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Super Mario Maker |OT| Miyamoto Simulator 2015

Kriken

Member
Edit: For the second point, I think I might replace the block with a pipe that gives Mushrooms so players can afford to screw up more than once or maybe even Fire Flowers, although a Fire Flower could cause the stage to be unwinnable if basic instincts kick in

Just tried it out and Fire Flower spin jumps shoot fire and would make it unwinnable, so no extra hit, sorry
 

Nia

Member
I just finished making my course. I think it turned out pretty well. It's simple and mostly straightforward, but there are some secrets. I hope anyone who plays it enjoys it:

wvw69iyz1wwd2fnurmvbl76.jpg


Torvus Bog

116A-0000-0039-90A8
 

MouldyK

Member
Hi guys,

I am planning on playing some
Of the levels that are posted here and plan to share some levels as well, but I feel this thread has become a level sharing thread and not much discussion is going on for the game in itself. Maybe it's an idea to make a separate level sharing thread ?

Got Locked

Given that making and sharing levels is the whole point of Mario Maker, this discussion should stay in the OT for now.
 
My other level was leaning more on the puzzley side, but still (well, hopefully) not impossibly obtuse.

So... trust GAF.

Just played both your levels. The second one was excellent. Managed to get through on my second life, and even then hadn't explored all of the rooms. I died in the room with the
spinning fire balls. Some fire popped up out of no-where and hit me on my way through, which felt a little cheap haha.
Thought the design for everything else was excellent though. My favourite room was the one with the
giant drybones.
Really interesting stage!
 

daydream

Banned
Hi guys,

I am planning on playing some
Of the levels that are posted here and plan to share some levels as well, but I feel this thread has become a level sharing thread and not much discussion is going on for the game in itself. Maybe it's an idea to make a separate level sharing thread ?

people are sharing levels AND discussing the game - crazy, i know

what would you like to discuss
 

DoubleYou

Member
If you are into speedrunning this one is for you!
With only 20 seconds on the clock Mario has to make it all the way to Bowser.
It won't be easy. ;)

For Speedrunners
ID: 05B4-0000-0039-9799


speedrun.jpg
 
I know the boss could be skipped but I didn't know how else to do it

I can't give a lot of insight on this one as I haven't experimented with Bowser/Bowser Jr. much. Maybe make the exit high up and you have to trampoline up to it? Something that requires a lot of concentration/time that would be difficult with a boss jumping around.

and I really wasn't trying to make the burners or fireballs as much of a threat

Fair enough! I like the implication of a threat but it's not one at all, didn't know if that's what you were going for there.

I was very concerned about making a long level and having the player die towards the end. That's why I made the only part you have to do as small mario at the beginning and the only part with pits is the next part. Most of the level keeps you in steady supply of fire flowers. I tried to mitigate that frustration as much as possible.

Glad you are enjoying it :)

I get to the part with the Boos and Koopa Clown Cars and don't quite understand what to do. Feels like I'm missing something very obvious. :(

Edit: Finally beat it. Seems like you just have to survive in that room for a bit until the star comes down? I was initially trying to get into the clown cars and all sorts of whacky stuff.

Solid level. I think some of the vine bits could be a teeny bit more forgiving and the clown car room could slightly less opaque (though I'm stumped on how), otherwise, this is some really impressive stuff.
 
It's been sometime, but besides Donkey Kong Country stages I'm doing other things as well I swear! First level in SMB Style.

Basically this level started with me wanting to make some kind of up and down level, and I wanted to do something using springs, so I ended up with this. You use springs and vines to climb up and down the trees! There's a bunch of secrets and paths to take, as well as the usual 3 hidden 1-ups. There's also two sub-areas with secrets!

Last segment is a nod to DKC3, with the saws coming up as you climb the tree. Probably could use some modifications but I ran out of blocks.

Would love some feedback on this one.

