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Super Mario Maker |OT| Miyamoto Simulator 2015

Tidalwave

Member
Hey Neogaf. I made a sequel to my most positive level, Mushroom Field.

(Which is here if you missed it)

za6o87w.jpg

B9E3-0000-0035-C4D9





This one is called Mushroom Mines and it follows suit with being a fun level that wouldn't feel out of place in an official Mario game.
If you have time to spare give them both a try! I can guarantee you'll be able to beat them both, but can you find all the secrets too?

l9FyExb.jpg

D392-0000-003B-D9D0
 

octopiggy

Member
That's really clever and one of the best uses of the music creation I've seen so far. I'll try to remember to star it when I get home.
Thanks for the kind words. I would love it if you gave it a try.

That's a creative and fun one. I will also give your other courses a try.
Thanks. If you're looking through my levels in-game the I'd recommend "Why Can't Mario Crawl?" (the older version is harder, the newer one easier), "Bombsketball" or "Death From Above" (the newer version has some fixes).
 

itschris

Member
I just finished my third course! I found out that you can shake the Bowser sound effect to get bonus music (different for each game, SMB3 is the warp zone theme), and also that you can attach it to Mario to make it replace the music for the whole course. So I made a sky level in SMB3 using the airship theme (but with no airships).

Saw Blades in the Sky
5C33-0000-003E-799E

CtdnmOg.jpg
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
I just started the game yesterday afternoon, so I've got a lot of catching up to do. So far I've mostly been playing instead of creating, knocking out all of the pre-made levels and clearing out one run each of Easy, Normal, and Expert 100-Mario challenges. I've only messed around with the creator tools a little bit and am maybe halfway through unlocking everything. When I'm done with that I'll start focusing on actually making shit.

So far, one of my favorite little touches is that adding wings to Goomba's Shoe gives it a "flutter jump" to simulate Yoshi in the 8-bit styles. I love all of the new aesthetics for the different game styles as well. I'll probably concentrate on making an SMB1 airship stage for my first real level.
 

BGBW

Maturity, bitches.
I just finished my third course! I found out that you can shake the Bowser sound effect to get bonus music (different for each game, SMB3 is the warp zone theme), and also that you can attach it to Mario to make it replace the music for the whole course.
In the SMW theme using the bonus music changes the end of level jingle.
 

BowieZ

Banned
Here's my second level, "Whacker Mole Hollow". Took me over 30 hours to make! Whew. Hope someone digs it! This one has a bit of a cunning ending, hope it's fun to figure out!

Code: 029E 0000 003B E066

ImQkR8T.jpg

D3mm2FO.jpg


And my first level, "Cheep Shot Grotto," more of a speed-running friendly level, with a handful of secret sections.

Code: 9499 0000 002A A377

VwnZwzB.jpg

JBNp81r.jpg


Remember, play for play, feedback for feedback! :D
 

KooopaKid

Banned
Would you kindly...give some feedback to my first level?
Only 2 players so far! :(
Given there's no checkpoints, I designed a "tricky" (Easy for Mario veterans) jump right at the start to start over quickly
I'm worried the "apple" part is too unforgiving.

hSKN2Jp.jpg


Thanks!

Here's my second level, "Whacker Mole Hollow". Took me over 30 hours to make! Whew. Hope someone digs it! This one has a bit of a cunning ending, hope it's fun to figure out!

Code: 029E 0000 003B E066

ImQkR8T.jpg

D3mm2FO.jpg


And my first level, "Cheep Shot Grotto," more of a speed-running friendly level, with a handful of secret sections.

Code: 9499 0000 002A A377

VwnZwzB.jpg

JBNp81r.jpg


Remember, play for play, feedback for feedback! :D

Wow 30 hours? I will tonight!
 

R00bot

Member
After unlocking the skinny mushroom, I decided to use it to create an interesting level idea. The entire level is in skinny mode, until you hit the subworld, which is the same level except not skinny :p


Skinny Land

16CB-0000-003B-D12C
 

Bisnic

Really Really Exciting Member!
Had fun making this one yesterday's evening. Not hard or anything, but still...you're playing as Ganondorf going through some dark dungeon to reach the Triforce! :p

Ganondorf's Triforce Hunt
4077-0000-003A-E5A2
 

Seventh

Member
holy crap man, no idea how you made that but that's awesome

Thanks! It took a lot longer than I thought it would to get everything right. I kept having to change a bunch of things because I ended up using so many enemies that the game wouldn't let me place any more.

