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Super Mario Maker |OT| Miyamoto Simulator 2015

Bydobob

Member
e: damn it all I'll make a last update and post it anyway!
I tried to improve it as much as I could based on the feedback you all provided
Here it is!

Cool, will give v3 a try then!

I don't think this level is quite finished, but The Witness is out today. This has been my most anticipated game for years. The game seems crazy long if I want to complete everything (I do), so the majority of my gaming time will probably go to this. I wanted to get this level out there before my Mario Maker break. I might pop in here and play a level here and there.

I'm playing it at the moment and can already tell it's going to be a marathon. You'll need SMM in your life for your own sanity ;)
 

Robin64

Member
We are carrying out emergency maintenance to fix a bug that occurs in "Create" mode. During this time, Super Mario Maker's online services will be unavailable.

We are currently preparing a software update to fix this bug. The online service will be available again after the software update is distributed.

The maintenance will begin at 11:30 (UK time) on January 27th, and last until the morning of January 29th.

What bug do they mean?
 

eviltasan

Member
Koopas Treetop Kingdom
Tag: Traditional

Aiming for a traditional fun and scenic level with this one. Enjoy!

https://supermariomakerbookmark.nintendo.net/courses/85C0-0000-019F-D79D

85C0-0000-019F-D79D.jpg


85C0-0000-019F-D79D_full.jpg
 

Mael

Member
feedback time!

Finished my SMB3 Castle course just now:

Super Pesca Bros. 3: Castle

I think it's pretty good, but I also thought my Airship course was pretty good and it was critically panned so... :/

I'm not sure if I'm gonna make any Super Mario World or New Super Mario Bros. courses just yet. My SMB3 stages got significantly less love than my SMB1 courses did and it kinda crushed my spirit. We'll see how I feel in a few days though.

I think it's the 1rst level I've tried from you.
If all your levels are like that I'd say bring them on!
The layout is simple with spaced out obstacles.
If I had one issue with this level I'd say it only requires SMB3 layout for the boss, otherwise it could be a smb1 level with little tweaking.
That it's not an unwinnable deathtrap is a plus in my book!

I don't think this level is quite finished, but The Witness is out today. This has been my most anticipated game for years. The game seems crazy long if I want to complete everything (I do), so the majority of my gaming time will probably go to this. I wanted to get this level out there before my Mario Maker break. I might pop in here and play a level here and there.

By the way, the level may not seem like it, but the majority of it is set up for speed-running.

Perilous Platforms, Scary Saws

F49A-0000-01AB-B124.jpg


F49A-0000-01AB-B124_full.jpg

I really liked this level, the challenge is there to push the player forward but you can take your time if you want in most places.
I don't really like speedruns (you'll notice this if you play my levels they're more geared toward exploration than speedruns) but this one is straight to the point.

Hi everyone! :)
I just made 2 new levels and was hoping someone here can check 'em out and give me some feedback on them. If any of you would like to play and comment on either or both of them and let me know what you think, that'd be much appreciated!

Bowser's Bill Blaster Fortress (5A1D-0000-01A3-0668)
5A1D-0000-01A3-0668_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/5A1D-0000-01A3-0668

Cannonball Blitz (EF98-0000-01A3-0100)
EF98-0000-01A3-0100_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/EF98-0000-01A3-0100

Looking forward to your feedbacks!
Thanks!! :D

I didn't really like Bill Blaster's beginning, the 2nd door is the most punishing part of the level I felt but that may be me not playing Mario in over a month...
The end part is a really awesome reward for having finished all the hard parts before. really aweome!

Cannonball is A W E S O M E! Difficult in just the right way.
If I had an advice for that level is put it in SMB1 style and give Sonic skin because it really felt like the kind of obstacle course where you can't stop with traps to kill you just if you continue running.
Great concept, awesome execution.
It was hard but fun.
And again you know how to reward a player the end part really felt rewarding after all you had to do to get there.

I'm trying to be less gimmicky and just try to concentrate on an enjoyable, cohesive level. Something that feels sensible and fun.

I played a really cool Castlevania remix level that treated raccoon Mario's tail as Simon's whip. I was enchanted by the idea of trying to rely on it more as a weapon. Even included some armor lol. Just silly fun but I'm trying to learn.

https://supermariomakerbookmark.nintendo.net/courses/CD6C-0000-01AA-D87A

2W7rXjR.jpg

Cool level, the skin you choose for this level doesn't really invoke Castlevania's mood though.
Plenty of armor that's for sure.
I think it would be better if you hid the armors in difficult places to reach to challenge the player.
Otherwise you can really too much on the hat and make it a little too trivial.

Cool, will give v3 a try then!
Cool! Really looking forward to your feedback!
 

jholmes

Member
I not only put out a new level last night, but also completely retooled my first-ever level! Server maintenance probably hit an hour after the latter went up.

Totally sucks, I'll have to link them once the game is working again.
 

kmg90

Member
is Nintendo still deleting levels for no explanation... Cause I'm not going to try to make another level to upload if it's just going to get deleted without the ability to reupload. The levels weren't even hard nor bland... It's funny my "day 2" level is still up even though it has to be the most boring level you can make as it's literally the first world with like 3 blocks added or moved.


Between this and my disc drive being broken out of the box I'm done with Nintendo... I bought the Wii U because of Mario Maker and some of the other exclusives....
 

Ranger X

Member
is Nintendo still deleting levels for no explanation... Cause I'm not going to try to make another level to upload if it's just going to get deleted without the ability to reupload. The levels weren't even hard nor bland... It's funny my "day 2" level is still up even though it has to be the most boring level you can make as it's literally the first world with like 3 blocks added or moved.


Between this and my disc drive being broken out of the box I'm done with Nintendo... I bought the Wii U because of Mario Maker and some of the other exclusives....


Never got one of my level erased. And dont worry, their reasons for removing levels sure aren't the star rating, number of plays and especially not "quality". You can't moderate something like that on "quality". Is there some kind of report system in the game or Miiverse? That might be one of the reasons.
 

