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Super Mario Maker level design layouts and ideas

You have to earn stars to upload more levels. Would be nice that earning a certain amount of stars would then allow you to upload custom sounds because you've shown evidence of being a good level designer.

But I'm just bummed that sharing them with friends isn't an option.
 
Good Mario levels should let you soar, not annoy the crap out of you while you die and die again, make sure your level has a tipping point.
 
Can you change how many fireball hits an enemy takes to die? Like if I wanted to make a Venus Flytrap boss?

This would be nice to know. It would be cool to assign numerical health values to an enemy.

Like Bowser Jr. needing 6 or 9 stomps to beat instead of the usual 3.
 
Probably silly question but he didn't mention how he did it and this is the first time I notice something like this...
At the start of the levels, there are a lot of bushes under the bridge section.
You can copy/paste them as you please? Are other enviroment objects available to do the same?
Those are vines (you can climb) and fire flowers, that is, gameplay elements. You can't edit background elements. But it shows how pretty levels can get when you're clever, Josh's levels are gorgeous.
 

The way the Goomba growls when getting out of the pipe can't be a coincidence lol. He must have done that before.

It's a shame custom sounds aren't allowed online, even if it's understandable. Would be nice if Nintendo could just monitor that and reject levels with custom sounds that are inappropriate, but I guess that could be a full time job lol.
 
Is there going to be anything similar to LittleBigPlanet's lbp.me for this? Being able to queue up levels online at the touch of a button after watching a video or something was awesome.
 
Is there going to be anything similar to LittleBigPlanet's lbp.me for this? Being able to queue up levels online at the touch of a button after watching a video or something was awesome.

Not that we know of. But I think the 10/100 Mario Challenges and Miiverse are going to be the way people play this game outside of creating.
 
I'm sure it's been answered but I'm probably just searching for the wrong thing because I can't find it. Can you have multiple custom sound effects in a level or just one? Watching the Giant Bomb video above it looked like there was only one spot for the bird audio cue but I'm really hoping we can have a few.
 
I had an idea of using a conveyer belt (moving Mario's desired direction) and a para koopa troopa constantly jumping, which makes it land on the conveyer belt and pushes it back a bit, causing the flying koopa troopa to constantly jump in a loop.

Also using spinies or beetles that fall from the ceiling to land on the conveyer belts to launch them at you.
 
I really want to make a difficult level that ends with two pipes, one of which returns the player to the beginning

I would say that's cruel and unusual....but then I remember World 8-4(for smb and lost levels) and world D-4 pulled this crap. One with invisible blocks that trapped you so you had to choice but to use the pipe lol.
 
Those are vines (you can climb) and fire flowers, that is, gameplay elements. You can't edit background elements. But it shows how pretty levels can get when you're clever, Josh's levels are gorgeous.

???

I said bushes tho
qAeNV39.jpg


How did he manage to stack a bunch of them in the same area when in a "normal" level they're so few and far between.

Same can be said about the trees.
 
???

I said bushes tho
qAeNV39.jpg


How did he manage to stack a bunch of them in the same area when in a "normal" level they're so few and far between.

Same can be said about the trees.

background graphic flourishes like that appear randomly but if you copy the tiles they are on, they will be copied as well which is how you can kind of put them where you want them.
 
???

I said bushes tho

How did he manage to stack a bunch of them in the same area when in a "normal" level they're so few and far between.

Same can be said about the trees.

I think I saw in an earlier video that bushes and stuff are randomly generated, but once they're generated you can drag them around as you please.
 
I'm sure it's been answered but I'm probably just searching for the wrong thing because I can't find it. Can you have multiple custom sound effects in a level or just one? Watching the Giant Bomb video above it looked like there was only one spot for the bird audio cue but I'm really hoping we can have a few.

Looks like you can only have one custom sound in a level. In the full Giant Bomb video, they try recording a second sound, and it replaced all existing instances of the first sound in the level.
 
background graphic flourishes like that appear randomly but if you copy the tiles they are on, they will be copied as well which is how you can kind of put them where you want them.

That's so cool - a way of adding even more elements without further cluttering the menu, just like with the shaking elements feature.

good job nintendo
 
I was planning on doing a few levels based on other Nintendo games, so it's unsurprising but a tad irking to see DK and Metroid already done, not to mention a shooter. They're all probably better than what I'll come up with, but should be a laugh finding out. I've had a few other ideas that haven't popped up yet, so fingers crossed.
 
I think I saw in an earlier video that bushes and stuff are randomly generated, but once they're generated you can drag them around as you please.

I have not seen anyone doing that but I'll take your word for it.
Everyone seems to only focus on spamming objects without actually messing with the level itself.
 
I was planning on doing a few levels based on other Nintendo games, so it's unsurprising but a tad irking to see DK and Metroid already done, not to mention a shooter. They're all probably better than what I'll come up with, but should be a laugh finding out. I've had a few other ideas that haven't popped up yet, so fingers crossed.

The twitch and youtube stars are going to be stealing your dreams and ideas until September 11th.
 
