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Super Mario Maker |OT| Miyamoto Simulator 2015

KooopaKid

Banned
Feedback time!

Wasn't sure what to make next, so I played around with some enemies and put some things on screen... then I became sure what I wanted to make.

Waving At Others - (5018-0000-00F7-6DBE)

Going back to much more straightforward level layouts and straight up avoiding dangerous hitboxes, this is a very back to basics level for me and doesn't require many sorts of obscure or advanced mechanics, just quick movement.

Felt a bit unfair at the beginning but with a few tried it isn't that hard.

Recently I´ve been doing too complex layouts, so I wanted to make something simpler. I still ended up running out of enemies and blocks in both subworlds lol:
To Spin or Not to Spin: E948-0000-00F9-B79E
This is a level revolving around Spinies and Spin Jumps with Music Blocks as the secondary mechanic.

Fun level. Lots of possible paths. I feel I cheesed though the easiest path though. Starred it. No complaints other than I feel I missed 2 thirds of the level.

This one revolves around moving Grinder-walls and features a final boss. Again, there are lots of powerups so it´s easier than it seems and there are secrets everywhere along the way.

3.1: 085D-0000-00F4-DA36

Loved the boss fight! The rotating bones were stressful! Nice saw blades patterns and obstacles. Good checkpoint placements. Medium challenge.

Got a new level for you guys to try! Would love some feedback!!

Ruins of the thousand flames!

7167-0000-00F9-844B

Very well designed level and cool shortcuts/secrets. Cool presentation too. A bit on the easy side.

So I brought Super Mario Maker to our family gathering and let my nephew play around with experimenting with how enemies interact, in particular he started experimenting with how they interacted with level objects. It ended up giving me some inspiration to make a new level.

Friendly Creatures - (A8EF-0000-00FF-57F1)

This is another modest length course of mine made to be simple, challenging, and strictly test your dexterity. I hope people find it enjoyable!

Chain-chomps on clouds! Not as sadistic as I thought thanks to well placed high platforms. Thank god! You got hit several times and ran during the invincibility frames to cover as much ground as possible. Luckily the level is short enough.

Finally had enough time to make a new level!

Get Me Outta Here:
7C23-0000-0104-167A

The level is all about timing, tight platforming skills and fun gameplay flow. The difficulty is hard for normal players, easy for expert speedrunners and impossible for beginners. Let me know what you think if you try it!

My nemesis, I'm not masochist enough to complete your level! The red koopa shell throw on the spring doesn't work 100% of the time!

Thanks for trying out my new level a few post above.

http://www.neogaf.com/forum/showpost.php?p=187200267&postcount=17108
 

CrisKre

Member
Made a new level!!!

bowser.jpg


Bowser Jr Hot Air Baloon Armada!

7D59-0000-0104-411F


Infiltrate Bowser Jr's Hot Air Baloon Armada before it reaches the mushroom kingdom!!

WVW69inhHEY6ZHDwEv

WVW69ingjNE4I-wgIc


Would love some feedback from you guys! This level is pretty intricate, with medium difficulty and lots of secrets. Tried to do it aesthetically pleasing as well, with the hot air balloon theme to ad some gameplay and look variation to the battleship theme.

I will play some of the latest levels on this page, and of course whoever is kind enough to give the level a go, I will repay the favor.
 

CrisKre

Member
After a long hiatus, I'm back for another level. Pure platforming again.

Super Mario Planets - Planet 2-3

Code: 6417-0000-0104-450B

tkb5IhO.jpg

Loved it! No one makes levels quite as you and this is no exception. Great concepts really well executed. The only part I had a problem with where the last falling platforms. It was a bit unclear and a tad too much of a difficulty spike. Remarkable level none yhe less.

Cloudrush Revenge: CDAE-0000-0102-DC92

jeXyXjS.jpg


Much harder, more intense sequel to my previous level.

Holly challenge batman! Greatly constructed and tight design... just a tad too hard for me! Lost so much i got to that point when i was getting progressively WORSE. Lol. I will go back to it and finish it though. Good level.

Double-crosser Jnr
DB52-0000-0100-11D9
Difficulty: Medium/Hard

Bowser Jnr is fed up playing second fiddle to his father so decides to team up with Mario and get his own back. The naughty little turncoat!

