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Super Mario Maker |OT| Miyamoto Simulator 2015

Fireblend

Banned
What do you mean?

Probably the image spam. Posters are cool, and a lot better than the blurry images we're stuck with otherwise, but I agree some of them are too big.

Maybe there should be a policy similar to the one in the B/S/T thread so you can only post your levels every 150 posts - maybe that would alleviate some of the image spam this thread sees and allow people who don't have the time to make huge posters and their levels get some spotlight too.
 

daydream

Banned
Probably the image spam. Posters are cool, and a lot better than the blurry images we're stuck with otherwise, but I agree some of them are too big.

Maybe there should be a policy similar to the one in the B/S/T thread so you can only post your levels every 150 posts - maybe that would alleviate some of the image spam this thread sees and allow people who don't have the time to make huge posters and their levels get some spotlight too.

i'd love to but i wouldn't have the power to enforce it, is the problem
 

jholmes

Member
What do you mean?

I think it's totally cool that people are proud of their levels and want to show them off with posters, but the posters keep getting bigger and more elaborate, and the same ones keep showing up again and again. I'd be great if we could tone it down a bit, let people go through the thread at their own pace and sample all the levels. There's so much good stuff in here, no need to let so much of it get buried.

Also if we could stop reposting when someone puts a post at the bottom of a page, that'd probably help things out a bit too.
 
I think it's totally cool that people are proud of their levels and want to show them off with posters, but the posters keep getting bigger and more elaborate, and the same ones keep showing up again and again. I'd be great if we could tone it down a bit, let people go through the thread at their own pace and sample all the levels. There's so much good stuff in here, no need to let so much of it get buried.

Also if we could stop reposting when someone puts a post at the bottom of a page, that'd probably help things out a bit too.

Honestly threads like these aren't very useful for sharing levels. Maybe a specific thread with specific rules would be more appropriate? I think the mariomakerhub is great, on the other hand.
 
Thanks! It's awesome that you liked it and that you actually beat it on your first attempt without it feeling super easy :p it was what I was going for for sure.

Not sure what you mean by "spin jump part" though. The final room (assuming you mean the one with the bridge?) isn't really meant to be more than a way to get to the end of the level, I added the P-Switch just so it would be consistent with the rest of the stage, but I felt that anything lengthier would have made the stage unnecessarily long - the meat of the stage is supposed to be the room you have to get through multiple times, and I thought making the player have to go through more stuff after that could be frustrating. Instead, as soon as they see that pipe they know the end is near.

I find it funny that you did a spin jump there because there's a p switch that comes from a pipe at the other end of the room that you're supposed to use instead lol. No spin jump required.

Also, how many stars are required to get more upload slots? I have a little less than 15 I think.

And for the new page here's my latest stage again (linking to avoid image spam). Leave a comment and I'll check out yours! Spent the better part of my morning doing just that, but man, this thread is quick :p

You need 50 for the first 20 and 150 stars to get 30 uploads.

As for your level I understand what you are saying for the end. I had entered the room as fire mario and there was a mushroom in the ? Block so I was assuming you were expecting the player to spin junp the exit and the P block was in case they screwed up.

The stage is adequate in length though. Sometimes its hard to recognize that a standard mario level really isn't very long.
 
Probably the image spam. Posters are cool, and a lot better than the blurry images we're stuck with otherwise, but I agree some of them are too big.

Maybe there should be a policy similar to the one in the B/S/T thread so you can only post your levels every 150 posts - maybe that would alleviate some of the image spam this thread sees and allow people who don't have the time to make huge posters and their levels get some spotlight too.

I see... I don't know if I'm partly to blame here, as I think I was one of the first to make a poster back with the original version of my Yoshi level (http://www.neogaf.com/forum/showpost.php?p=179221825&postcount=8753) ... :\ Mostly just posting it because if the "it's getting worse" is in relation to my poster, I just wanted to point out that I made the original poster a long time ago.

Still, I think everyone wants to cut through the clutter, and images are better for attracting people to levels than non-stop hash codes. Also, before I posted that poster, it seemed like every other post was a big screenshot from people's Wii U , so I'm not sure that things are actually "worse" now.

I wouldn't mind having a ruleset though to avoid spam, if everyone else is willing and we have some kind of way to enforce it. That last part is what seems doubtful, though.

I think it's totally cool that people are proud of their levels and want to show them off with posters, but the posters keep getting bigger and more elaborate, and the same ones keep showing up again and again. I'd be great if we could tone it down a bit, let people go through the thread at their own pace and sample all the levels. There's so much good stuff in here, no need to let so much of it get buried.

