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Super Mario Maker |OT| Miyamoto Simulator 2015

correojon

Member
I made a new course over the weekend:

Escape from Koopatraz
(216A-0000-00A0-3982)


WVW69ieOZ3oDpPh_fV


Mario is condemned for Koopa mass murder and escorted to a high security prison. Luckily, from his days as a plumber, he knows there's a way out if he can only reach the drainage room. But first, he needs to break out of his cell...

Played this yesterday, I enjoyed it. The setting is done very well, I liked a lot the combination of patrolling Beetles, Koopas and Chain Chomps. The introduction is great, how it forces you into the pipe.

The first puzzle needs to be reworked: the solution is not hard to find, but the way everything is set up and the lack of any Mushrooms made me die a lot of times. Looking at all the death signs I wasn´t the only one...This made this part frustrating and will make many people give up in this part. You should fix the first puzzle, give the player some more space to move, make the gap to pass bigger and place it in a more accessible position: I died quite a few times because the gap was not accessible with the spring and I only made it once because I multijumped on a beetle and the spring purely by fluke. Also, consider giving the player a Mushroom. It´s really frustrating knowing the solution to a puzzle but dying at it over and over again because verything´s too tight.

Fortunately, the level flows smoothly from this point, I beat it on the first try after passing the first puzzle. There are some other simple "puzzles" on the way and cool platforming sections. I specially liked the stealth sections and the setting, how the environment changed from the jail to the sewers.

Fix the first puzzle and you´ll have a very solid level.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Fire and Ice (43AF-0000-00A4-5AEA)

WVW69ief6QIB81uNyt


Fire and Ice (43AF-0000-00A4-5AEA)


Pure platforming. Practically every SMB3 ability is put to the test here. Start off in a fiery dungeon going from left to right. Finish the second half going the opposite direction in the frozen dark tundra!


Long, tough, fair. Don't play unless your raw platforming and timing skills are up to snuff.

Zero gimmicks, no fluff, minimalist design.


GOODLUCK GAF





~quote me if you play this so I can return the favor please~

I starred you anyway, because I saw lots of engaging, challenging parts of the level, but there are others that made it way too frustrating. Mainly,
the part with winged plants. I don't have a problem with that existing, but I have one with that being as long as it is: the minimal error means death, and making it so long lowers the chances of players feeling challenged, while rising the frustration (it happened many times to me to make the first half, and then fuck up for a millimeter immediatly after). You should make that smaller or give a Mushroom to the player, so there's a small but fair margin of error. The following part with the Thwomps isn't as frustrating, but it's still a bit too though, but not that frustrating anyway
. Since I wanted to look at your whole level despite not completing it by normal playthrough, I downloaded it, so...I can definitely say that, aside from what mentioned earlier, the rest is very challenging, but in a quite good way. Two corrections I'd make in the second half if I were you are
putting 3 icy blocks instead of just one with the door at the end of the single icy blocks sections
and
some coins in the second to last section, filled with shoes. Even right at the top of the screen: just a hint that, by going higher, it's possible to go further in the level
.

IMHO, by adjusting as I said, the level would still be challenging (very challenging) and with a great flow (also, I didn't mention it, but your idea of "Fire and ice" segment is not bad at all), but not as frustrating as it could be even for more advanced players.
 

Schlomo

Member
Played this yesterday, I enjoyed it. The setting is done very well, I liked a lot the combination of patrolling Beetles, Koopas and Chain Chomps. The introduction is great, how it forces you into the pipe.

The first puzzle needs to be reworked: the solution is not hard to find, but the way everything is set up and the lack of any Mushrooms made me die a lot of times. Looking at all the death signs I wasn´t the only one...This made this part frustrating and will make many people give up in this part. You should fix the first puzzle, give the player some more space to move, make the gap to pass bigger and place it in a more accessible position: I died quite a few times because the gap was not accessible with the spring and I only made it once because I multijumped on a beetle and the spring purely by fluke. Also, consider giving the player a Mushroom. It´s really frustrating knowing the solution to a puzzle but dying at it over and over again because verything´s too tight.

Thanks for the feedback! The jump through the gap is actually easy and should work 100 % of the time if you just jump without using the trampoline or any beetles, but I understand the room can be frustrating because it's easy to die here. I wish I could make the beetles spawn less frequently. But anyway, thanks for the suggestions, I'll look into making the jump more obvious and handing out a mushroom!
 
"Test Chamber v1.00"
ID: 4C7A-0000-00A4-CB43
WVW69iehqpwpA6Au49


Much more mechanical in design than my previous levels, using some tricks from streams and levels I've played so far, so might be very easy, but I built it to try and tutorialize people to catch on =)
 
Did anyone other than jholmes manage to play the level I made with my son - reposting from earlier

Thanksgiving in Toytown (named by my son)
6887-0000-00A4-3BE8

He asked me to make a Lego level and something with balloons.