That was very whimsical. I quite liked it. The only critique i would give is some sections require a bit more trial and error than i like and things can be a bit too tight, requireing EXTREME precission. Worth playing none the less.


New Level!

WVW69infTkYIOfGGSc

Fire in the hole : 688B-0000-0104-12CB


I don't think I got that many feedback on the labyrinth though...
7D88-0000-00F9-8AA1
WVW69imPgkAVNjLkjQ

Mael, your newest level's code is wrong, so ill just comment on labyrinth. It was really really fun! Loved the simplicity and focus of the level, and had a blast with the special mushrooms sprinkled in there.

Finally had enough time to make a new level!

Get Me Outta Here:
7C23-0000-0104-167A

gS4qE0W.jpg


The level is all about timing, tight platforming skills and fun gameplay flow. The difficulty is hard for normal players, easy for expert speedrunners and impossible for beginners. Let me know what you think if you try it!

This level is fucking crazy! Its the complete opposite of autoplay. Its perfectplay, since it requires perfection from the player, and i liked it! Good design and great sadistic instincts dude!
 
Solid level. I'll point out that many would consider vertical coins leading downward to bottomless pits to be unfairly misleading, since most players tend to trust the designer and follow the coin path and will simply fall to their death before they realize they need to hold left or right. But if your intention is to deceive players with the coins (which I suspect it is since it appears a couple times in the level) then it was successful on me!

Wasn't exactly meaning to be misleading, the idea was that people would see the pit there at the start of the level and be mindful of it when going for the coins - Which can all be grabbed without falling in the pit, be it through shifting left at the start of the fall and either getting them all at once or the last few jumping to the ladder back up.

I'll be making an updated version of Enter the Gauntlet once I've unlocked all the tools and came up with a stronger set of ideas. I'll be taking a lot of things into consideration for adjusting difficulty and any accidental unwinnable situations, among other changes.

Not a fan of coins leading into pits.
Also you give a Mushroom just before a destructible block, the said block being the only available path.. Video

Must have been an oversight, will fix in the updated version.
 

CrisKre

Member
Wasn't exactly meaning to be misleading, the idea was that people would see the pit there at the start of the level and be mindful of it when going for the coins - Which can all be grabbed without falling in the pit, be it through shifting left at the start of the fall and either getting them all at once or the last few jumping to the ladder back up.

I'll be making an updated version of Enter the Gauntlet once I've unlocked all the tools and came up with a stronger set of ideas. I'll be taking a lot of things into consideration for adjusting difficulty and any accidental unwinnable situations, among other changes.



Must have been an oversight, will fix in the updated version.


Tried your level as well. I actually quite enjoyed the flow of the level, except for the coins situation that has been pointed out already, especially having a piranah plant on the other side. Its a fun level though, so fixing that should be no problem!
 

Mael

Member
Planet 2-2:
Code: BF46-0000-00E6-1C99
2Kzmy7D.jpg


Going to play a few GAF levels soon.
Great level! It got a great feel of the kind of bonus level you can unlock that are nothing but pure challenge.
The music helped of course.
Great combinations of unlikely monsters!
Mael, your newest level's code is wrong, so ill just comment on labyrinth. It was really really fun! Loved the simplicity and focus of the level, and had a blast with the special mushrooms sprinkled in there.
My bad, I fixed the code in the post, I'll repost the message on miiverse as well.
Code is : 688B-0000-0104-12C8
I feel like you could make an awesome labyrinth with the sublevel and make something absurdly confusing!
One of the levels I'm sure was as cool to make as it was to play!
 

CrisKre

Member
Great level! It got a great feel of the kind of bonus level you can unlock that are nothing but pure challenge.
The music helped of course.
Great combinations of unlikely monsters!

My bad, I fixed the code in the post, I'll repost the message on miiverse as well.
Code is : 688B-0000-0104-12C8
I feel like you could make an awesome labyrinth with the sublevel and make something absurdly confusing!
One of the levels I'm sure was as cool to make as it was to play!

Great level! The Bowser fight especially was really creative. Nice.

Some levels are more fun to make than others. Especially those that flow without issues. Some are more of a headache and its a strugle between the concept you have in your head and what you can actually achieve lol.

Ill plug my new level as well in case anyone can give it a go:


Bowser Jr Hot Air Baloon Armada!

