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Super Mario Maker |OT| Miyamoto Simulator 2015

Bladelaw

Member
I think the best/worst part is being able to directly tell the level designer "Fuck you" not on Miiverse but in curses as you play.
 
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.


That's exactly the feel I was going for! Good to hear it shined through. Thanks for the tips :)! Might make a few more edits in the next few days!
 

EvilMario

Will QA for food.
got killed by the thwomps so many times... D:

I was wondering
how people would handle it. You pretty much have to have the spikey helm to enter that area and if you don't run in, you can defeat eat thwomp one at a time easily. Haha.. think I should adjust it though?
I'm always looking for feedback!
 

Kangi

Member
After over 50 attempts made on the course, someone finally beat Mr. Chomp's Wild Ride. She didn't give it a star, though; I assume she didn't enjoy the ride.
 

jholmes

Member
OK guys, I'll be home in something like an hour and looking for a few levels to play. If you want me to take one of yours for a spin, reply and give me your code and I'll try it out and give feedback. I'm gonna take a lesson from Dad though and only do one each -- last time I did this there was no cap and it was a huge undertaking!
 

Teknoman

Member
Final stage in my first 4 set:

World 1-4 Panzer Piranha's Brigade

BZGq8SH.jpg

Surfacing from the depths of Fossil Frontier, Mario finds himself on the frontlines of Bowser's initial force, led by Panzer Piranha. Attack aggressively, and take down his battle plan!

Ended up rolling with Sixfortyfive's clown car advice since I couldn't think of anything else for the time.
 

Glass Joe

Member
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

(8769-0000-0040-3312)

WVW69iZDzxYHBqMCMJ


edit: Slight update, new code added

This is a good one! Found what I can only call "The Feather of Death." I did end up with Yoshi, liked how there's more than one way through the course. I ended up just getting the flower and taking a hit to get through the thwomp. Only criticism is for my tastes, there were too many cheep cheeps on dry land (a little frustrating to maneuver but still not unmanageable). I starred it and other GAFFers should try it out too!
 

EvilMario

Will QA for food.
This is a good one! Found what I can only call "The Feather of Death." I did end up with Yoshi, liked how there's more than one way through the course. I ended up just getting the flower and taking a hit to get through the thwomp. Only criticism is for my tastes, there were too many cheep cheeps on dry land (a little frustrating to maneuver but still not unmanageable). I starred it and other GAFFers should try it out too!

Thanks for trying it out and the feedback. I may scale back the cheep cheeps a bit more (it was even worse before, lol) on the platforming / dry land segments. Probably a bit too hectic for a 1-2 sort of stage. My original thought behind it was they would only really present a challenge if you went for the fire flower, which was the risk / reward I was offering. It definitely might need to be scaled back though!


OK guys, I'll be home in something like an hour and looking for a few levels to play. If you want me to take one of yours for a spin, reply and give me your code and I'll try it out and give feedback. I'm gonna take a lesson from Dad though and only do one each -- last time I did this there was no cap and it was a huge undertaking!

This is suppose to be a more traditional course, but I'd love to hear some more feedback on it.
I'll echo the feeling - if you want your levels played for feedback I'm free for an hour or two. (or three, or four, until I get tired, really). Just quote me with specific levels so it's not that much of an undertaking.

7812-0000-0040-48A8
 

FrsDvl

Member
I'm trying to make a gaf themed level

PwevaQy.jpg


Its really nothing special at the moment, just trying to come up with ideas. It'll more than likely get a complete overhaul once I come up with some more ideas. Spot the Gaf references!
 

Glass Joe

Member
OK guys, I'll be home in something like an hour and looking for a few levels to play. If you want me to take one of yours for a spin, reply and give me your code and I'll try it out and give feedback. I'm gonna take a lesson from Dad though and only do one each -- last time I did this there was no cap and it was a huge undertaking!

Would you try Gotta Go Fast for me? If you have one of yours you'd like critiqued, let me know and I can return the favor.

28AE-0000-0034-3C34
 

Glass Joe

Member
Thanks for trying it out and the feedback. I may scale back the cheep cheeps a bit more (it was even worse before, lol) on the platforming / dry land segments. Probably a bit too hectic for a 1-2 sort of stage. My original thought behind it was they would only really present a challenge if you went for the fire flower, which was the risk / reward I was offering. It definitely might need to be scaled back though!