Especially interested if the boss fight is riiiidiculous as jholmes put it :)
 
And once again I'll be doing another Super Mario Maker stream tomorrow.
I actually plan on doing a pretty long one (longer than 2 hours), so I need A LOT of levels that I need YOU to send me via PM!

KooopaKid already submitted all his Planet levels and I'm totally looking forward to them.

I will play through all the levels IF they are not some Kaizo stuff. Kaizo stuff I will still play, but I will also quickly abandon them.

I'll leave a voiced comment after (or during) each level, telling you the stuff I liked and what I didn't like without sounding like a stupid ass.
I will be pointing out "bullshit" stuff though, so be prepared.

Stream starts tomorrow at ~3 or 4 pm CET and I will upload the stream unedited to YouTube after it's over.

I will leave a reminder post in this thread an hour before and another one 15 minutes before it starts, with the link of course.

Until then, send me your Course IDs via PM and I WILL play them for sure!
 

KooopaKid

Banned
At the first remark: I saw that coming, which is why I added pipes that spawn mushrooms at regular intervals. That didn't fix it then?

At the second remark: Like I said in my post, I was afraid the end was going to be too chaotic. I wanted to make a "boss encounter" with moles, but out of everything I tried, this seemed to work the best. I don't like randomness myself, but it seemed pretty easy to get through in my tests if you just run, which was the point. I tried to highlight the fact that you're supposed to run as fast as possible to the other side, by putting a lot of arrows at the entrance, but that probably wasn't clear enough either. I'll try to change the end of the level this evening.

Was the rest of the level okay, at least?

Thanks for the feedback!

If you are too "deep" in the hole, the pipe exit the screen and the mushroom can't spawn I think.
Weird, I don't remember the arrows...maybe I was a bit tired and thus a bit impatient?
Anyway, just my personal taste but I don't enjoy levels with dry bones and moles in general, those enemies are no fun for me. The rest of the level is okay but it's missing a hook to make it a bit different than the others.
 

kinggroin

Banned
I starred you anyway, because I saw lots of engaging, challenging parts of the level, but there are others that made it way too frustrating. Mainly,
the part with winged plants. I don't have a problem with that existing, but I have one with that being as long as it is: the minimal error means death, and making it so long lowers the chances of players feeling challenged, while rising the frustration (it happened many times to me to make the first half, and then fuck up for a millimeter immediatly after). You should make that smaller or give a Mushroom to the player, so there's a small but fair margin of error. The following part with the Thwomps isn't as frustrating, but it's still a bit too though, but not that frustrating anyway
. Since I wanted to look at your whole level despite not completing it by normal playthrough, I downloaded it, so...I can definitely say that, aside from what mentioned earlier, the rest is very challenging, but in a quite good way. Two corrections I'd make in the second half if I were you are
putting 3 icy blocks instead of just one with the door at the end of the single icy blocks sections
and
some coins in the second to last section, filled with shoes. Even right at the top of the screen: just a hint that, by going higher, it's possible to go further in the level
.

IMHO, by adjusting as I said, the level would still be challenging (very challenging) and with a great flow (also, I didn't mention it, but your idea of "Fire and ice" segment is not bad at all), but not as frustrating as it could be even for more advanced players.

Thanks for the feedback, but I'm probably not going to change much of anything. The level was built for a friend of mine who is a damn prodigy at videogames. Meant to stretch his abilities, but he finished it on the first damn try :-(

Putting a better indication on the Goomba shoe section IS a good idea. Probably the only thing I would change since being frustrated by a long level is no concern of mine. Otherwise everything is on-screen and obvious for any seasoned veteran. The reward is simply beating something this long this hard and with almost zero room for error.

Still, thanks so much for even attempting it! You got balls kid, lol.

Link me to some of your creations please. I'd love to reciprocate the love.
 

BGBW

Maturity, bitches.
Are hard autoscrolling levels a bad idea?

You limit the speed the player can progress the level at so if they die it can take them a while to get to the bit they died at because they can't dash through the beginning which they could end up playing again and again and again. Even just a simple jump would be enough to put someone off.

The last level I made seems to have this problem and thus it stuck on a 0% completion rate because with so many levels people just don't have the patience to keep playing one level when they could play more, especially if it pops up during a 100 Mario Challenge.

Maybe I should try turning the autoscroll off. The problem then is that fire plants don't pop out of their pipes quick enough.
 
