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Super Mario Maker |OT| Miyamoto Simulator 2015

Mpl90

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

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


Wow, the atmosphere is great,
black flowers on clouds representing the ghosts of gnashing teeth following you
is fantastic, enhances the tension across the whole level. And it's not a level merely based on style, since it presents a pretty good challenge too. Great job!

The 3rd Labyrinth: 7B4B-0000-008C-4286

A good level with a very interesting idea, a well-done execution, neat concepts. And it's very fun to play. Yep, this was a pretty funny level.

Hammer it Out
5ACF-0000-00A8-A593


Nice level, it was fun to play.
 

?oe?oe

Member
Untitled Masterpiece (3C11-0000-00A9-78F7)
WVW69ie5L9UZCjmVGh


I spent a little bit of extra care on this one. I tried to implement a few abilities.

Question This! (2A49-0000-00A7-633B)
WVW69ievD7kYb1mNAr


A fun little question block map.

2 SP00PY (BDDB-0000-00A7-1A65)
WVW69ietnts7ON6FT9


The name speaks for itself.

Reaching Salvation (443D-0000-00A6-834F)
WVW69ieqOdg4-uyDBv


Maybe I should have added a mushroom...
 
I liked this a lot until the small room with a SpikeTop and 2 Dry Bones, the difficulty suddenly spiked from there on. Everything before that part was really good. The rest is not bad but...just not as good. Anyway, I enjoyed the level.



I got lost in this one many times (that´s a good thing as the stage revolves around this) until I found the trick, it´s a funny level! The part with the vertical platforms and the Dry Bones was insane, but overall the whole level felt solid from start to finish.


Trolling level! However it´s so short it really doesn´t matter, just one screen with few elements that will kill you at least 3 times. I usually don´t like trolling levels, but this one was upfront about it and short, so there was no tension and I laughed at myself. Liked it.

Thanks! Yeah I'm quickly realizing how much easier levels are when I'm the creator and know every littler trick and need to do a better job keeping that in mind on my next levels. I even toned down the difficulty of the Lands up, Caves down level after watching my brother play it.
 
While working on my new level I created a room with a puzzly element which took me some hours to do (it's unbelievable how this game despawns everything once you get a bit more than a screen away!), but I ended up feeling it didn't fit into the rest of my level (still work in progress).

So instead of scrapping it from the face of this world completely, I made a short level out of it. I present you:

Skullride Mansion - The Lost Room
(5E46-0000-00A9-26F4)

skullridemansion-tlri6sf8.jpg



Wanna try it? ;)

Such a fun little level. Good work!
 

?oe?oe

Member
Hey everybody,

I've just finished a new stage. It started with a simple idea of a thing I love in Super Mario that is missing in Mario Maker : the 3 hidden coins challenge. And because it's really too easy to create the hardest it became :
3coins.jpg


It's not that difficult to finish the stage, but finishing with the 3 coins, that's another story !

One thing I'm not happy with this stage, it's how I wanted to use the black background to achieve some visual tricks with moving enemies and platforms... way too difficult to achieve for me :-/


Anyway, hope you'll enjoy it, feedback always welcome !
Finished...! without the 3 coins. Took me a bit. It was challenging but it never seemed impossible. It was a bit trial and error it seemed to get down to the door. You can't even see it, I only found it by accident thinking I was on track to get a secret coin haha.
 

Axiom

Member
I playtested the shit out of They Follow because I took the criticism of Hopsichord being style over game play and Break the Bank sort of ending without really building on its ideas, (and the fact everyone missed the secret giant diamond) to heart.

But even still, the moment I saw the level streamed I immediately came across a bit that I thought I'd signposted well enough, and could have easily made even more plain to the player by simply placing a p-switch in view and only using a pipe to provide a new one.


So while it's obvious that there's no feedback like seeing someone play your level blind - that's not something you can do by yourself, and by spending so long testing my level there's some extra things I've learned in the process that I think are worth sharing. Some of it may be really obvious to many of you, and you may disagree, but just different things to consider.


While most everyone learns that a level is never as easy as you think it is, there's another less obvious trap you can fall into that leads directly to this problem.

As a designer, you will play the same section over and over again and may make a perfectly good chunk of level way harder than it needs to be, or chuck it out entirely just because you've become bored of it.