This is suppose to be a more traditional course, but I'd love to hear some more feedback on it. 8769-0000-0040-3312

As for the one I was talking about, the fire flower isn't so much risk / reward as it is required for the next section? Unless it is possible to navigate the cheep cheeps underwater. Maybe it is and I was just a bit impatient. I kind of liked that element though, as if it were part of the puzzle. But yeah maybe less cheep cheeps if you're looking for a World 1-esque challenge. Still a fantastic course though. I'll try your other one too.
 
Alright, I've got my coffee and am ready to settle in for the night, so Dad's Incredibly Amateur Office of Super Mario Maker Critique (DIAOSMMC for short) is now in session. Quote me with your code and anything I need to know about your level (please, just restrict it down to one level), and I'll take a look at it and leave some moderately indepth feedback for you!

I'll admit upfront that I am not any sort of godtier Super Mario player, so if you link me to some Kaizo Mario bullshit, I'll probably just tell you "This is some Kaizo Mario bullshit" and toss it aside. I'll also apologize in advance if my feedback come across as overly negative. I'm just better at putting into words what I didn't like rather than what I actually enjoyed.

Anyway, shop's open until I get too tired for anymore levels!
Your offer is probably over, as I've basically been trying to keep up with the last post I read and haven't caught up with the rest of the thread. If you're still up to playing and critiquing levels, here's one that I made:
My first level with a clear design and intent. It's pretty difficult for me but doable. I think I will make more changes to this level in the future, but I'll post the rough draft version for now. Let me know what you think!

Fire, Thwomps, Flying Things
4CCE-0000-0035-9AF6

And of course I plan on trying the levels provided here when I come back from work tmrw :)
I will try to look through this thread for your posts and also play your levels as well, or you could PM me the IDs and I'll take a look that way.
 

JMDSO

Unconfirmed Member
I'm beginning to think that I don't have the ability to make a normal or easy level. My first 3 lelvs all have under 15% completion, which means they're only being played as Hard.

Kinda bums me out.
 

Firehead

Member
Alright, made a few levels. Two are gimmicky levels and the other is a more standard platformer.
http://www.nintendolife.com/super-mario-maker/users/Firehead



Not too happy with how the platforming one turned out. Feel it's missing something.

Re-posting this. I'd really love some constructive criticism with these. Especially the Mr. L one. I was loving the concept as I was creating it... but something fell off. I'm dissatisfied with the end result. :(
 

Watch Da Birdie

I buy cakes for myself on my birthday it's not weird lots of people do it I bet
I wanna make an underwater level next, but it's so hard to think of gameplay ideas...

Got a good visual idea though...
 

zroid

Banned
I was wondering
how people would handle it. You pretty much have to have the spikey helm to enter that area and if you don't run in, you can defeat eat thwomp one at a time easily. Haha.. think I should adjust it though?
I'm always looking for feedback!

spiky helmet you say... I just went in there as small Mario right at the start! >.<
 
I'm beginning to think that I don't have the ability to make a normal or easy level. My first 3 lelvs all have under 15% completion, which means they're only being played as Hard.

Kinda bums me out.

I kind of want to make a super garbage baby level and see how much that one gets played.
 

jnWake

Member
OK guys, I'll be home in something like an hour and looking for a few levels to play. If you want me to take one of yours for a spin, reply and give me your code and I'll try it out and give feedback. I'm gonna take a lesson from Dad though and only do one each -- last time I did this there was no cap and it was a huge undertaking!

I'd love it if you played mine!

Name: Under the Thwomp.
ID: 7D5F-0000-003F-B84F.
Description: Castle level with falling Thwomps and moving platforms you can use as umbrellas. It has some neat hidden secrets.
 

jholmes

Member
Would you try Gotta Go Fast for me? If you have one of yours you'd like critiqued, let me know and I can return the favor.

28AE-0000-0034-3C34

I haven't heard anything on my level Magicant yet: A30E-0000-003E-82AB

If you or anyone else wants to try some others, they're all in this post here.

jnWake, EvilMario, also got yours saved and will play when I get to the Wii U.
 
I'll echo the feeling - if you want your levels played for feedback I'm free for an hour or two. (or three, or four, until I get tired, really). Just quote me with specific levels so it's not that much of an undertaking.
 

