• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Super Mario Maker |OT| Miyamoto Simulator 2015

jepense

Member
Feedback! Note that I played the levels starting at 4 am, so my reaction time was bad and tolerance level extremely low. But maybe this emulates your average player.

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.

HOUSE OF BOOS
D974-0000-01B0-1FB3.jpg

Here's the link to Bookmark It.

I'd love to hear any feedback.

I found it to be too difficult for my taste. The precision jumping parts were difficult but doable, although I think you had way too many Bowsers. In the part with the P-block, I'm not sure if you intended that the player picks it up or activates it immediately, but I picked it up and carried it to the door which was on a *tiny* platform. I didn't but it's really easy to kick the P-block down from there, which would have been an immediate quit for me.
I got to the part with a line of Thwomps several times and tried but couldn't run under them. I guess I should have waited between every one? I think a such a huge stretch of Thwoms is a que to run, and if you want the player to wait instead, make it clear from the beginning that you can't run with some small obstacles. If I was supposed to run, it didn't work.


Here is the last level I created. It's a more straight forward, classic style of hard, level. No cheap deaths, no enemies out of nowhere, no traps, nothing like that. Thanks!

Ghost Ship Spooks! - 0828-0000-01A2-064B

https://supermariomakerbookmark.nintendo.net/courses/0828-0000-01A2-064B

7MBxCQ4.jpg

I didn't make it to the end. After many tries, I got to the skulls, fell down to some dry bones on small donut platforms and died there. The main annoyance in the beginning is in my opinion due to clutter. Things are very close to each other and the shape of the platforms is very complicated, so you need to be in very exact spots to wait for an opening safely. You also only get a mushroom in the beginning, and have to do some very precisely timed jumps with little momentum, with the boos and things being thrown at you, making it very hard to progress without taking a hit.


This was a fun idea, and the execution is short and focused, as I think it should be. I died a bunch of times on the first 4-column, which is the difficult part. I would probably move the pit there so that the wall and don't hit you exactly simultaneously. Then I failed the last jump and quit. The last jump is totally unnecessary and just irritates after an otherwise fun ride.

Downside Up is a gravity puzzle level, it's a bit short though because of the pipe/door limit.
5ezzKFy.jpg

https://supermariomakerbookmark.nintendo.net/courses/C6C1-0000-0080-090F

Curtain Call is a ride on a snakeblock made of vines.
AHjMIZr.jpg

https://supermariomakerbookmark.nintendo.net/courses/3DAE-0000-00D4-ED39

Cloud Kingdom is an autoscrolling cloudy platformer with a change of pace part way through.
Fy7Pne4.jpg

https://supermariomakerbookmark.nintendo.net/courses/85BB-0000-00DF-EBE4

Any feedback welcome :)
These are really, really good levels! They have very similar motifs to some of my best ones, so obviously your taste in levels is similar to mine. Since these are so good, I'm going to nitpick to give you some constructive criticism.

Downside Up is pretty great. There aren't many hazerds and the puzzles are fairly easy. I though maybe too easy at first, but then I concluded that no, they are just the right difficulty. The only thing I can suggest as a change is to have a couple of more small rooms in the beginning or in the end. The last big room felt a bit empty. I'm not sure this would be an improvement though, just different.

Curtain Call was your best level in my opinion. I barely cleared it on the first try so I guess the difficulty is well balanced, but some of the parts where you have very small space and the vines go up and down in an unpredictable way felt more luck/twitch based than necessary. The idea was cool, just add a block or two more space.

I really liked the rails part of Cloud Kingdom, although I wish it was longer. I've wanted to do just this kind of rails section myself but hadn't figured you can use winged clouds to make snake blocks! The beginning is ok too, although some of the jumps such as the parabeetles are perhaps too difficult. I've made a level of just parabeetles before, because they were fun in NSMBU, but the hitboxes feel somehow too small and it's very easy to miss jumping on one, even though you feel you should've made it. (That level of mine is way too difficult because of that.) In the part with the wall of clouds and munchers, I first thought you need to run and fall to the lower part because the first muncher seemed like it's blocking your jump, but instead you need a tiny hop. In that part a trail of coins suggesting a jump would've been nice, or having the wall stretch lower so that the run would have also been successful. Also, after the checkpoint, it was totally unnecessary to bury the flower. Fetching it isn't fun, just give it to me.

Finally finished a level I've been working for a few days, Eternal Recurrence. It's a puzzley level based around the theme of repetition, I just hope it isn't too far up it's own arse!
https://supermariomakerbookmark.nintendo.net/courses/6EC4-0000-01B5-2A8C
I couldn't get past the first room. :( The POW block did nothing? I'm probably missing something obvious, but it is very early in the morning. Didn't feel like iterating forever.

This was a really fun idea. I'm not sure if I completed the final section the intended way, but it worked well enough.
That level was put together fairly quickly. I just iterated on the layout while playing, trying to make sure it's not too easy to pass or to screw up. So in the end it's a house full of stuff that disappears as you iterate, and you can pass it several ways by just messing around as long as you have some idea of what you are doing. So there is no grand design, it's more of an organic layout.
 

jepense

Member
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.
It's already below 10%!

The level is easy once you know how spin jumping on thwomps works, but the average player does not and will not have played your other levels in the series. Also remember that in modern Mario games you can stand on thwomps, so a lot of people will try that and many people will not even remember that spin jumping is a thing in SMW. I'm guessing the first room is difficult for most people and you are getting a lot of deaths there. So to teach the player, you should start in a room where you need to break out using a spin jump so that Mario inevitably lands on a thwomp. Then the players will know that they should be spin jumping.


A new level:
Heavenly rhythm
797D-0000-01BC-840B.jpg

This level is inspired by beat blocks in 3D world. You know, those blue and red blocks that appear and vanish in beat. I can't make blocks appear, but instead there are clouds and munchers swapping places. It's harder than beat blocks because you don't get the audio cues, but on the other hand it's easier since you can screw up and not immediately die. The complexity is also comparable to the official beat block levels (i.e. very simple). So in principle this should be a fun level if you like that stuff. Is it? Or is the missing sound a deal breaker?


An old level I'm not sure if I've posted:
Go with the flow
C13B-0000-00A1-57BE.jpg

This is a cheetah-scrolling swimming level. I know autoscrolling and swimming are not the best parts of Mario, but they actually go together pretty well. This is a short and fast obstacle course.
 
Hello everyone! I have been lurking into this thread, and always wanted to try all the levels of yours.

So I have been thinking... maybe I'll set up Discord server for our live chat, focused on Super Mario Maker. Mario Kart has one, Splatoon has one, and Smash has one too. They are great way to chat, giving feedback, sharing and ping certain person in chatroom to get their attention.

I'm not saying that this OT will be purposeless, I just figured that this way, I can take a look of all those codes then I will do a stream for you guys to watch your levels getting played by myself, or even other gaffers who does streams. I will post my videos and feedback in the OT still.