If you've become bored of something, ask yourself why?
Did it suddenly stop being good, or did you just get too good at it?
Is it actually bad or just something you're sick of doing because you've not played the back end of your level half as much?

If after asking these questions you still want to change it, first try editing the section down so you get to the "more interesting" bit faster or just see if there's ways to make things more aesthetically pleasing or gameplay diverse without chucking harder enemies, pits or one hit kills at the player that don't need to be there yet, or at all.


A player should always feel at fault for his deaths and unless it's a puzzle or kaizo level, the player should always know exactly why they died and how they could have prevented it. The way we're all forcing this game to bend and turn to get it to do new things can be an issue when the game doesn't cooperate. Which leads me to...


If something happens once every 50 times that fucks up your design, consider how you can achieve the same goal while ensuring it works pretty much 100% of the time.


Every level can be better if you apply 1-1 thinking to it.
1-1s can have difficulty but they always introduce the player to whatever they will face step by step, they don't make assumptions. Mario 64 introduced so much all at once that its 1-1 is an enemy free playground, so again unless you're kaizo, teach whatever mechanic to the player in a forgiving way before you punish them for not knowing it.


If you have an unusual mechanic, don't wait too long to introduce it. Either tease it so the player knows what is coming, or introduce it quickly so you can let the player understand without having to redo half the level.


Play your level without running, play your level never not running. The way things spawn can be weird and this is not only a great way to see how and when things pop out, but it's a good way to see your own level in a fresh way.


You can create the illusion of difficulty to up tension and increase the chance of player error without chucking speeding obstacles or adding asshole moments. Having enemies and obstacles in view, that normally wouldn't touch the player or are typically not a big deal can provide a wrinkle which messes a player up in way a way they won't take out on the level (just don't make things too busy)


Weird mushrooms have a 1 in 10 chance of replacing Super Mushrooms in Mario 1 style, assume many players of your level will get one instead. If your level is broken by them in a way you don't like, remember a Mystery Mushroom will provide the same brick breaking/extra hit functionality.


Try not to use arrows and one way blocks after the fact, design with them in mind from the start.
If you've discovered your level is confusing or you don't want a player to go backwards, it's generally better practice to figure out how to direct or push the player in a direction organically.


Your player will jump in every obvious death hole and will go back to places you don't want them to. They will do this all while never finding your secret areas.
So don't make the coolest stuff in your level a secret.


We all wish checkpoints existed, but they don't in any way most will understand. So if you want to make a longer level, I'd suggest avoiding too many pits and one hit kills (especially later on), while regularly providing a power-up before each major section. Regardless of if someone likes your level or not, beats it or throws in the towel because it's too hard - you don't want people giving up simply because what lay ahead is simply too long and the act of getting to the bit that stopped them again too much of a chore.


You have lots of good ideas and a limited amount of uploads, but don't chuck everything into the one level. Focus on one or a few ideas as one really well done mechanic is worth 10 half-baked ones that don't all fit together.


If you're stuck for ideas, play levels from communities you enjoy. Watch live streams (and watch more than your own level being played) , expose yourself to new things and allow yourself to be inspired. Don't push something out just because you're out of ideas.
 

BowieZ

Banned
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
This is great! And thanks for playing and carefully reviewing our levels :)

(PS I do wonder how many people are uncovering the huge secret with the super leaf in my level :p)
 

Double

Member
Such a fun little level. Good work!

Thank you :)
Maybe I will have to put it in the final level after all lol. We'll see if it's gonna fit any better now that it progressed a bit.

But even still, the moment I saw the level streamed I immediately came across a bit that I thought I'd signposted well enough, and could have easily made even more plain to the player by simply placing a p-switch in view and only using a pipe to provide a new one.
I too struggled there, tried to get into the pipe first, was confused when it didn't work, went back, searched for different ways... until I catched the sight of a P-switch falling out when I came across there again.

You should probably put a switch there from the get-go as you said and re-upload it, as it's the only flaw of your level imo.

Edit: great post btw, only now had the time to read it all.
 

fabprems

Member
3coins.jpg

Finished...! without the 3 coins. Took me a bit. It was challenging but it never seemed impossible. It was a bit trial and error it seemed to get down to the door. You can't even see it, I only found it by accident thinking I was on track to get a secret coin haha.

