there is a LOT of levels posted in this thread (and this very page!)
anyone want me to check out any specific levels and give some feedback?
post your codes!
there is a LOT of levels posted in this thread (and this very page!)
anyone want me to check out any specific levels and give some feedback?
post your codes!
there is a LOT of levels posted in this thread (and this very page!)
anyone want me to check out any specific levels and give some feedback?
post your codes!
Go for it!there is a LOT of levels posted in this thread (and this very page!)
anyone want me to check out any specific levels and give some feedback?
post your codes!
there is a LOT of levels posted in this thread (and this very page!)
anyone want me to check out any specific levels and give some feedback?
post your codes!
there is a LOT of levels posted in this thread (and this very page!)
anyone want me to check out any specific levels and give some feedback?
post your codes!
Thanks
BTW: I've just finished to create my Mario Maker Hub's page
http://www.mariomakerhub.com/makers/MarcoP90
Most of the levels don't feature a description, I should put them in the next few days, hopefully.
there is a LOT of levels posted in this thread (and this very page!)
anyone want me to check out any specific levels and give some feedback?
post your codes!
This is a very clever level. I had a lot of fun with it. You make use of the pipes and doors well, especially the pipes.Please check out this level.
Deja Vu
ID: B941-0000-0066-D585
Haven't had anyone on GAF try it yet and it's got the most unconventional design of any level I've made, which is why feedback would really help since I'd like to hear how it actually works in practice.
I like this one as well (the name is a bit misleading compared to your description, but that's not much of a problem). Your warning for spinies actually doesn't work cause the spiny gets squished off by the platform by the time you get there without failing lol.I made a new level!
Koopa Airship: 88E1-0000-0069-E4A5
It's very similar to my first level Goomba Jumping (EC3B-0000-0065-9C25) where you have to bounce off enemies to progress. This time I designed it around flying red koopas and the propeller mushroom.
All feedback is appreciated![]()
Dawn Of The First Day
great nsmb level design. although that end haha!
i would love to hear feedback on my latest level so i can adjust things in the future
Spinning Madness
3DA8-0000-0068-BD40 its a bit skill based but medium difficulty at most
gonna take a small break and check more levels later
This is just amazing, you really showed some great stuff you can do with this game that I would probably never have thought of.Okay, so I decided to make one more version of Boo's Plumbing Nightmare.
Boo's Plumbing Nightmare ver 2.0 (43AB-0000-0069-9A0E)
![]()
I was wondering if the ending was possible before the game launched . Made that on the first day after unlocking the NSMBU tools. I just submitted my levels reverse in mariomakerhub.
Took a few tries, but I beat your level. There are a few spinless moments that take out the momentum. Especially the P-block part. How does that super star part work with the flying spinies? I could just spin while still invincible. Challenging fun.
Alright, I've made a sequel to my Ghost House Yoshi level. I'll post both of them here since no one from here seems to have played the first one either.
Find your dinosaur horse thingamabob friend and reach the goal! This stage has no bottomless pits or any sort of pressing time limit, so take your time to explore and deal with the few enemies that will try to stop you from reuniting with your aforementioned green friend.
Continue on further into the haunted mansion. Make sure to hang on to your horse or you might find exploration a lot more perilous. Luckily there are no pits for Yoshi to fall into here either, so you should be fine even if you take a hit or two. This one is a bit more challenging than the previous level, but should still be very manageable.
As always, thanks for the feedback.I like this one as well (the name is a bit misleading compared to your description, but that's not much of a problem).
My warning for the spinies was just going to be a paratroopa flying out of the player's reach, but I noticed that some players actually become more hesitant to move right and miss the platform completely. Kinda wish I could make a transparent enemy, but you work with what you're given.Your warning for spinies actually doesn't work cause the spiny gets squished off by the platform by the time you get there without failing lol.
Oh damn that's a good idea. Now I'm kicking myself for not thinking about that soonerI think you should have put two paratroopas from the start so that when the spinies appear, people would know to start using the one without the spinies.
Based on the feed back from my previous run I present
You Think You Can Wall Jump?
