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Super Mario Maker |OT| Miyamoto Simulator 2015

Wozzer

Member
Got Mario Maker for Xmas and absolutely adore it, though unfortunately I don't know any Wii U owners so feel I'm losing out on the social ecosystem potential of sharing levels. This is only increased by me favouring expert levels, which seem to rarely get played and if ever completed.

In an attempt to post here and start some level sharing, 'here's one I've made earlier' that after a week has only seen 10 plays, with zero completions (303 attempts). It's not even that hard, just long and I expect that puts most random players off.

ts2cHvx.png


2593-0000-0156-1C5E
 

Owensboro

Member
So, what about my new level?

Kamikaze Waters
https://supermariomakerbookmark.nintendo.net/courses/DACC-0000-0172-DC4B
DACC-0000-0172-DC4B_full.jpg


It's a traditional, slow-scrolling shoot 'em up, set in a perilous sea of angry Bonefish!

It is split into 2 levels of gently increasing difficulty (no checkpoints), and will place demands on your peripheral vision as much as the fire button. There are lots of enemies and blocks to take out, with 'blink and you miss 'em' Bloopers providing special bonus points. I wanted players to shoot for a high score, so set a target of 30290 to get players going. See if you can beat it!

Ok, this level infuriated me.

1) I didn't know you could hold the fire button to shoot a charged shot and just assumed it shot regular fireballs, so I burned a lot of lives checking each pipe to trying and find a path. I mean, I knew you were supposed to keep the clown car, but I had no idea how to get it past the stone blocks. Don't know how you fix that short of putting a "HOLD Y" in coins at the start.

2) Is there a way to force people into the clown car at the start? I'm not too proud to admit it, but I lost way to many lives at the start because I'd swim to get to the car and then subconsciously think "I need to hit the swim button to move up", popping me out of the clown car and then losing it to the screen scroll.

3) that last giant bonefish is the worst kind of surprise. If you wanted to have a grown man scream "F%$& YOU!" at the TV screen, you accomplished it. There was just too much crap going on on the screen for me to be paying attention to it, and it felt like one of those "If you don't know it's coming, you're going to die to it" kind of traps. Didn't help that I was small Mario at that point :(

That's my 2 cents. Hope it helps in someway.

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)

https://dypqnhofrd2x2.cloudfront.net/5F0D-0000-0171-96AF.jpg[IMG]
[IMG]https://dypqnhofrd2x2.cloudfront.net/5F0D-0000-0171-96AF_full.jpg[IMG][URL][/QUOTE]

That was a lot of fun! I had no major issues with it other than having the moving ice blocks kill a fireball, and then falling to my death when I tried to jump and break the blocks above me (that's what I get for standing on the first block I guess). Also, I killed the chain chomps with an enemy, didn't know if that's what you were going for. For the Thwomp part: I immediately understood what I needed to do, but had trouble getting it to work right. They kept just clipping an edge. Maybe just make it two blocks close to each other you have to walk under? or does that take too much challenge out of it?
 

Mael

Member
I'm nearly done reworking the level, unless there's more feedback I'm reuploading my 13th level today

Here's my final beta for the wizard's castle. If I don't have any major complaints I'll just re-upload it with a full title. I've tried to make changes for every single piece of criticism I've gotten for the first beta. I'm the most worried about checkpoint placement. It's still bad, but until they allow for more checkpoints there's not too much else I can do.

The Wizard's Castle b2

A598-0000-0178-7894.jpg

A598-0000-0178-7894_full.jpg

I liked the dual theme going for it.
The end is a bit punishing but it's right after a checkpoint so it's actually ok.
The thwomps part is a bit hard to make it work like intented but I had plenty of powerups so I cleared it ok.
Nice level!


Also, almost no one has played my ghost house:

Haunting of Mushroom Hill House

This one is good too.
The 2nd flying part is too low for my liking.
It would be better to ask the player to fly above instead of under something I feel.
Otherwise it's straightforward and clear enough for me.
I had a good time with it.

Got Mario Maker for Xmas and absolutely adore it, though unfortunately I don't know any Wii U owners so feel I'm losing out on the social ecosystem potential of sharing levels. This is only increased by me favouring expert levels, which seem to rarely get played and if ever completed.

