• 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

KingBroly

Banned
I think I'm going to give up trying Super Expert. It's just full of too many troll levels.

There needs to be some kind of anti-bullshit filter for 100 Mario Challenge. I know it's an amazing way to get your level lots of coverage, but at that level...it's too much.
 
The general design is very good, especially using that checkpoint system. I thought the challenge with the spiny helmet was genius. Unfortunately I couldn't finish the level. The buzzy helmet room was kind of infuriating, but I eventually made it through.
Yeah, the spike run requires precise timing at the end. Didn't feel it was frustrating, though. I guess it is, lol.

It was the fourth challenge that got me. I didn't know what I was supposed to do. I just caught the video you posted a few minutes ago and face palmed. I'll go back to your level soon to try to complete it.
Ah. I thought it was clear what you need to do there.

Thanks! I think you're the first person to say anything remotely positive about the boss fight.
It's a sharp difficulty spike, for sure. I can see why people didn't like it. Maybe you can tune it down a little bit?
 

KingBroly

Banned
A great idea came to me last night so I started putting the level together. Of the 2 levels I've really put time into making specifically hard, this one's already ahead. There's no trolling, though. Just tough platforming.

I'm not even halfway done, either. So I really have to make sure everything works out accordingly.
 

tkscz

Member
New level
A499-0000-01FF-6816.jpg

(This picture is also a link to the bookmark)
Title: Daisy and the Puzzle Factory
Code: A499-0000-01FF-6816
 

Ranger X

Member
My lastest level if you did not catch it...


CLEAR THE WAY! (v2)
- Let the skewers help you to proceed
- Face the boss or find all red coins for an alternate end
- Beware those Pipes sections, would be better to have a fire flower!

BDEF-0000-01F6-87CF.jpg



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





Some levels I would still love to receive feedback on:


KURIBO'S SAVAGE ISLANDS
- Trek in the dangerous jungle (bring a Kuribo shoe!)
- Or take the sky for an easier ride
294B-0000-01E2-F3F0_full.jpg



FORTRESS OF CONFUSION
- Metroidvania style level in a fortress
- Did you find the 12 invisible coin blocks?
F64B-0000-01E2-EFF0_full.jpg



OCEAN DEEP FIRING
- Shoot-'em-up style level with the fire kart
- Use both the kart and Mario himself to proceed
B2B6-0000-01C9-B942_full.jpg



NOW THAT'S A SKULL RIDE
- Inspired by DKC's minecart levels
- Test your concentration and ability to figure things out fast. Pay attention to arrows and coins!
- Sequence break the level and complete it in ways that looks unplanned (but totally are!)
B54F-0000-01C9-B047_full.jpg



Have fun!
 

jholmes

Member
I don't have anything new today, but I do have two functionally complete levels. I just have to get them from good to great. One will come very soon. If you really want something to play, one of my Miiverse peeps made a Metroid-themed level I really liked and fans of the series might like it even more than I did.

Planet BWSR388 by KBK



OK, feedback time. Just a little bit for now!

I caught a severe cold just for the Mario Maker update.. I have so many courses to play!


I streamed a few levels, the streaming quality is not quite right yet:

Pac Man's New Adventure

Always a lot of fun to see your levels played! Looks like you had a bit of stage fright here, you did really well but kept slipping off the moving platform right off the start. Always tough to play for an audience! Really good collection of levels you played here otherwise, if someone's looking for video of a handful of stages that are worth playing, give this video a watch. Off the top of my head everything J-Fr played in this video is a really solid stage.

This is pretty Nintendo-like in that the stage is easy but the coins add challenge. One thing though: getting the fire flower is difficult even though it's really the beginners who need it. The stage is not too different from my "Go with the flow", although your autoscroll is slower.

Ha! It's funny, I opened up Go with the flow and my first thought was that the beginning of this stage looks like my level Bridge Over Fishy Waters, which you already played. I like your level a lot, obviously it's tougher than mine, but that's by design! You're right that in my stage it's pretty darn hard to get the fire flower. The thing to remember though is that the beginners who really need it won't get a fire flower -- they'll get a mushroom, because they'll already have taken a hit by that point. And the mushroom is definitely easier to get.

Here's my first stab at a vertical level, Tall Tower, Tiny Hero, featuring Chibi Robo. I've tried to make it pretty easy, but there's an optional 10 red coins that get progressively more difficult to get. I'm hoping for a Normal rating but I'm probably nowhere near! ;)

KaQJbRZ.jpg


https://supermariomakerbookmark.nintendo.net/courses/102B-0000-01FF-894E

There's at least one place to get stuck (I pointed it out on Miiverse, I couldn't resist!) but there's really good vertical movement here, which is tough to do, so a tip of the hat to you! The one exception is before the checkpoint with the first podobos: the player has to jump up quasi-blindly, and an arrow there might make it clearer to stop moving left and start moving up. But I love it, and not just because my boy Chibi-Robo is here. The second half is pretty tough, though! A normal rating might be out of reach!

That's all for now, but I've got more stages bookmarked and will have more feedback when my own stuff is ready.
 

tkscz

Member
My lastest level if you did not catch it...


CLEAR THE WAY! (v2)
- Let the skewers help you to proceed
- Face the boss or find all red coins for an alternate end
- Beware those Pipes sections, would be better to have a fire flower!