If anyone is curious about Discord chat, I can set it up and invite everyone here to join in, but first I want to hear what you guys think of this method. If you guys prefer to stay with the OT, that's fine, just say so, then this discussion will be dropped. Although if I get to set it up, we can go ahead and try to see what you guys think, if you guys doesn't like it, I can just shut it down, no problem.

Let me know if anyone is interested and I hope to start playing your levels soon! :)
 

jepense

Member
Hello everyone! I have been lurking into this thread, and always wanted to try all the levels of yours.

So I have been thinking... maybe I'll set up Discord server for our live chat, focused on Super Mario Maker. Mario Kart has one, Splatoon has one, and Smash has one too. They are great way to chat, giving feedback, sharing and ping certain person in chatroom to get their attention.

I'm not saying that this OT will be purposeless, I just figured that this way, I can take a look of all those codes then I will do a stream for you guys to watch your levels getting played by myself, or even other gaffers who does streams. I will post my videos and feedback in the OT still.

If anyone is curious about Discord chat, I can set it up and invite everyone here to join in, but first I want to hear what you guys think of this method. If you guys prefer to stay with the OT, that's fine, just say so, then this discussion will be dropped. Although if I get to set it up, we can go ahead and try to see what you guys think, if you guys doesn't like it, I can just shut it down, no problem.

Let me know if anyone is interested and I hope to start playing your levels soon! :)
Welcome!

The big difference between Mario maker and games like Smash and Splatoon is the fact that Mario maker has async online functionality, not online multiplayer. Chat is good for immediate discussion while a message board is better for comments you want everyone to see, such as new levels or feedback. As you say, Discord could be nice if someone is streaming and people want to discuss what is happening, or if the community wants to chat in general. But I don't think it'll be particularly beneficial for what the OT is mostly used - level promotion and feedback.
I occasionally join the Splatoon Discord chat and it's a nice program, so if you do make a Mario maker server, I'll surely drop by every now and then. I'm not sure if I'll actually chat much though.
 

jholmes

Member
Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!




The stage is built around on-rails firebars. I don't think this is super difficult, but I did try to go back to my strengths somewhat after making a few levels that were intentionally easier than a lot of my output. I hope you give it a try, and if you do, please enjoy! Feedback is always welcome.

Speaking of feedback, I'm too sick to do anything but play levels, so here's some impressions. I'm starting out with three really, really strong stages, and I highly recommend them.

A new level:
Heavenly rhythm
797D-0000-01BC-840B.jpg

This level is inspired by beat blocks in 3D world. You know, those blue and red blocks that appear and vanish in beat. I can't make blocks appear, but instead there are clouds and munchers swapping places. It's harder than beat blocks because you don't get the audio cues, but on the other hand it's easier since you can screw up and not immediately die. The complexity is also comparable to the official beat block levels (i.e. very simple). So in principle this should be a fun level if you like that stuff. Is it? Or is the missing sound a deal breaker?

Every now and then I play a level like this that is so brilliant, and I just don't know how you could come up with the idea. Really good stage, really thinking outside the box here!

This doesn't have the sound of the beat blocks of course, but I really liked it. The platforming is tough but fun and you allow the player to make mistakes without punishing him or her too greatly. Fantastic stage!

Mega Thwomp World 3-2: Shell Transport

Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.
It's already below 10%!

This meanwhile is brilliant, but I could see myself having made it. Instead I didn't, and I'm jealous because of that. This level rules! Really fantastic stuff, I loved the whole stage and I got a big kick out of how you used the thwomp for the end-stage 1-up. Inspired work, very good. The thwomps on buzzies are both a great mechanic and a flavourful nod to the title. Wonderful.

And for what it's worth I beat this on one life. I know I'm not your average player and levels that require spin jumps might get really low completion rates, but I hope people aren't scared off. This isn't unnecessarily difficult.

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!

The level is called Sunshine and the joke is that your life is about to get very dark after you start playing. This is very very tough, but very very fair. I probably spent an hour on it and I'm annoyed that when I finally did beat it, it was as small Mario. I got right to the end as big Mario, but flubbed a jump. The one thing I would suggest to improve is the first moving block after the first P-switch, it's offscreen when Mario gets there so it's a bit too easy to jump for it and not have it show up. I acknowledge that that might be the fault of the engine and not your design. God knows I've had stuff like that screw up my stages before.

This stage isn't for everyone, and I'm guessing a lot of people get a good look at the first jump (which has a clever payoff, by the way) and just turn around and run. But if you're looking for a stage that's fair but tough as nails, I really recommend this. I'm shocked it hasn't got more attention.

After some thought I designed a Super Mario World course. You can play it here:

Pesca World: Koopa Hillside

Any thoughts or impressions are appreciated.

Fun, but over too quickly. I like the nods to Super Mario World, it feels like an homage, which I'm betting was what you were going for. Why not use smart power-ups though? I got so many mushrooms!

Other than that I liked the sense of place, maybe you could've put the difficulty just a notch higher though.

If you in the mood to try my levels that are still a bit underplayed and for people looking for levels that actually are "designed"...

OCEAN DEEP FIRING
(Normal)
Bookmark me!
DA5C-0000-01AE-139D_full.jpg


Have fun and I'd always glad to receive feedback!

The fire car and puzzle-solving aren't two things I'd normally put together, but it works! Fun stage, lots to do and there's a real sense of getting away from danger, even as you still funnel the player toward the trouble spots. My big problem would be with the cannonball finale -- I tried going through that a few times with the fire car but found it essentially impossible. I swam by with Mario and made it. If that's the idea, perhaps you should use a bottleneck, and restrict Mario's ability to even enter the area with the firecar. Just a thought.

Could some peeps give two of my more recent levels a try and let me know what you think?

I just recently unlocked all the stuff to make levels, so I've been exploring a bit more. My girlfriend and I have been enjoying making levels for each other, but nobody else ever seems to really play them :/

The Gauntlet

Making the huge pixel-perfect jump at the beginning is more a product of luck than skill. I also didn't like the second P-switch. Both those things fail a pretty standard rule of thumb for Mario stages: If the player couldn't possibly be asked to beat a stage on the first try (because of built-in trial-and-error deaths), the player probably won't find the stage fair. You also make the player do a huge blind jump around the boos, but the big issue is with the first big jump at the beginning. That's at least half the stage's difficulty right there. If you made that jump a block shorter, this level would probably be much, much easier, and that sounds like a problem. I don't mean to be entirely negative though, there's some beautiful chaos on display here.

And you can give a try to my Old School Super Mario series:


I played Old School Super Mario (Plains) and it definitely has that old school feel. You made a promise and you delivered! But no checkpoint, though? The original SMB has checkpoints.

I went underground and everything was high up and largely out of reach. Reeeally didn't like the subarea, didn't find it fun. But otherwise it's a tight stage -- no gimmicks anywhere, but then some people like it that way.

I made this level after trying to find controlled ways to use the Magikoopa:

Magikoopa Madness (alt title: 'Kamek Khaos' for you Europeans)
https://supermariomakerbookmark.nintendo.net/courses/B33B-0000-01AC-64F7

Another level that delivers on its promise: there are magikoopas, and there is madness! Really fun stage, lots of impending doom from the magikoopas but it still plays quick, breezy and loose. It's impressive how sticking magikoopas in specific situations gets them to behave a little more reliably, and you do a lot with them in every spot you put them in. Very good! Play this already, guys!
 
