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Super Mario Maker |OT| Miyamoto Simulator 2015

Yuterald

Member
Created three levels with multiple exits. Two of these are revisions of earlier creations. If anyone gets the chance to check them out, let me know what your thoughts are!

Tree of Beginnings: 1ED9-0000-0030-74C2
Bridge Construction: D1C0-0000-0030-2F84
Bullet Hills: 9F69-0000-002F-D077
 

Luigi87

Member
HF0kmuQ.jpg


I took some feedback on board and edited this stage, but it uploaded with a different code - can you edit a stage without it adding a new one? =3

I had 6 stars on the original after about half an hour so I'm hoping this improved version goes down well :D

Wow I'll have to check this out after work. Your thumbnail of the whole stage alone looks fantastic, lol
 

J-Fr

Member
Really enjoyed this one. It's the kind of fair difficulty that kept me retrying until I beat it. I like how the music elements are kept above out of frame like a hidden orchestra doing the level music. And of course, creating an actual musical rhythm is impressive, let alone making a fun level.

Thanks! (And thanks to the gaffers who left comments on miiverse :))


I'm curious about a few things - does making it a scrolling level help with the timing of certain items like music blocks since it's not dependent on the players movement?

At first I was going to make an auto-scrolling musical level, but it felt very bland.
To make things more interactive I added obstacles, pitfalls and enemies (I tried my best to sync them up with the rhythm).
Without auto scrolling the player would surely mess up the rhythm.


Also - how did you keep the regular level music from playing? Did you use a sound effect then kept it throughout?

You can attach sound effect to Mario, I added the Zen sound effect.
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
My third level, but I think Im starting to gwt the hang of it. Ventura Express has some tricky jumps and a few different ways to play it. I tried to stay consistent with the level design here and level up the challenge.

WVW69iYkNFoeP1r2XB


9DD0-0000-002B-00D8

Would love to get some opinions on it!
 

E-phonk

Banned
HF0kmuQ.jpg


I took some feedback on board and edited this stage, but it uploaded with a different code - can you edit a stage without it adding a new one? =3

I had 6 stars on the original after about half an hour so I'm hoping this improved version goes down well :D

Like it, only complaint is that if you choose the upper path near the end instead of the room with bones you die without warning. I would put a door there that takes you back to the beginning of the level or something.
 

Anteo

Member
I played Koopa Heights by McNum (cant find the original post) nice level! The 1up could easily kill you though!

There were some missleading elements here and there, like the coins in the middle of those 2 pipes, I though there should be something up there for sure.

Also the first bulled bill jump was too tight imo. Save something like that for the 2+ jump (unless you were supossed to make it by following the bullets from early)
 
Like it, only complaint is that if you choose the upper path near the end instead of the room with bones you die without warning. I would put a door there that takes you back to the beginning of the level or something.

Yeah, I'd do that if I could edit it. I've literally just posted the level code all over the place again, and I don't want to have a third code for it. I guess that'll be the one big trial and error unfair bit. I'll be a little more aware for my next levels.
 

LaneDS

Member
HF0kmuQ.jpg


I took some feedback on board and edited this stage, but it uploaded with a different code - can you edit a stage without it adding a new one? =3

I had 6 stars on the original after about half an hour so I'm hoping this improved version goes down well :D

Some thoughts:

-maybe add a diagonal up right arrow at the start to prevent players from that first death where they try to go straight ahead, rather than up via cannonball.
-the fireflower seems pointless; you go back through the door, get it, replay the section you just played, meet the giant Drybone who can't be damaged by and you're forced to take damage from, and then you move on to finish the level.
-the top of the train is also pointless aside from the early section, and there's a lot of ways a player can be killed for trying to explore and the stage auto-scrolling them to death.

All that said, I think it's a cool concept for a level and there are some fun bits, but with some of the above removed to reduce frustration or award outside the box approaches it'd be even better.
 

Teknoman

Member
Not sure how to do Wii U screenshots, so here's a crappy phone pic. ;)




Gimmick Free SMB1 (SMB1 Underground)
Course ID: 5DE6-0000-0020-BB82

Classic Castle Raid (SMB3 Castle)
Course ID: A80D-0000-002F-54F0


Gimmick Free SMB1 was my first attempt at making a level, and was done with only the first couple sets of tools.
Classic Castle Raid is the second level I made, and I did that one after spending time unlocking all the tools.

Both levels are pretty much just classic Mario style. Please give 'em a try and see what you think. :)


On your wii u, press the home button, got to Internet browser, then go to a site like minus or imgur. Press upload and the site will let you choose the top or bottom screen.

Also just check the miiverse.nintendo.net site for lower quality quick shots.
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
There were some missleading elements here and there, like the coins in the middle of those 2 pipes, I though there should be something up there for sure.

Also the first bulled bill jump was too tight imo. Save something like that for the 2+ jump (unless you were supossed to make it by following the bullets from early)

Good advice, thank you!
 