EvilMario

Will QA for food.
spiky helmet you say... I just went in there as small Mario right at the start! >.<

There was a.. design oversight. Give it another go, it's been updated. Again. :p

7812-0000-0040-48A8

I'll echo the feeling - if you want your levels played for feedback I'm free for an hour or two. (or three, or four, until I get tired, really). Just quote me with specific levels so it's not that much of an undertaking.

Please do! 7812-0000-0040-48A8
 

exfatal

Member
Re-posting this. I'd really love some constructive criticism with these. Especially the Mr. L one. I was loving the concept as I was creating it... but something fell off. I'm dissatisfied with the end result. :(

Played the Mr. L one and really enjoyed it especially the puzzle at the very beginning. Your underground section was nice too. But a big problem that killed the flow for me was the hopping koopas at the part where u have to dash across really throws things off to the point i didn't want to go back down there. but other the that thought i really enjoyed the stage.
 

ohNOitsRO

Member
I'll echo the feeling - if you want your levels played for feedback I'm free for an hour or two. (or three, or four, until I get tired, really). Just quote me with specific levels so it's not that much of an undertaking.

How about

Castle Siege
ID: CA34-0000-003A-B3C8
And if you have time also

The Path Less Taken
ID: 28CB-0000-003B-0BBC
 

Gsnap

Member
I've been playing 100 man mario for a while trying to unlock costumes. And there's a lot of trash out there. And as we all know by now, it's the trash levels that get all the stars, allowing players to upload even more trash levels. No matter how much I try to fight it, it is inevitable. The trash will continue to pile up until we drown in it. So in honor of all those out there unable to create anything worth playing, all those flooding 100-man Mario with trash, all those making my quest to earn every character costume futile. To them, I present my own trash level entitled "Trash. Futility."

Enjoy this metaphysical journey into my soul.

WVW69iZELKQq8WX_fF


1723-0000-0040-43B6

Mario Maker was a mistake. It's nothing but trash.

i love this game
 

Glass Joe

Member
I haven't heard anything on my level Magicant yet: A30E-0000-003E-82AB

If you or anyone else wants to try some others, they're all in this post here.

jnWake, EvilMario, also got yours saved and will play when I get to the Wii U.

It's actually a really nice themed course. I liked the effect on the vine and how you designed houses. I did lose my power up by re-entering the one house because the goombas are situated to the far right in there, meaning if you go back in you're in immediate danger. Not sure why I bothered going back in, I guess just because I got a bit lost/mixed up for a second. Really nicely done course, I starred it.
 
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.

Thanks! I was considering putting a Piranha Plant in that pipe but I thought it'd screw up the jump. A proper death would be more elegant than walking off the stage though. Momentum 2 won't have that problem!
 

Ferrio

Banned
Made my first version of the 1-1 level for the contest. Going to see how people rate it, see where people die and make adjustments if needed.
 
My first real attempt at a traditional mario style level, took a good while
I felt like i was doing pretty good but then i started running out of room and kinda fudged together the ending. Hope it still holds up.

Wii_U_screenshot_TV_018_DD.jpg


Any and all feedback is greatly appreciated
 

Hylian7

Member
Is there a way to make Cheep Cheeps in a non-water stage jump higher in the SMB1 style? I'm going for something like that SMB1 stage where they keep jumping above the bridge you are on.
 

Gsnap

Member
I'm beginning to think that I don't have the ability to make a normal or easy level. My first 3 lelvs all have under 15% completion, which means they're only being played as Hard.

Kinda bums me out.

It might not be you. Some people are straight bad. You can only make any real, good level so easy before you have to put up your hands and say, "Nope. You people gotta learn how to play." I'm sure a lot of people play a level once, die once, and then skip it.

That's not to say we can't all do our part to make our levels more accessible, just that you can only go so far before you barely even have a level worth playing at all.
 

silentQ

Member
Made some of my first courses I am actually proud of.

P-Break
WVW69iZCvlgYDfjVlm

3CF8-0000-003F-CC01

Do it Right or Pay the Price
WVW69iY4Gq4QQjepcW

3DDF-0000-003A-D725

Curious for some feedback. They are hard at least I think so! :)
 

Nosgotham

Junior Member
Finally got a few levels uploaded:

Flock of Beatles
4466-0000-0040-420A
Follow the flock of flying Beatles to the end of the stage. Watch out for those pesky canon wearing Beatles!