Splatoon - Inkvisible Avenues

0363-0000-009E-B0CE


Really clever! I recommend everyone try this soon in case it gets patched into oblivion, which would be a shame. The level itself is really fun and uses the mechanic very well, particularly with the Splatoon mushrooms. One thing, and it's minor: I would have used a regular arrow sign early on over the introductory stretch of coins rather than a coin made of arrows. The idea here is to make it explicit that you can walk there, right? I feel like someone could miss what the coin arrow was

Greatest level.on GAF. Wow. Wowowowowow. Reminded me of the Dark Souls crystal caves section. Bravo!

It reminds me of the classic Tomb Raider games, which sometimes used invisible platforms that you could make visible with flares or had an item on them indicating they were there. Obviously inspired by Indiana Jones and the Last Crusade.

Thanks for all the praise guys! Yeah I probably should have used the arrows, but I keep forgetting about them since they were unlocked so late. What did you guys think of the length? It was a little short but I didn't want to overstay the welcome. Did anyone miss the last jump
and find a nice little safety net?
Also, did anyone have problems with the level? Since it does rely on a glitch, I worry that other people might not be seeing the same level that I am, since over half the players who have tried the level didn't finish it. I didn't think it was particularly hard/unfair, plus there is a sneaky little checkpoint in the middle that should be fairly obvious to people who reached there.

Since the post is already rather long, I'll make another one with reviews on your levels later.

In case people are wondering, the glitch lets you overlap two blocks (usually the second will replace the first), and the result will have the appearance of one block and the behavior of the second. GameXplain has a video on how to do it https://www.youtube.com/watch?v=xSqAtxQsFQ0
Things that the video doesn't explain and can be helpful:

1. Once you make a single glitched block, you can use multi-select (L/R + click and dragging) to select it and copy and paste (ZL/ZR + drag) to quickly make more. This saves a ton of time.

2. The order matters. I used cloud blocks and hidden blocks. If you see the hidden block, its invisible and and be walked on. if you see the cloud block, you see the cloud and fall right through it until you hit it from below. There's lots of combinations out there.

3. Scrolling in the editor will mess up the order of the glitched blocks. Click play and go into edit mode again to reset the blocks to ensure they are in the order you want. Make sure they are saved & uploaded in the right order.


Man they have GOT to do some DLC for this game, right? As much as I enjoy this game - it still feels incomplete.

I think this could be the very best Mario game... if it had checkpoints.

Opinions, thoughts? Has this already been discussed to death?

I think many people are already coming up with checkpoints within the system. For me, I tend to break up anything beyond a short segment with doors to indicate a section. I then try to include a shortcut to that door so people can skip past the beginning section. The level posted above has one of my better examples of a checkpoint
 

Heropon

Member
Are hard autoscrolling levels a bad idea?

You limit the speed the player can progress the level at so if they die it can take them a while to get to the bit they died at because they can't dash through the beginning which they could end up playing again and again and again. Even just a simple jump would be enough to put someone off.

The last level I made seems to have this problem and thus it stuck on a 0% completion rate because with so many levels people just don't have the patience to keep playing one level when they could play more, especially if it pops up during a 100 Mario Challenge.

Maybe I should try turning the autoscroll off. The problem then is that fire plants don't pop out of their pipes quick enough.

Hard autoscrolling levels aren't really a bad idea but they shouldn't be too long and I think the player should be always doing something. The different speeds also make a lot of difference, I found that the slowest one was kinda boring while making a level. I'll try your level to see what happens.

My autoscroller level (Mushrooms below, cannons above, ID:3477-0000-0099-0D48) has a 1.76% completion rate but even some people that couldn't complete it have starred it so it's good to make something that you're proud of and care a bit less about difficulty.
 

one_kill

Member
Just finished my latest creation!

Aliens are lurking deep within: 0356-0000-00A5-AD36
Head down the pipe, meet some aliens, finish the level.

Some of my previous ones:

The 3rd Labyrinth: 7B4B-0000-008C-4286
10 seconds to finish: 08F9-0000-007C-6742
Vine Travel Assault: 8679-0000-0097-689F
Diddy's Banana Coin Plantation: 44DB-0000-0082-7881
Welcome to the Star Show: 1CBE-0000-0079-6BE2
Runnin' & Jumpin' feat. lotsa $$: 6FE7-0000-0074-CF09
Becoming Little Mac: 0BF4-0000-006A-1AE4
A ghastly build: CA60-0000-005E-BFD5
 

kinggroin

Banned
Splatoon - Inkvisible Avenues

0363-0000-009E-B0CE








Thanks for all the praise guys! Yeah I probably should have used the arrows, but I keep forgetting about them since they were unlocked so late. What did you guys think of the length? It was a little short but I didn't want to overstay the welcome. Did anyone miss the last jump
and find a nice little safety net?
Also, did anyone have problems with the level? Since it does rely on a glitch, I worry that other people might not be seeing the same level that I am, since over half the players who have tried the level didn't finish it. I didn't think it was particularly hard/unfair, plus there is a sneaky little checkpoint in the middle that should be fairly obvious to people who reached there.