Played a few levels last night, so I figured I'd share my thoughts.

Mega Thwomp World 3-2: Shell Transport
Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.
It's already below 10%!
Definitely doesn't seem too difficult. I do have one comment though, that may play into its below-average clear rate. There was at least one point where I wasted a few attempts going for a bonus item in a block, only to be disappointed to find it was just a 1up mushroom. (On the other hand, I don't really know what I was expecting....) If you take too long trying to go for the "secrets" the thwomp train can get away from you and then you just have to restart. Maybe it'd be better not to have those there? Or put a power-up in them, since that tends to feel a bit more satisfying to me when playing. That said, I like the level a lot. It was very fun, and definitely not too hard.

NOW THAT'S A SKULL RIDE!
(Very Hard)
Bookmark me!

I beat this level... eventually. At parts it felt puzzly. I love skull coaster sections and I love puzzly sections, but I feel these are two great tastes that don't go great together. Every time I made it to a new screen, I'd quickly scan to try to figure out what was going on, then die or lose the coaster before I could possibly process it, then rinse and repeat a bunch (replaying earlier parts I'd already sussed) until I knew what to do. So in the end there was too much trial-and-error for me. I think it's important to keep in mind that you know what you're supposed to do when you play test, but the player won't. I know I've run into this in making my own levels, where I accidentally make things way too hard because playtesting it, knowing what's expected, it seems easy. I will say though, I did kinda feel like a boss when I got through that final section.

I enjoyed this level, but I think you could have run with the idea a bit more. (I know you said you're not sure it's quite finished.) It was pretty easy but still tense throughout, which was nice. If anything, you probably could afford to make it a tad harder. I especially liked the big rising elevator sections, and might steal that idea for future levels.
 

Inkwell

Banned
I made this level after trying to find controlled ways to use the Magikoopa:

Magikoopa Madness (alt title: 'Kamek Khaos' for you Europeans)
https://supermariomakerbookmark.nintendo.net/courses/B33B-0000-01AC-64F7

I missed posting feedback on this in an earlier post. Very fun and clever. I wanted to make a level like this, but thought it would be a little too random with them teleporting. I didn't think to anchor them down.

Mega Thwomp World 3-2: Shell Transport



Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.
It's already below 10%!

The level difficulty was fine. In fact, it could have been a little more difficult and still played well and fair. I died once because I ran into the corner of a thwomp that was just sticking through the bridge near the start.

A new level:
Heavenly rhythm
797D-0000-01BC-840B.jpg

This level is inspired by beat blocks in 3D world. You know, those blue and red blocks that appear and vanish in beat. I can't make blocks appear, but instead there are clouds and munchers swapping places. It's harder than beat blocks because you don't get the audio cues, but on the other hand it's easier since you can screw up and not immediately die. The complexity is also comparable to the official beat block levels (i.e. very simple). So in principle this should be a fun level if you like that stuff. Is it? Or is the missing sound a deal breaker?

This was a wonderful level. It's simple and to the point with the perfect increase in difficulty throughout.

Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!




The stage is built around on-rails firebars. I don't think this is super difficult, but I did try to go back to my strengths somewhat after making a few levels that were intentionally easier than a lot of my output. I hope you give it a try, and if you do, please enjoy! Feedback is always welcome.

It was fun and challenging. I could potentially see the later part of the level become problematic if the firebars get really out of sync. I've been looking for more levels like this recently with just solid challenging platforming.

I enjoyed this level, but I think you could have run with the idea a bit more. (I know you said you're not sure it's quite finished.) It was pretty easy but still tense throughout, which was nice. If anything, you probably could afford to make it a tad harder. I especially liked the big rising elevator sections, and might steal that idea for future levels.

Someone else alluded to this. Getting difficulty balance right can be, well, difficult. I don't really have anyone to play-test my levels, and as the creator I'm not a very good judge of difficulty. On top of that, I tried to not make the level too long. I've played too many levels (and made some too) where I feel fatigued at the half-way point. I may try to make another platform-heavy level next, and I'll try to keep it a little more towards the difficult side.
 
Getting difficulty balance right can be, well, difficult. I don't really have anyone to play-test my levels, and as the creator I'm not a very good judge of difficulty.
Man, so true. My wife has zero interest in playing the game and after testing a section dozens of times you lose all perspective on how it'll be for a new player. That said, it's better to err on the side of easy than hard I think, and I'm going to start doing that with my levels. I still had fun with this one and didn't think it was completely braindead easy or anything.
 

Ranger X

Member
The fire car and puzzle-solving aren't two things I'd normally put together, but it works! Fun stage, lots to do and there's a real sense of getting away from danger, even as you still funnel the player toward the trouble spots. My big problem would be with the cannonball finale -- I tried going through that a few times with the fire car but found it essentially impossible. I swam by with Mario and made it. If that's the idea, perhaps you should use a bottleneck, and restrict Mario's ability to even enter the area with the firecar. Just a thought.


This is the bane of my level. People don't know and, just like you, they don't realise crossing the last part with the car or Mario alone is.... the same thing (can't blame you). When you're in the fire car, only Mario can be "touched". Try it with this mindset and you'll cross it easy. Also, there's a pretty huge safe spot to take a pause bottom middle. I think this last part in my level there will forever be "the imperfect part" of that level. Oh well, :)
 

tariniel

Member
Haven't made a level in a while, since the midpoint update really. I tried to make it on the difficult side but not too extreme. I put several mushrooms (and 1ups for people that encounter in the wild) as well as a midpoint. The theme of the first half is retrieving items to proceed, and the second half's theme is spin & wall jumps.

If you play it, please let me know what parts you didn't like (or if you didn't like any of it at all, and why). Thanks!

Baron Buzzy Beetle's Boiler - 8142-0000-01BF-F4D9

gH1Qgld.jpg
 

jholmes

Member
This is the bane of my level. People don't know and, just like you, they don't realise crossing the last part with the car or Mario alone is.... the same thing (can't blame you). When you're in the fire car, only Mario can be "touched".

This is true, but the fire car can still hit the ground, and when that happens, you bounce back violently. So while the hit box is the same, tight squeezes often do get tighter.

Hope you get better soon.

Ugh. I hope so too.
 
Mega Thwomp World 3-2: Shell Transport

Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.
It's already below 10%!

Great level. Was not too hard at all. But if you want to increase your clear rate the major thing is the question blocks with the lives in them. I didn't die in the level but the only time I took damage was when I went for them. I love the theme and the idea you went with though.

A new level:
Heavenly rhythm
797D-0000-01BC-840B.jpg

This level is inspired by beat blocks in 3D world. You know, those blue and red blocks that appear and vanish in beat. I can't make blocks appear, but instead there are clouds and munchers swapping places. It's harder than beat blocks because you don't get the audio cues, but on the other hand it's easier since you can screw up and not immediately die. The complexity is also comparable to the official beat block levels (i.e. very simple). So in principle this should be a fun level if you like that stuff. Is it? Or is the missing sound a deal breaker?