Mael

Member
Never got one of my level erased. And dont worry, their reasons for removing levels sure aren't the star rating, number of plays and especially not "quality". You can't moderate something like that on "quality". Is there some kind of report system in the game or Miiverse? That might be one of the reasons.

You can report levels too same as Miiverse posts with questionable content.
and I just got Splatoon, SSB4 and Mario Party 10 in the mail.
I'm never going to play, am I?
(It's ok I can still play after hours anyway)
 
I didn't really like Bill Blaster's beginning, the 2nd door is the most punishing part of the level I felt but that may be me not playing Mario in over a month...
The end part is a really awesome reward for having finished all the hard parts before. really aweome!

Cannonball is A W E S O M E! Difficult in just the right way.
If I had an advice for that level is put it in SMB1 style and give Sonic skin because it really felt like the kind of obstacle course where you can't stop with traps to kill you just if you continue running.
Great concept, awesome execution.
It was hard but fun.
And again you know how to reward a player the end part really felt rewarding after all you had to do to get there.

First of all, thank you so much for your kind words and feedback! Much much appreciated!! :D
I'm glad you enjoyed both levels also! I'd like to try some of your levels as well, but the servers are down at the moment.

Regarding using SMB1 style with Sonic for Cannonball Blitz, I thought about it but there is one big problem with that: you don't die with one hit. If you are hit with the cannon balls and are still alive, you essentially can walk to the finish line with ease! So yeah...maybe I'll think of something later...perhaps one that has more pits and insta-death so I could use the Sonic costume! :)

Thanks again for your review!
Cheers!! :D
 
feedback time!

I think it's the 1rst level I've tried from you.
If all your levels are like that I'd say bring them on!
The layout is simple with spaced out obstacles.
If I had one issue with this level I'd say it only requires SMB3 layout for the boss, otherwise it could be a smb1 level with little tweaking.
That it's not an unwinnable deathtrap is a plus in my book!

Thanks for the feedback.

I can see what you mean about the course invoking more of a SMB1 style feel, but I think maybe the only thing I could have added to change that would have been a little more verticality. The original design for the course included a vertical shaft you'd have to ascend and descend on donut blocks with firebars and podobos, but the limitations of the screen scrolling in the Mario Maker engine made it too ugly and difficult for my taste.

If you really liked it though you should check out the rest of my Mario Maker courses.
 

Simbabbad

Member
You're right to be pleased with the underwater sections, they are indeed excellent, as is the rest of your level. The tight corridors work well with the enemies you used, and Pacman flattens nicely to avoid trouble. Really liked the ghost-hopping finale! Quite a few players don't know about this mechanic though, which may affect completion.
Thanks for playing my level and providing feedback, I'm glad you enjoyed it!

For the finale, there is a checkpoint not too far and the door helps regenerating the boot/Boos, and there is no other option than to jump on them, so I guess it should be OK. The statistics seem to imply it works.

The level apparently didn't gather much attention in this thread, though. Oh, well.
 

J-Fr

Member
Feedback time!

After a long pause, the second chapter of "Third Party Quest" has been released.

Creative Pac-man stage! As I said on Miiverse, the underwater part + Boos is the coolest part.

I decided to try and make a traditional basic stage for a change of pace

Precipice Pathway

Nice and relaxing stage.

My new shmup level is up.

Where are the checkpoints? I died twice in the second section and had no patience to restart the whole course.


This level is incredible! Easily one of my favorite.
Seeing the level getting corrupted and hoping inside the PCB was a treat.


Very strong level (I love falling platforms!).


Knighthood Nightmare


Please note how heavily I'm trying to telegraph something here

Didn't saw that coming.

.
Super Meat Bros.
Bookmark
BE03-0000-01A8-60C3

I like short and fun die and retry levels.


Thwomp rollercoaster:
I think having to avoid the P Switch then having to activate it is a little counter intuitive.

Track record:
The spring coaster was very nice.



Great level! Enjoyed the flying thwomp.

I enjoy all your thwomp levels. This one gave me issues for some reason, but it wasn't the level's fault. The boss was nearly impossible until I figured out how to do it. I actually didn't know I could
jump high enough to get on top of it
.

Very fun fortress stage, just the right balance of difficulty. The boss room was very interesting
and I almost ran out of time because at first I thought there was lava under the donut lifts until I realized there wasn't and there was actually floor leading to the escape, well played.
Please try one of my recent stages if you have time, I'm always looking for more feedback.

I normally hate them as enemies but these ace Thwomp Gaf stages make me appreciate them more and more.

Thanks for the feedback.

The spin jump on the boss is rather counter intuitive:
Mario can only spin jump 3 tiles from the ground and big Thwomps are 4 tiles high.
The hitbox being a little smaller Mario can still spin jump on the boss.
 

jholmes

Member
OK, here's a long, long overdue megapost. First up is my latest release, Bridge Over Fishy Waters.




This one was a work in progress for some time. I had a couple loose ideas rolling around in my head, but I got inspired by a visual element used briefly in a very good stage called Buzzsaw Boroughs. Then I started playing through the GBA port of SMB3 last week, which informed a couple of other design decisions. Eventually everything came together -- just a few hours before the game was taken offline. However, it's back now, and I'd be honoured if you guys checked it out.

After I finished that stage, it was about 2 a.m. and I felt like I still had something left in the tank, so I retooled my first-ever stage, The Spring's the Thing. No one ever seemed to like it much, including me: it was full of rookie mistakes and design decisions I would never make today. I'm older and wiser, and I knew the level was unpopular anyway, so I retooled it a fair bit, made use of a couple of things that weren't available to me at the time like sub-areas and checkpoints, and re-released it. I tried to leave the heart of the stage intact, so the rare person who did play it back then will find it familiar. However, there's some real thought behind the design now, instead of just putting things wherever to see how they tick. I tried to also leave on some of the rough edges -- this isn't supposed to be my magnum opus, I just wanted to leave the base idea of the stage online without wasting anyone's time.

Anyway, the 2.0 version is called In the Spring of Things and if my other stage isn't enough, please give it a shot.



