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Super Mario Maker level design layouts and ideas

If you want to be fair about it, then you place a solid block that already blocks the first thwomp from falling, at the same height as the other invisible blocks.

Or you could trust them to realize that something weird must be going on, and after their first death they'll experiment.

Later I thought of something else you could do to change it from what I illustrated: put the invisible blocks just one space off the floor to make it easier for small Mario to hit all of them quickly. Then the path backwards is a bit tougher: not only are you closer to the thwomps, but Mario is taller.

Stuff like this is why coins exist. Coins have always been used as a hint mechanic or indicator for new areas or to entice you to find out something helpful.

Want you'd want to do is put a coin somewhere obvious that every would just naturally try to collect but you put an invisible block above it. That then serves as a reminder "oh hey, these exist" and might as well be taken as a hint "why is this here? so random? Oh I guess this tells me hidden blocks are a thing in here!" ...it really helps when you try to design something actually solvable and not just create sadistic trial and error puzzle rooms. Which is of course fine as well if you really want to do that.

Not to be a party pooper but I don't think that Goomba one is possible to make. I'm pretty sure that the level editor won't let you make a level with an impossible jump to the flag pole. Maybe if you made a pipe at the beginning that continuously spawns Goombas it would be okay?

You can build whatever you want as long as you can complete the level yourself. Everything else doesn't matter.
 
I think I'm probably going to go with cryptic clues in the title. Lots of puzzles rooms where the player is mostly safe, but unsure how to progress, Ghost House style, then a serious, but fair, platforming challenge to reach the exit. On death/replay they'll quickly progress through the puzzle stage and just have to nail the platforming.

Given that the game assigns difficulty based on completion percentage, or something like that, I don't want an unnecessarily high kill count. The levels with the very highest difficulty are going to be the ridiculously unfair ones which people will quickly learn to avoid, so I want my levels to be somewhere below that so more people play, and enjoy, them.

EDIT: Thanks for the thread, OP. I hadn't really considered how I was going to approach SMM except as a player, now I'm having lots of fun creation ideas. :)
 
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This one is a bad design: a leap of faith combined with an obstacle that requires previous information the player doesn´t have way of getting before getting to the obstacle itself. Dying there is totally unfair to the player, which will cause frustration and diminish his will to keep on playing. Instead of putting the pipe near a bottomless pit, place some ground there and give the player a way back up to attempt the obstacle once more, at least this way the punishment won´t be too harsh.

Or better yet make it so the pipe and the blocks can be seen before jumping into the pit. You can also place a secret exit instead of the pipe so the player has a reason to replay that stage as it´s impossible to get in there the first time.

The other designs look cool, specially the Goomba escort mission, very original way to make new use of 20+year old resouces!
 
I have actually not been hyped at all for this game, but seeing it in action has really gotten me hyped. Really didn't think that would happen. Sweet.
 
My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!

The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.

The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.

Still, I love the idea and I hope to see more levels like these once it launches.
Just watched it. Don't like it at all. It's an interesting idea but it just doesn't work for this game. I got pissed off with some of the exploration focused levels in the actual SMB3 where the way to go wasn't obvious, and this level is way more complex than those. The timer just makes a level like this frustrating. I mean even a guy who knew exactly what to do failed to beat the level in time. Imagine how frustrating it's going to be for everyone else. And yeah I don't think it's obvious enough for players to understand what each power up will be needed for.
 
My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!

The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.

The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.

Still, I love the idea and I hope to see more levels like these once it launches.

Awesome level, I will definitely play it once the game is out :)
 
This one is a bad design: a leap of faith combined with an obstacle that requires previous information the player doesn´t have way of getting before getting to the obstacle itself.
Unless the walls are close enough for wall jumping, that would allow for some good exploring, player is sliding against the wall, if there's nothing to see there he jumps back.
 
My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!

The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.

The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.

Still, I love the idea and I hope to see more levels like these once it launches.

Great level! Obviously it needs a few tweaks so that the time limit is not as harsh at it is right now but I love the idea behind it a lot. This is exactly why I think SMM will be incredible. There are so many creative people around. They can finally share their ideas with us so we don't have to wait for Nintendo to release another Mario game.
 

Lol, I remember this. Mario desperately need more of this to get my interest again. I trust that players will have fun making evil, crazy levels with unpredictable situations. I don't need to be introduced gently to everything, it's been 30 years, I know how to deal with those things and I can learn some patterns. Give me something cruel that Nintendo would never do, guys.
 
That Winners Don't Do Shrooms level seems like the sort of bullshit I'd pull off with Megaman Powered Up.
'Oops, you made a mistake! Better walk all the way back or kill yourself!'