Ow, thanks for playing it ! If you find the door you must have find a secret coin on the other end of that door I suppose ?
And yeah I recognize it can be frustrating to search for coins you can't see, but it was for me the point of "exploration" in this stage :)
 
It only just now occurred to me that when you place any object in the maker those funky autotuned voices speak the name of the item. That is so cool and subtle.
 
I'm sorry, but this level lost me at the spring part. I'm not a hater of springs like others, but when you're stuck in a whole room full of moving ones you are entirely dependent on luck. If that bad luck sends you into saws at the top of the level that you can't see then that's simple taking the mick out of players. Had my nice caped cosie entering this part and within 5 seconds lost everything! I'm not sure how integral the saws are to the later part of the level but I recommend you take this out or put a safety block in the way. It was pretty good up until this part.

You can pick springs up in midair, so there's nothing even remotely luck based about that section. As soon as you exit the pipe, you can see the Grinders near the ceiling, which alerts the player not to go up. I don't submit any levels unless I'm capable of beating them without getting hit. Unfortunately, I've learned that most people suck at Mario games and will give up after dying once unless your level has some visual gimmick. I'm not referring to you! Some of my easiest levels have completion rates under 10%, and I can't dumb them down any further.
 

Bydobob

Member
You can pick springs up in midair, so there's nothing even remotely luck based about that section. As soon as you exit the pipe, you can see the Grinders near the ceiling, which alerts the player not to go up. I don't submit any levels unless I'm capable of beating them without getting hit. Unfortunately, I've learned that most people suck at Mario games and will give up after dying once unless your level has some visual gimmick. I'm not referring to you! Some of my easiest levels have completion rates under 10%, and I can't dumb them down any further.

I doubt you intended to come across like this, but that's one hell of an arrogant post! Even the best designers in the world are fallible, to suggest you aren't is rather silly. And to put your assumption to bed I was picking up the springs, but I was too busy bouncing around uncontrollably from the myriad springs to get a sense of what to do with it. And no, in my case you couldn't see the saws above until it was too late. If it's that obvious when I exited the pipe, why didn't I see them?

This leads onto the other point about not posting levels you're not capable of playing without getting hit. I probably have a lower completion ratio on my levels than you have, yet can complete even my 1 per centers without breaking much sweat. That's because I know exactly where I put everything down to the last block. If someone says part of my level isn't fair then I'll have a hard look at it even if I don't always agree.

A creator can sometimes get too close to his work and lose the perspective of someone approaching the level for the first time. That doesn't mean to say you must dumb the level down, rather put the player in a situation where he can rage at his own inability rather than curse what he cannot control.
 
You can pick springs up in midair, so there's nothing even remotely luck based about that section. As soon as you exit the pipe, you can see the Grinders near the ceiling, which alerts the player not to go up. I don't submit any levels unless I'm capable of beating them without getting hit. Unfortunately, I've learned that most people suck at Mario games and will give up after dying once unless your level has some visual gimmick. I'm not referring to you! Some of my easiest levels have completion rates under 10%, and I can't dumb them down any further.

Whilst what you say about giving up may be true, I think the lesson here is that just because you think your level is fair, doesn't mean it is. Get someone to stream your level - its the best way to tell areas that even a relatively decent level Mario player finds hard or completely misses the point of. If I've learned one thing from this game, its that I can test all I want but it still doesn't mean that I'm close to emulating what a player might do. Makes me admire Nintendos designs even more.
 
I doubt you intended to come across like this, but that's one hell of an arrogant post! Even the best designers in the world are fallible, to suggest you aren't is rather silly. And to put your assumption to bed I was picking up the springs, but I was too busy bouncing around uncontrollably from the myriad springs to get a sense of what to do with it. And no, in my case you couldn't see the saws above until it was too late. If it's that obvious when I exited the pipe, why didn't I see them?

This leads onto the other point about not posting levels you're not capable of playing without getting hit. I probably have a lower completion ratio on my levels than you have, yet can complete even my 1 per centers without breaking much sweat. That's because I know exactly where I put everything down to the last block. If someone says part of my level isn't fair then I'll have a hard look at it even if I don't always agree.

A creator can sometimes get too close to his work and lose the perspective of someone approaching the level for the first time. That doesn't mean to say you must dumb the level down, rather put the player in a situation where he can rage at his own inability rather than curse what he cannot control.