Thought I would re-post this one form last night for anyone that was asleep since it got a pretty good reception:

WarioWare, Inc. - 2B43-0000-0038-3F06
https://youtu.be/IG_zjsrsUm0

I just watched the video and wow, that looks amazing.
 

El Daniel

Member
So just made my second level.

If anyone wants to check it out:

vMI1FIm.jpg


It has shortcuts and more than one way to finish it.(although you have to find it, and may prove harder than you expect. It's not an easy level but not unfair.
 

cyba89

Member
Would you kindly...give some feedback to my first level?
Only 2 playres so far! :(
Given there's no checkpoints, I designed a "tricky" (Easy for Mario veterans) jump right at the start to start over quickly
I'm worried the "apple" part is too unforgiving.

Great and fun to play stage. Managed to beat it. I love how you implementend the SMG star flights. The apple part was alright. The one where you have to jump with Yoshi on the single sawblade was a bit tricky for me.
 

Nintenleo

Member
Cool level! Be careful putting objects that require powerups to pass, like the leaf with the brick barricade, which would have left the player stranded if they didn't get to the bricks without being hit. Nice flow and I thought I was stuck until I found the hidden area. Pretty fun!


So here's my level:

6JvxkS2.jpg


Destroy the Airship!
DAC2-0000-003A-4224

Lots of action in this explosion-filled level as you snipe bob-ombs from afar. Was quite fun to make!

Thanks man! There's a door near that section just for that reason, to avoid people being stuck ;) Really appreciated advice anyway, I'll play your stage as soon as I get home.
 

daakusedo

Member
Do you replay your levels often?
Each time I did some sessions I wasn't very satisfied with what I played, so I always ended up doing a speedrun of my level before stopping, to pump me up.
There's the meat bros level I would have replayed regularly if it didn't have that slow mid part that really kill my interest.
I guess the panga levels could do it, they look pretty fast and involving once mastered.
 
M

Macapala

Unconfirmed Member
Hey Neogaf. I made a sequel to my most positive level, Mushroom Field.

(Which is here if you missed it)

za6o87w.jpg

B9E3-0000-0035-C4D9





This one is called Mushroom Mines and it follows suit with being a fun level that wouldn't feel out of place in an official Mario game.
If you have time to spare give them both a try! I can guarantee you'll be able to beat them both, but can you find all the secrets too?

l9FyExb.jpg

D392-0000-003B-D9D0

It's nice to play some levels that just feel like "Classic Mario". The inclusion of the bonus rooms was cool.

If anyone is interested, here's a level I created called Turtle Hoppin':

F1C1-0000-003C-0ACA.
 

KingBroly

Banned
I usually don't, but I go back and check the map and kinda visualize what I could've done to improve a level. It makes me wish I could change a stage over a time instead of having to delete it.

I'll say that making a Swimming level is so much fun to do.
 

JoeM86

Member
New stage. Tests your flying abilities, has got several paths and it does have a way to try again if you screw up (if you have quick enough reflexes)

Is it a bird, a plane? It's Mario! - 0C62-0000-003C-15B3
WVW69iY6o2IBfEERDq


Final one as I disappear for Pokémon Super Mystery Dungeon
 

Rizzi

Member
Made my first course. I guess it's functional? Lemme know what y'all think.
lRxRAye.jpg

Someone call for a plumber.

(760F-0000-003C-0BCB)
 

VandalD

Member
Would you kindly...give some feedback to my first level?
Only 2 playres so far! :(
Given there's no checkpoints, I designed a "tricky" (Easy for Mario veterans) jump right at the start to start over quickly
I'm worried the "apple" part is too unforgiving.
Then it may be interesting to know that all of my deaths happened before the "apple." A couple from just falling trying to get the shell, and a couple from losing or misusing Yoshi.
I don't know if it's just me, but the game seems to have a delay with Piranha Plants iside Pipes..

