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Super Mario Maker |OT| Miyamoto Simulator 2015

I hope I'm missing something obvious but on the Matio Maker webpage, looking at my levels, I can't find my level codes anywhere. I'm not near my Wii u and I want to share the code...
 

Monprr

Neo Member
I made an update to my Minion Disposal Unit level. I really just wanted to add skewers and a key in place of whomps and a pow block. I made some adjustments to fit these elements and made it a bit easier as well. Anyway, feedback is welcome. I want to try my hand at something more traditional and less gimmicky for my next level.


5731-0000-01F1-A887
 

VandalD

Member
Got a freshly made Mario here. I called it Skewed Key Hunt. There are skewers, and you have to find keys. There are also two boss fights. It's all very innovative. I'd say it's fairly challenging, though I won't promise that it'll feel fair. There's a checkpoint too, so that's nice. Edit: Oh man, I forgot to mention the boot. The boot's here too. Everyone loves a boot level, right?

CA36-0000-01F2-1BE3.jpg


And now, as is the ritual after uploading a Mario level, I'm gonna play a bunch of GAF levels and give out some stars.

Minion Disposal Unit V3
5731-0000-01F1-A887
This is a really cool level and more people should play it. The only part I didn't like was with the ghosts that attach to floors (always hated those, feels cheap) and waiting for the circle boos. But I always hate those.
This one's great too. Nice boss battle. Nice ramp up in difficulty for the second part.
Sölf;198135129 said:
Thank you for that last checkpoint! I died there at least 5 times. Being sent further back might've sucked.
I like the look of this level. Also uses the coins and keys very well. The falling clouds are a nice touch. I ended up playing the level backwards because of the door, and it still worked out.
Audrey's Stronghold

Another great looking level here. I got all the coins and found a potential place to get stuck, though someone would have to really want to get stuck, so I don't think it's a big deal. Fun level with good use of skewers.
 

Inkwell

Banned
I'm getting tons of plays on my levels since the update. I should be happy, but it's actually a bit depressing since only a fraction of the people playing my levels are giving any stars.

Anyway, feedback time:

Made a new level (after over three months) with contents of the update. Quite proud of my mandatory boss and my first created boss ever.
There are also five (optional) pink coins for you to collect. Please try it out.

Audrey's Stronghold


This was a very interesting level. It had a neat aesthetic to it, and you put course elements to good use. I would say that my only issue is that the look of it is a little too chaotic and confusing. The level design is good enough that it keeps pushing you in the right direction. I'm guessing it had to do with limits in the editor.

Hey guys, I made a new level using some of the new elements. I have to say, this level definitely was not my normal run right to win. It's more of a light exploration level with some little challenges that lead to pink coins. I spent about a day working on it and went for an ice theme in the ghost house backdrop for SMB3. I would love any feedback you have :)

370A-0000-01F0-591E.jpg


Cold Cavern

My profile if you want to try some of my other levels :)

This level is designed very well. The layout is mostly linear with a few side paths, but this allows the player to navigate without feeling lost. Having a door loop back to the beginning was a nice touch too. I think my only issue is the power-up situation. I would have either added a few more power-ups, or made a mushroom tube somewhere in the level with a few sparse power-ups in blocks. The level looks pretty nice too.

Sölf;198135129 said:
I have to admit, I completely forgot that you can do that now. I stopped playing this ~2 weeks after release, so before checkpoints and all that stuff was released. xD
I will probably fix it later and add Fire Flowers in those blocks.

Edit:

C087-0000-01F0-F25C.jpg


Spike Mansion
Since some people argue my levels are to easy, here is one that is quite a bit harder. It uses the new spiked pillars as it's main element but also uses some parts I don't use that often. Have fun.

I'm working on a level that was meant to be sort of a sequel to Perilous Platforms, Scary Saws, but with a focus on skewers. It's changed quite a bit because It's tough to use them mixed with fun platforming. This level is very close to what I should have done. It's a lot of fun and pretty challenging. I like this level quite a bit so I'll go into a decent amount of detail in my critique.

I'll start with the problems. The timing of the skewers can be a bit messy. Most of the time the idea is to keep moving as quickly as possible, but then you get to a section where if you go a little too fast you take a hit, or throw off the timing out of your control. People are going to die a lot as well. Sometimes it's confusing to tell what exactly is going on, and by the time you figure it out the skewers have demolished your platforms and it's too late. The biggest issue I had was right after a checkpoint (thankfully). It's the part with the 2 skull coasters, flying dry bones, and a skewer right after where you have to wait for it to clear the way. I don't know if I was doing this part wrong, but I died so many times trying to get the timing down. Plus, that jump from one skull coaster to the other is particularly nasty since you have to jump off screen when you're right at the top. It was pretty rough.

Now for the positives. Even with the timing issues, you did about everything you could to have the level work. Usually the skewers patterns lined up correctly. I think the best part of the level is the auto-scrolling bit. It guarantees That the timing lines up and is the same every playthrough. I like the pressure you put the player under to keep moving so their platforms don't get destroyed.

New Level:

1A84-0000-01F1-19A6_full.jpg


A Castle in Time
Theme: SMB3
Difficulty: Normal

It's about time travel. You need to go back in time and retrieve the key to exit the castle.

Let me know what you think!

Very cool level concept! It was definitely challenging, but balanced fairly well. My only issue is the power-ups. I wish you made all of them tiered so I got a fire flower if I already had a mushroom. They were also a bit front-loaded too. It may have felt slightly better if they were spaced out a little more.

I made an update to my Minion Disposal Unit level. I really just wanted to add skewers and a key in place of whomps and a pow block. I made some adjustments to fit these elements and made it a bit easier as well. Anyway, feedback is welcome. I want to try my hand at something more traditional and less gimmicky for my next level.


