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Super Mario Maker |OT| Miyamoto Simulator 2015

tm24

Member
I actually really enjoyed this level! Only thing I think could be better is the blind jump with the star. Other than that, I thought it was fun. Starred!

Fun fact: You're actually supposed to use the bullet bill for the jump. The star was meant to screw up the jump but my friend didnt realize that until i playtested it
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
As stated a few hours ago, here's my feedback on lots of 1-1 levels

Super Mario Adventure: World 1-1
Code: 56E3 0000 0040 BF67

Very nice: great look, it plays very nice. It's easy, which is right since it's a 1-1(maybe, a bit too easy overall, IMHO), but it wasn't boring, probably thanks mainly to the interesting and not bland aesthetics, but the climbing section at the end was good too. The Toad houses were lovable! Especially how you arranged the ending card.

Adventure 1-1 ~ Grass Outskirts
Id:D782 0000 004D F33D

Nice! The flowerish tiles are among my favourites, there are decent secrets / bonus areas. Good flow too. Playing your 1-1, I saw some similarities with my current 1-1 attempt too, between the tiles and the use of pipes XD

Basic Introduction: 5D10-0000-0029-1236

It was definitely too easy for a 1-1 even. Too basic, not that interesting. Also,
you should've put the initial blocks a bit higher, to give more room to the jump on the first Goomba. Otherwise, there could be too many players getting killed by a slightly wrong jump

Name: Underground Tutorials
Code: E556-0000-0058-E139

I like the idea of the hidden path, where the player is required to execute everything he/she learned. I think that, maybe, your idea could have been implemented in a way that the player wouldn't have needed to go underground everytime to learn a specific mechanic, but it's still a pretty good idea with a decent execution + a niice secret path. :D

Super Mario GAFWorld 1-1
CD0C-0000-004A-C8AF

Neat rendition of a 1-1 level. Good rendition of a World introductory level with a nice autoscrolling challenge.

Stroll through the Mole Hill
DCDD-0000-0039-F97B

I liked it. There are several paths, an unusual setup for a 1-1, but still easy enough for first players. It looks nice, it plays nice, it's very interesting as a first level.

Spring up!
45B4-0000-0053-3581

A bit too easy, but not bad. Good use of springers as a theme though.

Welcome to Retroland 1-1
(546B-0000-0022-5E73)

It's nice. Good retro feeling. I'll need to replay it to find all the hiden 1Ups.

Phew, lots of levels played. I hope I'll be able to play the other 1-1 from the first group later in the day.
 

correojon

Member
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!
That cheap door is a shortcut, if you take a moment and compare the rooms where both doors are you´ll see that they are both almost identical around the door. The blocks that allow you to reach the door are visible in one room and invisible in the other, so when you die you can directly activate the blocks, take the door and skip big chunks of the level. I should´ve made it more clear, it´s really hard to communicate stuff like this.
I would never do something as cheap as sending the player back to the beginning of the level XD

The Dry Bones aren´t random, they follow a timed sequence, however you are totally right on the ones shooting from offscreen.

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!
I really neglected that, thanks for pointing it out!

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!
The P-Switch is to activate a coin bridge that takes you to a shortcut. Each of the Dry Bones levels had 2 shortcuts that will take you straight from the start of the level to almost the end, if you use them you will have 400+ seconds to deal with the boss and can easily reach him with the cape and even the spike helmet which both make the fight much easier.

But anyway, it seems I can´t make the difficulty right, my levels are either too easy or too hard :( I´ll try to give a spin to these levels, thanks a lot for the feedback!

Dry Bones´ Disposal Center series felt a bit over punishing.
Drybone enemies are hard to handle while avoiding other hazards, you always end up jump on them at the wrong time. You also often hit a bone you didn't see coming.

Nice idea with the secret check points, but it was very confusing at the beginning.

