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Super Mario Maker |OT| Miyamoto Simulator 2015

octopiggy

Member
I've had some really nice comments on miiverse today. Mostly for the WarioWare course. Thanks to anyone who's tried any of my courses.

I only need one more star for my third medal!
 

Oidisco

Member
I'll post my course one more time on this page. Play it or something, it's pretty good maybe!

The Forgotten Fortress:
483C-0000-003E-38A7

wiiu_screenshot_gamepx3ozg.jpg
 

Hasney

Member
Buzzter's Brigade - 0EAF-0000-0030-AF15
10% clear rate w/ 60 attempts



My first serious attempt at a proper level, focuses on a few different things you can do with buzzy beetles. It has 3 1-ups to collect as well as a secret cape & star.

Done this one, enjoyed it. Looking at where people died when a shell caught me, looks like people have trouble with one of the first jumps after where the first mushroom is with head clearance, but no trouble here. I wonder how many people on this have finished a Mario game...
 
I made a silly little Fire Emblem themed level to take a break from my plans to create a four world set of courses that feel like a complete Mario game.

Fire Emblem: Cave of the Dragon (4460-0000-003E-554A)

You start off with four Mystery Mushrooms, one for each Fire Emblem character, before you dive down into a cave to fight Mounted Warriors, Archers, Barbarians, Mages, and a giant flying Dragon.

A fun little gauntlet for sure.
 

Papercuts

fired zero bullets in the orphanage.
There's no way to blockade/bind a lakitu is there? I'm trying to make a stage that is more just telling a story in the level and wanted two of them throwing stars at a certain point, but they fly through the walls and kinda break the image I wanted.
 

itschris

Member
Uploaded my first Ghost House. It's rather easy, but finding all three 1Ups and 100 coins turns it into a slightly more challenging level (at least that's what I hope).

Shine a Light (3 Ups, 100 Coins)
FA58-0000-003E-4E21

That was fun! My suggestion would be to maybe add some coins or something up where the pipe with the P-switch is - there's a delay before the switch comes out of the pipe, and my first time through I tried going in the pipe then went back down when I couldn't, so I didn't see the switch come out. Maybe if there were a few coins to the right of the pipe I would have seen it while I was collecting them.

I uploaded this course last night, but it got lost in the shuffle. I would appreciate any feedback - I deleted and reuploaded it after making some changes today:

Saw Blades in the Sky
5C33-0000-003E-799E

CtdnmOg.jpg


I also made two other courses if you like that one:

Koopa Paratroopa Land
A397-0000-0034-680B

Piranha Plant Pipes
CA3F-0000-001E-5A7E
 

Yuterald

Member
There's no way to blockade/bind a lakitu is there? I'm trying to make a stage that is more just telling a story in the level and wanted two of them throwing stars at a certain point, but they fly through the walls and kinda break the image I wanted.

Don't think so. I wanted to do something similar, but I believe they're programmed to follow the player once they're in sight, despite going through walls and such.
 
HA!, got someone on miiverse just called my level
WVW69iYqSS8FXJ6KhU

Hold Jump To Bounce off Enemies!
(56D5-0000-0034-56CF)

"The Worst level"
which... Seems a bit harsh
 
Looks like GAF is getting pretty advanced already... I have a newbie question.

What's the best way to give a player a Spiny or Beetle hat, aside from putting it right above Mario's head at the spawn point? If you put them in blocks, they just become shells you can kick... Doesn't seem like you can make them function like a power-up.
 

Jobbs

Banned
Looks like GAF is getting pretty advanced already... I have a newbie question.

What's the best way to give a player a Spiny or Beetle hat, aside from putting it right above Mario's head at the spawn point? If you put them in blocks, they just become shells you can kick... Doesn't seem like you can make them function like a power-up.

Make em fall out of upside down pipes. Did this in two of my Dave levels.
 

JonnyKong

Member
I'm gonna have to start making an effort to play more GAF levels because quite frankly the stuff I'm getting on 100 Mario is offending my soul.
 
I'm gonna have to start making an effort to play more GAF levels because quite frankly the stuff I'm getting on 100 Mario is offending my soul.
Yep, trash mode honestly.