Not a lot of ideas yet, gotta test and see how all elements work before I can fit it together nicely.
Also a bunch of Mega Man levels Mario Bros style. Gotta make use of that amiibo :V
 
Just watched it. Don't like it at all. It's an interesting idea but it just doesn't work for this game. I got pissed off with some of the exploration focused levels in the actual SMB3 where the way to go wasn't obvious, and this level is way more complex than those. The timer just makes a level like this frustrating. I mean even a guy who knew exactly what to do failed to beat the level in time. Imagine how frustrating it's going to be for everyone else. And yeah I don't think it's obvious enough for players to understand what each power up will be needed for.

Its suppose to be metroid like so lots of exploration. I think this is a prime example of a level that honestly just needs checkpoints if once you get tobroughly the halfway mark you progress saves then it wouldnt be such a slog to replay allof the level. Come on nintendo
 
Please guys keep the die and retry to a minimum. Difficulty should come from platforming, not from 'ahah got you with my lethal dead end, suck it nerd'

Please?
 
My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!

The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.

The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.

Still, I love the idea and I hope to see more levels like these once it launches.
Clever level. Thought the clock was editable, up to 999 since we've one level with hardly any time for it. Guess you have to unlock that feature.
 
Its suppose to be metroid like so lots of exploration. I think this is a prime example of a level that honestly just needs checkpoints if once you get tobroughly the halfway mark you progress saves then it wouldnt be such a slog to replay allof the level. Come on nintendo
Yeah the lack of checkpoints is a massive oversight. Without checkpoints long stages just become annoying to play. It really limits the scope you can make your level have whilst keeping the level fun to beat. I agree that a level like this would have been much more appealing with checkpoints.
 
Lol, I remember this. Mario desperately need more of this to get my interest again. I trust that players will have fun making evil, crazy levels with unpredictable situations. I don't need to be introduced gently to everything, it's been 30 years, I know how to deal with those things and I can learn some patterns. Give me something cruel that Nintendo would never do, guys.

You mean like SM3DWorld´s Champion´s Road?
https://www.youtube.com/watch?v=gWcRo__SpPs
 
Yeah the lack of checkpoints is a massive oversight. Without checkpoints long stages just become annoying to play. It really limits the scope you can make your level have whilst keeping the level fun to beat. I agree that a level like this would have been much more appealing with checkpoints.

My assumption is they did it so testing is easier. But like to me it seems like the test would be as simple as also completing the level reset from the checkpoint. Seems rather simple. I dunno why they dont have them. SMB, SMW and NSMB all have them and that is part of what people remember in those games.
 
This one is a bad design: a leap of faith combined with an obstacle that requires previous information the player doesn´t have way of getting before getting to the obstacle itself. Dying there is totally unfair to the player, which will cause frustration and diminish his will to keep on playing. Instead of putting the pipe near a bottomless pit, place some ground there and give the player a way back up to attempt the obstacle once more, at least this way the punishment won´t be too harsh.

Or better yet make it so the pipe and the blocks can be seen before jumping into the pit. You can also place a secret exit instead of the pipe so the player has a reason to replay that stage as it´s impossible to get in there the first time.

Yeah, there are always ways to make it less frustrating, or more frustrating. Just wanted to illustrate the concept of getting a shell to break a block down a pit.

If we don't mind the player dying at least once as they look for the right pit, we could put "coin arrows" pointing left in each pit except the first. Like "hey, you made the wrong choice, go left next time!"

Or we could do various clues, like coins visible down only the correct pit...or coins visible in every pit except the correct one.

Or all of the wrong pits could connect underneath and lead to a door that takes you back to the top, but the pipe pit is actually dangerous (which the player will be able to see from the connected area, as a warning).

You can only wall jump in NSMBU mode

I only used original Mario sprites as a sort of shorthand. You can't carry shells in Mario 1 style either, so that level would have to be 3 or up anyway. :) NSMB wall jumping would be a good way to make the pits less deadly.
 
My reviewer friend made a level inspired by Metroid. Forgive his commentary, he's an apathetic guy from Austria!

The idea is that there is lots of exploration and that you can only get past certain obstacles by getting a specific power-up fist. So, first he needs a mushroom to grow big and destroy some blocks on the way to pick up a fire flower. The fire balls are then used to destroy a piranha plant wall. After that the shoe, feather, star and shell helmet are all used as a way to gate progress. There are also two mini-bosses, one of them is intended to look a little like Ridley.

The level is not without issues. The timer is too short for example (you can't edit it). Making exploration a little too punishing. Because of this the level basically demands replays until you know where to go. Aside from that I don't think it's super obvious for the average joe which upgrade is needed for what exactly. Communicating that stuff to the player is tough.

Still, I love the idea and I hope to see more levels like these once it launches.
Very good!
 