7D59-0000-0104-411F
 

Strigiday

Neo Member
I like the concept, though of course it's a little tedious in practice. The pow block in the note block room with the two springs was particularly frustrating - not sure if there's a good way to tackle that, felt like I was at the mercy of RNG there. Also, in the area where you're meant to stack two pow blocks, you can simply jump over the four stacked stone blocks and proceed to the pipe. Otherwise, well-executed concept.

Thanks for the feedback. I think I underestimated the randomness of that section because I had done it so many times while testing the level. I found that I could do it very consistently by pressing in the hold button the whole time I was in the music room and being very high up before attempting to get the pow block. I think if I had to redo that section I would either take away the second spring or remove the section completely. I added it in so that there would be a little more diversity in the level.with regards to how you get each pow block. I think I could have easily achieved that diversity with a different section that didn't have as many RNG elements.

Thanks for the note on being able to jump over the four stone blocks. I totally overlooked that while testing the level. I didn't really have a great understanding of how the logs worked and was mostly using them for decoration. I hadn't realized you could jump through them until halfway through building the level which was why I had covered the logs with question mark blocks.


J-Fr said:
The puzzle with the saw-blades felt like a lottery, I grab a POW block once, are you supposed to grab them mid-air?

Yeah I think there was still a little RNG in that section. I thought I had mostly ironed it out of the level in this iteration but when I looked at your video I saw that it was still present. I think for some reason the player speed is affecting the progression of the pow blocks and the timing at which they hit the moving trampoline. When I was testing the level, I tested it at pretty much a full sprint while you were progressing more slowly. This seems to have caused the pow blocks to get caught on the trampolines. While testing the level I found that sprinting through that section caused the pow blocks to reach their intended target a vast majority of the time. .

The intended solution was for the player to grab the pow block by standing on the outer lip of the left most pipe. When the conveyor belts were working as intended the pow blocks would end up hitting the top of the pipe and caroming into the pit if the player didn't grab it. The time that the pow block ended up on the leftmost pipe occurred because two pow blocks had randomly stacked up on each other.which wasn't the intended solution for that section.
 
Hey guys, I'm back with a new level :) Number 12, but this time I really just wanted to have fun making something with platforming and a bit of challenge but no real theme. I just wanted to have a bit of fun with this one. Its a castle level with a boss fight at the end. I hope you guys will play it and give e some feedback. I think there are a couple of unique mechanics in this one.

Castle Crash Challenge
C318-0000-0104-7F69



Also, I didn't really get a lot of gaf feedback on my last level so if anyone else would like to play it and give some comments that would be great.

Snowy Tundra
862C-0000-00F5-57BA

 

Ranger X

Member
I was prevented from leaving a comment on your stage (I don't know if it's because you left duplicates or if some bastard reported you), and it's a shame because I absolutely LOVED it.

It's a really good thing you didn't keep the mandatory powerup chain because the more free and interconnected way the level works is extremely pleasant, it reminded me of Super Mario 64 or Super Mario Sunshine, at first I was even trying to grab all the coins for fun. The exploration is perfect, the way items are used is clever, the level looks great, the challenge is good.

The main issue I met is (I bet you expect it) the time. This is a level where you want to take your time to explore, but it's too long for the 500 time limit, and this is made worse by the checkpoints, which aren't useful and even confuse things up. Restarting from a checkpoint makes you lose all your powerups, and the only way I found to get them back is to take pipes to the beginning of the stage - but then, what's the point of the checkpoints? Maybe I missed something, but when I timed out, I just restarted from scratch because it was much easier to redo what I knew rather than to find new paths without my Yoshi/helmet/Cape/Fire Flower.

It is not a major issue, though (even if I think the level would be better if shorter, or broken into two levels), and it didn't spoil my enjoyment of your jewel. Congratulations. I hope the comment issue will be resolved shortly.

Tks for this great feedback. You know about that checkpoint thing, it was a dilemna to incude them or not. At some point I decided to do so because the level still can be completed faster after you lose a life (first checkpoint you don't need to get the fire flower again + second checkpoint you don't need to get yoshi back or to backtrack at all).

I think I'd receive complains about the lack of checkpoints if I didn't had any... lol
 

KooopaKid

Banned
Loved it! No one makes levels quite as you and this is no exception. Great concepts really well executed. The only part I had a problem with where the last falling platforms. It was a bit unclear and a tad too much of a difficulty spike. Remarkable level none the less.