I will try to make an effort to play GAF levels. I have a limit though, so if it is cheap, not gonna finish.

Is it safe to say if you can't beat your own level after, say, 30 tries, you should consider tweaking it?
Most likely, you don't want your own levels to frustrate you.
 

octopiggy

Member
Looks like GAF is getting pretty advanced already... I have a newbie question.

What's the best way to give a player a Spiny or Beetle hat, aside from putting it right above Mario's head at the spawn point? If you put them in blocks, they just become shells you can kick... Doesn't seem like you can make them function like a power-up.

Put it on a breakable block above a p-switch so you push the p-switch and it falls on Mario's head.

Or put it on a small track going up and down so Mario can jump underneath it.

Remember, if you don't want the player to get stuck in a place where they need the helmet to progress then it might be better to have them fall out of a pipe.
 
If anyone would like to play a NSMB level that offers multiple routes and oldschool gameplay, please check out mine and let me know what you think!

Welcome to the Jungle (CODE REMOVED)
EDIT: Level has since been updated. See this post!

EVPkdC7.jpg


mxuavyg.jpg
 
Just finished my first full music level to show my support for the need for vegetables in this game. Forget slopes, we want turnips!

Vegetables In Mario Maker Please - DD68-0000-003C-F3E9


The limitations of the music making in this game can be pretty frustrating. I tried putting in extra instrumentation but I either ran out of room or instrument got in each other's way.

If you play it then let me know so that I can try one of yours.

Added to my OP.

This is pretty awesome but I wish you would've tried to incorporate the bassline in too! :) Makes me want to do it myself...
 
Saw Blades in the Sky
5C33-0000-003E-799E

CtdnmOg.jpg


This was a pretty fun level.

I don't really have much to add, some sections I thought had abit to much going on (climbing the vine threw a bit to much stuff at once) and some longer safe sections wouldn't go amiss

But otherwise yeah, a decent sense of progression and a solid challenge. Well done
 

Hasney

Member
WVW69iY3V9gp3TQg1-

SMW: A Day's Walk (C608-0000-003A-BBEF)

A new stage from me, more of a normal Super Mario World type level. Let me know what you think!

Picked a random page and glad I did! Dug this, did feel like classic Mario World.

Was going to say it could be in the 1-1 contest until I got to the one square jump underground part.
 

octopiggy

Member
This is pretty awesome but I wish you would've tried to incorporate the bassline in too! :) Makes me want to do it myself...

Believe me, I tried! There just isn't enough space on a level without things interfering with each other. Especially when you use items which are bigger than 1 grid space wide or move horizontally (meaning you need to block them in too). Sledge Bros. which are used for bass do both of these things.
Trying to make music in this game is so frustrating.

edit: Go ahead and give it a go using my level if you can figure out another way though.
 

ramparter

Banned
Here's my first uploaded level guys :D
Under Where?
(2990-0000-002D-2DCF)


All feedback is welcome!

Edit: I put in 3 1-Up shrooms for ya'll to find.
FYI: Thuddert informed you had the ID wrong in the google form, turns out you had written 2900-...
Fixed that for you ;)
 
Make em fall out of upside down pipes. Did this in two of my Dave levels.

Put it on a breakable block above a p-switch so you push the p-switch and it falls on Mario's head.

Or put it on a small track going up and down so Mario can jump underneath it.

Remember, if you don't want the player to get stuck in a place where they need the helmet to progress then it might be better to have them fall out of a pipe.

Thanks for the tips, fellas.
 

cress2000

Member
What sort of limit is there on sub-area-linked pipes, if anyone knows? I have a general idea for a level that could use a good number of them.
 

VandalD

Member
Step by Step... - 6583-0000-001B-F23D
The Prince's Morning Swim - C265-0000-0027-A3FC
Fun with Super Leaves - 6305-0000-0036-BF85
Contra: Mario Corps - 1599-0000-0036-CE11
Big Problem, POWerful Solution: CD31-0000-003B-80F8
Step by Step... - Died too many times due to parakoopas being too high for me to jump on, no matter how long I wated at the first one. Gave up on it.
The Prince's Morning Swim - Nice level. Not what I'd do first thing in the morning, but I guess Junior is extreme like that.
Fun with Super Leaves - Difficult but reasonable level. Short enough that dying isn't too frustrating.
Contra: Mario Corps - Fun level! Could have used a spread shot.
Big Problem, POWerful Solution - Cool idea for a level. Less ridiculous than it seems.
 