In an attempt to post here and start some level sharing, 'here's one I've made earlier' that after a week has only seen 10 plays, with zero completions (303 attempts). It's not even that hard, just long and I expect that puts most random players off.

ts2cHvx.png


2593-0000-0156-1C5E
Welcome!
Here is a good place to post your level.
I don't know many people with a WiiU too but have your friends come over.
It's a simple enough game that they can try your levels for feedback and you can look at how they react to your plays.
I'll try your level later btw.
 
I have an idea for an update. Drop amiibo mushrooms on the clown boat and turn it into popular vehicles, like Arwing, Blue Falcon, Samu's ship, Loftwing, Epona, Rush (Mega Man's robot dog), ect.
 

jholmes

Member
I haven't received any feedback from my latest level yet and I'm wondering if I'm not making my levels way too difficult recently (Planet 2-4 for instance).

Here's the latest one:

Super Mario Planets - Planet 2-5 :

https://supermariomakerbookmark.nintendo.net/courses/4D19-0000-0175-91B4

4D19-0000-0175-91B4.jpg

I think this is 2/3 of a really fantastic level but the chunk between the checkpoints, with all the chompers, is just aggravating it's so hard. Also, how come you only give mushrooms instead of context-sensitive power-ups? You should be rewarding players good enough to last through a stretch without getting hit, and you don't do that.

All in all, other than a really mean first jump, I really liked this level otherwise. The beginning and end have a lot of fun with the bumpers. I will say that the way you pair bumpers over a pole of land looks a bit phallic though.

Also, almost no one has played my ghost house:

Haunting of Mushroom Hill House

This is a shame, this level is really good! I don't even really like ghost houses but this is easily one of the best I've seen in Mario Maker. What is the Internet waiting for here?

I also didn't like that you didn't use context-sensitive power-ups (there's a mushroom immediately after the feather pipe) but other than that I really, really liked this. You might be demanding too much from the player on the flying sections, but I cleared this level in one go so I personally found it very easy. I hope this gets more attention, it's really quite good!

I have an idea for an update. Drop amiibo mushrooms on the clown boat and turn it into popular vehicles, like Arwing, Blue Falcon, Samu's ship, Loftwing, Epona, Rush (Mega Man's robot dog), ect.

At first I thought your idea was for a stage full of clown cars piloted by mushrooms and other power-ups. Honestly I'd rather play that stage than a stage with the Blue Falcon or whatever, but I'm a real weirdo.
 

Bydobob

Member
Ok, this level infuriated me.

1) I didn't know you could hold the fire button to shoot a charged shot and just assumed it shot regular fireballs, so I burned a lot of lives checking each pipe to trying and find a path. I mean, I knew you were supposed to keep the clown car, but I had no idea how to get it past the stone blocks. Don't know how you fix that short of putting a "HOLD Y" in coins at the start.

2) Is there a way to force people into the clown car at the start? I'm not too proud to admit it, but I lost way to many lives at the start because I'd swim to get to the car and then subconsciously think "I need to hit the swim button to move up", popping me out of the clown car and then losing it to the screen scroll.

3) that last giant bonefish is the worst kind of surprise. If you wanted to have a grown man scream "F%$& YOU!" at the TV screen, you accomplished it. There was just too much crap going on on the screen for me to be paying attention to it, and it felt like one of those "If you don't know it's coming, you're going to die to it" kind of traps. Didn't help that I was small Mario at that point :(

That's my 2 cents. Hope it helps in someway.

1) Ouch. Thought most people were acquainted with the charge shot. Guess I could put a little comment near the start.

2) I did expect the odd person might swim instead of taking the clown car. Alas there's no way of forcing them inside that I could find.

3) You're probably right about that last Bonefish. I do like a climactic ending but he's a little bit random in his behaviour. He must've sensed your anger and gone for you ;)
 

Owensboro

Member
1) Ouch. Thought most people were acquainted with the charge shot. Guess I could put a little comment near the start.

2) I did expect the odd person might swim instead of taking the clown car. Alas there's no way of forcing them inside that I could find.

3) You're probably right about that last Bonefish. I do like a climactic ending but he's a little bit random in his behaviour. He must've sensed your anger and gone for you ;)

1) To be fair, I just played this game for the first time a few days ago and know nothing about any updates or tricks. I just haven't been following it much, so that might be my fault.

