Time flies while playing this game![]()
Yeah everytime i create a level i think it wont take that long. Fast forward 3 hours: well shittt....
Time flies while playing this game![]()
1) Is there a limit to how many levels you can play? Are there restrictions of any kind or can you literally browse through the entire catalogue of levels?
2) Do levels expire? Or are the codes in this thread good indefinitely until the user stops sharing or deletes
3) Is there a "recently played" or favorites list?
4) For levels that you play without downloading, does the game save your clear times?
Infiltrating Bowser's Airship
91B5-0000-0041-D2CA
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Ghost Mansion's Secret Stars
0060-0000-003D-A6C2
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Aerodynamics of Vine Jumping
7EC7-0000-003F-D343
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Yeah, I understand some of your comments. I put the cloud there so you could fly up and see the enclosure thing that Bowser was in, and the arrow there to point you in that direction, although I probably shouldn't have put that there as it could have been confusing.
The conveyor belt section shouldn't have sent you into the goombas though, as long as you weren't moving on the conveyor belt you should have been fine.
The sound effect on the goombas was meant to be their cries of pain as they got sent through a machine turning them from mushrooms to goombas, but I can understand how that might have been unclear as I couldn't get the sound effect timing right. If there seemed like there was too much going on then I'm sorry, I did redo that last section multiple times and I'm still not quite happy with it. Thanks for playing, and thank you for the constructive criticism.
Overall I think I'm going to overhaul the last section of the level and re-upload it tomorrow or the day after.
In the air today
ID: A243-0000-0037-CB72
I still rarely use NSMBU. I don't like the music and think sometimes the foreground can blend into the background, which doesn't happen in the main games, but sometimes does in this on the castle levels.
Yeah, it's pretty, but I've got Mario World man.
I'm disliking the Cape Feather and Propeller Mushroom. They give the player too much power and it's hard to design stages around them with MM's limitations. I've been sticking to the Fire Flower, although that makes enemies as obstacles harder to implement.
I star levels I'd like to play again sometime. So, mostly, I star levels I find both fun and interesting enough to be replayed.By the way, I'm curious to know everyone's approach to starring levels. My thought is that I star everything which isn't trolling or kaizo, or at the very least show sign of some effort and thought having been put in even if I wasn't all that mad about the end product. Given it takes such a large number of stars to be able to upload more courses, it seems only fair to me that stars are more for intention than execution. On the other hand, good levels I've gone through that have been played loads of times only have a few stars. Is GAF generally more discerning about who it hands out its stars to, or take my 'A for effort' approach?
In any case, hopefully I'll hopefully have some time to play other GAFers levels either tonight or tomorrow, so will make selections from courses succeeding this post.
I love this level but the end is confusingKing Boo's Castle (REVISED)
F9B2-0000-0042-0A39
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Did a couple revisions and changed the back half of the level to be more Ghost House-ish. Let me know what you think.
So much this. This is precisely the game tha could benefit from a site. I would have all the levels from this topic waiting for me when I'd get home. Maybe Nintendo wanted to avoid peple playing specific people's levels but It would make it a more social and active experience.Why isnt there a Website like for Mario Kart or Splatoon? Currently Not at Home And Would like to know How my levels Are Doing :-D am I addicted? :-D
So much this. This is precisely the game tha could benefit from a site. I would have all the levels from this topic waiting for me when I'd get home. Maybe Nintendo wanted to avoid peple playing specific people's levels but It would make it a more social and active experience.
By the way, I'm curious to know everyone's approach to starring levels.
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Name:Thwomp Mines
Tileset: SMW/Caves
Difficulty: 5/10
Code: C77F-0000-0042-3483
Would really love some people to try this out. It's my first time not making a brutally hard level! Let me know what you thinkthere are tons of secrets in this level too!
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Name:Thwomp Mines
Tileset: SMW/Caves
Difficulty: 5/10
Code: C77F-0000-0042-3483
Would really love some people to try this out. It's my first time not making a brutally hard level! Let me know what you thinkthere are tons of secrets in this level too!