81AA-0000-0069-F74AA
A hard/extreme castle level with a midboss, end boss, and lots of well timed wall jumping.
It's a little easier than the beta but hopefully more fair.
Thanks for the feedback.this level was good, but i think needed some adjusting. just like what i said above, i had to restart this level after i killed the koopa accidentally (a lot of enemies popped up and i just jumped on all of them at once) and locked myself out of the exit to the level
otherwise great level![]()
well for your level i already was super mario. so i just jumped and took the hit (and win) was that how i was supposed to beat that part?
also thanks for the feedback. would you have preferred if everything was spinning jumps? also you were not supposed to use the star on the flying spinys. just wait and then spin jump them. the star is supposed to end a few seconds after you reach them.
Just made my third level
Becoming Little Mac:
0BF4-0000-006A-1AE4
You start off as Mario who, after a series of training sessions and bouts, becomes Little Mac. As Little Mac, you have to defend your title.
Also, I just wanted to say thank you to those who played the two levels I posted before. I starred levels I could complete.
Thanks, that's a relief to hear that those parts of it came across as fun and not confusing and frustrating. I tried my best to use only subtle visual cues since I felt part of the experience is exploring and try things out but I was worried that it could end up feeling like running around in circles not knowing where to go next if it was too subtle.This is a very clever level. I had a lot of fun with it. You make use of the pipes and doors well, especially the pipes.
I know, but I could still spin on those bastards. Speedrun exploit. It doesn't have to be just spin jumps, however I think you can give something relaxing after spin jumping. Then show them the next challenge.
I gave mushrooms for people who would take their chances. But if you follow the coins near the flag, you'll get a star, murdering everything. The player can choose how to end it. The star ending is the cool one tho.
Played the Beta earlier today, but got frustrated because I don't know the jumping mechanics that well for NSMB. Couldn't figure out the jump near the first Bullet Bill Blaster.
I'll give this a shot though.
EDIT: Beat it. The coins used to lead the player now is nice. Though you did make the trampoline jump incredibly easy now. I kind of liked how you couldn't see the wall to jump from. But I can't tell if you changed the Bullet Bill jump or not, but after that the level was cake.
Care to play a few of mine? I recommend the Steampunk series or any of my Nintendo cameo stages. I love watching people play them, I learn a ton.
https://miiverse.nintendo.net/users/B_Bech/posts
Please check out this level.
Deja Vu
ID: B941-0000-0066-D585
Haven't had anyone on GAF try it yet and it's got the most unconventional design of any level I've made, which is why feedback would really help since I'd like to hear how it actually works in practice.
Here's one of mine if you have the chance. I designed it specifically for streaming.
Hey guy. I just gave these a few plays.Alright, I've made a sequel to my Ghost House Yoshi level. I'll post both of them here since no one from here seems to have played the first one either.
Find your dinosaur horse thingamabob friend and reach the goal! This stage has no bottomless pits or any sort of pressing time limit, so take your time to explore and deal with the few enemies that will try to stop you from reuniting with your aforementioned green friend.
Continue on further into the haunted mansion. Make sure to hang on to your horse or you might find exploration a lot more perilous. Luckily there are no pits for Yoshi to fall into here either, so you should be fine even if you take a hit or two. This one is a bit more challenging than the previous level, but should still be very manageable.
Thanks.Wow that level is really mind bending. Great stuff. I did get upset at the boss cause I missed a turtle and I felt I got stuck but later I found the other way to pass it, nice.
lol i had that mushroom with me since the start of the level![]()
Wanted to go to bed now, but damn would be fine if you played mine
The pass code is at the end of the blue lift ride. You probably had your attention on the boosThis is just amazing, you really showed some great stuff you can do with this game that I would probably never have thought of.
Your password system looked interesting too, didn't find the code it seems, I guess I missed more stuff than I thought. Will replay as well as play your other levels soon![]()
Wow. I just played a genuinely excellent level in 100 Mario mode on Normal.
It's a very intricate, well designed airship level called Precious Cargo by a user called rin. I recommend you give it a go!
ID: 2725-0000-0027-0814