Also if we could stop reposting when someone puts a post at the bottom of a page, that'd probably help things out a bit too.

Yeah, I get that there's sort of a .... weird supply/demand issue here where people are supplying a ton of levels and also reposting them, but I'm not sure how to tackle the issue.

Maybe a one image per post limit would be good form. If you're advertising your old levels you could just put the codes for them.

Then again I've only made two posters and I'm trying not to spam them. I take a long time to make my levels (each of my two main levels took about a week).
 

Neki

Member
Finally out of the editing software, here's the video of your levels:

https://youtu.be/ES-R7Ngrtis

I'm not a native speaker of English, but I hope you'll understand most of my comments :eek: I don't really talk that much in the video, but I liked playing all the levels and I think just watching someone else play your levels is useful feedback in itself. IIRC, there were no fatal problems in any of the levels, I just happen to like platforming and action more than puzzles :)

The first two levels didn't get much airtime I'm afraid, but only because I finished them so quickly. They were fun to play though, definitely following you guys.

Anyone looking for a fun and fair platforming challenge should try Neki's stage, it's easily one of the best user made levels in this style that I've come across yet, really really liked it, check it out:

Rosalina and the Floating Towers
BBB0-0000-0074-53B1

And here's two of my stages if you guys want to give them a go (both include a speed run challenge): 0671-0000-003A-121F + C664-0000-0047-837E

Thanks again for the levels (even you puzzle and semi-puzzle freaks KooopaKid and VandalD), I will definitely do this again, cheers!

Thanks for the star and follow and playing it, I really do appreciate it. I felt bad about you spending almost half an hour on it, checkpoints would really help out my stage, that's been the most common critique of it. You said you were having fun so that's good. I tried designing the stage so that there was no unfair mechanics, there's one part near the end with the triple fire bars that is a bit hectic, but otherwise, I feel like most of your deaths is not due to the stage cheesing you. Thanks for the compliments though, made all the hard work worth it!

I'll be sure to check out yours, and everyone's levels when I get home. Whenever I need inspiration or a break, I play a couple of GAF levels, really inspired some of the mechanics in my first two stages. If you have writer's block, just have some fun.
 
Pick your poison!

http://www.mariomakerhub.com/makers/Thuddert

I'll check out your level in a moment :p

i played ice mario water mario and clown antics. I liked ice mario water mario. I think the content of the level could use some more meat though. It feels really short with the underwater part not having enough in it if that is suppose to be the main gameplay feature.

Clown antics I couldn't finish. That low ceili g part you need the clown car for I was not going to put in time to pass. I generally will not try things like that more than 3 times before I pass on it. I foubd the level great until that point but I find that an extremely meh way to raise the difficulty of a level.
 

BooJoh

Member
My nephew has several of these handheld maze toys called Perplexus.

51JJuItmd6L._AC_UL320_SR274,320_.jpg


ohNOitsRO has a stage :

WVW69iZjBkIdbOYmzn


One Screen Wonder
ID: 359C-0000-004B-D959

This reminds me of these toys because of every danger being immediately visible and contained to the single screen giving me a vibe of physicality and holding it in my hand.
We pass the gamepad around here and no one else has cleared it. It's tricky but not particularly difficult if you "go with the flow" on the 1st half as soon as it starts in order to hit the music-notes-on-the-way-to-the-door in a clean motion avoiding all the danger.
The 2nd half is easy using caution with the hardest part finding the timing on when to go and head for the drop to the door.


It already got a lot of love but I want to give more so that anybody that hasn't played:

Hey man that's awesome I really appreciate the shoutout! I'm glad you enjoyed it and in fact I have a part two of the one screen mechanic under my levels you might enjoy but it is a bit harder than the first I think xD

Looks cool, I'll try it in a bit. I have two one-screen levels of my own. The first is hard, the second is sadistic and has the lowest clear rate of my levels so far.

WVW69iY5FSAZ7LCjpx


Mr Video Game and the 101 Spikes
6C45-0000-003B-72E2

WVW69iZa35UH1DiOLK


101 Spikes Round 2 - ★VERY HARD★
8C5E-0000-0049-08AA



Ffs it doesn't keep a record of levels you skip in 100 mode. "Where's the Mushroom" level in Mario 3 style. Anyone have the code? Lol. By a girl called Molly. Level was very small. The level exit was hidden behind some bricks. I found 2 invisible ? Blocks. Neither had a mushroom.