This was a really cool level. Its a shame that mario maker only spawns stuff as it comes into view. Would be cool to see a whole continuous level using this idea. Good job
 
I'm back again! Finally got completely burned out on Xenoblade X after around two months of gameplay, so I figure I would go back to making Mario Maker levels.

I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.

sBccq2L.jpg


Neo-Mushroom City
 

fhqwhgads

Member
So apparently one of my courses got deleted for no reason. Game tells me it "No longer exists on the server" and when I attempt to upload it again it says it can't because once again "It's not on the server anymore"

Is there a reason for this? It's never happened to me before and I've never heard of courses getting deleted at random either.
 

jholmes

Member
I am having the damnedest time with these Tokaigi 2016 courses!!!

I only beat the first and third so far. I found the first one pretty annoying but the levels are fun. I need to put the rest away too...

I'm back again! Finally got completely burned out on Xenoblade X after around two months of gameplay, so I figure I would go back to making Mario Maker levels.

I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.

sBccq2L.jpg


Neo-Mushroom City

It's crazy that no one really has tried that sort of theme. Definitely bookmarked!

So apparently one of my courses got deleted for no reason. Game tells me it "No longer exists on the server" and when I attempt to upload it again it says it can't because once again "It's not on the server anymore"

Is there a reason for this? It's never happened to me before and I've never heard of courses getting deleted at random either.

Presumably it's due to lack of popularity but it's hard to say without knowing. That's probably it though, if no one plays and no one stars, Nintendo deletes it and blocks that level from being re-uploaded, even if you make changes to the level. You can make another level that's functionally identical and upload that one though. It's something to do with the specific file the level is on, I think.
 

B_Bech

Member
Hey GAF, been a long, long while since I posted a level. Looking forward to playing some GAF levels, and I figured I'd share my latest creation for you guys to try as well. It's an homage to the pinball tables of the old arcades. I dubbed my Frankenstein: "Super Mario Pinball" -- a name which sadly took me fifteen minutes to decide on. Prepare to ping pong all over the place with five unique 'tables.' Should humble even the most hardened pinball wizards, so bring plenty of quarters. Try it out and let me know what you think. It only took... my uh, whole freaking night. It's a level with a unique theme and method of progression. Anyone who gives it a spin I'll be sure to reciprocate and provide feedback for any levels you want to throw at me.

SUPER MARIO PINBALL

(8C01-0000-01C2-2E73)

8C01-0000-01C2-2E73_full.jpg



Oh, and as a bonus I'll throw in:

THE DEMOLITION OF TOAD CITY

(04B8-0000-01B5-E9A4)

04B8-0000-01B5-E9A4_full.jpg


Not my best work, but a little something I whipped up using the new Clown Car mechanics. It's pretty cathartic to assist in the destruction of a city, especially in side-scrolling shoot-em-up fare.


BOOKMARK LINK
(Plenty of other stages for your bookmarking pleasure)
 

VandalD

Member
Finally back to some Mario Maker. Made a new level and wouldlove your feedback :)
Jungle Planet
Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!
These two levels were really fun. They felt made to be speed run, though The Heat is On feels oppressive enough that it might not occur to others that it's even possible to be fast. Maybe I broke Jungle Planet a bit more than was anticipated. I was jumping on top of pipes that I think weren't supposed to be jumped on. That's the main difference between these two levels (besides the difficulty). With Jungle Planet, I felt like I skipped a lot of the standard course path by just being above everything, whereas with The Heat is On, the speed run path is the main path. You just go fast. I liked both.

I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.

Castle of Conveyance 2 154B-0000-01AC-7226

154B-0000-01AC-7226_full.jpg
 
These two levels were really fun. They felt made to be speed run, though The Heat is On feels oppressive enough that it might not occur to others that it's even possible to be fast. Maybe I broke Jungle Planet a bit more than was anticipated. I was jumping on top of pipes that I think weren't supposed to be jumped on.
Thanks. It was originally meant to be a speed run level. I was aware you could jump on the trees and piles and skip portions of the level. Originally that wasn't suppose to be the case but the more I played it the more I liked the idea of being able to navigate faster by sticking to the top of the level. I've got a lot of feedback about that whether it was intentional. My main thought process was "well the player will probably play through the level normally the first time before they realize about the huge skips"so I just rolled with it. Glad you enjoyed it though :)

I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.

Castle of Conveyance 2 154B-0000-01AC-7226

154B-0000-01AC-7226_full.jpg

Will def give this a play!!
 
Hi,

I've been lurking this thread from time to time and would like to get and give some feedback. I made a few nice levels in the past that got quite a few stars but lately I haven't been able to repeat this success. Maybe my newer levels are too difficult compared to my older ones? Please let me know what you think about some of them. Just pick any of my levels with low stars and tell me what's wrong with them! A few suggestions:


Cave Runner (classic-style underground level utilising running and super-jumps)

Cave Runner v3
(Now with 100% less chance to get stuck!)
2E9F-0000-01BA-DFA8.jpg


Junior's Airship Hangar (A classic autoscrolling airship level with a short fortress part)
896A-0000-017C-AF23.jpg


The cursed cave (The one level where I troll players a little bit. Enable comments to not miss a vital hint later on, although a friend of mine beat it without reading it.)
0962-0000-017E-6E8A.jpg


All my levels (except the oldest three I uploaded) contain three 1-up mushrooms, either hidden or difficult to get. You can never get stuck in my levels, they are always beatable (except when the time runs out), some even have multiple paths depending on which powerup you have.

---

Here are my comments on some of the recently posted levels:

I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!

The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far :)

The Ectoplasmic Enigma

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E

This was an awesome ghost house level! I managed to beat it on my first try with 64 seconds left, so I wouldn't say it's too difficult. I loved how you managed to create 4 different sub-tasks that all help accomplish your main goal. Will definitely show your level to some of my friends.


Haven't made a level in a while, since the midpoint update really. I tried to make it on the difficult side but not too extreme. I put several mushrooms (and 1ups for people that encounter in the wild) as well as a midpoint. The theme of the first half is retrieving items to proceed, and the second half's theme is spin & wall jumps.

If you play it, please let me know what parts you didn't like (or if you didn't like any of it at all, and why). Thanks!

Baron Buzzy Beetle's Boiler - 8142-0000-01BF-F4D9

My thoughts on the level:
  • I died a few times at the first underground part with the spikes and fire piranha plants, and think there should be a checkpoint before that part, because the p-switch part is not that hard, but takes a while to clear again, so it just becomes tedious.
  • I was stuck for a moment when I picked up the spiny helmet as I thought I had to follow the trail of coins with the trampoline until I realised you were supposed to return to the door. I would suggest putting the spiny shell in a place where in order to escape from, you have to use its block-breaking ability to cue in unsuspecting players. Also, if players don't know you can pick up a shell and put it on by pressing down, they're screwed.
  • You can get stuck in the level if you break the ?-block right under the door. This is still before any checkpoint has been reached, so accidently destroying that one block might make players quit forever on you.
  • After that big build-up before the boss (with the power-ups overload and all) but without a final checkpoint, I was dreading the final runway only to be dissappointed by that pushover of a boss and no further shenanigans.


Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!

https://supermariomakerbookmark.nintendo.net/courses/3BA4-0000-01BE-D46F

I liked the stage, but I thought the final part after the checkpoint was really difficult. I couldn't find a safe spot on those firebar-blocks and kept dying until I recognised the pattern and bit by bit got the timing right for when to jump and where to. When I finally managed to clear that part, I felt a bit underwhelmed that after that was just a big hammer bro waiting to be run past by. But all in all, a nice level.
Definitely would have skipped this if I had come across it in 100-Mario, though :)
 

jepense

Member
Thanks for the feedback to all who played my levels. I'm glad you enjoyed them! Here are some of my thoughts. All the levels I played were good, but I'm still going to give improvement suggestions to all.

The Heat is On!




The stage is built around on-rails firebars. I don't think this is super difficult, but I did try to go back to my strengths somewhat after making a few levels that were intentionally easier than a lot of my output. I hope you give it a try, and if you do, please enjoy! Feedback is always welcome.

This is a good level. I did have difficulties in two places: the jump from the platform on a circular track to the horizontally moving fire bars and the final on-rails ride on the small fire bar. The last part is just hard if you try to ride the platform, which is what the layout suggests. I guess it is possible to run-and-jump your way through it, but I didn't try it, since having the track invites you to ride the thing. It's probably very difficult for your average player. In the earlier part the trouble came form the objects spawning at different times, so that synchronisation of their movement always seemed to be different. The problem with that is that usually you want the player to learn from his mistakes, but now the jump was always different and so it took a bit more tries that ideal to learn how to do that part.



Finally back to some Mario Maker. Made a new level and wouldlove your feedback :)

Jungle Planet

The level felt quite easy and I skipped a lot of it by running on top of the trees. Alternate routes are cool, but maybe either (a) allow the player to skip shorter parts of the level at a time or (b) make it more difficult to get up there in the first place, so that the shortcut feels like an achievement. In any case it's an enjoyable level with a nice theme.



Hey GAF, been a long, long while since I posted a level. Looking forward to playing some GAF levels, and I figured I'd share my latest creation for you guys to try as well. It's an homage to the pinball tables of the old arcades. I dubbed my Frankenstein: "Super Mario Pinball" -- a name which sadly took me fifteen minutes to decide on. Prepare to ping pong all over the place with five unique 'tables.' Should humble even the most hardened pinball wizards, so bring plenty of quarters. Try it out and let me know what you think. It only took... my uh, whole freaking night. It's a level with a unique theme and method of progression. Anyone who gives it a spin I'll be sure to reciprocate and provide feedback for any levels you want to throw at me.

SUPER MARIO PINBALL

(8C01-0000-01C2-2E73)

8C01-0000-01C2-2E73_full.jpg

It's pinbally alright, but I didn't have the stamina to make it to the end. My problem was that the "tables" are so crowded with everything it get's very difficult to control Mario. I'm sure this is intended, but in the end I wasn't having that much fun. I think a pinball theme would be better if it tried to capture the feel of landing "skill shots" instead of letting you watch your ball/Mario bounce around.


I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.

Castle of Conveyance 2 154B-0000-01AC-7226

154B-0000-01AC-7226_full.jpg

I love snake blocks and the ride was pretty fun. There was a lot of stuff everywhere all the time, making it more difficult than necessary to figure out what to do. I only rode the main route, and having many paths is fine, but here I sometimes felt quite lost on what was going on. A yoshi ran in to the lava, a door was hanging in the air etc. I guess those could have been used for something, but they felt more like distractions that just went and I failed to catch. Also, at one point there was a 1 block high gap with spikes and a backwards conveyor - was it possible to pass that without taking damage? You gave a mushroom just after that, so I didn't understand what was the point of that hazard...



I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!

The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far :)

The Ectoplasmic Enigma

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E

0139-0000-01AE-222E.jpg

This is a very well designed stage. It's definitely a haunted house and the puzzles are of a nice level. Using the trampolines as "keys" is a clever mechanic. Overall, it's not very difficult either, but it's LONG. Once you know how it works, it's quite easy to clear it, but the first time around it's very easy to screw up and end up all the way back at the checkpoint (I did twice). That's not much, but since it's such a long stage, having to replay it even that many times starts to be mildly irritating. I don't think this is supposed to be a very hazard heavy stage, so I suggest you are more generous with the power ups to allow players to take some hits. At least put a mushroom in each of the small rooms where you release a trampoline.
Also, there was a blue lift that hit you to a ceiling of spikes which I couldn't figure out how to avoid. Can you avoid it? Even though you give a mushroom to absorb the hit, I don't think it's fair to have an unavoidable trap especially since it leaves you small (if you didn't have the fire flower) in a stage where the cost of dying may be several minutes of play time. Also, don't put enemies right next to the checkpoint. That's a cheap death for anyone who's not on their guard when having to continue from there.
 

VandalD

Member
I love snake blocks and the ride was pretty fun. There was a lot of stuff everywhere all the time, making it more difficult than necessary to figure out what to do. I only rode the main route, and having many paths is fine, but here I sometimes felt quite lost on what was going on. A yoshi ran in to the lava, a door was hanging in the air etc. I guess those could have been used for something, but they felt more like distractions that just went and I failed to catch. Also, at one point there was a 1 block high gap with spikes and a backwards conveyor - was it possible to pass that without taking damage? You gave a mushroom just after that, so I didn't understand what was the point of that hazard...
Thanks for giving it try! Being too busy is my main problem with this course. Of course, I know what everything is there for, but I can totally understand the confusion. If you can catch the Yoshi on the yellow blocks before he falls in, you can use him to walk on the spikes, which lets you use the doors. The backwards conveyour is there to make you take the lower, walk over the spikes route if you have Yoshi. It's probably the worst single area in the course, IMO, but it serves its purpose. The main things I wanted to do with this were make at least one fun track, and put in ways to completely ignore them with enough experience and skill.

If I haven't played one of yours already, I'll go do that soon.

Edit: Oh, you made Heavenly Rhythm! Great course you've got there. It was fun to learn to speed through.
 
I found a place in one of my levels where you can get stuck and have to restart the level. Because of that and some other feedback I received, I made a few changes to my level "Cave Runner". I didn't delete the old one yet, because someone might have bookmarked it, but I guess I will delete it later.

Cave Runner v3 (Some tricky jumps, but it should still be a fairly easy level)

---

Some more feedback:

Hey, I finally uploaded a new course: https://supermariomakerbookmark.nintendo.net/courses/FC21-0000-01C5-914E

Bowser Jr's Hot Pursuit | FC21-0000-01C5-914E

Fantastic level! Incredible mechanics. The constant transformations of the level by destroying parts feel really great. But I think the middle part is really tough, especially if you lose Yoshi and have to restart from the checkpoint without him. The final two rooms of the middle part (with the chain chomps and later the room with the note block and the piranha plants) are really chaotic and difficult to survive.
Will play again to find the hidden spiny helmet.