BDEF-0000-01F6-87CF.jpg

Didn't end up finishing this one, but it's not your fault (died after I got the key, which means you have to find ALL the pink coins again, and your level isn't really made with the idea of wanting to go back). It's solidly made, and not really all that difficult, not sure why it's sitting at expert right now. I enjoyed it, but again, raged quitted it. Check points should save the coins you had even if you get the key.

KURIBO'S SAVAGE ISLANDS
- Trek in the dangerous jungle (bring a Kuribo shoe!)
- Or take the sky for an easier ride
294B-0000-01E2-F3F0_full.jpg
Very DKC 1 like. Love that there is an upper and lower part of the level, each with it's own feel and own difficulty depending on how you take it on. I actually ending up playing this one twice just to play the sky and ground parts. Wonder stage.

FORTRESS OF CONFUSION
- Metroidvania style level in a fortress
- Did you find the 12 invisible coin blocks?
F64B-0000-01E2-EFF0_full.jpg

I enjoy Metroid like stages and I had fun with this, until I got stuck twice. Not because I got lost, but because I accidentally hit the bricks under the bullet bill in the wrong order, making it so I couldn't continue unless I killed myself, which after the check point, didn't really want to do. Didn't end of finishing because of that. Very well put together everywhere else but those two parts.

Baron Kuribo's Screwy Skewery it is!

4039-0000-01F7-7293.jpg


I put a lot of work into this, so let me know if any of you find something seriously wrong with it so I can fix it.

Obviously from the name, skewers figure into everything in the level one way or another. I honestly don't know about the overall difficulty. There's a mini-boss fight, as well as a final "boss" fight. I put that in quotes since it's not really a fight. It's more of an endurance thing where you need to stay alive.

Speaking of the boss fight, some people will find it incredibly difficult, and others fairly easy. There's also a way to seriously cheese it as well. I tried to counter it a bit but didn't do well enough. I decided to leave it in since I think people like to figure that kind of thing out.

I cheaped out your last room.
Kill the bottom two parana plants. Get on the edge of the outter donut platform on the solid ground so that you still make the donut fall, but you are on the ground so you don't go with it. Duck and you'll never be hit.
 

Ranger X

Member
I enjoy Metroid like stages and I had fun with this, until I got stuck twice. Not because I got lost, but because I accidentally hit the bricks under the bullet bill in the wrong order, making it so I couldn't continue unless I killed myself, which after the check point, didn't really want to do. Didn't end of finishing because of that. Very well put together everywhere else but those two parts.


You mean you imprisoned yourself under a bullet bill canon? If that's the case I really don't remember why I did put 2 of them...
 

tkscz

Member
You mean you imprisoned yourself under a bullet bill canon? If that's the case I really don't remember why I did put 2 of them...

I got trapped behind the first pair (the one that shows up before the first check point). On the second pair, I accidentally hit the cannon in front, blocking me from hitting the second one.
 

jepense

Member
I streamed a few levels, the streaming quality is not quite right yet:

Equip before you go
That's the first time I've seen someone stream my level. It was really fun to watch, and you did a good job clearing it. You even played the old, much more difficult version of the level.

This was my first attempt at trying to make a serious boss fight. I'm doing a boss fight level at the moment trying to make some that are much better. I think I've learned a lot from this and hope this next level is better.

The reason I used the skewer retracting mechanic so much was that it is easily controlled and more consistent. I think skewers are fine for intermittent use, but most of the time you can run right by them. Obviously this doesn't mean it's necessarily a good idea to use them like this. I wondered about that first one. There was another version of that part that actually had a gap just big enough for small mario to fit through if someone jumped down just right. I had to remove because I think a whole lot more people would have died there.
There's nothing mechanically wrong with the boss fight. At least in my case the problem was not knowing what to do. My suggestion to fix it would be to introduce the mechanic (survival) in one or two minibosses before the final boss. You have a miniboss now, but it has an opposite mechanic (timer), which even amplifies the problem because the player may assume the final boss also must be beaten quickly, and so the player is looking for opportunities to attack. If your miniboss was an easy survival room (preferrably with similar aesthetics to the last boss), the player would know what the final boss expects him to do already, and it would be OK to throw everything at him immediately.


All of these level range from good to excellent! I know I've played the majority of these levels before, but I don't remember them playing this smoothly. Especially Explosive Escape. I think you finally nailed it. Also, adding the red coins has made the levels much more fun. The placement is very well done and adds a nice optional challenge. I'm not big on re-uploading levels, but with how improved some of these feel I'm tempted to go back and give it a shot.
Thanks! You play everything, so you would have played most of these before. I personally really like Nintendo's way of creating optional challenges with e.g. star coins. The pink coins are still not quite the same since you have to collect them all in one go to make a difference, but I'll definitely try to make my levels easier now but include more difficult coins. (Unless I'm using the coins for something else, of course.)

I retouch and upload old levels quite regularly actually. If I see something isn't working as it should and I care about it, I think it's always preferable to go and fix it instead of ignoring it. That's how real design works, and correcting your mistakes (instead of just noting that you made one) is an excellent learning process. And you end up with more enjoyable levels for others to play. If the previous version has a lot of stars and comments I may keep it available as well, since I'm not quite at maximum level count yet.

