploring the castle, and subsequent loops faster and faster once you know every nook and cranny... a bit like the montage in the actual episode going faster with each iteration
.
 

pringles

Member
I've got so much stuff bookmarked in this thread lol. Will play through it all in due time.

Meanwhile I'll post my sister's expanded version of the level she created earlier:

Undergroundorama
12E3-0000-015C-35AE_full.jpg


It's a traditional platforming level, and as always input is much appreciated. It's quite easy in my opinion but even her more basic 1st version of the level only has a 14% clear rate. So maybe there's some section that is too difficult or confusing?
Seems hard to get a decent clear-rate though, the level I'm most pleased with so far, Walljumping Through Fire And Ice, has less than 10% clear rate despite not being very difficult at all imo. On the other hand it has 7 stars with only 12 clears so I guess that's more important to look at.
 

Thud

Member
Replayed all my stages and noticed two of them don't have a world record yet.

Be the first one to set a time!

Clown Antics - Super Expert

47F1-0000-0072-204C_full.jpg


https://supermariomakerbookmark.nintendo.net/courses/47F1-0000-0072-204C

Hint:
Let the clown car float and press right on the D-pad, not up. Take the bottom route for easy lava sailing.

Burn Those Calories (Get Fit) - Expert

9B6E-0000-0077-12EE_full.jpg


https://supermariomakerbookmark.nintendo.net/courses/9B6E-0000-0077-12EE

Hint:
Treat like a speedrun and it will be much easier.

To a new year of Mario Maker goodness!
 
Hello guys!

I got myself a copy of this game this Monday and I can't stop playing it! Making levels is so addictive, and there's a lot of great levels out there too!

I've bookmarked some of the levels from this thread and I am going to check them out ASAP.

So, I've made some maps and I would like to know what you guys think. I try to make them feel as they belong to their generation Mario game, but of course that's hard, and balancing can be a bit tedious (I think I make some sections too hard and other way too rewarding). BTW, my levels reward exploration, so go for it! Also, none of them have working pipes yet (just unlocked them yesterday, and I am currently building a level with those, will upload it as soon as it's finished)

My first level, Mario Bros.

An easy underwater level, Mario Bros.

Cheep cheeps for you, Mario Bros (A troll level, not very punishing)

Just another Castle level, Mario Bros

Bowsy's Fleet, Mario Bros 3, Autoscroller

High Bridge, Super Mario World

Haunted Mansion 930, Super Mario World (Don't get stuck in the loop!)
 

Downhome

Member
Like I mentioned before, my wife got this for me for Christmas and I started just by playing the already created levels. My nephew came over and I decided to show it to him (he is 14 years old). He has never really played video games like this before, so when I let him play he didn't know how. Even the concept of holding the run button was beyond him.

So, as a joke, I created my first level, called "Everyone Wins!" - https://supermariomakerbookmark.nintendo.net/courses/AC73-0000-0140-EA49

I'm sure everyone has done this stupid thing, but I just wanted to give him something and joked saying here, surely you can do this one, and he did and we had a big laugh about it.

Then I got to thinking, and it inspired me. I think I'm going to start creating levels like this, things for the very absolute beginners of all ages, to ease them into the game. Levels where if they don't understand the concept of the run button at first, so that they can still play and have fun going around the course.

Heck, it may even be a good way to teach me to create proper advanced levels in the long run!

Here are the first three simple levels I created for my nephew...

https://supermariomakerbookmark.nintendo.net/courses/398C-0000-015B-C362

https://supermariomakerbookmark.nintendo.net/courses/2E55-0000-015B-D1AD

https://supermariomakerbookmark.nintendo.net/courses/E54F-0000-015B-E43F

Again, I started this just for him. Heck, I wasn't even going to share them to start with but I decided to anyway, for better or for worse.
 

Inkwell

Banned
Been quite awhile since I've posted a course here, but I've been back into the game pretty heavily lately so it seems like high time to share a new course.

Ghosts Don't Quit

2A4E-0000-0158-5898_full.jpg


This course, like most of my courses, has no real gimmicks and it's not made to be particularly pretty, it's just all about the platforming. If you know what you're doing, you can get through this course very, very quickly.

Ghosts Don't Quit is a light sequel to Ghost Pit.

A10B-0000-0037-EC30_full.jpg


Ghost Pit is an older course of mine, but it's one of my favorites and, again, just focuses on pure platforming.

I'd love to hear any feedback, positive or negative on these courses, and if you like 'em, I'd really appreciate a star. I'm currently working toward the 300 star benchmark, but since the average Mario Maker player refuses to give out stars unless the level draws a Splatoon character or plays the Final Fantasy theme song, it'll take me around a year to get there at my current pace.

Both courses were fun. Ghost Pit has a little bit of a gimmick to it and it's pretty exciting. Ghots Don't Quit felt a little basic to me. Maybe it's because I'm not really a speedrun guy and really shines when you go for the best time. I wouldn't say there's necessarily anything wrong with the level. I enjoy traditional platforming levels and there doesn't seem to be enough of those with a nice medium difficulty. I do think that whenever I see a ghost house level I expect some kind of gimmick and that may have altered my expectations.