Barking Up The Wrong Tree
9F8E-0000-0033-3240

Would love feeback.
Pretty happy as well! Sawblade Sneak passed 100 people (300 attempts) and 40 stars!
 

ksamedi

Member
people are sharing levels AND discussing the game - crazy, i know

what would you like to discuss

Yeah why not put all threads about all games into one thread and discuss everything in one big mega thread :p

Seriously though, I'd like to discuss stuff like cool levels people played, the general quality of the created levels so far and interesting enemy combinations and what not. Not that there isn't any discussion, and I did not go trough the whole thread but the flow of the thread is definitely about level sharing. I don't mind that much, it was just a suggestion.
 

Zero148

Member
Okay just beat it, thoughts:
  • The spinies at the end were a bit BS because of the way to get there, but you did remedy that with the mushroom generator
  • While it only happened once, i did have to restart the level because I accidentally knocked out the Koopa shell
  • The ceiling on the first Thowmp of two after the Hammer Bros had a low ceiling and while I made the jump i wondered if it was possible to have that act as an invisible block effect where my momentum died
  • All that said, it is a very solid level and I found 2 of the 3 1-ups and found the third room

I know it is pretty mean to have the player spinning on 90% of the junmps, but have the jumps at the end as normal jumps and an unexpected spinning section for the finish. But the part right before that should have the player big (the thirs hidden room also gives you a mushroom), so it shouldn't be a big deal (oc there is the possibility to screw the player over).

I seem to have a faible to have my levels be breakable right at the beginning (the wall jump one is also possible to fuck up) ^^

I didn't really think about the ceiling at all, I just wanted it so be no straight line to make it seem like a more natural cave. This low ceiling is indeed an oversight and I will fix this if I update the level.

All in all, thank you for your detailed feedback.

Also I'm happy to see I wasn't the only one who didn't get the last rail section of your spinning level xD
 

Resilient

Member
So the SMW and SMB3 levels don't actually play like those respective games, right?

All the levels play and control like NSMBU? Does this bother anyone or take them out of the game?
 
I made a level specifically to feel great when you're travelling at full speed, be it a walk or a run & to give you a feeling of being a bit of a badass whilst being not too hard. It's a bit hard to get your head around if you don't run at full speed, as it's a full length level that basically does 3 full laps of the screen but when you're running, it's fun as hell. I made a crappy video for my friend to show him that you just need to run and jump which I can't really telegraph better than I have, so I thought i'd post the (crappy offscreen, but watchable)_ video here and the level code

https://www.youtube.com/watch?v=s6QdWhvw1GY

Leap of Faith - 869D-0000-002B-643A
WVW69iY1cxsgd0guAg
 

Teppic

Member
So the SMW and SMB3 levels don't actually play like those respective games, right?

All the levels play and control like NSMBU? Does this bother anyone or take them out of the game?
I don't mind the controls except for the leaf. Have to mash the button a lot more than in Mario 3 to fly
 
I wish creators worked with the Mario 3 set more. In multiple rounds of 100-lives, I run into New the most, followed by 1, World, and infrequently 3.
 

daydream

Banned
Yeah why not put all threads about all games into one thread and discuss everything in one big mega thread :p

Seriously though, I'd like to discuss stuff like cool levels people played, the general quality of the created levels so far and interesting enemy combinations and what not. Not that there isn't any discussion, and I did not go trough the whole thread but the flow of the thread is definitely about level sharing. I don't mind that much, it was just a suggestion.

the cool levels people play are generally gaffer levels shared in here! :) the general quality of created levels comes up on every page, it's low. the stuff that comes up on 100 mario challenge is mostly garbage whereas the trending levels are mostly gimmicky stuff (automatic levels, amiibo stages, etc.). interesting enemy combinations are also discussed a lot, by way of levels shared!

seriously, ideas for level design are generally shared via creating a level to show off those ideas in here (unless the person's at work or something and doesn't have access to the game for the time being). and i think it's great. i'm happy to see so many people making levels, learning and growing as a level designer
 
I just finished making my course. I think it turned out pretty well. It's simple and mostly straightforward, but there are some secrets. I hope anyone who plays it enjoys it:

wvw69iyz1wwd2fnurmvbl76.jpg


Torvus Bog

116A-0000-0039-90A8

I thought it was pretty good! It felt quite big, linked together well but I died quite a bit. For ages I kept trying to blow up the two yellow blocks at the start of the
underwater section with the bomb-omb and after dying a bunch of times eventually realised.... duh, P switch!

