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Super Mario Maker |OT| Miyamoto Simulator 2015

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Just uploaded a new level. This one I made quickly. It's short and simple and I really just want to see how people react to the concept first. If people like it I'll try to make a more complex level around this idea. The title says it all.

Clear The Path For Yoshi - 3B08-0000-0046-0FE6
I should quote for new page too since this was right at the bottom.
 

PKrockin

Member
Just starting out and sort of getting the hang of it...

Hoppin' Shrooms
62C4-0000-0046-1196
why did you do that, man

you know what i'm talking about

why

Just uploaded a new level. This one I made quickly. It's short and simple and I really just want to see how people react to the concept first. If people like it I'll try to make a more complex level around this idea. The title says it all.

Clear The Path For Yoshi - 3B08-0000-0046-0FE6
You need only look at the Escort the Goomba course a few posts up, people are open to the idea. Or rather me and the other guy who played it.

http://www.neogaf.com/forum/showpost.php?p=179117360&postcount=8173
 

BGBW

Maturity, bitches.
If you shake the normal note block, it becomes a music block.
From what I gathered, it changes the note it plays based on height. Kind of wish they would have explain it better because I have zero clue what notes are at what position. I have music charts, so I could just copy them.

Middle C is two square below the middle line.
 

DyersEve

Member
I noticed some courses have some of their airship cannons that are placed close to each other going off at different times of each other, how do you do this?

Also here is my first course I have made.

Bullet Bill's Crazy Coins: 032F-0000-003B-E497
 

Oidisco

Member
Yes, you do. They had to do that or it would be impossible to gradually earn enough stars to rank up. Obviously you lose the comments and other stats.

You keep the stars in your overall stats but it wont keep them on the page of the level you reupload. Same with plays.

Alright, thanks!

I'm actually gonna use this opportunity to try and fix the stage. The final section of the Fortress really brings the whole experience down since it's slow and enemy spawning issues can make it impossible to get through without getting hit.
 

andymcc

Banned
Does anyone have a nice consolidated list of the good levels in the course world? I've played some great ones from GAF and from friends but leaving it to chance in up & coming or featured is either bad Kaizo or Rube Goldberg stages.
 

Zodzilla

Member
Hey Guys,

Just posted a level that I've been working on for the last couple of days. Was looking for some feedback.

Tried to make it as simple/completable and non-death trappy as possible, but with a few optional secrets and mini challenges for people that are looking for them.

Full size screen grab below if you want a sneak preview of the layout.

Let me know what you think!

Thanks!

0B01-0000-0046-3974

yjHLJyu.jpg
 

Nohar

Member
Well, working on Ghost House definitly takes more time than the other levels I made this far. I just hope that the final result will be worth it.
 

Sölf

Member
Storming CraftKoop - ACA0-0000-0042-56B8

A simple storming of a Koopa craft in an attempt to locate and defeat Bowser Jr. Three hidden 1-UPs. Optional power-up.



Piranha Peaks - 50EB-0000-0045-9EAA

Busted bridge! Take to the rooftops, Mario! Integrates note-blocks (oh-so inconsistent!) and vines. Three hidden 1-UPs. Optional power-up in an odd haunted house.

I really enjoyed those two. The one with the town was pretty awesome!
 

J-Fr

Member
Title: K² sliders!
ID: Deleted
Difficulty: Medium+

Here is the v2, I made a few changes.


Fun stage. Your way of making a checkpoint is rather good! Only problem is to wait for the caterpillar to come back if you miss it when you reach his screen.

Thanks!
In my mind if you missed the caterpillar, you must have fallen off the plat-form and thus activated the check point (passing a door reset object positions).
But if you are not familiar with the environment you will be more careful and slower, I will take note.

I tried your course, it always feels good to see a classic level!

You should make a secret warp here ;)


Fun level! Nice idea for the checkpoint, I may steal it haha. First section felt way harder than the second one. Dodging those giant fireballs can be very tricky depending on when you take the rollercoaster.

Thank you! I changed the first section, it should be dodge-able at both starting points.

I tried the shell and the goomba courses, both felt a bit unfair, if you drop the shell or if you activate the wrong platform you're stuck.
The Thwomp one was good! The last bill bullet is a insidious! ^^'
 

Danielsan

Member
At work only thinking about creating new levels. This game man.

