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Super Mario Maker |OT| Miyamoto Simulator 2015

Nerrel

Member
Here's my first attempt at an airship:
6171-0000-0176-6872.jpg

23574897754_7fe59d52fa.jpg

Shit gets crazy, although it all depends on your timing.

Here's feedback for the courses I got to today. Forgive me for not quoting posts, but my backlog was too huge to find any of these.

Cling 'n' Climb Castle- This was fun and made good use of the climbing mechanic in ways I hadn't thought of. You could have been a dick and not given a mushroom for the final Bowser room, but you were nice enough to hide one.

Pesca 8-4: The Final Battle- I've only played a few of your courses, but this was a good finisher. Solid design throughout, although the double Bowsers at the end was a bit much to deal with. I just took a hit and charged through them rather than fight.

The Great Goomba Trench- I had to laugh when I saw the goombas being fired out all at once. It's a great idea for utilizing the unique effects of putting normal enemies underwater. The level was generally a lot of fun.

Mario Gear Solid V (Checkpoints)- This is a brilliant level, maybe my favorite Mario Maker level so far. Great, creative ideas and the difficulty was just right. I was skeptical about how Metal Gear gameplay could possibly work in Mario, but you managed to force "stealth" with the tightly timed enemy/obstacle movements. I lost my shit at "Whoooooo!?" The only thing I'd change is to give a mushroom to Metal Gear dry bones to make him bigger.
 

KingBroly

Banned
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!

This level is pretty awesome. I can't say I'm fond of the red cannons on the Thwomps though. Starred.


alright, finished my fifth level (only took like four months, eh). it's called 'hyperion'

9030-0000-017B-F9AA.jpg


https://supermariomakerbookmark.nintendo.net/courses/9030-0000-017B-F9AA

feedback appreciated

I'd get rid of the Cheep Cheeps or the Thwomps in the second area. As is, I'd also put the Checkpoint before that section and not after. As is, this one's alright but some things lead to nothing and I wonder why they're there.

I made another level, I wanted to try my hand at some of the things I saw in your guy's levels.
Ol' Fashioned
https://supermariomakerbookmark.nintendo.net/courses/8964-0000-017C-5697

bIDtrqf.jpg

D81uBPx.jpg

This one feels a bit aimless especially on the first part and the part with the Koopa Copter. It's not bad, but it's not something that stands out.
 

daydream

Banned
I'd get rid of the Cheep Cheeps or the Thwomps in the second area. As is, I'd also put the Checkpoint before that section and not after. As is, this one's alright but some things lead to nothing and I wonder why they're there

thanks. the thwomp part was something different completely, initially. any examples for things that lead to nowhere?
 
Here's my first attempt at an airship:
6171-0000-0176-6872.jpg

23574897754_7fe59d52fa.jpg

Shit gets crazy, although it all depends on your timing.

Here's feedback for the courses I got to today. Forgive me for not quoting posts, but my backlog was too huge to find any of these.

Pesca 8-4: The Final Battle- I've only played a few of your courses, but this was a good finisher. Solid design throughout, although the double Bowsers at the end was a bit much to deal with. I just took a hit and charged through them rather than fight.

Nice airship. I loved the vine section and the combination of Bobombs and breakaway floors is always a favorite of mine. I loved the final blue skull coaster with Hammer Bros. challenge too. Excellent work.

As for the double Bowser, I felt like it was an appropriate challenge for my final stage. It's actually pretty easy to run right up to them, bounce off Junior, soar right over Bowser, and land on the axe.

I also played what I hadn't played of the excellent Super Mario Planets series and loved them all. Great work as always.

Ghostly Gallion was another stage I tried out today. It was pretty fun, but I died right near the end and felt like the checkpoint was a little further back than I would have liked. Still a great stage though.

As always, if anyone wants to try any of my courses they can be found here. I'm particularly interested in any feedback on how traditional my SMB3 Grasslands course feels.
 

ItsTheNew

I believe any game made before 1997 is "essentially cave man art."
Ol' Fashioned
https://supermariomakerbookmark.nintendo.net/courses/8964-0000-017C-5697

bIDtrqf.jpg

D81uBPx.jpg


This one feels a bit aimless especially on the first part and the part with the Koopa Copter. It's not bad, but it's not something that stands out.