2) That's a bummer, but it's more my own stupidity than anything. After the 5th time accidentally swimming out you think I'd learn =X

3) is there any kind of thing you can add that is killable and will add points to someone's score, but only if they've let the screen scroll enough for it to appear? Might be a bonus for someone patient enough to let the goal come to them. Of course, I just ran for the damn thing so it absolutely wouldn't have helped me. Stupid anger-sensing bonefish!
 
Is there a way to make only goomba suits come out of the mystery mushroom? I can't figure it out

Pull out a mystery mushroom and place it anywhere then tap the mushroom to open the costume select screen and select the goomba. I think you have to do it for every mushroom you place.
 

Mael

Member
Pull out a mystery mushroom and place it anywhere then tap the mushroom to open the costume select screen and select the goomba. I think you have to do it for every mushroom you place.
Or you can just copy that mystery mushroom and place the copies where you want...
 
Haven't had time to play the game for about a week, got some catching up to do both working on my new shmup level and folks' stuff here. It's good to see the community still going strong. :D
 
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.

Bookmarked! Will try to play this tonight. Funny coincidence, the new shmup stage I'm working on is at least partly ice themed.

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.

Thanks, man! I really appreciate that. :)
 

Dyle

Member
Hey everyone, watching AGDQ tonight inspired me to pick up Mario Maker and actually make something for the first time since October. I was inspired by one of the levels they showed in Kaizo Mario Bros. 3 where you had to work around the starman and save it for the end. I rolled with that idea but made it much more manageable.
WVW69iwfoHMitObY1b

Weak Willed Wimps Wanted
45DE-0000-0179-6272

The title is both a warning and a challenge, so don't be afraid to be a little bold.
 

Mael

Member
Error trying to upload the level the 1rst time.
Actually you don't need to redo the testrun and can just reupload till it's ok.
That actually important that info should probably go into the OP.

New version of Ghostly Gallion with feedback taken into account,
please look at it.
Ghostly Gallion v2 : 5061-0000-0179-BA59
I'll delete old versions of level when I reach my limit, no need to save space when I have 16 spots left or so.

Hey everyone, watching AGDQ tonight inspired me to pick up Mario Maker and actually make something for the first time since October. I was inspired by one of the levels they showed in Kaizo Mario Bros. 3 where you had to work around the starman and save it for the end. I rolled with that idea but made it much more manageable.
WVW69iwfoHMitObY1b

Weak Willed Wimps Wanted
45DE-0000-0179-6272

The title is both a warning and a challenge, so don't be afraid to be a little bold.
Here's the direct link to bookmark your level :
https://supermariomakerbookmark.nintendo.net/courses/45DE-0000-0179-6272
Easier that way for people in this thread to play your level
I don't know how you're supposed to keep the stars for later I just rushed the level and hoped for the best
I liked the double trampoline situation where I tried to pick both and was trying to save the 1rst one by launching it into the lava and missing the 2nd one.
I was like "Welp that went well"
I liked it.

Ok off to Mira I go... Plenty of time when I won't need the tv to play...
 
Anybody getting an error right now when trying to connect to the server?

Edit: Never mind, it's up now. Must have been quick maintenance or something.
 

Inkwell

Banned
That was a lot of fun! I had no major issues with it other than having the moving ice blocks kill a fireball, and then falling to my death when I tried to jump and break the blocks above me (that's what I get for standing on the first block I guess). Also, I killed the chain chomps with an enemy, didn't know if that's what you were going for. For the Thwomp part: I immediately understood what I needed to do, but had trouble getting it to work right. They kept just clipping an edge. Maybe just make it two blocks close to each other you have to walk under? or does that take too much challenge out of it?

Thanks! There's actually a new version here: The Wizard's Castle b2. It includes lots of changes. There's no more chain chomps. You have to dodge ice blocks instead. I also modified the ice snake section to make it shorter, easier, and more consistent with the paths the fireballs take. The only thing that hasn't changed is the thwomp section, and that's only because I think to "fix" it I have to make something completely different and new. The section is actually quite simple, but I've only heard complaints about it.