A new level I had a lot of fun creating. A straightforward ghost-themed level with guardian magikoopas, fancy rides, and some fun alternate paths.
Into the Darkness

You really nailed the look of the level and it was challenging and fun for most of it. I really enjoyed the the part where you're dodging ghosts on that track. There's one huge negative. The beginning is bad. You have an arrow pointing up, which makes players think they have to go up. Then those blocks fall, and I felt like maybe I missed an opportunity to do something. I randomly jumped and landed on all of them and somehow made it through the level on my first try. That blind jump at the beginning is a horrible idea. I replayed the level to make sure I didn't forget about anything and it went like this:

1. jumped to the flying blocks and was essentially pushed into the pit
2. jumped to the blocks and it didn't let me jump because of the gaps and ran into the pit
3. jumped to the blocks and when I jumped it killed my momentum because I jumped just after one of the random blocks started carrying me backwards.

These all happened more than once and it all came down to luck. So the level starts with what seems like misdirection, to a nasty blind jump, to a strange platform that may end up killing you in ways out of your control. There's some other small issues but they're pretty minor compared to this. I'll say this again since I don't want this to end on a downer. Most of the level was fantastic. It looked great, and it was challenging but fair.

Could I get an opinion for Spinbounce Spikeway? I thought it was a hard but fair level, but apparently the only player to try it has died 24 times and hasn't been able to beat it :(

E368-0000-015A-8920_full.jpg


Also Deadblock Dryway, which uses hidden question blocks but might have turned out too easy to beat.

1D53-0000-0154-0C92_full.jpg


All my levels are usually fairly short, but they have three hidden 1-ups in question blocks in lieu of star coins, if you're up for some extra challenge. Come on, Nintendo, give me star coins!

Extra: Back to the piranha is an experiment with doors in autoscrolling levels, and seems to be fairly well-liked.

Spinbounce Spikeway is a very solid level and I enjoyed it very much. You have to remember there's going to be a wide range of skill for everyone playing this. The level balance is actually pretty good and the level is very fair. I think the clear rate will increase and level out a bit as more people play it.

Deadblock Dryway is fine as is. It may be easy, but the level is more intimidating than you think. Every jump has to be tested and seems dangerous because you could hit an invisible block at any time.

Back to the Piranha is a really neat concept. I would actually like to see a level that makes use of the concept even more. There could be multiple power-ups that allow access to newer ones and open new paths, each time going back to the beginning.

I've got so much stuff bookmarked in this thread lol. Will play through it all in due time.

Meanwhile I'll post my sister's expanded version of the level she created earlier:

Undergroundorama
12E3-0000-015C-35AE_full.jpg


It's a traditional platforming level, and as always input is much appreciated. It's quite easy in my opinion but even her more basic 1st version of the level only has a 14% clear rate. So maybe there's some section that is too difficult or confusing?
Seems hard to get a decent clear-rate though, the level I'm most pleased with so far, Walljumping Through Fire And Ice, has less than 10% clear rate despite not being very difficult at all imo. On the other hand it has 7 stars with only 12 clears so I guess that's more important to look at.

The level isn't particularly challenging, but you can look at it in game and see where all the deaths are. My level Escape the Rooms has one room that is completely covered in red X's to the point I can't even see the room. I think the difficulty of the level is fine, but there are a wide range of people with different skill levels playing this. There are lots of places to fall into the pit, and I think a lot of low-skilled players have trouble bouncing off of enemies to get over pits/spikes.
 

Bladelaw

Member
Has anyone played the new crop of Nintendo made levels? Not the featured ones with mystery mushrooms but from Bowser, Mary-O, Undodog, etc? They're all reasonably simple but Bowser's Cannonball Run is awesome. It's Nintendo's idea of a speedrun level that pretty much requires a speedrun to complete. There's definitely a few tricks I'll be borrowing for future levels.
 

Mcdohl

Member
I could help but there's no code so it's not like I can try :/
Thank god for miiverse :
87AE-0000-011E-3306
e: A puzzle level, nice idea if a little short

Lol I'm such a fool for forgetting the code!

Thanks for taking your time to find out and then play it :)
 
You really nailed the look of the level and it was challenging and fun for most of it. I really enjoyed the the part where you're dodging ghosts on that track. There's one huge negative. The beginning is bad. You have an arrow pointing up, which makes players think they have to go up. Then those blocks fall, and I felt like maybe I missed an opportunity to do something. I randomly jumped and landed on all of them and somehow made it through the level on my first try. That blind jump at the beginning is a horrible idea. I replayed the level to make sure I didn't forget about anything and it went like this:

1. jumped to the flying blocks and was essentially pushed into the pit
2. jumped to the blocks and it didn't let me jump because of the gaps and ran into the pit
3. jumped to the blocks and when I jumped it killed my momentum because I jumped just after one of the random blocks started carrying me backwards.