5731-0000-01F1-A887

Considering the theme, the skewers fit right in! The level is still pretty challenging, but it's very fair at the same time. I made it through on my first try, though that might be because I played the original version.

Got a freshly made Mario here. I called it Skewed Key Hunt. There are skewers, and you have to find keys. There are also two boss fights. It's all very innovative. I'd say it's fairly challenging, though I won't promise that it'll feel fair. There's a checkpoint too, so that's nice. Edit: Oh man, I forgot to mention the boot. The boot's here too. Everyone loves a boot level, right?

CA36-0000-01F2-1BE3.jpg

I thought that the level felt very fair. I think the difficulty was perfect. If I had one criticism, it would be that the ending section clashes with the rest of the level. The majority of the time it's coin collecting and methodical platforming, but then you get to the hectic skewer fest that's kind of the antithesis of the rest of your level. Don't get me wrong, I think both parts are very fun, but it may have served you better to use that ending in a different level.
 
This one's great too. Nice boss battle. Nice ramp up in difficulty for the second part.
Thanks!

Very cool level concept! It was definitely challenging, but balanced fairly well. My only issue is the power-ups. I wish you made all of them tiered so I got a fire flower if I already had a mushroom. They were also a bit front-loaded too. It may have felt slightly better if they were spaced out a little more.
Yeah, I thought the power ups made the level a little too easy (until the boss fight). I need to work on that in my future levels.

Thanks for your input! Glad you enjoyed it.
 

Sölf

Member
I'm working on a level that was meant to be sort of a sequel to Perilous Platforms, Scary Saws, but with a focus on skewers. It's changed quite a bit because It's tough to use them mixed with fun platforming. This level is very close to what I should have done. It's a lot of fun and pretty challenging. I like this level quite a bit so I'll go into a decent amount of detail in my critique.

I'll start with the problems. The timing of the skewers can be a bit messy. Most of the time the idea is to keep moving as quickly as possible, but then you get to a section where if you go a little too fast you take a hit, or throw off the timing out of your control. People are going to die a lot as well. Sometimes it's confusing to tell what exactly is going on, and by the time you figure it out the skewers have demolished your platforms and it's too late. The biggest issue I had was right after a checkpoint (thankfully). It's the part with the 2 skull coasters, flying dry bones, and a skewer right after where you have to wait for it to clear the way. I don't know if I was doing this part wrong, but I died so many times trying to get the timing down. Plus, that jump from one skull coaster to the other is particularly nasty since you have to jump off screen when you're right at the top. It was pretty rough.

Now for the positives. Even with the timing issues, you did about everything you could to have the level work. Usually the skewers patterns lined up correctly. I think the best part of the level is the auto-scrolling bit. It guarantees That the timing lines up and is the same every playthrough. I like the pressure you put the player under to keep moving so their platforms don't get destroyed.

Thanks for the feedback! I can definitly see the problems with the spiked pillars and the timing in the non moving section. And yeah, it changes quite a bit and sometimes you only have 1-2 seconds to react to something. I really wish Nintendo would allow us to change the timing on some of those things, like Fireballs, Piranha Plants or those pillars. =/

I also played your level afterwards and it felt quite good! Some jumps were a bit tricky but overall it wasn't to hard or to easy. I really liked it. :D


@Thread:
One more normal level. I wanted to create a NSMB Castle level, but instead of using and experimenting with new stuff I ended up creating a level that is like 70% pipes and stuff coming out of it. xD

2CE9-0000-01F2-D1F6.jpg


The Pipeworks
So, instead of new stuff you get this. Some parts are a bit tricky, but overall the level shouldn't be to hard.
 

GokouD

Member
I'm getting tons of plays on my levels since the update. I should be happy, but it's actually a bit depressing since only a fraction of the people playing my levels are giving any stars.

I know what you mean, Challenge of the Five Challenges ended up on the featured page on the bookmarks site last night, it got 144 plays and only 13 stars, most people didn't even finish it and it's hardly the most difficult level.
 
Here's my attempt at another sorta gimmicky collect the pink coins stage, this time in that there's no enemies at all until the very end. The difficulty was kinda hard to fine tune so I feel iffy about that, but eh

The Dead Mines
FCEE-0000-01F1-CA96.jpg
 

Simbabbad

Member
I'm getting tons of plays on my levels since the update. I should be happy, but it's actually a bit depressing since only a fraction of the people playing my levels are giving any stars.
Don't feel bad, I have the exact same problem. My Sonic level must have been linked somewhere because around 150 people have played it in less than three days, and yet I got something like 15 stars and three comments.

Sometimes, people play whole sets of my levels (so they must like them at least a little bit), and yet don't give any single star. Someone played and beat all my Metroid levels (which are fairly involving and difficult, as you know), and didn't star any.

It wasn't like this at all at launch, but since Christmas, people don't give a shit. It's take take take take and never give (without any effort or sacrifice asked for giving, to make matters worse).

Do levels for you and a handful of people, not the general public, or you'll stop.
 

GokouD

Member
Don't feel bad, I have the exact same problem. My Sonic level must have been linked somewhere because around 150 people have played it in less than three days, and yet I got something like 15 stars and three comments.

Sometimes, people play whole sets of my levels (so they must like them at least a little bit), and yet don't give any single star. Someone played and beat all my Metroid levels (which are fairly involving and difficult, as you know), and didn't star any.

It wasn't like this at all at launch, but since Christmas, people don't give a shit. It's take take take take and never give (without any effort or sacrifice asked for giving, to make matters worse).

Do levels for you and a handful of people, not the general public, or you'll stop.


I once had someone complete something like 20 of my levels, and the only star he left was a comment saying he really liked my levels! Star them then you bastard!
 