I liked the dual theme going for it.
The end is a bit punishing but it's right after a checkpoint so it's actually ok.
The thwomps part is a bit hard to make it work like intented but I had plenty of powerups so I cleared it ok.
Nice level!

The ice snake is really hard to balance out. As it is right now, I think the fireballs are only dangerous at the beginning, and wont' actually hit you anywhere else. I wanted them there more for intimidation than danger. But balance is a pain. Any blocks I add could drastically change a fireball path to make things unfair. I didn't even want to put blocks the player has to hit at the end, but fireballs always ended up by the door.

Like I said earlier, the thwomps need to be removed. I actually designed it with multiple skill levels in mind. I assumed less skilled players would just take damage but lose their powerups, and medium to high skilled players would make it through unscathed. Unfortunately it seems like no one can seem to do it without just taking damage.

This one is good too.
The 2nd flying part is too low for my liking.
It would be better to ask the player to fly above instead of under something I feel.
Otherwise it's straightforward and clear enough for me.
I had a good time with it.

Thanks! I didn't want to make it too easy or obvious. I even added the arrows at the last minute. I wanted players to fly under something because it's not the normal thing to do. I remember some levels in SMW with alternate exits that have a more difficult or obtuse flight path than this. I do wish I had designed it to have a little more head clearance. I have to say I'm glad the whole puzzle part of it wasn't too annoying or confusing.

This is a shame, this level is really good! I don't even really like ghost houses but this is easily one of the best I've seen in Mario Maker. What is the Internet waiting for here?

I also didn't like that you didn't use context-sensitive power-ups (there's a mushroom immediately after the feather pipe) but other than that I really, really liked this. You might be demanding too much from the player on the flying sections, but I cleared this level in one go so I personally found it very easy. I hope this gets more attention, it's really quite good!

Thanks for the kind words! I think ghost houses are one of the most problematic levels to design. It's not that they're difficult to make, but that people want to go a little crazy with the puzzle and maze aspects of it. What seems obvious to the designer is not obvious to the player.

I debated about using context sensitive power-ups so the player could maybe get a fire flower and take one extra hit. I ended up deciding against it, and I didn't want the player to get the feather from anywhere else. I admit some of the mushroom placement is strange, but I wanted a few other mushroom sources in case it took a while for the player to find the cape. I assumed most players would enter the door above the feather pipe first while trying to figure out where to go.
 
I decided to try a shooting level and what I came up with was Burning Down the Ice Patch!


Just played it, great stage. As I said on Miiverse, I really like how you combine a shmup overworld with a free roaming underground section with the Fire Car for some nice variety. It was also smart how you positioned the Spinies alongside some of the underground pulley lifts to retain a shooter feel in that area as well. Really enjoyed this overall.
 
I put together an SMB3 airship level really quick earlier tonight after I got it all unlocked. Anyone care to give it a shot? It's a short one...

https://supermariomakerbookmark.nintendo.net/courses/1C45-0000-0172-D397

1C45-0000-0172-D397

1C45-0000-0172-D397_full.jpg

Fun but like you said, short. As I said in my Miiverse comment, the pipe to the left of the fire flower and Thwomp doesn't go anywhere which feels kind of misleading. Have you considered making a longer version of this stage with a subworld? Just a thought. Congrats on unlocking all the toolsets, have fun and experiment like crazy.
 

KooopaKid

Banned
I think this is 2/3 of a really fantastic level but the chunk between the checkpoints, with all the chompers, is just aggravating it's so hard. Also, how come you only give mushrooms instead of context-sensitive power-ups? You should be rewarding players good enough to last through a stretch without getting hit, and you don't do that.

All in all, other than a really mean first jump, I really liked this level otherwise. The beginning and end have a lot of fun with the bumpers. I will say that the way you pair bumpers over a pole of land looks a bit phallic though.

What did you find so hard exactly? The bit after the 1st flag? (You just have to make Mario bounce automatically without pressing A on the bumpers in order not to jump too high) or before the 2nd flag? (This part can be a bit tricky, but if you take your time by staying on the bumpers, it's fine).
I don't want to give flowers or else players could brute force the munchers and skip most of the platforming.
Ah ah I thought of the phallic reference when placing the 2 latest bumpers around the flag pole but not otherwise as it's reversed and less obvious ^ ^
 

Bydobob

Member
New version of Ghostly Gallion with feedback taken into account,
please look at it.
Ghostly Gallion v2 : 5061-0000-0179-BA59
I'll delete old versions of level when I reach my limit, no need to save space when I have 16 spots left or so.