I also stuck myself in a few places.
You nailed the complaints with Koopa Kid:
  • Confusing checkpoints
  • Dry Bones
  • Bones coming from offscreen
  • Too hard
  • Stuck when jumping over a door
Thanks a lot for trying the levels and for helping me identify the flaws so precisely, you guys rock!

On the other hand I enjoyed Sky Bridge 1 very much, slowly jumping over the saw-blades was weirdly rewarding!
Thanks! This is more similar to my previous levels (specially the Circular Platforms series), I think I must go that route when designing levels, they seem to be enjoyed much more than my harder stuff.
 

iBlue

Member
Do you guys really think this game is worth $69.99? i am really thinking about getting this but i dunno if its worth the price.
 

urfe

Member
I thought so, because there are much more reviews than before?! Seemed to me like "only post when you review other levels". Obviously I'm wrong, sorry.

Don't apologize, it seems like a good idea. So many levels being posted, and most people seeming to just ignore others.

I'm going to try to play more and post impression when I get some off time.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Ok ! Finally just completed my first platforming only stage with Super Mario Maker ! It is called the Chain Chomp Palace ! It is a very acrobatic and platforming heavy stage that I would say is an intermediate to hard stage. There is no unfair death or invisible blocks that will mess you up. It's just pure platforming and nothing else with a dose of chain chomps along the way. It is a short but sweet stage and I am thinking I will probably have to make changes to this stage later on to improve it even more. However, I really hope you guys have fun with this and please provide feedback whenever you have the time. I've been streaming several session of GAFer's Mario stages, so I hope I can also get some feedback back myself to improve my design. Anyways, here it is, please take a look:

bLmDujd.jpg

Name: Chain Chomp Palace
ID: 0A00-0000-007B-F75E

I've also provided a video of my play through for this stage just in case: https://www.youtube.com/watch?v=JT0bSbeTLmc&ab_channel=ShibaFanGaming. Obviously I'd love for you guys to play the stage first, but I've finally found the "best practice" per say, for this stage after many many tries. So if you're stuck and would like to see how I survived, please watch the video for the little things I did to survive :)

Feel free to also use my Youtube link to look up all the other NeoGAF stages I've played previously in my Super Mario Maker playlist :)

Anyways, feedback welcomed !
 

KooopaKid

Banned
Dry Bones´ Disposal Center series felt a bit over punishing.
Drybone enemies are hard to handle while avoiding other hazards, you always end up jump on them at the wrong time. You also often hit a bone you didn't see coming.

Nice idea with the secret check points, but it was very confusing at the beginning.

I also stuck myself in a few places.


On the other hand I enjoyed Sky Bridge 1 very much, slowly jumping over the saw-blades was weirdly rewarding!

lol funny we got stuck at the same place!
 

Naar

Member
can someone help me with microphone for streaming?

i got a new mic yesterday (kunai wireless) and apparently people have issues setting it up as a mic on pc. it works fine on consoles (even the mic) but not when i hook it up to my laptop.

so can someone recommend me a good and comfortable mic/headset to stream with that isnt a headache to set up?

I can stream as soon as i find a new mic. would really like to give oral feedback on the levels i play here
 

Nohar

Member
Guys, try out OwlyKnees' levels! All of them are extremely well designed (especially the later ones, published between the 16th and the 25th of September, that you can find here), and I had a blast playing them. They deserve much more love.

I ought to try out more NeoGAF levels. I didn't play much these last few days, and I only created one new level. And, well, after playing Owly's, I realized I need to step up my game.
 

KingBroly

Banned
Here it is, my 9th upload! A sequel to I Wanna Be The Mario...


I Wanna Be The Luigi
ID: 107C-0000-007C-0786


A few things about this level's creation...
- Unlike its predecessor, this level does not auto-scroll.

- As a trade-off, I added pits to keep the difficulty up.

