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Super Mario Maker |OT| Miyamoto Simulator 2015

Wozzer

Member
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...)

Thanks! I wanted to make the level need a combined set of items to complete, but you need to keep getting them until you've the full set. A certain path to obtain them. This was meant to be helmet > yoshi > cape > helmet (through the bomb pipe) > yoshi > end but I saw an exploit that lets you use a P block instead of a cape to reach the exit. I think I made the helmet segment too hard, as the rest is easy in comparison and it could be a turn off.

As with Reescape it was at 303 attempts/10 players for the longest time, since before having posted it here. Most of the attempts being my wife trying her best to beat it :p
 
Okay, just got rid of my worse levels and did another one this evening!

A35B-0000-0186-4971.jpg


Isabelle's haunted mansion

Don't play it alone, and don't use headphones, be sure to play in a well-lit room! This level is too spoopy!

Just kidding, have fun!
 
The imaginary OCD inside of me screams out at the inconsistent spacing between those glass/ice blocks.

There's another window out of the frame to the right, it goes like this:

Window (2 spaces) window (3 spaces) window (2 spaces) window

I just chose a very bad frame :p

Just give it a go!

Hey guys! I finally made a course I'm happy with, it's a take on the original Mario Bros arcade game. Try it out if you want.

BF91-0000-0186-813A

Gonna give it a go after dinner!

Hey could you guys give some feedback on a level I made? Call it Mario's Escapade.

https://supermariomakerbookmark.nintendo.net/courses/3CB3-0000-0162-7210

3CB3-0000-0162-7210.jpg

Bookmarked!
 

entremet

Member
I've been replaying the classic 2D Mario Games for more inspiration, including great recent entries like NSMB Wii/U.

So much stuff Mario Maker needs, but I think the simplicity of the toolset was a smart choice for Nintendo.
 

Kawl_USC

Member
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


Edit: I bet you can't beat it! But I hope you try, because it's a rewarding experience!

The bend was fun. Beat it while watching the majoras mask 100% run Friday night.
 
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

I just tried this one and I hate myself for falling for the trap at the end :D It was fun!

Here is one I just uploaded:

https://supermariomakerbookmark.nintendo.net/courses/5580-0000-0186-64C6

It's actually my first uploaded level. I refrained from uploading any levels until now because I always found stuff to change here and there but I'm content with this one now. Any feedback would be appreciated.
 

jholmes

Member
I'm chipping away at my never-ending page of bookmarks, but in the meantime two of my more recent levels haven't gotten much feedback. If anyone would try them out and sound off on the good and bad, I'd appreciate it. Please enjoy.


Yoshi Island's Mushroom Peaks



Chwomps


Do we have a top 10 GAF levels or anything?

There's the OP. I don't know that anyone would agree that's a top 10 best of GAF (I definitely wouldn't) but there are some fantastic levels on there all the same. It's also not a best-of list and it's less than half GAF but my community showcase is full of levels worth playing (and I'm adding a new one to the list shortly).

Necessity is the mother of invention. If you want to make a top 10, I'm sure others would check it out!
 
Here is an excellent level (not made by me to be clear).

It is basically a recreation of Perfect Dark in Mario Maker.

https://youtu.be/Jv7336wN9R0

Id suggest playing the level first before watching the video:
https://supermariomakerbookmark.nintendo.net/courses/6CF8-0000-017F-B427

In the video, you'll first see the creator play through the level. He then does an in depth talk through why he built in certain elements which includes:

The Helipad, Data Dyne offices, Cassandra, the Lifts, Dr Carroll, and more.

The way the level is designed clearly had a lot of thought. I particularly like it when the 'alarm' goes off.

Give it a go Gaf. An excellent stand a lone level, and even better if you are a Perfect Dark fan.
 

Inkwell

Banned
Escape the Rooms Redux

CEE6-0000-0189-3A2D.jpg


CEE6-0000-0189-3A2D_full.jpg


Here's an updated version of my best rated course. The changes include:

-A new level theme (ghost house) along with multiple small touch ups.
-A few small tweaks to some puzzle rooms.
-5 puzzles have been completely cut (most importantly the canon and saw rooms).
-3 brand new puzzles have been added. One is kind of a mix of 2 of the original puzzles. 2 are brand new and much more involved.

