• 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

Seeing somebody play your stage is magical. THANK YOU KYZON! :D
I had a big dumb grin on my face the whole time.

If anybody wants to play it, here it is again:

zQ1vDqO.png
 
D

Deleted member 125677

Unconfirmed Member
Made a dumb little level, just to test out a concept

ennui
WVW69iZjQU4otlCM1F


0535-0000-004B-F298
 
Hi GAF!

I'm going to be streaming some of your stages in about an hour. 1:30pm pacific time.

Quote this with 1 of your stages, or a stage you'd like me to try, and I'll add it to the list.

Model 500: C664-0000-0047-837E

That will be the first stage, then it's first come first serve after that :)

Darn, if only I hadn't been at work, have an auto scrolling Gradius tribute stage I would love to have submitted.
 

Danielsan

Member
Seeing somebody play your stage is magical. THANK YOU KYZON! :D
I had a big dumb grin on my face the whole time.

If anybody wants to play it, here it is again:

zQ1vDqO.png
Loved your stage on the stream timetokill. Lost it and the Yoshi's getting thwomped.



Danielsan said:
So I finally finished up my SMB3 Ghost House level. I've spend way, way too much time creating this level. It's probably one of my densest levels yet (I actually ran out of items and blocks for the warp section of the map) and it has a bunch of alternate paths. One section that I'm quite fond of in particular can be easily missed. So please check it out and try to hit up as many paths as you can. Any feedback would be much appreciated. Did I put in too many mushroom, or too few? Too many enemies, or is the level not challenging enough? Any sections not working for you? Let me know!

Dark Paths, Cold Nights

1D8B-0000-004A-D321

TLzCqPE.png
this is a fantastic stage that more people oughta experience. make sure to make your feedback quotable *wink* *wink*

Very good stuff. You're at 100% stars so far. To the top you go!

Dark Paths, Cold Nights
1D8B-0000-004A-D321

Thanks guys! Really happy to see that people are enjoying the stage.
 

Gsnap

Member
So I finally finished up my SMB3 Ghost House level. I've spend way, way too much time creating this level. It's probably one of my densest levels yet (I actually ran out of items and blocks for the warp section of the map) and it has a bunch of alternate paths. One section that I'm quite fond of in particular can be easily missed. So please check it out and try to hit up as many paths as you can. Any feedback would be much appreciated. Did I put in too many mushroom, or too few? Too many enemies, or is the level not challenging enough? Any sections not working for you? Let me know!

Dark Paths, Cold Nights

1D8B-0000-004A-D321


TLzCqPE.png

This level is really good, though I wasn't able to finish it yet (I'll do so later, got other stuff to do in a minute).

The layout of everything is very well thought out. I could do with not so many enemies though. The part that bothered me the most was the part with the platforms that move up and down, and the dry bones that switches between platforms so that it always stays at the top. This section is fine on its own. But then when the magikoopas show up it kinda messes up that section for me. Their patterns are too random and they follow you across the whole room. So I get the P-switch, and have to deal with dry bones and magikoopa, then I finally get past the dry bones, use the P-switch (while still dodging two magikoopas and their projectile in a narrow passageway if I haven't had a clear opportunity to kill them) and then I try to get the mushroom in the ? block and a stray magikoopa shot turns it into a Koopa and it kills me. It's just too much for one section, I think.
 

ramparter

Banned
Submission for the SMM-GAF Community Contest #1


Super Mario Nexus 1-1 (8A12-0000-004B-C7BB)


I'll be leaving tomorrow so can't afford to put more time into this. Feedback is welcome. Should be much easier than my first one.
 

Model 500

Member
Some nice touches in most of the levels Kyzon plays, poor disposable Yoshi :) These stream sessions are golden, thanks guys, especially Kyzon!
 

Danielsan

Member
Haha, thanks :D I had that idea when I was about to fall asleep after the first night of working on it and the next day I was laughing while I implemented it.
The maniacal laugh makes it. :D

This level is really good, though I wasn't able to finish it yet (I'll do so later, got other stuff to do in a minute).