Hylian7

Member
I finally got my copy in today and played for a while. I spent most of time unlocking things. There were a bunch of features I didn't realize were in, such as being able to set an auto scroll. Can you change the direction the auto scroll goes though? I'd like to make something with it going up instead of to the right.

Yeah, the jumps in all styles are definitely NSMB jumps, which isn't necessarily bad, however it does change some things. I noticed it is much easier to gain momentum since the jumps are NSMB style, and in the "sort of" 1-1 replica they have you play, you could slowly jump up the stairs at the end and get the 1up on the flagpole without having the momentum required in the original.

However running on the ground is exactly the same as each original game. I was worried SMB1 wouldn't preserve the sliding Mario does, but it definitely does preserve it.

One of my favorite things about the game though is putting stuff in older games that wasn't there, such as boos and Wigglers in SMB1. I also love the old style versions of the music for stuff like Ghost Houses and Airships in SMB1.

One of the things that was in a sample level in the 10 Mario challenge was the circle of Boos, how do you set something like that up? Or have I not unlocked the pieces I need yet?

Also, is there every a way to have a level transition themes? Such as Airships > castle > ground, etc.
 
There were a bunch of features I didn't realize were in, such as being able to set an auto scroll. Can you change the direction the auto scroll goes though? I'd like to make something with it going up instead of to the right.

Sadly, no. There are no vertical levels as far as I know, which is a major bummer. :-(
 

ohNOitsRO

Member
Ok ok, made some new levels here really hoping to get some criticism!

Fried Calamari
A basic water level with an emphasis on dodging.
ID: EF6F-0000-003B-3351

The Path Less Taken
A nice ghost house in SMW fashion.. I think it plays pretty close to a real SMW ghost house level.. Alternate paths and hidden rooms await!
ID: 28CB-0000-003B-0BBC

Race Against The Machine
Just a nice mushroom chasing level inspired by the many out there already! Pretty simple and quick paced! Can you get to it in time?
ID: 5D18-0000-003B-1DE5

Imminent Evaporation
Will you make it in the cloud in time? Or will you face imminent evaporation?
ID: 3B34-0000-003B-76DC

Waluigi's Cloud Spectacle
GAF's favorite protagonist is back in his own cloud flying, spike evading, cannon dodging spectacle.
ID: 6C9A-0000-003B-C305

Mario-Type
Did the best I could to recreate a side scroller shooter like one I saw not too long ago.. basic but fun to dodge and shoot fireballs I think :O
ID: 47E7-0000-003E-A10A


Well, I'm going back now and playing a bunch of GAF levels I wrote down, but the thread moves so fast! If you guys have some specific levels you want played just let me know! Also it would be cool to get some followers ;P

Edit: Also, the only other level I've posted before only has 3 plays and no completions :( it's kinda long but I was really proud of its whole set up :O let's see if this time around I get some more bites
ID: CA34-0000-003A-B3C8
 

MrBadger

Member
Here's another one from me
Koopa Hill
C029-0000-003E-9A3F

I decided to have a go at making a 1-1 type course. It's not difficult and has s few obvious secrets and things to make the player feel good

Also apparently I can upload more than 10 courses now. Hooray!
 

octopiggy

Member
Can you change the direction the auto scroll goes though? I'd like to make something with it going up instead of to the right.

One of the things that was in a sample level in the 10 Mario challenge was the circle of Boos, how do you set something like that up? Or have I not unlocked the pieces I need yet?

Also, is there every a way to have a level transition themes? Such as Airships > castle > ground, etc.

Auto-scroll only goes left to right and courses can only be two screens high.

Shake a Boo to make a group.

Courses can have a over-world and an under-world with any 2 themes.
 