OK! Before I get to level feedback, I wanted to share a really great level I saw on NintendoLife. Bullet Time by Conchita uses the game's own slowdown as an asset. The stage isn't easy but I cleared it in the first attempt, so old Mario diehards shouldn't worry too much. I really recommend this, it's a lot of fun!





Now, for the feedback:

Koopas Treetop Kingdom
Tag: Traditional

Aiming for a traditional fun and scenic level with this one. Enjoy!

https://supermariomakerbookmark.nintendo.net/courses/85C0-0000-019F-D79D

85C0-0000-019F-D79D.jpg

I liked this level a lot when you actually get to the koopa treetop village. Unfortunately I feel like the level spins its wheels a bit before you get there. I also didn't like that the power-ups weren't context-sensitive. There's so many power-ups handed out in this level, but a lot of them were mushrooms even though I was already big. All in all I do recommend this, what it does right it does quite well.

Finished my SMB3 Castle course just now:

Super Pesca Bros. 3: Castle

I think it's pretty good, but I also thought my Airship course was pretty good and it was critically panned so... :/

I'm not sure if I'm gonna make any Super Mario World or New Super Mario Bros. courses just yet. My SMB3 stages got significantly less love than my SMB1 courses did and it kinda crushed my spirit. We'll see how I feel in a few days though.

My one real criticism is that the area with the hammer bros needed something in the breakable blocks -- at least a coin block or something. I broke them all for no reason, and there was a ton! That's a staple of the series right there. Other than that, real solid castle stage. I hate, hate, hate SMB3 Bowser (not your fault, you didn't design him like that!), but I like that you doubled up on him all the same. Both the boss fights are fair and fun.

I also made a Super Mario Bros. 3 Underwater Course if anyone wants to check it out.

This level looks very nice and has some neat ideas, but without any chokepoints there's nothing to challenge Mario -- you just swim away from everything and eventually you're at the goal. I'm not saying you need to make something very tight like Anteo's Underwater Fortress (which rules) but you do have to have some obstacles that impede Mario in some way, or funnel him toward something.

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

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

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

I really like this! It'd be easy to say it's only half of a water level and leans on the castle part, but the water part is fun on its own terms. Tremendous stage, very highly recommended, especially to all those people who say they don't like water and scrolling levels.


I liked the main stage quite a bit. Fun platforming, carefully doling out the challenge. It's good stuff. What I didn't like was the sub-area, which didn't offer much by way of rewards and always just seemed to lead me in the wrong direction in the main stage. But I like your use of platforming-design fundamentals and should try more of your stuff in the future.


Even after the SMB3 e-Reader levels taught me to loathe note blocks all over again, I really liked this stage. It has one good, core concept and commits to it, and after some trial and error the player can knock through it with some clever play. One thing I didn't like, though, was the ending. Asking for that big ol' jump after all that work comes across as mean-spirited, especially with that middle-placed note block. Good stuff all the same, though.

3rd - Ok Sporkcuter [ID: EFD0-0000-018B-B167]


I don't get this level. Like, at all. Given that literally no one else online has beaten it, I see I'm not the only one. I'd delete this, figure out some way to give the player more of a hint as to just what you want him or her to do, and then re-upload. Clearly you've got some idea here, I just don't know what the hell it is.

New courses:

The Great Riders of Chomponia

51B1-0000-018D-72F3.jpg


51B1-0000-018D-72F3_full.jpg


This is a very simple level. I feel like it's a very classic style level with a slight twist.

I love this level. I love it so much I added it to my community spotlight list. Sort of like with Chwomps, how every time I thought of the word chwomps, it made me laugh, every time I saw a koopa or some other mouth-agape enemy riding a wild chomp, I got a legit laugh. Highly recommended.

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

This is indeed the monster you made it out to be! I love, love, love the finale. I think it could stand as its own stage, just phenomenal. As always you have a great grasp of the shooter fundamentals. It's very long too, but I get the sense that a lot of people out there like that.

One big issue though is how you used cloud blocks as a veritcal barrier after the first checkpoint. It's a one-way barrier, so it's very easy to nudge your way up just a bit high while dodging enemies or enemy fire and toss yourself well back earlier in the stage. I'd also say some of the manoeuvering around the puzzle elements early in the stage can be a little tight, and I don't really like the look of the stubby, bottomless pipes during the end stretch (although I take it that was necessary to fit everything onto the screen). All in all, this is a must-play for shooter fans.
 

Carlisle

Member


61A3-0000-01AD-91EC


After a couple days of building and a couple weeks of actually trying to beat it, and then another couple days of waiting for maintenance to end so I could upload it, my first serious level made since I unlocked all the tools is live!

Pretty proud of it. Hope it's frustrating, but not too frustrating. In the meantime, I just noticed the wealth of talent listed in the OP. Gonna dig into those asap! God what a game!
 
Where are the checkpoints? I died twice in the second section and had no patience to restart the whole course.

There are checkpoints in the level, but it's a huge stage and it takes awhile to get to them. I experimented with placing them earlier but when I did it was a Catch 22 because the player wouldn't make as big of gain for surviving some of the tougher parts of the stage. I covered this in a previous feedback post:

There's two checkpoints, one is in the small room right after the upper section with
the small "volcanoes" where you first encounter the floating Bill platforms, the other checkpoint is right before the final rush to the goal with "Captain Bobomb."
Unfortunately I wasn't able to place the first checkpoint sooner because of the way the first layer of the stage is structured and all the stuff packed into the rest of the stage. Because of this, ironically when I placed the first checkpoint sooner the player ended up losing even more of their hard-earned progress.

Thanks for the feedback.

The spin jump on the boss is rather counter intuitive:
Mario can only spin jump 3 tiles from the ground and big Thwomps are 4 tiles high.
The hitbox being a little smaller Mario can still spin jump on the boss.

I didn't think it was too bad, yeah that's a bit if a rough edge but on the other hand it just kind of forces the player to be a bit more patient and careful in my opinion. I plan on trying some new of your stages, I encourage you to sharpen your shmup skills and give Capt Bobomb another shot. 8)
 
This is indeed the monster you made it out to be! I love, love, love the finale. I think it could stand as its own stage, just phenomenal. As always you have a great grasp of the shooter fundamentals. It's very long too, but I get the sense that a lot of people out there like that.