Now when you say aimless, is it that there needs to be more coins or signs pointing the way to go? Because in the Copter part I removed about half the coins and vines for better readability of the projectiles. Thanks for playing!

The update arguably made the last part more difficult, however since I didn't have to replay half the level every single time it made me enjoy the level a lot. Awesome stuff!

I really enjoyed the last underground part with the flying thwomps, I had an extra p switch that I thought I needed for the end of the level that I would have liked to have used, but still, enjoyed spin jumping my way through it.

Very strange level lay out, the awkwardness of the jumps and ledges made for a lot of harrowing jumps (good thing). The plants at the end got me once -_-
 

KingBroly

Banned
Now when you say aimless, is it that there needs to be more coins or signs pointing the way to go? Because in the Copter part I removed about half the coins and vines for better readability of the projectiles. Thanks for playing!

Like the Bob-omb at the beginning. It doesn't really do anything except delay me. There's no harm to me. Later on, in the Koopa Copter segment, it just feels like a room without a purpose.



If people want to bookmark/try any of my levels, here's a link to them:
https://supermariomakerbookmark.nintendo.net/profile/KingBroly
 

Inkwell

Banned
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

I never got the play the original, but this one was pretty difficult. I almost gave up, but decided to download the level and check it out. It allowed me to find the alternate path (which is way easier), and also allowed me to practice some sections way more efficiently. That section with the vines and saws was way too difficult. I eventually found a super simple way through, but on a normal playthrough it's difficult enough to just get there, and when you die you're starting way back at the beginning. It probably took 15-20 tries to figure it out. Remember, that's with the editor, so I could simply try again immediately. Once you find the first alternate path it's not worth doing that section at all. I'm not saying that it's a bad level, but I'm not a fan of these super difficult master and memorize bit by bit courses.

Once I plotted out my path, I gave it another go and finished the level in a single try. I nearly died, but was saved by the lower platforms near the end. I hadn't practiced that section at all since I didn't think I would fall, but somehow made it through. Once you know the tricks and easiest way to complete it, it becomes much easier. A normal player isn't going to put the effort into finishing the 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!

Not a bad course, but I got a little confused. I took an alternate path near the beginning, and after I got to the checkpoint I wasn't sure which way was correct. I actually didn't even know I took an alternate path to begin with, and the checkpoint was to my left, so I thought I had to go left. It was the section in the screenshot as well so I thought it was important. I found the right way eventually and made it through to the end.

alright, finished my fifth level (only took like four months, eh). it's called 'hyperion'

9030-0000-017B-F9AA.jpg


https://supermariomakerbookmark.nintendo.net/courses/9030-0000-017B-F9AA

feedback appreciated

There were a lot of awkward jumps. It may have been intentional, but it makes the level design feel a little sloppy. I think you may have put a higher emphasis on the aesthetics as opposed to the gameplay. The level isn't bad, but a little tweaking to allow the level have a better flow could have helped it out.

I made another level, I wanted to try my hand at some of the things I saw in your guy's levels.
Ol' Fashioned
https://supermariomakerbookmark.nintendo.net/courses/8964-0000-017C-5697

bIDtrqf.jpg

D81uBPx.jpg

This is a solid level, but it felt a little off. I expected there to be multiple paths (unless I missed one), but I think it comes down to its general design. The narrow walls and general openness make the level feel very grand, but besides the vehicle section it's not very open. And then the doors felt odd. A door on a pipe looks off, but then it carries you back to get a flower just to go through another door. I saw the flower and thought it was part of an alternate path or a secret. You could have just used 1 door to go to the next section and have a flower there.

Here's my first attempt at an airship:
6171-0000-0176-6872.jpg

23574897754_7fe59d52fa.jpg

Shit gets crazy, although it all depends on your timing.

That was a fun, nice looking level. The boss section was a bit intimidating, but I think It's bark was worse than its bite. There's that flower at the start, and then the pows and at least one mushroom.
 

ItsTheNew

I believe any game made before 1997 is "essentially cave man art."
Like the Bob-omb at the beginning. It doesn't really do anything except delay me. There's no harm to me. Later on, in the Koopa Copter segment, it just feels like a room without a purpose.