D

Deleted member 125677

Unconfirmed Member
Okay. So now the level comes in two flavors:


Normal (4569-0000-0038-8CF2)
vt00i9r.jpg


Easy (E097-0000-003E-3B40)
8aL09bK.jpg


In the easy version I took out 1 of the munchers and made the vine 1 tile taller. Now you don't even have to use the vine at all. The ceiling above the saw is 1 tile higher. There is a bill blaster dispensing infinite fire flowers on the left side.

They're both awesome, I prefer the normal one.
 

B_Bech

Member
Alright, I finished my latest foray into Mario Making. Taking a break from mold-breaking and gimmick oriented romps, this time I focused on making a Mario stage in line with Nintendo's philosophies of fun and fairness again-- effectively making a "prequel" to my other stage "Steampunk Castle Crusade." The code for that number is E222-0000-0028-D662, and you should play if you haven't already... it's by far my best work thus far. Or maybe after this new one? Anyway... more on the new stage.

While I felt like I accomplished making a Nintendo quality stage with Steampunk Castle Crusade, it really seemed to be missing something. There's a key aspect to the stages in New Super Mario Bros. U (the level design I'm emulating with this series)... the three golden coins. While I, and most of GAF found Castle Crusader to be of fair difficulty... it turned off a ton of less skilled players. This saddened me, I felt like I failed. So this time around I'm employing Nintendo's 3 Gold coin system with achievements. At the start of the stage I left a few comments explaining my new system:

For each achievement you accomplish, post a comment at the end of the stage. I will then go and award a star to one of your stages for each task completely. Just a little reward for the player to replicate the unlocking feature of the golden coins.


The achievements are as follows:

[LIFER]
Find the three hidden 1-UP mushrooms

[MLG Mario]
Complete the stage without collecting a single power up

[YO]
Find the hidden Yoshi

[Wig Out]
Find the Dancin' Wiggler




I am extremely pleased with how the difficulty is balanced now. I mean, I will need to test that with other players of course. So how bout' it GAF. Any takers? Think you can beat some of the challenges I concocted on my lovely new stage? Should be fun, and I hope you find it very... Nintendo-esque!


WVW69iZAKNQprSHSYF


Steampunk City Shuffle

(01C1-0000-003E-836E)



If you enjoy this level and would like try out my other stages, you can find them HERE.



Feedback would be greatly appreciated!
 

AniHawk

Member
Thanks for so much feedback! Tomorrow is a "test GAF levels" day for sure.



Let me know what you think! I have to go back and play GAF levels now that I finally have the game. I'll look yours up.

i really liked the actual challenge in the wall jumping, and especially with regards to the multiple paths. i think that's the one 'hero' this level needs. putting enemies in places where there might be power ups or items is a cool thing, a risk/reward sort of deal. i wasn't as big a fan of the piranha plants though.
 

daydream

Banned
the fly swatting minigame is a workout, jeez

in case you missed it:

0GhLSDz.png


Welcome to the first SMM-GAF Community Contest! The goal of this contest is to see how different creators tackle a certain theme and have the community vote on the best entry. To participate, all you have to do is create and submit a level that adheres to the provided requirements. You will find them below:

SMM-GAF Contest #1

Theme: Level 1-1 for a new Mario game
Description: Creating the first level for an entirely new Mario platformer must be a tough task for the level designers at Nintendo. Certain traditions of 1-1 stages must be respected while also avoiding the dangers of being derivative. Now it's up to you to create a level that would serve as the very first stage of a new Mario game. Think about what direction the game goes in. Think about a new idea that might be featured more heavily and expanded on in certain ways as the game progresses. The first impression is what counts, right?
Styles: All Styles allowed

Submission deadline: Monday, Sep 21 (12pm GMT+1)
Voting period: Monday, Sep 21 - Monday, Sep 28 (12pm GMT+1)

Submission Rules:

To submit a level, post the code of your level along with a screenshot in this very thread and clearly label it as entry for the contest by putting the following on the top of your post: 'Submission for the SMM-GAF Community Contest #1'.

Keep in mind that only one entry per user is allowed. If you wanna retract a level and submit a new one, make that absolutely clear and edit your old post to reflect that change. Please refrain from doing this a lot, better be absolutely sure that the stage you created is the one you wanna submit.