You mean like SM3DWorld´s Champion´s Road?
https://www.youtube.com/watch?v=gWcRo__SpPs

Not even close. This still manages to be predictable and boring, even easy in most parts. Things that shoot at you, blocks that disappear, obstacles.. yawn, I know what to do as soon as I see them. Learn the pattern in 2 seconds and you're done if you've decent reflexes.
No, I want something totally disrespectful of the player. That old video on YT is a prime example of what I consider to be fun after years of classic platform games, because it gives a middle finger to all the good game design rules and it makes fun of you by putting a platform that looks steady but it starts moving as soon as you touch it and puts a block immediately after to stop your jump (any player's predictable move at that point), evil and genius.
 
I called dips on The Gerst Level, where you need to sacrifice 2 dozens Yoshi to the bottomless pit to reach the flag pole.

Came up with a similar idea months ago:
Yoshi's Holey Hell

A level based all around the concept of sacrificing Yoshis to make long jumps.

Suppose one could also call it Cheese Bridge Area 2 in reference to the original infamous level.
 
yet there will be millions of them all the same.
Then millions of authors will wonder why their levels have no stars and are barely played, and not much people will actually see them.

Also : what do you think streamers will play : clever levels fairly designed with interesting pacing and difficulty curve or : "HOLY SHIT THIS IS SO UNFAIR FFFFFFUUUUUUUUUU #memeface *throws controller against wall and jump around room*"
What has this to do with anything? I'm not talking a handful of streamers, I'm talking about players and the way things are set up.

So yeah, these levels will have a lot of traction and exposure don't worry, it's wether they will impede the enjoyment of people who just want to play good levels that remains to be seen.
What makes you think I'm worrying? I'm pointing out the way Nintendo made things, these sort of levels will barely be rated at all, and I doubt their designers will go on making the same sort of design after a long string of deceptions. Have you played Tipping Stars and Pushmo World? The best rated levels are by far the easiest ones.
 
I think I'm going to try and re-create some of the level layouts from the Mario Clock DS app... there were some interesting levels that were featured as slightly interactive backgrounds (You could jump to interact with the backgrounds, but could not control the direction Mario walked)...

Was also thinking about making a few Mario Beginner levels, as a sort of intro to 2D platforming for my daughter and nephew.. like really simple stuff, each level introducing a basic game play element (like brick and question blocks, jumps and obstacles, how to handle enemies etc)..
 
I called dips on The Gerst Level, where you need to sacrifice 2 dozens Yoshi to the bottomless pits to reach the flag pole.
You cant call dbs on something I already said earlier in the thread, and also months ago. Everyone is stealing my clearly super creative and original ideas. First the carrying the P switch to the goal idea now this.
 
Yeah, there are always ways to make it less frustrating, or more frustrating. Just wanted to illustrate the concept of getting a shell to break a block down a pit.

If we don't mind the player dying at least once as they look for the right pit, we could put "coin arrows" pointing left in each pit except the first. Like "hey, you made the wrong choice, go left next time!"

Or we could do various clues, like coins visible down only the correct pit...or coins visible in every pit except the correct one.

Or all of the wrong pits could connect underneath and lead to a door that takes you back to the top, but the pipe pit is actually dangerous (which the player will be able to see from the connected area, as a warning).

That would be a great solution: lure the player to a wrong pit with coins so he can see the pipe with the blocked pipes and spikes or whatever underneath it. So he takes the door, returns to the upper part and knows what is awaiting. Instead of punishing the player for exploring you are rewarding him this way, it´s much nicer :)

Also, I would never use coins to lure the player to a death trap: that breaks all the established consensus and has the effect that the player will fell cheated and stop believing in coins as guides. So when you may need to use coins/collectables to show the player something else he won´t believe them and you won´t be able to transmit that which you are trying to say. The player would get a sensation of moving goalposts and unfairness.

Just try to don´t plan things based on things like "if we don´t mind the player dying once..:". If the player dies it must be because it was his fault, so he can learn what he did wrong and become better. Look at Souls games, they are generally regarded as being very difficult but fair, because if you die it´s probably because you messed up and not because you had back luck in a random choice.
 
Does anyone know if voice clips you put in your stage can be put in a level you upload? If you can then I'd definitely have a lot of fun playing around with that.

I'd play the role of villain and put little taunt messages for the player at various points. And a nice NOOOOOOOOOO when tbe player beats the stage.
 
Does anyone know if voice clips you put in your stage can be put in a level you upload? If you can then I'd definitely have a lot of fun playing around with that.

They say that when you upload custom sounds are replaced with bird chirps.

What I haven't heard is whether you can share custom sounds with people on your friend list.
 
Love this thread. UncleSporky's post in another thread inspired me to do some thinking about levels on my own. I'm pretty excited now that I've considered the possibilities!
 
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