• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Super Mario Maker |OT| Miyamoto Simulator 2015

braves01

Banned
I had a funny thing happen in a castle level I played tonight. I jumped on the edge one of the orange moving platforms, which moved into the ax triggering the end of the level. However, the platform kept moving back over the lava, so when Mario started walking towards the exit he fell straight off the platform and into lava Bowser had fallen into. lol, it made me smile
 

AniHawk

Member
I could be wrong, but are you talking about the part with the overhead blocks and that koopa coming out of the pipe? because I think even if you're small you can throw the koopa shells upward to get them to flip then carry the shell up with you repeatedly.

the problem is if you don't have a shell that you carry up with you. if that's the case and you're small mario, you're stuck in that upper level and can't get out. if you have the mushroom, you can at least break the blocks (which makes that last section harder but still doable).
 

Dad

Member
I got tired of no one commenting or liking my stages that were supposed to feel like genuine SMB1 stages so I made a fun Fire Emblem themed stage. There are four Mystery Mushrooms at the start for each of the Fire Emblem characters and then you go spelunking in a Dragon's cave. You fight mounted warriors, archers, barbarians, mages, and finally a giant flying dragon. :O

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

I think the SMB (as well as the NSMB one) is just a turnoff for most people since it's the first ones you get, and a lot of player made garbage use them because of that.

Anyway, onto the critique. The dungeon crawl is a fun concept, and I of course went with my boy Ike. Work on making the combat scenarios a little more interesting or offering different rewards for going at them different ways. For example the coins don't make for a particularly more enticing rewards for going through the harder upper route of the Monty Moles. Also work on making the aesthetic of the stage more interesting, since a most of the stage just uses boring looking flat structures like square and rectangles. It should look like a dungeon proper!
 
the problem is if you don't have a shell that you carry up with you. if that's the case and you're small mario, you're stuck in that upper level and can't get out. if you have the mushroom, you can at least break the blocks (which makes that last section harder but still doable).

Ohh, right, I forgot about getting back down if you need it.
 

cronos_qc

Neo Member
Just updated my level (Jumping in 4/4)

0D2-0000-003F-FDBE

Any comments are welcome. If you try it, send me your level ID, and i'll test yours.

Thanks
 

Dad

Member
Keep Having the Same Nightmare (8016-0000-003C-D144)

In the Heat of the Castle (86E6-0000-0035-50FF)

Just one is fine. Please give me harsh feedback!!

I only did Keep Having the Same Nightmare

The first thing I want to say is that the aesthetic is really great. The asymmetrical and sporadic architecture genuinely make it feel like a dilapidated place. It's a really easy stage, and I only have a few minor things to say in regards to feedback. The first Goomba spawns as soon as you start the level and has a weird time for when it falls of the ledge because of that. Maybe move it farther back to accommodate players that are observing the level for the first time. The angry wiggler at the end is kind of lame if that was supposed to be the Big Bad or whatever. I'm also not sure I understand the falling Bowsers during the last segment.
 
Bloopers are pretty nasty in this game. Once you start spamming them into levels like that, it kind of tanks the level for me.

I still want to make a tier list of enemies and then compare them to DOOM II enemies. Like for example Hammer Bros. are Revenants where they provide a huge challenge just by existing but level design can make them easier.

I think the SMB (as well as the NSMB one) is just a turnoff for most people since it's the first ones you get, and a lot of player made garbage use them because of that.
NSMB style is a turn off for me because wall clinging messes me up so bad.
 

colinp

Banned
I only did Keep Having the Same Nightmare

The first thing I want to say is that the aesthetic is really great. The asymmetrical and sporadic architecture genuinely make it feel like a dilapidated place. It's a really easy stage, and I only have a few minor things to say in regards to feedback. The first Goomba spawns as soon as you start the level and has a weird time for when it falls of the ledge because of that. Maybe move it farther back to accommodate players that are observing the level for the first time. The angry wiggler at the end is kind of lame if that was supposed to be the Big Bad or whatever. I'm also not sure I understand the falling Bowsers during the last segment.

Ahahaha, fantastic thank you!
 