One big issue though is how you used cloud blocks as a veritcal barrier after the first checkpoint. It's a one-way barrier, so it's very easy to nudge your way up just a bit high while dodging enemies or enemy fire and toss yourself well back earlier in the stage. I'd also say some of the manoeuvering around the puzzle elements early in the stage can be a little tight, and I don't really like the look of the stubby, bottomless pipes during the end stretch (although I take it that was necessary to fit everything onto the screen). All in all, this is a must-play for shooter fans.

So glad you loved it, it's a level for all my fellow shmup comrades in arms.

-I can see the puzzles feeling a bit out of place but I thought they'd be a nice way to make it more than "just" a shmup stage and give the player a few unique challenges to shake things up in between the shooting.

-As you said the cloud blocks can be accidentally breached from the lower section by the player. I did experiment several times with adding some blocks in between the clouds but unfortunately all that did was make the clouds look ugly and take up valuable space in an area which I didn't want to make too cramped for the player.

-Ditto on the stubby pipes without bottoms, but again just like the last example it came down to function and space, adding a panel underneath them would have compromised both layers.

-I'm really glad you got a big thrill out of the finale, I worked very hard on it. Lots of replaying and fine tuning on that part.
 

Anteo

Member
Ok I improved the level a little and remove a way someone could get stuck. Rebookmark!


OCEAN DEEP FIRING (v2)
https://supermariomakerbookmark.nintendo.net/courses/DA5C-0000-01AE-139D

DA5C-0000-01AE-139D_full.jpg

I just beat your level. I never tried the Clown Car underwater, It felt much more clunky than Mario, I didnt like it at first but it grew on me.

Your level has cool ideas, I think the most annoying part is this one
https://youtu.be/ivkOpdkI38k

The patterns that you can get with these canons are random, I had to manipulate it to get a good pattern to get through much more easily and consistenly. The patterns are not necesariliy harder than each other, but whatever plan you had after your first dead may not necesarily apply to the next try. Other than that the stage had cool ideas like opening a path for the clown car with Mario in certain places and doing the oposite for others, if it had more plays like that it woudl have been even better.

Did you meant for the players to do this? I wanst sure If I was going to need the car, or get a new one after this section, so I just wanted to be safe and did this to get through.

Your level gave me some ideas for my next uderwater level, I may even try to do the same theme as yours, Im not sure yet...
 

GRaider81

Member
Hi makers,

This is my first course I made, an incredibly simple and short level. Just thought I'd post it here as only 1/14 has completed it. I didn't think it was that hard just a couple of well timed jumps. I'm sure GAF can manage it!

https://supermariomakerbookmark.nintendo.net/courses/A28A-0000-01A2-2A04

I also made a flappy bird inspired level.

https://supermariomakerbookmark.nintendo.net/courses/2CA5-0000-01A8-FFC9

Excuse the basic nature of these compared to some awesome levels here, I just wanted to share!
 
Played Bridge Over Fishy Waters, Planets 2-7, Super Meat Bros, and Mario Ex Machina tonight.

I liked Bridge Over Fishy Waters. I even went back a second time to try the alternate route which I liked significantly less.

Planets 2-7 was awesome. My wife was super impressed that the note blocks matched the actual music. Good show.

Super Meat Bros. was great. I'd play an entire series like this. It really scratched an itch for me and I'd like to see more levels like it.

Mario Ex Machina was amazing. I loved every second of the stage. My wife was super impressed by the theme as well. Great, great work. I'll be locking that course on my bookmarks for sure.
 

jholmes

Member
I liked Bridge Over Fishy Waters. I even went back a second time to try the alternate route which I liked significantly less.

D'oh! Well, glad you enjoyed the main stretch. Thanks for playing as always.

Planets 2-7 was awesome. My wife was super impressed that the note blocks matched the actual music. Good show.

Also, is this true? I'm not a music guy so this pretty much knocks my socks off if that's really so.
 

Ranger X

Member
I just beat your level. I never tried the Clown Car underwater, It felt much more clunky than Mario, I didnt like it at first but it grew on me.

Your level has cool ideas, I think the most annoying part is this one
https://youtu.be/ivkOpdkI38k

The patterns that you can get with these canons are random, I had to manipulate it to get a good pattern to get through much more easily and consistenly. The patterns are not necesariliy harder than each other, but whatever plan you had after your first dead may not necesarily apply to the next try. Other than that the stage had cool ideas like opening a path for the clown car with Mario in certain places and doing the oposite for others, if it had more plays like that it woudl have been even better.

Did you meant for the players to do this? I wanst sure If I was going to need the car, or get a new one after this section, so I just wanted to be safe and did this to get through.

Your level gave me some ideas for my next uderwater level, I may even try to do the same theme as yours, Im not sure yet...

tks for this awesome feedback!

For the cannons, it just LOOKS harder than it is. In that section you filmed, you only need to care about the first set, in order to place yourself bottom middle. You can never get hit there. And then you care about the last set to get out. The vessel is NOT hit by the bullets, only Mario. When you realise this, it because MUCH easier because you mind bullets going through the car. ;)

You last comment, I didn't really plan on that. I wanted the last part to be destroyable but lol, I didn't put nothing on top, it wasn't planned. At least it doesn't break the level.
 

Anteo

Member
tks for this awesome feedback!

For the cannons, it just LOOKS harder than it is. In that section you filmed, you only need to care about the first set, in order to place yourself bottom middle. You can never get hit there. And then you care about the last set to get out. The vessel is NOT hit by the bullets, only Mario. When you realise this, it because MUCH easier because you mind bullets going through the car. ;)

You last comment, I didn't really plan on that. I wanted the last part to be destroyable but lol, I didn't put nothing on top, it wasn't planned. At least it doesn't break the level.