If people want to bookmark/try any of my levels, here's a link to them:
https://supermariomakerbookmark.nintendo.net/profile/KingBroly

This is a solid level, but it felt a little off. I expected there to be multiple paths (unless I missed one), but I think it comes down to its general design. The narrow walls and general openness make the level feel very grand, but besides the vehicle section it's not very open. And then the doors felt odd. A door on a pipe looks off, but then it carries you back to get a flower just to go through another door. I saw the flower and thought it was part of an alternate path or a secret. You could have just used 1 door to go to the next section and have a flower there.

Alright I think I see what you guys mean. I appreciate the feedback!
 
Hello guys!

I shared my maps some pages ago but I guess they got lost among the other posts, no worries. I've just finished my last level, the most complete design-wise, I wish you guys would give it a look!

Bowser's hidden castle

5AB2-0000-017E-625A.jpg


It's a bit long, tried to make it a bit varied and not too challenging, trying to offer the player a small adventure.

Cheers!
 

pringles

Member
So I've made a lot of minor adjustments/updates/additions/tweaks to this level and figured I'd re-post it here:

Walljumping Through Fire and Ice
B08A-0000-017E-DA8E.jpg

B08A-0000-017E-DA8E_full.jpg


Also I have to say my most wanted feature for this game is a way to see the preview of the underground-level as well. Mostly because I want to see where people are dying. Most deaths in the upper part of this level where happening on the same spot, so I've changed that up a bit. But I'm not sure what part of the underground is giving people the most problems..


I've also been playing through a lot of bookmarked levels from this thread. Don't have much in terms of specific feedback, but safe to say that if I've given a star to your level, I enjoyed it! (and I've enjoyed most of the stuff from here, GAF knows how to make solid levels)
 
Here's my first attempt at an airship:
6171-0000-0176-6872.jpg

23574897754_7fe59d52fa.jpg

Shit gets crazy, although it all depends on your timing.

Amazing first try! Very well balanced and the pace is amazing!

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!

That was lots of fun! Love them Thwomps with feather wings!

alright, finished my fifth level (only took like four months, eh). it's called 'hyperion'

9030-0000-017B-F9AA.jpg


https://supermariomakerbookmark.nintendo.net/courses/9030-0000-017B-F9AA

feedback appreciated

Very interesting, some parts were a bit difficult but it was quite fun to play!

These are my first two attempts at making levels. They're both fairly short and simple.

Lengthy Leaps

0E42-0000-017B-D16A.jpg


Killer Castle

C361-0000-016E-57E7.jpg

These levels make my lifespan shorter. At least I managed to complete Killer Castle, it was short and challenging!

I've made the long awaited sequel to Spork! (https://supermariomakerbookmark.nintendo.net/courses/1D0B-0000-00F3-9989)

The new level is much more fair, but also retains the difficult nature of the original. And this time I think more than more person can beat this level!

The Spork Bend
https://supermariomakerbookmark.nintendo.net/courses/4F8F-0000-017E-7766
ID:4F8F-0000-017E-7766

Tried to complete your levels over and over. Nope nope nope nope nope nope nope nope nope.

Mechanics Mania
647F-0000-00CD-DD2D
https://supermariomakerbookmark.nintendo.net/courses/647F-0000-00CD-DD2D

647F-0000-00CD-DD2D.jpg


Going for something a bit harder, wacky and puzzley this time :)

Very tricky, but lots of fun! It was amazing trying to figure out each of the puzzles, damn nice!
 
Tried to complete your levels over and over. Nope nope nope nope nope nope nope nope nope.

He he he he he

It took me over 50 tries to upload the levels.

Not all my levels are hard, the 'Spork series' are the hardest set of levels I make. I hope a least two people will try to beat the level, I should make up a reward for beating the level.
 

ItsTheNew

I believe any game made before 1997 is "essentially cave man art."
I made a New Level Called Bowser's renovation
https://supermariomakerbookmark.nintendo.net/courses/76A4-0000-017F-2980
76A4-0000-017F-2980

nXgRSIk.png

AnTivOU.png



I enjoyed playing through this one. There were some difficult and tricky parts but the checkpoint was at the perfect spot. Nice!