If this is true it's a change they made with the patch. I ran into a level I couldn't beat in 100 Mario Mode once, and after I finished my run I went to my played levels, found it and downloaded it.
 
Yay for 150 stars!

Due to people raging or loving my levels lol. Can't say I didn't warn them what kind of levels they were from the titles. They aren't hard just....long with a chance of timing out.
 
I see... I don't know if I'm partly to blame here, as I think I was one of the first to make a poster back with the original version of my Yoshi level (http://www.neogaf.com/forum/showpost.php?p=179221825&postcount=8753) ... : Mostly just posting it because if the "it's getting worse" is in relation to my poster, I just wanted to point out that I made the original poster a long time ago.

Still, I think everyone wants to cut through the clutter, and images are better for attracting people to levels than non-stop hash codes. Also, before I posted that poster, it seemed like every other post was a big screenshot from people's Wii U , so I'm not sure that things are actually "worse" now.

I wouldn't mind having a ruleset though to avoid spam, if everyone else is willing and we have some kind of way to enforce it. That last part is what seems doubtful, though.



Yeah, I get that there's sort of a .... weird supply/demand issue here where people are supplying a ton of levels and also reposting them, but I'm not sure how to tackle the issue.

Maybe a one image per post limit would be good form. If you're advertising your old levels you could just put the codes for them.

Then again I've only made two posters and I'm trying not to spam them. I take a long time to make my levels (each of my two main levels took about a week).

The only main issue imo is that people want feedback on their levels and their is more levels than people willing to give feedback so you have people doing anything they can for attention to their levels.

That is an issue you can't alleviate on our end. Either Nintendo adds better community feature so we can all play each others levels easier or people just gotta hustle on the self promotion game. I understand though. You don't spend days on a level just for no one to play it and to not get comments on how to improve.
 

Thud

Member
i played ice mario water mario and clown antics. I liked ice mario water mario. I think the content of the level could use some more meat though. It feels really short with the underwater part not having enough in it if that is suppose to be the main gameplay feature.

Clown antics I couldn't finish. That low ceili g part you need the clown car for I was not going to put in time to pass. I generally will not try things like that more than 3 times before I pass on it. I foubd the level great until that point but I find that an extremely meh way to raise the difficulty of a level.

Thanks for the feedback, they're both short and need some work.

The Clown Antics is actually very easy if you know the trick. First lower the clown cart in the lava and then press right. Buoyancy will do the rest. I don't think a lot have noticed that trick, that's why I made the track go in in the lava to serve as a hint. The ending has a nice little touch.

Anyway I'll change it so players have a bit more room to breathe it's very claustrophobic or is it clownstrophobic. Playing your level right now, finished Plague of Shadows :)

EDIT:

Played it and liked it. Love what you did with the secret. Also bom-ombs for extra power ups is smart. There are a lot of enemies, so you may want to tone it down in some parts of the level. Ideally in your 'bonus room'. Funny thing is I first went in backwards and had to look very carefully. Nice!
 

ElRenoRaven

Member
You know I have to get this off my chest. Spent the last week playing a ton of levels. I'm convinced everyone who starts up the game should read UncleSporky's Guide For Designing Good Mario Levels. So many fucking awful levels out there.

I can't count the times I've seen levels filled with every block having enemies, enemies glued to enemies stacked on enemies by the dozens, levels with bullshit random deaths that you can't avoid cause it's a guessing game, just poor insane layout in general, way too many enemies and enemy types and lets not forget the levels that are like here is a star now run through 1 million enemies and jump to the flag pole. It's amazing how many you get to some point and it's like WHY? WHY?

While I'm ranting a bit can we please for the love of god stop churning out automatic levels like there is some sort of assembly line working 24/7 making them? It's ok some but it seems like every 2 out of 3 levels is one of these.

Sorry I know some will most certainly disagree but goddamn I just needed to rant.
 
My first Mystery House level got a good reception so I decided to make a second one:

WVW69iZl6WkkkgsiKH


Mystery House Surf: E3B1-0000-004D-050B .

For the second entry in the Mystery House series, I went with the SMB3 look. In this level, you have to, well, surf!

Wait, surf?

WVW69iZl7UMMNqJh0W


YES!

I discovered this mechanic in a GAF level, Nightmare in 1-1 (shame I don't have the code at hand but you can search for it in this thread, it's pretty cool). Mystery House Surf features four challenges around riding the beetle helmet and it can actually get pretty challenging, but it's also pretty fun!