Oh I know, I actually used a similar trick in a few of my previous levels (it wasnt on purpose on my first castle, but i have a similar one there and I tried to applied to other levels), I'd admit I didnt pick up on it on my first try, but I realzied there was an empty space on the second or third,I think you can see me doing it in the video. When I review something I try to do differents things besides the right answer, to see what can I get from the level. I also was super sloopy a few times, where I just forgot to press down to not hit one of the bullets. The main thing I got from it is that it wasnt the same pattern every time I tried it, though most times it would be similar enough, sometimes a bullet would come your way before you get to the middle, so you have to do it fast. If you are interested in making it consistent, the best way is puting it after a door or pipe. Otherwise, it didnt felt cheap nor unfair, maybe a bit like a dificulty spike and a bit annoying to have to navigate from the checkpoint back to that area, with how slow the car moves.

If you ever do another level like this, try using Mario a lot more to open paths or go to another area, you can even do the reverse using the clown car to open a small path for Mario. Swin with mario through an small area, then give them a new Clown Car

Edit: Lets trade water levels! Try this one if you havent; The Underwater Fortress

Edit2: Ill just use this post instead of bumping the thread:

I reworked my new puzzle stage:

The Golden Bridge
ySoPIaG.jpg


There are still some parts that I dont like, like when the player has the p switch and crossing the bridge. I am thinking about ways to fix that one somehow to make it less punishing when someone miss uses the P switch. The spring cheese is gone, though it is possible to do a similar one, but it requires previous knowledge of the stage, I dont like it that way but I could not figure out a clever way to do shortcuts here.
 
D'oh! Well, glad you enjoyed the main stretch. Thanks for playing as always.

Well, I mean,
the pipe that I had to bounce off the Cheep Cheep to get to that pipe was it right? I saw the short underwater spot and then came out in the clouds? It was more difficult up there
I died from a Koopa once and fell off another time
and there wasn't much in the way of a reward for going that route. I was actually excited when I first saw the underwater part and I generally don't like underwater courses.
I don't know. Still a really good stage.
 

Ranger X

Member
Oh I know, I actually used a similar trick in a few of my previous levels (it wasnt on purpose on my first castle, but i have a similar one there and I tried to applied to other levels), I'd admit I didnt pick up on it on my first try, but I realzied there was an empty space on the second or third,I think you can see me doing it in the video. When I review something I try to do differents things besides the right answer, to see what can I get from the level. I also was super sloopy a few times, where I just forgot to press down to not hit one of the bullets. The main thing I got from it is that it wasnt the same pattern every time I tried it, though most times it would be similar enough, sometimes a bullet would come your way before you get to the middle, so you have to do it fast. If you are interested in making it consistent, the best way is puting it after a door or pipe. Otherwise, it didnt felt cheap nor unfair, maybe a bit like a dificulty spike and a bit annoying to have to navigate from the checkpoint back to that area, with how slow the car moves.

If you ever do another level like this, try using Mario a lot more to open paths or go to another area, you can even do the reverse using the clown car to open a small path for Mario. Swin with mario through an small area, then give them a new Clown Car

Edit: Lets trade water levels! Try this one if you havent; The Underwater Fortress

Edit2: Ill just use this post instead of bumping the thread:

I reworked my new puzzle stage:

The Golden Bridge
ySoPIaG.jpg


There are still some parts that I dont like, like when the player has the p switch and crossing the bridge. I am thinking about ways to fix that one somehow to make it less punishing when someone miss uses the P switch. The spring cheese is gone, though it is possible to do a similar one, but it requires previous knowledge of the stage, I dont like it that way but I could not figure out a clever way to do shortcuts here.


I wish the level space was sort of bigger. While creating the level I had alot of different concepts, ideas, and I felt I could work on them and bring them a little further but I didn't had space. I opted for a level with sort of "enumerates" my ideas instead of focusing on a couple of ideas only.

I totally bookmarked your level. I think its hard to make a fun water stage so I am definetely interested to try yours. I'll return some feedback. ;)
 

Anteo

Member
Haha see, easy!

I think people are doing it the slow way and killing themselves trying to spring jump.

The first time I died to the koopa after the first spring jump. But after that there is nothing harder really.
I dont know if you planned for that fast route, but I discovered that I could do the second spring jump in a way to land on top of the 3rd koopa, and then use the extra height to get to the 3rd spring and to the goal. It was an even faster time. Pretty cool.
I actually made a level with a concept of a "hidden" fast route, which was abusing the level to get through super fast without shortcuts similar to what I did here, just running and jumping. Check it out! Monty Mole Mines


I wish the level space was sort of bigger. While creating the level I had alot of different concepts, ideas, and I felt I could work on them and bring them a little further but I didn't had space. I opted for a level with sort of "enumerates" my ideas instead of focusing on a couple of ideas only.

I totally bookmarked your level. I think its hard to make a fun water stage so I am definetely interested to try yours. I'll return some feedback. ;)

It all depends on the aproach, I like to present a few ideas instead and expand them on the level, I always want to have at least 2 of whatever challenge I present, and if I make something I consider too dificult I try to make a easy/controlled version of the challenge near a checkpoint or the start, and the harder version of the same near the end, so the players that die can pratice in a safe place. However this makes it so I run out of space super fast, so I cant have many different challenges.
 

Inkwell

Banned
In general I just want to say thank you to everyone who's played my levels. I read all the comments on Miiverse even though I don't post messages on it myself. Again, thanks everyone!

Finished my SMB3 Castle course just now:

Super Pesca Bros. 3: Castle

I think it's pretty good, but I also thought my Airship course was pretty good and it was critically panned so... :/

I'm not sure if I'm gonna make any Super Mario World or New Super Mario Bros. courses just yet. My SMB3 stages got significantly less love than my SMB1 courses did and it kinda crushed my spirit. We'll see how I feel in a few days though.

The first half of the level felt like it came straight out of Mario 3. The last half felt a bit more challenging. I'm not sure if I liked having the mid-boss. I see what you were going for with bowser coming back for revenge, but I think I would have preferred something simpler (like a couple of those big hammer bros) if you felt you really needed it. It was also a little irritating getting out of the fight with that alternating fire. I see why you put it there, and I'm not sure if I could come up with a better solution. Besides that, I think you pretty much nailed this one.

