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Super Mario Maker |OT| Miyamoto Simulator 2015

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
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.

http://www.mariomakerhub.com/makers/MarcoP90

Here's my MarioMakerHub's page. Personal advice: some of my levels can indeed be quite obtuse to play, I'd recommend like the last three ones I made, Sottoterra, a vostra scelta (a result of listening the feedbacks in terms of difficulty/frustration rate and complexity) and 1-1/1-2 of my Mario game (NSMBM)
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Random feedback time.

8oVEuXX.jpg

Very fun and inventive! Quite an interesting concept as a base, and a great execution. It was great to both look, experience
soo many Boos and things jumping on notes
and play. It was challenging, but fair enough (good placements for mushrooms). Great level, following you right now.

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


Uh, another very good level. Good concept, very good execution. I especially loved how
you put the stealth with pits in order to hide from the guards
. The pace is nice, the challenge is fair, it's quite creative...yep, good job.

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


Neat stage. It wasn't that difficult, except for
the part where you need to time the jump on the P Switch bouncing from trampulines perfectly in order to access to the door. That was very tricky
. Nice job.

High Block Highway (D46F-0000-00A5-6E73)

Nice small challenge. The fact
you can't immediatly see where the platform on trails is in the section near the end
can seriously interrupt the flow of the whole level a bit too much. Still, you used the trails and the moving platforms decently enough. Good.

Splatoon - Inkvisible Avenues

0363-0000-009E-B0CE


Ah! Taking one of the concepts from Splatoon's single layer mode and making it a level. Nice!
And just now I discover there's a bug that allows to create invisible blocks
. Good use of coins and other elements to highlight the plaforms too.

That's it for this evening. If you want to check out my levels (and give your feedbacks), my MMHub's page is in my answer to kinggroin.
 

jholmes

Member

I'll be the contrary voice on this one. I found this very pretty, very long and kinda boring. There's very little actual platforming and what's here is often not well placed like the Boo ring. I mean, whatever, you have 179 stars on one level and I don't, clearly people are playing SMM to play levels like this, but I left wanting some more gameplay and a lot of the fat trimmed out. Even the big action centrepiece at the end just boils down to jumping to the rhythm.

Maybe I'm just a little crotchety because so many levels are putting style over substance. There's no denying that a ton of effort went into this.

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

Some really fun stuff here. I especially enjoyed the Thwomps on the skull lifts, really fun bit there, but I wish the podobos were maybe placed a bit better, as it seems like there's just so many coming so high all at once.

Also, vines inside a volcano? You're killing me man, killing me.

EDIT:

The Marble Caves world continues!

WVW69iepblolIOppJf


0D40-0000-00A6-55AD

As before, any and all feedback is welcome :)

My previous stages.

Strong level, I like the layout quite a bit, but I had a couple issues. One is with the area with the extra music block area that lets you skip the portion below. I feel like there wasn't a lot of benefit in that shortcut -- why not add a powerup, 1sup, coins or something? Also I found it weird that you can go back up the hidden way, but the main path is blocked by a one-way block. Seems like an odd choice.

Further, I feel like there was something thematic with the way the pipes were sometimes double-ended but Mario never exited from the other side, while other times the pipe came from a big wall. Something there just didn't click for me.

(and yeah, more vines...)

EDIT 2:

If someone else wants to try my stage, here´s a shameless repost:

WVW69iee5BsgRmpkpk


Jolly Roger Port

DBA5-0000-00A4-17D1

This level is really visually busy but it manages to be really easy to follow, probably because of the SMB3 style. The multiple paths are also really clever and generally well executed, although I think the koopas on the collapsing platforms at the start are way too easy to slam into from below. It's a bit on the long side but variety in the stage and a strong sense of difficulty balance makes it manageable. Fun stuff.
 

RagnarokX

Member
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
I think people think 1-1s should be easier than actual 1-1s. The first 1-1 was made with the intent that players would die on the first goomba and then, after learning to jump and kill it, run away in fear from the super mushroom that looks similar to the enemy. I used fewer enemies than SMW (26) and NSMBU's (30) 1-1s. Even SMB3, which as the smallest levels with 1-1 being half the length of SMW's has 13 enemies crammed into that space. The goal of 1-1 is not to keep the player safe but to teach basic mechanics like jumping or to showcase a new powerup/mechanic that is central to the game assuming players don't need a refresher. Generally the only hard rule seems to be that they need to be able to be completed without needing to dash.

