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Super Mario Maker |OT| Miyamoto Simulator 2015

J-Fr

Member

You should add a powerup between the checkpoint and the boss battle. Also the coin bridge was a little too sudden.


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?

They aren't particularly hard. In Perpetual Boovement, the troll spike block just before the checkpoint was not really fair. Also I couldn't avoid the winged boos, I damage boosted each time.
I loved avoiding the fire balls.


Level Info:

Area 1: The 20 Coin Hunt: Massimo's Crypt and Below
Code: 6673-0000-0164-EED2
Bookmark: Click pic below!
https://supermariomakerbookmark.nintendo.net/courses/6673-0000-0164-EED2

I loved the aesthetics and the metroidvania feeling but some jumps felt very hard, I haven't reached the flagpole. (The vines jumps, after the piranha plants I always end up hitting a Muncher, the combo of hammer sledge/Bowser and fire-bars.)

Also what do you do with the hidden shell helmet? I kept hitting the invisible block falling into the blue spiky.


Good work again! I really like the theme you have running, and how the difficulty is very balanced. It's definitely challenging, but very fair.

Thank you!
I tried your mole level and kuribo , loved them both.


MTW 1-1
Great introductory level to your set
MTW 1-2
Difficulty ramps up a little bit and there's some fun secrets.
MTW 1-3
Easily the best of the three. I loved the little marks showing where thwomps were falling and the boss was an implementation I'd never seen before and it was executed very well. Awesome level.

Thanks! I played Keep of Sacrifice, took me a while to figure what to do with the cape (but you can break the yellow blocks with just a mushroom!).
 

Enk

makes good threads.
I loved the aesthetics and the metroidvania feeling but some jumps felt very hard, I haven't reached the flagpole. (The vines jumps, after the piranha plants I always end up hitting a Muncher, the combo of hammer sledge/Bowser and fire-bars.)

Also what do you do with the hidden shell helmet? I kept hitting the invisible block falling into the blue spiky.

Thanks for the compliment!

Here's some hints to help:

- Some of the hidden blocks you will find are duds. I placed them to give the player the idea that I am incorporating hidden blocks in this stage and how some of them might be placed. Now some of those might contain coins, but there is at least one dud that can be used to get a coin though.

- You don't have to use some of the vines. You can skip some of those sections just by a running jump.

- While there's a mushroom power up early on, having that could make the vine jumping section a little more difficult. There may be another item hidden somewhere early on that has the same effect as the mushroom, but will make jumping easier.

- The sledgebrother has very slow timing on throwing his hammers and can easily be run past. Now to get that coin above him you could either take him head on or there might be something you could use directly after that section to take him out easier.
 

Anteo

Member
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

Im sorry but it's just a plain level, there is a big part in the midle with long corridors and just goombas. A door that doesnt seem to have a way in. A "hidden" spot where I can see the reward is a pow so I dont care. There was a point where I found a moving platform below and wondered if that was the intened path cause I didnt use it.

At one point I found another door and just ignored it cause it probably was gonna be some other long corridor, a pow block, or the entrance to that one door at the begining.

You put a lot of effort on how the stage looks using those rails as ropes but that doesnt do anything to make it any fun. Just go back to the basics man. Dont waste time in thing most people would ignore. Either your stage is fun and it looks cool or is boring and no one cares. Your stage is just too long and nothing interesting happens, for example the section with goombas and hamer bros after the first door does nothing
 

eviltasan

Member
Brutal but thanks for trying it. I'll probably switch to working out the fundamentals of the level to make it fun and dress it up at the end instead.

Would you say it should be deleted though? I think whatever criteria they have set is perhaps a bit too draconian. I mean I don't get the logic of deleting a level that has had virtually no players directed to play it.
 

Anteo

Member
Brutal but thanks for trying it. I'll probably switch to working out the fundamentals of the level to make it fun and dress it up at the end instead.

Would you say it should be deleted though? I think whatever criteria they have set is perhaps a bit too draconian. I mean I don't get the logic of deleting a level that has had virtually no players directed to play it.

I didnt even know levels could get deleted by anyone else but yourself. Is that even a thing in the manual?
I wouldnt know either, any level I had that was super low on plays I deleted it myself and tried something better on top. I deleted levels a few times to either fix some small things or completly rework the level. I currently have a mechanic in mind that I'm toying around but I cant find a good way to implement it and make it fun, it is not boring, but I dont find it interesting enough so I deleted the level.