Since the post is already rather long, I'll make another one with reviews on your levels later.

In case people are wondering, the glitch lets you overlap two blocks (usually the second will replace the first), and the result will have the appearance of one block and the behavior of the second. GameXplain has a video on how to do it https://www.youtube.com/watch?v=xSqAtxQsFQ0
Things that the video doesn't explain and can be helpful:

1. Once you make a single glitched block, you can use multi-select (L/R + click and dragging) to select it and copy and paste (ZL/ZR + drag) to quickly make more. This saves a ton of time.

2. The order matters. I used cloud blocks and hidden blocks. If you see the hidden block, its invisible and and be walked on. if you see the cloud block, you see the cloud and fall right through it until you hit it from below. There's lots of combinations out there.

3. Scrolling in the editor will mess up the order of the glitched blocks. Click play and go into edit mode again to reset the blocks to ensure they are in the order you want. Make sure they are saved & uploaded in the right order.




I think many people are already coming up with checkpoints within the system. For me, I tend to break up anything beyond a short segment with doors to indicate a section. I then try to include a shortcut to that door so people can skip past the beginning section. The level posted above has one of my better examples of a checkpoint

Yeah Draggy, I saw your shortcut ;-)

I do the same thing myself, but then I have numbskulls downloading the level to cheat and map it out. Meh.

Now I give no fucks for a long punishing level. I have lots of short ones, but I try to make some that are targeted specifically at those who play at the level of the upper echelon. Not kaizo style mind you, but terribly challenging, fair and doable by mortals.

I'm going to check out whatever else you have btw, I'm a fan of your ingenuity.
 

J-Fr

Member
It might be obvious but I started playing courses from non-GAF people who left me stars; and I enjoyed most of their levels!
If people like your levels, they surely have the same design philosophies as you?


Second level in my Touhou series:

Super TOHO World 6-2
ID: 8607-0000-0096-8542
Difficulty: Hard


Contains huge amount of ice and tricky jumps!
I included 2 ways to beat the boss in cases something goes wrong.

Here's the first entry from the series: 433F-0000-008E-22BD and rest at mmh.
 

Axiom

Member
I'm back with reviews. I did most every level I could that had the code written into the post itself until my wiipad died.

I have a new (especially made for Halloween) level up with some decent initial feedback, but I'm hoping to get it streamed first so I can get some video footage and see someone play it before promoting it in the overly elaborate way I tend to do.

But if you'd like a preview, the initial upload can be found on my Mario Maker Hub page, along with my other levels

Thank you to everyone who has played Hopsichord and Break the Bank, especially to those who provided feedback, both positive and negative.

Now onto my own feedback!

Bowser's Palace

ePcuRHw.jpg


830C-0000-00A3-E32D

This level is a "remastered" version of my very first Super Mario Maker project. I hope someone will give it a try!

Loved how you indicated what each section required, the Goomba in a ClownBoat and ice sections seemed a bit less in theme with the rest of the level - the goomba part especially so. But overall I really enjoyed this

Made another level with multiple paths and secrets!
In honor of my favorite mario 64 level I bring you:

WVW69iee5BsgRmpkpk


Jolly Roger Port

DBA5-0000-00A4-17D1



Took me forever to finish. Would love some feedback and stars.

Here is a little video of the beginning of the level:

https://youtu.be/7wz-8oMDdnc

Please give it a go GAF!

Really excessive use of sound effects and signs that didn't seem to fit with what was generally good design and progression.
I could imagine this being a 6-# or 7-# stage in classic Mario, but the sound effects and arrows really go out of their way to kill that vibe.

The P-Switch bit was fun, but lasted well into the next section. The coins being blocks made the initial sawblades cumbersome, which made it more awkward than the section following it - which it serves as an introduction to.
Didn't love the 'duck' section, but it provides a decent final challenge (providing you don't hit your head on the final jump to the exit) and I loved how many alternate routes you reward players for.

The aesthetics are great, and I'd like to mention that the use of portholes as hints was very clever and just made me dislike the signs more

"Test Chamber v1.00"
ID: 4C7A-0000-00A4-CB43
WVW69iehqpwpA6Au49


Much more mechanical in design than my previous levels, using some tricks from streams and levels I've played so far, so might be very easy, but I built it to try and tutorialize people to catch on =)

I liked the P-block stuff a lot more than the P-Switch doors, and then it just kind of ends with the dry bones part, the mechanics of which I had hoped to see expanded upon. I really enjoyed those p-block and dry bones bits and would love to see more of that sort of puzzle design.