SMW's 1-1 features banzai bills, rexes that take 2 hits to kill and get faster after the first hit, jumping piranha plants, and a chargin chuck guarding the goal. It also features new concepts like flying blocks (the first super mushroom is inside one) and cannon pipes that shoot you into the air.

NSMBU's features waddlewings, goombas, koopas, and piranha plants. It also introduces moving semisolid platforms, which I'm sure throws people off, and is about 50% longer than SMW's.

Most of the enemies in my level are monty moles, but I provided plenty of platforms to stay above them. They give a visual and audio warning before they come out and take a long time to do so, and I made all of the areas they would pop out obvious so the player knows well ahead of triggering them where they are.

Let me explain the course a bit:

The first enemy you encounter is a goomba trapped in a pit. Even novice players know what a goomba is and the concept of jumping is already enforced at the start of the level. I assume most players will run over to it and try to jump on it. Even players that don't know it's an enemy will run over to it like the first goomba in SMB1. Even without dashing, the player will get there before the mole pops out and, standing atop it, the mole will kill itself. This teaches players that they can kill the moles as they spawn by standing atop the holes they come out of. Maybe they don't get there in time, or maybe they spawn the next mole before they get on top of it. Well if they run away to the left and then jump over it they will trap them since they can't jump up steps. If the player does die, that's fine too. The point of a 1-1 is not to be easy but to teach basic mechanics. Death is a part of that just as it was in SMB1's design.

Following that, you come to a section with a row of coins leading over a mole hole. Again the player should have learned that whenever they see these moles will pop out, so they can just stop and stand there to kill them. If they haven't figured that out and let the moles pop out, they land on a platform above and the player can run under them or jump to the platform above them. They should be Super Mario, so they can take a hit without dying. Above is a brick block with a ? block above it containing another super mushroom so players can power back up.

Past that you encounter winged moles that up the difficulty a bit since they can jump, however you can stay above them via the mushroom platforms or kill them as they spawn easily.

Next is a Yoshi and a pipe leading to a bonus room where the player gets a fire flower and the first of 3 hidden 1ups. If they take the lower path they encounter more winged moles, but they have mushroom platforms to stay above them with and a lot of powerups to deal with them. Then they encounter a mega mole that they can just kill as it spawns. No wings. Past that is a mushroom ? block.

Past that is another mole spawn below a mushroom platform with a red koopa on it. Players can kill the koopa and in doing so will be standing above the mole when it pops out and kill it. If they kick/throw/spit the shell to the right they set up a monty mole slaughter similar to the koopa thing in SMW's 1-2 and a similar monty mole thing in one of NSMBU's first world levels. There is a bridge above a long segment of ground that 5 moles will come out of designated by skulls. Players can stay above it all by stay on the ? blocks above them and watch the shell do its work or lead them off a cliff or just kill them with the fire flower/yoshi or jumping on them. One of the ? blocks contains a fire flower. Players can take a lot of hits with the generous powerups.

Next is a section that attempts to teach running jumps, but the pits are full of safety platforms in case of failure. A winged mega mole is in this section, but I put it as far down as I could to give it the longest amount of warning possible. If players run they probably won't even see it pop out, and if they're slow they have plenty of time to prepare for it and kill as it spawns. Just past it is a ? block they can stand on and it can't reach them, and then it will kill itself in the pit below. The ? block contains a super mushroom.

Next is a staircase to the fake exit. A regular mega mole can pop out of the top. Players that know how to dash can get to the top before it pops out and kill it. Slow players can run away from it. It gets trapped between the ground and the pipe and can't jump. And again, it's okay for a player to take a hit. They're supposed to be learning, not having the goal handed to them. I felt this was similar to SMW's chargin chuck guarding the goal.

Backing up a bit, there is an upper route for veteran players from the yoshi spawn. I trail of coins attempts to teach flutter jumping, which leads to a platform with a ? block containing a propeller mushroom. The trail of coins continues to the right and past the top of the screen to suggest players should attempt to jump as far as possible. A flutter jump, yoshi bail, and propeller spin will get players to a floating island containing one of the 3 hidden 1ups of the level.

Past the staircase is a fake flagpole and a fake fort. Standing atop the fort a tank driven by a rocky wrench fires a winged bob-omb at it and blows up the fort. The player is completely safe. The jump to the tank is very easy, and just past it is a bill blaster that fires infinite super mushrooms.