Glass Joe

Member
I've got two new courses I'd like to present to GAF:

Gotta Go Fast!
28AE-0000-0034-3C34

It's a Sonic inspired course created when the trail ability opened up. Lots of springs, spikes and invincibility stars. Looks hard but if you resist jumping unnecessarily, the hazards are designed for you to survive. Also some branching paths & exploration. It's well received so far, 8 stars out of 23 random players.

Money Is the Root of All Evil
74BA-0000-0040-A20B

A SMB3 dungeon level, just finished by me. If you resist temptation, as the title suggests, it's quite easy. Try for the coins and you're going to be in for some Indiana Jones style death traps, lol. Hopefully that one works as intended, no one's played it yet though. I almost called it "follow the signs" because I don't want people to die, but I think it's so ingrained in our nature to go after coins that despite the title and the hint, people will probably get tripped up until they realize what's up. Hopefully the super obvious first couple of traps will alarm people to think puzzle style instead of standard platforming style.

Neither level is the typical enemy-gauntlet die-on-the-first screen kind of carnage, and I took a lot of care playing through them multiple times. If anyone has time to check 'em out, I hope you enjoy! :)
 
My GF made her first level (I haven't really even finished one yet that I'd consider uploading. She used a lot of restraint and a bit of creativity, and it feels reasonably authentic to a classic level from a retail SMB game. We don't have all the tools unlocked yet (not a bad thing, though we sure want to use the second area). Anyhow, it's all hers, I only playtested. Check it out.

Sunshine Village:
457B-0000-0040-0683
 
Alright, made a new level, and I'm reposting my original one since nobody played it :(

I'd appreciate it if people would take a look at either one (particularly the first.)


WVW69iZDfk8aegkG2z


Solid Ground

(5C77-0000-003F-F0C4)


I'm happy with this one. It's an autoscrolling level that reallly pushes NSMBU's mechanics, and offers up a pretty sizable challenge. Tough, but fair.



WVW69iZDeskNc0Msa-


Cavern Thrash

(491B-0000-003F-EEE3)



Pure platforming. Medium to hard difficulty, with sections that look more intimidating than they are. I think the level flows pretty well and lends itself to speedrunning.

I played solid ground through a few times. Its pretty good. I really dislike autoscrolling in combination with precision wall jumps so that first section was pretty bad for me. The part with the vines I dislike though, its more frustrating than actually challenging. The propeller suit part was actually the easiest section of the level. Starred it.
 

Ranger X

Member
Oh wow, I had no idea. Thanks!



I'm loving it so far! I will follow you too if I figure out how that works. I barely know how to use the online stuff on Nintendo so far.

Actually its just like hearting a player in Little Big Planet. Whatever you play a level, or go in your "played levels" or click on a user that played some of you levels, etc, you can end up on its user "page" if you wish and then you "heart" that player clicking on the icon top right (a heart icon, what a surprise).

After that, you can always go get the level published by those users when enter the "makers" section.
 
Finally free of stuff to do so I just wanna chill and play some levels tonight! I'm definitely no expert (though my levels aren't bad either) but I can offer some good feedback, so whoever wants to, just quote this post and I'll definitely check your level(s)! If it is super difficult or something like that, though, don't expect me to finish. I'm not really great at platforming, heh.

Bloopers are pretty nasty in this game. Once you start spamming them into levels like that, it kind of tanks the level for me.

Bloopers suck and they should never ever be used. (Yes I'm petty)
 

Dad

Member
Would love if you gave your thoughts on my newest stage
Title: Don't you dare be late for work!!
ID: DC5E-0000--003F-C2DA
There's 3 hidden 1ups and a secret entrance if your in the mode for a challenge.

I don't think the extremely tight timer pairs well with how you've hidden stuff around the level. I think that cape is required for getting to the goal and I just happened to find it by frantically jumping around. The first area with the tracks is a little too visually confusing the "where the fuck even is Mario in all this?" sense. There was also a very strange area I got to thanks to an arrow and a P-Switch and it just took me to what seemed to be an empty death room.

I feel like strict timer levels are actually underexplored in SMM right now, so I would like to see more of those ideas implemented, but right now I feel your level is too explore-oriented and trial and error based for the time to compliment it.
 

jnWake

Member
Well, my course has been played 53 times and completed once. I don't think it's hard at all so I guess i'll share it and try to get some feedback.