Making a pretty cool ghost house using the new stuff but I have a question the layout of mt level is dependent on: if someone has a red key coin, hits a checkpoint and dies, is that coin still collected when they respawn?
 

Simbabbad

Member
Making a pretty cool ghost house using the new stuff but I have a question the layout of mt level is dependent on: if someone has a red key coin, hits a checkpoint and dies, is that coin still collected when they respawn?
Yes, which is pretty awesome, actually. But WARNING: checkpoints "remember" pink key coins, but not keys (which makes sense, it could break a level), so if someone collects the last coin and gets the key but then dies, he'll start again from the checkpoint with no coin in his inventory.
 

GokouD

Member
Making a pretty cool ghost house using the new stuff but I have a question the layout of mt level is dependent on: if someone has a red key coin, hits a checkpoint and dies, is that coin still collected when they respawn?

They do, but it's worth remembering that when you're clearing for upload, when you clear from the checkpoint you'll start with no coins, so bear that in mind and make sure you can go back for them.
 

Ranger X

Member
Yes, which is pretty awesome, actually. But WARNING: checkpoints "remember" pink key coins, but not keys (which makes sense, it could break a level), so if someone collects the last coin and gets the key but then dies, he'll start again from the checkpoint with no coin in his inventory.

Still think this is a weird decision. It cannot break a level if they'd remember both the coins and the keys. And it would have been much simpler for level creators and players. Oh well.
 

Simbabbad

Member
Still think this is a weird decision. It cannot break a level if they'd remember both the coins and the keys. And it would have been much simpler for level creators and players. Oh well.
Dying recreates every single enemy and block, and keys can be tied to blocks or enemies, that's why. And that's why you can't put pink coins in blocks or tie them to enemies. The mechanics complement each others, the game is richer this way.

But yes, it can be confusing to have your coin progress be saved and not the key unlocked by the coins.
 

Inkwell

Banned
Don't feel bad, I have the exact same problem. My Sonic level must have been linked somewhere because around 150 people have played it in less than three days, and yet I got something like 15 stars and three comments.

Sometimes, people play whole sets of my levels (so they must like them at least a little bit), and yet don't give any single star. Someone played and beat all my Metroid levels (which are fairly involving and difficult, as you know), and didn't star any.

It wasn't like this at all at launch, but since Christmas, people don't give a shit. It's take take take take and never give (without any effort or sacrifice asked for giving, to make matters worse).

Do levels for you and a handful of people, not the general public, or you'll stop.

I guess you're right. By the way, I just re-played your metroid levels. Here's the thing. None of the levels showed that I had completed them before. I've heard of this happening before, but it also showed that I had not given you stars for any of the levels! I actually remember forgetting to star 1 or 2 of your levels, and didn't realize I could do it from the pause menu at the time (I had just gotten the game). I'm sure I starred the other levels though. Either way they're all starred now!

Sölf;198213860 said:
Thanks for the feedback! I can definitly see the problems with the spiked pillars and the timing in the non moving section. And yeah, it changes quite a bit and sometimes you only have 1-2 seconds to react to something. I really wish Nintendo would allow us to change the timing on some of those things, like Fireballs, Piranha Plants or those pillars. =/

I also played your level afterwards and it felt quite good! Some jumps were a bit tricky but overall it wasn't to hard or to easy. I really liked it. :D


@Thread:
One more normal level. I wanted to create a NSMB Castle level, but instead of using and experimenting with new stuff I ended up creating a level that is like 70% pipes and stuff coming out of it. xD

2CE9-0000-01F2-D1F6.jpg


The Pipeworks
So, instead of new stuff you get this. Some parts are a bit tricky, but overall the level shouldn't be to hard.

There were a few sections where I felt like I needed to use that air twirl to make jumps. I feel like you should have either dialed back the difficulty slightly, or upped the difficulty and made it really challenging.

Here's my attempt at another sorta gimmicky collect the pink coins stage, this time in that there's no enemies at all until the very end. The difficulty was kinda hard to fine tune so I feel iffy about that, but eh

The Dead Mines
FCEE-0000-01F1-CA96.jpg

The difficulty is a little all over the place, but that's fine. The only room I had a major problem with was the moving platform with tall the spike traps. There's that one on the track where the hit-box extends past the platform, even though the platform just passes over it. I also died once to the falling saw blade in the conveyor room, even though I thought I did that section perfectly.

Something interesting here is that I have nearly the same boss fight in the level I'm currently working on. I have a flying big dry bones and no boos though. I think I may change it so it's not so similar to yours, but I also have another endurance room with the same skewer mechanic.

I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.

https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012

eyd8j3k.jpg


I'm worried it's a bit easy, let me know what you think.

I wouldn't worry about difficulty. The majority of the level was fairly average in difficulty, but it gets more difficult near the end. You definitely nailed the look of a crumbling castle.
 

BGBW

Maturity, bitches.
I know people aren't really a fan of music stages, but they do take quite a bit of work to put together since you have to work about SMM limitations. Anywho, I made a rendition of the Legend of Zelda overworld theme.

F18C-0000-01F3-7DCE_full.jpg

Bookmark Link
 

Ranger X

Member
Dying recreates every single enemy and block, and keys can be tied to blocks or enemies, that's why. And that's why you can't put pink coins in blocks or tie them to enemies. The mechanics complement each others, the game is richer this way.

But yes, it can be confusing to have your coin progress be saved and not the key unlocked by the coins.

Yeah I know it makes sense in line with the current saving logic. I just think the saving logic should have been different from the start actually. Even if the current state I would have the ennemi respawn minus the key. Logic would be the key, whatever its location, is saved.
Anyhow, Super Mario Maker 2. :p
 
Thanks for those who played my last level... Inkwell as always, first complete & star!