Thank you :). I'll always regret that I rushed it out at the end, but I'm surprised by how well it was received. My newest level started as a bit of a sequel to this but turned into something different.
I haven't played all of your levels but of the ones I've played that one is by far the best. Perhaps rushing it out was actually beneficial. It may have forced you to keep the design simple and iterative, which is often good level design.

Ha! It's funny, I opened up Go with the flow and my first thought was that the beginning of this stage looks like my level Bridge Over Fishy Waters, which you already played. I like your level a lot, obviously it's tougher than mine, but that's by design! You're right that in my stage it's pretty darn hard to get the fire flower. The thing to remember though is that the beginners who really need it won't get a fire flower -- they'll get a mushroom, because they'll already have taken a hit by that point. And the mushroom is definitely easier to get.

Well, I made the original level before I played Bridge over fishy waters, so when I played that, I though it was pretty similar to how I opened my level! Of course both are similar to the cheep-cheep bridge level from SMB.

I guess you are right about the mushroom thing. Although then maybe it could've been only a mushroom. I got the fire flower which allowed me to get the final coin by just absorbing a hit from the skewers. Anyway, I'm just tossing ideas. It's a very enjoyable level, highly recommended!
 

El Daniel

Member
I cheaped out your last room.
Kill the bottom two parana plants. Get on the edge of the outter donut platform on the solid ground so that you still make the donut fall, but you are on the ground so you don't go with it. Duck and you'll never be hit.

lol, I did this too.
 
New level
A499-0000-01FF-6816.jpg

(This picture is also a link to the bookmark)
Title: Daisy and the Puzzle Factory
Code: A499-0000-01FF-6816
There is a place that I got stuck at. The place with the moles that throw the wrenches it is possible to jump through the roof and get stuck with no way out. I ended up quitting because of that problem.
 

Inkwell

Banned
New level
A499-0000-01FF-6816.jpg

(This picture is also a link to the bookmark)
Title: Daisy and the Puzzle Factory
Code: A499-0000-01FF-6816

The general design is good. Having a hub area with separate challenges seems to be what a lot of people are doing, but that's because it works well. I did have a few issues though. First, in the room with all the moles I got stuck above the ceiling. You need to add an actual ceiling to block off the top of that semi-solid platform. Second, I had the giant koopa disappear on me once during that section. I climbed up to the p-switch and it was gone when I came down. I was nervous I would hit the p-switch and then have the koopa not be there. It would be a soft-lock making me have to start the level over. Finally, that hub area is a little too large and takes too long for the platform to move around.

I cheaped out your last room.
Kill the bottom two parana plants. Get on the edge of the outter donut platform on the solid ground so that you still make the donut fall, but you are on the ground so you don't go with it. Duck and you'll never be hit.
lol, I did this too.

Using the fire flower was totally intentional. The other part not so much. I only caught the blind spots just before uploading. After trying to fix it I kind of said forget it. Considering how difficult people find that part I'm glad I left it in.

Here's my first stab at a vertical level, Tall Tower, Tiny Hero, featuring Chibi Robo. I've tried to make it pretty easy, but there's an optional 10 red coins that get progressively more difficult to get. I'm hoping for a Normal rating but I'm probably nowhere near! ;)

KaQJbRZ.jpg


https://supermariomakerbookmark.nintendo.net/courses/102B-0000-01FF-894E

I had a lot of fun with this one! I actually think you nailed the difficulty. The level itself is very balanced and has a nice progression. If you needed to grab the coins it would definitely be expert difficulty. Because of limited checkpoints, grabbing all of the coins is indeed a big challenge. It was incredibly satisfying to do though.

There's nothing mechanically wrong with the boss fight. At least in my case the problem was not knowing what to do. My suggestion to fix it would be to introduce the mechanic (survival) in one or two minibosses before the final boss. You have a miniboss now, but it has an opposite mechanic (timer), which even amplifies the problem because the player may assume the final boss also must be beaten quickly, and so the player is looking for opportunities to attack. If your miniboss was an easy survival room (preferrably with similar aesthetics to the last boss), the player would know what the final boss expects him to do already, and it would be OK to throw everything at him immediately.

You are 100% correct here. There are a multitude of things I could have changed to make it better, but this makes the most sense. One of my goals was to use skewers in as many ways as possible. I like the timer idea, but I should have made an easier version of the final boss room to train players. One of the biggest things I've learned from this is that I need to give players a chance to process what is going on in a boss fight. This could mean allowing a player to watch from a completely safe location before going in, or at least keeping things simple enough to allow them to see what is going on.

I retouch and upload old levels quite regularly actually. If I see something isn't working as it should and I care about it, I think it's always preferable to go and fix it instead of ignoring it. That's how real design works, and correcting your mistakes (instead of just noting that you made one) is an excellent learning process. And you end up with more enjoyable levels for others to play. If the previous version has a lot of stars and comments I may keep it available as well, since I'm not quite at maximum level count yet.

I agree with you here, but the general design of the game isn't very conducive to this. I've changed and uploaded 1 level, but kept the original. The original still gets plays but the new one rarely does.

Escape the Rooms

Escape the Rooms Redux


I'm glad I kept the original there, but it is upsetting that people aren't playing the newer version.