I thought I found a secret at the start but there was nothing there? :(

 
I wish I was more creative and I give props to all the people that make truly great levels. Here are a few of my attempts so far...

WVW69iYZQgMKXtyrxw


Ghost Ride The Whip

(591D-0000-002A-5F48)

WVW69iYEBoENpTdA36


Mo Money

(5543-0000-001C-E7F9)

Got alot to learn but let me know what you guys think
 
Can someone just please play this?

It's Super Mario Bros. 3. There's a theme. It's sort of Metroid-style. It took hours. No real tricks, not too hard, some nice secrets in the form of 1-ups.

9LyrfnL.png


edit: revised a bit based on comments.
 

vikki

Member
I think this is my best stage to date. It's an Airship stage, but I stuck to common themes and didn't make it too difficult. Lemme know if you guys like it.

8432-0000-0039-C15A
 

Nia

Member
I thought I found a secret at the start but there was nothing there? :(

Huh. There should have been a
Fire Flower
there. Weird. I'm not sure what happened. I'm happy to hear you enjoyed it though! As for
the Bomb-omb idea, you had the right idea, but the wrong blocks. I put the ice blocks in an attempt to show what general area to blow up. It pleases me that you tried experimenting with it though. If you play it again, blowing up the ice blocks will let you go outside the wall, and you'll find a different path that might test your patience. Try it if you're feeling bold!
 

Pooxi

Neo Member
Hey guys!
This is the first level I made that got any stars, so I thought I'd share it.
I must have done something right lol

On Rails
28EA-0000-0030-B1B6

WVW69iYkjFYUuxcXfH


I don't think it's too difficult since I suck at Mario games, its beatable haha
NOT an autoplay despite the name. Try it and let me know what you think, so maybe I could make a revised version.
 

Zero148

Member
had to reupload my latest level, because somehow getting the last 1-Up broke it. It still is a ghost house in SMB3 style. The theme is skulls. There are also underground segments (the house's basement). Three (imo well) hidden 1-ups and many power ups make it complete. Check it out, I'm looking forward to feedback:


WVW69iY1pIoRM2um68


991F-0000-0039-C69B (House of Skulls)
 

joedick

Member
I wish creators worked with the Mario 3 set more. In multiple rounds of 100-lives, I run into New the most, followed by 1, World, and infrequently 3.

I think most people don't realize that you can get all the elements in one day (the game still gives messages that your new tools will arrive the next day). So lots of users don't have the SMB3/World tools yet.
 
Can someone just please play this?

It's Super Mario Bros. 3. There's a theme. It's sort of Metroid-style. It took hours. No real tricks, not too hard, some nice secrets in the form of 1-ups.

KhzOrz0.png

That 'horsehoe of coins' made me turn around when flying and fall to my death. Otherwise it's pretty solid but being a Metroidvania any death sets you super back.
 

Core Zero

Member
I cannot stop thinking about Mario Maker levels! Since the game came out I've been obsessed. I love easy-to-use level editors in games so this is so right up my alley, I've been having a ton of fun with it. I wanted to comment on some user levels before I post my on though, so here's a few I've tried.

I made a puzzle level based on clearing a path with shells! CD35-0000-0033-BB92

I like this one, it's a simple idea with a few variations, doesn't overstay its welcome, and is not too hard or obtuse. The only thing I think I didn't understand is why the Spiny was there, but it doesn't really hurt anything either. Recommended level.

Hi everyone, loving all the courses posted in here!

I've made a bunch of really dumb ones but I tried my hand at something a bit more ambitious today.

"The Great Goomba Escape!!"

0B98-0000-0033-BE02

You're a trapped Goomba in a castle where other Goombas are being tortured and killed. Help your friends escape!