Let me know if you guys notice any horrible bugs or exploits that I may have missed so I can re-upload before too many people play it. There's actually a few ways to cheat I know of, but as of right now I can't see a way around it. Another known issue is the clock. I did my best to add in as much content as possible without going too crazy, but a speed run of the level clocks in between 250 and 280 seconds. I really wish there was an option of infinite time.
 

Emerson

May contain jokes =>
Just got this game a couple days ago, my first two levels if anyone has any interest in checking them out:

Idiot Town Pretty dumb gimmicky level but it's fairly annoying in its own right
An Ode To My Friend Joe - Made this to annoy my friend but it turned out to be a pretty challenging level honestly
 

Anteo

Member
I got a new stage!

Monty Mole Mines

2B0B-0000-0187-74A0.jpg


It's a simple stage, is not super easy but it should not be that dificulty. If this was in a Mario game, it would be either world 2 or 3 in dificulty. (Depends on how hard dealing with the moles in platforms is, I'm not too sure myself but it could get hard if you are in the midle of the platform, easy on either side)

Also, I made it so expert players can just hold the run button and run/wall jump their way around the stage super fast, while other players will take their time going through the platforms

Edit:



Welp. Definitely cant escape now

Also, I made the bomb disapear by walking to put the spring back in place to save time. The engine just said "You dont need this bomb anyways"

 

Inkwell

Banned
I got a new stage!

Monty Mole Mines

2B0B-0000-0187-74A0.jpg


It's a simple stage, is not super easy but it should not be that dificulty. If this was in a Mario game, it would be either world 2 or 3 in dificulty. (Depends on how hard dealing with the moles in platforms is, I'm not too sure myself but it could get hard if you are in the midle of the platform, easy on either side)

Also, I made it so expert players can just hold the run button and run/wall jump their way around the stage super fast, while other players will take their time going through the platforms

Edit:





Welp. Definitely cant escape now

Also, I made the bomb disapear by walking to put the spring back in place to save time. The engine just said "You dont need this bomb anyways"

I just played your level and had quite a bit of fun! I'm usually not a speed running fan but I enjoyed trying to get a fast time.

The spring thing is unfortunate. You should be able to respawn the bomb by using the pipe on the left. I wish I could add a message block like in SMW.
 

Anteo

Member
I just played your level and had quite a bit of fun! I'm usually not a speed running fan but I enjoyed trying to get a fast time.

The spring thing is unfortunate. You should be able to respawn the bomb by using the pipe on the left. I wish I could add a message block like in SMW.

Figuring out a fast route on a stage and trying to execute perfectly is a lot of fun on some stages. Not all of them of course. I ran through my stage a lot of times to minimize the random deaths from runing too fast while trying to have a fun stage for novice players, I'm glad it turned out fun.

And about your stage, not being able to kill myself meant I had to redo the whole level.
And that gave me an idea on how to cheat on some of the puzzles:


I should have the WR for now. Fun stage!
 

Inkwell

Banned
Figuring out a fast route on a stage and trying to execute perfectly is a lot of fun on some stages. Not all of them of course. I ran through my stage a lot of times to minimize the random deaths from runing too fast while trying to have a fun stage for novice players, I'm glad it turned out fun.

And about your stage, not being able to kill myself meant I had to redo the whole level.
And that gave me an idea on how to cheat on some of the puzzles:



I should have the WR for now. Fun stage!

Unless you found out another trick I'm pretty sure I know exactly what you did. There's 2 ways to do something similar. I prevented one way in the original level, but people could get stuck. I had to change it in this version. Most people won't think of it their first time through, and that's all I'm really worried about. I'm actually OK with it for a speed run.

Unfortunately I'm going to delete this level and upload another version. As far as I know I completely fixed the bomb despawning, as well as getting stuck like you did. I want to wait slightly longer before I delete it in case someone finds something else in the puzzle directly after it. I don't want to have to upload it a third time.
 

Anteo

Member
Unless you found out another trick I'm pretty sure I know exactly what you did. There's 2 ways to do something similar. I prevented one way in the original level, but people could get stuck. I had to change it in this version. Most people won't think of it their first time through, and that's all I'm really worried about. I'm actually OK with it for a speed run.

Unfortunately I'm going to delete this level and upload another version. As far as I know I completely fixed the bomb despawning, as well as getting stuck like you did. I want to wait slightly longer before I delete it in case someone finds something else in the puzzle directly after it. I don't want to have to upload it a third time.