The layout of everything is very well thought out. I could do with not so many enemies though. The part that bothered me the most was the part with the platforms that move up and down, and the dry bones that switches between platforms so that it always stays at the top. This section is fine on its own. But then when the magikoopas show up it kinda messes up that section for me. Their patterns are too random and they follow you across the whole room. So I get the P-switch, and have to deal with dry bones and magikoopa, then I finally get past the dry bones, use the P-switch (while still dodging two magikoopas and their projectile in a narrow passageway if I haven't had a clear opportunity to kill them) and then I try to get the mushroom in the ? block and a stray magikoopa shot turns it into a Koopa and it kills me. It's just too much for one section, I think.
Thanks for the feedback Gsnap. I get what you mean. The path with the P-switch is completely optional though. Getting rid of the magikoopas is very much key, otherwise they really turn out to be a nuisance. I'll definitely take your feedback into consideration though!
 

jholmes

Member
Submission for the SMM-GAF Community Contest #1

Kubrick the Koopa's Hideout (2A29-0000-004C-0556)

WVW69iZjbb8y88uvWd


I wanted to play with the expectations of a 1-1 by setting this level in a castle. Maybe it's a 1-1 in a new Mario game made of nothing but castles? Anyway, please give it a try. I hope you enjoy!

Just going to share a couple of my levels:

The White Dimension (72FC-0000-0028-D4F2) (Difficulty: Normal)
Preset backgrounds are quite limiting. I wanted to make a different looking level, so I used objects and enemies of a single "color".

ny3HzDp.png

Really really good! I got a laugh out of the daintily floating Starman for some reason.
 

McNum

Member
Wow, making an underwater level is not kind on the block limit. Only got about 70% towards the max before the buzzer sounded. So, I had to cut the level short after swiss-cheesing some of it. At least that let me do some theming.

So, for the self-imposed challenge of "A non-awful water level" I made my tenth:
Coral Caverns
WVW69iZjXUkw--SDbg

339B-0000-004B-FE97

Description: A non-awful water level, hopefully. Navigate Mario through a series of underwater caves, as you dodge spikes, Cheep-Cheeps and... Underwater Burners?
Secrets: Three 1-Up Mushrooms and a shortcut area.

Comes with McNum's No-Blooper Guarantee.
(Because I wanted a non-awful level.)​

This is not my best, but with the inherent awfulness of a slow water level in a momentum based platformer like Mario, I think I did the idea justice. I don't think any water level will be absolutely amazing, but it's a fun challenge to at least hit "decent" with it.
 

Rodin

Member
I had an idea to create a level in which to practice some harder platforming segments in a low-stress level: no enemies, no pits, no dying (except to the timer, unfortunately). Thus I have come up with the...

Advanced Platforming Tutorial
Code: 676A-0000-0049-171B
Style: NSMBU

CPKR8_XWgAAcyTH.jpg


This level covers 4 Mario platforming concepts, and is meant to be as straightforward and non-trolly as possible.
-Distance and precision jumping over gaps
-Wall-jumps
-Vertical platforming
-Single-block platforming (and note-blocks)

It is intended to be difficult, but allow for quick retries in the different sections, and includes a few hidden secrets for the exploring types. The only thing that can kill you in this level is the timer, which I would have disabled if I could. I would very much appreciate feedback on this level from people on how useful and interesting they find it as a tutorial. Is it too hard? Too easy? Too long? Is it clear what's intended? Is there anything else that could be included? Is this a worthwhile idea?

I'll definitely be looking at more GAF levels over the weekend as well. I am fully addicted to this game right now. As much as it is missing I still feel like there's so much to play with, it's exactly what I wanted.
I loved it. Wasn't particularly hard, but i think it did pretty well what it wanted to do.
 

Zodzilla

Member
Seeing somebody play your stage is magical. THANK YOU KYZON! :D
I had a big dumb grin on my face the whole time.

If anybody wants to play it, here it is again:

zQ1vDqO.png

Watching Kyzon play my level was rad, but was even happier to see him play yours so I can try it later.

Great stream Kyzon! Thanks for giving my level a look and sorry I don't have a Twitch account to comment. Will definitely try your levels this weekend too!


(also, I need to rejigger my level a little bit, that's at least twice that people get to the area with all the bricks and buttstomped through rather than finding the hidden P-Block.)
 

