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Super Mario Maker |OT| Miyamoto Simulator 2015

B_Bech

Member
Okay artistic GAF I need help. I just made a pretty hilarious/cool level and I need some overly dramatic Japanese-esque style artwork to go along with it, maybe like those posters you guys make. Here's the level:

¤§ SAMURAI MARIO §¤

(E0F9-0000-007A-5BC1)

WVW69ibzo8sLilPnD0



The story of Samurai Mario
His fate was a tragic scenario
Found his home a mess
His bride in distress
Taken in by a dark daiymo.

His quest did lead to a cave
A trial fit for the brave
Ninjas from the dark
Carrying his mark
But his wife he must save.

He trudged from the chilly peak
The castle in sight he seek
Battle on the bridge
With air so fridge
A march not meant for the weak.


The final confrontation
A mysterious situation
Despite his power
But only a flower
...The one she wore in her hair.




So, something overly dramatic would be perfect. Oh, and play the level to get a feel for the vibe. It's pretty hilarious.
 
That wasn't too bad at all. Spent a lot less time clearing it unlike Bowling with Bowser. Or maybe Bowling with Bowser tempered me for this. But at least you had a powerup in the beginning XD

I actually used it to damageboost through that first gauntlet. Then made up way to the top of the Pirahana climb and jumped onto the fire flower. From there I'd just tactically take out Bowser and the enemies ahead. Then made way to the secret exit. Self discovery, didn't read your guide!

That said, here's my course, a tricky Ghost house, and it remains highly difficult with a very low completion % (This is like the 4th revision at this point though to try and balance things) The only hint I give and I hammer this on the player hard anyway, do not listen to the arrows.


Escape Boo's Haunted Lab! (One Exclamation Mark now!)
(1409-0000-005F-1C03)

Beat it, finally! Great, great level, I recommend that all expert Mario players try it, if you haven't.

Here's my newest one:

cUFlFaB.jpg


Name: Flame House Fracas!!

Description: A challenging romp through multiple levels of Bowser's castle. Currently at 0% completion rate, I'm counting on GAF to step in and show the others how it's done.
 
So what's the secret to getting bonus/boss music to play throughout a large area? As far as I can tell it plays as long as you're within a radius of the sound tile, including if that tile is in a moving target like an enemy. An enemy one will activate when you enter the radius, but a non-enemy one will only activate once you make contact with it, then stay active while you're within the radius. It seems like if you put a bunch of the tiles in an area such that their spheres of influence all overlap, once you activate one of them the rest will just maintain the music, rather than restarting it. Unless you leave the range at any point. Does that sound right?

I'm not certain if you have to actually touch another music tile to expand the radius or if being within the combined influence area is enough to keep it going. I'd end up placing very differently if contact was required vs just sphere influence, I could spread those out way more.
I ran into this problem with my last level and ended up just spamming the Boss FX all over the place. You can see the results here:

The Cake Is A LIE

(B7C1-0000-0079-1C90)


WVW69ibt9AYh-tDlC3


I tested giving the FX to enemies that persisted on-screen. When that didn't work out, I tried giving it to all enemies, but it'd just cut off all the time :( (to be fair, this level is also fairly unusual, so it may just be a special case). Spamming the effect all over the place more or less solved the problem for me (although it's not perfect).

If hope they'll just let us choose the BGM in a future patch.
 

xandaca

Member
Nice, I dig it. That's the only NSMB theme I like, but damn does it look great.

Wish we could have a non-airship version of that theme along with "Athletic" BGM.

Thanks for the star, and stopping my level from getting lost at the bottom of the previous page. Played through both your levels and really enjoyed them, starring both. I'm on right now and starring the courses of anyone who gives one or more stars to me (as many as possible would obviously be appreciated). Done Brock, Tondef and about to do Resee.
 
Thanks for the star, and stopping my level from getting lost at the bottom of the previous page. Played through both your levels and really enjoyed them, starring both. I'm on right now and starring the courses of anyone who gives one or more stars to me (as many as possible would obviously be appreciated). Done Brock, Tondef and about to do Resee.
I haven't played it yet. I saved it for tonight :D
 

jholmes

Member
Thanks for the feedback. I completely forgot to make normal tiles at the very end, lol. There's spikes throughout everything since it's possible to take out JR early by accident and he won't have a chance to finish the fight with you if he just falls in the lava.

Do you have any ideas for the end (Other than spikes)? I made it that way so you'd finish the fight with Jr. and then leave the sub area when you have some time to look around.