The only somewhat complex part of the level is when the player encounters a giant fort that has winged bob-ombs being launched at it. This looks scary, but the player doesn't actually have to do anything. The bob-ombs will automatically break open the fort and give players access to the exit pipe take them to the elevator leading to 1-2. The bob-omb that blew up the fort earlier teaches players what to do here. There they were completely safe but here they face a little danger.

The course has been completed by 166/208 players, averaging about 2 attempts per player. That's probably about on par with actual 1-1s; not including games like SMB2 (JP) and NSLU. The bob-omb part at the end is probably the only real barrier, but the point was to make a new Mario game and it only made sense to up the difficulty a bit from previous games as 1-1s get more complex/difficult as the series progresses. Plus I wanted my Mario game to feature more puzzle elements.

Aaaaanyway. Sorry for the long post. I'm glad you enjoyed the level and I hope you enjoy the rest of World 1 :D
 

CrisKre

Member
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

Thanks for the comments!! The arrows and sound clues are there because I would say 95% of players have some difficulty with more complex/demanding levels, and most of the critiques I got had to do with people being confused. I would have much less of them, but the goal is to have people enjoy my courses so I chose to compromise :p (basically just one very clear and well pointed route to finish the level and a ton of detours and secrets to those dearing enough to find them). I even re-edited older courses because people seemed to by dying like crazy on some- to me- really simple tasks. It makes you understand it is indeed really difficult to find a balance to have the most people enjoy your creations. I attempt to get difficulty JUST RIGHT. Not an easy task... especially with long levels.

In regards to the duck portion, I was running low on elements to use and really felt it needed another section there :/ ...so that was the best I could think of :p. Im happy with how it turned out and feels it adds some tension.

Thank you so much for your feedback!! Im at work but will take a look at your levels and the rest posted here when i get home.

If someone else wants to try my stage, here´s a shameless repost:

WVW69iee5BsgRmpkpk


Jolly Roger Port

DBA5-0000-00A4-17D1




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

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

Please give it a go GAF!
 

Farmboy

Member
Please try my new level, GAF! It's called Junior's Seen Yer and it's a Mario 3-style minifortress featuring multiple secret routes and an exciting boss battle against Bowser Jr.!

WVW69ieNrAIq72rE4e


CODE: F22F-0000-00A0-050F
 

sgjackson

Member
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.

Yeah, that's a fair assessment. I really struggled with coming up with something to add to the kicking Goombas idea, and I came up with launching them out of Bullet Bills and building the rest of the stage as sort of a standardish SMW Bullet Bill stage. Originally they came out of pipes in the ground, which is a lot cleaner mechanically but kind of a mess aesthetically.

The Goomba Bill towers were once one square lower, which made this issue significantly worse. Making them three squares high was kind of a hedge.
 

Skeldel

Neo Member
Some really fun stuff here. I especially enjoyed the Thwomps on the skull lifts, really fun bit there, but I wish the podobos were maybe placed a bit better, as it seems like there's just so many coming so high all at once.

Also, vines inside a volcano? You're killing me man, killing me.

Thanks man. But don't you know... that are Fireproof Vines! Obviously. Anyway the Platforms after the skull lifts were filled with podoboos, maybe i overused them a little but the Level shouldn't be easy to begin with :D
 

CrisKre

Member
This level is really visually busy but it manages to be really easy to follow, probably because of the SMB3 style. The multiple paths are also really clever and generally well executed, although I think the koopas on the collapsing platforms at the start are way too easy to slam into from below. It's a bit on the long side but variety in the stage and a strong sense of difficulty balance makes it manageable. Fun stuff.


Thank you! Will look into the koopa situation. It makes me happy to hear there is clarity within the dense design, because I spent a looong time thinking about how to accomplish that, and how to make it challenging but fair and add rewarding secrets and alternative paths. Cheers!!
 

jarosh

Member
I'll be the contrary voice on this one. I found this very pretty, very long and kinda boring. There's very little actual platforming and what's here is often not well placed like the Boo ring. I mean, whatever, you have 179 stars on one level and I don't, clearly people are playing SMM to play levels like this, but I left wanting some more gameplay and a lot of the fat trimmed out. Even the big action centrepiece at the end just boils down to jumping to the rhythm.

Maybe I'm just a little crotchety because so many levels are putting style over substance. There's no denying that a ton of effort went into this.