You can get up to 2 p switches, one in the first puzzle, and another in the 4th iirc
You can pick up the coins that make a wall without going through the one way gates. You dont have to do it for the first p switch as you have more than enough time to respawn it, but for the second I dont think you have enough, so you have to abuse the one way gate.
 
I just tried this one and I hate myself for falling for the trap at the end :D It was fun!

Here is one I just uploaded:

https://supermariomakerbookmark.nintendo.net/courses/5580-0000-0186-64C6

It's actually my first uploaded level. I refrained from uploading any levels until now because I always found stuff to change here and there but I'm content with this one now. Any feedback would be appreciated.

I just tried your Mushroom Gorge level! I'm an average player so i'm having a lot of fun with your difficulty level. Tough but fair! I'm learning a lot from how you hide elements! The ladder of fire is kicking my butt, but I'm going to finish that darn level!

Again, I love how you use hidden blocks. I haven't had a good 'aha' moment in a while in gaming, but you've had two really good ones on this level so far that were really impressive! I don't want to spoil any of it, but one specifically made me nod appreciatively.
 

Jocchan

Ὁ μεμβερος -ου
My Wario & Waluigi: The Bank Heist co-op level has been getting tons of positive feedback, but one good stat I noticed is the high percentage of players who bother to actually beat it.

The level is currently ranked Expert with a 15.52% completion rate. Still, almost two thirds of the players got to the goal. Not bad.
 
My new shmup level is up. I took a cue from ChrisKre's amazing art banners and made one of my own for fun since the bookmark isn't up yet. I don't have access to a good graphics program and was short on time, but I've always been decent at doodling my own hand drawn cartoons, so here ya go:



Course ID: 6850-0000-0188-9B5C

Edit: Here's the bookmark link:

https://supermariomakerbookmark.nintendo.net/courses/6850-0000-0188-9B5C

6850-0000-0188-9B5C_full.jpg


This is my first shmup level which is 100% built from the ground up and not tribute-based or fan service Iike my Gradius and R-TYPE stages.

Story:

Mario receives a top secret mission from Princess Peach. The nefarious Captain Bobomb has invaded the skies above Cool Cool Mountain and has amassed a fleet of Bobombs, Fire Pirahnas, Chomps and Rocky Wrenches in order to make his own stronghold within the painting which he will use to oppose even Bowser and gradually take over the castle. Use your shooting skills to navigate icy cold skies, snowy volcanos and endless Fire Car enabled baddies before the finale where you're challenged to an intense gauntlet before confronting Captain Bobomb himself. Features bullet hell action and occasional lite puzzle elements partially borrowed from one of my earlier stages.
 

KooopaKid

Banned
Feedback!

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!

Thanks for playing! Is there a level you want me to give feedback to?
 
Hey could you guys give some feedback on a level I made? Call it Mario's Escapade.

https://supermariomakerbookmark.nintendo.net/courses/3CB3-0000-0162-7210

3CB3-0000-0162-7210.jpg

I gave your stage some runs yesterday, here are some thoughts (marked in spoilers):

The jump just before the thwomp is not possible without momentum, if you're not careful it can be a bit complicated to pull off.

The star on the clouds is a bit pointless, is it possible to get without ending up in the pit? Or is it a troll trap? :p

The cannon below the hammer brothers seems a bit unfair to me, unless it is your intention to crank up the difficulty in that spot. Getting through that area untouched is tricky.

The area where the lakitu is placed seems a bit crowded to me. But that may be just, imho Lakitus can eff right off :p

There is plenty of secret areas on the highest points of the map, they are very well placed, I like them a lot!.

To sum up, your level seems a bit punishing if you don't have the cape at all times, but i'm just a bad mario player and maybe that difficulty is exactly what you wanted. As for the details and secrets in your level, they are great. It almost looks like it belongs to the official Super Mario World. It's a nice level, overall :D

EDIT: Also, lots of new levels in this page, gotta give them a try later!

Please guys, if you can check the map I did earlier, need your feedback for that one! Thanks!
 

Inkwell

Banned
You can get up to 2 p switches, one in the first puzzle, and another in the 4th iirc
You can pick up the coins that make a wall without going through the one way gates. You dont have to do it for the first p switch as you have more than enough time to respawn it, but for the second I dont think you have enough, so you have to abuse the one way gate.