My levels aren't perfect, but I try my best to avoid having cheap deaths. Giving the player enough time to react to incoming hazards is very important. I take all feedback into consideration, so I thank you for giving my level a shot. But beyond giving the player visual cues, there's not much else you can do. I understand why that part may have been frustrating for you, but to blame the spring physics on RNG is simply wrong. No malice intended, nor am I delusional enough to believe that my levels are exempt from scrutiny.

Sometimes I gloss over important details and fail an easy jump because I missed a visual cue, but that's not the fault of the level. The problem is that most players will give up after dying once, and that frustrates me as a designer. Not being able to add checkpoints is a major problem. One of my levels features a basic horizontal pit five squares wide with a Chain Chomp inside of it and there are 15 Xs in that spot alone.

Anyway, I edited it and changed some things up. Kamek's Horror House - (5634-0000-00AA-0357)
 

Dimentios

Member

Thank you for your kind words and also critics. You are not the only one "complaining" about the emptyness of my levels. I think I'm kinda good with creating levels, which don't look like crap. Afterall, the eye is playing the game too.
However, I am not an expert and have difficulties with the balance of enemys and powerups. I also don't give the player much freedom, e.g. the levels are quite linear.

The thing is, most of my levels are pretty easy (except for Mining Melancholy, the loneliness there is, however, part of the level theme) and we all know that most of the player base of mario maker are unexperienced "noobs". They beat my level and star it, because they came through. So for mario experts, my levels are indeed far too easy and too empty.

Mushroom Cavern was a experiment, yeah. The Idea is simple, but the implementation has flaws. Just always ignore the first pipe and you are good to go. But yeah, I'll admit it's kinda cheap. At least you don't die while entering the wrong pipe.

Anyhow, thanks for your words of wisdom and following me. The same goes to all the others who commented on my levels. Let's learn from each other and make Super Mario Maker an even better game!
 

Bydobob

Member
My levels aren't perfect, but I try my best to avoid having cheap deaths. Giving the player enough time to react to incoming hazards is very important. I take all feedback into consideration, so I thank you for giving my level a shot. But beyond giving the player visual cues, there's not much else you can do. I understand why that part may have been frustrating for you, but to blame the spring physics on RNG is simply wrong. No malice intended, nor am I delusional enough to believe that my levels are exempt from scrutiny.

Sometimes I gloss over important details and fail an easy jump because I missed a visual cue, but that's not the fault of the level. The problem is that most players will give up after dying once, and that frustrates me as a designer. Not being able to add checkpoints is a major problem. One of my levels features a basic horizontal pit five squares wide with a Chain Chomp inside of it and there are 15 Xs in that spot alone.

Well, like I said I'm not one to shirk a challenge- I've drained in excess of 50 lives on other people's levels. With yours though I didn't feel it was my fault so was quite content in pressing Exit without feeling like a failure. A spring on it's own is entirely predictable, of course. Throw in a ton of them bouncing together and put in a character who can not only pick them up but knock them off their plane when jumping, and you get a situation that becomes pretty chaotic pretty quickly.
 

CrisKre

Member
I starred this as it was varied and I could see the effort you put into it, put it's not without some problems. First off, the port theme meant I was off the screen at points with enemy threats nearby. You should allow for 2 blocks clearance at the top or bottom of the level to prevent this from happening. I'm usually a “runner”, so ran into a couple of unseen enemies elsewhere too. Perhaps that's my fault for not walking but I think some enemy placements could give you more notice. I died at the first question block too, collecting a Bob-omb when everyone's natural instinct is that the first one usually contains a mushroom!

Talking of instincts, having to deliberately get hit by a piranha plant to get to the finish line is counter-intuitive, so ended up going in circles to figure out another way of finishing. In hindsight there were clues with all the mushrooms floating around, but with all the arrows elsewhere and other places to go you could easily be forgiven for thinking you've missed something else. I was certainly kept on my toes whilst playing though, and enjoyed the variety.
Thanks for checking it out! I will see about the enemy placement.

On bowser jr, the idea is actually to use the POW switch bringing it from above to the brick block, killing the piranah plants by pressing it. Guess it wasnt too clear :/
 

woopWOOP

Member
Finally, got the gamepad back and working again. And it only took 5 weeks (jesus Nintendo)

Sadly the situation kinda soured me on going all in with creating stages as everything I thought of is most likely already done, but better (plus my 'biggest' ideas I've already created on a friend's account)

Guess I'll hit the old google doc and start following all the active creators for now instead! Get some inspiration going 'n all that.
...91 people?! This is gonna take awhile..
 

