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Super Mario Maker |OT| Miyamoto Simulator 2015

vikki

Member
Just have the first two unlocks available so far, but I spent some time on a decent stage.

A70C-0000-001F-77F9

Tell me what you guys think.

I'd also like to try some of the stages posted, when I get a chance.
 

Kiro

Member
That was a tough one! I still haven't beaten it, but it has a good flow so far. Can't make it past the first bullet bill, hah.


Soooo I ended up buying a Wii U for this game. So far, I have no regrets. :D

Here's my level:

aVgH5XTl.jpg


P-Puzzle Mystery
FFD5-0000-0025-773B

No enemies, using the smallest available stage (default). Tried to make a small puzzler. Good luck!

Just tried this level but dinner arrived. Looks awesome so far can't wait to figure it out! I'll be back at it.

Anyone tried tackling mine yet?? :)

Title: Ghosts and Blades
Difficulty: Hard (9/10 but not cheap)
Tileset: Mansion / Super Mario World
Level Code: 4678-0000-0023-7B41
 

Jonke

Neo Member
F9F4-0000-0025-296D - NSMBU

Another level i made, a bit easier than my first one i think. I tried to stay within low-med difficulty level.

This thread is moving so fast... so it will be hard to play everyone's level but i'll try play as many as time allows me to. :)
 

Kinsei

Banned
Hey guys, never thought i would enjoy so much a level editor!! Just finished a level I think its mid advanced! Not really sure!! would love some opinions! The level was made to go fast, hope its a good challenge!!

It would be nice to try some gaf levels as well! Any recommendations!?

Try mine. Feedback and criticism is always welcome on my levels. One of them is in the community showcase in the OP and my other two are in my post history.
 

Beats

Member
Made my first level:

A496-0000-0025-E3A7

Called it Shell Spring Zone. Let me know if it's good/bad or too easy/hard. Or if anything wonky happens lol.
 

phanphare

Banned
I enjoyed that, one of my favourites so far for sure. Although I died several times it was never frustrating, good balanced use of a core idea (the moving platforms/piranhas).

thanks! did you get any of the invisible blocks? I had coins hinting at where they were but I'm not sure how obvious it was
 

Xhorder

Member
Night of the dead
0oYPDwY.png

E6D5-0000-0024-E904

The screenshot makes it look harder than it is. It's actually a ghost house with a lot of hidden 1ups and coins. You can take a couple of alternate paths through the level. No crazy enemies and sudden deaths. I actually managed to hit the maximum amount of stone blocks used in this level. I hope you guys like it. :)
 

daydream

Banned
I made my third level! It was really hard to make a ghost house level without things like bony beetles, fishin' boos, and so on, but I tried my best!

WVW69iYPo6Mjr_4tFI


Twisted Trial of the Boo Buddies: EF79-0000-0024-75D2

Please let me know if you find all three of the 1-up mushrooms.

i managed to find one of the three (the one in the boo circle). anyway a twisted level, indeed! i found the beginning portion pretty challenging but not unreasonably so. i think you could even remove one of the mushrooms so that you can't brute force your way through the boo part leading up to the door. the highlight was undoubtedly the clown car section which i enjoyed a lot. one suggestion i have is to make the p-switch section more interesting. you pretty much know what's going to happen when you see the coins in the beginning so it would be even cooler if that expectation was subverted later!

New level. Of course as soon as I posted it I noticed some major flaws in its design, but I hope you all still enjoy it.

bring that with you...

BDE3-0000-0024-4931

Any feedback would be immensely appreciated, especially since this is only my second level ever!

Thank you so much for a-playing my game!

max! i would have doubled down on the 'bring the spring with you' part by not offering a second one. the falling platform section could have been more challenging, adding a few more enemies into the mix would have helped, i think. a second lakitu, for example. speaking of lakitu, i really, really like the idea of lakitu flying below instead of above you. that is something that could be worked into another level, for sure!

We'll see if short and sweet levels get more stars from random people.