I don't think
standing on p-switches to enter doors
is a very user friendly mechanic, as there's no indication to a player they can do that without having a level of familiarity with the game that I relies on knowing more than a level can really teach - while you can stand on
p-blocks
so the player can surmise what to do. Making sure things constantly respawn is about as good a way as you could do to hint what you have to do.

Finished a new level last night. It's a homage (not a remix) of sorts to a certain SMB3 level you might or might not remember :p

This Level Looks Familiar... (4AC5-0000-00A2-1087)

It took me an embarrassingly long time to figure out what to do with the p-switch, but overall it was quite enjoyable. But as I pretty much ran out of time my first go round the level, the lack of visual flair began to really rear its head. That could be a problem that goes right along with my brain-fart though.


Oh, yeah. Also made this two-screen (vertical) puzzle level. If you have exactly 1 minute to kill, please give it a try. I think you guys will dig it!

Boo Buddies (3AC3-0000-009C-DCD8)

WVW69ieA3vEazj_07A

It's just the one mechanic, but a really good one and I feel you could expand on this and really build around it

Alright GAF, I've been slacking off. I haven't been sharing my last couple of stages. Time to remedy that. Hope you don't mind the overload.


Star Fox: Assault
(D46B-0000-009C-2C4A)


WVW69iehbgAJvJqe9V


WVW69iehcpY5-7R6Cu


A level based on Star Fox: Assault. You'll be boarding the Arwing, flying through space, landing in Cornaria... then taking the fight to the base on foot! It's fast paced, and pretty damn cool.


Vanilla Dome - ♥

(BA6D-0000-00A0-C471)


WVW69iehWDIGkAHjTD


A level taking design inspiration from the trickier levels in Vanilla Dome. It's a bit harder than Star World... but it could also be easier. It's a level that has divergent paths and tons of secrets-- just like Super Mario World. Hopefully you'll enjoy this faithful emulation of the Vanilla Dome level design.


Banshee Boardwalk

(4E6A-0000-00A4-A8E8)


WVW69iehUb0TSAYvIi


My next entry in my Halloween series. This is essentially a stage version of the famous Mario Kart locale. It gets trickier than most ghost houses, so don't give up when things start to get weird. Should provide a good challenge, but nothing to give you a headache!


Let me know what you think, and please do give me some of your levels to play!

Star Fox: Assault

Hated how you can get stuck so easily in the first screen. Visually superb with some really good ideas, let down I feel by the visual -ahem- assault on the player with all the bills and cannonballs flying everywhere.
I understand the choice of red cannons/launchers and fast conveyer belts, but I think they overall detract from really solid aesthetic and design everywhere else.

Vanilla Dome - ♥

I enjoyed this, and again visually nice, but I feel the focus on additional paths is at the detriment of the overall experience, and it takes the fun out of exploring when the act of exploring feels like I'm being punished. The level is also long enough that I didn't feel like going back to places I know I could have gone if I'd say, kept the spike hat.

Banshee Boardwalk

First thing first, the erratic patterns of the flying bloopers coming out of the pipe were by far the scariest thing about the level. I feel there's potentially something really memorable based on those alone.
Never liked Thwomps out of nowhere, and I feel that ! coins = thwomps wasn't conveyed by the thwomp tower at all.
I also feel the level dragged and the ideas within the level - most especially the excellent twist things take when you go through that pipe were not served by how many enemies you throw at the player.
Again it was hard to appreciate what's going on, with so much is going on.


Simple and to the point. Really enjoyed it. Only hurt by the fact the plants coming out of pipes can be a bit erratic in their timing, Normally don't like invisible block trolls, but it added a nice recoverable panic moment in what is otherwise very deliberately paced.


Buddy of mine made a neat level with a really clever mechanic (I'm a little annoyed I didn't think of it first). Check it out!

Jail Break! (6BA1-0000-0090-600C)

WVW69idJfGg-iGJXBx

Love the mechanic, doesn't outstay its welcome and the only real issue I have is that while your friend does their best, nothing about Mario World's Grass and Underground really lend themselves to the Jail aesthetic.


E40A-0000-00A4-F1C5[/b]

GCnNT6f.jpg


These are not ordinary vines! They are veilvines.

Something I had to do once I figured out you could trigger vine note blocks from above, without any player input. Not too tough, mostly fun to look at.

Also I did a rendition of the Star Wars Cantina Theme! D9F7-0000-00A4-7003[/QUOTE]

Very inventive, nice difficulty curve - especially for such an original mechanic that you can't expect anyone to have experience with. Only complaints would be that the initial release of the vines can be a bit visually obstructive and the two final sections could stand to be a little bit shorter as you end up doing the same thing for a while.