- I had to completely change the ending of the level because I thought it was very messy and didn't really gel with my overall level theme of controlling jumps

- I had to completely re-do the 5th Jump in the level because I simply couldn't get it consistently
there were originally 2 blocks to gain speed on instead of 3. I had made the Jump before, but it proved too difficult to do so regularly.
This significantly reduced the level's difficulty.

- The timer is set at 150, because I feel that it's a slower, more difficult level overall than the first one, but not by much IMO


As always, I appreciate feedback and constructive commentary on what you thought of my level.
 
Gosh, my latest level is taking way too long because of the complications of ideas not working. I decided my levels needed more verticality but verticality actually doesn't work that well in Mario Maker.
 

AniHawk

Member
Gosh, my latest level is taking way too long because of the complications of ideas not working. I decided my levels needed more verticality but verticality actually doesn't work that well in Mario Maker.

unless it requires mechanics from nsmb or smw, use smb/smb3, doors, pipes, and the underground theme.
 

KingBroly

Banned
Gosh, my latest level is taking way too long because of the complications of ideas not working. I decided my levels needed more verticality but verticality actually doesn't work that well in Mario Maker.

Do each section individually until you feel confident in it, then move on.

When you upload it, you have to put everything together while having lost knowledge of how the level works somewhat. So at that point is where you need to be critical of your design and really be open to changing your level to make it work better.
 
It's not an issue of level space, but things like pipes that spawn enemies are too slow to provide any meaning in a vertical environment, and enemies like to begin their behavior off camera. MM feels so ill suited for levels where you need to climb or descend at points.
 

Symphonia

Banned
That's the only thing that annoys me about Mario Maker; the lack of a vertical-stage option. Creators should be able to choose between portrait and landscape. There are, of course, ways to work around that limit, but I'd much prefer a seamless vertical climb. That and slopes are needed.
 

correojon

Member
lol funny we got stuck at the same place!

I focused too much on making the doors look pretty and totally forgot that you could jump through the top :S

Anyway, I have some ideas for a complete overhaul of the 3 levels and a new, more intuitive checkpoint system. Back to the drawing board! I´m going to make these levels work no matter what!
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Ok, I could actually play other 1-1 levels :D

New Super Mario World 1-1
97E5-0000-0052-4858

This one is a good attempt. The only thing I didn't like was
how the final pipe brings the player directly on top of the ending pole. There should be a small challenge at the end, to see if the player is good enough to reach the top of the pole, without punishing him/her if he/she can't reach it. By putting the final pipe there, you erase that small final challenge
Aside from that, it was good and interesting enough.

Tree of Beginnings: 9DA5-0000-0051-D259

The only problem with this level is that it doesn't seem like a 1-1 level. But, aside from that? Very good, very creative and fun to play.

Koopa Plateau 1 [46EB-0000-0046-D07B]

Nice. Plays well. Maybe it's even a tad too easy for a 1-1 level, but it's neat.

Title: SMB3 1-1 Redux
Code: D3FF-0000-004A-2BBD

Quite short, but it surely plays well. Good bonus area with loooots of coins.

Koopa Hill - 9E33-0000-0055-8C19

Good job. It's easy, but not too easy. It's a good introduction that features some secrets for more experienced players. Nice!

Kuribo's Shoe 1-1

Course ID: B6B9-0000-005A-7C62

Nice, it plays pretty well. Good to see you created some shoes area to allow the player to get it again.

Name: 1-1 Difficulty: ★☆☆☆☆
World: Super Mario Bros 3
ID code: 315C-0000-003E-363A

It has the SMB3 feeling, good design, not boring at all. Neat 1-1, good job.

World 1.3 - 1.3

6CBE-0000-0032-E361

The fusion between SMB and SMB3 is a neat concept, I have something similar in my mind for a future level I'd like to make. Good execution too.

Super Mario Nexus 1-1 (8A12-0000-004B-C7BB)

Complex setup for a 1-1, but not difficult. Maybe not as 1-1 as it should, but it's a nice level indeed.