I mean they don't immediately pop-up as an emergent threat as soon as the pipe comes into view on screen.

This specific timing issue makes using them as a time based trap like in the original Super Mario Bros. more difficult to utilize.
Definitely not just you. Their timing feels weird. There were a lot of times where I thought I paused long enough to see if something was going to come out of a pipe, only for it to come out right as I'm by its opening. Now I either rush past them if possible, or wait a dumb amount of time just to be sure. This is why I've only ever placed pipes in my stages if something is going to come out of them, or if you can go in them, maybe with one or two exceptions.
 

OmegaDL50

Member
I don't know if it's just me, but the game seems to have a delay with Piranha Plants iside Pipes..

I mean they don't immediately pop-up as an emergent threat as soon as the pipe comes into view on screen.

This specific timing issue makes using them as a time based trap like in the original Super Mario Bros. more difficult to utilize.
 

Stoze

Member
I don't know if it's just me, but the game seems to have a delay with Piranha Plants iside Pipes..

I mean they don't immediately pop-up as an emergent threat as soon as the pipe comes into view on screen.

This specific timing issue makes using them as a time based trap like in the original Super Mario Bros. more difficult to utilize.

Yeah, it's really easy to sprint by them because of it. Same weird stuff with spawning things out of the pipe. You have to get close for the thing to spawn, but if you're too close it just blocks it from spawning, which is annoying when trying to spawn items out of pipes.
 

KooopaKid

Banned
Great and fun to play stage. Managed to beat it. I love how you implementend the SMG star flights. The apple part was alright. The one where you have to jump with Yoshi on the single sawblade was a bit tricky for me.

Cool, did you die a lot?

Then it may be interesting to know that all of my deaths happened before the "apple." A couple from just falling trying to get the shell, and a couple
from losing or misusing Yoshi.

Ok maybe I should lower the difficulty just a bit even if I find my stage easy. The "apple" part is unforgiving because if you touch one of the big catterpillar, you're screwed.
 

BowieZ

Banned
Cool, did you die a lot?

Ok maybe I should lower the difficulty just a bit even if I find my stage easy. The "apple" part is unforgiving because if you touch one of the big catterpillar, you're screwed.
Yeah I've gotten to the apple twice and I find it a bit punishing, like as soon as you're in you're under attack and can't really spend time formulating a good plan. The part before that with Yoshi and the grinder is a bit tough, because you get one shot at it.

Otherwise, so far, the level is extremely creative and makes me want to finish it! :p
 

mdtauk

Member
I've been trying to design levels which progress in difficulty, and introduce new elements to the player in a similar fashion to how Nintendo design their courses.

My first World is using standard Super Mario Bros elements.

My second World is using those elements not originally in Super Mario Bros, but I am starting to think the difficulty has increased too fast.

Anyway, I thought I'd share them here in case anyone is interested...

WORLD 1

WVW69iXt6O4iZrP2SM

mdta W1-1 Platform Perfect - Land
41D6-0000-0011-1B86

WVW69iXumiw3ntR2SF

mdta W1-2 No Safety Nets - Land / Sky
22DA-0000-0011-4EB6

WVW69iXvAdY-P4pb6T

mdta W1-3 Explore In The Deep - Underwater
A941-0000-0011-79F4

WVW69iXvaqMQ4bYwgb

mdta W1-4 Don't Look Down - Castle
D832-0000-0011-A836

-----------------------

WORLD 2

WVW69iX93Rw1IFmtfL

mdta W2-1 3 Lives In The Dark - Underground
6B0F-0000-0018-95BC

WVW69iYt1zUcrKn3Ud

mdta W2-2 3 Lives Flying High - Airship
5791-0000-0035-BDB3
 

OmegaDL50

Member
Okay, I think I'm finally getting the hang of this stage creation thing.

Here is the second stage I made. I think it's better than my first one.

Please comment or critique. Anything to help me improve would be great.

Hilly Hillside

(E1B2-0000-003C-2C89)

WVW69iY64PUwV29WY-
 
Can someone just please play this?

It's Super Mario Bros. 3. There's a theme. It's sort of Metroid-style. It took hours. No real tricks, not too hard, some nice secrets in the form of 1-ups.