You can label your level in a way that relates it to our contest but you don't have to. Just make sure to properly submit a level in here by following the rules above.

Voting Rules:

Once the deadline for submitting levels is reached, I will assemble all the entries and post the list in here. SMM-GAF will then go ahead and try the levels. You can assign points to up to three levels - your first pick gets three points, your second pick two points, your third pick one point.

You can give feedback in the thread and reveal your ranking if you wish. However, you must send me your ballot in a PM, this ensures anonymity for those who want it and, more importantly, gives me an easier time counting your votes.

The deadlines for submitting and voting will be posted above. Feel free to quote this post on a new page to spread the word!

I should say that the first three winners will be included in the Community Showcase! However, I hope that, first and foremost, a contest like this will help people focus their creativity while trying to work around restrictions (which will undoubtedly become more strict in later contests!). Most importantly, though, I hope that everyone has a fun time!
 

Papercuts

fired zero bullets in the orphanage.
How do you extend the length of the sub area? I actually didn't change the top level until after I made some of this but I can't drag the goal from the other layer anymore, hoping I can still change it somehow since it seems linked to that.
 

octopiggy

Member
How do you extend the length of the sub area? I actually didn't change the top level until after I made some of this but I can't drag the goal from the other layer anymore, hoping I can still change it somehow since it seems linked to that.

Drag the end of the bar at the bottom of the screen.
 

B_Bech

Member
Alright, I finished my latest foray into Mario Making. Taking a break from mold-breaking and gimmick oriented romps, this time I focused on making a Mario stage in line with Nintendo's philosophies of fun and fairness again-- effectively making a "prequel" to my other stage "Steampunk Castle Crusade." The code for that number is E222-0000-0028-D662, and you should play if you haven't already... it's by far my best work thus far. Or maybe after this new one? Anyway... more on the new stage.

While I felt like I accomplished making a Nintendo quality stage with Steampunk Castle Crusade, it really seemed to be missing something. There's a key aspect to the stages in New Super Mario Bros. U (the level design I'm emulating with this series)... the three golden coins. While I, and most of GAF found Castle Crusader to be of fair difficulty... it turned off a ton of less skilled players. This saddened me, I felt like I failed. So this time around I'm employing Nintendo's 3 Gold coin system with achievements. At the start of the stage I left a few comments explaining my new system:

For each achievement you accomplish, post a comment at the end of the stage. I will then go and award a star to one of your stages for each task completely. Just a little reward for the player to replicate the unlocking feature of the golden coins.


The achievements are as follows:

[LIFER]
Find the three hidden 1-UP mushrooms

[MLG Mario]
Complete the stage without collecting a single power up

[YO]
Find the hidden Yoshi

[Wig Out]
Find the Dancin' Wiggler




I am extremely pleased with how the difficulty is balanced now. I mean, I will need to test that with other players of course. So how bout' it GAF. Any takers? Think you can beat some of the challenges I concocted on my lovely new stage? Should be fun, and I hope you find it very... Nintendo-esque!


WVW69iZAKNQprSHSYF


Steampunk City Shuffle

(01C1-0000-003E-836E)



If you enjoy this level and would like try out my other stages, you can find them HERE.



Feedback would be greatly appreciated!

Quoting for a new page!
 

Zero148

Member
I have reworked my spin jump level. Now it has additionally to the three hidden 1-Ups an secret exit with additional challenge. I also did other tweeks to the design to make it more enjoyable (the beginning can't break the level anymore) overall.

WVW69iZAQt0bAghXvR


E7EC-0000-003E-8FA3 (Spin to Win)


as always, every feedback is appreciated.



credit to Kriken for constructive feedback on my level and also for inspiration through one of his levels (DA4B-0000-0039-46B1 Spin Jump to Victory)
 

JoeInky

Member
Done this one, enjoyed it. Looking at where people died when a shell caught me, looks like people have trouble with one of the first jumps after where the first mushroom is with head clearance, but no trouble here. I wonder how many people on this have finished a Mario game...

I think a lot of people just don't get the idea of tapping the jump button to not jump as high.