Piranha Plant Playground
5AE8---0000-003A-F208

I wouldn't say it isn't hard at all. Dodging the jumping piranha plants seems impossible at first but if you just run below them it's pretty easy. It's just not obvious to do that. I enjoyed the level, but it was too short.

Also, check out my first level too if you'd like. I limited myself to only the first tier of unlocks.

Rise and Fall of King Goomba V2: A1E0-0000-001C-A138
Difficulty: Intermediate
Length: Medium
Tileset: NSMBU - Underground.

Nice level. The location of blocks and enemies was pretty good although I think it had too many Mushrooms. I enjoyed the variety of tasks. Very fun!

Title: K² sliders!
ID: E322-0000-003D-D3DD
Difficulty: Medium+

Description:
Made a more "traditional" level with 3 secret mushrooms and 1 secret exit.
The theme I choose was sliders!
The normal way should be very forgiving. (Implemented my own version of a check point!) Whereas the secret exit requires more timing and training.

Fun level! Nice idea for the checkpoint, I may steal it haha. First section felt way harder than the second one. Dodging those giant fireballs can be very tricky depending on when you take the rollercoaster.

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

Any feedback on any of my levels is very appreciated: http://www.neogaf.com/forum/showpost.php?p=178647401&postcount=4749 .
 

Dad

Member
Dad in the house!

I'm still on a quest for additional feedback on my level Mario Hockey: Stick Not Included. It's just a concept level - no tricky platforming. After revisiting it a few times post-upload, I'm wondering if I could have done more with the idea, or if the concise nature of the level works for the gimmick.

F0FE-0000-0034-410E

A couple of tips:

1. Don't press anything in the first area until you reach the door
2. If you're unable to leave the hockey arena, explore the home team's goal net

It's a fun, short, novel idea and you're probably going to get a lot of stars for it. The error sound playing when I destroyed the home crowd was a hilarious touch. Exiting the arena is definitely not intuitive and I probably would have just quit out of the stage without finishing. Despite the fun concept, it's short and not played up to any considerable degree, so there really isn't much to say about it.
 
I'll be falling asleep soon. If anybody else wants to check out my latest level, that would be cool. As a warning, as another poster said this level might be harder for others than it was for me when I tested it.
 

Stoze

Member
Not going to be able to pump out another level for my series for a few days due to busy school stuff, so I'm posting this one last time since barely anyone played it;

Day 3: Shy Guy's Spikey Swim
9C9C-0000-0035-E544

Tried to make a quick level that has a fast-paced momentum to it like my first two levels, with 100 coins collectable throughout the level. Only this time it's underwater. You can essentially just hold right the entirety of the way after you get going in the beginning, or you can play it cautious.

Let me know what you guys think, I'm curious since I'm usually not a fan of water levels in general.
 

Grinchy

Banned
Actually its just like hearting a player in Little Big Planet. Whatever you play a level, or go in your "played levels" or click on a user that played some of you levels, etc, you can end up on its user "page" if you wish and then you "heart" that player clicking on the icon top right (a heart icon, what a surprise).

After that, you can always go get the level published by those users when enter the "makers" section.

Nice, thanks! I am still really new to this game and I haven't spent a ton of time on Wii U outside of Splatoon and a few others.
 

Cindro

Member
It's a fun, short, novel idea and you're probably going to get a lot of stars for it. The error sound playing when I destroyed the home crowd was a hilarious touch. Exiting the arena is definitely not intuitive and I probably would have just quit out of the stage without finishing. Despite the fun concept, it's short and not played up to any considerable degree, so there really isn't much to say about it.
Thanks man! The few comments on miiverse echoed the sentiment that it was too hard to find the P-Switch to exit the arena - though I intentionally added another method of escape. As small Mario, you can jump on one of the net blocks and get enough height from there to get on top to exit. If your still big Mario and have killed all the enemies, you can bounce the "puck" at your face to become small Mario again to pull the trick off. But yeah - I think we're all learning more and more here that people aren't willing to apply patience to any given level to figure these things out. I certainly don't care to - I automatically skip a stage if I feel even slightly inconvenienced, since most levels are just absolute rancid garbage piles. I'm planning a GAF level only night soon, and I'm sure those levels will be ace, but the general population is so bad at that Mario life.