Finished a level in SMB3 theme. It's a sky adventure, with a variety of different sections with distinct mini-challenges. Enjoy!

Sky Trials

This was an interesting level because I can see you tried to do some unique things. It was a little frustrating to play though, and also a little confusing at points. Sometimes I didn't exactly know what I was doing or where I was going, but always found my way. The room with the springs and homing bills was a bit irritating. Aesthetically it looked pretty decent. There were some clever ideas too like the puzzle, little caravan of enemies, and the boss fight. It did make the level feel a little disjointed having so many varied elements. For the future I would say maybe be a little more focused. Having elements be more consistent will help the level feel a bit more cohesive as a whole

Ok so I just published a new level.
This one is based on the new whatever its called shooting vessel from SMW. Its was since a long time I also wanted to make a water level but I never was satisfied with what I tried before. Needless to say, a fun underwater level is hard to make but I think I got one now :)


OCEAN DEEP FIRING (v2)
Bookmark me!
F5FA-0000-01AC-6DD1_full.jpg

This was a very nice looking level, and a fun use of the clown car. Getting around felt a little confusing. I'm not a huge fan of lots of multiple paths, and I think it becomes a bigger issue with flying/swimming. The only other issue I had was the cannons and thwomps at the end. I have no clue how I was supposed to get by the cannons without taking a hit. I tried speeding through the thwomps and took a hit too. Since they fall slower in water, it felt like it was intended. Other than that, it was a really good level. It looked really good and felt pretty balanced.

Koopas Treetop Kingdom
Tag: Traditional

Aiming for a traditional fun and scenic level with this one. Enjoy!

https://supermariomakerbookmark.nintendo.net/courses/85C0-0000-019F-D79D

85C0-0000-019F-D79D.jpg


85C0-0000-019F-D79D_full.jpg

I absolutely loved the look of this level. Trees are very hard to make in the editor, but you succeeded fairly well. I thought using the tracks as wire/ropes was pretty ingenious and added to the overall aesthetics. I did notice some power-ups that weren't tiered to give a fire flower. Awesome level!

I really liked this level, the challenge is there to push the player forward but you can take your time if you want in most places.
I don't really like speedruns (you'll notice this if you play my levels they're more geared toward exploration than speedruns) but this one is straight to the point.

Thanks! Some of these platforming levels feel like they're turned up to 11 the whole time, but the player needs to be able to take a breather once in a while. I truthfully don't like doing speedruns either. It's rare when I play a level and want to shoot for the record time.

This level is incredible! Easily one of my favorite.
Seeing the level getting corrupted and hoping inside the PCB was a treat.

Thanks! I'm proud of the level, but I do wish I had done more with it.

OK, here's a long, long overdue megapost. First up is my latest release, Bridge Over Fishy Waters.




This one was a work in progress for some time. I had a couple loose ideas rolling around in my head, but I got inspired by a visual element used briefly in a very good stage called Buzzsaw Boroughs. Then I started playing through the GBA port of SMB3 last week, which informed a couple of other design decisions. Eventually everything came together -- just a few hours before the game was taken offline. However, it's back now, and I'd be honoured if you guys checked it out.

After I finished that stage, it was about 2 a.m. and I felt like I still had something left in the tank, so I retooled my first-ever stage, The Spring's the Thing. No one ever seemed to like it much, including me: it was full of rookie mistakes and design decisions I would never make today. I'm older and wiser, and I knew the level was unpopular anyway, so I retooled it a fair bit, made use of a couple of things that weren't available to me at the time like sub-areas and checkpoints, and re-released it. I tried to leave the heart of the stage intact, so the rare person who did play it back then will find it familiar. However, there's some real thought behind the design now, instead of just putting things wherever to see how they tick. I tried to also leave on some of the rough edges -- this isn't supposed to be my magnum opus, I just wanted to leave the base idea of the stage online without wasting anyone's time.

Anyway, the 2.0 version is called In the Spring of Things and if my other stage isn't enough, please give it a shot.


Bridge Over Fishy Waters felt like a Mario 3 level. It was probably more difficult than an official level, but it was pretty fun and hectic. I didn't really like the alt path though. It was challenging to get there but not as rewarding. I think that maybe it should have taken you to just over the exit, or given you a star (unless I missed it).

Buzzsaw Boroughs was pretty great. It was challenging, but not overly difficult, and I liked the puzzle element to it. The way you set up the level easily indicates your goal. I had an issue with the mole chase since the saws didn't seem to line up that well.

In the Spring of Things did feel a little basic. It was a solid level though, and I can't really find anything to fault it for.

OK! Before I get to level feedback, I wanted to share a really great level I saw on NintendoLife. Bullet Time by Conchita uses the game's own slowdown as an asset. The stage isn't easy but I cleared it in the first attempt, so old Mario diehards shouldn't worry too much. I really recommend this, it's a lot of fun!

Thanks for sharing. That was pretty cool.

I love this level. I love it so much I added it to my community spotlight list. Sort of like with Chwomps, how every time I thought of the word chwomps, it made me laugh, every time I saw a koopa or some other mouth-agape enemy riding a wild chomp, I got a legit laugh. Highly recommended.

Wow, thanks! I was a little sad when the level didn't seem to get the attention I hoped it would. I personally love this level. I hope more people give it a chance!



61A3-0000-01AD-91EC


After a couple days of building and a couple weeks of actually trying to beat it, and then another couple days of waiting for maintenance to end so I could upload it, my first serious level made since I unlocked all the tools is live!

Pretty proud of it. Hope it's frustrating, but not too frustrating. In the meantime, I just noticed the wealth of talent listed in the OP. Gonna dig into those asap! God what a game!

Well, you were right that it was frustrating! It takes some memorization, but it's not too bad once you know what to do. I'm also glad that you didn't go nuts with kaizo blocks, unless I was just fortunate enough to miss them. The beginning had me nervous. I'm not a huge fan of difficult levels like this, but I had fun trying to clear this one.
 