CloakBass

Member
《MGS: Mario Gets Stealthy》

fOHujmC.jpg


8639-0000-0042-0FB3

I'm working on some new stages now so I'd love to incorporate some feedback from this one. Comments and critiques appreciated!
 

Thud

Member
Made a level showing the most common skills a new player might not have that are necessary for harder levels.

sBo9sEB.png


06DF-0000-00A9-078A

Trains you for 12 actions and have a few extra tips in the middle

...when I say "you" I say a few friends who just got a WiiU for Mario Maker, not the people from this thread I think xD

The Rz button does not exist, you mean ZR or R button :p
 

jholmes

Member
I played a new level I meant to share here yesterday but I got distracted by the awesomeness that is my hometown Toronto Blue Jays. Anyway, to the point:

Shippo de Ban Ban! Goomba Coaster by Shin (NOT BY ME! I don't know this guy) is a short but frenetic level, most of which involves Mario on a skull lift, on a collision course with giant goombas. I've played over 1,000 levels in this game (I know, that is RIDICULOUS) and this managed to do a few things I hadn't thought of, and I had a good time. So I thought, why not share?

WVW69ievjqovulI3wO


AB12-0000-00A7-717C

If you want to play one of my originals instead, try Moleville Mines (4626-0000-00A3-89A6) or some of my other work.
 

jarosh

Member
Thank you for your kind words and also critics. You are not the only one "complaining" about the emptyness of my levels. I think I'm kinda good with creating levels, which don't look like crap. Afterall, the eye is playing the game too.
However, I am not an expert and have difficulties with the balance of enemys and powerups. I also don't give the player much freedom, e.g. the levels are quite linear.

The thing is, most of my levels are pretty easy (except for Mining Melancholy, the loneliness there is, however, part of the level theme) and we all know that most of the player base of mario maker are unexperienced "noobs". They beat my level and star it, because they came through. So for mario experts, my levels are indeed far too easy and too empty.

Mushroom Cavern was a experiment, yeah. The Idea is simple, but the implementation has flaws. Just always ignore the first pipe and you are good to go. But yeah, I'll admit it's kinda cheap. At least you don't die while entering the wrong pipe.

Anyhow, thanks for your words of wisdom and following me. The same goes to all the others who commented on my levels. Let's learn from each other and make Super Mario Maker an even better game!

One man's "linear and sparse" is another man's "focused and streamlined". I dig that about your courses. And while it is OK to use more than one enemy type per level, I do love your typical focus on just one or two. Also, no shame at all in making well designed levels that offer merely a moderate challenge and are more accessible to the average player.

I played a new level I meant to share here yesterday but I got distracted by the awesomeness that is my hometown Toronto Blue Jays. Anyway, to the point:

Shippo de Ban Ban! Goomba Coaster by Shin (NOT BY ME! I don't know this guy) is a short but frenetic level, most of which involves Mario on a skull lift, on a collision course with giant goombas. I've played over 1,000 levels in this game (I know, that is RIDICULOUS) and this managed to do a few things I hadn't thought of, and I had a good time. So I thought, why not share?

WVW69ievjqovulI3wO


AB12-0000-00A7-717C

If you want to play one of my originals instead, try Moleville Mines (4626-0000-00A3-89A6) or some of my other work.

Played Moleville Mines earlier and dug it. Neat idea that doesn't overstay its welcome.
 

Double

Member
I´ve finally finished a new level, this one´s taken me a lot of time and some serious planning on paper..I even had to scratch everything and restart from zero a couple of times!

Behold...RtDL4: Wiggler´s Steampunk Tree!
7F1D-0000-00A7-F9EB
WVW69ieyRN03qeB6eC

Mario has finally reached the Wiggler´s tree! The trre´s so high it gets lost between the clouds with no ending in sight. Mario must enter this giant and climb to the top to continue on his journey, but strange sounds come from within...What will Mario find inside this goliath?