I've made the long awaited sequel to Spork!
The Spork Bend
https://supermariomakerbookmark.nintendo.net/courses/4F8F-0000-017E-7766
ID:4F8F-0000-017E-7766
Great puzzles, however this level is hard as hell and I made it into the Vine portion. Sorry, I'm not good enough to complete it!

So I've made a lot of minor adjustments/updates/additions/tweaks to this level and figured I'd re-post it here:

Walljumping Through Fire and Ice
You made the Super Meatboy esque level I've always wanted to make, that moving wall jumping platform in the underground level was awesome!


So, I've uploaded a new level.

Wario & Waluigi: The Bank Heist
Damn Dude. O_O. This level is awesome and I'm surprised you managed to get something like this working. It told a story, good puzzles, and let you repeat the same section to get every single little piece working. Bravo!
 

key

Member
These levels make my lifespan shorter. At least I managed to complete Killer Castle, it was short and challenging!

Haha sorry! I didn't feel like making very long levels so I tried to make them somewhat challenging. By the way, I've bookmarked your level and will give it a go later.

Here's another level that I finished earlier:

The High Road

8313-0000-017F-AC81_full.jpg
 
This level is pretty awesome. I can't say I'm fond of the red cannons on the Thwomps though. Starred.
Thanks! Yeah, sorry it wasn't exciting enough for myself without a few panic-inducing red cannons!
I really enjoyed the last underground part with the flying thwomps, I had an extra p switch that I thought I needed for the end of the level that I would have liked to have used, but still, enjoyed spin jumping my way through it.
You know, I wish I would have done this now! I even thought about it and love rewarding players for thinking in this way!
Not a bad course, but I got a little confused. I took an alternate path near the beginning, and after I got to the checkpoint I wasn't sure which way was correct. I actually didn't even know I took an alternate path to begin with, and the checkpoint was to my left, so I thought I had to go left. It was the section in the screenshot as well so I thought it was important. I found the right way eventually and made it through to the end.
That's pretty funny! I actually kind of like that you went back to the left, let you see more of the level :D Luckily I think that part is easy enough and short enough before you realize, oh, yeah I've already been here.


Feedback!

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).
Super Mario Planets - Planet 2-5 :
I found this level to be quite fun. I didn't actually know you could just hold in jump until I read some earlier feedback on this. Without knowing that this level would have been frustrating. I do agree that you could give a flower though, you can't kill the munchers with fire flowers so I don't see how that would be a problem. Fun stage!

Keeping with trying new types of levels, I decided to make an underwater level and... kinda puzzlish level.

Piscatory Perambulation
After making my own level with some water in it, I've begun enjoying water stages more. I thought this was a nice level. Keeping water levels kind of short is key, and it doesn't drag and is built very nicely. Loved the 1-up at the end.

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.
Love the look of this level. It is a bit on the harder side, but I enjoyed that.

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
This was a nice little level, falls just a little short of being great. Having a better end would help. The raccoon part seems kind of pointless because since you need to go hit twice right after to proceed, it's actually quicker to just run across the spikes and not even fly. Nice build though, with some expansion, a halfway flag, and a little more purpose to the puzzle parts it would be awesome (the timing parts with fire bars worked well).

Nice level overall. I think you put the checkpoint flag in a bad place. I took the high path early by getting into the pipe, and then continued on the high path and thus I never saw the flag until my second time through (even though its actually in the level thumbnail, ha ha), so I got punished for getting the better path when I died a bit later . This could be remedied by either moving the current flag or adding one more at the beginning of the inside section with the blue skull rides. As for that section, the first part was really fun, but the second section didn't have great timing. The second hammer bros. with the cannon just fell straight into the pit, so depending on where the player stands on the skulls, he doesn't always hit where he is supposed to. I would have changed that last part to white skulls and added a few more enemies falling down (timed correctly) because that would be really fun to battle them as the blue ones go too fast for that specific challenge to make it worthwhile. A few small improvements and this would be a blast.