Just Got Mario Maker and made my first level with the basic tools:

WVW69iejJVkVjXUuws

Plantorium - 8A7F-0000-00A4-FF0A

I'll be definitely checking some of your levels soon!

Not sure what the point of the falling enemies at the start was, and it could do with a bit of refining. But for a first level this has a good idea behind it. Aside from the initial falling enemies, each challenge is clearly indicated and you know exactly what you have to do - it's just doing it. Better first level than mine!

My third course: Kickin' It. Noticed someone came up with an idea in one of my other stages on how to handle hanging Chomps and decided to make a course using it as a minor theme. It's a little more basic than the last two and I'm not totally happy with the last area, but I'm pretty happy with how it turned out. Sort of feels like a World 2 or 3ish level.

Kickin' It - CE8C-0000-00A4-865A

NKdp2Lo.jpg

I think this idea is well done, but hiding the mushroom in the initial section is a mistake. If the player doesn't understand the mechanic then they can easily get shot with the goomba after heading up, which is a shame as I otherwise like how you reward knowing what to do right away, and incentivize the new player to go back with their newfound knowledge.
You expand on the mechanic quite well and the escalation makes sense, though I didn't like constantly having to be aware of goombas in the face throughout the level, it was just a preference.

I made a new course over the weekend:

Escape from Koopatraz
(216A-0000-00A0-3982)


WVW69ieOZ3oDpPh_fV


Mario is condemned for Koopa mass murder and escorted to a high security prison. Luckily, from his days as a plumber, he knows there's a way out if he can only reach the drainage room. But first, he needs to break out of his cell...


I really liked this and I felt the visuals were well done, but two main comments.

One, the spring near the top block can be hard to grab without getting stuck in a head smacking bouncing loop for a bit.
Two, I think the initial 'break-out' should be one of the final things you do - as it's pretty great and thus you start with a showstopper. Also, I think by doing that you can indicate that shells bounce on trampolines and big ones break blocks before the great escape. The stealth section as well was quite inspired!
 
Ok Reviews time!

Diggin' deep in the mines,

I'm back with a new level, Moleville Mines! I had wanted to do a mine cart level, so I reached into Mario's past and I finally put one together. It's not too tough, so hopefully you guys enjoy!

WVW69iecsFg_Yw8v8-


4626-0000-00A3-89A6

I like this level a lot, right length and right difficulty (I prefer levels on the easy side, if they are hard, it should be short or incorporate a checkpoint system). One thing you might want to include is some additional decoration to make it look less plain (I am really guilty of this too, compared to some of the other GAF levels). Apart from that, great job!

Yeah Draggy, I saw your shortcut ;-)

I do the same thing myself, but then I have numbskulls downloading the level to cheat and map it out. Meh.

Now I give no fucks for a long punishing level. I have lots of short ones, but I try to make some that are targeted specifically at those who play at the level of the upper echelon. Not kaizo style mind you, but terribly challenging, fair and doable by mortals.

I'm going to check out whatever else you have btw, I'm a fan of your ingenuity.

Have you seen my Baseball - Interesting idea. One issue is that the turtle at the start can glitch sometimes and bounce the other way, so the shell gets stuck inside the spring and kills newly spawned turtles from the pipes. The player is forced to restart and hope it doesn't glitch. Didn't star this one cos of this


Little Shop of Horrors - Great atmosphere and use of special effects! I really need to learn how to embellish my levels like this. Difficulty is hard but fair. I didn't manage to complete it despite many tries but starred it anyway.


My latest level is finished. It's 1-4 and concludes my first world. The previous levels are:


(1-1) Garden Garrison (B8EA-0000-004B-81DE)

BEdsHBIm.jpg

I started from Garden Garrison. I like the multiple paths (found the upper path immediately and didn't try the lower one). Rewarding exploration is always a plus in my book. Upper path is a little too cluttered and hard for a 1-1 level, but its great for a regular level.

For the others who commented in Miiverse, I commented in Miiverse too. Post here if you want an extended review
 

Ranger X

Member
Everyone loves this fire-and-ice esthetic! Really good stage, tough but fair platforming. Needs more people playing it already!


Thanks for the feedback and I am glad you like. I carefully design my level so I hope people can enjoy my designs there.

If you're cold, try my "Lava Mushroom Bridge". Its another "classic style" level there and a bit easier.
 

kinggroin

Banned
Ok Reviews time!



I like this level a lot, right length and right difficulty (I prefer levels on the easy side, if they are hard, it should be short or incorporate a checkpoint system). One thing you might want to include is some additional decoration to make it look less plain (I am really guilty of this too, compared to some of the other GAF levels). Apart from that, great job!