If you in the mood to try my levels that are still a bit underplayed and for people looking for levels that actually are "designed"...


NOW THAT'S A SKULL RIDE!
(Very Hard)
Bookmark me!

Well, you said it would be very hard, so I don't know what I expected, but after a while I couldn't progress any further and I wasn't sure if I had to restart the level or if it was supposed to be a puzzle that you can solve from where you stand.

What are you supposed to do here?
wiiu_screenshot_tv_01eesng.jpg


Mega Thwomp World 3-2: Shell Transport



Ride the Thwomp train! Is this level harder than intended?
I'm aiming at a Normal difficulty course with a 20-15% clear rate.
It's already below 10%!

I liked the level. It was maybe a bit too slow. Maybe it could have used a short and snappy intermission with normal jumping before riding the thwomps again.
I tried to check if you can go ahead and beat the level without waiting for the thwomps. You could almost make it to the pipe leading to the checkpoint but the last jump seemed impossible. I think it would have been nice, if you could speed run that part without the thwomps.
Unfortunately, you can get stuck after the checkpoint if you try that again. If you run too far ahead that you lose the thwomps, you can get stuck on a platform and have to kill yourself.
 

J-Fr

Member
Gotdatmoney, Inkwell, Rich Uncle Skeleton, jholmes, jepense, Kontergurke.
Thank you for invaluable feedback on MTW 3-2 guys!

Nearly all of my levels have a spin jump check, looking at the clear rate for this level it seems very advisable.

Unfortunately, you can get stuck after the checkpoint if you try that again. If you run too far ahead that you lose the thwomps, you can get stuck on a platform and have to kill yourself.

The second section is possible without Thwomps, you can jump over the "ceilings".



Cool level, the unpredictability of the curtain creates a lot of tension!


The first part of Heavenly rhythm was fairly easy but for the last section you definitely needs to know the rhythm ! (I'm curious, have you tried with slow clouds and fast munchers or vice versa?)

Go with the flow, fast paced and very intuitive, good job!

Guess what, GAF? I have a terrible cold. So, like any reasonable person, I'm spending the day lying around like the diseased animal I am, watching hockey and playing Super Mario Maker. And voila, here's a new stage, the fruits of my sickly labour: The Heat is On!

Good level, you should maybe tone the difficulty a bit on the last section.
Jumping on 1 unit blocks is hard, jumping on a moving target is hard, jumping from one moving block to another while gauging the fire-bars is very hard!
 
Just uploaded a new level. My new rule of thumb is it shouldn't take a typical player more than a handful of tries to beat a level. My idea for this one was to keep things interesting by making multiple paths to the flag, where the fewer hits you take the higher on the flag pole you'll end up. I doubt anyone other than me will bother playing it multiple times to try for the top of the flag pole, but hopefully it at least creates a little bit of tension. If you do get the "best ending" let me know!

Up in the Clouds, Down in a Cave
Bookmark!
0819-0000-01C5-F0D6.jpg


I also uploaded a second version of my previous level, based on people's feedback. Not a complete overhaul, but several changes, especially in the sub world. I tinkered with enemy placement, and completely replaced an ill-advised koopa-shell-bouncing section. It's still very challenging but hopefully feels more fair and fun now.

House of Boos v2
Bookmark!
 

jholmes

Member
OK, first off, I added a few levels (including a couple from the thread) to my community spotlight, so here's the updated list:

Touch Buzzy, Get Dizzy by Chris
Spiny Mine Glacier by Nick
Beetlemania by Slate
The Runner by Novakobx22
Shippo de Ban Ban! Goomba Coaster by Shin
Rosalina's Night at Bowser Tower by Picard
Infiltrate! Bowser City! by MARUPON
Cavern Of Lost Secrets by ZEROMOUS
Goomba's Safety Hat Emporium by Zeus
Flying Munitions Cache by Mercury C.
Super Mario Bros 2 : World 4-2 by SLA83
The Great Riders of Chomponia by Joe
Sunshine by Elliot
Cannon Crush Rush by KBK

Anyone who doesn't know what my community showcase is about, it's not so much a best-of list as it is a playlist of levels that I think deserve more attention, maybe more hidden gems than the all-time greats. (Bear in mind the list started long ago, so some of these levels have garnered a lot more stars since, fortunately!) Most of them are non-GAF so even regulars to the thread will find new stuff (or golden oldies) here. And anyone looking for my stuff can take a gander over here.

All right, feedback time.

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

Dude, you are on fire lately. I love the hell out of this level. Had a ton of fun. Tough but very fair. Downloaded it so I'll never lose it. This is one of those levels that pulls a great trick of making some platforming feel harder than it is. Highly recommended!

I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.

sBccq2L.jpg


Neo-Mushroom City

This level is short but ball-bustingly difficult. The area with the two spinies starts with a blind fall, and continues onto one of the spinies falling from above the screen. I felt like this really could've done with some tweaking on the enemy placement. It's just way too tough, and then once you finally bruise through it, it's over really quick. There are some great elements here but I feel like the cranked-up difficulty makes it feel unfair, especially since stuff like the conveyor belts mean Mario's rushing headlong into hard-to-avoid enemies from across the screen.

But I did feel like Johnny Mnemonic while playing it, so you succeeded in the theme, which is truly something!

Hey GAF, been a long, long while since I posted a level. Looking forward to playing some GAF levels, and I figured I'd share my latest creation for you guys to try as well. It's an homage to the pinball tables of the old arcades. I dubbed my Frankenstein: "Super Mario Pinball" -- a name which sadly took me fifteen minutes to decide on. Prepare to ping pong all over the place with five unique 'tables.' Should humble even the most hardened pinball wizards, so bring plenty of quarters. Try it out and let me know what you think. It only took... my uh, whole freaking night. It's a level with a unique theme and method of progression. Anyone who gives it a spin I'll be sure to reciprocate and provide feedback for any levels you want to throw at me.

SUPER MARIO PINBALL

(8C01-0000-01C2-2E73)

8C01-0000-01C2-2E73_full.jpg

This stage is pure mayhem. I can't even imagine running into this at random on 100-Mario Challenge, it'd knock my socks off. I really liked it, but one big issue: In the second area with the big Thwomp, there's no indication you can go down, and there's nothing visible below so it looks like a giant pit -- and this in a stage that encourages you to assume death is always below, given the pinball theme. Perhaps an arrow or some suggestive coins? Great stage all the same though, tough but a whole pile of fun.

Also, it's way better than the shitty Mario Pinball Land GBA game, so kudos for that.

I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.

Castle of Conveyance 2 154B-0000-01AC-7226

154B-0000-01AC-7226_full.jpg

I love snaking levels, and I loved the snaking stuff in this, but I kinda feel like it lost its way once the snaking was over. The stage uses a lot of spikes -- I realized how much I hate them playing this stage, their hitboxes are mean -- and it's built upon some odd decisions. Why do you force Mario to shrink during the second half to fit in the one-block space? Why did you put in a pipe around the checkpoint that sends you back to the start of the stage? And whyyyyy is the Yoshi part above the main stretch so hard? Getting Yoshi himself is a real accomplishment (I screwed that up like 15 times before I finally got in the door), and then you go up there and it's just punishment.