Hope you guys try and enjoy it!
LTTP but this level was fun yet tough. The p-switch seemed kind of unnecessary. Also there were a couple times I made it to the right side of the room untouched but unable to make it to the door or make my way back to the beginning of the room. I think it'd be even better if those two things were tuned but it was an amazing level nonetheless.
 

SegaShack

Member
Does anyone else feel like their levels take way too long to make? So far I've made 2 levels, one took 6 hours, another took 3. Am I really slow or is this normal?

Also, how do you get your level in 100 Man Mario?
 
My first SMW ghost level "Ghost House in the Woods". It seems to be pretty difficult, hopefully not too much so. Enjoy!
D501-0000-0077-45D8

WVW69ibnghUFHov1Sg

So I played this one. It feels pretty similar to a SMW ghost house. Some of it is a lil unclear at parts though. I think in future levels clarity should ve an aim. You did a very good part on the puzzle aspect but visual and logical clarity are a big part of SMW ghost houses. The degree to which they troll the player is only in the sense that once you get it wrong it becomes more and more clear about where to go.

The main issue most of the SMM ghost houses suffer from is that the trolls are too harsh and the progression is obscure. Failure in ghost house should not be a punishment. It should ultimately be a path towards the correct answer.

Also unless you hid a mushroom somewhere in the first are I think I broke it because if you dont get the coins surrounding the door before the p switch you are basically stuck.
 

Thud

Member
Does anyone else feel like their levels take way too long to make? So far I've made 2 levels, one took 6 hours, another took 3. Am I really slow or is this normal?

Also, how do you get your level in 100 Man Mario?

3-6 hours is pretty normal. Some levels will take even more time to make, I spent a lot of time on Bowser's Castle 64.
 

VandalD

Member
Does anyone else feel like their levels take way too long to make? So far I've made 2 levels, one took 6 hours, another took 3. Am I really slow or is this normal?

Also, how do you get your level in 100 Man Mario?
That seems like the normal range of time for me too. It can vary depending on what I'm making, but I spend a lot of time testing small sections and trying to make sure the player can't screw themselves out of winning. I also just like playing my own levels for the most part. It's a long process even when I'm not in creator's block, but it's a lot of fun.
 
I spend a lot of time testing small sections and trying to make sure the player can't screw themselves out of winning.

This. Dear lord I've been doing this all day long and still managed to find myself stuck in a certain place unable to continue. Can only imagine what would happen if a bunch of people played it.
 

Nerrel

Member
I'm loving this game about as much as I'd hoped I would. It still hits me now and then that I'm playing new SMW and SMB3 levels in 2015. It also feels great to see yourself getting better and better with every course. How did we not get something like this sooner?

My main complaint is that most people really, really suck at playing. I'll design something moderately testing in the middle of the level and find that no one even makes it there because they're dying on the very first goomba... several times. There doesn't seem to be a very hardcore audience out there unless you go to forums like this.

That, and the dominance of auto levels is pretty disappointing. Hopefully that novelty wears of and allows good traditional course designs to come through.


Not bad. I love the idea. Most of it is implimented well. I think there were a few unfair parts. I was doing well flying for example, and the fire staff randomly was in place to hit me on the perfect path. I also think it would be better if you got rid of the random enemies in the "take off" areas. Takes away from the purpose of the map. Overall nice job!

Thanks for playing. I had some trouble with both the fire staff and Bowser's fireballs when playtesting; 90% of the time they wouldn't hit, but occasionally they randomly do, even when playing with the same pacing and accuracy.

As for the enemies, did you kick the shells/beetles to clear them, and did you use the cape slam to kill all the enemies (Bowser included) on the landing points at once? I tried to make it easy to get them out of the way quickly, but maybe it's unecessary to have them at all. Again, thanks for the feedback.


I really wish I could play more of the levels posted here, but my Wii U can't connect to my apartment's Wifi. I may get desperate enough to take it to public hotspot and do this: http://en.rocketnews24.com/2012/11/...-a-ride-on-a-bullet-train-works-like-a-charm/
 
Does anyone else feel like their levels take way too long to make? So far I've made 2 levels, one took 6 hours, another took 3. Am I really slow or is this normal?

Also, how do you get your level in 100 Man Mario?

You're insanely fast compared to me.

My MLY level took about 12 hours, plus an extra 2 updating it today.