Yeah that's what I thought you did. It's really difficult to make a puzzle level like this because you don't want people to get trapped in an unwinnable state. If I don't have items that can be respawned, someone can get stuck pretty easily. On top of that, I really didn't want any situation where the player could die. There's technically a few in this version of the level, but you almost have to try to kill yourself to do it. I have a couple of ideas that could work, but there are still issues.
 

Ramma2

Member
Quick question about the 3D Mario Amiibo and Mario Maker... We have to touch it to the game pad each time to get the giant mushroom, there's no way to add it to inventory?

Also I bought the classic colored Mario, and the giant mushroom only seems to work in the Mario 1 theme... Is there a way to get it in NSMB theme or do they want you to buy the normal colored Mario?
 

Inkwell

Banned
I updated the level to hopefully fix a puzzle, but I'll re-post the info here:

Escape the Rooms Redux

CEE6-0000-0189-3A2D.jpg


CEE6-0000-0189-3A2D_full.jpg

Here's an updated version of my best rated course. The changes include:

-A new level theme (ghost house) along with multiple small touch ups.
-A few small tweaks to some puzzle rooms.
-5 puzzles have been completely cut (most importantly the canon and saw rooms).
-3 brand new puzzles have been added. One is kind of a mix of 2 of the original puzzles. 2 are brand new and much more involved.

Let me know if you guys notice any horrible bugs or exploits that I may have missed so I can re-upload before too many people play it. There's actually a few ways to cheat I know of, but as of right now I can't see a way around it. Another known issue is the clock. I did my best to add in as much content as possible without going too crazy, but a speed run of the level clocks in between 250 and 280 seconds. I really wish there was an option of infinite time.

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

I try to play every level posted here, but sometimes I just lose track because there are so many. On top of that I'm trying to play levels I find on the bookmark site so it can be a bit confusing. I'll try to post feedback for everyone's levels to the best of my ability.

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




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.

I enjoyed some of the puzzle elements here, and there was a trap that got me later in the level. I have 2 issues. First, I think the first room is a little more tedious than fun. Second, the second room was incredibly confusing for me. It took way longer than it should have to figure it out. The way the room is set up with the falling platforms doesn't give you time to really study the room and figure it out completely. Now that I've figured it out, I like the general design of it, but I have a feeling there are a lot of deaths there.

Okay, just got rid of my worse levels and did another one this evening!

A35B-0000-0186-4971.jpg


Isabelle's haunted mansion

Don't play it alone, and don't use headphones, be sure to play in a well-lit room! This level is too spoopy!

Just kidding, have fun!

This was a fun little story level. I wish there were a few more things to do. It doesn't need to be difficult, but adding a little more platforming or a few enemies would make things a little more interesting. Your level is fine for what you were going for, so I don't think you necessarily need to make these changes. Just something to think about for future levels.
 

Purdy

Member
Is there an easy way to find like the GiantBomb guys levels and bookmark them from my PC? Doesn't seem to be anywhere on the bookmark site to put in level codes?
 
I bookmarked a few levels on this page. Can't wait to give them a shot :)

I just tried your Mushroom Gorge level! I'm an average player so i'm having a lot of fun with your difficulty level. Tough but fair! I'm learning a lot from how you hide elements! The ladder of fire is kicking my butt, but I'm going to finish that darn level!

Again, I love how you use hidden blocks. I haven't had a good 'aha' moment in a while in gaming, but you've had two really good ones on this level so far that were really impressive! I don't want to spoil any of it, but one specifically made me nod appreciatively.

Wow, thanks for the feedback! I looked at that level again after I uploaded it, and realised that the ladder part could possibly become unreasonably difficult if the player fails to do one specific thing. Could you tell me how you approached that part?
 
I bookmarked a few levels on this page. Can't wait to give them a shot :)



Wow, thanks for the feedback! I looked at that level again after I uploaded it, and realised that the ladder part could possibly become unreasonably difficult if the player fails to do one specific thing. Could you tell me how you approached that part?