I have some feedback for recent levels coming soon. Meanwhile, my first level where I put forth quite some effort in creation with the new elements as well as visual design.

It's a fairly long level, but hopefully remains fun. There is a super fun and rewarding shortcut hidden in there, but the regular way itself should be pretty fun. Hope to hear some good things!

Stowaway
 
Before posting anything new I'll try other stages first so I can feel less unique about my approach to the keys and coinage that are all the rage these days.

Sölf;198213860 said:
One more normal level. I wanted to create a NSMB Castle level, but instead of using and experimenting with new stuff I ended up creating a level that is like 70% pipes and stuff coming out of it. xD

2CE9-0000-01F2-D1F6.jpg


The Pipeworks
So, instead of new stuff you get this. Some parts are a bit tricky, but overall the level shouldn't be to hard.
I really enjoyed this one, there were some big jumps that I feel fortunate to have guessed that I should assume death if I didn't make big leaps with air spins so maybe some coin marking wouldn't go amiss but otherwise and solid simple stage that I managed to get through on the first attempt.

Oh I suppose that bit with the twin cross sections of pipes can be a bit much without a fire flower because SO MANY FIRE SPEWING PLANTS.

Here's my attempt at another sorta gimmicky collect the pink coins stage, this time in that there's no enemies at all until the very end. The difficulty was kinda hard to fine tune so I feel iffy about that, but eh

The Dead Mines
FCEE-0000-01F1-CA96.jpg
I can say I collected all the coins, just not in one run because I'm weak so I never actually got through the door.
Or maybe this was just pretty tough, one hit for all the puzzle like rooms is pretty tricky.
Decent challenges isolated on their own though.

Also the setup is so similar to a recent stage of mine (and probably many others when it came to the introduction of coins) that I felt compelled to drop a star even if it beat me down.

I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.

https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012

eyd8j3k.jpg


I'm worried it's a bit easy, let me know what you think.
Nothing wrong with an easier stage every now and then, it pulls off the crumbling aesthetic well and delivers a perfectly decent stage.

I know people aren't really a fan of music stages, but they do take quite a bit of work to put together since you have to work about SMM limitations. Anywho, I made a rendition of the Legend of Zelda overworld theme.

F18C-0000-01F3-7DCE_full.jpg

Bookmark Link
This is a really cool take on an overused theme, try it people, you may be surprised.

Thanks for those who played my last level... Inkwell as always, first complete & star!

I have some feedback for recent levels coming soon. Meanwhile, my first level where I put forth quite some effort in creation with the new elements as well as visual design.

It's a fairly long level, but hopefully remains fun. There is a super fun and rewarding shortcut hidden in there, but the regular way itself should be pretty fun. Hope to hear some good things!

Stowaway
Cool exploration stage, the first half was neato with its open space to explore and the visual side of things was really well done throughout. I never have the patience for that.
Nice amount of secrets tucked away in there as well.
That secret exit especially, always fun to discover though I didn't see what was beyond the bill blaster that conked me with a shell as a result.
 

Simbabbad

Member
I guess you're right. By the way, I just re-played your metroid levels. Here's the thing. None of the levels showed that I had completed them before. I've heard of this happening before, but it also showed that I had not given you stars for any of the levels! I actually remember forgetting to star 1 or 2 of your levels, and didn't realize I could do it from the pause menu at the time (I had just gotten the game). I'm sure I starred the other levels though. Either way they're all starred now!
I hope you had fun replaying them!

Super Mario Maker forgets very quickly you have completed a level, and sometimes even that you starred one, which is mind-bogglingly annoying - I hope it'll get fixed in a sequel. This being said, I updated those levels a lot, so maybe you had completed and starred a previous version. Thanks, in any case, I did get the notification for the stars!

Yeah I know it makes sense in line with the current saving logic. I just think the saving logic should have been different from the start actually. Even if the current state I would have the ennemi respawn minus the key. Logic would be the key, whatever its location, is saved.
Anyhow, Super Mario Maker 2. :p
We have to remember the game released without checkpoints, the level format may not be too flexible.

I really hope Super Mario Maker 2 will make sense for NX (I can't imagine the game without a touch screen).
 
I'm saddened.


I made a level and let my boyfriend play through it. After he was finished, he tried to star it and a pop up told us that you can't star a course made on the same console :(

He was playing on his own profile and everything.


I see people were creating multiple Wii u profiles just to star thier own levels, lame.
 

daydream

Banned
Sölf;198228302 said:
Are there any plans for a second SMM GAF contest by the way?

plans, no. the second contest was canned due to lack of any response whatsoever. i'd always be up to organise another one but only if the interest is there
 
I finished updating another course, this time much more massively than the first one. I'd say all 80% of it is new. I mostly kept the level theme and the intro.

Perilous Pipes v2

https://supermariomakerbookmark.nintendo.net/courses/38C8-0000-01F4-9FB5

Please let me know what you think.

I think I have one more level I want to update before I start creating new levels again.

I've played through a few gaf levels but didn't have my laptop handy for constructive criticism. I've starred most of your guys levels I've played if that helps.
 

Tregard

Soothsayer
Hey folks, I spent last night having a go creating again for the first time in quite a while, I think its turned out pretty well!

Bowser's Big Bucks Casino

354eb444-f5ae-4a39-a0a5-85360f8f77ae.png


Come one come all to the glitz and glamour of King Koopa's horrific casino hideout. The kingpin's son has been left in charge of the establishment, and Mario is an unwanted visitor to the Bowser Grand. Experience the thrills of the games such as the Koopa slots, firey block roulette and unwind in the goomba mosh pit. All before taking on Bowser Jr. at a deadly game of skill and luck!
 