Course could not be found
King Boo's Castle (REVISED)
F9B2-0000-0042-0A39
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Did a couple revisions and changed the back half of the level to be more Ghost House-ish. Let me know what you think.
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Andarro's Nightmare
4F4F-0000-003F-17DC[
Probably my hardest level. More of a puzzle and gimmick level. It's a challenge, I would really like some feedback for this one.
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Andarro's Plains
3D3A-0000-0027-BEA3
A pretty easy level, more like the ones from the original games.
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Andarro's Hidden Cave
BA01-0000-002C-6C9F
Another normal level, but a bit harder. It has a optional subsection, which is quite hard. Would also like some feedback regarding this (playing with and without subsection).
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Bowser's Final Stand
5D1A-0000-0041-3F26
This is a new one. I tried several ways to include bosses. The sections in between the boss fights are okay, I guess. Since it's quite long the level is probably harder than it should be. Feedback appriciated.
Well, I just finished a stage I'm kind of happy with. I tried to make it tough but relatively fair. I tried to follow with some old world design sensibility, at least.
The Long Haul:
D702-0000-0042-29C7
By the way, I'm curious to know everyone's approach to starring levels. My thought is that I star everything which isn't trolling or kaizo, or at the very least show sign of some effort and thought having been put in even if I wasn't all that mad about the end product. Given it takes such a large number of stars to be able to upload more courses, it seems only fair to me that stars are more for intention than execution. On the other hand, good levels I've gone through that have been played loads of times only have a few stars. Is GAF generally more discerning about who it hands out its stars to, or take my 'A for effort' approach?
In any case, hopefully I'll hopefully have some time to play other GAFers levels either tonight or tomorrow, so will make selections from courses succeeding this post.
I made a document with some Mario Maker level creation advice.At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.
I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.
https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing
The opening comic is the single greatest piece of advice I can offer:
Ugh, I don't think I'll be doing a level like this again. I'm very happy with the results, but this was so much more work than a "normal" level. And what's the special thing? Well...
Presenting my ninth:
Boo's Inverted Haunt
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DBF8-0000-0042-2E51
Description: A ghost house level with a gimmick. When you enter a Warp Pipe, the level spins 180 degrees. To go right, you must go left. Stand on top on one platform, then walk across the bottom of it shortly after. And finally make your way past spinning saws and moving platforms.
Secrets: Three 1-up Mushrooms. All hidden in the exact same manner.
This one took a lot of time to do. Mapping out an exact copy of the main world in the sub world is time consuming, especially when it's flipped 180. Not to mention route planning since some parts of the map has to work both ways up. Pencil and paper was required. I really hope you guys like it, I doubt I'll do another one this crazy any time soon...
But... "Ninth"? Where'd eight go? Well, I wasn't too happy with it, but since it's getting a surprising amount of stars, I think I'll share it anyway.
The missing eighth:
Who's the girl next door?
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C3C4-0000-003A-9B13
Description: I unlocked Ashley. I made with level with Ashley, with multiple choice routes where picking wrong sends you back to the start of the level. Very basic Ghost House stuff.
Secrets: Three 1-up Mushrooms.
I think this level is why I went crazy with the other Ghost House. I wanted to do another one since I wasn't all that happy with this one. It does show off all of Ashley's animations, though.
I really need a Mario Maker break after these two... Boo's Inverted Haunt was a difficult course to get right. And I hit the block limit. In fact, this course is exactly on the block limit. Twice! This is easily my biggest level yet.
Hmm...I love this level but the end is confusing
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Name:Thwomp Mines
Tileset: SMW/Caves
Difficulty: 5/10
Code: C77F-0000-0042-3484
Would really love some people to try this out. It's my first time not making a brutally hard level! Let me know what you thinkthere are tons of secrets in this level too!
I liked this. Damn thwomps off the screen always get me though... The end jumps were intense but I got it!
Only thing I would say is that I'm not a fan of question mark blocks over the edge of a jump. I can cope, but newer players always seem to have trouble with that over a small thing.