Gave this a thorough going over, exploring all the nooks and crannies I could before going for a World Record. It is a really interesting level.

Improvements:
-Inclusion of the coin arrow and removal of the Bob-ombs! Not confusing at all now.
-POW block room more intricate and interesting.

Still the same:
-Ending. Red Cheep Cheep cannon by the P switches is too harsh if you don't have squirrel costume. You have to stand there and wait for the timer to run out while anticipating the cannon firing. The problem with that though is that there are Cheeps Cheeps underneath that often force you to jump at the wrong time.
-Checkpoint anomaly. I did an experiment where I died near the end without touching the checkpoint, so restarted at the beginning. I found that I was almost as quick starting from the beginning as I was from the checkpoint.

Actually worse:
-Boo circle room. Less hanging around for the gap, but by placing the door at the bottom you don't even have to enter the circle - the star comes to you. Negates any challenge of this room whatsoever.

Going back to times, I'm a bit confused with how it is calculated. I went for two World record runs, the first one ended in death right at the end, but I posted a time of 1.31 on my second life. My second attempt was a flawless one life clear but I only managed 1.30. Something broken there.

Edit: I think I understand the World record thing now. If you don't activate the checkpoint the time starts from the beginning again. That would explain the World record times on my latest level from people who lost lots of lives, as it doesn't have a checkpoint.

Also just realised that retrying after completion adds another footprint, thereby reducing a level's star rate (since you can't star a level more than once). That should be fixed.
 

KingBroly

Banned
After looking at the comments for my last level upload, I decided to take another look at it, and in the process made some changes to it to make it a bit easier on the latter half.

https://supermariomakerbookmark.nintendo.net/courses/C344-0000-017A-ACF2

ID: C344-0000-017A-ACF2

A few of the changes I made:
1 - I decided to change the beginning blocks on the split path so they can no longer be destroyed. This was something I overlooked but quickly found out about after upload.

2 - I kept the same type of blocks at the midway point the same, however, for those who want to try the stage without the Checkpoint down the warp pipe.

3 - I reduced the amount of Cannons on both stretches past the checkpoint, increasing the width of the lanes.

4 - I pulled back on the Firebar Alley in a few ways. I moved them back to provide you more room/time to get through, reduced the number of them by 2 (one on each side), adding spikes surrounded by corner blocks so you don't hit them on the way down while offering some risk there for riding the ceiling.

5 - I brought down the the Top Pirhana Pipe one block to make it easier to kill. I could kill this enemy as is before, but it was a lot trickier than I originally thought.

6 - Bowser no longer has wings to make it more fair when fighting him. In addition, I changed his positioning so he can be beat in multiple ways instead of the 2 ways I ended up beating him before.
 

Robin64

Member
So we've had sponsorship from planes and automobiles, now we need the trains to make the trio. Someone give Branson a call.
 
The Southwest level sucks. I beat it, though. I wish the costume actually flew like the clown boat or something.

I tried some Mr Eraser levels and they were good. Maybe Miyamoto or Tezuka is Mr. Eraser.
 

Mandelbo

Member
Just published my first proper level now that I've got all the course elements unlocked. It's called Bullet Navigation and it's mainly me playing around with multiple routes, as well as using bullet bills to get around. I don't think it's too tricky, and there are a few secrets to be found, so do tell me what you think!

Link

0dGzQfB.jpg

gdRBJbN.jpg
 

pringles

Member
Need some feedback on this level I made recently:

Ghastly Trials #1
EA42-0000-017A-C93E.jpg

EA42-0000-017A-C93E_full.jpg


I uploaded a version of this that had about a 3% clear rate, with 1 person out of 15 or so completing the level and most deaths being in the same spot. So I made some edits and made that spot easier among other things like adding a checkpoint.
It shouldn't be too difficult now. It's a 'track' type level and is pretty short.

If anyone wants to try out my SMB1-style level Chomp Under the Bridge as well I'd be happy. It's a relatively traditional level with some underwater sections and chain-chomps.