Boogiepop

Member
...Dang it. So, I failed to realize the starting point stuff was so limited. I made a course that needs you to start at a certain point at the top. However, the game obviously starts you at the bottom, and raising it up requires raising a whole big starting pillar that screws up the course. I considered extending the thing slightly and then moving everything over, but the select tool won't let you select the whole course, which is going to make this tricky. Any better way to do this other than figuring out how far I need to move everything, copying as much as I can, and then doing it square by square?
 

daydream

Banned
The Mysterious Castle Dracula

(BAFC-0000-0049-1C32).

as usual, your stage is very creative and there's a lot to like here. the hub section is especially well done and very solid work. however, there are some things that bothered me: i've noticed this with other stages of yours. i think the level would hugely benefit from a 'less is more' approach. there are too many sound effects, there are too many blocks beneath lanterns (i don't think the idea can carry the level till the end). also, the puzzle rooms need some fine-tuning. it's way too much of a hassle to find another koopa shell if you lose yours, for example. i ran out on time despite not dying once. with a stage that relies heavily on puzzles, it's also not a good idea to have death traps as you really don't want someone to have to replay the stage since at that point, they probably will lose interest and move on (because you'd have to repeat puzzles you already know, that is). the level layout and architecture is there, a more conservative approach to designing what's in the confines of that architecture would make for a vastly better stage, imo.
 

2tacos

Member
Submission for the SMM-GAF Community Contest #1


Super Mario Nexus 1-1 (8A12-0000-004B-C7BB)



I'll be leaving tomorrow so can't afford to put more time into this. Feedback is welcome. Should be much easier than my first one.

My wife and I played through your course a couple of times (and died a few times as well!). I like that you kept a relatively cohesive theme throughout the level - we quickly learned to not trust any of the pipes. :^) Our only real complaints are that, as far as we could tell, we could only access the Tanooki power-up via Koopa shell. If you were to miss, you couldn't have the fun of exploring the upper areas! Also, the congestion in the two places that you could get a running head start for flight made it a bit less appealing to actually explore. Overall, it's a fun course! Thanks for sharing.
 

Aiii

So not worth it
I hope to never have to "play" another "don't touch anything" level again, it was fun the first time.

Now it's just shit.

Also, levels that are literally one screen long. Why are you uploading that shit, random people with a Wii U? Why?!
 
(also, I need to rejigger my level a little bit, that's at least twice that people get to the area with all the bricks and buttstomped through rather than finding the hidden P-Block.)

That's actually an "issue" in my level too. But the P-Block takes too long to come out of a pipe at one point so I guess I don't mind people spinning through the blocks otherwise.
 

Nohar

Member

Arright, I tested your stages again:
  • Castle Siege: It took me two tries to finish it this time. My first death was actually against Bowser in the last room: I was paralyzed at the worst moment.
    You kept the difficulty at the beginning while getting rid of the annoying parts, making the level easier but also more fairer (no more trolling bumper! Thank you!). Needless to say, I appreciate. I don't know if you made many changes to the rooms I didn't visited during my first tries, but they were rather good.
    Careful however: for the final room, the player doesn't see what is below (though you did put some flames to make the player wary of what lies beneath). A player who decides to fall blindly could fall straight into the lava (now, there are vines, they are here to be used, so I guess that would be the player's fault if one dies here, and you also put some mushroom platforms on the left side to avoid most deaths like this, so it should be OK).
  • The Path Less Taken: Completed in one try. I also appreciate the changes here. However, maybe you made the trap room a little too rewarding: the feather allows the player to bypass a lot of challenges, including the upper bridge with the dry bones. Not that I'm complaining though *laughs*. I saw you lowered the bridge, granting more visibility, which is a very good change (one which was quite necessary).
    Regarding the clocks: much easier and less annoying. I would have put one space between each clocks, but that's just a personal preference. It works very well that way.
    As for the moving skulls platforms: yup, the infinite one cancels the previous problem I mentioned. On the other hand, this part is now more difficult since the platforms move fast: the player is required to make some quick and precise jumps. I didn't spend too many time on that part, so I can't really judge if it is now too difficult or not.
    Finally, switching the scarab-thingy shell with koopas is a welcomed change. I think that green ones spawn infinitely, while red ones only spawn when the one which came out the pipe is killed. Depends on what you want (an overflow of green ones or a single red one), but both work.
Overall, I found your levels much more enjoyable :) I'll try your other levels later. Right now I really need to sleep.