Anyway, thanks again!
 

zroid

Banned
I designed this course so you had to be pretty adept with the cape to complete it. That includes flying, gliding, and spinning. Hopefully it's enjoyable!

5qc5jUy.png
 

exfatal

Member
I don't think the extremely tight timer pairs well with how you've hidden stuff around the level. I think that cape is required for getting to the goal and I just happened to find it by frantically jumping around. The first area with the tracks is a little too visually confusing the "where the fuck even is Mario in all this?" sense. There was also a very strange area I got to thanks to an arrow and a P-Switch and it just took me to what seemed to be an empty death room.

I feel like strict timer levels are actually underexplored in SMM right now, so I would like to see more of those ideas implemented, but right now I feel your level is too explore-oriented and trial and error based for the time to compliment it.

Awesome thanks for the feedback, guess i still need some fine tuning keep forgetting how easy i can run through my own created stages, i set the timer due to that which isn't the brightest of ideas. the beginning part was suppose to represent traffic :p
P switch can get u to the finish as well. since it turns into coins just gotta bring p switch closer if needed. 3 ways u can actually pass that last part
 

BowieZ

Banned
Here's my second level, "Whacker Mole Hollow". Took me over 30 hours to make! Whew. Hope someone digs it! This one has a bit of a cunning ending, hope it's fun to figure out!

Code: 029E 0000 003B E066

ImQkR8T.jpg

D3mm2FO.jpg
I gave it a go and I'll admit the ending outsmarted me.

I got as far as finding the giant mole and guiding it to the P switch, but since I had hit an invisible block beneath one door I could not access the little room with the door and the entrance to the goal area just below it again.
Hah. Thanks for giving it a go! Yeah, that seemingly inaccessible coin entrance to the flag is a little joke I'm playing on the player. There is a wholly different way to access the flag :p

Hope you enjoyed it :)
 

Dad

Member
Mirror Mansion
(05D7-0000-0033-AB55)

A level with the theme of being "mirrored" (basically a room, then another room that's a mirrored version that's slightly tougher)...I admit there are two moments which are a bit cheap, but I think I telegraphed them decently enough---and in testing I felt there was ample time to realize what was going on.

I apologize in advance because I don't believe I made it far enough to see your mirror concepts, but I do have a few things to say from what I did play. I know it's going to hurt your aesthetic, but the Drybones really just make poor enemies for bouncing off of due to the random nature of their bone throws. It can force you to wait and throw off other elements of the level. The circle Boos early on dysnced because of this and made it impossible to progress past them without taking a hit. I would also strongly advise adding another Super Mushroom in the Bowser room just before the series of spike jumps. Bowser's patterns can be really bullshit, and if he does the upwards fire shot, you're almost guaranteed to be taking a hit. Also consider extending the beginning platform. There isn't a lot of room to grab the mushroom as it is now, and it's easily to lose it off the cliff. Again, sorry for not making much more progress in your level. I hope you find the limited feedback useful!
 
I'm jumping in here now that I've made a few levels! Gonna check some of you guys's stuff and post mine.
Momentum 1
B763-0000-0028-525D

WNQkWPj.jpg

One of those precision platforming levels with the single blocks everyone loves. My first level.

Coming In Hot
8391-0000-0034-56D4

rOn2NjI.jpg

Q3E8T81.jpg

I really wanted to name a level Coming In Hot so I made this. It's a tricky one if you don't find the secret. It's also a little tricky if you find the secret.


Goomba Peaks 1
CEA1-0000-003A-B21C

0b98uTm.jpg

A level with a theme kinda. Shorter than my other levels and quite a bit easier. Was aiming for a 50% clear rate with this one.
It's at 45% as I type this.

Scorched Hall
4593-0000-003F-8DD5

W1mFEtK.jpg

e7SQLLk.jpg

This one's brand new so play this one! Pretty challenging but nothing crazy I don't think.
 
Couple of questions.

How do you copy items that show up randomly on your floor?

How do you creat the type of floor you can jump through from underneath, but land on (hopefully that makes sense)?
 

EvilMario

Will QA for food.
This is my favorite traditional Mario course I've made so far, I'm super happy with how it came out. Give it a try and see if you can find Yoshi. Among other little secrets..