These all happened more than once and it all came down to luck. So the level starts with what seems like misdirection, to a nasty blind jump, to a strange platform that may end up killing you in ways out of your control. There's some other small issues but they're pretty minor compared to this. I'll say this again since I don't want this to end on a downer. Most of the level was fantastic. It looked great, and it was challenging but fair.
Thanks, I knew the beginning was bad, forgot to tweak it! It's so hard to have someone stop, wait for a sec, and be like...what now... without forcing them to. I decided to rework the beginning and make it kind of basic. Still makes you stop for a second, but no more waiting for something and jump isn't blind.
New version:
Into the Darkness
 

Inkwell

Banned
Thanks, I knew the beginning was bad, forgot to tweak it! It's so hard to have someone stop, wait for a sec, and be like...what now... without forcing them to. I decided to rework the beginning and make it kind of basic. Still makes you stop for a second, but no more waiting for something and jump isn't blind.
New version:
Into the Darkness

That was much better. Alternatively you could have had the blocks fall straight down and off the screen (where you have the first moving platform), and then built a pile of blocks like they had stacked up there after falling. I've had so many ideas I've just had to throw out or completely redo because they just don't work. It's horrible when you come up with something creative, but the limited tools don't allow you to do it properly. It's hard to just trash the idea and do something simpler. I'm working on a level now that's been a slog because of this.
 

Junahu

Member
3621-0000-015B-7030.jpg

Festive Consumer Holiday Japes

I honestly don't know much about creating levels with a narrative structure. Ideally I wanted to avoid using Miiverse posts at all. But I ended up using one, not because the 'story' needed explaining, but because being aware of the narrative is actually important in figuring out how to deal with the boss encounter.

You don't need to defeat Bowser

Edit: oops, forgot the actual level code.
3621-0000-015B-7030
 

CrisKre

Member
Time for some feedback:


I'm usually a big fan of your levels, but to be honest I didn't like this one a lot.
I'm aware it's kind of the point, but the level sometimes felt messy to navigate, and in some instances I wasn't really sure if I was going where I was supposed to.

Its a unique playing level, and I understand it can be divisive. Some parts require the player to be slow and meticulous, and that may not be your cup of tea. thanks for playing anyway!

I think this is my favorite level to date. The theme is so original. Really challenges me to think outside the box.

Thank you so much bud! Glad you liked it so much!
 
Can someone try my courses and give me some feedback? Much appreciated!

Bullet Bill's Final Crusher
0FC1-0000-00FA-81AE_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/0FC1-0000-00FA-81AE
This is my latest course that utilizes various mechanics using Bullet Bills.

Mario's Platform Madness
7D57-0000-00DB-BA6E_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/7D57-0000-00DB-BA6E
This is one of my hardest courses. It's pure platforming and is very challenging. It's not Kaizo however.

Mario's Odyssey
657D-0000-00DB-A8E4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/657D-0000-00DB-A8E4
This is my most well rounded course in terms of themes. It's got underground, airship, etc.

Mario's Escape Plan
9B49-0000-00DB-9271_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/9B49-0000-00DB-9271
This is my first course to incorporate some puzzle elements. It's one of the easier ones.

Hope you guys can give these a try and some feedback. Thanks!! :)
 

CrisKre

Member
Can someone try my courses and give me some feedback? Much appreciated!

Bullet Bill's Final Crusher
0FC1-0000-00FA-81AE_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/0FC1-0000-00FA-81AE
This is my latest course that utilizes various mechanics using Bullet Bills.

Mario's Platform Madness
7D57-0000-00DB-BA6E_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/7D57-0000-00DB-BA6E
This is one of my hardest courses. It's pure platforming and is very challenging. It's not Kaizo however.

Mario's Odyssey
657D-0000-00DB-A8E4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/657D-0000-00DB-A8E4
This is my most well rounded course in terms of themes. It's got underground, airship, etc.

Mario's Escape Plan
9B49-0000-00DB-9271_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/9B49-0000-00DB-9271
This is my first course to incorporate some puzzle elements. It's one of the easier ones.

Hope you guys can give these a try and some feedback. Thanks!! :)

Bookmarked!
 

Anteo

Member
A while ago I made a couple of levels but forgot to post them so here they are:

The Underwater Fortress
AC8F-0000-0119-2A30_full.jpg

This is my serious attempt at a water level. I really dont like water levels that much so I tried to do something I would enjoy.

Leave the fortress, hurry up!
27E0-0000-012A-C632_full.jpg

I made this level a few days ago, it was me trying to do a hard level, cause most of my levels are clasified as normal or easy. The name sucks


I got some ideas for new levels, but I'm never satisfied with the end result and end up taking down the level I publish. I'll try to finish one today at least
I was going to go to the beach today, but got sick and have to stay home instead =/

Also, this level of mine is getting a lot of attention these days. I got tons on messages and stars:

I've been here before
0A7B-0000-00C0-87A7_full.jpg

It's just a big puzzle really
 

Mcdohl

Member
the_mushroom_kingdom_by_teagle-d477v5z.jpg

Image by Teagle

'Shroom Addict Escapes Prison ...and Vandalizes Local Town
56AF-0000-0161-5D8F
SuperMarioMakerBookmark link

We've all thought about if before. Is Mario actually a drug addict?

Why does he consume so many mushrooms?