My Frozen Mansion level took about 10 hours.
 

jnWake

Member
LTTP but this level was fun yet tough. The p-switch seemed kind of unnecessary. Also there were a couple times I made it to the right side of the room untouched but unable to make it to the door or make my way back to the beginning of the room. I think it'd be even better if those two things were tuned but it was an amazing level nonetheless.

Ah, the P-Switch is there to mimic the time limit in the Mystery Houses in Mario 3D World. Idea is that you have to see the scene and react fast to what the challenge is. If you fail you'll die, but since the challenges are simple, it doesn't take long to get back to where you were before. I can understand it may be frustrating but it's a part of the charm to me. You either get everything right in one go or fail. That makes the tougher parts more tense!
 
You know I have to get this off my chest. Spent the last week playing a ton of levels. I'm convinced everyone who starts up the game should read UncleSporky's Guide For Designing Good Mario Levels. So many fucking awful levels out there.

I can't count the times I've seen levels filled with every block having enemies, enemies glued to enemies stacked on enemies by the dozens, levels with bullshit random deaths that you can't avoid cause it's a guessing game, just poor insane layout in general, way too many enemies and enemy types and lets not forget the levels that are like here is a star now run through 1 million enemies and jump to the flag pole. It's amazing how many you get to some point and it's like WHY? WHY?

While I'm ranting a bit can we please for the love of god stop churning out automatic levels like there is some sort of assembly line working 24/7 making them? It's ok some but it seems like every 2 out of 3 levels is one of these.

Sorry I know some will most certainly disagree but goddamn I just needed to rant.

A large chunk of the people designing the levels genuinely do not care about good level design. They are just having fun throwing shit together. I honestly didnt know people hated water and automatic levels. I love both. I was gonna make cargo chase automatic until I saw gafs dislike for it.
 

SegaShack

Member
3-6 hours is pretty normal. Some levels will take even more time to make, I spent a lot of time on Bowser's Castle 64.

That seems like the normal range of time for me too. It can vary depending on what I'm making, but I spend a lot of time testing small sections and trying to make sure the player can't screw themselves out of winning. I also just like playing my own levels for the most part. It's a long process even when I'm not in creator's block, but it's a lot of fun.

You're insanely fast compared to me.

My MLY level took about 12 hours, plus an extra 2 updating it today.

My Frozen Mansion level took about 10 hours.

Thanks everyone for the responses, it is really reassuring to know I'm not the only one taking a lot of time in this game. My entire weekend went by super fast because of it.
 

jnWake

Member
Regarding the image/level spam, I've seen several users that only come here to post their levels and don't drop any feedback. I try to play through 3/4 GAF levels every once in a while to give some feedback (and maybe stars in-game) so that the community grows. Sadly, there's no way to enforce feedback rules here so we can only hope people are nice and play each others levels. The only way that happens though is if everyone who posts their stuff also takes the time to play at least one level every once in a while. It takes much less time than creating a level so...

I don't mind the image spam but one thing that I think really clutters this thread (and I've been a member of it) is when someone either asks codes to give feedback to or to play in their stream. When either of those happens, the thread is flooded with like 20 posts and most levels posted just before, in between the flood and maybe even after it get completely buried. I like what Kyzon and some other streamer (sorry forgot the username, NetMapel or something like that) did last time and set up a Google doc for people to put their codes. That way is much cleaner since it doesn't clutter the thread at all.
 

R00bot

Member
Here's my newest level, The Underground Lair. It's got no gimmicks (okay maybe a few little ones), is challenging without being cheap, a good length, and has some cool ideas in my opinion.
Finishes with a climactic boss battle that's not overly punishing but still manages to be intense, then a cute little flagpole trick that I haven't seen much in other users' levels.

FF8B-0000-0073-969E

Really disappointed this one still has 0 clears as I don't think it's that hard.
WVW69ibbFf8dXc47sd
 

SegaShack

Member
Regarding the image/level spam, I've seen several users that only come here to post their levels and don't drop any feedback. I try to play through 3/4 GAF levels every once in a while to give some feedback (and maybe stars in-game) so that the community grows. Sadly, there's no way to enforce feedback rules here so we can only hope people are nice and play each others levels. The only way that happens though is if everyone who posts their stuff also takes the time to play at least one level every once in a while. It takes much less time than creating a level so...