Phew, first group of 1-1 levels reviews completed. That took more than I thought .P
 

RagnarokX

Member
Here's a level I just created that has multiple paths you can choose from in the beginning. There's a secret area too. It uses the NSMBU mechanics.

The Three Themed Doors

This is a nice level, but there are a few things to take into consideration:
  • Mario can clip through thwomps and get stuck on top of them (putting bullet bill blasters on top of thwomps prevents this).
  • Yoshi can get stuck in the Yoshi path in the alcove you made to trap the koopa shell and the fire bar pit.
  • If you don't get to the coins blocking the pipe before the p-switch timer ends the only way forward is to go back for a koopa shell to knock out the bottom bricks and duck slide under them to break the rest. You can only ground pound if you bring yoshi, and most players probably won't think Yoshi can get up there.
  • Magikoopas can destroy one-way walls. Players can access your bonus Yoshi and fire flower very easily when the wall gets destroyed. To prevent this, put the yoshi and fire flower on the other side of the pipe and make the exit pipe one-way by placing a perpendicular pipe inside it.
  • Getting past the thwomp and munchers only requires yoshi and a helmet. Following that the player is trapped in a room with a big bob-omb with no way to hit it unless they also happen to have fire mario. Why is the one-way wall here?
 

cyba89

Member
Ok ! Finally just completed my first platforming only stage with Super Mario Maker ! It is called the Chain Chomp Palace ! It is a very acrobatic and platforming heavy stage that I would say is an intermediate to hard stage. There is no unfair death or invisible blocks that will mess you up. It's just pure platforming and nothing else with a dose of chain chomps along the way. It is a short but sweet stage and I am thinking I will probably have to make changes to this stage later on to improve it even more. However, I really hope you guys have fun with this and please provide feedback whenever you have the time. I've been streaming several session of GAFer's Mario stages, so I hope I can also get some feedback back myself to improve my design. Anyways, here it is, please take a look:

Name: Chain Chomp Palace
ID: 0A00-0000-007B-F75E

That's a very cool stage. Managed to beat it without watching your video. Was very challenging but I always knew where to go and what my fault was when I died.

I built a new level if anyone wants to test run it.

Choose Your Own Adventure - 9DB4-0000-007C-0E6D

Good one! Actually played through this twice to see what the other way is,
 
Since I'm somehow not creative enough to create my own levels, I will go ahead and start streaming some GAF levels today.
I'll start at around 5 or 6 pm CET, the link is http://www.twitch.tv/Bjoern_the_Smexy if anyone's interested. I'll probably stream for 2 to 3 hours straight.
Only playing the levels, no voice-over. Everyone's invited.
If you want your level to be played for sure, send me a PM with the Course ID. First come, first serve.
 

Naar

Member
i think i fixed my mic issue :p i think there is still some feedback noise but im sure with your feedback i can find the problems.

i will start streaming in about 30 min and will comment on levels i play on http://www.twitch.tv/naar82

just PM me your codes and i will start adding them now and ill post again before i stream in 30 min
 
Why don't they just add a menu to add background elements?

You basically have full control over them anyway, it just requires you to make a long stretch of land to get them all to spawn, and then copy and paste them as needed.
 

Bladelaw

Member
I've taken a small break from making levels to play some. I've starred a bunch of GAF levels (you folks actually make levels that make sense).

I played one level that I'm really torn on. It was an autoscroll SMB3 Airship theme but instead of ships it was tanks with conveyor treads and buzzsaw axels. The platforming was tight but fair with a couple hidden paths that were either easier or harder than the "intended" path. Sounds like a well made challenging level right?

Well the issues here were
1) Slow auto scrolling levels of maximum size (including subworld) mean screwing up near the end means almost 5 minutes lost per attempt which is infuriating combined with

2) Only 2 powerups in the level. a mushroom 1/2 way through the main world and a leaf 1/2 was through the sub world. In both cases guarded by 4 cannons and 2 bullet bill launchers (homing ones on the leaf).