GokouD

Member
I've just made the third in a long-running trilogy of compact 2-screen obstacle courses, this one's called Incinerator. It's pretty tough, but short, so persevere!

https://supermariomakerbookmark.nintendo.net/courses/5078-0000-01F5-1FC5

lvZjmYx.jpg


Here are the previous 2 in the trilogy if you want to try them:

Trash Compactor: https://supermariomakerbookmark.nintendo.net/courses/174C-0000-006C-D1F1

Waste Disposal: https://supermariomakerbookmark.nintendo.net/courses/29DE-0000-0088-24DA

For reference, Trash Compactor is the hardest of the three, and Waste Disposal is the easiest.

Now I really need to do some feedback!
 

Inkwell

Banned
Thanks for those who played my last level... Inkwell as always, first complete & star!

I have some feedback for recent levels coming soon. Meanwhile, my first level where I put forth quite some effort in creation with the new elements as well as visual design.

It's a fairly long level, but hopefully remains fun. There is a super fun and rewarding shortcut hidden in there, but the regular way itself should be pretty fun. Hope to hear some good things!

Stowaway

This level was pretty tough! It was mostly fair though. I skipped the shortcut. I actually saw it and thought it would just lead to a 1-up or something. My least favorite part was the section with the chomps. that first jump into the little maze-like section was a little rough since you need to run and you have that spike there. It was a bit more awkward than I would like. That section felt a little too cramped too. Everything else was pretty good.

New Level:

9779-0000-01F3-0679.jpg




The Great Key Hunt
9779-0000-01F3-0679

This was a nice, fun level. It felt like a typical SMW level, but with the key mechanic on top of it.

I finished updating another course, this time much more massively than the first one. I'd say all 80% of it is new. I mostly kept the level theme and the intro.

Perilous Pipes v2

https://supermariomakerbookmark.nintendo.net/courses/38C8-0000-01F4-9FB5

Please let me know what you think.

I think I have one more level I want to update before I start creating new levels again.

I've played through a few gaf levels but didn't have my laptop handy for constructive criticism. I've starred most of your guys levels I've played if that helps.

I loved this level! Mario Bros 3 is my favorite of the series, and this felt like it came right out of world 7. It did get a bit tricky during the last half. This isn't a problem, but there were a few jumps that felt a little off.

Ok here's my take at a first level using the new features.
Make your way thanks to the skewers (aren't they adorable!) and explore well if you want to skip the end boss!



CLEAR THE WAY!
(medium difficulty)

WVW69i_VqykJ83hN89


Any feedback is greatly appreciated. I hope you have fun!

I made it through with all the coins. I love that for some of the coins you made little challenge rooms. In a strange way it reminded me of Metroid. They were almost like those side rooms that have a missle expansion or something at the end. The fact that they loop back around made it feel more satisfying somehow.

An autoscroll airship level. Find the secret!

Airship Armada

The up and down motion of the level made the part where you get to the secret a little confusing. Other than that it was a fairly decent level. I would have added a few enemies here and there, but not too many.

First Level I created in a very long time.

CdYJ_abVAAAN0gp.png



https://supermariomakerbookmark.nintendo.net/courses/9B88-0000-01F3-A19F


took me half an hour to create, and just wanted to play around with the key mechanic. But I still have a good feeling about this one, and want to hear your opinion about this :)

Not bad considering the short amount of time it took to make. I have 2 points though. First, that koopa dispenser near the beginning should have use red koopas. That way only 1 comes out at a time. Second, that skewer trap next to the boss is pretty nasty. It punishes people for trying to explore, and once you're there you can't escape without taking at least one hit.

Hey folks, I spent last night having a go creating again for the first time in quite a while, I think its turned out pretty well!

Bowser's Big Bucks Casino

354eb444-f5ae-4a39-a0a5-85360f8f77ae.png

I think some of the execution was off, but it was actually a really cool concept I would like to see explored further. With those up and down blocks, most of the time whatever came out of the blocks were crushed, so it didn't really pay off to do it. Also, that part with the flames and circling blocks was a bit too rough. I would have used something like flying spinies or boos in the blocks instead of enemies that can immediately fall on and kill you.

I've just made the third in a long-running trilogy of compact 2-screen obstacle courses, this one's called Incinerator. It's pretty tough, but short, so persevere!

https://supermariomakerbookmark.nintendo.net/courses/5078-0000-01F5-1FC5

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I played this earlier thinking it would only take me a few minutes. I probably spent like 10-15 minutes on a level that took me about 37 seconds when I actually finished it. The only way it works is because it's so short, but it definitely has that "I know I can do this" quality that keeps you trying. Another plus is that it's so neat and clean looking compared to other levels of the same type. You immediately know what to do at every part, and it makes it immensely better to play.
 

Simbabbad

Member
So, I had started to pick up my old "Mario Kart Assault" series again, but the update changed my focus to another series I paused after just one level: "Topsy-turvy Waluigi".

The concept of Topsy-turvy Waluigi is to pay homage to the openness, tone, platforming and exploration/light puzzle elements of Wario Land, but with a gimmick : when you go through a door, you actually go behind the level. Areas in the open air are therefore symmetrical, but ground areas and areas with backdrops differ since you can see what's "on the other side". Here's an example in the first level, Topsy-turvy Waluigi (Plains):


I had started creating a ghost mansion sequel quite some time ago, but managing the openness with the Super Mario Maker options back then was a nightmare - but everything changed thanks to the pink coin update! So here is Topsy-turvy Waluigi (Mansion):

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This is probably the level I like the most out of all the ones I've done so far, I haven't worked so enthusiastically on a level since Metroid Resurgence. Waluigi ventures into a ghost mansion but gets trapped there, and he must explore it to retrieve eight pink coins to get the key and escape. The level has a main hall that more or less works as a hub, and you can go from there and get the coins in any order - of course, the series gimmick of "flipping" the level is used a lot here, example with the very first door you use:


The level isn't hard in the sense that each area is easy individually, but you have to be curious to find every coin, remember where stuff is, and not waste too much time. To relax and not be frustrated because of the time limit or having to redo stuff you've done already, I actually created a genuine SAVE point (not just a checkpoint):


The way it works is actually very simple: you get to the checkpoint flag into the first picture, become big Mario, have to go through the pipe, then the second checkpoint is activated (second picture), and by the time you fall down to the second pipe, it generates the Waluigi costume. That way, every time you use this save point, the flags get activated one after the other and save your coin progression, and you get the Waluigi costume back - you can't lose your progress before you get the key. Only downside: the save point does NOT remember keys, so do NOT save once you got it (I warned about this through a Miiverse comment), or you'll get back to square one if you die after you "saved". The path from the save point to the exit isn't very hard, though, it's unlikely you die in this sequence, so hopefully it shouldn't be an issue.

You can check my levels in:

- My (French) blog
- SUPER MARIO MAKER BOOKMARK

--

Feedback:

Made a new level (after over three months) with contents of the update. Quite proud of my mandatory boss and my first created boss ever.
There are also five (optional) pink coins for you to collect. Please try it out.

Audrey's Stronghold

It's a shame you can't recolour pipes by shaking them, because the first part is confusing, you don't know if a pipe is a way out of not, so you try every single one of them and it breaks the pacing (arrows would have solved that). Also, I assumed after a while every question block was a costume, so I wasted some time at the part where you have to activate a vine.Other than that, it's your usual high quality and the boss was original.

A Castle in Time
Theme: SMB3
Difficulty: Normal

It's about time travel. You need to go back in time and retrieve the key to exit the castle.
Good level, very atmospheric, the gimmick is very intuitive, you understand immediately the concept, and the level itself is smooth, with a good pacing. I'm not a fan of the SMB3 style Bowser fight though, too long and random IMO.

I've just made the third in a long-running trilogy of compact 2-screen obstacle courses, this one's called Incinerator. It's pretty tough, but short, so persevere!
I kept dying at the fourth loop, the one where the Podoboos are evenly spaced, so I gave up. The error margin is way too tight for me.

An autoscroll airship level. Find the secret!

Airship Armada
Beat it, but there are huge visibility issues: because of the fortress waving or the centring on Mario, you can't see the floor in many parts, and have to guess if there is a floor there or not. Also, the skewers crushing you from off-screen is a big no-no in my book. Same thing for the ending with the lava bubbles, you can't see them until it's too late, it feels like trolling. And the secret area is unlocked just by taking hits?

Make your way thanks to the skewers (aren't they adorable!) and explore well if you want to skip the end boss!

CLEAR THE WAY!
(medium difficulty)
It's a nice level with a lot of good things, but there are some issues. First, when you get in blindly, you don't know if the coins are mandatory to finish the level or not, so it's frustrating when you want to go back and can't (I missed one coin, apparently). And then, there are smoothness issues: the Spike Tops kind of kill the pacing with their randomness (a lot of times I ran into them without being able to avoid them because they were off-screen just before), the famous Piranha Plant issue (they take ages to get out of pipes in SMM) cause unfair hits and again slow down the pacing (it'd be better if they were out at all times), and there are areas that are too cramped IMO: I didn't understand the spikes giving mandatory hits in the first pink coin area, and the boss fight is way too cramped (I got through it with
the hidden star
). I did love the exploration elements and starred the level.

Hey folks, I spent last night having a go creating again for the first time in quite a while, I think its turned out pretty well!

Bowser's Big Bucks Casino
I'd reorganize the trials to make them achievable in any order with pink coins rather than in a sequence, here, you have trials where you can get easily killed right after very long ones (the question blocks in the beginning for example).

I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.

https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012

I'm worried it's a bit easy, let me know what you think.
The cinematic aspect is exciting and extremely well done, with nice secrets along the route. I think the challenge is right for a level of this kind, if you die and repeat sequences too often, they lose their cinematic excitement and become irritating, and what used to be a strength becomes a weakness.

First Level I created in a very long time.

https://supermariomakerbookmark.nintendo.net/courses/9B88-0000-01F3-A19F

took me half an hour to create, and just wanted to play around with the key mechanic. But I still have a good feeling about this one, and want to hear your opinion about this :)
I loved this level! Great pacing, great variety, great fun! The only part I didn't like was the wall of moles and Yoshi trapped in a one block tall dead end, it was sort of weird.

--

You can check my other levels in:

- My (French) blog
- SUPER MARIO MAKER BOOKMARK
 

gblues

Banned
Simbabbad said:
Beat it, but there are huge visibility issues: because of the fortress waving or the centring on Mario, you can't see the floor in many parts, and have to guess if there is a floor there or not. Also, the skewers crushing you from off-screen is a big no-no in my book. Same thing for the ending with the lava bubbles, you can't see them until it's too late, it feels like trolling. And the secret area is unlocked just by taking hits?

No, no hits needed.

The skewer doesn't smash through the wood blocks so you can run underneath as soon as it's smashed

It was intended to have an "upper path" vs "lower path" (with the power-up and the secret being on separate paths). But it sounds like that didn't work? (Keep in mind this is my second level)
 

Nightbird

Member
Not bad considering the short amount of time it took to make. I have 2 points though. First, that koopa dispenser near the beginning should have use red koopas. That way only 1 comes out at a time. Second, that skewer trap next to the boss is pretty nasty. It punishes people for trying to explore, and once you're there you can't escape without taking at least one hit.