Have you seen my Baseball - Interesting idea. One issue is that the turtle at the start can glitch sometimes and bounce the other way, so the shell gets stuck inside the spring and kills newly spawned turtles from the pipes. The player is forced to restart and hope it doesn't glitch. Didn't star this one cos of this


Little Shop of Horrors - Great atmosphere and use of special effects! I really need to learn how to embellish my levels like this. Difficulty is hard but fair. I didn't manage to complete it despite many tries but starred it anyway.




I started from Garden Garrison. I like the multiple paths (found the upper path immediately and didn't try the lower one). Rewarding exploration is always a plus in my book. Upper path is a little too cluttered and hard for a 1-1 level, but its great for a regular level.

For the others who commented in Miiverse, I commented in Miiverse too. Post here if you want an extended review

Oh NO! I forgot to remove Baseball hahaha. That level was a gag, that I'm ashamed to explain. It's not PC at all.


I'll just remove it. Glad you enjoyed Little Shop. Spook Central is another one thick in atmosphere and fun platforming.
 

B_Bech

Member
Alright GAF, I've been slacking off. I haven't been sharing my last couple of stages. Time to remedy that. Hope you don't mind the overload.


Star Fox: Assault
(D46B-0000-009C-2C4A)


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A level based on Star Fox: Assault. You'll be boarding the Arwing, flying through space, landing in Cornaria... then taking the fight to the base on foot! It's fast paced, and pretty damn cool.


Vanilla Dome - ♥

(BA6D-0000-00A0-C471)


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A level taking design inspiration from the trickier levels in Vanilla Dome. It's a bit harder than Star World... but it could also be easier. It's a level that has divergent paths and tons of secrets-- just like Super Mario World. Hopefully you'll enjoy this faithful emulation of the Vanilla Dome level design.


Kaizo Death Zone

(AED2-0000-00A1-177B)


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Can I apologize in advance for this one? Expert difficulty stage, but entirely beatable. Inspired by I Wanna Be The Guy. Also the lengthy death song for Sonic is hilarious... which is why I made this level. :D


Banshee Boardwalk

(4E6A-0000-00A4-A8E8)


WVW69iehUb0TSAYvIi


My next entry in my Halloween series. This is essentially a stage version of the famous Mario Kart locale. It gets trickier than most ghost houses, so don't give up when things start to get weird. Should provide a good challenge, but nothing to give you a headache!


Let me know what you think, and please do give me some of your levels to play!

Anyone play these stages? Looking for feedback.
 
After nearly 2 hours worth of attempts I finally beat companion spring 2 (It's in the top 100 levels list). It has just a 0.03% completion percentage so beating it made me feel accomplished.
 

Mcdohl

Member
Made a new stage.

It's a basic storytelling attempt.

Level shouldn't be too hard, nor cakewalk.

Any feedback (good or bad) would be greatly appreciated!

Hey plumber! Unclog this toilet!
93F0-0000-00A5-2496

WVW69iejqYoDY6AImY
 

KooopaKid

Banned
On the process of revamping a huge chunk of Planet 1-8, like 60% of it!
When it clicks and you find an elegant solution to the puzzle you're building, it's so awesome. The first build of Planet 1-8 was over-engineered.
To quote Miyamoto: "A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once".
 

Tiamant

Member
I would say put it on a single piece track.

I thought of that but I need it to stay still inside a box made of blocks. I guess it's just not possible, I'll have to think of another thing.

Now, here's my new level: Choose Your Own Adventure (2AD3-0000-00A6-3684)


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You are given sets of 3 or 4 items before each challenge but you can only choose one, of course some items are more helpful than others so choose wisely. There's even a secret door that leads to a different finale, just like in the books!
 

Dimentios

Member
Update:

Overgrown Ruins (9A3F-0000-00A5-F79F) NEW

Explore the forgotten ruins deep in the jungle which have been
conquered by nature and their inhabitants.
Legends say, you must follow the golden route to the exit...

EAKd8kk.jpg

Heaven's Keep (887A-0000-007F-C5A0)

The mysterious levitating fortress beyond the clouds.
With several canons and bullet bill launchers this place is heavily guarded.
A certain area of this fortress seems to be structured like an old airship...

4HlY071.jpg

Sunken Airship (2053 0000 0012 5786)

An old airship on the ground of the sea where several boos are now living.
Also, it seems that the old canons are still working. So be aware!

91gxv7K.jpg

Carnivore Hollows (1CAE 0000 0062 93FD)

Exploring the depths of the Carnivore Hollows and their inhabitants.
Chain Chomps everywhere! Can you reach the secret pipe?

enSgK11.jpg

Aerial Port (F60F 0000 0012 941E)

A well guarded aerial port deep in the sky of the mushroom kingdom.
Watch out for Koopa Troopas and Rocky Wrenches.
Hmm, something is twinkling beyond the clouds...