That's one of the 'aha' moments. Originally, I found the invisible block on the right side and spent countless tries assuming that I had to time a jump on the red turtle on the left side perfectly, then hop back to the right. After (obviously) failing multiple times, I jumped up in frustration on the LEFT side and discovered the LEFT hidden block/vine. What's been killing me now is being pixel perfect with the fire. There's very little room for error. I nearly made it to the top of that, but my head was a pixel too low and the fire took me. That's been killing me more than anything else. Still, as difficult as this has been, it doesn't feel mean or unfair. It's really well designed. I'm frustrated at my own skills, but not at the course. I wouldn't change anything yet. That said, this is as far as I've gotten. I love the invisible block AND the P block placement. No complaints so far! It actually feels like an 'official' level from back in the day.

edit- So I just made it past the wall. Those damn fireplants are evil. If i had one gripe with the level it's that it could use a power-up after the checkpoint. Even just mushroom so that you can take a hit. Those flower plants are making me pull my hair out...especially after braving the fire ladder and the perilous run to the P block! Still, a great level, though.
 

Anteo

Member
Wow, thanks for the feedback! I looked at that level again after I uploaded it, and realised that the ladder part could possibly become unreasonably difficult if the player fails to do one specific thing. Could you tell me how you approached that part?

I just played and finished your level too. It was fun but it got annoying at some parts:

This hidden block in particular (spoiler image) is super awkard, it seems that there is no way (and no reason) to get up there so you want to junp to the right. However the block stops your momentum and makes you fall to the plants there. If you still have your mushroom you will fall to the checkpoint and w/e, but if you dont it feels like a cheap kaizo-like dead.


The flying koopas in the double fire ladder were out of sight and felt cheap when they took my mushroom the first time. I realize that you put the big platform with the 2 hidden blocks there as a way to see these koopas, but I never got there so it felt super cheap the first time. Still, they only got my mushroom so it wasnt that bad.

Also for the last section you can do this:


The final jump in that section is a bit cheap imo, I was specting another hidden block to let me get up there, as I didnt think there was a way to do that jump with 2 blocks above you. Not many people know even a 1 block jump like that is possible even and in the whole stage we were looking for hidden blocks so.. no hint to do that. Some coins would help.

Also, in the previous section, the hamer bro RNG would sometimes snipe my landing, I dont think that enemy necesary and is too much RNG, a dead here means redoing the P switch section and the double fire ladder, which goes from interesting to "why this again" super fast.

One last thing, the part with the floating platforms before the final ladder. The whole stage isn't loaded at once so the pattenr for the platform changes depending on how fast or slow the player went, this makes it really inconsistent, the jump wasnt bad but I'd recmend any section like this to be in a auto scroller or after a pipe/door just for consistnecy sake.
 

Emerson

May contain jokes =>
82B3-0000-0188-6E75.jpg

Some Problems In a Castle

So I've got a problem with making levels too difficult. I genuinely started this level as an attempt to make a regular, average-difficulty thing and it still turned out fairly hard, and this is after removing several harder elements. Oh well, maybe next time!
 
Man I could've sworn having the upper half of the grid clear for the single screen style kept you from being able to run across ceilings but I appear to have thought wrong.
Thus my latest stage is kind of botched now without massive overhauls, bummer.

Plus an experiment with water and bumpers isn't quite as grand as I'd hoped, i'm losing my Mario Maker mojo.
 
I am so frustrated. Last night I came across a level that was impossible to beat. I thought that there had to be a trick that I wasn't getting but nope the goal post was completely blocked off. I was determined to beat it so I downloaded it and went into the level editor to confirm and there was nothing. No door, pipe, hidden block, nothing. Somehow this idiot got passed the level check. <_<
 

Robin64

Member
I am so frustrated. Last night I came across a level that was impossible to beat. I thought that there had to be a trick that I wasn't getting but nope the goal post was completely blocked off. I was determined to beat it so I downloaded it and went into the level editor to confirm and there was nothing. No door, pipe, hidden block, nothing. Somehow this idiot got passed the level check. <_<

Do you still have the code?
 
edit- So I just made it past the wall. Those damn fireplants are evil. If i had one gripe with the level it's that it could use a power-up after the checkpoint. Even just mushroom so that you can take a hit. Those flower plants are making me pull my hair out...especially after braving the fire ladder and the perilous run to the P block! Still, a great level, though.

You can actually clear those piranha plants in one jump and make it to the next mushroom platform. Bear in mind that this was one of the first levels I made, so it's not really refined I guess :p Have you tried the other one by chance? I feel a bit more comfortable about that one to be honest, although It could be trash-tier as well :D

I just played and finished your level too. It was fun but it got annoying at some parts:

This hidden block in particular (spoiler image) is super awkard, it seems that there is no way (and no reason) to get up there so you want to junp to the right. However the block stops your momentum and makes you fall to the plants there. If you still have your mushroom you will fall to the checkpoint and w/e, but if you dont it feels like a cheap kaizo-like dead.