It cant be THAT easy
32E8-0000-0040-006A
If the jumps don't get ya, the timer just might. Test your platforming skills as the timer counts down from 99. Could there really be an easier way??probably not.

Cloud 9?
31B6-0000-003E-88BD
Take the clouds on a joy ride as you maneuver through the perils of Bowsers castle.Remember Clouds don't last forever!

This last one can be tough because it relies less on your traditional platforming skills.

Let me know what yall think. Now time to start playing all of yalls.
 

jnWake

Member
I'll echo the feeling - if you want your levels played for feedback I'm free for an hour or two. (or three, or four, until I get tired, really). Just quote me with specific levels so it's not that much of an undertaking.

An underwater level for your undertaking sound nice?

Bullets in Koopatlantis: 6FB6-0000-003A-ED9A .

There's a very tricky hidden 1-up in one part...
 

zroid

Banned
My first real attempt at a traditional mario style level, took a good while
I felt like i was doing pretty good but then i started running out of room and kinda fudged together the ending. Hope it still holds up.

Wii_U_screenshot_TV_018_DD.jpg


Any and all feedback is greatly appreciated

saving for later. looks nice.
 
I kind of want to make a super garbage baby level and see how much that one gets played.

Nobody judge me for Bouncy Beat, please. (I did hide something after the goal ribbon to summarize the level, though.)

I pretty much walled off every point of potential death. I suspect the Music Blocks and Munchers may be glitchy enough together to cause damage with perfect wrong timing, but they'll probably be firey. Probably?
 

Kriken

Member
So I have this idea but something about it is just not right, would appreciate feedback on thism8-bit Pop Star recreation stage

I'D 21C0-0000-0040-53FA

2KvMXJWh.jpg
 

exfatal

Member
WVW69iZCuK8s6F2BDs


Posting my stage 1 more time b4 bed. Hope to see some more feedback from you guys, see how i can improve on this idea.

Dont you dare be late for work!!
ID: DC5E-0000-003F-C2DA
 
Do it Right or Pay the Price
WVW69iY4Gq4QQjepcW

3DDF-0000-003A-D725

Curious for some feedback. They are hard at least I think so! :)

Jesus Christ dude, you wanna give some kind of warning next time. That was insane and I completely caved.

I have suggestions if you don't mind I didn't make it very far
Killing the player almost instantly is a huge turn off I have no time to react and it's just hugely obnoxious.
The intended route wasn't clear, it took me a while before I realised I could just bolt to the door (the door is also some bullshit) and I couldn't figure out what to do when the blue skulls reached the spiney. Try throwing some coins down.
 

Stoze

Member
I'll echo the feeling - if you want your levels played for feedback I'm free for an hour or two. (or three, or four, until I get tired, really). Just quote me with specific levels so it's not that much of an undertaking.

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

Once I have some time in a couple days I'll give you some feedback in return (though I think I've played almost all your levels already and overall think they're great).
 

naib

Member
Thank God for some Gaffer levels. Trying some of these random ones can get kinda frustrating/irritating.

I just want solid Mario levels. Not many gimmicks are clicking with me.

Loving Gilder's levels the most at this point but have only gotten that far(#4 in OP).

Keep 'em coming you fabulous assholes.
 

silentQ

Member
Jesus Christ dude, you wanna give some kind of warning next time. That was insane and I completely caved.

I have suggestions if you don't mind I didn't make it very far
Killing the player almost instantly is a huge turn off I have no time to react and it's just hugely obnoxious.
The intended route wasn't clear, it took me a while before I realised I could just bolt to the door (the door is also some bullshit) and I couldn't figure out what to do when the blue skulls reached the spiney. Try throwing some coins down.

Yeah I have thought about removing the instant thomp. At the same time I was hoping for trial and error and a quick pace. Basically the hardest part is probably the spin jump on the moving spiny. I agree too some coins for the route. Thanks for the input the P-Break one is honestly better in my opinion I also made it a day later so every day is more experience.
 

Tathanen

Get Inside Her!
I know what you've all been longing for...

MATH!!!