But when this stage works, it is awesome. I should check out the OG Castle of Conveyance if it's anything like this.

I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!

The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far :)

The Ectoplasmic Enigma

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E

0139-0000-01AE-222E.jpg


0139-0000-01AE-222E_full.jpg

This is a ghost house all right, puzzles and ghouls and all. Some of the more self-destructive puzzles might be tough for many (which might explain the low complete rate) but I did OK. I like how Mario disappears after the flagpole! I don't love stage endings that throw about 20 1-ups after hitting the flagpole, but the finale leading up to that point is great, so I kinda get why you went for it. Ghost house fans shouldn't skip this one.

Hi,

I've been lurking this thread from time to time and would like to get and give some feedback.

Junior's Airship Hangar (A classic autoscrolling airship level with a short fortress part)
896A-0000-017C-AF23.jpg

I love the World 5-inspired transition to the airship! (I did something somewhat similar in my stage Bounce on Big Bob-omb!, totally different in execution but similar in inspiration. I'm thrilled to see I'm not the only person who loves that part of SMB3!) The airship part of the stage feels great, really fun -- it's true to how the original plays but you've brought your own spin on it. Top marks there. I feel like the castle part is kinda average in comparison -- nothing wrong, but just not as strong. It feels like there's nothing cool or exciting inside there -- maybe a focus on a particular enemy, gameplay gimmick or stage element would've given it a stronger identity. But you nail the airship stuff for sure, definitely recommended.

Hey, I finally uploaded a new course: https://supermariomakerbookmark.nintendo.net/courses/FC21-0000-01C5-914E

Bowser Jr's Hot Pursuit | FC21-0000-01C5-914E

Bowser Jr has Mario trapped! Use his fireballs against him!
WVW69i4RUdU9FuNT8H

Is this a sequel to one of my stages? Ha ha, just kidding. Bookmarked this though, will play.
 

RagnarokX

Member
Fantastic level! Incredible mechanics. The constant transformations of the level by destroying parts feel really great. But I think the middle part is really tough, especially if you lose Yoshi and have to restart from the checkpoint without him. The final two rooms of the middle part (with the chain chomps and later the room with the note block and the piranha plants) are really chaotic and difficult to survive.
Will play again to find the hidden spiny helmet.
Glad you enjoyed it. Uploaded a version that should be less chaotic: https://supermariomakerbookmark.nintendo.net/courses/EFD5-0000-01C6-9F87
 

Ranger X

Member
Well, you said it would be very hard, so I don't know what I expected, but after a while I couldn't progress any further and I wasn't sure if I had to restart the level or if it was supposed to be a puzzle that you can solve from where you stand.

What are you supposed to do here?


There you need to bounce on the trampoline (don't take it or anything, just bounce on it as soon as you get there) and land back on the skull ride on top right.
 

Inkwell

Banned
Dude, you are on fire lately. I love the hell out of this level. Had a ton of fun. Tough but very fair. Downloaded it so I'll never lose it. This is one of those levels that pulls a great trick of making some platforming feel harder than it is. Highly recommended!

Thanks! I don't think you'll feel the same way if you play the level I'm working on at the moment. Wanted to make a really challenging level since some people said my last one was still a little easy, and I may have gone a bit too far in that direction...

Haven't made a level in a while, since the midpoint update really. I tried to make it on the difficult side but not too extreme. I put several mushrooms (and 1ups for people that encounter in the wild) as well as a midpoint. The theme of the first half is retrieving items to proceed, and the second half's theme is spin & wall jumps.

If you play it, please let me know what parts you didn't like (or if you didn't like any of it at all, and why). Thanks!

Baron Buzzy Beetle's Boiler - 8142-0000-01BF-F4D9

gH1Qgld.jpg

Very well designed challenging level. The only part that bothered me a was the piranha plants. I played the level a while back and finished in one go, but that part was tough. The concept for that part is solid, but I had to take damage and use invincibility frames to get past the bottom section. I'm sure it's a lot easier when you have the strategy down.

I made me a SMW style Underground course. I feel like there's a lot of Super Mario World specific elements missing, but I did what I could.

Pesca World: Spike Top Caverns

Let me know what you think.

This felt a lot like a level from SMW. Very simple but fun!

I'm back again! Finally got completely burned out on Xenoblade X after around two months of gameplay, so I figure I would go back to making Mario Maker levels.

I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.

sBccq2L.jpg


Neo-Mushroom City

I think this level felt a little bit more difficult than it should have been. There's a lot of sections you have to replay a number of times to learn a "trick" to get by. Some of those parts still feel like luck sometimes. There's a group of people who like this kind of challenge, but you may have difficulty getting some stars from the general player base. The aesthetics are nice, but it does feel a little messy at some points. It was short though, and even with my criticism I felt that need to complete it.

Finally back to some Mario Maker. Made a new level and wouldlove your feedback :)



Jungle Planet

I really like this level! It looks really nice, and the difficulty is perfect for "normal". I also like how straight forward it is. I'm not really a fan of having multiple paths.

Hey GAF, been a long, long while since I posted a level. Looking forward to playing some GAF levels, and I figured I'd share my latest creation for you guys to try as well. It's an homage to the pinball tables of the old arcades. I dubbed my Frankenstein: "Super Mario Pinball" -- a name which sadly took me fifteen minutes to decide on. Prepare to ping pong all over the place with five unique 'tables.' Should humble even the most hardened pinball wizards, so bring plenty of quarters. Try it out and let me know what you think. It only took... my uh, whole freaking night. It's a level with a unique theme and method of progression. Anyone who gives it a spin I'll be sure to reciprocate and provide feedback for any levels you want to throw at me.

SUPER MARIO PINBALL

(8C01-0000-01C2-2E73)

8C01-0000-01C2-2E73_full.jpg



Oh, and as a bonus I'll throw in:

THE DEMOLITION OF TOAD CITY

(04B8-0000-01B5-E9A4)

04B8-0000-01B5-E9A4_full.jpg


Not my best work, but a little something I whipped up using the new Clown Car mechanics. It's pretty cathartic to assist in the destruction of a city, especially in side-scrolling shoot-em-up fare.


BOOKMARK LINK
(Plenty of other stages for your bookmarking pleasure)

The pinball level is a really neat concept, but the level was a bit too chaotic and confusing. a little more of an indication of what to do or where to go may have helped.

The clown car level was pretty solid, but I have to admit I didn't finish it. I was doing great until somewhere close to the end. I was supposed to hop out of the clown car and go into a pipe, but I thought I needed to take the clown car with me through some tight corridors. I realized too late and died from the auto-scrolling. I kept dying trying to get to that point and gave up due to time constraints.