The flying koopas in the double fire ladder were out of sight and felt cheap when they took my mushroom the first time. I realize that you put the big platform with the 2 hidden blocks there as a way to see these koopas, but I never got there so it felt super cheap the first time. Still, they only got my mushroom so it wasnt that bad.

Also for the last section you can do this:



The final jump in that section is a bit cheap imo, I was specting another hidden block to let me get up there, as I didnt think there was a way to do that jump with 2 blocks above you. Not many people know even a 1 block jump like that is possible even and in the whole stage we were looking for hidden blocks so.. no hint to do that. Some coins would help.

Also, in the previous section, the hamer bro RNG would sometimes snipe my landing, I dont think that enemy necesary and is too much RNG, a dead here means redoing the P switch section and the double fire ladder, which goes from interesting to "why this again" super fast.

One last thing, the part with the floating platforms before the final ladder. The whole stage isn't loaded at once so the pattenr for the platform changes depending on how fast or slow the player went, this makes it really inconsistent, the jump wasnt bad but I'd recmend any section like this to be in a auto scroller or after a pipe/door just for consistnecy sake.

Thanks a lot for the advice! I made this level around launch when I got this game, and I remember I was pretty unhappy about the floating platforms issue. I planned to come back to it later, when I got the tool to create tracks, but I somehow forgot and just uploaded it without thinking too much about it.

-the first hidden block you mentioned is indeed kinda arsehole-ish, in hindsight :D I'm thinking about an arrow, or a coin to place there
-I never thought the Koopas would pose such a problem! I assumed most people would be more slow and cautious while climbing the ladder
-I'm also thinking about relocating the checkpoint flag to the top of the ladder section

Anyway, it's great to get this kind of input, especially when you don't really have people around you who can play-test your levels.

(BTW, I just cleared your "I've been here before" level and I thought it was brilliant! Will check out the other ones as well.)
 
I am so frustrated. Last night I came across a level that was impossible to beat. I thought that there had to be a trick that I wasn't getting but nope the goal post was completely blocked off. I was determined to beat it so I downloaded it and went into the level editor to confirm and there was nothing. No door, pipe, hidden block, nothing. Somehow this idiot got passed the level check. <_<

Word on Reddit is Super Mario Maker has been hacked and people can just Moon Jump through stages with infinite Star power now. :/
 

Anteo

Member
Thanks a lot for the advice! I made this level around launch when I got this game, and I remember I was pretty unhappy about the floating platforms issue. I planned to come back to it later, when I got the tool to create tracks, but I somehow forgot and just uploaded it without thinking too much about it.

-the first hidden block you mentioned is indeed kinda arsehole-ish, now that you mention it :D I'm thinking about an arrow, or a coin to place there
-I never thought the Koopas would pose such a problem! I assumed most people would be more slow and cautious while climbing the ladder
-I'm also thinking about relocating the checkpoint flag to the top of the ladder section

Anyway, it's great to get this kind of input, especially when you don't really have people around you who can play-test your levels.

(BTW, I just cleared your "I've been here before" level and I thought it was brilliant! Will check out the other ones as well.)


Well, if you have fire coming from the sides, you would want to get out of ther asap, or at least that is what I wanted that's why I got hit by the flying koopa.

I cant believe how many stars "I've been here before" has gotten in the past month, it always had a great ratio of plays vs stars but it has a tons of stars now. The original idea for that stage was a giant world/small world kind of stage where the doors would take you to the same area but with bigger enemies and sightly different challenges. As I developed the stage I changed it to a SMB3 House because the lack of background made the transition between similar areas easier to build. Originally the bricks that separate areas would be only on the first room and broken by a kicking a giant red koopa. Then I decided to drop the big/small thing and make it a confusing maze.

Thanks for playing it, did you do it in one try? I'm surprised that 500 secs is not enough for some players, I even got some messages saying the got it in their 3rd or 4rd time or with 30 secs left or less.

I'm currently working on a "spin off" of that level, I have the main idea down but need to figure out how to do the rooms this time. Hopefully I'll figure out something soon so I can finish it this week
 
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