This level explores that idea.

Just in case: Don't take it seriously, this is obviously a joke.

56AF-0000-0161-5D8F.jpg

56AF-0000-0161-5D8F_full.jpg


Feedback more than welcome.

Happy New Year!
 

Inkwell

Banned
Hey guys. I feel like crap and can't go to the new year's party I was planning on going to. Instead I'm here playing your levels.

3621-0000-015B-7030.jpg

Festive Consumer Holiday Japes

I honestly don't know much about creating levels with a narrative structure. Ideally I wanted to avoid using Miiverse posts at all. But I ended up using one, not because the 'story' needed explaining, but because being aware of the narrative is actually important in figuring out how to deal with the boss encounter.

You don't need to defeat Bowser

Edit: oops, forgot the actual level code.
3621-0000-015B-7030

I missed your miiverse post so I have no clue what it said. On top of that I did the boss fight the "hard" way because the easy way seemed to be more difficult. Anyway, nice looking level. Fun to play too. A few nasty traps. I like the spikes as stars. I always like when people can use items in unique ways.

Can someone try my courses and give me some feedback? Much appreciated!

Bullet Bill's Final Crusher
0FC1-0000-00FA-81AE_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/0FC1-0000-00FA-81AE
This is my latest course that utilizes various mechanics using Bullet Bills.

Mario's Platform Madness
7D57-0000-00DB-BA6E_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/7D57-0000-00DB-BA6E
This is one of my hardest courses. It's pure platforming and is very challenging. It's not Kaizo however.

Mario's Odyssey
657D-0000-00DB-A8E4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/657D-0000-00DB-A8E4
This is my most well rounded course in terms of themes. It's got underground, airship, etc.

Mario's Escape Plan
9B49-0000-00DB-9271_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/9B49-0000-00DB-9271
This is my first course to incorporate some puzzle elements. It's one of the easier ones.

Hope you guys can give these a try and some feedback. Thanks!! :)

I played the first 2 levels on your list. I finished them but they were really really hard. Like, I was actually raging a bit. There were some neat ideas, but I don't find replaying the same section 10 or more times fun. I was out when I died almost immediately on your third level. Totally not my kind of levels. I normally don't post about levels I don't like, but yours had some really unique and fun ideas. Like the moving block platform you have to protect from bombs or thwomps. If you ever decide to make a more focused, simpler level I will definitely play it.

I'll get a little more specific about your levels. Bullet Bill's Final Crusher was actually a very solid design. The problem is that all the bullets and canon balls aren't necessarily in sync with everything else. It's not necessarily your fault since the game doesn't give you that level of control, but you really need to make sure you do what you can and work within the limitations of the tools you're given.

Mario's Platform Madness is a bit of a mess. I understand that when you build a level you want to pack in as much as possible, but you don't need to use the entire level. It looks a bit messy, and some of the timing of sawblades and such feel impossible to avoid. This one had some interesting ideas as I stated before, but they could almost be their own levels. There's a bit too much going on. This along with the difficulty makes the level feel way too long.

I may give your other levels an honest try later on.

A while ago I made a couple of levels but forgot to post them so here they are:

The Underwater Fortress
AC8F-0000-0119-2A30_full.jpg

This is my serious attempt at a water level. I really dont like water levels that much so I tried to do something I would enjoy.

Leave the fortress, hurry up!
27E0-0000-012A-C632_full.jpg

I made this level a few days ago, it was me trying to do a hard level, cause most of my levels are clasified as normal or easy. The name sucks


I got some ideas for new levels, but I'm never satisfied with the end result and end up taking down the level I publish. I'll try to finish one today at least
I was going to go to the beach today, but got sick and have to stay home instead =/

Also, this level of mine is getting a lot of attention these days. I got tons on messages and stars:

I've been here before
0A7B-0000-00C0-87A7_full.jpg

It's just a big puzzle really

I loved The Underwater Fortress. Fantastic design and difficulty curve. The difficulty felt about the same as an official Nintendo level would be.

I had some issues with Leave the Fortress, Hurry Up! though. The general concept is fine, but those sections where the platform kind of leaves you, you have to jump off, and then comes back felt off. Like the section just after the start of the level. I'm not sure what the intended way to complete that was, but I had to jump off and spin float until the platform came back under me. It felt a little messy. Maybe the spinning wasn't needed, but the timing would have been too tight. Some other jumps needed really high precision too. In the end, it was very satisfying to complete.

I actually played I've been here before. Found it on the recommended courses section. Very clever idea. It was a pain in the ass in the best way possible.

the_mushroom_kingdom_by_teagle-d477v5z.jpg

Image by Teagle

'Shroom Addict Escapes Prison ...and Vandalizes Local Town
56AF-0000-0161-5D8F
SuperMarioMakerBookmark link

We've all thought about if before. Is Mario actually a drug addict?

Why does he consume so many mushrooms?

This level explores that idea.

Just in case: Don't take it seriously, this is obviously a joke.

56AF-0000-0161-5D8F.jpg

56AF-0000-0161-5D8F_full.jpg


Feedback more than welcome.

Happy New Year!