Thanks for the feedback! I'll keep the Tipp with the red Koopas in mind for the next time I'm gonna implement such a mechanic :)

I actually wanted the Trap to be this evil, so I guess that was not fair haha. I often felt like skewers were evil traps in the mario games, so I wanted to emulate the feel i had ^^

I loved this level! Great pacing, great variety, great fun! The only part I didn't like was the wall of moles and Yoshi trapped in a one block tall dead end, it was sort of weird.

I thank you for that very positive feedback, it made my Day :)

I agree that part got a little weird, but my idea behind that was mario was saving yoshi while being “under gunfire“ by the moles. And since my time was limited, that was the best i could come up with.
I should maybe not watch movies while designing levels xD
 

Ranger X

Member
the Spike Tops kind of kill the pacing with their randomness (a lot of times I ran into them without being able to avoid them because they were off-screen just before)...

...and there are areas that are too cramped IMO: I didn't understand the spikes giving mandatory hits in the first pink coin area


- What do you mean by spike top? Just curious. I only used spikes in one underground area and when you play they are supposed to happen below you.

- I am near my own tolerance limit before "cramped" becomes "bad". I suspect some players will need adaptation there. I think the level works good when the player takes the time to play. I have a question though, where it that mandatory hit you're talking about? I obviously did not design any so I am definetely curious to know what part you perceive as a mandatory hit.
 

Heropon

Member
This level is actually older than the last one I posted but I had to erase it for reasons and I didn't get to show it:

Spike fields (796C-0000-01F0-44D9)

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It has a traditional main path but if you want to explore there are a couple of alternative routes with extra rewards and challenges.

If you like this, I've made other traditional levels like Multi-level plains (maybe it's too easy) or the more challenging auto-scrolling level Mushrooms below, cannons above.
 

fhqwhgads

Member
I've found that Super Expert is actually more annoying than Expert, in that a lot of levels are actually really good at the start but then it seems the creators get lazy later on and the level goes from being sorta well design to just being unfair clusterfucks that go down to either "precision platforming" where you're forced to jump on tiny blocks or spike abuse. Pretty disappointing really.
 

Blues1990

Member
I've found that Super Expert is actually more annoying than Expert, in that a lot of levels are actually really good at the start but then it seems the creators get lazy later on and the level goes from being sorta well design to just being unfair clusterfucks that go down to either "precision platforming" where you're forced to jump on tiny blocks or spike abuse. Pretty disappointing really.

From my experience, it's just summed as "HUR HUR, DIS LEVEL IS HARD!", where in reality it's just designed to be just anti-fun and unfair in every respect.
 

jholmes

Member
OK everyone, no new stage from me, just a big pile of feedback. My latest is Spiky Spelunking and if you're looking for a break from keys and skewers, Mount Molehill and The Heat is On could use some playthrough love.

New Level:

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A Castle in Time
Theme: SMB3
Difficulty: Normal

It's about time travel. You need to go back in time and retrieve the key to exit the castle.

Let me know what you think!

Why no smart power-ups? Clever stuff in this stage (no surprise, given the time travel idea) but I don't love the boss encounter. That's mostly not your fault -- I've said it before and I'll say it again, SMB3 Bowser is a real jerk. Neat idea with the P-switch though, definitely I like the execution of the P-switch stuff.

https://supermariomakerbookmark.nintendo.net/courses/496C-0000-01F3-D912

My first course in a long time, but ever since they added skewers I've really wanted to try this out. Let me know what you all think!

Skewer Skills is an appropriate name, because that's what you need here. Meeting these challenges is fun -- it's a good and pleasant test of one's skill. I didn't love the enemy placements in the course -- they always seemed just a bit too much in the way. The second half after the checkpoint is rough -- in the first post-flag challenge, it's super easy to get hit by the spikes or the goomba, which means you have to commit suicide (and there's no hole to jump in either, so it takes extra time). On the second challenge, there's nothing to guide the player where to go.

Glad to have you back in the thread!

I finished updating another course, this time much more massively than the first one. I'd say all 80% of it is new. I mostly kept the level theme and the intro.

Perilous Pipes v2

https://supermariomakerbookmark.nintendo.net/courses/38C8-0000-01F4-9FB5

Please let me know what you think.

I think I have one more level I want to update before I start creating new levels again.

I've played through a few gaf levels but didn't have my laptop handy for constructive criticism. I've starred most of your guys levels I've played if that helps.

Brilliant speedrunning stage. Some sublime choices here: Do you take the power-up, or do you go for a better time? The power-ups are all just slightly off the main path, so going for speed or style points means thinking creatively and challenging yourself as small Mario. Really great design. If I had one complaint, I'd say the checkpoint is a touch too late in the course. Really fantastic work though, I don't know how this stage was originally received but now it's among the top tier in the thread.

Ok here's my take at a first level using the new features.
Make your way thanks to the skewers (aren't they adorable!) and explore well if you want to skip the end boss!



CLEAR THE WAY!
(medium difficulty)

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Any feedback is greatly appreciated. I hope you have fun!

Why no smart power-ups? I just do not get this at all. You should reward good players, and if that means retooling your level a bit, most players will appreciate it. The rest probably won't know any better because they're too busy trying to survive.

In the Thwomp cave, I really liked the sliding puzzle, but I didn't like the wall jumping. The space was too tight, and there was too little indication of what to do. I got through it OK, but a lot of players wouldn't. The coin amid the pipes shortly after that (I think it's the third coin?) spits Mario out into a pit, dropping blindly from above. This is no good! You might need to playtest more thoroughly -- think of everything someone can do to break a level. You have a platform below that coin -- you just need to move it to where someone's likely to land on it. But I really like the use of semi-solid platforms as a guide -- where Mario can hide safely, where the skewers will end, etc.