Edit: A good example about what I just said on the other post is this video of a gaffer playing my level. You see how he gets distracted with the stuff I leave there? That door that really does nothing too? It takes away from the level, switching the focus from the main mechanic to stuff that doesnt matter, there is stuff there that tries to make it look pretty but in the end adds nothing and distracts the player. Now, it is posible to make a level look pretty and still not distract the player but it takes a lot of testing and knowing how to guide the player through your level, I dont know how to do that yet so for all my other levels I try to not waste too much time making it look pretty. (this is the level if you are interested)

It may take time, but I'd recommed you to go to random twitch channels playing Mario Maker and post your levels so you can see people playing them. Do a small but focused stage and post it around. You dont have to do this for every stage, posting one or two is enough to see how different people play your levels.
 

Apenheul

Member
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.
Thanks so much for your kind words, I'm glad that the level clicked with you and your friends/family.
 
Here's my first SMB1 and costume course (not counting the Giant Bomb GOTY joke one), and it's got... a kind of odd difficulty curve due to me being too lazy to rearrange elements once it was all laid out.


Junior's Jungle Jaunt

612C-0000-0169-169B.jpg
 

Mandelbo

Member
BGBW, I'm proud to be the world record holder on Skiddy Ridge - a blinding 5:28! I'll be honest and say it was a real bastard of a level that sometimes felt overly mean to me. It's the combination of autoscroll, fireballs and 1-block wide ice platforms that almost pushes it over the line of being fair. I did like the secret area and how you had to be quite precise and quick to get to it, though!
 

Inkwell

Banned
Here's a bookmark for my most popular level, Mushroom Factory!:

https://supermariomakerbookmark.nintendo.net/courses/AE65-0000-0086-1F7A

ED07-0000-006C-32E9.jpg



(Technically the more popular version is the original, less polished one here.)

That level got me the Coin Level 4!

That was a fun level. Very easy, but the concept is really fun. I liked the section with the faulty or bad mushrooms.

Nice cool ideas in this thread.
I made another one with the tools I have available, there is checkpoints too :)

C0F9-0000-0162-0D4D.jpg


Bob-omb Hidden Realm - C0F9-0000-0162-0D4D

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/C0F9-0000-0162-0D4D

That boss fight was a pain. There needs to at least be a mushroom right before it. It took way to many deaths and retries before I figured out a working strategy.

Hello all! I made my second course - also in the puzzle vein so I would love to hear feedback on both my courses!

https://supermariomakerbookmark.nintendo.net/courses/C977-0000-0166-2AD3

The first being;
https://supermariomakerbookmark.nintendo.net/courses/561E-0000-0142-B4EF

I eventually finished both of these, but I have to admit the first time I played them both I quit part-way through. First, someone could get stuck on both levels. It's never fun and it's a cheap way to instill challenge.

That first level "FOR TIM" was a bit too cheap. Too many sections where you'll take a hit before you can react. Instead you have to memorize the level. Considering the name, it may be the intent to give a friend or family member a really difficult challenge or something. I quit at the invisible block you hit the first time around because I honestly didn't think I could make the jump. In general, the basic idea of the level is fine, but there's a lot of changes that could be made to make it a little more fair while keeping it a challenge.

Your second course was a lot better. The overall flow and difficulty was good. I made a mistake and tried to do the level out of order. I missed all those invisible blocks near the beginning. I thought I had to keep the coins around and use a p-switch to climb to the pipe. I got past the spinys with spin jumping and was confused when I just died after going through the pipe.

Next, Allowing someone to get stuck in the fire flower room is not good game design. I thought I may have missed something and was jumping around the room looking for another exit or something until the timer ran out. I didn't think the level would allow me to get stuck. There should have been another p-switch in the room. It's the best way to tell the player to go back through the door, and allows a second chance for people who let the timer run out. Look at my case and never underestimate the stupidity of anyone playing your levels. I make multiple passes on my levels, one of which is general baby proofing and bug fixes. I will replay sections over and over trying to make sure there's no way someone can cheat their way through or get into a situation where it's nearly-impossible to impossible to finish. Even then I still have problems.
 

Nosgoroth

Member
Lately it seems all I want to do when I turn my Wii U is make levels. I really should at least bookmark and play some, or even go play some Splatoon.

---

They aren't particularly hard. In Perpetual Boovement, the troll spike block just before the checkpoint was not really fair. Also I couldn't avoid the winged boos, I damage boosted each time.
I loved avoiding the fire balls.

There are two sets of tracked boos blocking platform tracks. In both cases you can activate the platform, jump back, wait for it to pass through the boos and then jump on it.

Sorry about that hidden block, that was a bit evil of me.