Thanks for the nice comment! :)

Great level! It got a great feel of the kind of bonus level you can unlock that are nothing but pure challenge.
The music helped of course.
Great combinations of unlikely monsters!

Cool that was my goal :) Like a special stage in SMG.
 
So I'm planning to do another Mario Maker stream for the first time in forever.
If you people could send me once again your Course IDs I will gladly play your levels live on my stream :)

Please send me them via PM.

Also the stream is tomorrow at 5pm CEST (24 hours and 30 min from now).
 

Bydobob

Member
That was very whimsical. I quite liked it. The only critique i would give is some sections require a bit more trial and error than i like and things can be a bit too tight, requireing EXTREME precission. Worth playing none the less.

Whimsical, ha! I enjoy variety and surprising players with new challenges that's for sure. I don't really see the trial and error thing though, apart from the speed section you can see what challenges are coming.

I loved your balloon level by the way, you caprured a great look and atmosphere. The platforming was fun too, full of great touches like the conveyor belts that only activate when you walk on them. My only niggle was the flames at the top of the bazooka-carrying Koopa section. You can't see them from below and are too easily hit on a blind run.

Hey guys, I'm back with a new level :) Number 12, but this time I really just wanted to have fun making something with platforming and a bit of challenge but no real theme. I just wanted to have a bit of fun with this one. Its a castle level with a boss fight at the end. I hope you guys will play it and give e some feedback. I think there are a couple of unique mechanics in this one.

Castle Crash Challenge
C318-0000-0104-7F69


Also, I didn't really get a lot of gaf feedback on my last level so if anyone else would like to play it and give some comments that would be great.

Snowy Tundra
862C-0000-00F5-57BA

With the castle level I really liked what you did with the Bullet bills on lifts, the engulfing black created a real sense of menace. The Bowser Jnr battle was also a highlight, the Piranha Plants were perfectly positioned to provide just the right amount of challenge. It was an easy level overall, but spiked a little in the middle with the Hammer Bros and Bones coming after a fiddly little section with flames, Kameks and canons.

Snowy Tundra was a more consistent level overall and looked fantastic. Solid platforming, free flowing and visually memorable, it was a simple pleasure to play.
 

Schlomo

Member
Here's a new level I made:

High Pressure Mushroom Cooking
(D999-0000-0101-8306)


WVW69inNQNQEpg7scO


After taking a wrong turn in Peach's castle, Mario ends up in the royal kitchen. Now he has to escape giant pressure cookers and meat grinders, or he'll end up in the mushroom soup himself!

Now that we have checkpoints I wanted to try my hand on a course that's a little harder than my previous ones and puts the player in some stressful situations. (I hope I didn't overdo it.) Let me know what you think!

As always, here's some feedback:

P-Switch Castle Dash: DB24-0000-0103-E3F0

Not bad, but there are some things you could improve on:
- Did you place the Kamek so it easily destroys the P-Switch on purpose? It took me 5 tries until I managed to get past that spot and I became rather annoyed.
- In the end of the course, I was running on the high path and jumped down towards some coins, but there was just lava underneath and I saw I missed the end bridge by inches. You should have indicated that the player should just make a far jump there, otherwise it feels like a cheap death.

Fire in the hole : 688B-0000-0104-12C8

Nice complex level, very well done! The final Bowser fight was almost over before it started though because after I hit the switch on the left with my raccoon tail the floor vanished, and I wondered if that was intentional.

Super Mario Planets - Planet 2-3
Code: 6417-0000-0104-450B

A very fun platforming challenge. I had one issue near the beginning where two of the bill platforms spawned in a way that made one of the jumps impossible, but after a retry that solved itself. You ramped up the challenge nicely in each section, which each jump getting consecutively harder just a little!

Bowser Jr Hot Air Baloon Armada!
7D59-0000-0104-411F

I don't even need to comment on your genius level design anymore. This time you also outdid yourself with the visuals! Another awesome level.

Castle Crash Challenge
C318-0000-0104-7F69

This was very fun. Challenging but not too hard. There were two blind jumps though (the first if you take the highest of the branching paths, the second when jumping down from one of the bill blaster platforms towards the end. As someone else wrote, the boss fight had perfect fire piranha plant positioning, very effective in making it feel challenging!
 