Haha, no worries. And yes, large parts of that course are indeed style over substance. I figured with the entire first half of the level essentially being a gameplay deprived setup for the latter half, that would kind of give it away. It's a narrative gimmick course with a few surprises mostly meant to put a smile on people's faces. Though evidently I failed you!

I do disagree on the boo ring though. Its placement is deliberate (as is every other obstacle in the level), it's lined up so that the opening and closing cycle will make the top block of the cross alternately safe and unsafe. A simple on-off hazard.
Though I did already see someone on a stream not catch on to this while playing. So, oops, my bad! :p

And yes, the ending section is essentially a rhythm mini game with a few surprises. Very much intended.

I wouldn't worry too much about my few hundred stars, man. Instead, look at the levels getting hundreds of thousands of stars... and then despair ;)

If you're more interested in platforming challenges and obstacle courses, feel free to give my Reverse Engineering (C77C-0000-0072-826E) or Cthulhu (EEAF-0000-0061-9899) level a shot!
 
Also, vines inside a volcano? You're killing me man, killing me.

Stuff like that breaks my immersion. I'm getting sick of people throwing vines into every single level as decor even when they don't fit the setting. I just want to play well put together obstacle courses that aren't riddled with gimmicks and abstract uses of set pieces.

In other words, I want Nintendo to make a new 2D Mario. Now I fear that they never will. :(
 

CrisKre

Member
Haha, no worries. And yes, large parts of that course are indeed style over substance. I figured with the entire first half of the level essentially being a gameplay deprived setup for the latter half, that would kind of give it away. It's a narrative gimmick course with a few surprises mostly meant to put a smile on people's faces. Though evidently I failed you!

I do disagree on the boo ring though. Its placement is deliberate (as is every other obstacle in the level), it's lined up so that the opening and closing cycle will make the top block of the cross alternately safe and unsafe. A simple on-off hazard.
Though I did already see someone on a stream not catch on to this while playing. So, oops, my bad! :p

And yes, the ending section is essentially a rhythm mini game with a few surprises. Very much intended.

I wouldn't worry too much about my few hundred stars, man. Instead, look at the levels getting hundreds of thousands of stars... and then despair ;)

If you're more interested in platforming challenges and obstacle courses, feel free to give my Reverse Engineering or Cthulu level a shot!

I loved loved loved your level, but it goes to show how different levels accomplish different things and fit different tastes. I for one think your stars are well deserved. There is a certain whimsical flair to this stage, that coped with the incredible execution and just how CLEVER the whole thing is, makes it trully great, but yes, its not about platforming. So I see that someone more inclined to that may feel its not for them.

You are a very imaginative dude! keep ém coming!!
 

Tiamant

Member
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!

Glad you liked it :D

Actually, I've never played Super Meat Boy, probably I should give it a chance. And the magikoopa room was a blatant ripoff from the nsmb boss fights, it's a thing that I like to do in some of my levels.
 
Stuff like that breaks my immersion. I'm getting sick of people throwing vines into every single level as decor even when they don't fit the setting. I just want to play well put together obstacle courses that aren't riddled with gimmicks and abstract uses of set pieces.

In other words, I want Nintendo to make a new 2D Mario. Now I fear that they never will. :(

I think people, and I definitely include myself in this, are fearful of making pure Mario style levels that can stand on their own merits without some kind of hook. My latest level, for example, you will play as a tooth. Yes, a tooth. Having said that, my son has a big influence on my levels.
 

jarosh

Member
I loved loved loved your level, but it goes to show how different levels accomplish different things and fit different tastes. I for one think your stars are well deserved. There is a certain whimsical flair to this stage, that coped with the incredible execution makes it trully great, but yes, its not about platforming. So I see that someone more inclined to that may feel its not for them.

You are a very imaginative dude! keep ém coming!!

Thanks man! Fwiw, I do tend to focus on platforming ideas and obstacle placement first with almost all of my levels (after having an overall theme set in stone), and then the detailed aesthetic is later built around that. The Queen Koopa one is a notable exception. I test and re-adjust my levels for hours and hours - just for the platforming. But I do prefer making easier levels now, ones that more people can beat, rather than brutally hard ones.

It's funny too because I am the first to subscribe to the "Function over everything!" notion in my platformers. I already spend my entire day designing very difficult platforming levels for a commercial game, all of which are complete abstractions, no narrative or theme, pure obstacle courses. So I find it quite relaxing to sit down at the end of the day and do almost the complete opposite kind of design in Mario Maker. Though I was hoping that I hadn't lost sight of function completely!
 