These are my first two attempts at making levels. They're both fairly short and simple.
Lengthy Leaps
Killer Castle
Welcome! Your first level is ok, but has a lot of annoying little things. First of all, the beginning jumps will almost surely kill most people right away because people expect to be able to keep running and make jumps, and you can't here, you have to stop every time and regroup. This isn't necessarily a bad thing though. The first cloud can also be problematic as depending on where you stand on the previous platform, it might spawn earlier than expected and it will run out before you can get to the Yoshi and you die and not because of any fault of your own. I like Killer Castle more even though its short. It requires some very specific movements and placement and that was cool. Expand on that idea for sure!

Hello guys!
Bowser's hidden castle
It's a bit long, tried to make it a bit varied and not too challenging, trying to offer the player a small adventure.Cheers!
Fun level overall. There wasn't really anything remarkable or memorable about it, but there was also nothing really wrong or bad about it.

Mechanics Mania
647F-0000-00CD-DD2D
https://supermariomakerbookmark.nintendo.net/courses/647F-0000-00CD-DD2D
Going for something a bit harder, wacky and puzzley this time :)
Super fun! It just worked together well and felt consistent. Being an overpowered booted Mario with a spike hat and star killing all those chain chomps feels great. The only bummer section was the last part having to collect bombs and throw them at the wall which was too thick for my taste. Using bombs is kind of a tired mechanic for me though unless done really cleverly or quick. When you have to toss 3-5 bombs to do the same exact thing, it's kind of a pace killer. Other than that, really enjoyed it.

Phew...that is all for now.

Oh, and here are some coursed I'd like to get some more traffic on:
Thwompalicious
Use the Star Speed Mario-Kun
Journey to the Waterfall
Escaping the Martian Menace
 

Jocchan

Ὁ μεμβερος -ου
Damn Dude. O_O. This level is awesome and I'm surprised you managed to get something like this working. It told a story, good puzzles, and let you repeat the same section to get every single little piece working. Bravo!
Thanks :)

Going back with the other character is meant to let them co-op and use teamwork to solve each puzzle, even though you're playing a single player game. Being able to do additional loops in case you missed something is a nice side effect :)
Well, at least, until the twist (SPOILERS)
when the characters are separated, with Wario getting arrested while Waluigi escapes and has to break him out of prison
. I hope that part was conveyed well.
 

Apenheul

Member
Wario & Waluigi: The Bank Heist


Single player co-op heist! Wario and Waluigi will need teamwork to enter the vault of the largest bank in the Mushroom Kingdom.
As usual, three hidden 1up mushrooms to find.

Bookmarked! Sounds great from that description and I love the 'box-art' :)
 

Roi

Member
These are my first two attempts at making levels. They're both fairly short and simple.

Killer Castle

C361-0000-016E-57E7.jpg

Challenging level, not to bad for your first levels. I would also look at the design, make it look a bit more inviting.

alright, finished my fifth level (only took like four months, eh). it's called 'hyperion'

9030-0000-017B-F9AA.jpg


https://supermariomakerbookmark.nintendo.net/courses/9030-0000-017B-F9AA

feedback appreciated

It's not bad I did enjoy it, but somehow it feels a bit unbalanced?


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!

Cool concept, had some intense parts. Liked it!

So, I've uploaded a new level.

Wario & Waluigi: The Bank Heist

Single player co-op heist! Wario and Waluigi will need teamwork to enter the vault of the largest bank in the Mushroom Kingdom.
As usual, three hidden 1up mushrooms to find.


SMM Profile
Previous levels

Awesome design, fun concept.
 
Recently started getting hooked on this game and I'm a little confused about a couple of things. Listening to the Giant Bombcast talk about the game, I was under the impression that it was possible to view the stats of people that play a level you upload. They implied that you could see where people died and how many times they tried playing your level.

Last night I uploaded my first level, and apparently 4 people played it, one succeeded in finishing it. Neither the in game tools, nor the online web browser app, would give me any more information than letting me see who played it. I couldn't see how they did, and there were no comments.

Am I overlooking something? I thought that I would be able to look at my level and see where people failed? While I wasn't expecting to see a realtime play through, shouldn't I at least be able to see those little X marks where people perished?

Any help would be appreciated. Seeing that kind of direct feedback to something you create really motivates you to do more levels!