It's not so much that I think you can't have spikes as I'd just rather have the player know they are above spikes and not open lava. I'm cool with spikes being used in that hidden sort of way to keep the illusion of Bowser Jr. floating on top of them, but I think at the end of the stage just making it totally apparent where Mario can and can't go on Yoshi is the most important thing.

As for any other ideas for that last chunk, I think it's a good finale, just that the jump through the wall is a bit too tight. I had effectively beat the stage but I found it actually really tough to get through the wall and down the pipe.
 

Kyzon

Member
It's not so much that I think you can't have spikes as I'd just rather have the player know they are above spikes and not open lava. I'm cool with spikes being used in that hidden sort of way to keep the illusion of Bowser Jr. floating on top of them, but I think at the end of the stage just making it totally apparent where Mario can and can't go on Yoshi is the most important thing.

As for any other ideas for that last chunk, I think it's a good finale, just that the jump through the wall is a bit too tight. I had effectively beat the stage but I found it actually really tough to get through the wall and down the pipe.

Ahh, I see. I was actually assuming most people would hop on yoshi, grab the switch then go back to the Car and fly upwards. Though, I do have some who just hop off Yoshi to get through the end. Good feedback.

You can control his positioning a bit by moving. It is risky but can help. His stupid fireball has ended more of my runs than anything else.

Yeah, I can consistently get to Bowser, but getting past him is a bit troublesome so far.
 

Naar

Member
i just went and added all the levels i got in PM and will start stream in about 5 min

you can watch it here http://www.twitch.tv/naar82

also i figured out what the issue with my mic is and hopefully tomorrow i will be able to use. sorry but today no mic :\
 

jholmes

Member
Writers block, no idea what to do for my next stage, tough life!

When I'm at that point I think of the styles I haven't done much, maybe a level type I haven't done, enemies I haven't used, blocks I've neglected, perhaps a mechanic like ground-pounding or spin jumping I don't use much, and see if there's something in common between those that strikes me as really interesting. I realized I hadn't done a Bob-omb stage or an autoscrolling stage and hadn't done an SMB3 stage in a while and I came up with my level Bounce on Big Bob-omb pretty quickly after that point.

Another great way to break writers block, go play a TON of stages and wait until you see something you think you can put your own signature on, or something that wasn't done quite right in someone else's stage.

I want to make a Ness stage. Ness vs. the Magikoopas or something like that. I need some inspiration first.

Definitely try Masked Man's Eight Melodies and perhaps my stage Magicant and maybe see what other people have done with the EarthBound theme. It's a weird sort of fit, I find if you just let Super Mario Bros. be kind of abstract, it takes on a bit of an EarthBound feel.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
i just went and added all the levels i got in PM and will start stream in about 5 min

you can watch it here http://www.twitch.tv/naar82

also i figured out what the issue with my mic is and hopefully tomorrow i will be able to use. sorry but today no mic :\

Awesome ! Will watch :) Definitely would love to hear mic commentary in your next stream for feedback and all that !
 

Tiamant

Member
Don't look back (9266-0000-007A-8CEA)

WVW69ibz55YU1kWPoh


Do you like underwater levels? Yeah, me neither. That's why I've made this underwater level that hopefully doesn't suck. Minimum swimming, maximum dodging.
 
is there no way to make a level that has its ending on the sub-level section?

also is there no way to make a door that leads from the main level to the sub-level?
 

Arkain

Member
Played a couple of levels from the thread earlier:
My attempt at faking some verticality - Bowser's Tower. A SMW castle stage with a boss fight that I think feels pretty nice (credit goes to Nintendo for including the mechanic I employed...
don't worry about burning your tongue
).
WVW69iaEL2o6klcJxi

FCA7-0000-0058-82F1
Really fun level, although the game clearly isn't made for verticality, and it shows sometimes, like not being able to see the Thwomps because the screen doesn't scroll up properly. The boss battle was nice, really liked the mechanic, but the fight dragged on a little too much for my liking. Still, good level, starred it.

Big Boo just wants a hug
657A-0000-006C-9526
It's a medium difficulty ghost house. Nothing unfair, one optional area, a little platforming, a pretty straight forward puzzle section and a boss escape section.
Great level, one of the best ghost house-style puzzle levels I've played thus far, liked how you went full circle at the end with the Thwomp. Starred it.