I've also tried doing beta releases before officially uploading level. I did it with The Wizard of Firefrost Castle. This was an attempt to circumvent the issue with stars, but I think everyone (myself included) got incredibly sick of the level before it was officially released.
 

tkscz

Member
The general design is good. Having a hub area with separate challenges seems to be what a lot of people are doing, but that's because it works well. I did have a few issues though. First, in the room with all the moles I got stuck above the ceiling. You need to add an actual ceiling to block off the top of that semi-solid platform. Second, I had the giant koopa disappear on me once during that section. I climbed up to the p-switch and it was gone when I came down. I was nervous I would hit the p-switch and then have the koopa not be there. It would be a soft-lock making me have to start the level over. Finally, that hub area is a little too large and takes too long for the platform to move around.

Guess I didn't notice that. As for the Koopa Troopa disappearing, I actually TRIED to get it to disappear, just to make sure it wouldn't. But no matter how far away I went, it stayed. The roof thing in the wack-a-mole room I have to fix though.
 

Heropon

Member
Seeing all these good looking levels and not being able to play them because I can't use my Wii U right now, ughh. My number of bookmarks is growing a lot lately.
 

jholmes

Member
My latest: Happiness is a Hot Cannon




This took me a while! I'm glad it's done though, and I hope you guys and gals enjoy. If you're looking for something less hot, the rest of my stages are here.

Time for feedback!

https://supermariomakerbookmark.nintendo.net/courses/7C5A-0000-01FB-BA3E

7C5A-0000-01FB-BA3E.jpg

The Mushroom Shuffle

My attempt at a more traditional stage! Enjoy!

I liked it. Spitting Mario out to the start of the stage in the locked-door room is a bad idea though. And putting all those boxed-in enemies at the end of the stage means the player automatically gets like 12 1-ups just for beating the level, which makes the reward for getting past the locked door really pointless. Strong design work in the stage though, other than the hidden room.

New level!

qktOvDB.png

L8eMCzS.png


Maniac mole mines (7127-0000-01FA-582E)

The evil Mushroom Kingdom's moles stole Mario's lasagna and while he was pursuing them he found this facility. Discover what they're doing and reach the end goal!

This level has five pink/red coins to collect and multiple Yoshis scattered around. Do not let them die too much.

The first jump just to the left of the first Yoshi is unnecessarily tough to land due to the low ceiling. I don't understand the point of the razor pit after the checkpoint where the Yoshis spawn. Meanwhile, Bowser jumped off the mole and into the lava, so that's how I won. (Pretty anticlimactic!) I don't know how to get the third coin without jumping off Yoshi and killing him and you can't get another after the checkpoint (I tried with the ones that spawned but there is just no way, they hatch and then fall in the pit immediately) so I just never bothered with the coins. I like the fundamentals in this stage but honestly I feel like it's lacking focus. No need to cram all your great ideas into the same level!

New level
A499-0000-01FF-6816.jpg

(This picture is also a link to the bookmark)
Title: Daisy and the Puzzle Factory
Code: A499-0000-01FF-6816

In the southeast room, you use non-respawning items like a multi-coin block and a one-off P-switch that are necessary to win. That means if you botch the use of either, the level's unwinnable. Meanwhile in the southwest room, you can get stuck on the roof at the very top. Complex stages need complex playtesting. Lots of neat ideas here, but I can't recommend this level as it is, it's full of places to trap the player.

Rösti;198626285 said:
My first course in quite a while, Clouded Vision:

cloudedvision12uhg.png


https://supermariomakerbookmark.nintendo.net/courses/038E-0000-01FB-C1FA

A rather short course with a decent challenge. The "theme" is that you don't see Mario for the majority of the stage, and have to rely on more senses than just vision. I found playing this on my TV quite difficult, so best is probably to use the GamePad.

I don't love the gimmick but I'm sure plenty of other people do. But using Lakitu after the checkpoint means you can grab his cloud and just fly past the last half of the level. Maybe shield him from Mario's mean feet somehow?

I played on the TV by the way, found it OK.

Still bummed about Nintendo deleting my level the other day. It was such a good level. My most densely designed one. Without any explanation as to why it was deleted, I can only assume it was because it wasn't played enough. Now I have to start marketing my levels so they stick around!

So,...

here's one I made. It's very straightforward.

https://supermariomakerbookmark.nintendo.net/courses
bJKxQ8o.jpg


Can someone please play it?

So, you called this 1-2 Keys and Coins, but this is really tough for a 1-2 stage! I don't like sticking the trampoline in that up-high corner at the start of the stage and expecting the player to remember where that was. Good work otherwise!

I've started working on a "DX" expansion to my set of Mega Man 1 remake levels. These will incorporate levels featured in Mega Man Powered Up for PSP and Dr. Wily's Revenge for Game Boy.

First up is my Oil Man recreation: 6FE3-0000-01FB-27FE

I've never played Powered Up -- add it to PSN already, Capcom! -- so I can't compare this to the original. But this stage is cool. Not using smart power-ups in a level full of hammer bros. is BS, though.

Hidden Foes and Dinosaur Doors

This one's straight forward and pretty easy. Just something I kinda slapped together.

It's really short, and you're screwed if you go down the pipe without all three coins. Good design though, I'd really enjoy something that stretches things out a tad more, makes it feel a little more substantial to beat.