I have 40 stars so far. I'll do an overview of my stages tomorrow, and try to do an analysis of what is good, wrong, and what would need to be changed.
 
Hi Fellow platform game creators.

I've made a 1-1 style level

Koopa Island 1-1
Difficulty: Easy
419F-0000-004C-1C41

Quite a short level which tries to focus on various uses of the Koopa shell. Would really appreciate feedback and as usual I will play your levels in kind and give stars/feedback.

Cheers!
 

xandaca

Member
Going to work on my existing stages and re-upload them at some point tonight. Have noticed there are areas on some of them where players are dying repeatedly, while others just have ridiculously low completion rates and could do with being softened a bit. Rewriting all the comments for my Inferno course is going to be reet slag, though. POST-RELEASE PATCHES, YAY.
 

OmegaDL50

Member
I now have my second world available. At this point though, I am capped for uploads and I am only sitting at 23 stars. So please give this batch a try, if you like them, please star them. You can also try world one as well.

I have the same issue. I have only 23 Stars and I just uploaded my 9th level.

I don't know how I'm going to get the other 28 Stars I need at this rate.

I think 25 Stars would be been sufficient for the next tier of uploads, not every 50.
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
Fuck. Hit the block limit.

To be honest, I'm somewhat relieved that I won't have to be compelled to fill up the screen like I was planning, though. lol

But this does make it annoying to build certain types of cave layouts that I wanted. =/
 

OmegaDL50

Member
Fuck. Hit the block limit.

To be honest, I'm somewhat relieved that I won't have to be compelled to fill up the screen like I was planning, though. lol

Hey 645, you planning on Streaming again? It was cool watching you yesterday. The way you approach levels is interesting.
 

Peltz

Member
Just going to share a couple of my levels:

The White Dimension (72FC-0000-0028-D4F2) (Difficulty: Normal)
Preset backgrounds are quite limiting. I wanted to make a different looking level, so I used objects and enemies of a single "color".

ny3HzDp.png

I really dig this one. I gave it a star :)
 

ohNOitsRO

Member
Arright, I tested your stages again

Overall, I found your levels much more enjoyable :) I'll try your other levels later. Right now I really need to sleep.

That's great to hear! I'm glad it's more enjoyable now I just hope it's not too easy ;P

Going through your levels now!
 
Just going to share a couple of my levels:

The White Dimension (72FC-0000-0028-D4F2) (Difficulty: Normal)
Preset backgrounds are quite limiting. I wanted to make a different looking level, so I used objects and enemies of a single "color".

ny3HzDp.png

Very cool. I might have to riff on this one myself.
 

2tacos

Member
Hi Fellow platform game creators.

I've made a 1-1 style level

Koopa Island 1-1
Difficulty: Easy
419F-0000-004C-1C41

Quite a short level which tries to focus on various uses of the Koopa shell. Would really appreciate feedback and as usual I will play your levels in kind and give stars/feedback.

Cheers!

Very fun level! I enjoyed that, despite how simple it seemed, it was also had plenty of exploring to do. I found myself backtracking and looking for more little secrets. I appreciate the effort you took in to leading the player to the correct areas (be it by arrows or coins). I really don't have anything bad to say about it. I guess some parts felt a little empty, but that's quite alright with me. :^) Thanks for sharing!
 

Aiii

So not worth it
Just going to share a couple of my levels:

The White Dimension (72FC-0000-0028-D4F2) (Difficulty: Normal)
Preset backgrounds are quite limiting. I wanted to make a different looking level, so I used objects and enemies of a single "color".

ny3HzDp.png

Very fun this, enjoyed that alot.
 

Zodzilla

Member
That's actually an "issue" in my level too. But the P-Block takes too long to come out of a pipe at one point so I guess I don't mind people spinning through the blocks otherwise.

Yeah, seems like Pipe Item Frequency is pretty dang slow in this game. Piranha Plants feel like they take forever to pop out.