______

In case anyone wants to try them out, here's a few levels I recently made. Feedback is appreciated:

Zebes Depths
A pretty short level I tried to give a Metroid vibe.
(C48C-0000-0042-CD12)
WVW69iZLEP4Wfbz9KA
Destroy the Sunken Frigate!
You have to enter a haunted sunken frigate and then blow it up to escape. Spent quite a while making this one.
(232A-0000-007E-E94E)
WVW69icF-oYGjBokUc
Flee the Fleet!
A pretty standard scrolling airship level, nothing too special. I don't think the level is hard at all, but most people who've played it thus far seem to keep dying at the start where you need to jump on a cannonball to proceed...
(382E-0000-006F-B82F)
WVW69ibPt9Qmtvo4GV
 

Kyzon

Member
is there no way to make a level that has its ending on the sub-level section?

also is there no way to make a door that leads from the main level to the sub-level?

Currently, No. What you can do though is keep the sub and main section the same style, and Kinda cheat your way through it.
 
A6cpPkw.png

A tribute to SMW ghost houses. Also my prettiest level yet :p
There are boos, a P-Switch puzzle and fake exits.

I liked this one. Pretty fun setup, but ther might be too many fake exists, and that could be frustrating. Maybe add another intermediary room to avoid coming back in the same room every time you fall into a trap.

Another Level i really liked was CB2D-0000-006C-86F8
Sorry, i can't remember who posted it, i'll try to search in the previous pages, or in the game. It was a nicely done airship level. I liked that secret warp, found by total accident, that led to harder part of the level. Felt like i had to win my second chance.

My third upload. Try it Gaf! It's not hard!
wR12ngP.png
 

Fireblend

Banned
I liked this one. Pretty fun setup, but ther might be too many fake exists, and that could be frustrating. Maybe add another intermediary room to avoid coming back in the same room every time you fall into a trap.

Thanks for playing! Glad you liked it! most people I've seen play it go through that screen 2-3 times at most, which isn't that bad and kind of what I was shooting for. Actually someone figured out how to clear that section in one go, which I didn't realize could be done when I made it haha. Spoilers:
There really are only 2 traps (the pipes), since no matter which door you go through you're still advancing through the level. It's just that one of them makes you go one extra time through the switch room.
.

Another section would probably make the level a bit longer than what I was aiming for but I'll probably iterate on it eventually :)
 

KooopaKid

Banned
Chapter 1: Extraction
Mario reaches the Disposal Center where all the enemies and items he left behind when rushing through levels are sent. There, the enemies are punished for their failure and turned into somethng else...

This level relies on moving walls and Dry Bones as the principal obstacles.

I almost got stuck in the second room, didn't know how to pass the moving wall! Then I thought, it's correojon, it's well thought-out so the solution must be there and then I got it. But then I reached the door top of the vine, went though it in the small room with a hole, when through it that brought me back at the beginning! How cheap is that!
I quit! I loved how the entering koopas and goomas tell a story now though but that cheap door! Also dry bones sucks, they always add a randomness I don't like. You can't see the ones that are throwing bones off-screen!

Chapter 2: Rebirth
Mario goes into the Disposal Center, following the trail of the souls of the dead enemies. Through an horrific procedure, he witnesses the birth of the Dry Bones' army. Mario must go on, but he must deal with the guardians of the guardery first...

This level relies on moving saws and bombs as the principal obstacles and features a final boss fight.


Oh noes, I got stuck! I was in one of the small top rooms with the yellow door. If you jump above the door you're stuck! You need to fix that!
The problem with this kind of moving obstacles in that you have to play a lot!

Chapter 3: Evolution
The horrors he has witnessed will surely take their toll on Mario´s sanity, but he must press on and end this horrific place once and for all. Mario will see the birth of a new type of enemy, a monster from beyond that is being mass produced to take over the Mushroom Kingdom. Don´t give up, the end is near!

This level relies on moving platforms, saws and closes the trilogy combinng the previously used mechanics. An epic boss fight marks the end of the trilogy.

I appreciate the work that went into this but it's just too hard. First, you have to figure out the level, so you lose a lot of time and then you reach the boss, you have to understand what to do, bones and bobombs poping up everywhere and less than 100s! I also didn't know what I was doing sometimes! What to do with that P switch? I reached the boss anyway without it...you have to be more generous with mushrooms, less dry bones and shorter levels I think!
 

masud

Banned
F021 0000 007A 586B

My first upload!

It's pretty bare bones right now but eventually it will be my attempt at a 1-1 type of level (once I unlock all the tools/parts I need). I'm putting it up to play test a 'secret' platforming section. Give it a try and let me know if it's too hard or too easy (I'm pretty bad at Mario games so it's hard for me to judge). It's only 10 seconds long now but that's just to force you to go a certain way.

This game is crazy fun!

Actually I made an updated version of this that's 20 seconds long. There's still only one way to go but you can breath now.