13fqeh.jpg


E8D7-0000-01FF-E277

Please tell me how trash it is.

I think this is fun, but the first half is too tight to the point that it's almost scripted. The Bowser Jr. fight isn't working the way you want it to: I tanked a hit, then jumped on top of the two of them and they died. Then I made a long jump to the right, tanked the last hit through the boo ring and won. Neat ideas here, but you need to try to break a complicated level when you playtest it. If you don't, someone else will break it for you!
 
So, you called this 1-2 Keys and Coins, but this is really tough for a 1-2 stage! I don't like sticking the trampoline in that up-high corner at the start of the stage and expecting the player to remember where that was. Good work otherwise!

Ha. You know, I never really thought about it. I just number them as I make them. Before Nintendo started deleting my levels, I never really had anyone play them other than my brothers. Now I have to try to market them a bit more. Eh.

Thanks for playing it though.

I figured people would bring the spring down as soon as they found it. You just use it right next to where you find it.
After you go through the door and checkpoint, the second section has its own spring to find.
 

Heropon

Member
The first jump just to the left of the first Yoshi is unnecessarily tough to land due to the low ceiling. I don't understand the point of the razor pit after the checkpoint where the Yoshis spawn. Meanwhile, Bowser jumped off the mole and into the lava, so that's how I won. (Pretty anticlimactic!) I don't know how to get the third coin without jumping off Yoshi and killing him and you can't get another after the checkpoint (I tried with the ones that spawned but there is just no way, they hatch and then fall in the pit immediately) so I just never bothered with the coins. I like the fundamentals in this stage but honestly I feel like it's lacking focus. No need to cram all your great ideas into the same level!

Thanks for the feedback. There's an elevator over the third coin that leads to two p-switches right from there that stop the conveyor belt to save the Yoshis or betray them to get the coin. That coin can also be collected by throwing another bomb at it after breaking the rocks. About Bowser, that happened to me too and I found to cheese it that way funny so I didn't change anything. About the focus, I thought there weren't that many ideas thrown around but maybe it's right that the last part should have been shorter.
 

Inkwell

Banned
New level:

Bowser Jr.'s Koopa Masters

53DD-0000-0201-8B56.jpg


This is all boss fights. I may have made it a little too easy, but who knows. There's an optional checkpoint in the hub area. There's also an intended boss order since you get a specific power-up after each fight, but you can start with any one you want. The order loops, plus every power-up will at least grant you an extra hit. There's at least 1 boss that can be defeated in 3 different ways, but it also happens to be the easiest one.

I actually uploaded this too early by accident. I had a few changes planned and completely forgot. It shouldn't be anything serious, but let me know if something is broken.
 

RagnarokX

Member
New level time?!

A868-0000-0201-5AAC.jpg


A868-0000-0201-5AAC_full.jpg


A Dash of Duality: https://supermariomakerbookmark.nintendo.net/courses/A868-0000-0201-5AAC

A868-0000-0201-5AAC

In this course Mario and Yoshi run along different paths helping each other on their way. To get the best ending you need Yoshi to hold a propeller mushroom the entire way.

1e4oXa6l.jpg

The beginning introduces the idea of Yoshi carrying the mushroom you need to progress.

Throughout the course you help Yoshi by doing stuff like hitting trampolines to bounce Yoshi to new heights and Yoshi triggers note blocks:

alluHyVl.jpg

Yoshi makes vines for you to cross the gap.

IhlbhZul.jpg

Hit the trampolines as Yoshi runs past so he can clear the way for the shell to hit the POW block.

kay45x1l.jpg

Yoshi makes a thwomp move back and forth above. Run around to time the thwomp to hit the ? blocks.

YDnlUT6l.jpg

Hit the trampolines to boost Yoshi onto the note blocks so he can bounce to the top! I ran out of budget for enemies and springs so I have Yoshi spawn a bunch of them from note blocks (since those don't count) and they are delivered to the proper place by the conveyor belts ;)

Once you get past all of that Mario and Yoshi are united once more and, if you brought it with you, you can spit out the propeller mushroom and transform. Now you have options...

3ALD55cl.jpg

Do you abandon Yoshi to take the easy exit using the propeller mushroom he brought you?

mSPpEaGl.jpg

Or do you take Yoshi down this ominous pipe?

>>>Spoilers<<<

http://i.imgur.com/Q51FMHTl.jpg
The pipe leads to a boss battle with Bowser Jr where the floor is gradually destroyed by skewers. You better beat him fast and take his key!

http://i.imgur.com/P0fn6wul.jpg
Once you go through the door you may notice an arrow telling you to go back through the door. The pipe will take you to the good ending, but the door...

http://i.imgur.com/s8jy3tRl.jpg
...leads to a second boss battle! This time you're battling with clown cars over a bottomless pit! Fighting this battle is pointless unless you have a spare key from collecting the 3 pink coins throughout the level!

There are 3 endings:

Bad:
pWqLy2Bl.jpg


Good:
nAiEHK0l.jpg


Best:
hakromwl.jpg


For a 100% challenge, get the best ending with Yoshi, the propeller suit, a spiny helmet, and invincibilty!