Just published my first proper level now that I've got all the course elements unlocked. It's called Bullet Navigation and it's mainly me playing around with multiple routes, as well as using bullet bills to get around. I don't think it's too tricky, and there are a few secrets to be found, so do tell me what you think!

Link

0dGzQfB.jpg

gdRBJbN.jpg
Pretty good level, you should extend it! Was surprised the end of the level came so soon. I was expecting some tricky bullet-bill jump there and it was just the flag. I played it a couple of times to set a decent WR :)

After looking at the comments for my last level upload, I decided to take another look at it, and in the process made some changes to it to make it a bit easier on the latter half.

https://supermariomakerbookmark.nintendo.net/courses/C344-0000-017A-ACF2

ID: C344-0000-017A-ACF2
Fun level! Good shoot 'em-up. Especially the boss which I think was really good. Took a couple of tries but nothing unfair, and it was easy when I figured out a good strategy.
 

Inkwell

Banned
I have a little bit of a conundrum here. I'm modifying my most popular level to fix some major issues. I was going to just delete the old one and upload the new one, but then I realized it may hurt me more in the end. My course is popular enough that I'm continually getting stars here and there, so I'm worried that by deleting the original the edited version won't have the same exposure.

Do I delete the original and upload the new one, or do I leave both uploaded?
 

ItsTheNew

I believe any game made before 1997 is "essentially cave man art."
Need some feedback on this level I made recently:

Ghastly Trials #1
EA42-0000-017A-C93E.jpg

EA42-0000-017A-C93E_full.jpg
I liked the First and last parts of this level a lot, reminded me of some of the DKC mine cart levels. I'm not sure how I feel about the Sawblade parts and the SCREAMING PIT OF AGONY if you fall off but I liked it!

Bullet Navigation

Link

0dGzQfB.jpg

gdRBJbN.jpg
I really liked the multiple path ideas, cool thing to include for replays. I like when leaps of faith are telegraphed, and I felt like some of them on the bottom part of the map weren't. I enjoyed the wall jumping sections, however!

After looking at the comments for my last level upload, I decided to take another look at it, and in the process made some changes to it to make it a bit easier on the latter half.

https://supermariomakerbookmark.nintendo.net/courses/C344-0000-017A-ACF2

ID: C344-0000-017A-ACF2

This is the first shooter level I've ever played and I thought it was pretty cool. The final fight with bowser was pretty tough since there was so much crap flying my way, so I snuck past him and made a mad dash through the bricks.

I need to really unlock midlevel checkpoints for my level.
 

pringles

Member
Hey Guys,
I made this level last night with a focus on puzzle solving and timing. Tell me what you think!

https://supermariomakerbookmark.nintendo.net/courses/326A-0000-0179-7307

S9C0C6K.jpg

dDmAx2m.png
Damn good! Love this type of level. I guess my only gripe would be that I missed the feather on my first go since I didn't saw what came out of the block (thought it may have been a fireball so stepped out of the way) and that made it impossible to clear that section after. But otherwise really tight and fun level. Hope you make more in the same vein.

I liked the First and last parts of this level a lot, reminded me of some of the DKC mine cart levels. I'm not sure how I feel about the Sawblade parts and the SCREAMING PIT OF AGONY if you fall off but I liked it!
Haha yeah the screams were a last minute addition to give another incentive to not fall off :p Sawblade parts saw a lot of tweaks, didn't only want to do the 'mine-cart' thing (which is exactly the inspiration I had) and I need to go back to the drawing board a bit on that I think to make it more interesting. Thanks for playing !
 

Wozzer

Member
Welcome!
Here is a good place to post your level.
I don't know many people with a WiiU too but have your friends come over.
It's a simple enough game that they can try your levels for feedback and you can look at how they react to your plays.
I'll try your level later btw.

Thanks Mael; I look forward to it! :D
 

J-Fr

Member

Played these two levels and got the WR!
I had a lot of fun but the water galoomba gauntlet felt very random.



I loved speedruning this level, it has a lot of skips and alternate paths.
You can skip by jumping on the canon ball just after the first Thwomp.
You can also skip the entire boss battle by bringing the second P-Switch with you.