This course is a vertical level in which you have to choose from one of 2 possible paths to climb to the top of the tree.
But then, you´ll have to rush down through the other path to activate the elevator that will truly take you to the top!
. Each path focuses in different mechanics (conveyor belts and springs) with Wrigglers getting in your way and crossovers between all mechanics in certain spots.



With this, the first world of Return to Dinosaur Land is finished! You can now download all levels and play them as a whole world (and all of this is free of charge!):
Brilliant, if a bit confusing at start. You can go either way first? Nice! I really liked the sense of vertical progression too, especially with the lift at the end. Good job!
 

KooopaKid

Banned
Here's the final version of Planet 1-8!
No need for feedback anymore :)
Please don't play my level or I will become insane! :D

Code: 80E2-0000-00AA-69DC
wb7OzO4.jpg
 

Double

Member
Here's the final version of Planet 1-8!
No need for feedback anymore :)
Please don't play my level or I will become insane! :D

Code: 80E2-0000-00AA-69DC
wb7OzO4.jpg
Aaaaaaaaaand it's feedback time! Muahahahaha.

edit: Nice! Definitely the best version yet, great improvements! Was fun to play through.
I like the new cape stomp section and that you removed the gap at the boss. Did you also lower the number of cannons there? Definitely felt less tedious. Also I managed to get through the flying part at the end this time, so good job on making that easier too lol.

btw I threw another shell into the boss room after I defeated Junior and it boarded the clown car LOL. I had to take over though, as this shell was clearly not a fit pilot for this mission.
I think it might actually make the boarding easier as it will move towards you then instead of randombly bouncing around^^

Greatly improved on all fronts in question, good work!
 
WVW69ie9oU4QYo4ywJ

Mario's Platforming Challenge
(75B4-0000-00AA-670A)

https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkiIJSHwA

This is my 7th level. This one took me several weeks to build and tens of hours of playtesting to complete.
It's got lots of interesting and fun elements. It's very challenging but also very fun and rewarding!

Hope you enjoy my levels! :)

My older levels:

Mario's Underground Adventure
(172A-0000-0093-7F70)
https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkgkgiVEw

Bowser's Labyrinth-Easy Version
(EA87-0000-0045-01B2)
https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkctRKfMA
 

correojon

Member
Brilliant, if a bit confusing at start. You can go either way first? Nice! I really liked the sense of vertical progression too, especially with the lift at the end. Good job!
Thanks!
Yeah, you can choose any path at the start, that´s why it took me so long to make this level. Glad you liked it! Did you find any part in particular confusing or was it more a general thing?

very very confusing level. it looks very nice, but i actually timed out because there was like a million pipes and no clue if i was going back or forward in the stage.

basically the stage lacked direction and was HUGE.

You should fix that and either make the stage smaller or guide the player.
Except the second room (the big one) in the level, all the rest have only one entrance and one exit..where exactly did you get lost?

The thing is that I can´t use arrows or coins or really anything to guide the player as the stage is reversible and the player can choose the direction at the beginning. Any guide in one direction will only mess the player when he goes through that part in the opposite direction (I already made some mistakes by leaving some arrows, I´ll delete them in the next version). If you manage to beat the level you´ll understand it (or you can download it and take a look).

The course goes like this: At the beginning, in the big room, you can choose to go through a pipe on the left (conveyor belts) or on the right (trampolines). You will then start climbing the stage, there are lots of P-Switches along the way but none are accessible yet. At one point you´ll reach a room with an accessible P-Switch. Up until this point the path is really linear: each room has only one point of entry and one exit.

This room with the P-Switch will also force you to take the other path, so if you climbed the tree through the conveyor belt path, you´ll now have to descend it through the trampoline path and vice versa. Also while doing so, you´ll have to unlock and activate all the P-Switches you find along the way, which were made accesible when you pressed the first P-Switch at the top. The advance is linear (again, one entry and one exit only) but some "backtracking" may be required if you fail to unlock a P-Switch in time. I put a lot of P-Switches along the way to reduce "backtracking". Note that this is not real backtracking, as the way back to each switch changes significantly once the P-Switch´s effect ends.

This will take you to the bottom of the tree (the big room at the start where you chose the right or left pipe). There, you´ll be able to unlock the elevator that will take you to the final boss.

And that´s why I can´t use coins or arrows to guide the player, as he can take each room in opposite directions and coins will break the setup when P-Switches come into play.
 