---

Taking advantage of the latest update, here's a just uploaded charge-shooter level, titled Shoot the core, Mario! because it's getting late-ish and I can't think of anything better. This level will have you fly to infiltrate a massive battleship and duke it out against its automated defenses and crew.

0EA9-0000-0169-4C1A_full.jpg


I think it turned out fun, if only because the fire clown car's charge shot is a blast to use, and because it feels nice to massacre loads of hammer bros in a single shot.
 

Simbabbad

Member
Brutal but thanks for trying it. I'll probably switch to working out the fundamentals of the level to make it fun and dress it up at the end instead.

Would you say it should be deleted though? I think whatever criteria they have set is perhaps a bit too draconian. I mean I don't get the logic of deleting a level that has had virtually no players directed to play it.
Actually, I think that if someone plays a level then quits without dying, it doesn't count as a visit. People have to either die or win to appear in the visit counter, so perhaps the server knows your level has been quit a lot and identified it as trolling/bad.
 

Vecks

Member
Taking advantage of the latest update, here's a just uploaded charge-shooter level, titled Shoot the core, Mario! because it's getting late-ish and I can't think of anything better. This level will have you fly to infiltrate a massive battleship and duke it out against its automated defenses and crew.

0EA9-0000-0169-4C1A_full.jpg


I think it turned out fun, if only because the fire clown car's charge shot is a blast to use, and because it feels nice to massacre loads of hammer bros in a single shot.

Thanks for the nice and easy level. :) I haven't played much fire clown car levels, so this was fun.
 

Axiom

Member
I keep meaning to come back and catch up, but the bulk of content is overwhelming! I don't know where to start!

I need to get back into making, I've got like 10 half finished ideas
 
Thanks to those who've been playing my levels recently. I've got another bunch bookmarked from this page that I'll do soon.

Meanwhile, I have another new course that I really enjoyed putting together (yes it starts underwater, but I promise you won't have to spend too much time there throughout the level for those who hate swimming levels).

Submered Factory
 
I've had this game for about a week now, but haven't popped into this thread until now. I'll definitely be bookmarking some levels from here and checking them out.

Here's a link to my level: Conveyor Castle. It's straightforward, but somewhat challenging I think. If anyone gives it a shot, I'd love to hear your thoughts.
 

kiri

Member
I eventually finished both of these, but I have to admit the first time I played them both I quit part-way through. First, someone could get stuck on both levels. It's never fun and it's a cheap way to instill challenge.

That first level "FOR TIM" was a bit too cheap. Too many sections where you'll take a hit before you can react. Instead you have to memorize the level. Considering the name, it may be the intent to give a friend or family member a really difficult challenge or something. I quit at the invisible block you hit the first time around because I honestly didn't think I could make the jump. In general, the basic idea of the level is fine, but there's a lot of changes that could be made to make it a little more fair while keeping it a challenge.

Your second course was a lot better. The overall flow and difficulty was good. I made a mistake and tried to do the level out of order. I missed all those invisible blocks near the beginning. I thought I had to keep the coins around and use a p-switch to climb to the pipe. I got past the spinys with spin jumping and was confused when I just died after going through the pipe.

Next, Allowing someone to get stuck in the fire flower room is not good game design. I thought I may have missed something and was jumping around the room looking for another exit or something until the timer ran out. I didn't think the level would allow me to get stuck. There should have been another p-switch in the room. It's the best way to tell the player to go back through the door, and allows a second chance for people who let the timer run out. Look at my case and never underestimate the stupidity of anyone playing your levels. I make multiple passes on my levels, one of which is general baby proofing and bug fixes. I will replay sections over and over trying to make sure there's no way someone can cheat their way through or get into a situation where it's nearly-impossible to impossible to finish. Even then I still have problems.

Hey Inkwell, thanks for that - really helpful! A few points;

- Yep, the first level I realise wasn't perfect...I'd made it for my flatmate as they had requested a challenge with technical jumps and whatnot so I made a few challenges that required perfect timing but you're right, the first invisible block is tricky and requires a lot of work to get past. I think thats why I gave up at the end and included the bridge for an easy way to finish if you didn't want to go through Bowser.

- The second course I took more time on and wanted to be fairer as my flatmate got too stressed with the first level. I'd only realised about the possible P-switch issue after uploading but didn't take the level down as it is possible to kill yourself with the Boos to reset (still not a great option, I know)

- Thank you for mentioning about the spin-jumping as I figured the corridor was impassible without the Fire Flower - looks like I was wrong!

Overall, I'm a big fan of Escape Rooms in real life and wanted to make something similar to that in MM - I will keep refining to get a more naturally flowing escape room - any more advice on what to include would be appreciated!!
 