Find Yoshi 1-2 Splish Splash

7812-0000-0040-48A8

WVW69iZDzxYHBqMCMJ


edit: Slight update, new code added
 

Dad

Member
"Wario's Mystery Mansion". A puzzle-based level that has you trying to escape a mansion as Wario by solving the puzzle of the mansion. Pretty proud of this one. Its creation was fueled by whiskey.
"Wario's Mystery Mansion"
WVW69iZBYeA3a3S3Wy

5984-0000-003F-1AA7


It really did feel like a Wario Land stage, which if that's what you're aiming for, is really cool! There were a couple things I didn't particularly like with the stage though. The time on the first P-Switch is really strict, with couple with how frustrating the jumps are up the hidden block ledges, can be really annoying and require multiple attempts. Maybe use vines instead of hidden blocks to alleviate the problem. Also, when you take the wrong pipe and come out on the roof, it's hard to identify a way down without possibly hurling yourself off a cliff. A coin trail could help players figure out how to get down without killing themselves.
 

Nessus

Member
Okay, I played this one. Congrats on making one of the most frustrating levels XD
Still, I was absolutely determined to beat it, up until what I presume (hope) is the end. I got the koopa shell all the way towards the end, got the star, and simply raced across the plants. Of course there's a block waiting for me, and I need the damn shell. Of course, I have no more stars since that block only spits out one and then it's used, so I said "fuck it" because by then I felt like I could do it, but it was going to be too annoying to do.

I really loved the slow, methodical aspect of it, and you did a great job of introducing mechanics and then ramping them up. You just need to avoid having situations where you get stuck at the end because that's the most frustrating thing of all!

Thanks for the feedback. Hrm. I suppose it could be possible to have a pipe that spawns stars instead of a question block. Then the only non-renewable part of the stage would be if you accidentally get a coin with the p-switch section.

I tried to make it so that it was impossible to miss the invisible blocks, that there's always a little block you have to jump over and when you do that you hit one of them.

But yeah, I looked at the results of a few people playing the level and almost everyone died before getting through the first barrier.

So I did an updated, streamlined version:

3E84-000-003F-720A

This one removes the higher blocks that required you to be running to get enough height to hit, and it adds a very basic initial segment that shows the player how to use a koopa shell to progress.
 
Alright, made a new level, and I'm reposting my original one since nobody played it :(

I'd appreciate it if people would take a look at either one (particularly the first.)


WVW69iZDfk8aegkG2z


Solid Ground

(5C77-0000-003F-F0C4)


I'm happy with this one. It's an autoscrolling level that reallly pushes NSMBU's mechanics, and offers up a pretty sizable challenge. Tough, but fair.



WVW69iZDeskNc0Msa-


Cavern Thrash

(491B-0000-003F-EEE3)



Pure platforming. Medium to hard difficulty, with sections that look more intimidating than they are. I think the level flows pretty well and lends itself to speedrunning.

Finished Cavern Thrash and starred it. The level design is really good; I like how it gently curves up, down, left, and right. It's a good flow and use of space. The hazards were creative, like the combination of Thwomps and Piranha Plants.

Check out my level 3936-0000-0031-C411 and tell me what you think. I've got a couple others if you like that one; all SMB1 style.
 
Couple of questions.

How do you copy items that show up randomly on your floor?

How do you creat the type of floor you can jump through from underneath, but land on (hopefully that makes sense)?

--Copy the ground tile(s) that the background element appears on.

--Those are semi-solid platforms, you may not have them yet.
 
Couple of questions.

How do you copy items that show up randomly on your floor?

One of the triggers held down puts you in Copy Mode, just grab that tile that the item spawned up from, and you should take a duplicate of it.

How do you creat the type of floor you can jump through from underneath, but land on (hopefully that makes sense)?

It's an item called Semi-Solid Platform. It looks wildly different between themes, but functions the same. Also, be sure to shake it, as it has three different designs for every theme (in addition to every game).
 

Dad

Member
Let's go with Buzzy's Cavern.

D2D2-0000-0026-9161

WVW69iYSgFABBtHnNm

I enjoyed it, but I would like to see more being done the Buzzy dropping mechanic. The most interesting idea in the level is when they drop onto the moving platform. Otherwise, it's basically the same thing repeated over and over. The beginning feels maybe a bit sparse, but other than that. there isn't a whole lot more I know to say about the level.
 