Here's the final version of Planet 1-8!
No need for feedback anymore :)
Please don't play my level or I will become insane! :D

Code: 80E2-0000-00AA-69DC
http://i.imgur.com/wb7OzO4.jpg[img][/QUOTE]

Looks like I'm taking this for a third spin tomorrow.
Understandable as some improvements were made in the revision but I also felt as if new ones were created, partly because I got permanently trapped in an area of the Bowser Jr fight.
 

Dimentios

Member
Yeah, you can choose any path at the start, that´s why it took me so long to make this level.

I think I need to play this level a second/third time. Played it once earlier, but was in a hurry, so I couldn't finish it, but knowing the background about creating this, I really need to play it again. So much depth!

Must have been difficult to create two routes, where both ways guide you through the same level areas, but in the same time, MUST NOT interfere themselves too much, or the level breaks.

You'll be hearing from me shortly.

Edit: The levels, nintendo chose on their official website in motion (and more): https://www.youtube.com/channel/UC7gsja7J-x85c3ppjKtUV5w/videos
 
I made a music level that works!

Don't Move; Hop to the Beat!
6EC3-0000-00AA-4B95

Please give feedback on what you thought. Drop your level code too and I'll be sure to return the favour.
 

Phant

Member
I made a music level that works!

Don't Move; Hop to the Beat!
6EC3-0000-00AA-4B95

Please give feedback on what you thought. Drop your level code too and I'll be sure to return the favour.

Neat little level, I died twice before I figured out you were supposed to let the screen push you. I thought it was going to be one of those auto playing music levels but I like this a lot more. In fact the first death I didn't do anything because I expected an autoplay, haha.

Latest course I have uploaded is Hammer it Out.
5ACF-0000-00A8-A593

Would appreciate any feedback!

Thanks Dimentios, RZRiot and Mpl90 for the feedback already, greatly appreciated!
 
Neat little level, I died twice before I figured out you were supposed to let the screen push you. I thought it was going to be one of those auto playing music levels but I like this a lot more. In fact the first death I didn't do anything because I expected an autoplay, haha.

Latest course I have uploaded is Hammer it Out.
5ACF-0000-00A8-A593

Would appreciate any feedback!

Thanks Dimentios, RZRiot and Mpl90 for the feedback already, greatly appreciated!

Thanks, I've made note for tomorrow evening!
 

Ranger X

Member
I updated my level called "FROZEN".

I thought the coin challenge was a bit too hard and unfair so I made it easier. I also made tweaks on the look of things. I am getting pretty satisfied now. Level is still hard :p

FB2C-0000-00AA-92C7

WVW69ie-VzY6dXwCk-







My other levels:

Lava Mushroom Bridge - 55D4-0000-0095-A08D
Hurry Up Mario! - 9A92-0000-0091-37A4
The Great Tower - 7371-0000-008F-2632
Easier With Mushroom (series) - CDBD-0000-0054-89A7
 

Grinchy

Banned
Tread Lightly Ep IV: A New Tread
7307-0000-008D-9654

uE1Lf5Ll.jpg


This is the fourth entry in my Tread Lightly series. If you haven't tried the others, they revolve around skilled jumps. They are very fair levels but they can be tough. This one is probably the hardest yet, but check it out if you're up for the challenge.

This fourth level introduces a new mechanic by using treads. Now you have to jump just right while being accelerated or decelerated. There is also a section where you have to fly to a platform and then jump with the tail to the next platforms. Let me know if you love/hate it.



The rest of the series:

Tread Lightly 3: Tread Light Rises: A48A-0000-0043-0175
Tread Lightly 2: Tread Lightlier: CAB0-0000-0035-73AC
Tread Lightly: 45C3-0000-002B-5767
 
I honestly feel that this is my best-designed, most fun level to date.

Puzzles, Traps, and Contraptions (fun fact: this title is the precise maximum length a title can be)
F8D9-0000-00AB-0327


WVW69ifBAtkFo5OEKU
 

KooopaKid

Banned
Played and starred it but couldn't beat it! I suck with the cape :( the level is great though!

If anyone wants a go at my last two levels-

Ghostly Railway
81FC-0000-00AA-B0C9

Chain Chomp Airship
A89E-0000-00A6-F140

Cool thanks! Where did you fail
miserably :p
?

I'll play Chain Chomp Airship this WE, I like the look of it.