Funny idea. I would say the concept is better than the level itself. Not to say the level is bad. Truthfully I rushed through the little village section (which looked good) so I may have missed some comedic moments. But I have to say, those coins about 2/3 of the way through the first section... that'sapenis.gif
 

Anteo

Member
I loved The Underwater Fortress. Fantastic design and difficulty curve. The difficulty felt about the same as an official Nintendo level would be.

Glad you liked it, I got a couple of levels that work with this controlled design (as in not throwing weird stuff right away, but presenting a challenge and then expanding it) like No ground to jump from and The Abandoned Fortress if you are interested.

I had some issues with Leave the Fortress, Hurry Up! though. The general concept is fine, but those sections where the platform kind of leaves you, you have to jump off, and then comes back felt off. Like the section just after the start of the level. I'm not sure what the intended way to complete that was, but I had to jump off and spin float until the platform came back under me. It felt a little messy. Maybe the spinning wasn't needed, but the timing would have been too tight. Some other jumps needed really high precision too. In the end, it was very satisfying to complete.

For this level the player needs to know how to control Mario while airborne, this includes abusing the spin float. I put the part where the platform leaves you at the start because as a filter, players need to know how to get through this to even have a chance at beating the stage. Generally I'd put a controlled example of the challenge llike in The Underwater Fortress but I also wanted to press the player forward with the time limit in this stage.

It is posible to clear that jump without the spin jump if you are on the left side of the platform before it leaves the track, but the intended way is the spin jump.

I actually played I've been here before. Found it on the recommended courses section. Very clever idea. It was a pain in the ass in the best way possible.

I wonder how the recommended section works. People definitely started playing my stage more after the release of the bookmark website.

Thank you for playing!
 

Jocchan

Ὁ μεμβερος -ου
Its a unique playing level, and I understand it can be divisive. Some parts require the player to be slow and meticulous, and that may not be your cup of tea. thanks for playing anyway!
Slow and meticulous is fine, I probably found it messy to navigate because of having to parse all those heaps of SMB1 tiles :)

I'm planning to replay it though, hopefully I'll appreciate it more on a second run.
 

Mandelbo

Member
I got this for christmas and so far it's alright, although the editor tools unlocking gradually is kinda starting to annoy me. The trick in the OP doesn't seem to work for me, and it just seems like things always unlock after a day regardless of how much I play around in the editor. I thought one of the patches changed that? I just want to be able to use sublevels!

I've published one level already but I'm not gonna link it here because I didn't plan it and it isn't very good :p I have a level that I'm a bit prouder of now, but I'm waiting until I can use sublevels to put a secret or two in it before I publish.
 

Junahu

Member
I missed your miiverse post so I have no clue what it said. On top of that I did the boss fight the "hard" way because the easy way seemed to be more difficult. Anyway, nice looking level. Fun to play too. A few nasty traps. I like the spikes as stars. I always like when people can use items in unique ways.
I always tend to overdo it when it comes to bosses. I made the player engage with the fight even when it's meant to be a 'puzzle' boss, so I can see why a player would prefer to just brute force it. Thank you for the the feedback.
Incidentally, the miiverse post doesn't really spell anything out, it just
clarifies that Bowser is trapped


seems like interest levels for a second contest were nonexistent, so it's cancelled

happy new year, smm-gaf!
Drat!
Well, I had fun making my level, and it got me to try something new, so it doesn't really matter if there's a contest for it to be entered into.

I hope you have better luck with the next contest.
 
'Shroom Addict Escapes Prison ...and Vandalizes Local Town
56AF-0000-0161-5D8F
SuperMarioMakerBookmark link

We've all thought about if before. Is Mario actually a drug addict?

Why does he consume so many mushrooms?

This level explores that idea.
Feedback more than welcome.

Fun little theme. For what it's supposed to be, it's an ok level. You could have taken it up another step with Mario using some thwomps to make the massacre even better ;)

Could I get an opinion for Spinbounce Spikeway? I thought it was a hard but fair level, but apparently the only player to try it has died 24 times and hasn't been able to beat it :(
I don't know who died 24 times! I thought it was actually on the easier side. It's totally fair and even starts with a big safety net for new players. You can also actually skip the majority of the spin jumps, so it could actually be made a little harder I think. Overall a good start.


My levels: https://supermariomakerbookmark.nintendo.net/profile/Awgner07
 

CrisKre

Member
Slow and meticulous is fine, I probably found it messy to navigate because of having to parse all those heaps of SMB1 tiles :)

I'm planning to replay it though, hopefully I'll appreciate it more on a second run.
Hahaha, sweet. If you do replay it think of each garbage pile like a little puzzle, including the ones you encounter on the clown car. Most have nifty secrets in them.
 

pringles

Member
Been playing through a lot of my bookmarks, so many good levels! GAF has talented level designers. Gave a star to most levels. Some comments:

My level "underground chainchompapalooza" has been getting a bit of traction lately. Love some feedback from you guys.

https://supermariomakerbookmark.nintendo.net/courses/67B6-0000-0135-88E0
It was fun! Neat idea, not too difficult (cleared it on the first try).
I just went back to creating some levels and here's one I did during the weekend

The Great Escape
https://supermariomakerbookmark.nintendo.net/courses/662A-0000-0137-41FA

662A-0000-0137-41FA_full.jpg


I just saw that movie recently and I tried to make a level like if Mario was escaping from a prison while saving Yoshi on the journey too!