CrisKre

Member
Here's a new level I made:

High Pressure Mushroom Cooking
(D999-0000-0101-8306)


WVW69inNQNQEpg7scO


After taking a wrong turn in Peach's castle, Mario ends up in the royal kitchen. Now he has to escape giant pressure cookers and meat grinders, or he'll end up in the mushroom soup himself!

Now that we have checkpoints I wanted to try my hand on a course that's a little harder than my previous ones and puts the player in some stressful situations. (I hope I didn't overdo it.) Let me know what you think!

As always, here's some feedback:



Not bad, but there are some things you could improve on:
- Did you place the Kamek so it easily destroys the P-Switch on purpose? It took me 5 tries until I managed to get past that spot and I became rather annoyed.
- In the end of the course, I was running on the high path and jumped down towards some coins, but there was just lava underneath and I saw I missed the end bridge by inches. You should have indicated that the player should just make a far jump there, otherwise it feels like a cheap death.



Nice complex level, very well done! The final Bowser fight was almost over before it started though because after I hit the switch on the left with my raccoon tail the floor vanished, and I wondered if that was intentional.



A very fun platforming challenge. I had one issue near the beginning where two of the bill platforms spawned in a way that made one of the jumps impossible, but after a retry that solved itself. You ramped up the challenge nicely in each section, which each jump getting consecutively harder just a little!



I don't even need to comment on your genius level design anymore. This time you also outdid yourself with the visuals! Another awesome level.



This was very fun. Challenging but not too hard. There were two blind jumps though (the first if you take the highest of the branching paths, the second when jumping down from one of the bill blaster platforms towards the end. As someone else wrote, the boss fight had perfect fire piranha plant positioning, very effective in making it feel challenging!

Thank you sir! Ill play yours and GotThatMoney's level as soon as I get home. Love the idea behind it!
 

Model 500

Member
My nemesis, I'm not masochist enough to complete your level! The red koopa shell throw on the spring doesn't work 100% of the time!

Thanks for trying out my new level a few post above.

Heyy, my dear Nemesis, been a long time since our last chat. Sad to hear you didn't like the level :(( How far did you get? Must disagree with the shell throw though, you just need to stand at the right position when executing the throw, there's even a few frames worth of wiggle room. Stand straight at the middle of the cloud block or a bit nearer the right edge than the left edge and you'll be fine 100%, just don't let your heels go too much to the left :)

Will definitely play your level as soon as the maintenance ends, seeya :)
 

Model 500

Member
The cannon with the bombs rushing at it and it took me a good 10-15 mins to get there :/. Im not good at all at extreme mario levels. I pledged to go back to it though lol.

Haha, ok cool, you can do it! It will burn to your muscle memory sooner than expected (once you figure out what to do at each spot) :)
 

CrisKre

Member
Haha, ok cool, you can do it! It will burn to your muscle memory sooner than expected (once you figure out what to do at each spot) :)

Thats what I enjoyed. By the end of my 10 mins I was doing the first few challenges FLAWLESSLY every time. That speaks for great design. ;)
 

jholmes

Member
I know people often wander into the thread to ask people for levels they recommend but didn't make themselves, so I figured I might as well share the community spotlight list I've been compiling for my Miiverse peeps. This isn't a definitive list of the best levels I've played or my all-time favourites (although a few of those are on here) but more a list of levels that I think are worth playing that don't quite get the attention they deserve. Maybe consider it a list of some very different hidden gems! A few are from NeoGAF and a couple I've posted individually on here, but let's put up the whole list in case anyone is bored and just picked up the game:

Touch Buzzy, Get Dizzy by Chris: 5B1B-0000-0022-A0A8
Spiny Mine Glacier by Nick: C366-0000-0051-9CCD
Beetlemania by Slate: 5BF1-0000-0054-382D
The Runner by Novakobx22: 3E9F-0000-0031-43EC
Shippo de Ban Ban! Goomba Coaster by Shin: AB12-0000-00A7-717C
Rosalina's Night at Bowser Tower by Picard: B5D0-0000-00EE-4A04
Infiltrate! Bowser City! by MARUPON: D20F-0000-00EF-15F7
Cavern Of Lost Secrets by ZEROMOUS: 804E-0000-00E7-4843