Aaaaaaaaaand it's feedback time! Muahahahaha.

edit: Nice! Definitely the best version yet, great improvements! Was fun to play through.
I like the new cape stomp section and that you removed the gap at the boss. Did you also lower the number of cannons there? Definitely felt less tedious. Also I managed to get through the flying part at the end this time, so good job on making that easier too lol.

btw I threw another shell into the boss room after I defeated Junior and it boarded the clown car LOL. I had to take over though, as this shell was clearly not a fit pilot for this mission.
I think it might actually make the boarding easier as it will move towards you then instead of randombly bouncing around^^

Greatly improved on all fronts in question, good work!

Ah ah ah you are evil! Glad there was no "bug" this time!
Now only Planet 1-7 to make and I can die in peace!
And also make another pass on 1-1, 1-2 and 1-4 ^ ^
 

JC Sera

Member
I got mario maker today!
Heres the first level I made after unlocking everything
I'm not that good at mario but I try

Gem Spin ♪
15D7-0000-00AB-2289
 

J-Fr

Member
I made a quick level under an hour with two random elements: Galoomba + Conveyor belts.
The completion rate stayed at 0% for a few days, I reworked the level slightly with a mini tutorial at the beginning and it was still the same ratio today.
Are the timings are too shorts? (I found the double galoomba jump impossible if you don't have the exact timing)

The Galoombeyor
ID: 1AAF-0000-00BC-C276
Difficulty: Hard

 

correojon

Member
I think I need to play this level a second/third time. Played it once earlier, but was in a hurry, so I couldn't finish it, but knowing the background about creating this, I really need to play it again. So much depth!

Must have been difficult to create two routes, where both ways guide you through the same level areas, but in the same time, MUST NOT interfere themselves too much, or the level breaks.

You'll be hearing from me shortly.

Edit: The levels, nintendo chose on their official website in motion (and more): https://www.youtube.com/channel/UC7gsja7J-x85c3ppjKtUV5w/videos

Thanks for giving it another go, I´ll be waiting eagerly for your comments, you seem to know a thing or two about design from what I´ve seen of your awesome levels ;)

It was hellish to make this level, I even went as far as to make a complete level where both routes were duplicated so the player couldn´t mess it in anyway (right now he can "glitch" the level if the exits and reenters the top P-Switch room, that way he can climb and descend through the same route). But this approach limited everything too much as I had half the space and elements to design the challenges, so I scrapped it and restarted from zero again. That and a lot of planning and replanning on paper so everything meshed well, to avoid the player seeing other parts of the level when in a room so as not to break the "ascending" feeling...It´s really drained me of all creative energy. Hope you like it and if you play it, please try 2 times: one choosing the left pipe at the start and another choosing the right pipe, that´s the only way you´ll truly see all the work that´s gone into this level.
 

El Daniel

Member
I made a quick level under an hour with two random elements: Galoomba + Conveyor belts.
The completion rate stayed at 0% for a few days, I reworked the level slightly with a mini tutorial at the beginning and it was still the same ratio today.
Are the timings are too shorts? (I found the double galoomba jump impossible if you don't have the exact timing)

The Galoombeyor
ID: C425-0000-00A8-9DDA
Difficulty: Hard
I liked it! Once I had the timing right the double goomba was not a problem at all. I forgot that the p switch stopped the belts and thought that I had to bring the switch. That cost me way too long to figure out lol.
 

Model 500

Member
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.

(3A11-0000-00A1-9949)

I also hope people like this level, I'm just two more stars to having more uploads :p

Hi KittenMaster, as promised, here's my playthrough for real time feedback:

https://youtu.be/4yKScWGIiIA

Hope you'll find it useful / interesting, thanks for making!
 

Model 500

Member
Thanks for the play.

If you were trying to get that unintended shortcut (which I'm not going to remove out of principle), Bjoern managed to get it by accident on stream by jumping off a raised floor from the right.


Yeah, I fooled around with it for a while, but realized that it's not worth the squeeze since the regular route is just fine as it is.
 
Yeah, I fooled around with it for a while, but realized that it's not worth the squeeze since the regular route is just fine as it is.

It isn't that much stronger than an actual intended shortcut anyway, where once you are Big Mario you can just go back to the start and break the blocks needed to get into the warp pipe.
 
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