Difficulty: Medium.

Thanks :D
Really enjoyed this. I like how you very simply managed to convey the idea of an 'escape'.

I made this stage the other day and I would appreciate if I could get some critique. It's the first "real" stage that I've made and I'm fairly happy with it.

https://supermariomakerbookmark.nintendo.net/courses/3B06-0000-0147-4D93

Also I cannot wait to try out some of these levels you guys have made!
Good stuff, I really enjoy these kind of 'traditional' levels.

ISuSfA3.jpg

The Big Short

Wanted to try my hand at a thumbnail level. There's only 30 seconds on the clock to beat this one!
Awesome! What an interesting idea and good execution. Not too difficult but felt satisfying to complete.

Here's the bookmark for The Great Goomba Trench.

It's an attempt to make an underwater level that is fun. Hopefully I succeeded. People seem to enjoy it, but feedback is appreciated. It was made before I had the full toolkit, but I finessed the heck out of each passageway for what I hope is optimal flow. It's only moderate difficulty, with a 10% completion rate.

The idea is you're exploring a shipwreck near a geothermal vent, one where shrimp-like Goomba gather in derelict cannons. I love the way the Goombas swim underwater, so I made a course about them.

It's built on the theory that narrowly dodging danger is fun. If you follow the coins and general flow of the level, you'll safely avoid the danger nipping at your heels. I think it's satisfying to hear the POOMF! POOMF! POOMF! of cannons firing Goombas and slipping past them all, or swimming over and under firebars and lava bubbles.
Very good underwater level! Got the WR on my first attempt :) It flowed really well!

Came across this level "The Insidious Iron Star" while doing an expert 100 mario challenge.

https://supermariomakerbookmark.nintendo.net/courses/706E-0000-00E3-4767

My favourite mario maker course I've come across so far.
Fantastic stage for sure. Some really neat puzzle-solving.

Would greatly appreciate any feedback!

https://supermariomakerbookmark.nintendo.net/courses/4036-0000-0158-2573



Flavor: Can you survive the infested house long enough to solve the mystery of the multiplying munchers?

Description: Short course with wall jumps and technical leaps.

Difficulty: Medium

https://supermariomakerbookmark.nintendo.net/courses/4036-0000-0158-2573
I liked it but some of the jumps were a little too tricky on the first go-around, bordering on trial-and-error gameplay. Would have liked the level to be longer (expected a checkpoint where the level ended now) and the difficult turned down just a notch.

My first serious attempt at a thematic (costume) level, starring Blathers from Animal Crossing. The level is called Blathers' Fossil Quest and I aimed for an easy to medium difficulty, make everything look cave-like with contraptions that provide you with items and there's a region in the center through which you go three times a la Yoshi's Island.

1EFA-0000-015A-326E.jpg

1EFA-0000-015A-326E_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/1EFA-0000-015A-326E
Awesome! One of my favorite levels so far. Played through it with my gf, sister and her bf, taking turns. We all loved it, a lot of laughs and trying to figure out the level together. One of those cases where the costume really added a lot and made the level better. Exellent work.

Been quite awhile since I've posted a course here, but I've been back into the game pretty heavily lately so it seems like high time to share a new course.

Ghosts Don't Quit

2A4E-0000-0158-5898_full.jpg


This course, like most of my courses, has no real gimmicks and it's not made to be particularly pretty, it's just all about the platforming. If you know what you're doing, you can get through this course very, very quickly.

Ghosts Don't Quit is a light sequel to Ghost Pit.

A10B-0000-0037-EC30_full.jpg


Ghost Pit is an older course of mine, but it's one of my favorites and, again, just focuses on pure platforming.

I'd love to hear any feedback, positive or negative on these courses, and if you like 'em, I'd really appreciate a star. I'm currently working toward the 300 star benchmark, but since the average Mario Maker player refuses to give out stars unless the level draws a Splatoon character or plays the Final Fantasy theme song, it'll take me around a year to get there at my current pace.
I liked both levels ! Ghost Pit especially was very fun.

Could I get an opinion for Spinbounce Spikeway? I thought it was a hard but fair level, but apparently the only player to try it has died 24 times and hasn't been able to beat it :(

E368-0000-015A-8920_full.jpg
I thought the mechanic was interesting and a good idea, but difficult was too high imo. Or maybe I'm not quite good enough with that spin mechanic. But the first half of the level especially was tricky. I ended up just getting hurt and trying to run while having the invincibility to get past the first couple of platforms.

Replayed all my stages and noticed two of them don't have a world record yet.

Be the first one to set a time!

Clown Antics - Super Expert

47F1-0000-0072-204C_full.jpg


https://supermariomakerbookmark.nintendo.net/courses/47F1-0000-0072-204C

Hint:
Let the clown car float and press right on the D-pad, not up. Take the bottom route for easy lava sailing.