Simbabbad

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.
Indeed. Overgrown Ruins is gorgeous, it even made me beat the Dimentios levels I haven't beaten yet. Brilliant ending.

Anyway, I really enjoyed Long Live Queen Koopa. Sure, a lot of parts are atmospheric with not that much gameplay in it, but the boss is brilliant, with a clever and original concept, and flawlessly executed. It was just awesome, and what went on before it appeared perfectly prepared us for it. And when you fail, you can just go very fast through the atmospheric parts, which makes the level and its challenge not frustrating. And it just looks great.

Cthulhu was good too, but too long IMO. It makes you quit when you fail.
 

CrisKre

Member
Thanks man! Fwiw, I do tend to focus on platforming ideas and obstacle placement first with almost all of my levels (after having an overall theme set in stone), and then the detailed aesthetic is later built around that. The Queen Koopa one is a notable exception. I test and re-adjust my levels for hours and hours - just for the platforming. But I do prefer making easier levels now, ones that more people can beat, rather than brutally hard ones.

It's funny too because I am the first to subscribe to the "Function over everything!" notion in my platformers. I already spend my entire day designing very difficult platforming levels for a commercial game, all of which are complete abstractions, no narrative or theme, pure obstacle courses. So I find it quite relaxing to sit down at the end of the day and do almost the complete opposite kind of design in Mario Maker. Though I was hoping that I hadn't lost sight of function completely!

The level is functional. It does many many things right, function being one of them. That's what makes it great *thumbs up*
 

Heropon

Member
New stage based on a ghost ship:


Wreck of the Koopanic
ID: DB0F-0000-00A6-339C

Are you brave enough to go through this old multi-purpose Koopa ship filled with undead enemies, not very nice sea animals and naughty cannons? It's a bit long, but I hope someone accepts the challenge that awaits in the Koopanic remains.

I decided to use the SMB3 skin because the SMW ghost house looks too much like a house and the same can be said of NSMBU even though some underwater decoration was pretty fitting.

Celebrating my first 50 stars, I'll repost my best levels (according to the number of stars, so maybe they aren't the best ;) )

Assault on the Sky Fortress (20): 7A44-0000-0066-81B1
Multi-level Plains (7): 5688-0000-0081-011D.
Super Mario Spooky Land (7): EBDD-0000-0091-ED80
 
Reposting to get a bit more exposure. Hoping to see if people enjoy it.
I haven't uploaded a course in awhile! But I've been working on a level none of the less.

"With Haste", a level made to be harder than what I usually make while still being doable with some getting used to. The enemies on tracks were the most interesting part of building this level.

WcMomKe.jpg


(3A11-0000-00A1-9949)
 

Dimentios

Member
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.

Thank you very much. And you too, Simbabbad.

I really loved that graveyard of yours, jarosh (Long Live Queen Koopa). Very atmospheric. Also the fact, that the goal was not reachable at first. Using those bullet bill launchers as obstacles is brilliant. Also played your other levels. Keep them coming!
 

Umibozu

Member
Hello everyone. Finally have two levels that I'm really happy with that I'd like to share.

into darkness
(BB52-0000-0082-617C)
I went about this level to have fun moreso than to provide a challenge, it has 3 different ways to reach the flag.

Winners and Sinners
(9A9E-0000-008E-5A45)
I wanted to provide a bit more of a challenge with this one, but it does contain shortcuts that will make it much easier. This level also provides 3 routes to the goal.

I'm not looking for stars or anything, just would like to hear thoughts on whether anyone finds it enjoyable or not. :)
 

daydream

Banned
well it seems like i can go online with my wiiu again (for now), hope this will continue to work so i can write up the showcase entries for the winners

Livestream done!

The archive for my livestream of GAF's 1-1 Competition Finalists can now be seen here: https://youtu.be/M1CdxBSgvBY

Let me know what you think! I tried to get more into the game design aspect of things a bit with this video. Hopefully you guys find it entertaining or helpful.

awesome! you should totally vote now that you've played all of them btw :)
 

Phant

Member
Just started the game, here is what I did for my first level using the limited tools I had available.