I don't mind the image spam but one thing that I think really clutters this thread (and I've been a member of it) is when someone either asks codes to give feedback to or to play in their stream. When either of those happens, the thread is flooded with like 20 posts and most levels posted just before, in between the flood and maybe even after it get completely buried. I like what Kyzon and some other streamer (sorry forgot the username, NetMapel or something like that) did last time and set up a Google doc for people to put their codes. That way is much cleaner since it doesn't clutter the thread at all.

In regard to your first point, maybe we can implement a system where when you post a level you have to quote another level you played and give feedback?
 

Fireblend

Banned
To add to my previous thoughts on the "pic spam", I don't think we'd need mod powers to enforce good practices when sharing levels, sure people could not follow the guidelines, but this is a pretty chill community and I'm sure the worst that could happen is we have to point people towards a "guidelines" post when they start posting the same images too frequently.

Ideally I'd like to see something like a picture size suggestion and a post limit like the one in the B/S/T thread like I mentioned above - post your levels every 2-3 pages (50ppp) and if you want to add more levels go back and edit your post - give less active/invested in making pictures players a chance to be in the spotlight.
 

Nerrel

Member
In regard to your first point, maybe we can implement a system where when you post a level you have to quote another level you played and give feedback?

Sounds fair to me. It definitely does a disservice to the community when most posting is one way street.
 

Lelouch

Neo Member
After playing mostly terrible levels in the 100 Mario Challenge, with a few exceptions, this thread makes playing the game fun again. Keep it going!

Mr Video Game and the 101 Spikes
6C45-0000-003B-72E2
Lol, that was one of the few good ones in my last 100-Mario session. Short but not easy. I gotta try the second one.

Mario's Nightmare
ID: 2D31-0000-0077-66EF
Now that's a ghost house. It's nice that you can return after a wrong way, even if it is still punishing, had far too many ghost houses where you had to restart every wrong guess. Left a comment. :-D



Here are some of my creations.
While I like to play hard levels, I rather create easier levels myself, so don't worry, nothing to hardcore.


E0E4-0000-0026-7015
WVW69iYSUGs2zGCkyD

First a short one, a 10 second auto level. I got sick of all the long, samey automatic levels, so I tried a different concept. You won't believe the finale works! Just try it, I mean ... it's 10 seconds.

Some more normal levels:


♥-1 Rescue the Red Koopas
BE1A-0000-004C-3012

WVW69iZj1b4uOaepet

♥-2 Red Koopas Are Your Friends!
D7D5-0000-0052-7E59

WVW69iZ0D_QjNpp3MN

Those levels are more puzzle focused. Help the Koopas and the Koopas help you.


◆-1 Athletic Parkour
84AE-0000-0069-7188

WVW69ia6UHgmpQ7A0B

Pure platforming, no enemies or pits. Relaxing counterbalance to all the enemy spam levels.

Have fun!



Edit:

Here's my newest level, The Underground Lair. It's got no gimmicks (okay maybe a few little ones), is challenging without being cheap, a good length, and has some cool ideas in my opinion.
Finishes with a climactic boss battle that's not overly punishing but still manages to be intense, then a cute little flagpole trick that I haven't seen much in other users' levels.

FF8B-0000-0073-969E

Really disappointed this one still has 0 clears as I don't think it's that hard.
WVW69ibbFf8dXc47sd

Changed that! ;-)

Had a few cheap kills (fallen in lava pit you can only avoid if you know it, not visible thwomps, squashed between single blocks on rail). Avoidable on the second try, but i can understand that others got annoyed, especially if they encountered it in 100 Mario Challenge. But the shortcuts are clever, keeps you motivated on repeated tries.

And I managed to keep the flagpole intact, have seen the trick one time already and even made a whole level centered around it:

Destroy Kamek's Sky Fortress
A629-0000-0042-C7A6

WVW69iZLBjUSwqavNZ
 
Regarding the image/level spam, I've seen several users that only come here to post their levels and don't drop any feedback. I try to play through 3/4 GAF levels every once in a while to give some feedback (and maybe stars in-game) so that the community grows. Sadly, there's no way to enforce feedback rules here so we can only hope people are nice and play each others levels. The only way that happens though is if everyone who posts their stuff also takes the time to play at least one level every once in a while. It takes much less time than creating a level so...

I don't mind the image spam but one thing that I think really clutters this thread (and I've been a member of it) is when someone either asks codes to give feedback to or to play in their stream. When either of those happens, the thread is flooded with like 20 posts and most levels posted just before, in between the flood and maybe even after it get completely buried. I like what Kyzon and some other streamer (sorry forgot the username, NetMapel or something like that) did last time and set up a Google doc for people to put their codes. That way is much cleaner since it doesn't clutter the thread at all.