I have not seen anyone doing that but I'll take your word for it.
Everyone seems to only focus on spamming objects without actually messing with the level itself.

I think it was mentioned in one of the two GameXplain Q&A videos released over the weekend. I watched too many SMM videos recently ...can't keep track where which little nugget was mentioned :D

speaking of which: in the most recent IGN Live thing (another 2h) Jose made a level with just 100 seconds and overshot the timer while tapping to lower the limit so he went to 90 before correcting to 100. So that confirms you can go below 100 seconds. Still no final word (that I've seen) on going over 500 though.
 
The twitch and youtube stars are going to be stealing your dreams and ideas until September 11th.

Oh, no doubt, but live in hope and all that. Incidentally, does anyone know if it's possible to make a flying enemy hover in one spot rather than going up and down? Obviously you could just put a red koopa on a single block, but that ruins the illusion a bit. I'm wondering how possible it would be to do Bopopolis-style sections.
 
Oh, no doubt, but live in hope and all that. Incidentally, does anyone know if it's possible to make a flying enemy hover in one spot rather than going up and down? Obviously you could just put a red koopa on a single block, but that ruins the illusion a bit. I'm wondering how possible it would be to do Bopopolis-style sections.


Very possible. That's one of the easiest things to do since Mario uses the same kind of alternate height jump via button press that DKCR/TF do.
 
I think it was mentioned in one of the two GameXplain Q&A videos released over the weekend. I watched too many SMM videos recently ...can't keep track where which little nugget was mentioned :D

speaking of which: in the most recent IGN Live thing (another 2h) Jose made a level with just 100 seconds and overshot the timer while tapping to lower the limit so he went to 90 before correcting to 100. So that confirms you can go below 100 seconds. Still no final word (that I've seen) on going over 500 though.

Metroid level creator says you can't go over 500
 
Looks like you can only have one custom sound in a level. In the full Giant Bomb video, they try recording a second sound, and it replaced all existing instances of the first sound in the level.

Dang, was really hoping for a few slots. One slot only means either place a ton for abuse or very, very sparingly so as not to be annoying. I know it's local only but still.
 
I guess i'll just have to make a simplistic boss obstacle for stages since you shouldn't really want Bowser / Jr to be at the end of every stage set.
 
I guess i'll just have to make a simplistic boss obstacle for stages since you shouldn't really want Bowser / Jr to be at the end of every stage set.

You could think up lots of bizarre things by combining enemies with items and maybe boxing them into small enclosures. A big flying chain chomp can be scary as shit in tight spaces. :)

They first showed it during one of the treehouse streams at E3: https://youtu.be/psXWPU_qNoM?t=11m41s

Ah, neat!
 
I have not seen anyone doing that but I'll take your word for it.
Everyone seems to only focus on spamming objects without actually messing with the level itself.

I think it's something most have just forgotten and only Josh has really been using in his levels.

Treehouse Live demonstrated moving a flower back during E3 https://youtu.be/psXWPU_qNoM?t=11m42s

EDIT: And he does mention bushes and flowers and how you may or may not want them to clutter the field so you have that option to move them or get rid of them.
 
As others have alluded to, I'm concerned about 99% of user created levels just trying to be as crazy as possible or having some gimmick. Not that there is no place for that at all, I just really hope there are a decent number of people trying to create tightly designed, balanced levels that would fit in a good Mario game. Not sure how good I'll be at designing levels, but this is the direction I want to go. I'd like to create something that would be fitting in a retail game.
 
The no custom sound part is understandable, although I feel like a simple community flagging for inappropriate sounds could solve it.

The potential for funny levels with custom sounds would bem simply to big.
 
A true exercise in frustration would be to use all the space available to make identical rooms of pipes, like 6 on the ceiling, 6 on the floor, every pipe takes you to another random room but only one pipe somewhere takes you to the end.

There would be hardly any way of knowing which room you were in. Some games do this sort of thing and you can trust that "wrong" pipes would send you back to the beginning, but what if you weren't?
 
I really want to make a difficult level that ends with two pipes, one of which returns the player to the beginning

It's a shame you can't make signs of any sort, as I've been pondering the possibility of making a level where you reach the end and would have the (signposted) option of going back to the beginning with maybe a new item or something and playing through the level in a different way or accessing a new path. Not pretending it's a great idea, but it's something I've been thinking about.
 
In SMB2, you could take a pipe that sent you back to the beginning of the game. I think it was world 4-1 where there's a pipe that sends you back to 1-1
 
I imagine at some point that becomes an issue of copyright more than the inevitable racism and other slurs.

Now this is a difficult issue to address that barely anyone seem to remember.

Was this a problem for any other game with huge ammounts of customization and sharing (such as LBP)?
 
You could think up lots of bizarre things by combining enemies with items and maybe boxing them into small enclosures. A big flying chain chomp can be scary as shit in tight spaces. :)



Ah, neat!

True, yeah that's what I mean. More of an obstacle boss like bowser smb1 was.
 
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