Here are videos I made of the course:

Bad/Good ending playthrough: https://www.youtube.com/watch?v=AbqPg3rKRVM
100% best ending playthough (spoilers): https://www.youtube.com/watch?v=I4BlEldiCNo

Hope you enjoy! :D
 
These levels were fun but very challenging. I think you hit a good balance there. If I have a chance I'll take a look at the original set you made. The only major issue I had was the Time Man boss. I got killed way too many times from off-screen chomps that would just come out of nowhere.

Thanks for the play! I apologize about the Time Man boss. I drew a blank on how best to set up the boss there, so I resorted to a lazy variation of the Oil Man boss. I was racing to get these two levels done before my big move, and this part sadly felt the impact.

I've never played Powered Up -- add it to PSN already, Capcom! -- so I can't compare this to the original. But this stage is cool. Not using smart power-ups in a level full of hammer bros. is BS, though.

There are two Fire Flowers in nearly all of my Mega Man levels, but I've hidden them as a bonus challenge for players. The first one in a level is always going to be somewhere near the start, so be on the lookout for clues and hidden blocks.
 

KingBroly

Banned
I'm have to edit and re-evaluate my extremely hard level after trying to upload it. I had to change the opening since the fireball at the start made it too hard to move forward consistently. I decided that the firebar, bullet bill and spikes combination was enough. I might remove the second set of fireballs as well, but I'd replace them with flame exhausts. I'm not sure what would be harder, but it'd make the first part of the stage even easier.

Trying to upload it, I didn't even get to the second safe spot once.
 
I finished another course, using the popular skewers theme. This time it's a Super Mario World Castle level. I have a feel for the Mario 3 style but not a lot of Mario World course work so hopefully it turned out ok. Please try it out!

Forsaken Fortress

https://supermariomakerbookmark.nintendo.net/courses/124F-0000-0202-A214

And my previous levels:

Perilous Pipes v2

https://supermariomakerbookmark.nintendo.net/courses/38C8-0000-01F4-9FB5

Airship Armada V3

https://supermariomakerbookmark.nintendo.net/courses/1892-0000-01EC-DD19
 
I wasn't aware, but apparently in NSMB if you do a spin after hitting a horizontal spring, you can sometimes get an extra jump, and this is repeatable? You may need to be invincible to do it.

I've learned this because a Japanese level demands you do it, with a stack of springs blocking the goal from you. Unfortunately, I've only done at max 3 jumps, which isn't enough to clear the stack. (Something in the description says "20".)

The level in question:

https://supermariomakerbookmark.nintendo.net/courses/3457-0000-00E2-FB28

I thought at first you might be jumping off the edges of the springs, until I literally did the "spin, then jump mid-air".
 
New level:

Bowser Jr.'s Koopa Masters

53DD-0000-0201-8B56.jpg


This is all boss fights. I may have made it a little too easy, but who knows. There's an optional checkpoint in the hub area. There's also an intended boss order since you get a specific power-up after each fight, but you can start with any one you want. The order loops, plus every power-up will at least grant you an extra hit. There's at least 1 boss that can be defeated in 3 different ways, but it also happens to be the easiest one.

I actually uploaded this too early by accident. I had a few changes planned and completely forgot. It shouldn't be anything serious, but let me know if something is broken.

This is a fantastic level. Perfectly themed, clever bosses. I'm really impressed.

I couldn't figure out the weakness of each bosses.

Piranha Plant stack -> fire flower.
Giant Hammer Bros -> helmet.
Giant Chain Chomp -> leaf? But I think it would be better for the lava to be spikes and the Kuribo shoe allow walking on them.
Giant Wiggler -> No idea.
 

Inkwell

Banned
I made a level.
93DF-0000-0201-1A66_full.jpg


Lemme know what ya think.

This was a nice traditional level. The secret was a nice touch, but the first time I found out about it was because I went into the out pipe. It should maybe higher so the player cant see it, or maybe placed in a way that a player simply can't enter it.

I wanted to make a more traditional stage after the last two key driven ones, so here's Fungus Fortress.

E4F9-0000-0200-67E0.jpg


Yes, I know, I forgot to change that one Mushroom to a conditional power up, I meant to!

This is a very strong level. Lots of tricky platforming that never feels unfair. My only complaint would be that some ceilings felt a little too low.

My latest: Happiness is a Hot Cannon




This took me a while! I'm glad it's done though, and I hope you guys and gals enjoy. If you're looking for something less hot, the rest of my stages are here.

This is a really cool idea for a level, but I found it to be a bit too easy. I would love to see a sequel level to this that's more challenging.


This is really great. Things like moving that thwomp with the noteblocks feels very satisfying. I'm not quite sure how many tries it took me to get the best ending, but it felt great when I did.

I finished another course, using the popular skewers theme. This time it's a Super Mario World Castle level. I have a feel for the Mario 3 style but not a lot of Mario World course work so hopefully it turned out ok. Please try it out!

Forsaken Fortress

https://supermariomakerbookmark.nintendo.net/courses/124F-0000-0202-A214

I'm not sure if it was intentional, but you can run right by the majority of the skewers. Either way it makes it pretty fun to speed-run. You also figured out a simple yet effective way to use skewers in a boss fight.

This is a fantastic level. Perfectly themed, clever bosses. I'm really impressed.

I couldn't figure out the weakness of each bosses.