WVW69iZEZM0Q8Rs1XL


Do the Math
2CB4-0000-0041-C3AE

[Edit] The end was messed up!!! Fixed now.
 

exfatal

Member
So I have this idea but something about it is just not right, would appreciate feedback on thism8-bit Pop Star recreation stage

I'D 21C0-0000-0040-53FA

2KvMXJWh.jpg

Decided to play one more b4 bed, and thankfully it was an nice kirby level, which i dont see alot of, actually first time using kirby skin.
As for my complaint i found the last area extremly underwhelming considering i had a star.. i actually didnt even notice i ran under bowser when i first got it.
I would say i liked it but..
 
I'll echo the feeling - if you want your levels played for feedback I'm free for an hour or two. (or three, or four, until I get tired, really). Just quote me with specific levels so it's not that much of an undertaking.

If you could check out and break it apart a couple of mine, I'd appreciate it.

Airship, Airship
Mario chases down an airship and discovers its cargo...

Deep Dank Dungeon
Cleaned this one up a bit. Added a new area, replaced another.

Anyone else, feel free.
 

Glass Joe

Member
Do it Right or Pay the Price
WVW69iY4Gq4QQjepcW

3DDF-0000-003A-D725

Curious for some feedback. They are hard at least I think so! :)

Insta-death isn't very fun. Neither is going for the door only to be killed without warning. I got a little bit further ahead but decided against further attempts because I get the impression the only way through is repetition & memorization and that isn't really my thing... I like a challenge but when I die I at least have to feel that I should have known better / had a chance to react. Sorry if that sounds blunt, there may be others who feel the opposite!
 

BooJoh

Member
I'm beginning to think that I don't have the ability to make a normal or easy level. My first 3 lelvs all have under 15% completion, which means they're only being played as Hard.

Kinda bums me out.

For what it's worth, if you give people a place to die, they'll die. Either from sheer carelessness, or just not being very good at the game.

Three of my levels are recreations of the first three stages in Super Mario Land. I had to make some slight changes for length and obviously had to replace some enemies, but these are mostly Nintendo designs from a pretty easy few stages IMO. The clear rates are as follows:

SML 1-1: 81.72% 76/93 with 79 unique players
Straightforward ground level with nothing more hostile than a paratroopa, only 4 small pits (all of which people have died in.)

SML 1-2: 45.76% 54/118 with 64 unique players
Mushroom platforms level, again with goombas, koopas, and occasional green (bouncing) paratroopas. Moving platforms here and there. People have fallen off the level all over the place and seem to have particular trouble with green paratroopas on this level.

SML 1-3: 13.76% 15/109 with 29 unique players
Castle level. Some pits, piranha plants in pipes, a couple visible thwomps, two hammer bros (in different locations) and a standard Bowser at the end. The hammer bros are the number 1 cause of death here, followed by piranha plants. Nobody has died at Bowser but my theory is that the hammer bros prevented people who would've from reaching him at all.
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
Tomorrow afternoon I think I'll wrangle together a dozen or so GAF levels and stream them. This thread is at least 50% code sharing and I still haven't gotten around to playing many of them at all.
 

Gsnap

Member
My first real attempt at a traditional mario style level, took a good while
I felt like i was doing pretty good but then i started running out of room and kinda fudged together the ending. Hope it still holds up.

Wii_U_screenshot_TV_018_DD.jpg


Any and all feedback is greatly appreciated

This level is great. Beat it first try and thoroughly enjoyed myself. You set up the challenge in safe environment. You developed it logically and steadily. Your enemy placement was both logical, challenging, and fun. The koopa shell chain early on was a nice reward for clearing an early tough part. And the part with the galoombas and koopas all huddled together was fun to bop on in between the moving platform challenges. I even managed to
find the hidden vine. The placement of it was perfect. My natural inclination to just have fun and kick koopas around led to a fun secret. Also, good call on the music trigger. Secrets in cloud areas are great, but the airship theme has such dreary music.

That said, my only complaint is that things get a little too crazy near the end. It's not that putting those elements together is necessarily bad. It's just the specific way they were put together could use a little more finesse. For instance, maybe considering shortening that final, really long fire bar. I would make it so that, yes, you have to jump over it and can't just stand on the platform, but if you jump straight to the goal you'll be able to clear it. I had to jump clean over the goal just to get over the fire bar, and then had to run back and tag it to end the level. It sort of hits the brakes too hard and makes the ending anticlimactic, despite being so challenging.

But it's a great level!
 
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