Hocus Pocus! : 31C6-0000-0024-6C33

a neat level to look at (ashley <3) but yeah, it is a bit short. i guess you kept it like that to see how it would fare, star-wise. i think you could totally re-use what's there and make a longer 'underground + ghost enemies' level, it's a neat combination

Got the game today and I've spend most of today creating levels.
I'd love it if some of you checked out my latest full blown level

Super Koopa Fortess
4D13-0000-0024-375B

I've spend way too much time on that one. Feedback would be very welcome.

i liked the level a lot, really cool obstacle design, the enemies are very well choreographed and your sense for architecture rounds out a great level. i have one, let's call it, medium-sized, nitpick: one third of the level is just koopa hopping which is a bit worn out at this point. i checked out the bottom part of the level and while it was super interesting to look at, i thought it was pretty much impossible. the problem with the bottom path are the fireballs. you can't see them if you're on the skull platform and one just pops up from underneath you. luckily, the aforementioned architecture makes up for a lot. if you could mix up the koopa jumping somehow, you got yourself a fantastic level. if you balance the bottom part to make it a more challenging but doable alternative, you got a virtually perfect level. also, did you put down the design note? i would remove that, let the level speak for itself! anyway, really good job, can't wait to see more from you

Golden Cliffs
F41D-0000-001D-7020

My primary goal was to make the jump sequences feel fluid, with lots of conserved momentum, but I also threw in three secret 1-up mushrooms and some automated contraptions. Thanks to the people that have already given it a shot!

a very enjoyable, laid-back stage that would feel right at home in the 'easy' difficulty of 100 mario level. i've said it before but that difficulty level desperately needs more quality levels like this. i'd be excited to see you tackle a more intermediate level!

Made a Super Mario World-style level, hope you enjoy if you play it :)

ID: 9DE0-0000-0025-1B84

you definitely nailed some of that smw feeling but some coherence wouldn't have hurt, i think. it felt like i was going from one element to the next element and i didn't really get the sense of a level. more interconnectedness could really go a long way, i think. the little scenarios themselves were solid, so if you focus on level layout next time, i think you could make something really cool! one more remark: the platform and saw blade at the start could also be timed a little better, you have to wait quite a bit for those elements to enter the playing area.
 
Just made my what I thibk is my best level yet! I like to make super hard skill based platformer levels, and this one is no different. It's the sequel to my level "Greasy Hill" called "Greasy Castle". It's pretty greasy. I'd love it if you guys checked it out and gave me feedback :)!
"Greasy Castle"
WVW69iYRkLE7uiqueI

7344-0000-0025-E512

And if anyone is interested, here's Greasy Hill (also very greasy):
"Greasy Hill"
WVW69iX9mWAHfG3p1U

78F6-0000-0018-5F10
 
I thought you didn't have to wait 9 days to unlock content with the update patch why can't I get more stuff till tomorrow? Still only have day 1 content
 

bounchfx

Member
another thing I'd like to see in addition to worlds and a checkpoint system is a way to tag 'collectables' in your level, and have it tally up upon completion. something like the red coins in yoshis island or mario 64
 
Been working on a single level for the entire evening. This game is a serious time sink!

I've come up with a little story involving Bowser and Mario and hoping to translate it into 3 or 4 levels.

First one is nearly complete. I only need to further test it on usability and add some details. It has different paths and solutions to add a little replayability.

I'll upload tomorrow and share it with you guys.
Now I need some sleep.
 

Kinsei

Banned
i managed to find one of the three (the one in the boo circle). anyway a twisted level, indeed! i found the beginning portion pretty challenging but not unreasonably so. i think you could even remove one of the mushrooms so that you can't brute force your way through the boo part leading up to the door. the highlight was undoubtedly the clown car section which i enjoyed a lot. one suggestion i have is to make the p-switch section more interesting. you pretty much know what's going to happen when you see the coins in the beginning so it would be even cooler if that expectation was subverted later!

There is something else to do in the P block section (that's the reason there are two switches in that room). If I added anything else to it there might not be enough time to do what you need to do to reach the secret area. I guess you didn't find the cape I hid in the level?

I really enjoyed creating and testing that clown car section.
 

mrkgoo

Member
The graphics look like the respective games. There are 60 pre-built levels + the NWC levels.

Thanks.

So it's SD on those games? I was expecting it to be all 1080p - of course it will have the same pixel art but I did expect it to look nicer than, say, the VC versions.

Oh well. Still might get it.
 

maxcriden

Member
max! i would have doubled down on the 'bring the spring with you' part by not offering a second one. the falling platform section could have been more challenging, adding a few more enemies into the mix would have helped, i think. a second lakitu, for example. speaking of lakitu, i really, really like the idea of lakitu flying below instead of above you. that is something that could be worked into another level, for sure!

daydream! Thanks so much for playing the level. I appreciate the feedback and I'll utilize it going forward. One flaw that immediately resonated with me after uploading the level was that I made it too easy to stick with the lakitu to get through the level. I should've made that a bit more carefully because it becomes too simple to skip sections of the level. I offered the second spring though because I felt like it might too challenging for a lot of players otherwise. I'm just a big softie, I guess. I like the idea of adding more enemies. I only have the first two toolsets so I'm very eager to have access to more items. Anyway, thanks bro! :)

I thought you didn't have to wait 9 days to unlock content with the update patch why can't I get more stuff till tomorrow? Still only have day 1 content

I think people said to keep playing in the editor, wait for a new message about an early delivery, then spam tons of ground blocks across the bottom of the level, then add a few more items to the course, and new items will unlock.
 