My own latest level, Arino's Familiar Challenge, is at 1F1F-0000-00D8-249D, and should you want to see the original list to find out more about the levels, or maybe keep an eye on me on Miiverse to see new community levels as I post them, you can find me via that stage.
 

tav7623

Member
Not bad, but there are some things you could improve on:
- Did you place the Kamek so it easily destroys the P-Switch on purpose? It took me 5 tries until I managed to get past that spot and I became rather annoyed.
- In the end of the course, I was running on the high path and jumped down towards some coins, but there was just lava underneath and I saw I missed the end bridge by inches. You should have indicated that the player should just make a far jump there, otherwise it feels like a cheap death.

Thanks for the feedback, I went ahead and made some changes, you can find/play the Redux version using Course ID: 7A46 - 0000 - 0105 - 8C82. As for your questions I did not intend for Kamek to destroy the P-Switch (I honestly didn't think he could do that) I had put him there mostly to act as a kind of temporary obstacle for players. As for the coins beneath the top path (not the ones that run off the edge of the top path, those ones were left there by mistake) were placed there to act as a platform if you continued using the P-Switches for the lower path instead of climbing up the vine or using the
warp pipe w/the spike shell/helmet and traversing through the mini boss fight area I set up in there
.
 
This was very fun. Challenging but not too hard. There were two blind jumps though (the first if you take the highest of the branching paths, the second when jumping down from one of the bill blaster platforms towards the end. As someone else wrote, the boss fight had perfect fire piranha plant positioning, very effective in making it feel challenging!

Ah, thanks for the feedback and kind words. I def know this level has some blatant flaws. I didn't give it my normal rigorous play testing since I just went with the flow. I'm happy you guys liked the boss fight though. I felt I finally figured out a good way to force a boss battle and made it fit mechanically with what I was doing throughout the level.

With the castle level I really liked what you did with the Bullet bills on lifts, the engulfing black created a real sense of menace. The Bowser Jnr battle was also a highlight, the Piranha Plants were perfectly positioned to provide just the right amount of challenge. It was an easy level overall, but spiked a little in the middle with the Hammer Bros and Bones coming after a fiddly little section with flames, Kameks and canons.

Snowy Tundra was a more consistent level overall and looked fantastic. Solid platforming, free flowing and visually memorable, it was a simple pleasure to play.

Thanks, I def have some trouble managing difficulty spikes in my levels I agree. Gaf is so much better than the average player. The only two clears are you two out of 57 spent lives. I knew the level was tougher but I really wanted to just put something more fun but sloppy together so I'm happy you guys at least had some fun with it.

Snowy Tundra was a lot more meticulously designed so I'm happy that you got that vibe. It's been a really well received level so far which makes me happy :)
 

Strigiday

Neo Member
Here's some feedback:

Super Meat Bros 1-1
ID - C1EA-0000-0101-41EC

I liked the concept of mixing elements from two fairly different franchises. I also liked how you had the trampoline at the beginning to get the player moving. It was effective at informing the player that they had to keep moving throughout the course. I also liked how you had the spinning blades be a part of the level from beginning to end.

chrixter said:
Cloudrush Revenge: CDAE-0000-0102-DC92

I liked your idea of showing how the controls for the clouds are just as tight as mario's normal controls. The level was extremely difficult but it didn't feel unfair. I tried about 20 times and I wasn't able to even consistently get past the spinning blades. It was interesting trying out some of the later sections in the editor and seeing how tight the timing was for some of the obstacles. The flying platforms section and flying spinies section seemed crazy to try and get through.

Gotdatmoney said:
Snowy Tundra
862C-0000-00F5-57BA

This level was a really good change of pace from the previous two levels. It was really relaxing to go through and it had a lot of really nice design elements. I particularly liked how you made the clouds fall down on the player. I also liked how you used tracks to have the flying fish keep looping back and forth. Overall it was a very pleasant level to go through.

CrisKre said:
Bowser Jr Hot Air Baloon Armada!
7D59-0000-0104-411F

I really liked how you used level elements to create pixel art of various mario characters. I thought your boo and clown car were particularly impressive. I liked how you used flames for the clown car's eyes. The level was also very fun to go through. It had a nice level of challenge and I thought all the checkpoints were well placed. I also thought it was clever how you put cannons on the red turtles backs. One problem I ran into during one run was that after I defeated bowser jr I couldn't find his clown car. I'm not sure why that happened because the run after that was fine.