Piranha Plant stack -> fire flower.
Giant Hammer Bros -> helmet.
Giant Chain Chomp -> leaf? But I think it would be better for the lava to be spikes and the Kuribo shoe allow walking on them.
Giant Wiggler -> No idea.

I'm glad you enjoyed the level! You've got it right about the weaknesses. Technically the shoe is the weakness for the wiggler, but you can use the leaf as well. I could have had the shoe be the weakness for the chomp, but the shoe was actually a very late addition. I originally had the chomp give a p-switch for the wiggler fight. It worked well, and potentially helped in the final boss fight. 2 things made me change it. First was that it was absolutely useless in the other fights. At least the other items grant an extra hit at minimum. Second was that it could break the final boss fight and soft-lock a player. The original fight used to be pretty different, though it had the same general idea.
 
Skulkraken (I named it after Gyrados' &#946; name because reasons)

With the addition of keys I couldn't stop myself from making a hard level with them, I hope it's creative enough to be fun figuring out.

9F43-0000-0202-7C70
 

KingBroly

Banned
It's really short, and you're screwed if you go down the pipe without all three coins. Good design though, I'd really enjoy something that stretches things out a tad more, makes it feel a little more substantial to beat.

If you're big, you can jump back into the Pipe with a wall jump. You can't do it if you're small, though. So it is an oversight on my part that a soft lock occurs :(
 

Rizzi

Member
This was a nice traditional level. The secret was a nice touch, but the first time I found out about it was because I went into the out pipe. It should maybe higher so the player cant see it, or maybe placed in a way that a player simply can't enter it.

Oh dang I didn't think pipes worked both ways.
 

UlaWeylin

Neo Member
I finished another course, using the popular skewers theme. This time it's a Super Mario World Castle level. I have a feel for the Mario 3 style but not a lot of Mario World course work so hopefully it turned out ok. Please try it out!

Forsaken Fortress

https://supermariomakerbookmark.nintendo.net/courses/124F-0000-0202-A214

A very good platforming level with good use of skewers and and a very good difficulty level that gradually increases. A good level all around that offers something for everyone. The speedrun aspect is great. I'm 31 seconds off the world record but this is a level I will return to to try and shave seconds of my personal best.
 

J-Fr

Member
Always a lot of fun to see your levels played! Looks like you had a bit of stage fright here, you did really well but kept slipping off the moving platform right off the start. Always tough to play for an audience! Really good collection of levels you played here otherwise, if someone's looking for video of a handful of stages that are worth playing, give this video a watch. Off the top of my head everything J-Fr played in this video is a really solid stage.

That's the first time I've seen someone stream my level. It was really fun to watch, and you did a good job clearing it. You even played the old, much more difficult version of the level.

You are both welcome! Neogaf levels are most of the time high quality.


More videos from Neogaf levels:

Topsy-turvy Waluigi (Mansion) Very nice exploration level! The finish was very bold!

A Ghost in the Shell

SMV 1-4: Havoc Harbor It's refreshing to see an auto-scroller.

castle black

Classic Underground Vibes Short and intense level!

Shipyard Shenanigans

Lost Levels 2-1

A Castle in Time I liked the theme old/new castle!

96.76% Fail Rate The second part is quite unforgiving. I couldn't finish it.

WP.5-1 Fungi Highways

WP.4-1 Restless Pond

WP.3-1 Valley of the Cloud Rider

Crouch Jump Crusade I don't think this one is from Neogaf, the timer was very tight at the end.

P on the door I timed out, those wall holding items jumps are hard to perform!

Skewer Sewer Very nice water course!

Ground Pound to Victory!

Coins in the Coral City


Now one of my levels:

Mega Thwomp World 3-5 Piranha Tracks


A level I had a lot of fun making, I hope to achieve a little bit of controlled chaos.
 

jholmes

Member
Nothing new but I just want to say I haven't had a ton of feedback on my stages Mount Molehill, The Heat is On and especially Happiness is a Hot Cannon, so if you're in a feedback-giving mood, maybe give one of them (or more) a look?

Skewer Sewer Very nice water course!

Thanks! Really cool that you played P on the door and Crouch Jump Crusade, too. This is a really solid list so if anyone just wants to zone out and get a long look at a bunch of good Mario Maker levels, watch this.

Also, if you're just looking for more levels to play en masse, maybe give my community spotlight list a look. Just sayin'.

This is a really cool idea for a level, but I found it to be a bit too easy. I would love to see a sequel level to this that's more challenging.

Yeah, I spent a ton of time trying to get this level to work just right, and the mechanic is neat but it's really, really hard to make it work properly -- the cannons don't always fire the way you want them to, and if you aren't careful with how you lay out the stage, the podobos can come back to smack Mario, and it's pretty unfair because most of the rebound will occur off-screen. I wanted to make it a little tougher, but you can't just ambush players with the podobos -- they need time to fairly react.

But the upshot of this is I finally have enough playthroughs for Mario Maker to calculate the stage and it's an easy rating with an even 50% completion rate and obviously that's not anywhere near what I was going for. Now, Skewer Sewer had a plus-50% completion rate by the time GAF was through with it, and then it hit the open market of 100-Mario Challenge and other more average Mario Maker players and it's down to half that. So I figure that'll happen here too, but probably not to the extent I'd prefer.