The ease of finding the invincibility star undermines the challenge of the boss room, and that definitely undermines the pile of pink coins you want the player to find. Once you beat the bosses you can just clobber everything with the fire clown car, and it's super easy to do that with an easily found star before the encounter.

I wanted to like this level more than I did. I like the skewers set against the sunny, flowery setting, and I generally really liked how you used the skewers, too. But I can't ignore the stuff that's holding this all back. I hope this isn't coming across as too negative.

Hey folks, I spent last night having a go creating again for the first time in quite a while, I think its turned out pretty well!

Bowser's Big Bucks Casino

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Come one come all to the glitz and glamour of King Koopa's horrific casino hideout. The kingpin's son has been left in charge of the establishment, and Mario is an unwanted visitor to the Bowser Grand. Experience the thrills of the games such as the Koopa slots, firey block roulette and unwind in the goomba mosh pit. All before taking on Bowser Jr. at a deadly game of skill and luck!

Speaking of levels I wanted to like more than I did, we have this. I like the idea of a casino setting, but this doesn't feel so much like things are left to chance as it just feels unfair. Why would you have a koopa dropping from a pipe immediately above the first door? Using spike tops, which cling to everything, as a punishment on the second slot machine gimmick is unfair and unfun. I get the point of using goomba-feeding pipes above the goomba ball pit, but I think just one is enough. If that setpiece was less relentless, I'd have really enjoyed it! As it stands I'm conflicted about it. Using two-block spaces as landing spots for the koopa pipes is too tight -- four blocks would allow the player some more breathing room. The conveyor belt portion of the level is a pain, and really not enjoyable or consistent with the rest of the theme.

This level is full of really neat ideas that probably sounded great in your head but don't work when put into action in a stage, or at least don't work as you're executing them here. I'd recommend more critical playtesting in the future -- don't fall in love with an idea that isn't fun or fair to play through.

I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.

https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012

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I'm worried it's a bit easy, let me know what you think.

You captured the feel of a crumbling castle! Well done! I wish there were more big podobos on the snake portion, because it's a bit passive to play through. I also don't love the boss room, because the enemies just fall blindly onto Mario at first. Great execution on the concept, though. Recommended.

Sölf;198213860 said:
One more normal level. I wanted to create a NSMB Castle level, but instead of using and experimenting with new stuff I ended up creating a level that is like 70% pipes and stuff coming out of it. xD

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The Pipeworks
So, instead of new stuff you get this. Some parts are a bit tricky, but overall the level shouldn't be to hard.

I really liked this, but the difficulty is funny -- It's not that hard, but I doubt your average Mario player would be able to pull off the advanced moves required to beat the stage. I don't like how the one goomba pipe drops enemies blindly onto Mario from above, and the secret area where you have to drop with the falling platform is unfriendly to less experienced players, because it means instant death, which is a bit unfortunate. I also think the second checkpoint is unnecessary -- you've basically beaten the stage by that point, and it's not much further ahead from the first one. But I really liked this! Nailing those tough jumps is fun!

Got a freshly made Mario here. I called it Skewed Key Hunt. There are skewers, and you have to find keys. There are also two boss fights. It's all very innovative. I'd say it's fairly challenging, though I won't promise that it'll feel fair. There's a checkpoint too, so that's nice. Edit: Oh man, I forgot to mention the boot. The boot's here too. Everyone loves a boot level, right?

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I like this a lot before the checkpoint. After the checkpoint it's a mad dash, and you don't really give the player any indication they're supposed to be running for their lives. A couple jumps in the latter half are super tight, too. Worth mentioning: One time, Bowser spawned on me before the one-way block, which meant I was screwed. Didn't happen any other time though, so maybe that's a one-off glitch. (Maybe Bowser's jealous of your level and needs to ruin your good time?)

I made an update to my Minion Disposal Unit level. I really just wanted to add skewers and a key in place of whomps and a pow block. I made some adjustments to fit these elements and made it a bit easier as well. Anyway, feedback is welcome. I want to try my hand at something more traditional and less gimmicky for my next level.


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It's certainly fun, but the design feels too tight, like there's no room to breathe. It's easy to go back through the door and grab the first P-switch a second time and screw with the latter half of the level. I don't like the column of spikes at the very beginning of the level -- it seems like an unnecessary way to kill off Mario before anything's even happened. But again, this is fun for the most part, and there's a really good sense of place you've built here.

Sölf;198135129 said:
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Spike Mansion
Since some people argue my levels are to easy, here is one that is quite a bit harder. It uses the new spiked pillars as it's main element but also uses some parts I don't use that often. Have fun.

I like this a lot! I feel like the placement doesn't always line up just right -- some skewers and dry bones projectiles were set at points where they were seemingly unavoidable. Also, no way to get the flagpole 1-up? Boo! Good use of skewers though, good variations on the concept too.

Hey guys, I made a new level using some of the new elements. I have to say, this level definitely was not my normal run right to win. It's more of a light exploration level with some little challenges that lead to pink coins. I spent about a day working on it and went for an ice theme in the ghost house backdrop for SMB3. I would love any feedback you have :)

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Cold Cavern

My profile if you want to try some of my other levels :)

Really good! Clever use of the skewers and good placement of the pink coins. Very well thought out, strong sense of place too. Tough but fair. Don't have a lot to say other than that it comes highly recommended!

Made a new level (after over three months) with contents of the update. Quite proud of my mandatory boss and my first created boss ever.
There are also five (optional) pink coins for you to collect. Please try it out.

Audrey's Stronghold


I don't know who Audrey is, or what all the tracks here are for. I felt this was somewhat empty and pretty average until the skewers showed up, but you gave those skewers lots of neat things to do. I don't love the plant boss battle though, which would be impossible to win without getting hit and instead is almost impossible to fail with unlimited power-ups.
 
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