I made a level with the same sort of idea about a week ago. Multiple paths, but there's only one way to go if you wanna go fast. I wanted to make a decent snaking blocks level, but then I started adding more stuff when I wasn't having fun testing the level by repeatedly riding the same line over and over again. Also happens to be one of the very few SMW levels I've made, for whatever reason.

Castle of Conveyance 2 154B-0000-01AC-7226

154B-0000-01AC-7226_full.jpg

Pretty good snake block level! The yoshi path is really difficult to get to, and still difficult once you get there. The other sneaky route is, well, sneaky but a really neat addition.

I always loved haunted house levels and I'm really pleased with how this one came out, hope you like it as much as I enjoyed making it!

The completion rate is a bit lower than I expected but suspect you guys will do better than the randoms that have played it so far :)

The Ectoplasmic Enigma


Bookmark: https://supermariomakerbookmark.nintendo.net/courses/0139-0000-01AE-222E

0139-0000-01AE-222E.jpg


0139-0000-01AE-222E_full.jpg

Very nice ghost house. I encountered a few small issues, but thought the overall concept was fun. I died in a spike trap (with the rising platform). Thought it was a death trap and somehow got in without the mushroom and with small mario. It was also really confusing at first. A level like this with multiple paths to follow can be a little overwhelming, even if the general layout is quite simple. I have a ghost house here that has a fairly low completion rate, even though the level is a very traditional, standard SMW ghost house.

Hi,

I've been lurking this thread from time to time and would like to get and give some feedback. I made a few nice levels in the past that got quite a few stars but lately I haven't been able to repeat this success. Maybe my newer levels are too difficult compared to my older ones? Please let me know what you think about some of them. Just pick any of my levels with low stars and tell me what's wrong with them! A few suggestions:


Cave Runner (classic-style underground level utilising running and super-jumps)

Cave Runner v2
(Now with 100% less chance to get stuck!)
2E9F-0000-01BA-DFA8.jpg


Junior's Airship Hangar (A classic autoscrolling airship level with a short fortress part)
896A-0000-017C-AF23.jpg


The cursed cave (The one level where I troll players a little bit. Enable comments to not miss a vital hint later on, although a friend of mine beat it without reading it.)
0962-0000-017E-6E8A.jpg


All my levels (except the oldest three I uploaded) contain three 1-up mushrooms, either hidden or difficult to get. You can never get stuck in my levels, they are always beatable (except when the time runs out), some even have multiple paths depending on which powerup you have.

I liked all of these levels! The airship was easily the best of the bunch. Felt like it came straight out of Mario Bros 3. You got me on the cursed cave though. I was so stuck that I had to download the level. Once I realized what was going on it felt really obvious and I felt bad for cheating.

Hey, I finally uploaded a new course: https://supermariomakerbookmark.nintendo.net/courses/EFD5-0000-01C6-9F87

Bowser Jr's Hot Pursuit | EFD5-0000-01C6-9F87

Level was fun and felt really unique. The second part of the level was a little terrifying. I stopped paying attention to the whole bomb situation and just panicked while dodging shells.

Just uploaded a new level. My new rule of thumb is it shouldn't take a typical player more than a handful of tries to beat a level. My idea for this one was to keep things interesting by making multiple paths to the flag, where the fewer hits you take the higher on the flag pole you'll end up. I doubt anyone other than me will bother playing it multiple times to try for the top of the flag pole, but hopefully it at least creates a little bit of tension. If you do get the "best ending" let me know!

Up in the Clouds, Down in a Cave
Bookmark!
0819-0000-01C5-F0D6.jpg


I also uploaded a second version of my previous level, based on people's feedback. Not a complete overhaul, but several changes, especially in the sub world. I tinkered with enemy placement, and completely replaced an ill-advised koopa-shell-bouncing section. It's still very challenging but hopefully feels more fair and fun now.

House of Boos v2
Bookmark!

I thought the level was balanced very well. I played it a few times so I could do the alternate path. I found a trick near the end of the first section that might not be intentional, but it allowed me to make it there while big much easier. I like the concept of splitting the level like you did. You can match the difficulty to player skill without making a level too easy or hard.

I didn't see the updated version of house of boos at the bottom of your post earlier. I'll check it out later when I have more time.
 
There's a group of people who like this kind of challenge, but you may have difficulty getting some stars from the general player base.
That's fine, I stick with making levels on the difficult side since anything less I find tepid, at least when I am making levels.

The aesthetics are nice, but it does feel a little messy at some points.
Yeah, that was the idea, since it was supposed to look roughed up and chaotic.
 

RagnarokX

Member
https://supermariomakerbookmark.nintendo.net/courses/EFD5-0000-01C6-9F87

Bowser Jr's Hot Pursuit | EFD5-0000-01C6-9F87

WVW69i4RUdU9FuNT8H


Hot boss battle action!

Level was fun and felt really unique. The second part of the level was a little terrifying. I stopped paying attention to the whole bomb situation and just panicked while dodging shells.

Glad you enjoyed it. Yeah, you don't really need to pay attention to the bombs. Bowser Jr will light them up as long as you are to the right of him. Just watch out for the shells.
 

steveovig

Member
I've been enjoying this and Mario Advance:SMB 3 lately. I tried booting up All Stars to play Lost Levels, but I can't get into it. Has anyone made good Lost Levels stages in this yet?
 
I've been enjoying this and Mario Advance:SMB 3 lately. I tried booting up All Stars to play Lost Levels, but I can't get into it. Has anyone made good Lost Levels stages in this yet?

I made 6-3 and A-1.

I have not found a complete remake yet, but it must exist.

Sadly, some levels are impossible to properly make in Mario Maker. The main missing features of Lost Levels are:
-no red Piranha Plant (those that leaps out even if you are on the pipe)
-no super jump from springs
-no wind
-no poison mushroom

No red plants is the worst, being safe on pipes changes levels dynamics completely. I don't think gimmicks wind/springs levels are missed. Did anyone liked them?
 

jepense

Member
A new level:
Test chamber
9796-0000-01C7-251A.jpg

This one was in development for a while and I completely scrapped it a couple of times. I prefer the traditional jump and run levels to gimmicks, but I wanted to try making a story level. Originally this was supposed to be a quiz-show, but it turned in to an IQ test of sorts. So here's the story: Mario has been invited to Fungal Science to participate in a series of tests to measure his IQ. Even though he has never heard of this institute before, he is always willing to help.

So that's the setup. You get some tests like "continue the pattern" and must choose the pipe/door corresponding to the right answer. These are puzzles but not the typical kind you find in Mario. Maybe there will be some platforming also, who knows? There is definitely a story, and you can always just guess the answers to the tests if you don't care for that kind of stuff. I spent quite some effort on the aesthetics and narrative of the level in a way I usually do not, so please give it a try. I even included three secret 1UPs.
 

jholmes

Member
I've been enjoying this and Mario Advance:SMB 3 lately. I tried booting up All Stars to play Lost Levels, but I can't get into it. Has anyone made good Lost Levels stages in this yet?

Not Lost Levels, but I did 4-3 of Super Mario Special here. It's not going to change your life or anything but it's a stage worth playing, I suppose.
 
Top Bottom