Inkwell

Banned
Hey Inkwell, thanks for that - really helpful! A few points;

- Yep, the first level I realise wasn't perfect...I'd made it for my flatmate as they had requested a challenge with technical jumps and whatnot so I made a few challenges that required perfect timing but you're right, the first invisible block is tricky and requires a lot of work to get past. I think thats why I gave up at the end and included the bridge for an easy way to finish if you didn't want to go through Bowser.

- The second course I took more time on and wanted to be fairer as my flatmate got too stressed with the first level. I'd only realised about the possible P-switch issue after uploading but didn't take the level down as it is possible to kill yourself with the Boos to reset (still not a great option, I know)

- Thank you for mentioning about the spin-jumping as I figured the corridor was impassible without the Fire Flower - looks like I was wrong!

Overall, I'm a big fan of Escape Rooms in real life and wanted to make something similar to that in MM - I will keep refining to get a more naturally flowing escape room - any more advice on what to include would be appreciated!!

I'm glad you took the criticism well. I'm not sure if you're thinking of modifying your newest level or just making something new. I would suggest starting fresh. You can still re-use some ideas if you want.

When I made my level Escape the Rooms, I nearly uploaded it maybe 4 or 5 times, but I always did another pass and found some potential problem. Even then I let stuff slip by. One of the latest comments on my level has this picture with it:

WVW69ivE0wIczlPWe1


I knew that could happen, but didn't think it would really happen to anyone. Considering that's the last puzzle, I didn't need to do the 2 columns of bricks (people could cheat with only 1 column on other puzzles). On top of that, I included 2 rooms where people could die. There's a canon ball room where you have to bounce off them up to a higher platform. It's the sole reason my clears ratio is 166/1056 as of this post.

Using these examples, I would give 3 major pieces of advice. First, really make sure people can't get stuck. You really have to play multiple times and think about it for a while. It's not worth rushing to upload a level (especially puzzle level) when there's potential problems. I've found that nearly every problem I found with my levels has a solution. In rare cases, don't be afraid to trash a section or component completely if it's not working. It's better to allow someone to cheat than to put something in place that can get someone stuck.

Second, keep your level consistent. Your second level is very good at this. I wish I hadn't allowed the player to die in any puzzle. The difference between my level and your second level is that you show there's danger from the very start. You still need to be careful not to allow for any unnecessary deaths. If you decide to do another puzzle-centric level, it may be best to not allow the player to die at all. Unnecessary danger may be a turn off to a lot of people looking for a relaxing puzzle solving level.

Third, make sure you give very clear indications and hints on what to do when possible. Sometimes you may think it will give too much away, but that's not necessarily the case. It will seem much easier to you because you designed it. Also, some hints may even work as part of the puzzle. I have a room where you essentially have to find a hidden block staircase. The puzzle seems super simple, but I realized after uploading that people may spend way too much time in that room trying to solve it (even if they immediately understood how). I should have put a block in the floor directly under the first invisible block. It may make the puzzle easier, but I think it would have given players a more satisfying 'aha!' moment when they noticed it.

As a bonus hint, I would say play all the puzzle levels that you can. There's so many original ideas out there that I never would have thought of. You don't need to "steal" other people's ideas, but they may inspire new puzzles, or allow you to think of a similar one with your own twist.
 

kiri

Member
Using these examples, I would give 3 major pieces of advice. First, really make sure people can't get stuck. You really have to play multiple times and think about it for a while. It's not worth rushing to upload a level (especially puzzle level) when there's potential problems. I've found that nearly every problem I found with my levels has a solution. In rare cases, don't be afraid to trash a section or component completely if it's not working. It's better to allow someone to cheat than to put something in place that can get someone stuck.

Second, keep your level consistent. Your second level is very good at this. I wish I hadn't allowed the player to die in any puzzle. The difference between my level and your second level is that you show there's danger from the very start. You still need to be careful not to allow for any unnecessary deaths. If you decide to do another puzzle-centric level, it may be best to not allow the player to die at all. Unnecessary danger may be a turn off to a lot of people looking for a relaxing puzzle solving level.

Third, make sure you give very clear indications and hints on what to do when possible. Sometimes you may think it will give too much away, but that's not necessarily the case. It will seem much easier to you because you designed it. Also, some hints may even work as part of the puzzle. I have a room where you essentially have to find a hidden block staircase. The puzzle seems super simple, but I realized after uploading that people may spend way too much time in that room trying to solve it (even if they immediately understood how). I should have put a block in the floor directly under the first invisible block. It may make the puzzle easier, but I think it would have given players a more satisfying 'aha!' moment when they noticed it.