Dooman

Neo Member
Here are my two first stages.
Moving Underground!: D6EA-0000-001F-9C16
A quite simple stage with 3 hidden 1-ups to act like star coins.

Sky High!: 78F4-0000-002E-117C
A little harder than my first. I put 3 different ways of completing this level. I hid 3 1-ups in this one as well.
 
Are you using an autoscroller? Or maybe having the screen to scroll up or down before the piranha plant? because I'm trying it right now and I have no problems
I have a level published were I use a couple of spring boards + Winged Piranha Plant, I used winged becase it was easier to deal with but I had no problems with their wingless version

Edit: I got it, out of 6 Piranha + spring, one had the bug when I spawned mario on the top of the level and then scrolled to the bottom and to the right. Maybe the spring spawns too late?
Either spawn it above mario, or at the same level he starts

Yes, my level has you progress downwards immediately before this point, so it seems the Piranha Plant is spawning and falling to the ground before the spring spawns to catch it. That means I can work around it, but it doesn't change the fact that it's still pretty shitty. Technical limitations like this are fair enough in actual NES games, but there's no excuse the Wii U can't handle downloading and generating the entire level up front to ensure everything is spawned correctly.
 
Uploaded two new levels.

The Great Ruse in the Heights - A NSMBU level, kinda hard, but there's a trick that will make the final section MUCH easier, hence the "ruse" in the name.

3A91-0000-002F-CA3F


20 Seconds - A short, plataforming-focused SMB3 level that you have to beat in 20 seconds.

CF3B-0000-0030-5A26
 

NotLiquid

Member
Finally got around to making a new level after getting used to the new tools. It's relatively short, but I had fun working with the gimmick of this stage. The idea of the level was a bit of a "Mario" take on the whole "bust in guns blazing" or "work around stealthily" options that games give you.

ZAo0hs7.jpg


Lateral Brigade
EFA8-0000-0030-9E60
 

Cob32

Member
Just made this for a bit of fun;

Falcon punch -
BC34-0000-0030-A4DA

Edit: aww custom sound effects don't carry to the online
 

HoJu

Member
WVW69iYWHiEVrt8K_o

Playing with Thwomps

(57E2-0000-0028-E1D3)

Level is kind of easy, but it has thwomps in it so it's automatically fun. Every level should have thwomps.
Bumping for feedback. Playing it again, I feel like i could have expanded on some of the ideas.

I wish there was a way to watch replays of your levels. The most enjoyable part of level creation is trying to predict how people will play the levels and thinking of ways to manipulate them.
 

robot

Member
If you like Pac-Man and Water Levels, give this a shot:

Pac Your Swimmies
BFD1-0000-002F-103C

It's a little on the difficult side but it's definitely beatable. What's up with custom sounds not being in our uploaded levels? That stinks.
 

KeRaSh

Member
Thanks!



*that* moment caught me off guard. You made me laugh, so mission accomplished.


I liked the idea of having to go level up before attempting a section again, but I beat the level by skipping everything and taking a shell from the start to the rocket. I figured I was supposed to find a leaf somewhere, but I couldn't.


It's pretty good. I really liked the freefalling sections. But there's a blind drop near the beginning that's a big no-no, in my book. You gave the right powerups at the right time, though. Good work.

3 stars for you.

Wow thanks a lot! I really appreciate it. I already followed you so I can try out your other levels.

I don't recally how far down the first drop goes but I thought you can see the ground if you jump. down on the pipes. I might have to revisit that, though!

As for the leaf, it's after the pyramid right below the beginning. You have to wait for it to come out of the pipe. Sometimes it takes a while. :(

I'm glad you got a laugh out of the Bowser level!
 

arekuso

Member
Here's a level I made. It's not a hard one, you just gotta find the right way to reach the end of the level. I put some funny traps in there.

WVW69iYkclQJj558PS


2124-0000-0030-A144

I hope you'll like it. Leave a comment if you try it :) !
 
Oh wow. I thought the ghost tileset for SMB 3 only had airship crates as the semi-solid platforms. Turns out you can shake them to turn into other decorative platforms.
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
Here is my newest level, the Misty Docks

gI4OCd8.jpg


I liked the way the ghost tileset for SMB 3 looked, but I didn't like how the breakable blocks and "hardwood" blocks clashed with its tileset, so it ended up having a creepy warehouse dock theme and accompanying enemies to go with it. As usual my levels are about getting past enemies though a slower pace can work here.

Here is the code: 0150-0000-0030-7F09

Here are previous levels I made:

The theme worked really well! Definitely felt like what you were going for.

The optional challenge of the level was easy. At the end, why challenge the hammer bris when I can easily run past them and finish the level?

Nice job!
 

Jobbs

Banned
Just getting started.

1) Is there a hotkey button for cycling hotbars? Seems like something should do that, but I can't figure it out.