Think I might have to guard off the breakable bricks, but it seems aesthetically different from what nintendo would do, so gotta tinker more.



Also, as a side note, it is crude of me to express displeasure at people that make levels with solely single layer brick walls as borders to the level? To me it just seems very un-nintendo and kind of feels lazy. (although, technically, I guess everything made here is un-nintendo and that's where a good portion of the fun lies)

I don't know, I just see some of these sparse levels in 100 Mario challenge and kind of die a bit when everything is a quick line with the stylus and no extra effort is put in to fill out the blocks or walls. (Also wanted to add that most Gaffer levels don't do this, I'm speaking on a more general scale)
 

McNum

Member
Just going to share a couple of my levels:

The White Dimension (72FC-0000-0028-D4F2) (Difficulty: Normal)
Preset backgrounds are quite limiting. I wanted to make a different looking level, so I used objects and enemies of a single "color".

ny3HzDp.png
Awesome idea, it looks like a Mario Sketchpad or something like that. Only one thing to add is that the first white room has some blind drops into spikes that can feel a bit unfair, but otherwise a solid level with a solid idea.
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
Also, as a side note, it is crude of me to express displeasure at people that make levels with solely single layer brick walls as borders to the level? To me it just seems very un-nintendo and kind of feels lazy. (although, technically, I guess everything made here is un-nintendo and that's where a good portion of the fun lies)

I don't know, I just see some of these sparse levels in 100 Mario challenge and kind of die a bit when everything is a quick line with the stylus and no extra effort is put in to fill out the blocks or walls. (Also wanted to add that most Gaffer levels don't do this, I'm speaking on a more general scale)

It bothers me too, but I've just discovered that this is done out of necessity at times. There's a limit to how many blocks you can place, and filling up the screen with solid walls can eat away at that limit quickly.

I'm taking care to work around it, but the only way to increase my current level to the size I originally wanted would be to hollow out all the walls and just use single-width borders for every room.
 
Also, as a side note, it is crude of me to express displeasure at people that make levels with solely single layer brick walls as borders to the level? To me it just seems very un-nintendo and kind of feels lazy. (although, technically, I guess everything made here is un-nintendo and that's where a good portion of the fun lies)

I don't know, I just see some of these sparse levels in 100 Mario challenge and kind of die a bit when everything is a quick line with the stylus and no extra effort is put in to fill out the blocks or walls. (Also wanted to add that most Gaffer levels don't do this, I'm speaking on a more general scale)

I know what you mean. I try to decorate my levels as much as possible, though near the end of my stage I ran out of blocks so I had to be judicious. I didn't have to cut anything I felt was necessary though so I'm happy about that.
 
I'll add to follow list and give a shot later.

Also why is there no Capitan Todd level yet?

One page before yours =D

Can you lead Capitan Todd through the dangers of the world? With his sturdy backpack, he cannot jump - and it's up to you to figure out how to lead him across the dastardly perils he will find! For an added challenge, find the 3 1-Up Mushrooms and the 100 coins scattered across the level - but remember, you can't jump - get your finger out of that darn A button!

Capitan Todd Lvl. 1 (Don't Jump!)
2915-0000-0049-1B14

kVnxc6m.jpg


Want some feedback on this one, may continue this series, there's a lot else that can be done.
 

cyba89

Member
New level. Tried to create what would be a classic SMB castle stage here. Medium difficulty. Would really like to hear what you think about this.

Bowser and Son
7176-0000-004C-19B1
WVW69iZjoJwcVVk5tx


Bowser and Bowser Jr kidnapped the princess - again. Time for Mario to save the day (and to get the three secret 1-Ups).
 

aidan

Hugo Award Winning Author and Editor
The White Dimension (72FC-0000-0028-D4F2) (Difficulty: Normal)
Preset backgrounds are quite limiting. I wanted to make a different looking level, so I used objects and enemies of a single "color".

ny3HzDp.png

This is really cool. Visually, the monochrome colour scheme reminds me of Super Mario Land, and has me thinking of trying out something similar!
 

daydream

Banned
kAlmwzR.png


8. WarioWare, Inc. by octopiggy (ID: 2B43-0000-0038-3F06)

VEZcSH5.jpg


A brilliant adaptation of WarioWare's micro-game format in Mario form. Complete with the appropriate musical cue, this stage has to be experienced to see the exact planning that went into the progression and geometry of the different playing fields. With the rich template already in place, the door is left open for a sequel.