Reposting for the new page:

Castle 1 - F9FE-0000-0020-941B
6.38% clear rate w/ 94 attempts

LYC2hnd.png


A simple castle level, a bit too hard at the end but it's alright.



Buzzter's Brigade - 0EAF-0000-0030-AF15
10% clear rate w/ 60 attempts

PMS1kUv.jpg


My first serious attempt at a proper level, focuses on a few different things you can do with buzzy beetles. It has 3 1-ups to collect as well as a secret cape & star.



Hammer Fortress - 54E8-0000-003B-A5CC
5.88% clear rate w/ 17 attempts

BOheN06.png


Another fortress level, this time based on hammer brothers, there's no 1-ups to collect really, but there is an alternate route through the level.
 
Bullet Bill Bonanza!

I'm shocked that there's only a 10.41% clear rate. It's a pretty straight forward level if you ask me.

ID: 63E3-0000-0028-C6CA

Pretty fun and just the right amount of difficult. Was a nail biter there for a few sections but it never felt like it was too out of control or cheap. Claustrophobic but never felt like I had no escape or backup plan. Well done.

Mt. Helmet
913B-0000-0034-F709

I posted this one last night already, but its the one I put the most time into and I'd like some feedback. It's a bit difficult but hopefully fair, and there are three secrets to find. I know the very end needs some work.

Didn't feel too difficult nor cheap so no worries about that. Helmet placement was pretty forgiving. I quite enjoyed the natural vertical progression of it all and would have liked to see it going as high up as possible. Give me a real mountain!

New level. I'm pretty proud of this one from an atmospheric standpoint and think the boss is pretty good. Would love any feedback!

mwboobuddies.gif
Thwomp_SMG_model.png
mwboobuddies.gif


The Mad Thwomp's Tomb
277F-0000-003A-519C

Nice one. Atmosphere is on point and consistent and the amount power ups were just enough to keep the difficulty intermediate. Boss was fairly interesting too. Everything's really solid, good stuff!

My daughter made a stage, and she would love it if someone else were to try it out. She's 4, so keep that in mind..

8D37-0000-003A-6614

Cute level. I was very startled by the giant goomba in the block. Truly devious!

just finished my newest level: a gozer the gozerian delight

be44-0000-003b-7787

choose from eight different paths to reach the finish line. it's also my first super mario world level.

Props. I made a level with a similar concept but yours is much more of a traditional Mario experience. Loved the little props above doors to let you know what you were getting into and there was some very clever use of the environment to make you loop back in case you messed up.

Wholly recommend you all give this one a try.

This is a update of my very first course I made. I think I did decent work here, but of course I am always taking recommendations for improvement.

It originally was a level in the NSMU style with an emphasis on wall jumps. Since no one touched the level (No plays or views whatsoever), I modified it and I think it's most appropriate with an underground theme.

Please play it and give me a fair and honest critique.

WVW69iY5WUYxfV-7FD

Subterranean Complex

(87DE-0000-003B-947E)

Hrm, checked a few times to see if I was putting in the wrong code but couldn't get it to work. Did you delete it or mistype it maybe?

Get Hurt and Smile!: 4780-0000-0017-661D <---This is my favourite one

I like the gimmick of this level. However, after dying and coming back to the first section, it feels a little slow and counter intuitive. You first you need to go down and hit the blocks before making yourself small, so if you've already made yourself small before getting there, you have to make two trips. Ending felt a little strange as well, thought there'd be more big/small shenanigans. Otherwise, neat!

Long Gone Mine
666D-0000-0036-F091

Another great level and I think the first of yours I've played. Loved the secret right in the very beginning. Stayed true to its theme and remained fun throughout. Went through the pipe to go back outside and immediately thought that I was playing an official course.

Level 1:

Use Koopa Shells to advance. It starts super easy and has some trickier parts later but it's easy overall. To reach the top of the flagpole you need to find the secret path.
ID: 551C-0000-0032-58EF.

Interesting gimmick but certain sections require a suicide/walk off screen, which is a little troubling. Also feel like I skipped a lot of the last quarter of the level, there was a mushroom there and some koopas that I couldn't figure out how to get to.

Bit of a slow burn but I still had fun with it.

Feel free to play one of my levels if you so fancy.
 
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