As a bonus hint, I would say play all the puzzle levels that you can. There's so many original ideas out there that I never would have thought of. You don't need to "steal" other people's ideas, but they may inspire new puzzles, or allow you to think of a similar one with your own twist.

Well I went and played Escape the Rooms and thought it was good, but I can totally see what you mean about the cannon balls - they almost had me give up, especially because if you go too far to the right, they start firing out of sync and thats a pain :/

I think I'll take what I've learned and make something new, with branching paths, its just a shame you have to be limited with the number of blocks used and pipes/doors but c'est la vie~

Onwards and upwards! Time for me to start planning~
 

Inkwell

Banned
Whatz Up!

I gotta a new level based on P-Switches, P-Doors and Auto-Scroll. Tell me how it works out.

https://supermariomakerbookmark.nintendo.net/courses/619A-0000-016A-BB5B

Go Slowly (P)
ID: 619A-0000-016A-BB5B

It's a really good idea, but the course ended up being a little more trial and error than I'd like. There's some really fun ideas here though.

Thanks to those who've been playing my levels recently. I've got another bunch bookmarked from this page that I'll do soon.

Meanwhile, I have another new course that I really enjoyed putting together (yes it starts underwater, but I promise you won't have to spend too much time there throughout the level for those who hate swimming levels).

Submered Factory

This was a nice looking level. The beginning is a bit sparse and bland in terms of gameplay. The section with the canon koopas felt a bit off. I get the idea of trying to force this confrontation in a small space, but getting past the enemies is awkward. If I played the level again I know how I would approach that section, but my first time through I lost yoshi and tried to get him back, but that led to taking another hit or two after I got yoshi back. Eventually I just gave up and left the area.

I've had this game for about a week now, but haven't popped into this thread until now. I'll definitely be bookmarking some levels from here and checking them out.

Here's a link to my level: Conveyor Castle. It's straightforward, but somewhat challenging I think. If anyone gives it a shot, I'd love to hear your thoughts.

Somewhat short and very challenging. There's some nasty traps that mostly require you to die until you learn how to get past them. Some of the layout felt a little messy too. I had a hell of a time at the last section right after the door. The general concept is there, but it was way more difficult trying to get up to the conveyor with the canons under it than it should have been. I had enough fun to push through and finish it though.
 
I love playing this game with my SNES Wii controller.


So, does the content for making levels unlock after some time or you absolutely have to create levels ? Because I have ideas but they need some tools and checkpoints I don't have yet...
 
It's a really good idea, but the course ended up being a little more trial and error than I'd like. There's some really fun ideas here though.

Do you think I should slow down the autoscroll speed? Add a check point?

And I should have added a pipe that spits out a bomb, during the bomb section.

Thanks for the feedback!
 
Somewhat short and very challenging. There's some nasty traps that mostly require you to die until you learn how to get past them. Some of the layout felt a little messy too. I had a hell of a time at the last section right after the door. The general concept is there, but it was way more difficult trying to get up to the conveyor with the canons under it than it should have been. I had enough fun to push through and finish it though.
Thanks for the feedback. Yeah I found that that last jump is a bit unpredictable because of the timing of those cannons. Maybe I should just add a stationary cannon there at a convenient height. Anyway, thanks for playing!

I love playing this game with my SNES Wii controller.


So, does the content for making levels unlock after some time or you absolutely have to create levels ? Because I have ideas but they need some tools and checkpoints I don't have yet...
What I did was turn it on for a few minutes a day and randomly place items for a few minutes until it gave a notification that a shipment was coming, then turn it off until the next day. Apparently if you keep fiddling in creation mode the shipment can come early. Also, you can cheat it with the system clock I think.
 
Hi gaf I made some pretty awesome levels imo and I'm going to try some of these on the thread.

I love this game but doing random levels suck cause everyone does stupid hard unfun levels! Or automatic bs.

A little bit of bullet bill jumping
https://supermariomakerbookmark.nintendo.net/courses/2FCF-0000-015C-BD33

You can tell I love smw set. Was harder and made this easier and re-upload. Still people have a tough time
https://supermariomakerbookmark.nintendo.net/courses/D34D-0000-015D-19F4

This has a pretty fun boss battle.
https://supermariomakerbookmark.nintendo.net/courses/BC3C-0000-0166-C02F
 

jnWake

Member
I played someone's Bumper Ride level the other day (forgot who was the creator sorry) and it was pretty fun. Tried to nab the world record but failed by a bit. It'd have been fun if there was an optional route that allowed you to skip the bumpers by doing speedy stuff like spin bouncing (I tried to do it but the enemy placement didn't allow for that sadly).
 

jholmes

Member
I played someone's Bumper Ride level the other day (forgot who was the creator sorry) and it was pretty fun. Tried to nab the world record but failed by a bit. It'd have been fun if there was an optional route that allowed you to skip the bumpers by doing speedy stuff like spin bouncing (I tried to do it but the enemy placement didn't allow for that sadly).