Mael said:
Fire in the hole : 688B-0000-0104-12C8

I liked how you made the level seem so basic in the first screen and how the rest of the level is so much more complex. I liked your use of multiple paths and it was fun seeing where each one led. One problem I ran into was killing bowser before he was able to clear out the blocks. This made it so I had to either wait until the time expired or restart the level from the beginning. It would have been nice if there was a spike somewhere on the top level so that I could return to the checkpoint without waiting for time to expire.

KooopaKid said:
Planet 2-1:
Code: 8C82-0000-00D8-5AD8

I liked the idea of jumping on the cannonballs to progress through the level. The second part of the level was a little frustrating to get through but it never felt unfair.
 

CrisKre

Member
I really liked how you used level elements to create pixel art of various mario characters. I thought your boo and clown car were particularly impressive. I liked how you used flames for the clown car's eyes. The level was also very fun to go through. It had a nice level of challenge and I thought all the checkpoints were well placed. I also thought it was clever how you put cannons on the red turtles backs. One problem I ran into during one run was that after I defeated bowser jr I couldn't find his clown car. I'm not sure why that happened because the run after that was fine.

Thank you! That's strange that the clown car was gone.

I really admire those levels that use pixel art that you see from makers, but found that often times gameplay and level design is sacrificed to achieve them. That was the concept that created my theme. I wanted to include some pixel art without sacrificing the gameplay, and go from there creating some with music blocks to be able to hop on them.
 

CrisKre

Member
Hey guys, I'm back with a new level :) Number 12, but this time I really just wanted to have fun making something with platforming and a bit of challenge but no real theme. I just wanted to have a bit of fun with this one. Its a castle level with a boss fight at the end. I hope you guys will play it and give e some feedback. I think there are a couple of unique mechanics in this one.

Castle Crash Challenge
C318-0000-0104-7F69




Also, I didn't really get a lot of gaf feedback on my last level so if anyone else would like to play it and give some comments that would be great.

Snowy Tundra
862C-0000-00F5-57BA

Played noth your levels! Awesome!! I especially enjoyed the Jr. Fight at the end of Castle there. Some ideas you could even expand on, like alternating elevating bullet launchers and have players navigate that carefully, and even add piranah plants into it for added tension.

Here's a new level I made:

High Pressure Mushroom Cooking
(D999-0000-0101-8306)


WVW69inNQNQEpg7scO

Loved, loved, loved your level from beginning to end. Cool concept, great execution and perfect difficulty. Really nothing but praise here. You didnt overdo it at all.
 

KooopaKid

Banned
Heyy, my dear Nemesis, been a long time since our last chat. Sad to hear you didn't like the level :(( How far did you get? Must disagree with the shell throw though, you just need to stand at the right position when executing the throw, there's even a few frames worth of wiggle room. Stand straight at the middle of the cloud block or a bit nearer the right edge than the left edge and you'll be fine 100%, just don't let your heels go too much to the left :)

Will definitely play your level as soon as the maintenance ends, seeya :)

I didn't say I didn't like it. Just that I don't have the patience to learn everything by heart. It's very trial & error, you can't really improvise. I managed to pass the first muncher after at least 10 tries.
 

Model 500

Member
I didn't say I didn't like it. Just that I don't have the patience to learn everything by heart. It's very trial & error, you can't really improvise. I managed to pass the first muncher after at least 10 tries.

Ok, cool. Yeah, definitely a different mindset for these kind of levels. Playing it reminds me of time trial challenges in racing games (which I love). My aim was to make a level where us mere mortals could feel like Panga for a short moment :D Very tight spots and set pieces to figure out a best strat for, introducing concepts (P-Switch jump, simple bomb juggling, dealing with Thwomps), but nothing too advanced at the same time (no shell jumps, item drop jumps, two shell juggling, etc.). This is very close to the optimal gameplay style / flow / challenge for my liking right now.

Btw. Passing the muncher after 10 tries or so is very good.
 
So I'm planning to do another Mario Maker stream for the first time in forever.
If you people could send me once again your Course IDs I will gladly play your levels live on my stream :)

Please send me them via PM.