38a4 0000 007a 9f10

It's kinda dumb that you need a new id and that you cant just make edits on your uploads.
 

Layth

Member
I finished my first course. I tried to make a multi-path castle level. I think difficulty wise it's medium, depending on which of the three paths you take. Feedback is welcome.

Three Branch Romp

Course ID: A263-0000-007A-A5F9
 

one_kill

Member
I did a couple more levels:

Runnin' & Jumpin' feat. lotsa $$: 6FE7-0000-0074-CF09
A really short level you are meant to rush through.

Welcome to the Star Show: 1CBE-0000-0079-6BE2
Enjoy the star show! Just watch and do nothing else.

¤§ SAMURAI MARIO §¤

(E0F9-0000-007A-5BC1)

WVW69ibzo8sLilPnD0
I'm going to play this later. Sounds neat!
 

xandaca

Member
i just went and added all the levels i got in PM and will start stream in about 5 min

you can watch it here http://www.twitch.tv/naar82

also i figured out what the issue with my mic is and hopefully tomorrow i will be able to use. sorry but today no mic :\

Thanks for playing my level! I'll make some changes to the end where it seemed confusing (and try and find out how and why that last thwomp got stuck). The idea is that you hit the P-Block, jump or ride on the backs' of the beetles (so going right, then let the beetles carry you back to the left) to the steps high up (while they're still blocks) and then up to the final ledge. You can also wall-jump without using the P-Block if you use air stalls. Watching you play showed some areas that are in need of polishing - that beanstalk's not supposed to rise with a power stomp! - so I appreciate it, and the star!
 

JiliK

Member
How do you make those screenshots? Capture card?

No no. It's not a well-documented feature, but you can actually upload the current screen (TV or gamepad) directly from the Wii U with the browser.

Just suspend the game with the home button and open the browser. Then you can go to imgur, and I'm sure other services, and browse "your computer" for an image to upload. You should be given a choice of the currently suspended TV and gamepad screens.
 

Ranger X

Member
No no. It's not a well-documented feature, but you can actually upload the current screen (TV or gamepad) directly from the Wii U with the browser.

Just suspend the game with the home button and open the browser. Then you can go to imgur, and I'm sure other services, and browse "your computer" for an image to upload. You should be given a choice of the currently suspended TV and gamepad screens.

Open Miiverse proper, it'll probably be in your post history via your profile page. You can delete posts from there.


thanks guys, will check on that
 

jnWake

Member
Played some levels:

Had a busy past few days so haven't been on much, but did create a new level today. Probably middling difficulty at worst, there are lots of ways to approach each situation if you keep your eyes open.

CLOUDHIGH SKYWAY

cloudhigh%20skyway1_zps0zcxit2d.jpg


Code: 3E51-0000-0079-D0C8
Style: NSMBU
Secrets: Three 1ups and a secret exit
Additional Challenge: Finish the level in 60 seconds or under*

*If you find the secret exit, you can do it in 30. Going a more traditional route, I've done it in about 50.

One tip I read here on GAF is that you should never put blocks with a 2 tile height, since they feel very tight when you're big Mario. Unless, of course, you want to put some unavoidable enemies in there, but I doubt that's the case at the beggining of the level. Finding the secret path is cool although I accidentally killed myself there since I didn't notice there was no ground! Although I enjoy bomb puzzles, putting a thwomp right next to the cannon makes it tedious. Overall, I enjoy most things in the level. You put nice secrets in it and the main path (if you use no secrets) is actually hard. I personally dislike Parabeetles though since their hitboxes are all kind of weird.

Sölf;180176842 said:
nope.gif

@Thread:

WVW69ibzE10ElJpzAX


3-1 Splish Splash Lake
2305-0000-007A-494E

First underwater level for this. Pretty easy because it's the first. Later on (probably 3-4) I will do another one, which will up the difficulty quite a bit. This is simply to teach you underwater mechanics. The next few levels will also increase quite a bit compared to world 1 and 2, which were rather easy.

I am disappointed at the lack of hidden blocks in the first screen. That's a series staple! In any case, this is a nice level. It feels like a Mario 3 stage. I have to wonder though, in the bonus ground section, did you mean the player to jump over the wall to the end of the stage? I felt like that wasn't intended since it skips almost all the level and it's pretty easy to do.

My newest is The Harrowing Haunted Hallway.

WVW69ibzYgs3MQlnGE


2462-0000-007A-63EA

I finally did a ghost house! I got it in my head that an autoscrolling ghost house would be a good idea. Hopefully you agree!