I am just gonna say. From mobile its way easier for me to just ask people to quote me if they want me to try their stuff than to flip through pages of feedback and images to find stuff. Everything is just highlighted and its just way more convenient. If people didn't leave big ass pictures for every level this would be even better. Since most people arent offering to do huge feedback dumps I don't see this as a huge issue. I would do less feedbacks in general if I was expected to look for individual codes given I only try to give feedback to stuff without a lot of plays. Just food for thought.
 

Svafnir

Member
Can you please add the ability to delete levels? I've updated one of mine and pulled an old one, and I want to remove the old one but I can't see how to do it.

You will be able to do that soon! You can just PM me your level and I can delete it manually for you now.
 

B_Bech

Member
Alright guys, I'm in the mood to dish out some feedback/stars. Quote this post with the codes you want me to play and I shall oblige you. I'm pretty decent at Mario, but I have low tolerance for troll levels. If I don't finish your level, don't be offended! I will star no matter what, because I believe all levels deserve a star for the work you put in... unless it's just mind bogglingly terrible/half-assed. I'll tell you both positives and negatives--if applicable.

While you're waiting for me to finish feel free to check out my latest level: "Springtime in Toadtown." (4827-0000-0078-65A4)
WVW69ibqyPQrHMg8sI


This is my late entry to the 1-1 contest. (Sadly I missed the deadline!) This a level that introduces two enemies, secrets and trampolines... teaching newer players intuitively. For veterans I have an upper area that gives a great pay off for skilled parkour and good shell kicks.

The rest of my levels can be found here.
https://miiverse.nintendo.net/users/B_Bech/posts

(In the process of transferring them to Mario Maker Hub)


Send me whatever you got. I'm doing the 100 GAF challenge.

EDIT: To avoid clutter, feel free to PM me the stages instead!
 

exfatal

Member
Alright guys, I'm in the mood to dish out some feedback/stars. Quote this post with the codes you want me to play and I shall oblige you. I'm pretty decent at Mario, but I have low tolerance for troll levels. If I don't finish your level, don't be offended! I will star no matter what, because I believe all levels deserve a star for the work you put in... unless it's just mind bogglingly terrible/half-assed. I'll tell you both positives and negatives--if applicable.

While you're waiting for me to finish feel free to check out my latest level: "Springtime in Toadtown." (4827-0000-0078-65A4)
WVW69ibqyPQrHMg8sI


This is my late entry to the 1-1 contest. (Sadly I missed the deadline!) This a level that introduces two enemies, secrets and trampolines... teaching newer players intuitively. For veterans I have an upper area that gives a great pay off for skilled parkour and good shell kicks.

The rest of my levels can be found here.
https://miiverse.nintendo.net/users/B_Bech/posts

(In the process of transferring them to Mario Maker Hub)


Send me whatever you got. I'm doing the 100 GAF challenge.

EDIT: To avoid clutter, feel free to PM me the stages instead!

(2734-0000-0078-737E)

Would appericaite some feed back, my 4th level made so far. I'll try out your stage as well :) thanks in advance
 

R00bot

Member
Changed that! ;-)

Had a few cheap kills (fallen in lava pit you can only avoid if you know it, not visible thwomps, squashed between single blocks on rail). Avoidable on the second try, but i can understand that others got annoyed, especially if they encountered it in 100 Mario Challenge. But the shortcuts are clever, keeps you motivated on repeated tries.

And I managed to keep the flagpole intact, have seen the trick one time already and even made a whole level centered around it:

Cheers man, you weren't supposed to go that quickly with the thwomps :p , so you'd see them coming. Also they're completely avoidable if you're fast enough to make that jump onto the platforms before the P switch runs out. The block squashing is annoying, I couldn't find a way to get rid of it, but just sprinting along them should stop you from falling in. As for the lava pit, are you talking about that first one? If so I completely missed that you wouldn't know it was there :p , but I did add an arrow there at least. Luckily that's fairly early into the level.
 

Camjo-Z

Member
Here's my newest level, The Underground Lair. It's got no gimmicks (okay maybe a few little ones), is challenging without being cheap, a good length, and has some cool ideas in my opinion.
Finishes with a climactic boss battle that's not overly punishing but still manages to be intense, then a cute little flagpole trick that I haven't seen much in other users' levels.