Burn Those Calories (Get Fit) - Expert

9B6E-0000-0077-12EE_full.jpg


https://supermariomakerbookmark.nintendo.net/courses/9B6E-0000-0077-12EE

Hint:
Treat like a speedrun and it will be much easier.

To a new year of Mario Maker goodness!
Well I got the WR on both :p The first one was easy enough when I figured out how much easier it was if you avoided power-ups and remained small-Mario. But the second one? I just kept running, trying to avoid getting hurt seemed impossible.
 

daydream

Banned
I think it got buried in the thread too fast, I only just remembered it now you mentioned it.
A shame.

i bumped it once and it's not like the thread moves lightning fast

literally zero reactions or even acknowledgements so sorry to the people who were going to make something for that but yeah, speaking up helps
 

Marcqué

Neo Member
It would be great if you guys could check out my levels and any feedback would be welcome!

"Bomb-ombs Away!
6400-0000-010E-5FEE

"Save Peach's Castle"
8BEB-0000-010E-5E00

"King Dad's Sphinx"
E51D-0000-010E-5CFE

"Mount Koopa"
D25A-0000-010E-5303

"King Of Kong"
BC02-0000-010E-49DA

"King Dad's Den"
A601-0000-010E-66FB

"Running Amuck"
8216-0000-010E-654D

"The Great Goomba War"
28A5-0000-010E-62D2

"Chain Chumps"
284A-0000-010E-6223

"Twirl-Twirl Mountain"
EB70-0000-010E-6134
 

Nosgoroth

Member
Thanks for testing my levels! 20 uploads in and I'm still struggling with difficulty balance, so I'll keep posting my new creations here. Have a go at the rest of 'em if you like.

Spinbounce Spikeway is a very solid level and I enjoyed it very much. You have to remember there's going to be a wide range of skill for everyone playing this. The level balance is actually pretty good and the level is very fair. I think the clear rate will increase and level out a bit as more people play it.

Deadblock Dryway is fine as is. It may be easy, but the level is more intimidating than you think. Every jump has to be tested and seems dangerous because you could hit an invisible block at any time.

Back to the Piranha is a really neat concept. I would actually like to see a level that makes use of the concept even more. There could be multiple power-ups that allow access to newer ones and open new paths, each time going back to the beginning.

Thanks! My intent with Deadbock Dryway was actually to induce paranoia in the player while making sure that it was very unlikely for them to die directly from having an invisible block appear and screw up their jump. In a way, it's a fake troll level. Deconstruction!

I might want to revisit Back to the piranha, yes.



I don't know who died 24 times! I thought it was actually on the easier side. It's totally fair and even starts with a big safety net for new players. You can also actually skip the majority of the spin jumps, so it could actually be made a little harder I think. Overall a good start.

You had an easier time with it than I would have expected, but I don't think I'd dare make it harder than it already is. Thanks!


I thought the mechanic was interesting and a good idea, but difficult was too high imo. Or maybe I'm not quite good enough with that spin mechanic. But the first half of the level especially was tricky. I ended up just getting hurt and trying to run while having the invincibility to get past the first couple of platforms.

Yes, the difficulty curve might be a bit too high in the first section. I tried to mitigate that with a massive safety net below and a pipe spawning mushrooms at the start, but perhaps I should have just lowered the difficulty a bit in that high stair after the spike platform. Thanks for playing!

---------------

Three opinions that say "nice medium", "bit easy", "hard". Ahaha.

This time I'd like to point you at Perpetual Boovement and Keep on trackin', two SMW ghost houses, both focusing on tracks, both sitting at Expert around 6%, both not particularly popular. I like them, though :( Where did I go wrong?

0CF2-0000-00D1-F5B3_full.jpg

F824-0000-00E9-EB99_full.jpg
 

Thud

Member
Well I got the WR on both :p The first one was easy enough when I figured out how much easier it was if you avoided power-ups and remained small-Mario. But the second one? I just kept running, trying to avoid getting hurt seemed impossible.

Praise the pringles!

It is quite possible in a good flow. I have to admit that level is a bit different from my other levels.
 

RagnarokX

Member
Hey, guys, check out this challenging course Kiavik made: https://supermariomakerbookmark.nintendo.net/courses/E4BB-0000-014B-9A35

Bouncemaster Challenge (E4BB-0000-014B-9A35)
E4BB-0000-014B-9A35_full.jpg


It's a great course with multiple ways to beat it! You can ride the bumpers to the end as they gradually fall away to make things harder, or you can speedrun to the end in 20 seconds, or you can find the hidden p-switch door that takes you to the hard route. Can you become a bouncemaster?

Edit: Can you beat the biggest challenge and finish the course with both yoshi and a spiney helmet? I did :p
YXzLtsx.jpg
 

Inkwell

Banned
I was excited because my course Escape the Rooms ended up on the recommended courses section, but I think it went under some threshold and got bumped off of the list. :(
 

Enk

makes good threads.
Happy New Year, everyone!

It's taken me a while but I'm finally ready to post my first in a series of Mario Maker levels. Long time gaffers might be familiar with this character from some time ago...