J7okIFM.jpg

Mushroom Cavern (A9F2 0000 001B DE44)

A mysterious cavern full of mushrooms and several pipes.
Only the difficult route leads to the goal.
Avoid the piranha-plants and the buzzy beetles.

OeB2PbQ.jpg

Golden Fortress (0EE5 0000 0034 5018)

Inside of the legendary golden fortress.
Thwomps and Koopa Troopas are guarding this quiteful place

37b0ba6cbd1f1eaec12384694b28640e.png

Mining Melancholy (C745 0000 0052 42AA)

Diddy's single adventure in the dark mining cave.
Apart from some plants here and there he is completely alone.
Can you find the three hidden 1UP-Mushrooms on your way out?

b18cd4eecd2fefce3a59919fc56ab138.png

I tried 100-Mario-Challenge (Hard) the other day. Holy Mother!
As soon as I have all costumes, I will never play that mode again and concentrate myself on playing levels from GAF und reddit alone.
 

Dimentios

Member
Will give your new level a shot ASAP. Just wanted to say, I've been promoting your levels at every opportunity. You make some of the best courses I've played.

Well, thank you kind sir. :eek:
My levels are indeed quiet popular. I guess I can thank my followers for that. Promoting them is a very nice gesture of yours. Feel free to give me an ID of one of your levels. :3
 

jarosh

Member
Well, thank you kind sir. :eek:
My levels are indeed quiet popular. I guess I can thank my followers for that. Promoting them is a very nice gesture of yours. Feel free to give me an ID of one of your levels. :3

These are all my recent levels (pretty sure you already played the Vertical Adventure one and commented on it):

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M9ziOVa.png


wVxjgwv.png
IEFNvXJ.png
 

Skeldel

Neo Member
Here are my newest Level i want to share:

Wario's Tea Pot Volcano
ID: 8859-0000-00A1-6C69
I drew Inspiration of the Mt. Tea Pot Stage from Wario Land and some other Levels, so I hope you enjoy this Level

NP4D2VV.jpg


Mario Kart - Multiple Paths
ID: 09A7-0000-008D-1C46
Drive through this Mario Kart Course. You can choose the upper or lower Part to reach the Goal.

r8qnO3P.jpg


On to the desert Island L 1-1
ID:6DB0-0000-006D-454A
1 Part of my little Level Pack. Mario wants to travel to the deserted Island nearby of his House.

hnhNnuD.jpg


Through the Ice Cavern L 1-2
ID: 3A90-0000-0075-D77B
To get to the strange looking House in the distant Mario needs to travel through the nearby Ice Cavern.

a8ewHj4.jpg


House of Mysteries L 1-3
ID: 8F94-0000-0081-BB07
After reaching the House Mario needs to solve the Mystery that lingers in that House to reach the nearby Fortress.

Jq7nJSQ.jpg


Bowser's Castle? L 1-4
ID: C62C-0000-0089-CD0B
Mario has finally reached Bowser`s Castle... or did he?

UB1OzSD.jpg


These are my recent Level that i have created. I hope you will like them and give me some Feedback.

I already played you new Level, the Design is superb and the Difficulty is fair. Thumbs Up :)

These are all my recent levels (pretty sure you already played the Vertical Adventure one and commented on it):

Vertical Adventure was awesome. Gonna try your other Level ASAP. I am pretty sure they are also really great :D
 

Dimentios

Member
These are all my recent levels (pretty sure you already played the Vertical Adventure one and commented on it):

Ah, yes. I fucking loved that one. Pretty sure I am following you. Didn't have internet for several days, but I will play the rest of your levels in the next days.

I especially love your advertisement-pictures here on gaf. These alone are worth stars!

@Skeldel: Thank you too. I know your levels and follow you. Keep up the good work. :)
 

jarosh

Member
Vertical Adventure was awesome. Gonna try your other Level ASAP. I am pretty sure they are also really great :D
Thank you! ;)

Overgrown Ruins (9A3F-0000-00A5-F79F) NEW

Explore the forgotten ruins deep in the jungle which has been
conquered by nature and their inhabitants.
Legends say, you must follow the golden route to the exit...

EAKd8kk.jpg



Just played this and yep, another great level indeed. You have a very finely tuned sensibility for level design, and a rare talent for executing simple, but clever concepts with elegance and focus, always with a distinct, but unobtrusive aesthetic.
 

J-Fr

Member
Now, here's my new level: Choose Your Own Adventure (2AD3-0000-00A6-3684)

The Red Bills room was similar to Super Meat Boy, fun and challenging! The following room with the Magikoopa hell was mean!

For the boss I choose the first pipe, I was like NOOoo.. when I couldn't enter in, then a miraculous star saved the day!



Love the final, it felt very natural!
 
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