Another level i made, a bit easier than my first one i t to stay within low-med difficulty level.

This thread is moving so fast... so it will be hard to play everyone's level but i'll try play as many as time allows me to.

Mean boss you have there!!! ;) liking it so far
 

Ferrio

Banned
Anyone mind trying this and making sure it's not too difficult. Made some tweaks after a couple comments after one person played it. Try to find all 3 1-ups too.

1-Up Hunting: F58F-0000-001E-AEDC

 
Just got the game a bit ago and finished making my first (very small) stage. It ended up being better than I thought it was going to be at first.

Depths by Robbie
3801-0000-0025-F5A5

I'd love it if anyone can give it a shot. It's really short!

I want to unlock more things, do I just keep messing around with stuff in the editor till more options unlock?
 

Stoze

Member
Sawblade Sneak
A7A6-0000-001E-F40D
It's not really different though, just some tweaks to make it a tad easier near the end and I shuffled some boxes around. Thanks a lot, though - and yeah, the pipe is pretty tricky, but I think it'd be fair for something secret-exit like.

Oh yeah, I think it was totally fair. Using one-way logs for those platforms made it work smoothly in terms of getting it and leaving as well.
 
My girlfriend hasn't picked up a console controller in years but she instantly wanted to make a level. I think she did a damn good job on her first attempt.

C3E3-0000-0025-CCA9
 

daydream

Banned
There is something else to do in the P block section (that's the reason there are two switches in that room). If I added anything else to it there might not be enough time to do what you need to do to reach the secret area. I guess you didn't find the cape I hid in the level?

I really enjoyed creating and testing that clown car section.

ha, i figured there was something else to do with the second switch but after playing very sloppily for some time and dying a whole bunch, i was just rushing to the exit at that point. i did take the second switch with me and pressed it in the flag area but you probably didn't hide a cape right at the end of the level, i would assume!
 
another thing I'd like to see in addition to worlds and a checkpoint system is a way to tag 'collectables' in your level, and have it tally up upon completion. something like the red coins in yoshis island or mario 64

That would be great. The downside is that most players won't be incentivised to collect them. What would be better is if the game tied Mario costume unlocks to these collectables, say one unlock every 50 collectables. It would be another way to unlock them that doesn't involve you having to wade through 100 Mario challenge on easy mode 100 different times.
 

Stoze

Member
I thought you didn't have to wait 9 days to unlock content with the update patch why can't I get more stuff till tomorrow? Still only have day 1 content

You can. Place the new objects down so they don't have the exclamation marks on them, and then just lay down blocks like crazy (multi-select and copy/paste). After that you'll get a message saying you unlocked the new stuff early.
 

Kinsei

Banned
ha, i figured there was something else to do with the second switch but after playing very sloppily for some time and dying a whole bunch, i was just rushing to the exit at that point. i did take the second switch with me and pressed it in the flag area but you probably didn't hide a cape right at the end of the level, i would assume!

Nope. If you pay attention to the question block placement in the level you should be able to figure out where the hidden block with the cape in it is!

The lamp near the end will light your way to the other hidden shroom.
 

Crisium

Member
thanks! did you get any of the invisible blocks? I had coins hinting at where they were but I'm not sure how obvious it was

The only mushroom I could consistently get was in a hidden block above 3 other blocks.

A fun level. You could have gone overboard with the Fireplant/Koopa combo, but you used the perfect amount.
 

Danielsan

Member
i liked the level a lot, really cool obstacle design, the enemies are very well choreographed and your sense for architecture rounds out a great level. i have one, let's call it, medium-sized, nitpick: one third of the level is just koopa hopping which is a bit worn out at this point. i checked out the bottom part of the level and while it was super interesting to look at, i thought it was pretty much impossible. the problem with the bottom path are the fireballs. you can't see them if you're on the skull platform and one just pops up from underneath you. luckily, the aforementioned architecture makes up for a lot. if you could mix up the koopa jumping somehow, you got yourself a fantastic level. if you balance the bottom part to make it a more challenging but doable alternative, you got a virtually perfect level. also, did you put down the design note? i would remove that, let the level speak for itself! anyway, really good job, can't wait to see more from you
Thanks for the feedback Daydream! I'll try to shake things up a bit more, but I found myself running out of bandwidth so I kind of went with some basic enemy placement in the second to third section of the level. The fireball feedback on the lower path is duly noted. I'll try to revise the level some later this week.
 