Carlisle

Member
Well, you were right that it was frustrating! It takes some memorization, but it's not too bad once you know what to do. I'm also glad that you didn't go nuts with kaizo blocks, unless I was just fortunate enough to miss them. The beginning had me nervous. I'm not a huge fan of difficult levels like this, but I had fun trying to clear this one.

Thanks for the feedback! And nice job being the first (and so far only) person to clear the level. It took me forever! I was worried that I made it impossible to finish without some trial and error and memorization. My goal was to make it tough but fair enough for someone to finish on their first go, but once your head has been in it for so long it's hard to discern what you know from what someone should be able to figure out without cheap deaths.

I'm taking some good notes here for my next one! Thanks again.
 

jholmes

Member
Buzzsaw Boroughs was pretty great. It was challenging, but not overly difficult, and I liked the puzzle element to it. The way you set up the level easily indicates your goal. I had an issue with the mole chase since the saws didn't seem to line up that well.

I should reiterate that's not a level I made, just one I took some inspiration from and wanted to credit. Glad you played it though, it doesn't seem like it found a lot of attention.
 

Bydobob

Member
By the way, the level may not seem like it, but the majority of it is set up for speed-running.

Perilous Platforms, Scary Saws

F49A-0000-01AB-B124.jpg


F49A-0000-01AB-B124_full.jpg

This was great fun, level flows brilliantly and the layout is clear and simple. Definitely best played at speed. It doesn't need two checkpoints frankly, level sticks to the same mechanic with few surprises, and difficulty stays pretty much the same throughout.

I tried to improve it as much as I could based on the feedback you all provided
Here it is!

It was pretty much identical until after the checkpoint, and then I found my usual path through the jellyfish blocked off. Never even knew the Bowser Jnr section existed! Anyway, it was an unusual encounter, Bowser Jnr hardly posed a threat, and I just waited for him to jump downwards so I could scoop all the collectibles. I don't know Mael, it seems like you've got yourself in a bit of a tizzy making this level. Lots of good ideas, but a little over-engineered. I'll also say that the moving ice block to access the pipe is in exactly the wrong place should you decide to backtrack out of the Bowser Jr section, as I did. You automatically fall onto the spikes.

I'm kind of attached to this level though and all the effort you've put in, so please don't be despondent!
 

Mael

Member
Thanks for the feedback.

I can see what you mean about the course invoking more of a SMB1 style feel, but I think maybe the only thing I could have added to change that would have been a little more verticality. The original design for the course included a vertical shaft you'd have to ascend and descend on donut blocks with firebars and podobos, but the limitations of the screen scrolling in the Mario Maker engine made it too ugly and difficult for my taste.

If you really liked it though you should check out the rest of my Mario Maker courses.
I'm playing your levels in orders, it's kinda like an alternate universe SMB1,
really fun.
I'm up to level 4 or 3 I think

It was pretty much identical until after the checkpoint, and then I found my usual path through the jellyfish blocked off. Never even knew the Bowser Jnr section existed! Anyway, it was an unusual encounter, Bowser Jnr hardly posed a threat, and I just waited for him to jump downwards so I could scoop all the collectibles. I don't know Mael, it seems like you've got yourself in a bit of a tizzy making this level. Lots of good ideas, but a little over-engineered. I'll also say that the moving ice block to access the pipe is in exactly the wrong place should you decide to backtrack out of the Bowser Jr section, as I did. You automatically fall onto the spikes.

I'm kind of attached to this level though and all the effort you've put in, so please don't be despondent!
Thanks for the feedback.
The Bowser Jr section was there all the time but no one ever found it as far as I can tell.
I feel like I should give some kinds of hints to find the hidden passages.
I mean I have a level with a boss fight that let you bypass the whole level. No one ever found it as far as I can tell.
I'll try to hide boss fights in all my levels from now on as a test to see what works for bosses and doesn't.
The idea of Bowser Jr was to force the player to activate the switch and be unable to go with the lower path that is easy while the upper path is hard and all but the star kinda makes it too trivial.

the issue with this level is that I'm usually not good at coming back to a level and trying to improve it and I'm even worse at underwater level.
twas a cool experiment but I felt kinda gutted no one ever mentioned BowserJr so I put him in the main path.
There's good lesson to get from this level through the feedbacks, I don't backtrack enough when I test the level.
I'll move on, SSB level editor is all kinds of shite so I'll continue my levels, next should be Harry Potter themed if I can do it justice.

I'm done for the foreseeable future with full underwater levels though that's for sure.
 
Here's the first stage of World 3:

Mega Thwomp World 3-1: Atletics



A pretty short Athletics course, I tried my best to have multiple pathways with ambiguous choices for speed-running.

Just played this, restarted many times, didn't make it to the end. The spacing overall and the way that you sized, stacked and organized the enemies and Thwomps on this stage does not feel intuitive at all, it's far too easy to get hit. Due to that, I don't see how this would be a good level for speed running as every time I would get some kind of chain going it would get broken due to running into an awkwardly grouped enemy stack. On subsequent attempts I found myself being forced to slow down at various times in order to weave around an enemy stack which was either too high, too low or too big to accommodate a clean jump-chain.

Ok I improved the level a little and remove a way someone could get stuck. Rebookmark!


OCEAN DEEP FIRING (v2)
https://supermariomakerbookmark.nintendo.net/courses/DA5C-0000-01AE-139D

DA5C-0000-01AE-139D_full.jpg

Are you by any chance having issues with your Miiverse? I had to manually star the stage because when I tried to comment I got a Miiverse error code/message saying the post is "not available for commenting" or something. Anyways...

...I really enjoyed this, the combination of the Fire Car plus underwater gameplay is interesting and provides a laid back challenge which lets the player go at their own pace. I really like the part right after
the first checkpoint where the player needs to swim underneath and dislodge the homing Bill cannons from below.

Maybe you're already aware but
the blocks right before the cannon can be blown up with the Fire Car instead of having to use the P-Switch. That's not a complaint though, I like how flexible the level is in that regard.