D253-0000-00A0-68F7

I wanted to make it pretty straight forward if you go through it regularly, but also made so you can run through it at top speed if you are up for it. I am able to complete it in 20 seconds, and bouncing off the last goomba will give you a 1up if you chain your bounces from about halfway through to the end of the level.
 

daydream

Banned
woah, didn't know that gaf's own unclesporky was such a mario maker superstar

knew the talent was there, though, when i played and put pipe-opolis in the showcase!
 
Title: Welcome to Cloudship Galaxy
Level ID: EC4C-0000-00A0-5952
Difficuly: Medium Easy

Would love anymore feedback. Gaf said it was easy but the completion rate is 22% so it is taking people a few tries :) Really proud of what I did visually for this level.
 

Killua

Member
Here are some levels I made. Check them out and let me know what you think.

WVW69iYOfREFHgaP6T

The Killer Castle
(C958-0000-0023-9D2D)


WVW69iYwRs0FgmHG9H

The Haunted House
(CB4B-0000-0036-BC2B)

WVW69iZQPrwnoYwtaG

Feast of The Piranha Plant
(B017-0000-0045-0A6C)

WVW69iY9yS4Rp1VUhv

Am I dead?
(AADB-0000-003D-3DEF)

WVW69ienjkAOwcWqTb

Mario Air Strike!
(AC8F-0000-00A5-DF86)

WVW69ibsibohZFry6G

Can you juke the wigglers?
(80DD-0000-0078-C29C)
 

The Giant

Banned
Here are my first 10 courses.

The Goomba Blockage

63EF-0000-003F-CAD0

The Underground Trek

99F9-0000-0044-4421

Bowser's 789th Castle

7C67-0000-0044-D08A

Airship Woes

98CB-0000-004F-053D

Goomba Goes AWOL

D697-0000-0054-681C

Ghost House

DAB4-0000-0055-3829

Mushroom Road

8EDA-0000-0056-36AE

Wario's Greed

3989-0000-0063-BE04

Bowser's Sweet Cake Castle

60F1-0000-0075-2D4F

Running Circus

8B73-0000-0093-F888
 

NetMapel

Guilty White Male Mods Gave Me This Tag
0GhLSDz.png


Videos of my play through of NeoGAF's 1-1 finalists are here now :)

https://www.youtube.com/watch?v=iPsIPxW7zlo&ab_channel=ShibaFanGaming

- BGBW
- BowieZ
- Junahu
- Nohar
- Belgian Dude
- Boba2007
- Kebiinu
- Dad
- Nocturnowl
- Sixfortyfive
- Robin64
- Sölf
- SuperJay

Hope you guys enjoyed the stream and the video ! Really looking forward to seeing who wins in the end. Very tough to decide who should win for sure since all the stages are so good :D
 
Definitely gonna look into what I have missed! Just came from a trip to some canyon parks and had zero internet, basically. (Gonna make rocky levels now, heh)

didn't they take out the 24-hour wait for Maker unlocks?
not happening for me

either way, just got the Castle tools earlier. made a little kinda hard level. took me like 10 tries to beat it.

When you get the message of getting a shipment just spam blocks around. Should take a minute and they'll say it arrived early. Repeat for next shipment.
 

ciD_Vain

Member
i made a more simple level with minimal puzzles if anyone cares to try it out.

Chain Chomp Airship
A89E-0000-00A6-F140



didn't they take out the 24-hour wait for Maker unlocks?
not happening for me

either way, just got the Castle tools earlier. made a little kinda hard level. took me like 10 tries to beat it.
Just beat your level and gave it a star. You had a lot going on that seemed a little random. Try focusing on some themes or one or two ideas rather than a whole bunch of them in one level!
 

Double

Member
[...]

(1-4) Junior Airship Showdown (1B6D-0000-00A3-FD76)


[...]
Additionally, this course features an improved version of the checkpoint system I developed. Inspired by this one made by Reddit user genotaru, my checkpoint system uses blocks and trampolines instead of blue lava lifts, making the whole thing cleaner and more user friendly. This made it a lot harder to figure out how to make it work but after much toil I got it to support 2 different codes.

NmtEQ9Xl.png

[...]

Thank you for your amazing work and for sharing it with us! You are a true Mario Maker engineer :)

As stated on Miiverse, your newest level had me thinking you use a better copy of Super Mario Maker again, lol. Again, amazing work!
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
New random feedback time.