2) Can i access my library of inputted amiibo in the level editor? Or do I have to put the amiibo over the controller every time I want to add one?

Putting my amiibos in and messing with the costumes is something I'm having more fun with than it seems like I should be. I love the Dedede sprite -- Best figure AND best sprite!
 

robot

Member
Just getting started.

1) Is there a hotkey button for cycling hotbars? Seems like something should do that, but I can't figure it out.

2) Can i access my library of inputted amiibo in the level editor? Or do I have to put the amiibo over the controller every time I want to add one?

Putting my amiibos in and messing with the costumes is something I'm having more fun with than it seems like I should be. I love the Dedede sprite -- Best figure AND best sprite!

For #2: Bring the ? mushroom on to the stage then tap it to open the character screen
 

TheMoon

Member
HF0kmuQ.jpg


I took some feedback on board and edited this stage, but it uploaded with a different code - can you edit a stage without it adding a new one? =3

I had 6 stars on the original after about half an hour so I'm hoping this improved version goes down well :D

no.
 

Morts

Member
HF0kmuQ.jpg


I took some feedback on board and edited this stage, but it uploaded with a different code - can you edit a stage without it adding a new one? =3

I had 6 stars on the original after about half an hour so I'm hoping this improved version goes down well :D

Is there a way over that pipe on the second to last car? It seems like there's two routes the whole time but then you're boned if you stay up top.
 

HoJu

Member
My third level, but I think Im starting to gwt the hang of it. Ventura Express has some tricky jumps and a few different ways to play it. I tried to stay consistent with the level design here and level up the challenge.

WVW69iYkNFoeP1r2XB


9DD0-0000-002B-00D8

Would love to get some opinions on it!

That was pretty great. Died a lot, but it always felt fair and there was never too much going on. The only thing is you had to take a leap of faith for the first bullet bill jump, which felt out of place.
 
The optional challenge of the level was easy. At the end, why challenge the hammer bris when I can easily run past them and finish the level?
Yeah, they're meant to be avoided. I wasn't sure how I could make that part harder without being crazy with it, so I just opted to expect that some players might panic seeing the hammers.
 

JoeInky

Member
0EAF-0000-0030-AF15: Buzzter's brigade

Basically an entire level focused on buzzy beetles, there's 3 1-ups shrooms to collect as well as a hidden cape and star.
 
Is there a way over that pipe on the second to last car? It seems like there's two routes the whole time but then you're boned if you stay up top.

The top of the train is also pointless aside from the early section, and there's a lot of ways a player can be killed for trying to explore and the stage auto-scrolling them to death.

Yeah, to be honest I should put the pipe earlier than that, it's kind of a dick move to trick the player. The top is meant to be harder than the main train to dissuade people using it, whilst still looking like a train. I'll amend the end part.

Maybe add a diagonal up right arrow at the start to prevent players from that first death where they try to go straight ahead, rather than up via cannonball.

Done. You don't need to use a cannonball either, you can jump right onto the cannon itself.

The fireflower seems pointless; you go back through the door, get it, replay the section you just played, meet the giant Drybone who can't be damaged by and you're forced to take damage from, and then you move on to finish the level.

The fireflower is basically just to make the backtrack less of a pain in the arse with the goombas along the train. You can jump the Drybone without taking damage as both regular and Super sized Mario.

Thanks for the feedback, updated version on the way.
 

AniHawk

Member
I like this, quite simple but the koopas make you a little uneasy - do I need them to make that jump? Etc.

Also really like you 'get me out of here level (C762-0000-002A-3B72). Can't quite complete it normally but managed to find the secret path :) got very close but those damn ghosts right at the end..

thanks, i'm glad you liked it! i think you're the only one to beat the level (it has a 2% completion rate). thought i'd try to be a little judicious with the power ups so there's always something through the map to help you out, and the springs are there to take care of lakitu early.

also super glad you found the secret exit. that was really the main thrust behind the level - a difficult 'main' level but there was another way out if you looked around enough. smb3 was chosen in particular because mario kicks instead of setting things down like in smw, so it was another level of skill the player had to be used to.

Is there any way to adjust how the ghosts track you? I thought they'd follow you all the way across a level but those you have at the end don't seem to move until you arrive in the area. I put some in a level I was making and they kept following me and wouldn't stay put.

i don't know if there's a way to adjust how the ghosts track you. i think they just don't care if they're really far away.
 

octopiggy

Member
I dug that one! It had a clever concept and also some pure platforming without an excessive amount of stuff going on. Well done.

Cool! Thanks for the kind words. The thing with that one is that adding any enemies that didn't insta-kill you would break the level.

Let me know if you want me to out any of your levels.
 

Soul Lab

Member
Looking for a fair challenge?

Try Spin & Win: 2644-0000-002B-4BD3

It's the answer to a lvl of my friend, which I had a hard (but fun) time with:
advanced underwater ballet: 6E38-0000-0025-2940

check it out. thx.
feedback requested
 
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