Thanks for the help!
 

key

Member
Welcome! Your first level is ok, but has a lot of annoying little things. First of all, the beginning jumps will almost surely kill most people right away because people expect to be able to keep running and make jumps, and you can't here, you have to stop every time and regroup. This isn't necessarily a bad thing though. The first cloud can also be problematic as depending on where you stand on the previous platform, it might spawn earlier than expected and it will run out before you can get to the Yoshi and you die and not because of any fault of your own. I like Killer Castle more even though its short. It requires some very specific movements and placement and that was cool. Expand on that idea for sure!

It's actually possible to complete the first portion of the level (up to the cloud) in one long dash, though I can see how it would take too many attempts to get the timing down. It's also possible (though maybe a bit challenging) to steal the cloud from the first Lakitu, which sort of negates the challenge of the jumps. Thanks for the input!
 

Wozzer

Member
Puzzle Pipes Costume Quest [5959-0000-0181-12A0] - Finished my second (proper) level today. I wanted to make the shortest level possible (on the 1st layer) yet keep it complex by needing to have the right power-ups to complete. It pays tribute to the recent Awesome Games Done Quick.

https://supermariomakerbookmark.nintendo.net/courses/5959-0000-0181-12A0

zaRyL7U.png


Reescape [2593-0000-0156-1C5E] - Also it'd be great to get some eyes on my first level which I posted a few pages ago, and hasn't been played by anyone (you lied to me Mael!). Want to see if I can get a clear on it, which shouldn't be too hard since it has checkpoints and the challenging segments are short.

https://supermariomakerbookmark.nintendo.net/courses/2593-0000-0156-1C5E

ts2cHvx.png


Let me know your thoughts :D
 

Thud

Member
Recently started getting hooked on this game and I'm a little confused about a couple of things. Listening to the Giant Bombcast talk about the game, I was under the impression that it was possible to view the stats of people that play a level you upload. They implied that you could see where people died and how many times they tried playing your level.

Last night I uploaded my first level, and apparently 4 people played it, one succeeded in finishing it. Neither the in game tools, nor the online web browser app, would give me any more information than letting me see who played it. I couldn't see how they did, and there were no comments.

Am I overlooking something? I thought that I would be able to look at my level and see where people failed? While I wasn't expecting to see a realtime play through, shouldn't I at least be able to see those little X marks where people perished?

Any help would be appreciated. Seeing that kind of direct feedback to something you create really motivates you to do more levels!

Thanks for the help!


It takes a while to update the playerlist. If you restart the game you should be able to see the players, where they died, etc.
 

Doopliss

Member
Hi everyone! I uploaded my first level earlier today:

The Mansion of Unlimited Fun
90F3-0000-0181-316F_full.jpg


The title might be overselling it a tad. It's meant to be a fairly straightforward level that's just a light challenge and forgiving if you make a mistake. Oh yeah and you can safely run down the stairs at full speed. I couldn't think of a clear way to message that in the level but it's one of the most fun parts!
 

Dimentios

Member
The bookmarking-page is a blessing.
Although I can't speak for my older levels, but my "newest" one Sawblade Walker is loved by the community with nearly 500 stars and 100 comments.
So many nice words and drawings.
The only complaint is the part after finding the
shoes
. Some people don't seem to understand where to go after finding them.
 
The bookmarking-page is a blessing.
Although I can't speak for my older levels, but my "newest" one Sawblade Walker is loved by the community with nearly 500 stars and 100 comments.
So many nice words and drawings.
The only complaint is the part after finding the
shoes
. Some people don't seem to understand where to go after finding them.

I wish I could crack the secret to getting people to play my levels. I try posting them here and on Reddit and Twitter or what have you and it feels like they just get overlooked.

I thought I was making good levels, but having them not see any stars or comments it's just so discouraging.
 