It's a silly premise but I had some fun with it.

Those poor, poor Goombas... what could they have done to deserve such treatment? This one is almost traumatizing to go through. More of a visual story than a level outright, there's still a few bits that can kill you. I think the escape could have been more dangerous without losing the concept, while still being enjoyable.

What's up GAF,

Yesterday I submitted for consideration my first level, "Golden Cliffs" (ID F41D-0000-001D-7020). I got tons of positive and useful feedback from you guys (I've almost hit 50 plays!) that I incorporated into the design of my second level:

Ruined Castle Romp
6684-0000-0034-1BD7

It's considerably longer and more challenging than my previous course, and it has tons of secrets and shortcuts, including 4 secret 1-up 'shrooms. I've spent the past hour tweaking it, I hope you like it!

This one is already in the showcase, and I'll add my recommendation as well. Defiinitely grab this one and play it, it's a lesson in solid exploration design with consistent visual elements and themes. If I had one complaint, it's that the level encourages exploration so much, I found myself taking a couple leaps of faith into lava, just to see if I was missing something. Perhaps make sure that off-limits areas are more clearly marked. Excellent level overall!

Here is my Fourth level that I just uploaded. As always, I appreciate feedback.

Name: Dead Sea
2FA8-0000-0034-F726

Difficulty is on the Normal to Hard-ish side, and I tried to do some kind of Lore-ish level.

Background:
It originally started as a Water level focusing on Boos and Dry Fish, but it ended up evolving into something of a story level.

I like the concept of a haunted underwater level, much like the Sunken Ship from SMW. I only checked one door on this level and avoided the others, as the first was a dead end, as far as I could tell. The last section of boos is also a bit tedious with nothing to break it up or change the pattern. I do love the theme of the level and would like to see something a bit more fleshed out.
 

jnWake

Member
I'd really like to get some feedback about this level I just published:

The Cube: 9 Rooms, 9 Challenges

(36A3-0000-0038-EC1B)

WpLv3OC.jpg


It's loosely inspired by the movie The Cube, and features nine 1-screen rooms arranged in a 3x3 square with different traps inside.
I wanted to make a puzzley level with small, self-contained rooms, and experiment with backtracking and permanent changes to the environment. Which proved itself to be quite the challenge.

Not all rooms are mandatory to complete, some lead to the three 1up mushrooms hidden around, and one features an optional puzzle whose completion can make your life a bit easier later on.

Fun level with a neat use of bombs. I found one of the secret 1-ups. Only thing I disliked were those half covered pipes. I thought they were useable as small Mario and ended up losing my power-up for nothing...

I liked how the level looks, with the small cramped rooms and the interconnectedness. Nice job!

Okay so after my Arwing level, I decided to revise my Dk's Jungle Climb level and have finished Dk's Jungle Climb 2.0. I put a lot of thought into how to activate ? blocks. Check it out and let me know what you think!
WVW69iY0to0iOqZu59

FE8E-0000-0039-43CC

Edit: Should mention this course is on the easier side of things (as all of my courses are after horrible completion %'s on my first few levels)

Simple and fun! I got scared at first with the Thwomps but then realized they weren't my enemies. Silly Bowser Jr. started attacking me with fireballs and almost got me though. It was a tad short though.

Visually it was fun although it could use more coins to grab, just for fun! The silly Koopa shell machine was cool too.

Underground Mines

WVW69iY0pt4DQeo0YN


CF4E-0000-0039-3B94

GAF will find this level super easy, but I was hoping to build something with character.

Lol I died at the beggining trying to see if there was anything below. Then died thinking the pipes were accesible haha. It was fun though. I feel like I missed many secrets (found the Leaf near the beggining though!).

I liked the look of the level with the ice blocks although I wish there was more enemy variety.