I made a document with some Mario Maker level creation advice.At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.
I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.
https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing
The opening comic is the single greatest piece of advice I can offer:
![]()
Yeah, it's kind of a Mario Maker paradox to me. If the level takes several minutes to clear, and you have a difficulty spike at the end, it means the reset time to try that again is several minutes. But if you start off with something hard, then while the reset time is in seconds, the player has not yet had time to learn how things work. So... the hard part should be the middle, and then let the player mess with the idea for an easier finish.That inverted level is amazing. Needs a tad more difficulty near the end but it's one of the best levels so far. Good job.
Yeah, it's kind of a Mario Maker paradox to me. If the level takes several minutes to clear, and you have a difficulty spike at the end, it means the reset time to try that again is several minutes. But if you start off with something hard, then while the reset time is in seconds, the player has not yet had time to learn how things work. So... the hard part should be the middle, and then let the player mess with the idea for an easier finish.
If SMM had checkpoints, difficult endings would be a lot more appropriate, but I just don't want to waste the player's time. It's a limitation of the game. I chose this way of adapting. I actually deleted a few Boos near the end, just so I wouldn't kill Mario in sight of the Goal. I'd probably have used Boo Buddies instead of saws on that part, actually.
I think I have an addiction...
![]()
I made a document with some Mario Maker level creation advice.At least for when it comes to making Nintendo-like levels. This thread moves so fast that it's tough to discuss this sort of thing for any length of time, so I compiled everything I wanted to talk about together as well as I could.
I was thinking about posting it to reddit. What do you guys think? I don't know if it's like...the best advice, or if it's all self-evident anyway.
https://docs.google.com/document/d/1UlNypUJjzr1q36SHkGIGa8L5hwGnRTdC5DXf4o5wdEY/edit?usp=sharing
The opening comic is the single greatest piece of advice I can offer:
![]()
Has anyone thought up a way to do the "Go the correct path to move on" levels like in the later castles of the original SMB? The closest thing I can think of is having 2 discrete paths that end in a door/pipe that just opens in midair, but that's rather limited in what you can do...
Has anyone thought up a way to do the "Go the correct path to move on" levels like in the later castles of the original SMB? The closest thing I can think of is having 2 discrete paths that end in a door/pipe that just opens in midair, but that's rather limited in what you can do...
Ugh, I don't think I'll be doing a level like this again. I'm very happy with the results, but this was so much more work than a "normal" level. And what's the special thing? Well...
Presenting my ninth:
Boo's Inverted Haunt
![]()
DBF8-0000-0042-2E51
Description: A ghost house level with a gimmick. When you enter a Warp Pipe, the level spins 180 degrees. To go right, you must go left. Stand on top on one platform, then walk across the bottom of it shortly after. And finally make your way past spinning saws and moving platforms.
Secrets: Three 1-up Mushrooms. All hidden in the exact same manner.
This one took a lot of time to do. Mapping out an exact copy of the main world in the sub world is time consuming, especially when it's flipped 180. Not to mention route planning since some parts of the map has to work both ways up. Pencil and paper was required. I really hope you guys like it, I doubt I'll do another one this crazy any time soon...
But... "Ninth"? Where'd eight go? Well, I wasn't too happy with it, but since it's getting a surprising amount of stars, I think I'll share it anyway.
The missing eighth:
Who's the girl next door?
![]()
C3C4-0000-003A-9B13
Description: I unlocked Ashley. I made with level with Ashley, with multiple choice routes where picking wrong sends you back to the start of the level. Very basic Ghost House stuff.
Secrets: Three 1-up Mushrooms.
I think this level is why I went crazy with the other Ghost House. I wanted to do another one since I wasn't all that happy with this one. It does show off all of Ashley's animations, though.
I really need a Mario Maker break after these two... Boo's Inverted Haunt was a difficult course to get right. And I hit the block limit. In fact, this course is exactly on the block limit. Twice! This is easily my biggest level yet.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.
Tonight I am going to make an easy yet fun level.