Also the stream is tomorrow at 5pm CEST (24 hours and 30 min from now).

Sorry guys, gotta postpone my stream for an hour, so it's gonna be 6pm until the stream.

Feel free to send me more Course IDs.

The link to the stream is http://bit.ly/1WvxWAX (Twitch)
 

Mael

Member
Great level! The Bowser fight especially was really creative. Nice.

Some levels are more fun to make than others. Especially those that flow without issues. Some are more of a headache and its a strugle between the concept you have in your head and what you can actually achieve lol.

Thanks!
I feel like it's kinda like writing, sometimes you can't do jack and you're stuck against a white page and other times you finally go past that and you manage to get something correct done.
I'm never sure I manage to make something worthwhile :lol

Ill plug my new level as well in case anyone can give it a go:


Bowser Jr Hot Air Baloon Armada!

7D59-0000-0104-411F

I tried this one, very inventive, I liked the shell pixel art in it.
Good use of checkpoints, it would have been a bit of a share without it.


Nice complex level, very well done! The final Bowser fight was almost over before it started though because after I hit the switch on the left with my raccoon tail the floor vanished, and I wondered if that was intentional.

Totally intentional :D
It was foreshadowed near the start with a similar optional setup, I put that as a easter egg....although I think the setup of the level is such that if you don't die against the boss it's the normal thing to do...

I liked how you made the level seem so basic in the first screen and how the rest of the level is so much more complex. I liked your use of multiple paths and it was fun seeing where each one led. One problem I ran into was killing bowser before he was able to clear out the blocks. This made it so I had to either wait until the time expired or restart the level from the beginning. It would have been nice if there was a spike somewhere on the top level so that I could return to the checkpoint without waiting for time to expire.

Thanks!
I should have used the 10 Mario Mario bros 3 base for the illusion to be complete but I got lazy >.<
How did you kill bowser though?
You can't jump on him and you never get the fire flower in the path to this room.
 
So I kinda feel like we should do a best of gaf collection. The opening has levels by gaffers but tbh its outdated now and a lot of the levels in the last 50 or so pages are seriously top tier stuff. Anyone else agree? I think seeing some of the communities best levels 2 months after release will highlight just how much we improved in a short period of time.
 

Majukun

Member
just got the game this friday,this are the first levels i made..they are nothing incredible,i know,but i still have yet to unlock everything

Bowser's HI-sec underwater vault B29C-0000-0103-7DE2
Big rock snake ABD0-0000-00FF-AAB7
Plumbing problems 1.0 AE6D-0000-0105-306F
sky trial 0.5 8087-0000-0106-55c4
 

CrisKre

Member
So I kinda feel like we should do a best of gaf collection. The opening has levels by gaffers but tbh its outdated now and a lot of the levels in the last 50 or so pages are seriously top tier stuff. Anyone else agree? I think seeing some of the communities best levels 2 months after release will highlight just how much we improved in a short period of time.

That´s a fantastic idea.
 

Thud

Member
So I kinda feel like we should do a best of gaf collection. The opening has levels by gaffers but tbh its outdated now and a lot of the levels in the last 50 or so pages are seriously top tier stuff. Anyone else agree? I think seeing some of the communities best levels 2 months after release will highlight just how much we improved in a short period of time.

Yeah, I probably missed a lot of great levels. Maybe limit it to 1 level per user?
 

CrisKre

Member
Let me leave my latest level here again:

bowser.jpg


Bowser Jr Hot Air Baloon Armada!

7D59-0000-0104-411F


Infiltrate Bowser Jr's Hot Air Baloon Armada before it reaches the mushroom kingdom!!

WVW69inhHEY6ZHDwEv

WVW69ingjNE4I-wgIc
 
New level!

Its all about a ship in the sky and you traversing through the ship!
Also its a bullethell-like!
Also maybe its fun!

Ship (or Truth Ray [or Ingenue])
ID: 6D08-0000-0106-BE67

!
 
So I kinda feel like we should do a best of gaf collection. The opening has levels by gaffers but tbh its outdated now and a lot of the levels in the last 50 or so pages are seriously top tier stuff. Anyone else agree? I think seeing some of the communities best levels 2 months after release will highlight just how much we improved in a short period of time.


I just got this today and that's sounds like a great idea. There's sooooo many levels I don't know where to begin.
 
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