Macheezmo

Member
I thought the Goombas tossing themselves off cliffs like lemmings was just a cute idea, but it was legitimately clever to see them all down in the water afterwards. Now a few critiques. The secret vine block is kind of a pain to get to, and I'm guessing your intended method was to knock the red Paratroopa down and run off the mushroom onto the platform. Maybe add coins to make this more apparent, as I saw an awful lot of red X's down below (including my own recently added). Also, consider ditching the Bloopers in the water section, they're a nightmare to deal with if you don't have the cape power up, and it's plenty challenging enough with the hordes of Goombas.

Thanks for the feedback! So I made a couple edits to the course taking yours and jholmes feedback into account. I added some coins to make the path to the vine block more obvious, some to guide you on the blind leap, and a few others to sort of point out a route for speedrunning (there are a few routes that work). I removed the first blooper and put a cheep cheep there. I left the second blooper in since his job is to make you want to go up. I also moved the feather underwater to a slightly safer spot. You can actually jump on the goombas underwater and grab them to kill the blooper if you need to.

It pained me a little to delete my most popular course just to fix a few things, but I'm happier with the course overall now.

Take two!

WVW69iZD2w87u5_GKM

Goombas Take a Dive
A4AA-0000-0040-2512

Unrelated note: I was happy to see this comment on one of my other levels.
 

koam

Member
This one took me a real long time to make. I call it the 100 Coin Challenge. Beating the course isn't overly difficult but getting all 100 coins is tough, at least I think so. I actually haven't been able to get all 100 yet in one run. It's my first ever course so please be gentle. Note: This isn't a jerk track.

843C-0000-0040-1CB5

Please let me know if you're able to get all 100 coins.

P.S How are you guys posting the screenshots?
 

zroid

Banned
This is my favorite traditional Mario course I've made so far, I'm super happy with how it came out. Give it a try and see if you can find Yoshi. Among other little secrets..

Find Yoshi 1-2 Splish Splash (7812-0000-0040-48A8)

WVW69iZDzxYHBqMCMJ
got killed by the thwomps so many times... D:
 

Glass Joe

Member
Hah. Thanks for giving it a go! Yeah, that seemingly inaccessible coin entrance to the flag is a little joke I'm playing on the player. There is a wholly different way to access the flag :p

Hope you enjoyed it :)

Wow I can tell you spent a lot of care on this one. I couldn't pass it, sadly. Around the area with the P-switch I figured out how to go through it twice to clear the coins/blocks but then had that 3 one-way section that kept forcing me down. Couldn't find the high road. But I'm sure it's a good course.
 

BooJoh

Member
Bearing in mind the Yoshi trick, I decided to throw together a Miiverse post showing some options. None are particularly pretty, but if you can work them into the design of your level they might work well.

WVW69iZD50kWAFRjR2


A few solutions for progressive power-ups. 1 and 2 give a mushroom if small, blocking you from the secondary power-up.

Yoshi egg goes mushroom->flower->feather.

The leftmost is not my design but I can't find the level I found it in. The lower blocks in the two left designs are invisible blocks with mushrooms. If using design 2 with a flower, make sure the player can reach the top of the block.
 

Dad

Member
I think I'm actually caught up on the levels everyone wanted played so I'll be retiring for the night. I hope at least a few of you found my feedback helpful! It's been fun playing and analyzing everyone's levels!
 
I'm jumping in here now that I've made a few levels! Gonna check some of you guys's stuff and post mine.


One of those precision platforming levels with the single blocks everyone loves. My first level.



I really wanted to name a level Coming In Hot so I made this. It's a tricky one if you don't find the secret. It's also a little tricky if you find the secret.




A level with a theme kinda. Shorter than my other levels and quite a bit easier. Was aiming for a 50% clear rate with this one.
It's at 45% as I type this.



This one's brand new so play this one! Pretty challenging but nothing crazy I don't think.

Momentum 1 was fun and satisfying to complete. Only issue is you can get stuck if you accidentally destroy the two turtle shells, so you'd have to suicide. If there is a way to instead cause the player to lose a life if they get stuck, that would be better in my eyes. Good level though, I starred it.
 
Top Bottom