I'm pretty sure you're talking about my level All Aboard the Wiggle-mobile. (Thanks for the play and glad you enjoyed!) That's actually a really good point you bring up, but the reality of how the wiggler train works is that I had to put a short, flat area for Mario to get onto the train (the doors make sure it'll spawn for you) and needed to give the player a bit of time to get on the train and get a feel for the first bounce without any enemy getting in the way. Any sort of compromise to this to allow extra enemies to jump around would've taken up even more real estate and as it stands I feel like the level is super short.

With that said, I bring all that up because you're absolutely right, I really wish I could've found a way to do that in the stage. I spend a lot of time making sure my stages are speed-run friendly (feel free to play more of my other stuff -- for example, no one's gotten anywhere close to my own record of 32 seconds on Showdown with Red Baron Rocky) and every time I see a speedrun on a Nintendo-made Mario level with the sort of shortcut you described, it just blows my mind.

I will say this -- if I make another on-rails level, I'll make it with that in mind from the ground up.
 

Inkwell

Banned
Do you think I should slow down the autoscroll speed? Add a check point?

And I should have added a pipe that spits out a bomb, during the bomb section.

Thanks for the feedback!

I think the auto-scroll speed is fine, and I'm not sure if a checkpoint is necessary. Here were my issues:

1. The first sections of the level are set up to use the p-switch to get through a door, and then you're blocked off on the other side until the p-switch timer runs out. I would wait a while before entering the door so it ran out more quickly on the other side. Then a little into the level it switches up and you need to save some of the time to get through those coin walls before they turn back into bricks. It's unpredictable and cost me one life there. I don't really know how you would fix this. I actually like the idea of switching it up, but I think it will take a little modification to fix it.

2. I died the first time at the section with the pipe. It happened so fast I thought that maybe I just needed more time from the p-switch. The second time around I realized that wasn't the case and frantically searched for a p-switch in the blocks. I finally found it, but it was too late. Making the block a ? block might fix this. It may seem like you're making it too obvious, but I think it allows the player to assess the situation and more easily solve it the first time through. The auto-scrolling there while being trapped already causes enough stress that having it be a ? block would make that part a little easier without compromising what you were going for.

I didn't get stuck at the bob-omb section. I died once because of stupidity. I couldn't get the bomb close enough to the wall right up until the point just before detonation. Unfortunately I blew up with it. I think there's a more elegant solution than having a pipe that produces bob-ombs. That can turn out to be a little messy with multiple bob-ombs spawning. If the bomb falls it respawns back at the starting point anyway. The only potential problem is setting off the bomb and not blowing up the wall. The elegant solution I'm talking about is making the area before the blocks you blow up 1 unit wide. That way the player can fall down on the bomb and immediately bounce out, and it will always blow up the wall. No need for a pipe.
 
Would love some more plays and feedback on my last few levels (thanks Inkwell for always getting right to them!):
Submerged Factory
Into the Darkness
Red or Green

Feedback Time:

YOLO (Yoshi Only Lives Once)

Please give me feedback, thanks!
This level is ok. There's not much that makes it interesting as I've played much more complex Yoshi gimmick levels. It does pose a good challenge for someone who wants to make the effort though. The alternate route through the first door is a little too easy. Also after the 2nd door where you appear above the finish, you can actually cheese through that part really easy by jumping back to the left a little and then you are standing below the clouds and right on the pillar and pipe, and you can just finish right there while skipping the rest of the stage (got me the record ;D). Good start though.

A new entry in my MTW series:
Mega Thwomp World 2-1 Perilous Bluffs/B]
It should be an easy course with a secret house containing 2 lives.

The series continues! This one was fun as had the previous ones been. A little short perhaps and somewhat plain looking, but overall a nice course!

Whatz Up!
I gotta a new level based on P-Switches, P-Doors and Auto-Scroll. Tell me how it works out.

Go Slowly (P)
ID: 619A-0000-016A-BB5B
The first part was good and made you pay attention. I think the second part was executed sort of poorly. Hit a switch, a few jumps and then stand and wait. Jump over some switches, hit the last one, stand and wait, hope that you jump at the right time or do it again. Major pace killer. I would refine the second part.

I love this game but doing random levels suck cause everyone does stupid hard unfun levels! Or automatic bs.