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

Great level: the platforming is very solid, the challenge fair enough, and
the ending is great. It really feels both as a clever way to end the level and to reward the player for playing the level
. I really appreciate that, and the level's layout is indeed made with that in mind. It also looks great. Very good.

i43Dkgp.png


Ehi, I watched this level being played already in a stream (can't remember exactly which though)! I already thought it was creative and good in several aspects (flow, aesthetics, idea), and playing it confirmed my impressions.

0D40-0000-00A6-55AD

Neat level, well layed-out. Not difficult, but it feels good to play.

Jolly Roger Port

DBA5-0000-00A4-17D1


A quite good level: it looks very good, it plays nicely, the flow is good too. A fair challenge that looks and plays good. Nice.

into darkness
(BB52-0000-0082-617C)


Neat. I found one of the ways to reach the flag, I'll replay it in the future to find the others.

Chain Chomp Airship
A89E-0000-00A6-F140


Uh, nice level, well layed out. The pace is nice too. I don't have much else to say, since this is already a good level IMHO.

That's it for this morning. If you want to check out my levels, my MarioMakerHub's page - http://www.mariomakerhub.com/makers/MarcoP90
 

Robin64

Member
Could someone let me know the grid size of a single screen in Mario Maker? Got an idea that I'd like to plan while I'm at work.
 

Model 500

Member
Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.
Features:
- A never seen before Bowser fight (At least I think so)
- All the mechanics of the feather used in some ways
- 3 original puzzles
- As usual, 5 hidden 1-UPs

Code: 0599-0000-00A1-4DA6

Will record my playthrough of this and PM you the link for real time feedback, thanks for making!

Done, here's the playthrough in real time, goofs and all, thanks for making:

https://youtu.be/XUhJBMCquvM
 
Last night I uploaded the second part of my new series of four levels called "The Legend of Mario". It may be even easier than the first one, but since I always read that water levels are hated by most people, I tried to smooth things over. The third one it'll be definitely harder.

CRRY8YeWsAAtWje.jpg


CRRY9NgXAAE8Tpx.jpg


The Legend of Mario (2/4)
ID: 76F9-0000-00A7-C327


If you didn't play the first one before, I really recommend to do it first, since the story only makes sense that way: The Legend of Mario (1/4) > 3586-0000-0096-EECD.
 
My Mario Maker stream starts in about two hours from now, just wanted to let you know.

I got some PMs with Course IDs so far, but I need more!
Give me all of them!

I need to play them! Live!
 

Bydobob

Member
I've been in hiding over the last couple of days with my latest creation. I present to you:

Wreck-it Mario!

57FD-0000-00A8-OF53

It's Mega Mario time as our hero smashes his way through to the very heart of Bowser himself!

This is my first autoscroller, but is designed to be completed by almost anyone. I had a lot of fun making it, hopefully you have fun playing it.


Now, I don't know what to do with my previous level. I thought it was a lot of fun too until Naar streamed it and cursed aloud in frustration! Would appreciate others' feedback.

The Hammer Bros Hideaway
B424-0000-009E-873F

The idea of this level is to exploit the acrobatic mechanics of NSMBU, and then have a cathartic release at the end with Yoshi.

As ever, I'll be playing GAF levels later and posting feedback.
 

Axiom

Member
Spent a very, very long time from concept to release making this stage. With this level I've tried to address the critiques I've received of my previous levels, while also trying my hand around basing a level around an emotional theme rather than an aesthetic one.

The theme being fear. Happy early Halloween!

They Follow
707E-0000-00A3-2D45

saog0FJ.jpg


Stuck in the memory of a woman shadowed by the sound of gnashing teeth, a sound that now stalks you. Change history and save the girl or just get out with your life. Whatever the choice, you are being followed.
 

Farmboy

Member
Semi-repost for the new page, would love for you guys to try it out.

EWesimH.jpg


A Mario 3-style mini-fortress with a few puzzles, several possible routes, shortcuts and secrets and a fun boss-fight!
 

Double

Member
Spent a very, very long time from concept to release making this stage. With this level I've tried to address the critiques I've received of my previous levels, while also trying my hand around basing a level around an emotional theme rather than an aesthetic one.

The theme being fear. Happy early Halloween!

They Follow
707E-0000-00A3-2D45

Stuck in the memory of a woman shadowed by the sound of gnashing teeth, a sound that now stalks you. Change history and save the girl or just get out with your life. Whatever the choice, you are being followed.
Absolutely brilliant! New best level so far for me. You should definitely submit it to Bjoern the Smexy for streaming right away.
Now to play your other levels :D
 
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