Also, earlier regarding the cannon mini gauntlet on that section,
in some earlier feedback you received it was said the spacing on the cannon balls was unfair but after a few tries I was actually able to get past them quick and easy by rushing them and then angling down a bit, so I think you're OK there.

I like
how on the finale you give the player the option of bypassing the Thwomp bridge by blowing up the bricks and going underneath. Only thing I would have maybe done differently is have a few enemies underneath the bridge so the player doesn't have too easy of a time by choosing that route but that's just me.

Do you enjoy shmups and a bit of a serious challenge? If so I'd love to hear your thoughts on my Captain Bobomb stage:

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

OK, here's a long, long overdue megapost. First up is my latest release,

Bridge Over Fishy Waters.


Loved this stage, man! Normally I dislike Cheep Cheep runs but this was just chill and enjoyable. I really dig how
the player has to make a skilled jump off the Cheeps under the bridge in order to reach the pipe to the secret route. The alternate route was great btw, I like how it rewards the player with a Fire Flower too.

Only thing I would change is maybe adding more Cheeps near the end both to give the player a bit more challenge during the finale and also because I kept trying to lure enough Cheeps to be next to the goal in order to score a 1-Up but ultimately failed, ha.

Alright, time for a nice long break with Woolly World, I am long overdue to finish that game.
 
Hello, longtime lurker here. I played lots of the levels posted here. I figured it's time I share mine.

Lots of my levels are remixes of existing Mario levels I like. Otherwise aim to create Mario-like level.

Here is a sample.

My take on a puzzle maze with music blocks.
3F90-0000-01A5-579E_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/3F90-0000-01A5-579E

Easy level with multiple routes. Made for speedruns and parkour.
254D-0000-015C-2A00_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/254D-0000-015C-2A00

Chocolate Island 3 Remix. A little harder with smaller platform.
685A-0000-018F-5365_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/685A-0000-018F-5365

Castle level where I tried to recreate the feeling of a final level.
7CE2-0000-00F7-E9D4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/7CE2-0000-00F7-E9D4


Trying to get better with making levels people actually like, but relying on random people on the internet is harder than I expected.

I hope somebody plays this course and enjoys it!

El Capitan Todd's Ice Ghost Adv.
(https://supermariomakerbookmark.nintendo.net/courses/381F-0000-01A2-630A)

Fun level to speedrun. Good synergy between the ice, ghosts and the holes.

If you really liked it though you should check out the rest of my Mario Maker courses.

I'm a fan of your work. Your levels are very fun to run through, good flow.
 
I made a ghost house level. I had to fight with myself to go easy on the difficulty, because levels are always way harder for others than for the creator, but I don't want to remove all the challenge and make it boring. Hopefully with the checkpoints it's doable.

Edit: New version.
HOUSE OF BOOS v2
D974-0000-01B0-1FB3.jpg

Here's the link to Bookmark It.

I'd love to hear any feedback. Speaking of feedback:

OCEAN DEEP FIRING (v2)
Bookmark me!
I was really enjoying this level, but I ended up quitting because of the cannonball part soon after the checkpoint. I felt like I must be missing something. If there's no trick and you do just have to make it through in the clown car, I would definitely suggest changing the spacing to make it more forgiving.
 

Ranger X

Member
Are you by any chance having issues with your Miiverse? I had to manually star the stage because when I tried to comment I got a Miiverse error code/message saying the post is "not available for commenting" or something. Anyways...

...I really enjoyed this, the combination of the Fire Car plus underwater gameplay is interesting and provides a laid back challenge which lets the player go at their own pace. I really like the part right after
the first checkpoint where the player needs to swim underneath and dislodge the homing Bill cannons from below.

Maybe you're already aware but
the blocks right before the cannon can be blown up with the Fire Car instead of having to use the P-Switch. That's not a complaint though, I like how flexible the level is in that regard.

Also, earlier regarding the cannon mini gauntlet on that section,
in some earlier feedback you received it was said the spacing on the cannon balls was unfair but after a few tries I was actually able to get past them quick and easy by rushing them and then angling down a bit, so I think you're OK there.

I like
how on the finale you give the player the option of bypassing the Thwomp bridge by blowing up the bricks and going underneath. Only thing I would have maybe done differently is have a few enemies underneath the bridge so the player doesn't have too easy of a time by choosing that route but that's just me.

Do you enjoy shmups and a bit of a serious challenge? If so I'd love to hear your thoughts on my Captain Bobomb stage:

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

.

Cool. Bookmarked your level. I don't like it when its too much hard but we'll see :)
 

Ranger X

Member
I was really enjoying this level, but I ended up quitting because of the cannonball part soon after the checkpoint. I felt like I must be missing something. If there's no trick and you do just have to make it through in the clown car, I would definitely suggest changing the spacing to make it more forgiving.

It looks much hard than it is actually. Did you know the clown car isn't damaged? You need to only avoid the bullets with Mario himself. Another thing, its made that its too close sets. You mind only the first one and then there's a huge safe spot right in the bottom middle. Once you there, you simply mind the last set. :)
 

RedSwirl

Junior Member
This might sound weird, but if there's a specific level I know I want to bookmark... how do I do that?

The website doesn't seem to have a way to track down specific courses.
 

TheMoon

Member
This might sound weird, but if there's a specific level I know I want to bookmark... how do I do that?

The website doesn't seem to have a way to track down specific courses.

there's no search. you either have the link to the level or you don't.

but if you know what level to bookmark, then you likely have the actual level ID somewhere. just add the level ID at the end of the url replacing an existing one and then you're on the page of that level and you click "bookmark".
 

jepense

Member
Thanks to everyone who played my courses. I've bookmarked a lot of stages from the thread but haven't got around to play them yet, because instead I made a new level.

To P or not to P?
6E7A-0000-01B2-4939.jpg

This is not the first puzzle stage I've made, but it's actually the first one in the ghost house theme. Anyway, this is about carrying and using P-switches to clear a path of blocks and coins. A warning though: You will need to pass the final area a few times in order to finish the level and it is possible to screw up and make it unbeatable.
 
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