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

As always, I'll link to my levels here, hoping somebody plays them (they have very little plays so far ;_;).

http://www.neogaf.com/forum/showpost.php?p=178647401&postcount=4749
 

xandaca

Member
Since very few people have been able to complete my courses so far (three to date, across five courses, even though none of them are in any way troll-y or kaizo), I thought I'd go in completely the opposite direction for my latest one and try and design it to teach beginners all the basic techniques of your average Mario game, along with a few tricks. I tried to include enough variety and a couple of secrets to keep it interesting for experienced players, while also allowing several ways of getting past the main obstacles in case an inexperienced player was struggling. For instance, a line of coins indicates that you need to fly over a wall when you pick up the feather, but there's a P-Switch nearby which will turn it into a staircase as an alternate route. Similarly, if you fail to get over a tall pipe that requires a running jump, a lakitu will appear so you can climb on top of some nearby blocks and snatch his cloud.

The Beginner's Guide To Mario - F140-0000-0039-9D1B

I also made some minor adjustments to my level based on the 1983 Mario Arcade game, smoothing out the difficulty pacing and get rid of two elements which could injure you slightly unfairly.

New code: Mario Arcade: Reloaded - 2D75-0000-0039-C672

OTHER COURSES

Head Hop Heights - 78DC-0000-0027-E2FF
Manor Madness - 3509-0000-0028-38F8
Bowser's Airborne Artillery - 5450-0000-0032-C96F
 

Papercuts

fired zero bullets in the orphanage.
Currently cleared 6 stages in expert sitting at ~70 lives and maaaaan, the amount of trash in here is unreal. Stages where you die the instant a stage starts unless you hold a direction, invisible blocks into cheap pitfalls, blind hail mary jumps with no player direction...I've played one level that was pretty alright but the rest have no clue what the hell they're doing regarding making a level difficult but fun.
 
That 'horsehoe of coins' made me turn around when flying and fall to my death. Otherwise it's pretty solid but being a Metroidvania any death sets you super back.

Yeah. True. I tried to make each room easier as you progressed because of that. Maybe it didn't work out? I also provided several of each power up in each room so you could go back to that room only if you lost it.

That coin thing was supposed to be the moon!

Thanks for playing it!
 

Stoze

Member
It's been sometime, but besides Donkey Kong Country stages I'm doing other things as well I swear! First level in SMB Style.

Basically this level started with me wanting to make some kind of up and down level, and I wanted to do something using springs, so I ended up with this. You use springs and vines to climb up and down the trees! There's a bunch of secrets and paths to take, as well as the usual 3 hidden 1-ups. There's also two sub-areas with secrets!

Last segment is a nod to DKC3, with the saws coming up as you climb the tree. Probably could use some modifications but I ran out of blocks.

Would love some feedback on this one.

Barking Up The Wrong Tree
9F8E-0000-0033-3240

I played this yesterday, I really liked it and think it might be my favorite of yours. I'm a sucker for vines, they might be my favorite object/mechanic in Mario Maker.

Can't really think of any major criticisms I had, though I did remember somehow getting hit twice to the by landing on chain chomp when you come out of a pipe around the middle of the level. Felt a bit cheap because you couldn't really see him until you landed on top/really close to him.

I could be remembering it wrong though, I played a ton of levels yesterday.
 

octopiggy

Member
Currently cleared 6 stage in expert sitting at ~70 lives and maaaaan, the amount of trash in here is unreal. Stages where you die the instant a stage starts unless you hold a direction, invisible blocks into cheap pitfalls, blind hail mary jumps with no player direction...I've played one level that was pretty alright but the rest have no clue what the hell they're doing regarding making a level difficult but fun.

I managed to beat it earlier today for the first time after failing 3 other times.

I think the trick is to take your time. Spend time collecting coins, looking for items and waiting for enemies to pass. Also, try and pick your battles. If there is some cheap bullshit at the beginning of the level then chances are there will be more later - just skip it and hope for other courses that you can take your time with.
 

Hylian7

Member
Fuck UPS, fuck UPS, fuck UPS, and most importantly, fuck UPS.