I found this level to be very confusing: the checkpoint felt like a punishment and I didn't know what to do in front of the ghost wheel, I just damage boosted my way through.



A very well done puzzle level, more people should give it a try.
If you keep one of the Shellmet on your head you can bypass the spikes after the first checkpoint and skip a major portion of the level.


I have a new level. I just wanted to make something simple and classic. My intent was to make the level feel like it came right out of SMW. In ghost house fashion, there's a secret exit hidden somewhere. If I could place alternate goals it would feel better.

Haunting of Mushroom Hill House

Great level, but my Cape skills are severely lacking.. I got the Cape jump just to fall down in front of the checkpoint...


I also enjoyed these levels:

- Forgotten Alien Craft
- Airship Perils! (the camera movements is making the lower path quite dangerous)
- Burning Down the Ice Patch
- Submerged Factory
- The Underwater Fortress
 

Mandelbo

Member
Need some feedback on this level I made recently:

Ghastly Trials #1
EA42-0000-017A-C93E.jpg

EA42-0000-017A-C93E_full.jpg


I uploaded a version of this that had about a 3% clear rate, with 1 person out of 15 or so completing the level and most deaths being in the same spot. So I made some edits and made that spot easier among other things like adding a checkpoint.
It shouldn't be too difficult now. It's a 'track' type level and is pretty short.

Pretty good level, you should extend it! Was surprised the end of the level came so soon. I was expecting some tricky bullet-bill jump there and it was just the flag. I played it a couple of times to set a decent WR :)

Thanks for giving my level a go! It is quite short, I was gonna add stuff to the beginning but by that point most of the level was complete and multi-select isn't really as good as it could be so moving everything over to the right would have been really tedious. I think I'll make another level that expands on the concept, though!

I played Ghost Tracks too - didn't find it too tricky, although I think I've missed some secrets. I didn't quite get what the spiny shell near the music note bit was for, but I don't think there were any actual problems I had! Will play your SMB1 level a little later on.
 

pringles

Member
Thanks for giving my level a go! It is quite short, I was gonna add stuff to the beginning but by that point most of the level was complete and multi-select isn't really as good as it could be so moving everything over to the right would have been really tedious. I think I'll make another level that expands on the concept, though!

I played Ghost Tracks too - didn't find it too tricky, although I think I've missed some secrets. I didn't quite get what the spiny shell near the music note bit was for, but I don't think there were any actual problems I had! Will play your SMB1 level a little later on.
Definitely make another level if you don't feel like expanding that one. Walljumping is one of my favorite mechanics so I enjoy levels that use it effectively like yours.

Oh and there aren't really any secrets in that level of mine, it's fairly straightforward. The spiny shell is actually just used to activate the vine. There's probably a better way to do that, but that's what I ended up using :p thanks for playing.
 
A very well done puzzle level, more people should give it a try.
If you keep one of the Shellmet on your head you can bypass the spikes after the first checkpoint and skip a major portion of the level.
Thanks! Yes at first I put spikes on the floor to avoid the shellmet thing but then the flag wouldn't have worked. I guess there was a way to make it but I just thought that skilled players who kept the shellmet deserved it.
 

jholmes

Member
What did you find so hard exactly? The bit after the 1st flag? (You just have to make Mario bounce automatically without pressing A on the bumpers in order not to jump too high) or before the 2nd flag? (This part can be a bit tricky, but if you take your time by staying on the bumpers, it's fine).
I don't want to give flowers or else players could brute force the munchers and skip most of the platforming.
Ah ah I thought of the phallic reference when placing the 2 latest bumpers around the flag pole but not otherwise as it's reversed and less obvious ^ ^

I thought the platforming beneath and above munchers was tight to the point that it was about memorizing, not reacting. And the only way I got past it was to tank a hit with the mushroom and brute force my way through the end anyway.
 
Made a level recently that took me a solid hour to beat to upload. I wanted to make it challenging but not stupidly hard and I think I may have gone a bit further than I meant to with it. Anyone mind giving it a shot and seeing if it is actually any fun to play through? Any feedback would be appreciated.
https://supermariomakerbookmark.nintendo.net/courses/9702-0000-0122-5456

I made it with at least two different possible routes you can take through it.
 