9LyrfnL.png


edit: revised a bit based on comments.

This looks great and I will play when I get home from work as a return compliment for you playing my level!

Damn this game, I should be working and instead I'm thinking about how I can design a level where James Bond Mario infiltrates Bowsers volcano base.
 

Cyd0nia

Banned
I've re-made a couple of my more difficult levels to include coin trails for blind jumps, and I think it will probably make them appreciably more playable.


subterraneantwirljumpqar4v.jpg

Subterranean Twirl Jump Alien
Code: (AE61-0000-0038-599F)
Style: NSMB
Difficulty: Hard - you'll need to run some gaps, and make precise jumps using the twirl (shoulder buttons) to land some platforms. Coins added for guidance. Satisfying to beat hopefully.


thornyjumpmeadowd1px6.jpg

Thorny Jump Meadow
Code: (D522-0000-0039-0ADA)
Style: NSMB
Difficulty: Challenging - a couple of paths to choose from, reaching the top of the flagpole means confronting some danger.


thespinyzigzagtrailzzoml.jpg

The Spiny ZigZag Trail
Code: (4240-0000-0038-67AA)
Style: Super Mario Bros.
Difficulty: Challenging - this has an assholish beginning just to start the level, but after that its hopefully a bit more straightforward. This is the level I'm most inclined to edit.


cheepinfestedwatersx1ok4.jpg
cheepinfestedwatersns6mrpe.jpg

Cheep Infested Waters
Code:
(FC08-0000-0038-8498) - Super Mario Bros Style
(C465-0000-0038-8B17) - NSMB Style​
Style: see above...
Difficulty: Water level - never been a big fan of water levels, but I made a very short one anyway. There are two routes, the most hazardous of which may need a fire flower.


bowsercastle17uqo8.jpg

Bowser Castle 1
Code: (CE96-0000-0039-39EC)
Style: NSMB
Difficulty: Variable - there's an easy conventional way to beat this, and an even easier way that requires exploring the level to find a fire flower.


donthatemedfrfu.jpg

Don't Hate Me
Code: (B3BC-0000-0039-4D86)
Style: NSMB
Difficulty: Troll - this is one of those troll levels you guys hate, but once you're over the initial hurdle (its a high one) its not too hard to beat.


tailflappingpwpn2.jpg

Tail Flappin'
Code: (30F2-0000-003A-2E75)
Style: Super Mario Bros. 3
Difficulty: Easy - this is my first go playing with the SMB3 tileset. Its pretty basic, revolves around the raccoon / super-leaf power-up. Lowered the time limit to instil some urgency.


admiralbowsersfleetxrqvt.jpg

Admiral Bowser's Fleet
Code: (149B-0000-003A-6D70)
Style: Super Mario Bros. 3
Difficulty: Moderate - this is an SMB3 style air ship level. Nothing too hard, but the gateway to the end level goal should instil some fear / caution. Rushed this TBH, may redesign!
 

Teppic

Member
Do you replay your levels often?
Each time I did some sessions I wasn't very satisfied with what I played, so I always ended up doing a speedrun of my level before stopping, to pump me up.
There's the meat bros level I would have replayed regularly if it didn't have that slow mid part that really kill my interest.
I guess the panga levels could do it, they look pretty fast and involving once mastered.
I replay them more than I want to admit. Somehow finding it very satisfying to play through them and knowing that other people can play and enjoy them.

In other news: My P.T. level got 14 stars on it and my bonus level 8 stars. I feel that getting 50 stars wont be as hard as I first thought.

Here's my levels if someone wants to play them:

P.T.
367C-0000-002C-C9A0

It's a Bonus Level
93E8-0000-002E-45A0
 
Can we nominate some pet peeves?

For me, it's people who hide enemies in question blocks. If you do this STOP. It adds absolutely nothing and is fucking annoying.
 

Tim-E

Member
This is my first batch of levels and I know they have plenty of faults, but I'm open to criticism and want people to try them out. I tried to make the levels try to feel like actual Mario levels as opposed to troll/gimmick levels. Please ignore their bad titles.