Massi%20Presents2_zpsxzutcqd9.png



What or who is Massimo?!?

Legend has it that way, way, waaay back in some unknown time there was once a scraggly, bearded man named Massimo who left his home under the dirt to go on an adventure and was never heard from again. Some ages later, Mario went crazy and decided to do the same!

What will these levels consist of?


- Lengthy levels focused on creating steady tension rather than on random, hard difficulty.
- Trying to keep the visual layout consistent and clean while also limiting the types of enemies and objects used in the levels.
- Levels that can possibly be completed without incurring a hit.
- Very light puzzle elements.
- A boss battle!
- A focus on exploring. You can do a linear speed run if you want, but the real challenge is finding all the loot and making it out alive (oh and beating my time posted in the level comments)

About this area:


Mario's first part of the adventure takes him to Massimo's Crypt. Some say this was once the home of the ancient bearded one, but since then it has been quite uninhabitable. Why Mario wants to go in there? Who the hell knows, but there is a rumor that there are 20 of Massimo's precious shinies hiding down below. Unfortunately for Mario it seems there might be even more horrors dwelling well deep beneath the dirt filled caverns....

Level Info:

Area 1: The 20 Coin Hunt: Massimo's Crypt and Below
Code: 6673-0000-0164-EED2
Bookmark: Click pic below!

 

Haunted

Member
Is there a limit on the bookmarks you can have?

Because I basically just bookmarked all y'all on this page (Generally just one level each so I can find and follow you guys and gals as makers once I'm ingame).
 

Danthrax

Batteries the CRISIS!
So I got this game for my birthday a couple weeks ago and it's, like, the platform game creator I've wanted since I was old enough to tie my shoes.

I actually didn't grow up on Mario games — my young platformer experiences revolved around Sonic on the Genesis and Commander Keen on the PC. Consequently, I design a lot of my SMM levels with sensibilities from those two series — multiple paths, exploration, secret goodies, etc. I also try to make my levels interesting and challenging but they keep coming out dickishly hard ... I need to work on that.

Anyway, I've turned my Wii U off for the night, but looking at this thread, I can't wait to try some of your levels and post a couple of mine. Perhaps tomorrow...



[edit] That guide to making good levels in the OP is great.
 

eviltasan

Member
I just had a level taken offline, seems really unfair when only 3 people had actually played it and it was only uploaded a couple of weeks ago! :(
 

TheMoon

Member
Marcqué;190981563 said:
It would be great if you guys could check out my levels and any feedback would be welcome!

"Bomb-ombs Away!
6400-0000-010E-5FEE

"Save Peach's Castle"
8BEB-0000-010E-5E00

"King Dad's Sphinx"
E51D-0000-010E-5CFE

"Mount Koopa"
D25A-0000-010E-5303

"King Of Kong"
BC02-0000-010E-49DA

"King Dad's Den"
A601-0000-010E-66FB

"Running Amuck"
8216-0000-010E-654D

"The Great Goomba War"
28A5-0000-010E-62D2

"Chain Chumps"
284A-0000-010E-6223

"Twirl-Twirl Mountain"
EB70-0000-010E-6134

You do know there is an official website which you can link to and people can "bookmark" the levels with one click and you never have to type up those long-ass codes again? :)
 
You do know there is an official website which you can link to and people can "bookmark" the levels with one click and you never have to type up those long-ass codes again? :)

A lot of people never really tuned into that or grasped exactly why it's so useful (search in MM itself really needs some improvement imo). Having just come back to the game due to the addition of world records, I just started understanding that a couple of days ago

I just logged into the website for the first time this morning, and of course, it's crashing left right and centre. :/
 

TheMoon

Member
A lot of people never really tuned into that or grasped exactly why it's so useful (search in MM itself really needs some improvement imo). Having just come back to the game due to the addition of world records, I just started understanding that a couple of days ago

I just logged into the website for the first time this morning, and of course, it's crashing left right and centre. :/

Yea bad timing for my comment with the Nintendo Network being down as we speak :D
 

Tonche

Member
Got this game thinking I'd just play other peoples levels (and have really enjoyed playing those posted here) but started working on one and damn, I can see that getting addictive.

Went 99% traditional using the basic elements, hid a couple of 1 Ups in there too. Died about 8 times while trying to clear it which I think is a decent level of difficulty. Have fun and let me know what you think.

https://supermariomakerbookmark.nintendo.net/courses/B1C2-0000-0167-CBC0
 

eviltasan

Member
I just had a level taken offline, seems really unfair when only 3 people had actually played it and it was only uploaded a couple of weeks ago! :(

I want to add to this a bit, the level they took down was a full and detailed level I spent about 15 hours making. There is another level I spent a similar amount of time on and probably is of similar quality, it also has barely had any plays. Perhaps someone can have a look and tell me if I'm way off here and it's not good enough to have online, but it just seems really wrong to take down a level that has barely had anyone even try it. I feel like it shouldn't be necessary to publicise every level!

https://supermariomakerbookmark.nintendo.net/courses/1377-0000-012E-8FAA
 
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