I just wish the package was more complete. Too many missing enemies, items, backgrounds and functionalities. I really hope they release DLC within a couple of months to make the game more feature complete. I need:

- Slopes
- Checkpoints
- Yoshi Coins
- The ability to create part underwater part above water levels
- Flyin' Hammer Brother
- Ball 'n Chain
- Banzai Bill
- Chargin' Chuck (all variants)
- Dino-Rhino
- Dino-Torch
- Eerie
- Fishin' Boo
- Fishin' Lakitu
- Hothead
- Yellow and Blue koopas
- Para-bomb
- Pokey
- Rex
...

Well the list goes on. It's kind of staggering just how many Super Mario World enemies are missing in this game.
 

MrBadger

Member
This one was really an idea first and a level second

The Return to 1-4
FCF3-0000-0045-F541

225px-SuperMario020.jpg


Slightly inspired by the run down Mother Brain chamber in Super Metroid, a rough recreation of the first castle from Super Mario Bros, only now it's old and run down, and the plant life and spooky things have taken over
 

Thud

Member
At work only thinking about creating new levels. This game man.

I just wish the package was more complete. Too many missing enemies, items, backgrounds and functionalities. I really hope they release DLC within a couple of months to make the game more feature complete. I need:

- Slopes
- Checkpoints
- Yoshi Coins
- The ability to create part underwater part above water levels
- Flyin' Hammer Brother
- Ball 'n Chain
- Banzai Bill
- Chargin' Chuck (all variants)
- Dino-Rhino
- Dino-Torch
- Eerie
- Fishin' Boo
- Fishin' Lakitu
- Hothead
- Yellow and Blue koopas
- Para-bomb
- Pokey
- Rex
...

Well the list goes on. It's kind of staggering just how many Super Mario World enemies are missing in this game.

And NSMBU enemies for that matter. Sucks that the big moles aren't rideable :(
 

devonodev

Member
I made an inaccurate, not-to-scale remake of the first stage from DKC2, Pirate Panic.
ED91-0000-0046-4A3B

I will try these when I finish work. Damn work, this game has kept me up til 1am 3 nights in a row. >_<

Bridges & Boos
46C2-0000-0044-75A0
Gave this a shot, it's pretty good! Some of the boos annoyed me, but it definitely felt like a ghost house.
 

clav

Member
The castle theme in SMBU is absolutely the worst.

Every object looks red, and it doesn't help that people create levels by spamming enemies from the start.
 
This is pretty random but I love the digital manual in this game. It reminds me of reading Nintendo's physical manuals back in the day with Q&A sections. I like how it's interactive with the codes as well.
 
Hi mariomakers community!

I present my course "Poledance Amateur 1"

993C-0000-0044-8F4C

It's simple course with first and second set of tools. A lot of jumps and its designed to speedrun it as well
 
I know all too well the feeling of making some odd final change to your level in the wee hours of the morning and later wondering why you couldn't just wait until the next day when you had a clearer mind.

I also played your Dank Damp 'n' Dingy level and thought it was pretty good aside from the coins being somewhat haphazardly strewn about.

Doesn't help that I'm not one to go back and revise things, I'm much more likely to just jump to the next idea I have instead.

And you've now got me questioning my entire stage selections coin placements, I'm going to have to check some Mario titles and remind myself how they use them, I'm very much going the DKC route with them with jump arcs and directing the player.

Also secrets, don't mistake that one coin on the lowest dangling vine of Damp 'N' Dingy as an error now!

But yeah I'm off to SMW to brush up on my Mario.
 

robot

Member
Pac Your Swimmies! 938F-0000-0044-1E5C
Swim through a maze of danger and suspense as you navigate towards the goal!

WVW69iZN4_owsLupQw
 
Am I missing something with the Amiibo functions? If you lose the skin/sounds when you get hit, doesn't it completely detract from any aesthetic that the creator is trying to create?
 

OwlyKnees

Member
Sölf;179128582 said:
I really enjoyed those two. The one with the town was pretty awesome!

Thank you!

I was little worried about the town level being too unreliable with the note blocks, but it's nice to hear that it was still enjoyable!
 
I present Super Mario Pachinko!

D722-0000-0046-76F6

It's not so random at the moment and I'll tweak more later. If you play and like it and give me a star let me know and I'll return the favour. Just PM me your course codes.

Thanks!
 

Capra

Member
Just made my second course:

Run! A Chase Beneath the Sun
AE3B-0000-0046-7148

I started out going for an angry sun recreation using a podoboo in a clown car, but things morphed into a level built around different chases. Give it a shot!