Recently started getting hooked on this game and I'm a little confused about a couple of things. Listening to the Giant Bombcast talk about the game, I was under the impression that it was possible to view the stats of people that play a level you upload. They implied that you could see where people died and how many times they tried playing your level.
Last night I uploaded my first level, and apparently 4 people played it, one succeeded in finishing it. Neither the in game tools, nor the online web browser app, would give me any more information than letting me see who played it. I couldn't see how they did, and there were no comments.
Am I overlooking something? I thought that I would be able to look at my level and see where people failed? While I wasn't expecting to see a realtime play through, shouldn't I at least be able to see those little X marks where people perished?
Any help would be appreciated. Seeing that kind of direct feedback to something you create really motivates you to do more levels!
Thanks for the help!
I'm not exactly sure if there is a better way, but if you select one of your levels in Course World, (without actually starting to play it), you'll start seeing little red Xs all over where people have died...now unfortunately you won't see any in a sub world...The only other way that you could possibly do that is to play your own level, die on purpose on certain parts and see if there are other Xs there...not a great method I suppose. All the stats are on the level select part as well. You can see who holds the world record and who has played/completed/starred your level. I'm not sure you can see who played how many times though...
 

Doopliss

Member
I was impressed by the variety there was in both gameplay and visuals without ever deviating from the level's theme. I did get a bit stuck after the checkpoint as the floating thwomps drift a long way apart if you don't rush. I was considering giving up but as I became more impatient the timings got easier and I was able to finish.

I enjoyed the level. I did wish the checkpoint came a bit sooner, or that there was an extra checkpoint earlier on, as the section before the checkpoint was quite a bit longer and more difficult than the section after. Also it was an interesting decision to put pasties on the ice-sculpture of Mario.

Really nice use of visuals to convey a story and the puzzle design was very clever. Probably the best level I've played in the week I've owned the game.

I thought Castle was a good bite-sized challenge. With Leaps I found the precise timing required for the first jump combined with the unpredictability of the Lakitu a bit frustrating. I did eventually steal his cloud near where the Yoshi spawns and flew the rest of the way to the end, which I guess wasn't intended(?)
 

Anteo

Member
I got a capture card! I'm gonna record myself going through some of the stages posted here. I still need some time to test this stuff and set everything, I'd apreciate any advice from the guys who already do this kind of thing.
 
I have another course ready. I love using Mario-kun, so I had to give him another go. I made a fun little puzzle/precision type level. There are two checkpoints, and I hope everyone is engaged by it and enjoys it! I'm looking forward to hear what you think!

(For more action and a slight increase in difficulty,
take the spiny route instead of the piranha plant route; both are pretty fun though!).

A Fateful Night for Mario-kun



I was impressed by the variety there was in both gameplay and visuals without ever deviating from the level's theme. I did get a bit stuck after the checkpoint as the floating thwomps drift a long way apart if you don't rush. I was considering giving up but as I became more impatient the timings got easier and I was able to finish.
Thanks for the feedback! I'm glad you kept at it, and I made sure to drop a checkpoint flag just before that part in such a scenario.
 

Nerrel

Member
Nice airship. I loved the vine section and the combination of Bobombs and breakaway floors is always a favorite of mine. I loved the final blue skull coaster with Hammer Bros. challenge too. Excellent work.

That was a fun, nice looking level. The boss section was a bit intimidating, but I think It's bark was worse than its bite. There's that flower at the start, and then the pows and at least one mushroom.

Amazing first try! Very well balanced and the pace is amazing!

Thanks for playing!

Nice level overall. I think you put the checkpoint flag in a bad place. I took the high path early by getting into the pipe, and then continued on the high path and thus I never saw the flag until my second time through (even though its actually in the level thumbnail, ha ha), so I got punished for getting the better path when I died a bit later . This could be remedied by either moving the current flag or adding one more at the beginning of the inside section with the blue skull rides. As for that section, the first part was really fun, but the second section didn't have great timing. The second hammer bros. with the cannon just fell straight into the pit, so depending on where the player stands on the skulls, he doesn't always hit where he is supposed to. I would have changed that last part to white skulls and added a few more enemies falling down (timed correctly) because that would be really fun to battle them as the blue ones go too fast for that specific challenge to make it worthwhile. A few small improvements and this would be a blast.

Good point, I hadn't even thought about players skipping the checkpoint flag. It was extremely easy to fix by just adding one after the secret pipe, I wish I had caught that the first time.