The full story:

I ordered SMM last week, ordered it Thursday night so I paid $4 extra for shipping to get it Friday. Shipment got held up (UPS's fault), Amazon refunded the $4, said it would be here Monday. Today rolls around, Amazon says delivered, UPS tracking says delivered. There's nothing at my door, nothing in my mailbox, nothing in the apartment complex's front office. I call UPS about this, they manage to connect me to the local distribution center. Local distribution center tells me that the driver claims it was delivered, and taken to the apartment's mail room, along with packages addressed to the apartment (as in not residents). I call the front office to check again and they claim once again, it's not there, and now they start getting sassy with me and telling me that packages are "my responsiblity". That's great and understandable and all, but YOU CAN'T FUCKING PREDICT WHERE UPS LEAVES PACKAGES. I have had them left at my door and in the office before. I have no goddamn idea where they will leave it.

Now I have called UPS a total of five more times (on hold during the fifth) and they all told me I would get a call from the local distribution center again within an hour. NOT A SINGLE CALL. After the first time I got a hold of the local distribution center, they told me to contact Amazon and tell them about it. Amazon is sending me another copy, and told me that if I ever see the first one to refuse it.

I have fucking had it up to here with UPS's complete and total fuckery on this shit. They have royally fucked this up not once but twice. They had one fucking job. What a joke.
 

Kriken

Member
So i really liked the idea of the spin jump in SMW but was disappointed that i didn't use it too much in my previous level, this should make up for it

WVW69iY10RgGF8r672


Concept is simple and the beginning is a nice tutorial area to understand and mess up a bit on the spin jump, would appreciate feedback

Okay, edited it a bit, added an extra mushroom for the last part and allowed for more screw ups in the tutorial area by making the mushroom spawn from a pipe instead

Here's the new ID: 5232-0000-0039-DF3D
 
Bowser's Castle Revisited AB70-0000-0039-D09D


Easily the best one I've made so far, though that's by no means saying much. Some tough spots but I've hidden 1-ups in a few places that help out; they're not super hard to find aside from one. I wish I had more tools and shit unlocked though or I would've did even more with the stage. I'll likely update it in the future when I have more things at my disposal. Enjoy!
 

It has power ups in the level to make it easy and no real way you can get stuck from what I've tested either. Started off as goofing around.

27ED-0000-003A-B15F

I hope it isn't too hard though. I've gotten used to how to do it. Sucks that it doesn't let you carry shells while climbing up vines like the original. Nor does it have the same shell throwing physics.

Beginning is a bit tough due to how I was first fooling around after that it gets simpler.

If anyone would like to give feedback that be awesome since I don't have anyone to really test it besides myself.

Edit: Updated the level.
 
I played this yesterday, I really liked it and think it might be my favorite of yours. I'm a sucker for vines, they might be my favorite object/mechanic in Mario Maker.

Can't really think of any major criticisms I had, though I did remember somehow getting hit twice to the by landing on chain chomp when you come out of a pipe around the middle of the level. Felt a bit cheap because you couldn't really see him until you landed on top/really close to him.

I could be remembering it wrong though, I played a ton of levels yesterday.

Oh, I think I know the segment. It's the sub-area that has the same pipe as its entrance/exit, right? I suppose it is a bit, though I think that since the player came up that area he'd know there was a chomp when going back - but I think he should be closer to the wall since every other chomp before it can't really hurt you. Thanks a lot! =D

Yeah. True. I tried to make each room easier as you progressed because of that. Maybe it didn't work out? I also provided several of each power up in each room so you could go back to that room only if you lost it.

That coin thing was supposed to be the moon!

Thanks for playing it!

Ooops, yeah, I was too high up and when I came down all I saw was the back of the moon, but since it's curved it made me think I had to turn around.
 
My latest creation. Part tribute to Whomps Fortress on N64, part my own ideas. Anyway, would appreciate any feedback. Will spend lots of time tomm evening going through GAF levels. Much better than the random stuff....

dwKlDus.jpg

Requoting as I forgot the bloody code:

Whomp Stronghold

(E9DA-0000-0039-93B3)

Some great levels here. Hopefully mine will improve as I go...
 
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