It's a nice risk/reward setup but if you get the leaf and try to fly over the last ship (which itself is full of red cannons and homing bills) you die meaning 5 minutes wasted with no indication that this way leads to death.

It's a shame because it's otherwise a really well designed level. I don't speak the creator's language and Miiverse doesn't give you enough characters to convey what you want about the level.
 

Ranger X

Member
Gosh, my latest level is taking way too long because of the complications of ideas not working. I decided my levels needed more verticality but verticality actually doesn't work that well in Mario Maker.

Currently making a tower level. I feel your pain. But I will make it through.


Why don't they just add a menu to add background elements?

You basically have full control over them anyway, it just requires you to make a long stretch of land to get them all to spawn, and then copy and paste them as needed.

You got to be kidding me. And then I can copy those small elements alone? Color me flabergasted.
 

Simbabbad

Member
After Tourian then Brinstar (out of order, I know), I finished and released "y cant metroid shoot? - Kraid"!

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BMetroid%2BResurgence%2B-%2BKraid.png


Tourian was straight action, Brinstar was focused on puzzles and exploration, Kraid is sort of in the middle, with bigger areas and more action and enemies (and several boss battles), and less powerups to unlock (an "action" powerup is easily obtained). I also added "powerup checkpoints", to avoid having to redo an area to obtain again a powerup you lost: if you have a certain powerup, you can unlock a dispenser of the same powerup in another area.

The level is difficult, none of its individual parts is very hard but the whole is tough, I guess. The time limit is a threat, but I could complete the level with exploring all optional areas and grabbing all extra lives and coins with 75 time remaining - ignoring the optional content, I could complete the level with 225 out of 500 time remaining, so once you understand how everything is arranged, time isn't really a factor.

The level is inspired by the NES Metroid Kraid area, but is first and foremost aiming at being a challenging and fun Super Mario Bros. level with original content.

Screenshots:

y%20cant%20metroid%20shoot%20-%20Kraid%201.jpg


y%20cant%20metroid%20shoot%20-%20Kraid%202.jpg


Other chapters in the series:

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BMetroid%2BResurgence%2B-%2BBrinstar.png


Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BMetroid%2BResurgence%2B-%2BTourian.png


I'll do some other levels before I design Ridley, and then the series will be complete.

You can check my other levels in:

- My blog
- SUPER MARIO MAKER BOOKMARK
 
Why don't they just add a menu to add background elements?

You basically have full control over them anyway, it just requires you to make a long stretch of land to get them all to spawn, and then copy and paste them as needed.

Probably due to a similar reason as to why they hide a power-up hierarchy behind the Yoshi Eggs.
It's Nintendo. They're the kind of stupid that's fun at first, anoying a bit later, but you'll eventually look over it and have fun again.
 

Sölf

Member
WVW69ib7vlkvcyX3Sq


3-2 Mount Mushroom
8E69-0000-007C-7E7C

Second level of world 3. Compared to the earlier levels, this one ups the difficulty quite a bit. Still nothing extremely hard, but compared to earlier levels you should definitly feel an increase in difficulty.
 

cronos_qc

Neo Member
A simple question:

Does having a skin in Mario Maker, when you take the special mushroom power ups and you become Metroid or Zelda, is modifying how far you can jump or how fast you can run?
 

Simbabbad

Member
A simple question:

Does having a skin in Mario Maker, when you take the special mushroom power ups and you become Metroid or Zelda, is modifying how far you can jump or how fast you can run?
I don't think so, but it does have one specific ability: you can break blocks while being one block tall.
 

StAidan

Member
Wow, lots of takers for getting their levels played this morning :) Sorry I didn't make it to any of them, I was still working on my list from last night. I'll try and play some of these after work today, if the Splatoon map rotation sucks. Looks like Naar is playing a few of them now.
 
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