As for the skull rides, the timing was hit or miss when I was tweaking but it generally worked 75% of the time. That's about as good as it can get with the limited tools we've got. I think switching to white skulls would make it too easy to hit the pows, so there would be some compromises going that way, but I'll test it out. Thanks for the great feedback.
 

Anteo

Member
I got a capture card! I'm gonna record myself going through some of the stages posted here. I still need some time to test this stuff and set everything, I'd apreciate any advice from the guys who already do this kind of thing.

So I tested recording a couple of stages and.. well.. the recording is too big. Basically it takes a long long time to upload a single stage if it requires many tries or is big enogh. Any recomendation? I guess recording at lower quality should be enough?
 
Figured I'd jump in with my first course.

Well, it's a modified version of my first course. Since, deleted.

Hope you guys enjoy. It's a great game and I'm looking forward to seeing what people create. It's a traditional course. Nothing fancy.
I think what's fascinating, and ultimately what's really appealing about playing these user made courses, is that each unique world offers an intimate peek into a personality. It's genuinely exciting. It's like looking at a person's naked creativity. Anyway, Mario Maker has been a lot more fun than I ever expected. It's a joyous game.

https://supermariomakerbookmark.nintendo.net/courses/E63D-0000-0184-20F5
 
Here's the final version of my castle level:
The Wizard of Firefrost Castle
At this point I don't care if there are any more problems. I just want to be done with this thing.
Nice level! Now I didn't play any previous versions, so I don't have anything to compare to it. Duality type levels are always nice and it was executed well. The ice "snake" twisted around a few too many times for my liking when its destination was clear and I was just impatiently waiting for it to reach it, but that's just my impatience I suppose.

Here's a new underground level where you will have to use your head:
Mega Thwomp World 2-3 Excavation
Not much to say, very cool like the previous ones, better than 2-1 and 2-2 I think.

I made another harder, kinda traditional level if anyone wants to give it a shot...
https://supermariomakerbookmark.nintendo.net/courses/2473-0000-0182-645A
I liked most of the level and its simple and concise feel, only the sub world was sort of disorganized. I wasn't sure where I was supposed to go in there
and found the hidden block by accident. I though that maybe the I had to get the propeller and go back and fly as far as I could but didn't since I lost it, but turns out I could have made a small jump and continue on the level easily, so that whole part was sort of pointless.

Puzzle Pipes Costume Quest [5959-0000-0181-12A0] - Finished my second (proper) level today. I wanted to make the shortest level possible (on the 1st layer) yet keep it complex by needing to have the right power-ups to complete. It pays tribute to the recent Awesome Games Done Quick.
Let me know your thoughts :D
Puzzle Pipes Costume Quest was neat and I managed to beat it. Well designed. I was only frustrated to find out after making it through the first gauntlet that because I had lost the spike hat I couldn't beat the second part and that made me quit...but luckily I went back in when I saw it was 1/200 completion rate and tried one more time and then got it.
(Also I don't know why you say no has played Reescape, it has 303 plays on it when you posted that...)

Hi everyone! I uploaded my first level earlier today:
The Mansion of Unlimited Fun
The title might be overselling it a tad. It's meant to be a fairly straightforward level that's just a light challenge and forgiving if you make a mistake. Oh yeah and you can safely run down the stairs at full speed. I couldn't think of a clear way to message that in the level but it's one of the most fun parts!
This is a great first level. The fun may not be unlimited, but you built this very well. It doesn't overdo anything, stays consistent, plays well, and looks great to boot.
 
Figured I'd jump in with my first course. Hope you guys enjoy. It's a great game and I'm looking forward to seeing what people create. It's a traditional course. Nothing fancy.
I think what's fascinating, and ultimately what's really appealing about playing these user made courses is that each unique world offers an intimate peek into a personality. It's genuinely exciting. It's like looking at a person's naked creativity. Anyway, Mario Maker has been a lot more fun than I ever expected.
E63D-0000-0184-20F5
Just as a FYI, since the release of the new bookmark site, I don't think anyone is bothering to type in codes anymore, so go to https://supermariomakerbookmark.nintendo.net/ and log in with you nnid and just link the course page here and people can bookmark it and play it instantly!
 

Jocchan

Ὁ μεμβερος -ου
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