ItsTheNew

I believe any game made before 1997 is "essentially cave man art."
Made a level recently that took me a solid hour to beat to upload. I wanted to make it challenging but not stupidly hard and I think I may have gone a bit further than I meant to with it. Anyone mind giving it a shot and seeing if it is actually any fun to play through? Any feedback would be appreciated.
https://supermariomakerbookmark.nintendo.net/courses/9702-0000-0122-5456

I made it with at least two different possible routes you can take through it.

You weren't kidding. I had to tap out! It's pretty damn difficult and i made it to
The Double Koopas.
Would a checkpoint be out of the question?
 
You weren't kidding. I had to tap out! It's pretty damn difficult and i made it to
The Double Koopas.
Would a checkpoint be out of the question?

That's actually exactly what I was thinking. The problem is that with two routes through like that, I'm not entirely sure where to put it. One path has an obvious pint where it should go, but the other one not so much. I think I have a good middle ground for it, but I still need to mess around with it a bit to be sure. Thanks for suffering through that btw!
 

killroy87

Member
I have a bit of a noob question, bear with me. I'm on this Bookmarking site for the first time, and am I just missing something, or is there no way to search for levels by title, creator name, or even level code?

Is the filtering the only method to using this site? That seems crazy to me. I'd like to be able to just throw in a code or something when I'm away from my Wii u and bookmark it.
 

Inkwell

Banned
Made a level recently that took me a solid hour to beat to upload. I wanted to make it challenging but not stupidly hard and I think I may have gone a bit further than I meant to with it. Anyone mind giving it a shot and seeing if it is actually any fun to play through? Any feedback would be appreciated.
https://supermariomakerbookmark.nintendo.net/courses/9702-0000-0122-5456

I made it with at least two different possible routes you can take through it.

I can't try it right now as I'm not at home, but I think I have a good general tip. Whatever you make will be easier for you to complete since you get to master it bit by bit as you make it. If you are having any trouble beating your own level, other people will find it even more difficult.
 
I can't try it right now as I'm not at home, but I think I have a good general tip. Whatever you make will be easier for you to complete since you get to master it bit by bit as you make it. If you are having any trouble beating your own level, other people will find it even more difficult.

Good advice. That's essentially why I posted this one. None of my other levels gave me this sort of trouble before. I know what the tricks are to getting through it, but the execution can be a bit of a pain. Specifically some of the jumping stuff that I put in is stuff that I've seen other people clear on their first try, but that I am absolutely horrible at. Had a few friends try it out while I was building it yesterday and they breezed through portions that were horribly difficult for me and then got stuck on stuff I thought was trivial. I guess that sort of the whole reason I wanted to see what others thought of it on here.


Updated!
New link: https://supermariomakerbookmark.nintendo.net/courses/AE5B-0000-017B-BC48
 

Wozzer

Member
New version of Ghostly Gallion with feedback taken into account,
please look at it.
Ghostly Gallion v2 : 5061-0000-0179-BA59

Anticipated a ghost house given the name and found myself drowning with the fishes. I'm personally not a fan of water levels in general, so that doesn't help me out much, but I found myself quite lost in the amount of objects placed. Obviously it's difficult to have the challenge and puzzle with swimming mechanics without obstacles galore, but I felt that I fell through the level instead of progress knowingly.

I enjoyed the initial flurry of stars within the linear jelly strip. Set a decent pace of rushing for the next objective as best as I could imagine on a water level, though this fell off with the later star segments - particularly the ghost room, where the star simply came to me.

The finale needing me to dodge the fish cannon felt overly harsh. If I hadn't picked up the costume earlier I'd have easily had died at that point, though what would have felt like no fault of my own.

Looking for a ghost mansion fix I looked at your other levels and gave Twomp's burning mansion a try; that's a fantastic level that suits me to a tee. Twomps, spin jumps, linear puzzle solving and my favourite game style. :D
 
Is there a way to find out why your level was deleted from the server?

It didn't use any glitches or anything... It was a straight up platforming level.
 
New level! This one is thwomp-themed if you couldn't tell from the title. I hope it's fun, it's got a lot of different applications of the thwomps, a unified theme (hopefully), and some fun 1-ups to collect optionally.

Thwompalicious


I'll be playing some of the recent courses and providing feedback soon!
 
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