As always, feedback is welcome.

Ah, an autoscroller, not many people make them. It is quite tricky, I died on my first run because I was tempted to grab some coins and then got left behind... Mean placement of those first coins. I don't know if I suck at autoscrollers or what but I died plenty of times here. Miss any obstacle once and chances are you're dead. Also, if you accidentally wear the helmet, you're dead. That's sucky since it's actually easy for that to happen here. Last part with the giant Boos what actually the easiest one, which is weird. The ending boo on a cloud scared me, I have no idea what those do. Overall, I thought it was a cool stage. It requires a bit of trial and error since failing somewhere will probably make you die, but other than that it's good. I would look into an alternative for that helmet obstacle though.
 

urfe

Member
Here's my latest.

Mario Won't Escape
6E69-0000-0079-DB4B

I think it's hard, and mainly requiring a calm head to figure out what to do, and patience. I'd love to hear if it's fun hard, or frustrating hard. If someone finds it a breeze, I would also love to know. All feedback welcome!

You shouldn't ever need to restart, but there's one area where it may feel easier to do so.

edit: I just replayed it, and there's a few parts that aren't as hard as I intended. Ah well. Hope it's fun!

 

Sölf

Member
I am disappointed at the lack of hidden blocks in the first screen. That's a series staple! In any case, this is a nice level. It feels like a Mario 3 stage. I have to wonder though, in the bonus ground section, did you mean the player to jump over the wall to the end of the stage? I felt like that wasn't intended since it skips almost all the level and it's pretty easy to do.

Oh. Whoops. I actually thought, since the screen doesn't scroll if you don't put up anything in the second layer that you also can't move over stuff. Then again, it's not like the level is that hard that you would really gain anything from skipping. In one of the earlier level (2-3 or 2-4 I think) you can basically skip the whole level with a leap of faith.
 

jholmes

Member
Overall, I thought it was a cool stage. It requires a bit of trial and error since failing somewhere will probably make you die, but other than that it's good. I would look into an alternative for that helmet obstacle though.

I definitely know what you mean about the helmet. It's one of those things where it's easy to put it on without thinking and that's instant death, and I wish you could force Mario to not be able to put on the helmet. However, because it's an autoscroller, there's lots of things in this stage where making a mistake is instant death, and I liked having to knock the blocks to advance, so I left it in. It's certainly the part I laboured over the most.

Thanks for playing, too!
 

jnWake

Member
Updated my latest stage since it seems some jumps were way too hard (it had like 1 clear over 100 tries). I made the vine jumps easier and also added a place to practice them, with a reward at the end. Also made some aesthetic adjustments and I feel it's a lot cooler now.


Mystery of the Dry Lake: 7961-0000-007A-AA14.

Switch between ground and underwater sections in this mysterious level. Certain things float underwater so the layout of the stage changes a bit, allowing you to reach areas that weren't possible before. Level features hazards such as Dry Bones, Bullet Bills and vine jumps!


You can also try the previous two levels if you liked this one:
1-1: Rescue Mushroom Town: 1D4B-0000-0053-C672.
1-2: Clash on Mushroom Bridge: E3EA-0000-005F-2827.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Ok, guys.
After all the levels I've uploaded so far, I've decided to try to create my own Super Mario Bros. game, starting from 1-1 to World 8 and whatever I'll imagine. Now, I'm in the process of creating my own rendition of a 1-1 level, and it could be near the completition, but before considering it done, I wanted to take a look at Gaffer-made 1-1 levels, especially considering how there was a competition recently. Is there a link to all those 1-1 levels? of course, I'll offer my own feedback on them (as much as possible, both here and on Miiverse, since I fear they will be a LOT :lol ).

EDIT: Wait, nevermind. They're all in the second post. That's a lot of levels :lol Probably I'll start with levels of the first group...I don't know how much it'll take to review them all though XD
 

Symphonia

Banned
Panic Room
B3B4-0000-0079-5A78

Depending on how this one goes down, I might build more Panic Room stages. Let me know what you guys think
 

Ziocyte

Member
Here is one of my first uploads. Help me get some plays! :p

A Mid-Summer Night's Spiney
82B1-0000-0078-98D1

It's a very short auto scroller that requires a little precision. The whole level is 30 seconds but will probably take a few tries to get right.

Here's a spoiler video if you get fed up with trying to figure out the trajectories: https://youtu.be/RxyhfKB8NCI

Been having a blast playing everyone's levels in this thread. Have a friend in from NC who is an old gaming buddy from high school. We have been marathoning this game all weekend. Thanks everyone for the great content!
 
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