That's really clever and one of the best uses of the music creation I've seen so far. I'll try to remember to star it when I get home.

This is amazing, first stage I'm downloading to see how this works.

9. Goombas Take A Dive by Macheezmo (ID: A4AA-0000-0040-2512)

zV384rH.jpg


Comedy is a hard thing to pull off, especially in a Mario level. This stage succeeds at creating a humourous mini-narrative while also providing a fun and swift little level that would be among the most creative to pop up in an 'Easy' 100 Mario Challenge. And we desperately need more quality stages that cater to that difficulty tier.

This level however is getting nowhere near the attention it deserves. [...] The big reveal is worth the playthrough alone. [...] Please give this one a shot, GAF!

10. The White Dimension by Storm Kyleis (ID: 72FC-0000-0028-D4F2)

K2P1AHE.jpg


Not the most taxing platforming stage in the world, this level has to be experienced for the sheer creativity and artistry that went into the visual design. Like a piece of blank paper ripped out of a notebook, few courses in Mario Maker work around the limitations of the editor in such a striking and evocative manner.

Really really good! I got a laugh out of the daintily floating Starman for some reason.

Mike2891 (Miiverse) said:
This is incredible! So creative, just wow.

11. Dark Paths, Cold Nights by Danielsan (ID: 01C9-0000-004C-952B)

6huVt4W.jpg


A tour de force in level layout and architecture. Rather unusual design for a ghost house level which is perhaps what makes this stage so interesting. A lot of alternate paths that are just as fun as the main route round out this wonderful, atmospheric work.

Very good stuff. You're at 100% stars so far. To the top you go!

12. A Song of Ice and Fire by daydream (ID: AADE-0000-001B-12DD)

HKerlX8.jpg


I got a recommendation to include my own stage. I hesitated to include it but the positive feedback gave me the reassurance. Here's a neutral description: An icy challenge in Bowser's castle that has been turned into the remnants of a puzzle game. Careful jumps and a state of alertness will get you far. And if you're freezing, don't fret: A lucky game of Tetris will surely take your mind off things!

Loved the Tetris segment. Pretty fun course!

First level I tried here on GAF and thank you for a level that isn't stupid. Great job. It's short and sweet. Can be hard but I still got through in one go, hits that nice "woah I am going to die omg I made it" moments. I'll follow you.

13. Captain Toad Lvl. 1 (DON'T JUMP!) by Belgian Dude (ID: 2915-0000-0049-1B14)

iAeR5Yh.jpg


Another one of the rare amiibo stages that actually take their source material into account and process it in an amazingly creative way. This short and incredibly endearing level projects the rules of Captain Toad onto a 2D plane. If the player follows the one condition that is imposed on him at the beginning, he will be rewarded with the essential pace and feeling of what made the original inspiration so great.

Ha! I love it! It's a good twist on classic mario elements. Just like the real captain toad, so I approve. Can't wait for more challenging ones!

Wow this is a cool idea!

Be sure to check out the rest of the Community Showcase (and more) here!
 

OmegaDL50

Member
Yeah, seems like Pipe Item Frequency is pretty dang slow in this game. Piranha Plants feel like they take forever to pop out.

Yeah it's this issue is because one of my levels Bowser's Piranha Plant Castle has a 0% completion rate. The Piranha Plants in my stage have a weird delay so there is little warning or the threat comes too late and defeats the point of it.

It's not super difficult, in fact 645 beat it on the very first try by downloading it.

I hope the Pipe spawn delay is fixed in a patch. It's something did not exist other Mario games.
 

aidan

Hugo Award Winning Author and Editor
Hi GAF!

I'm going to be streaming some of your stages in about an hour. 1:30pm pacific time.

Thanks for playing my level, Kyzon! I liked your commentary throughout the stream, and there were a few little areas for improvement I noticed while watching you play. Will definitely be watching you stream again.
 
Top Bottom