GeeDuhb

Member
Has anyone else noticed what seems to be a bug in 10 Mario challenge where if you pause for an extended time and then come back, you die upon resuming? It is pretty irritating...
 

Salbug

Member
Here's my second level that I made in the spur of the moment. I think it turned out quite nicely.

ID: 91AD-0000-0026-052E

WVW69iYRvHYrTMUnse
 

x3sphere

Member
Thanks.

So it's SD on those games? I was expecting it to be all 1080p - of course it will have the same pixel art but I did expect it to look nicer than, say, the VC versions.

Oh well. Still might get it.

It is 1080p

Not sure about New Super Mario Bros U though, the original I know ran in 720p but the graphics look cleaner in Mario Maker to me, so might be 1080p as well.
 
thanks! did you get any of the invisible blocks? I had coins hinting at where they were but I'm not sure how obvious it was

Played your level too and I liked it. I only found the first hidden block
in the sub world above three blocks - I think the coins made this one too obvious. A single hidden block above three blocks is understood by every decent Mario player
. The others may have been off the path that I took
with the P switch
 
Spin my head right round
6B01-0000-0025-BAC0


Enjoy! :)

Fun and pretty straight forward. Nothing much to say except it's pretty solid.

aVgH5XTl.jpg


P-Puzzle Mystery
FFD5-0000-0025-773B

No enemies, using the smallest available stage (default). Tried to make a small puzzler. Good luck!

Interesting little level. You did well with the various doors resetting everything. People tend to forget that about puzzles and you'll often just get stuck and have to kill yourself. I ended up also using my mushroom to get to the flag at the end just like another poster did earlier but enh, I got the gist of it.

Just have the first two unlocks available so far, but I spent some time on a decent stage.

A70C-0000-001F-77F9

There's a part with plants bouncing on trampolines where I couldn't manage to hit all of them with the koopa. If I didn't have a mushroom, I couldn't progress past this part I don't think.

Anyone tried tackling mine yet?? :)

Title: Ghosts and Blades
Difficulty: Hard (9/10 but not cheap)
Tileset: Mansion / Super Mario World
Level Code: 4678-0000-0023-7B41

I was able to find the initial vine but was really stumped after that. Any tips?
 
Thanks.

So it's SD on those games? I was expecting it to be all 1080p - of course it will have the same pixel art but I did expect it to look nicer than, say, the VC versions.

Oh well. Still might get it.
It's 1080p for the 2D games, miles better than VC. There's even a shadow behind everything to show the difference between Mario Maker and the original artstyles.
 

phanphare

Banned
The only mushroom I could consistently get was in a hidden block above 3 other blocks.

A fun level. You could have gone overboard with the Fireplant/Koopa combo, but you used the perfect amount.

Played your level too and I liked it. I only found the first hidden block
in the sub world above three blocks - I think the coins made this one too obvious. A single hidden block above three blocks is understood by every decent Mario player
. The others may have been off the path that I took
with the P switch

thanks yall! I don't think these are spoilers because the execution is key. there is a mushroom to the right of the first pipe before the sub world with the ghosts. that one's tricky to pull off. then the one yall are talking about, then there's one on the bottom path instead of taking the vines, and then another if you run through the p-switch section quick enough.
 

B_Bech

Member
Okay I want to run through a ton of GAF levels. I can't be bothered to read through all the pages, so PM me all your stages and I will beat and star every one of them. I'll even give feedback if need be!


Also, new stage:
WVW69iYQdc0NNdSHeE


Bowser's Heavy Metal Battalion

(721B-0000-0025-1463)


Play it! And star it if you enjoyed it. I love this one.


Also, updated this:

WVW69iYOSKEF3Iydoi


Big Trouble in Retro Reef

(42A1-0000-0023-7736)


And I made this before... an extremely convoluted puzzle level no one can beat... It's a bad level, but I wonder if anybody on GAF can best it?

WVW69iYEYEAC76BJ_W


Noisemaker Manor

(E7DD-0000-001D-2797)


Oh, and my favorite level with a pretty tough boss fight...


WVW69iYM2cclpuEz05


Assault on Goomba Factory

(CF0E-0000-0022-6B6D)




PM me those levels!
 
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