You can tell I love smw set. Was harder and made this easier and re-upload. Still people have a tough time
https://supermariomakerbookmark.nintendo.net/courses/D34D-0000-015D-19F4
SMW set is the best, isn't it. I have to say I enjoyed the level. It felt like a lot was happening, especially at the beginning, and the path forward wasn't exactly clear, but I kind of liked that for once. If I had needed them, the flags were in great places. I would have loved a bit more challenge in the end, especially since you can maintain IMBA cape+yoshi+helmet fairly easily throughout.
 

PAULINK

I microwave steaks.
I've finally gotten acquainted with all the level making tools and in the middle of me making bad levels, I decided to put some effort into a few of these. My spelunky level was my most ambitious one, thinking about doing the jungle, ice caves, and temple later. Interested in playing a bunch of cool levels here too! I look forward to hearing what you guys have to say, since playtesting by myself only goes so far. And the best part, they're all pretty easy levels, at least in my opinion.


Spelunky Caves! 4 Levels in 1!


BD9D-0000-016B-6E55_full.jpg


4 zones! Spelunky doesn't normally have checkpoints, but I took the mercy of the player and put one at the halfway point, if you want it. Working with the block restriction on this one was the hardest, to give the illusion of 4 sectioned off areas.

Not The Best Level, a Tribute

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created a (for the most part) traditional super mario world style level that I thought I would have enjoyed as a kid.


Mario Loses His Medical License™


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A silly story level, very short.


Day after day I cannot get enough of this game, creating fun and challenging levels is a lot of fun, trying to anticipate what a player's next move is. Even if they are speed running. Playing great levels are great for inspiration, and the amiibo costumes give me silly ideas for story driven levels.
 

Inkwell

Banned
I'm trying something a little different here. I'm releasing a beta of a level. I've had a horrible time trying to make it. My original concept just wouldn't work correctly, I don't like the look of it, and nothing went smooth in terms of designing it. I had to make lots of compromises. It just doesn't sit well with me. I've put so much time into it I figure I will release it anyway.

I really want as much feedback as possible to fix or improve it in every way before I do an official release. I will only leave the beta level up for about a week at most. If I get enough feedback I'll take it down even sooner.


The Wizard's Castle b1 (I'll come up with a better name later)


 
I was playing around with the fire koopa copter, trying to make a shoot 'em up level last night and had an idea. Instead of making something floating in the air, I made something that looks like a Mario level. However, simply shooting enemies isn't very challenging or interesting. I think the thing that actually adds challenge to a shooter stage is blowing blocks out of the way, watching enemies die is mostly just for show. I had the idea to put Pow blocks all over the place, but it turns out that they don't float, so I put wings on them and just put them in for killing enemies, which I think works as a fun mechanic, since just shooting the enemies isn't that fun. I also only put fire flowers with wings for power ups, because they're just much more fun than mushrooms, which don't actually do anything for the koopa copter. Anyway, I made these.







 


Here's a new course I did. There three area where you have to make a choice which path to go next. Only one path is the correct in each area and the wrong choices can either send you backwards, into a trap you have to fight your way to get out of, an optional boss fight, one area that you're most likely die(but you do have a chance not to in which you'll be sent backwards). I want to put this on the somewhat hard side of things but could maybe easy to some. There are hints as to which way to go.

80E4-0000-0171-E8EC_full.jpg
 

KooopaKid

Banned
I finished the first world of Mega Thwomp World:
I aim to make a traditional and accessible game featuring Thwomps.. in every situations!

MTW 1-1 Thwomping Grounds

MTW 1-2 Thwomping Around

MTW 1-3 Oversaw

Really liked those levels! Nice introduction to the spin jump!


This one too! Particularly loved the stomping cannons! Great idea! I might steal it ;)

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
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Nice clean looking level. Very easy for me.

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.

Nice idea! I'm definitely going to try and make a level with this system.

Lately it seems all I want to do when I turn my Wii U is make levels. I really should at least bookmark and play some, or even go play some Splatoon.

---



There are two sets of tracked boos blocking platform tracks. In both cases you can activate the platform, jump back, wait for it to pass through the boos and then jump on it.

Sorry about that hidden block, that was a bit evil of me.


---

Taking advantage of the latest update, here's a just uploaded charge-shooter level, titled Shoot the core, Mario! because it's getting late-ish and I can't think of anything better. This level will have you fly to infiltrate a massive battleship and duke it out against its automated defenses and crew.

0EA9-0000-0169-4C1A_full.jpg


I think it turned out fun, if only because the fire clown car's charge shot is a blast to use, and because it feels nice to massacre loads of hammer bros in a single shot.