I'd love more feedback from the thread on this stage though, so if you want to chime on in this, check it out here.
 

UlaWeylin

Neo Member
Return to Yellow Bumper Park™
Level code: E824-0000-0140-2AC2

Mario has gained access to the now closed Yellow Bumper Park™. Its been a few years since the infamous incident that forced YellowBumperCorp. to close the doors to the public. It is up to you to explore the abandoned park and its mysterious statues. Can you make it back to the Flagpole-Castle-Portal™ in time?

It is a platformer made with the NSMBU theme.

Please try it out, I hope you like it.

GZ8FXNll.jpg
 

UlaWeylin

Neo Member
Now one of my levels:

Mega Thwomp World 3-5 Piranha Tracks

A level I had a lot of fun making, I hope to achieve a little bit of controlled chaos.

That was a short level, but very tense and had a good difficulty level.
The checkpoints and power-ups were perfectly placed after hard but fair sections of the level.

I also played your level MTW #-4 Cloudy, Risk of Thwomp and I liked it a lot.
Thwomps, Munchers and spinjumps and it was a lot of fun figuring this level out.
.

I'm really proud of this level. Although it this kind of level has been done before, but I really enjoyed the concept. It's fun trying to work around the limitations of this game!

https://supermariomakerbookmark.nintendo.net/courses/92A2-0000-0172-3832

Gravity Cube
ID: 92A2-0000-0172-3832

A short but good Metroid-like level. This level also made me want to speedrun the level and I did a few times to try to get a better time.
 

Kouriozan

Member
Ok, I'm back and trying to improve my designing skills.
I'll focus on themed courses for a while.
(53FA-0000-0206-D134)


Honestly, I didn't know how to properly finish this one, maybe my theme was just a bit hard to come with idea and I didn't want to include too much other items.
 

gblues

Banned
I'm working on a new level, and it's close to done. The tricky part now is that, in its current form, the level is too difficult for me to beat, and that leaves me with trying to figure out how to make it easier without going overboard and nerfing it completely.
 

Guess Who

Banned
I made this level as an update to an older level of mine. I wanted to include some of the new features from the last patch, and up the difficulty. It's a NSMB level designed heavily around wall-jumps and wall-slides.

Wallio (Savage) - 54EB-0000-0206-0590
https://supermariomakerbookmark.nintendo.net/courses/54EB-0000-0206-0590

lFF2uOk.jpg

dRWvwHR.jpg


There are key-coins, but they are optional - the only key you need can also be obtained by defeating the giant Bowser at the end. However, the key coins let you bypass that whole part and go straight to the goal.
 
Looking for more feedback on my newest level Cold Caverns. Would love to get more of gafs input, it's pretty tough but I think you guys can handle it.

Anyway Feedback.

New level:

Bowser Jr.'s Koopa Masters

53DD-0000-0201-8B56.jpg


This is all boss fights. I may have made it a little too easy, but who knows. There's an optional checkpoint in the hub area. There's also an intended boss order since you get a specific power-up after each fight, but you can start with any one you want. The order loops, plus every power-up will at least grant you an extra hit. There's at least 1 boss that can be defeated in 3 different ways, but it also happens to be the easiest one.

I actually uploaded this too early by accident. I had a few changes planned and completely forgot. It shouldn't be anything serious, but let me know if something is broken.

I really enjoyed this one. Boss Gauntlets are some of my favs and you made a very interesting one. The powerups really make the level go by faster. I think that with the shoe or the leaf the wiggler is way to easy however. The finale I didn't necessarily love but it was very unique. Good job.

I wanted to make a more traditional stage after the last two key driven ones, so here's Fungus Fortress.

E4F9-0000-0200-67E0.jpg


Yes, I know, I forgot to change that one Mushroom to a conditional power up, I meant to!

Fun level. I don't have a lot of feedback besides the thwomp hitting that block, I did not like. Took a hit because while I knew something needed to happen the thwomp caught me off guard. Generally I would say avoid off screen movements. Good job otherwise. good Bowser Fight too.

I made a level.
93DF-0000-0201-1A66_full.jpg


Lemme know what ya think.

My lastest level if you did not catch it...

CLEAR THE WAY! (v2)
- Let the skewers help you to proceed
- Face the boss or find all red coins for an alternate end
- Beware those Pipes sections, would be better to have a fire flower!

BDEF-0000-01F6-87CF.jpg

I played this a while ago but I really liked it. The coins were well hidden and the platfroming was great. Only thing I didn't like was the tight spike leap in the first cave. Didn't feel right. But otherwise I really enjoyed this. Good job.

New level!

qktOvDB.png

L8eMCzS.png


Maniac mole mines (7127-0000-01FA-582E)

The evil Mushroom Kingdom's moles stole Mario's lasagna and while he was pursuing them he found this facility. Discover what they're doing and reach the end goal!

This level has five pink/red coins to collect and multiple Yoshis scattered around. Do not let them die too much.

Also a really strong level. Looked really good and played nice too. I got all the red coins and I think the star ruined the bowser fight. It sorta made the lead up anticlimatic I guess. But the actual platforming was really good. I enjoyed the whole thing. Well done. Moles and SMW cave just go together so well.
 
Top Bottom