Also my first course:

Jeepers! Yikes!
B05D-0000-003F-22CD

Bonus points if you get the title ;3
 
The castle theme in SMBU is absolutely the worst.

Every object looks red, and it doesn't help that people create levels by spamming enemies from the start.
Yeah, it is a shame considering NSMB Castle is the best music out of the NSMB catalogue.

I present Super Mario Pachinko!

AB16-0000-0046-7099

It's not so random at the moment and I'll tweak more later. If you play and like it and give me a star let me know and I'll return the favour. Just PM me your course codes.

Thanks!
I will check it out when I get home, I had an idea to recreate the Sunshine Pachinko level.
 

clav

Member
Yeah, it is a shame considering NSMB Castle is the best music out of the NSMB catalogue.

I wish you could change out the music track in the level.

Would it be so difficult to implement something that Smash Bros. does?

I want to hear the B theme (Athletic) for SMB3.
 
My research into Mario coinage continues, I'm pretty sure I can count the coins I spied in Valley of Bowser 1 of SMW with just my two hands and 5 of those were Dragon Coins.
So this is why someone left a comment on my SMW 1-1 saying it had too many coins, the original game is stingy as heck, my stuff is like NSMB2 by comparison.

I must research further

Oh hey another comment on said 1-1, checking my miiverse and I've got PK with that NSMB2 jab, I'm laughing while dying on the inside.
 

GulAtiCa

Member
I started on my next Super Mario World style level. In theme of the 2nd world of the game & the moving platforms. Inspired heavily by Donut Plains 3.

Still got some work to do with it, need to re-do part of it. I hope for any possible DLc, that we get the switches.
 
I wish you could change out the music track in the level.

Would it be so difficult to implement something that Smash Bros. does?

I want to hear the B theme (Athletic) for SMB3.

You can change to boss music or alternate music with one of the sound effects. The easiest way is to drag the effect directly onto Mario and it will apply the music for the whole level.

SMB1's alternate music is kind of a goofy 1-1 remix. SMB3's is the floaty "cloud" music, for example the secret warp whistle land. SMW's is the bonus room music. And I don't recall NSMB's at the moment.
 

correojon

Member
I've been doing some tweeks to my Metroid level, some of them are not evident but will help find the exit to someone with a skilled eye:
Matroid v2
ID: D385-0000-0046-7774
ZnJekj3.jpg

If you like puzzles and exploration this level is just for you!
 
This one was really an idea first and a level second

The Return to 1-4
FCF3-0000-0045-F541

225px-SuperMario020.jpg


Slightly inspired by the run down Mother Brain chamber in Super Metroid, a rough recreation of the first castle from Super Mario Bros, only now it's old and run down, and the plant life and spooky things have taken over

I liked this, the only problem was the vines to moving platform section. Died a couple of times there. Nice use of newer Mario level elements in an old stage. Starred.
 

Sephzilla

Member
So in light of the other thread saying that there's a lack of Mario 3 levels, I'm going to upload a bunch of Mario 3 levels tonight. Additionally my 1-1 contest submission will be coming tonight.
 

Grym

Member
Based on previous comments, I've modified my original level and fleshed out a large portion of the latter half while keeping the basics the same. I'd love if anyone can give it a playthrough and let me know (the good, the bad, and the ugly) what they think.

On Cloud 9
WVW69iZBliseLaX9Dw

80F3-0000-003F-3598

(I really wish I could change the provided screenshot!)
 
You can change to boss music or alternate music with one of the sound effects. The easiest way is to drag the effect directly onto Mario and it will apply the music for the whole level.

SMB1's alternate music is kind of a goofy 1-1 remix. SMB3's is the floaty "cloud" music, for example the secret warp whistle land. SMW's is the bonus room music. And I don't recall NSMB's at the moment.

I never thought to shake the sound effect icons. Geez, I am thick.
 

R00bot

Member
Just get rid of the springs and put normal blocks instead, I think it will be easier to see where you have to go that way. The thing is, that part happens so fast that the path being unclear made me clueless for a second, enough for a goomba to hit me :(

The sound thing is juts my opinion (like everything hehe), I just don't like that sound effect but it seems to have a purpose, so leave it in if you want. The concept behind it is pretty cool.

Okay, thanks for your advice :) I'm probably going to get rid of most of the springs if not all as I don't really like springs that much anyway, the original version of that section was much more complex and like a mini version of those levels that play themselves, except I was having trouble syncing the last part up so I just scrapped the whole thing except those springs at the start.
 
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