Cool shooting level. I had something very similar in mind.
 
I was playing around with the fire koopa copter, trying to make a shoot 'em up level last night and had an idea. Instead of making something floating in the air, I made something that looks like a Mario level. However, simply shooting enemies isn't very challenging or interesting. I think the thing that actually adds challenge to a shooter stage is blowing blocks out of the way, watching enemies die is mostly just for show. I had the idea to put Pow blocks all over the place, but it turns out that they don't float, so I put wings on them and just put them in for killing enemies, which I think works as a fun mechanic, since just shooting the enemies isn't that fun. I also only put fire flowers with wings for power ups, because they're just much more fun than mushrooms, which don't actually do anything for the koopa copter. Anyway, I made these.






I liked those levels. It was a nice concept and I liked that you put hidden block up at the top and I definitely die a few time on the stages
 

jholmes

Member
I decided to try a shooting level and what I came up with was Burning Down the Ice Patch!



I had a few ideas going into this -- I was inspired to go with an icy motif given how damn cold it is today, and there were a few other things that I thought would work neat in a level like this. This wound up taking forever to make though, and I'm sort of sick of looking at it, so I'd love some feedback on it. Special shout-out to Agent Unknown, he makes shoot-em-up levels seem easy to make and I certainly stood on the shoulders of a giant, as they say, in making this after playing his R-TYPE Blast the Bydo Empire stage.

(Only part of my new stage is autoscroll -- if you feel like you need more autoscrolling goodness, my stage The Harrowing Haunted Hallway has yet to be completed since the bookmark site went up.)

Now I need to get to work putting away my bookmark backlog. I figured I'd be able to play them all today but making this stage was like hammering away at a nut that just won't crack.
 


Here's a new course I did. There three area where you have to make a choice which path to go next. Only one path is the correct in each area and the wrong choices can either send you backwards, into a trap you have to fight your way to get out of, an optional boss fight, one area that you're most likely die(but you do have a chance not to in which you'll be sent backwards). I want to put this on the somewhat hard side of things but could maybe easy to some. There are hints as to which way to go.

80E4-0000-0171-E8EC_full.jpg

quoting for the new page

I'm really proud of this level. Although it this kind of level has been done before, but I really enjoyed the concept. It's fun trying to work around the limitations of this game!

https://supermariomakerbookmark.nintendo.net/courses/92A2-0000-0172-3832

Gravity Cube
ID: 92A2-0000-0172-3832

Nice little mini puzzle stage. I liked it
 
I'm trying something a little different here. I'm releasing a beta of a level. I've had a horrible time trying to make it. My original concept just wouldn't work correctly, I don't like the look of it, and nothing went smooth in terms of designing it. I had to make lots of compromises. It just doesn't sit well with me. I've put so much time into it I figure I will release it anyway.

I really want as much feedback as possible to fix or improve it in every way before I do an official release. I will only leave the beta level up for about a week at most. If I get enough feedback I'll take it down even sooner.


The Wizard's Castle b1 (I'll come up with a better name later)



This was really fun. I found myself die the most before the first checkpoint and seemed like forever until that first check point. The chomp/ice part was a little annoying more than skillful or maybe i'm complaining. I didn't really see the correlation between the fire and ice and gave me some good ideas that i haven't seen in my limited time with the game.
 

Inkwell

Banned
This was really fun. I found myself die the most before the first checkpoint and seemed like forever until that first check point. The chomp/ice part was a little annoying more than skillful or maybe i'm complaining. I didn't really see the correlation between the fire and ice and gave me some good ideas that i haven't seen in my limited time with the game.

Thanks for the feedback! I'll work on the checkpoints for sure. I'm still a little new to this, but it appears I can only add 2 total checkpoints (level and sub level) which mucks things up. I may move both back a little bit to ease things up. Do you have a suggestion for where to put the first checkpoint?

The part with the chain chomps... ugh. Here was my problem. Initially I had moving ice blocks, and moving fireballs on the fire side. The issue was these things getting way out of sync with each other depending on how everything loaded. After I did the moving firebars, I ended up liking it quite a bit and wanted to find something comparable for ice. The chomps were the closest thing I could find at the time. I have another idea that could work. It would still be annoying but it's actually simpler and more thematically appropriate (and should have done this from the start). Single columns of 2 ice blocks with the same track as the firebars. It accomplishes the same thing and still uses ice. That way nothing gets out of sync.

I'm worried about the thwomp section. I'm not sure if you meant thwomp instead of chomp, but I'm wondering if that section is too difficult or annoying as well. I can fly through it with no problems, but I've played it a lot.
 
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