Appetizer
773B-0000-003A-8260

WVW69iY6tkox7uaoaS
WVW69iY6uQkH10Vu_j



Steppin' Out
A705-0000-002E-5128

WVW69iY6zw0tvvx9EM
WVW69iY61oMj_Apubv



Water-resistent
54FF-0000-0031-AC8A
WVW69iY62cMMiDQ931
WVW69iY6yQsM0c-B1R



ABC's Castle
A8F2-0000-0033-A1D0
WVW69iY6wTsjuJwzWQ
WVW69iY6vl83QNwxzY


I will play yours in return if you give mine a shot!
 

3DShovel

Member
I'm absolutely in love with this game. It's just too great.

Now, I've made some levels, however, I've been surprised that not many people have actually been able to beat them. I don't actually find them very hard, so I'm going to leave it to you GAF folks to show me that there are actual good Mario players around. :)

Koopa Jumps and other fun!

This was the first level I made on Friday, and it's definitely got a kind of 'Kaizo' feel to it, but it is nowhere close to being impossible. In fact, I had some people over on Saturday and they all managed to complete it within two tries. I like the tension of many Koopa jumps in succession so that was my drive to create this one. There are some smaller puzzle-ish sections to break up all the jumping, as well as a quick cloud section that you can really use to make some quick progress if you're smart about it! :)

ID: 67C8-0000-001B-86BE



Bullet Bill Bonanza!

I'm shocked that there's only a 10.41% clear rate. It's a pretty straight forward level if you ask me.

ID: 63E3-0000-0028-C6CA



Fire Trampoline Cannon Koopa

In that order! :) This one was definitely just a hack-together of cool ideas. The beginning starts with some fire-based obstacles, I was quite inspired by DKC2 when making them. The trampoline section was an idea that popped up suddenly while I was working on the first section, and seeing as I had just unlocked doors, I figured I could get away with having multiple hooks to the level. When you get to the trampoline section, make sure you pay attention! Also, bring the first trampoline with you! That's why I added a 'Y' (I should probably put 'X', too!)

ID: DFA5-0000-0034-2544



Let me know what you guys think of these! I have a few more but I don't want this post to be too long! :)

Quoting for new page. I'd love some feedback, guys. :) I'll try a bunch of levels when I get in from work!
 

BGBW

Maturity, bitches.
So with the option to move all the tools in any order you like, I suppose we could propose a contest later where everyone is limited to as specific set of items; 12 items and nothing more.

Not sure if it's been posted (probably), but found this on the MarioMaker reddit.
One of my level purposefully doesn't give a mushroom since I was worried people would break through the blocks that make up the ceilings. Perhaps I was being too mean even though the level is totally beatable as is.
 

correojon

Member
People keep telling me "Oh... Your levels are too easy", but some of my levels have less than a 40% completion rate so I'm not sure. I try to make sensible levels that you'd actually find in a Mario game so idk...
Now you´re talking like a Nintendo developer ;) They must have been suffering these comments for years...

I´ve been making some levels for my GF and there are always things I take for granted that someone who´s never played a Mario game before won´t have a way of knowing. For example: don´t expect anyone to know he can grab a still shell but not a moving one unless you find some way to explain it beforehand.
 
M

Macapala

Unconfirmed Member
I decided to try my hand at a single screen level, and ended up taking inspiration from 1001 Spikes. Hopefully it's not too difficult. I can beat it pretty easily and well within the 100 second time limit.

Mr Video Game and the 101 Spikes

WVW69iY5FSAZ7LCjpx


6C45-0000-003B-72E2

I beat it ya sadistic bastard :). Seriously, that was a satisfying level. The final jump over the last spiked object was pretty hard though.
 

BowieZ

Banned
Can we nominate some pet peeves?

For me, it's people who hide enemies in question blocks. If you do this STOP. It adds absolutely nothing and is fucking annoying.
I've done that a couple of times in both of my levels, but basically because there's not a lot else that can go in them, without affecting the design/structure of the levels. And I feel like levels need a good serving of question blocks to break visual monotony, be small platforms, and add goals, but if nothing goes in them, it's a bit blah. Or you can load them with power ups and 1ups, but, yeah...

I do it sparingly and more as a surprise element, or to keep the player on their toes.
 
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