FF8B-0000-0073-969E

Really disappointed this one still has 0 clears as I don't think it's that hard.

Levels like this are what really make me wish they'd included checkpoints. It's generally well designed but since it only really gets hard at the end, you're stuck going through the same easy parts over and over just to get to that last section.

Overall, decent level but gets kind of tedious at the end with all the pixel-perfect jumps. I spent about 20 minutes trying to beat it but ultimately gave up at the part right after the Dark Souls-esque shortcut vine. Also, the bit with the Thwomps and the Donut Blocks is a bit cheap - there's no way anybody would dodge them on their first attempt.
 

markiemak

Neo Member
Created a tribute to Animal Crossing, entitled:

Tortimer's revenge

602F-0000-0054-5919

Please let me know what you think! I'm only one star away from 50! :)
 
Here's my newest level, The Underground Lair. It's got no gimmicks (okay maybe a few little ones), is challenging without being cheap, a good length, and has some cool ideas in my opinion.
Finishes with a climactic boss battle that's not overly punishing but still manages to be intense, then a cute little flagpole trick that I haven't seen much in other users' levels.

FF8B-0000-0073-969E

Really disappointed this one still has 0 clears as I don't think it's that hard.
WVW69ibbFf8dXc47sd

In general I don't think people understand difficulty still. This level is an example of a level that is designed decently well but its way more difficult than the creator realizes.

The level has a lot of trial and error and deaths the player is not going to be able to predict until he or she just dies. Several of them. For instance the skull rail part is so loopy the player may fall off. The p switch in the beginning may need to be hit later to allow yoshi easy navigation. If you kill the red koopa in the small cave with the fire flower you just got you probably have to tank a hit from the wiggler. The castle part actaully requires you to go backwards and you shouldnt jump on the top path right out of the door. The infamous thwomps you cant see at the very right of the castle. Some really demanding long jumps. These are things that you as the creator know about and so they are not an issue to you but as players the stuff can be super frustrating.

The bowser and bowser junior boss fight is boss too hard and too long.
and I cheesed it by letting bowser junior just shell bowser to death while hiding in a safe spot.
You have a ton of good ideas but you have to refine the difficulty down if you want people to clear it. I consider myself a good mario player but that shit was just really hard on first playthrough in all honesty.
 
photo.jpg


I'm currently planning to do a livestream around 8pm-ish PST. I'll be playing 10takill once again. For those unfamiliar with it, I give myself 10 minutes or 10 lives to beat a level, then I move on.

If you want me to play your levels, please PM them to me!

Also, if you don't mind, please play my levels in the meantime:

*UPDATED!* My Little Yoshi: Friendship is Tragic: 2732-0000-0078-0868
The Frozen Mansion: B816-0000-0072-FE1D
 

Neki

Member
I'd like people to try my newest level. I really want some in-depth feedback, as the main issue is a lack of checkpoints, which I can't fix atm. :( Anyone who comments or stars it, I'll check out your profile and star a course. (as long as there is no Kaizo). Every NeoGAF level I've played I won't stop playing until I clear it. I don't think I've run into anything super unreasonable, so I will continue to do so! :p All these maps are great, I really wish I had my game right now.

Hey guys, finished my second Rosalina map!

Rosalina and the Floating Towers
BBB0-0000-0074-53B1

Nz9y86Q.jpg



Rosalina learns of a secret flying tower that is powered by imprisoned stars. She must free the stars and defeat whoever is behind this wicked scheme.

Any feedback is welcome!
 
Is there a way to change the bgm of the subworld only? I want to use the boss music on the subworld and can't figure out how. Placing the boss theme on mario changes it in both worlds, and placing it on the boss plays it for a few seconds and then stops.
 

Theorymon

Member
Is there a way to change the bgm of the subworld only? I want to use the boss music on the subworld and can't figure out how. Placing the boss theme on mario changes it in both worlds, and placing it on the boss plays it for a few seconds and then stops.

The way I did it was to spam boss music blocks every couple of spaces. It's tedious and you can run out, but its the best I could do x_x
 

suikodan

Member
Because you like fresh levels...

57EC5113-7BAA-4C20-8C17-05D3D3FF259B_zpsjp6pc1n6.jpg


It's a nice level with good challenges. I love doing these while my wife isn't watching so she doesn't see all the secrets and branching paths.

It's funny how the layout changed in results of her playing. Add this, remove that, balance that part, add a mushroom here.

Hope you'll like it!
 
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