Guys, how are you doing with the stars/uploaded levels? I thought I was going to run into problems when I could only upload 10, but after I unlocked the second medal I always have had many more slots than levels. Currently I´m at 18/30 and I think I´ll unlock the next medal long before I manage to upload 30 levels. What about you?
I'm at about 550 stars and 30/50 levels uploaded, so I doubt I'll run into problems, but if I do my first few levels were pretty rubbish, so I don't mind if I have to take them down at some point! I've earned most of them sharing on a smaller message board, I'm trying to expand into GAF sharing but it's a lot harder when you're a small fish in a very big pond!
I just finished upgrading to a new computer. I want to give it a whirl with my streaming setup, so I'm streaming Mario Maker again and trying out new GAF levels since I haven't touched the game in a few days. Quote this post with a specific level code and I'll play it on stream in about half an hour if you want.
Heavily inspired by one of the stages in Super Mario Bros. 3, I thought I'd take a shot at it. Not a tricky level but one I hope people find fun (if you actually play with the mechanic).
I just finished upgrading to a new computer. I want to give it a whirl with my streaming setup, so I'm streaming Mario Maker again and trying out new GAF levels since I haven't touched the game in a few days. Quote this post with a specific level code and I'll play it on stream in about half an hour if you want.
Give this one a go if want, it's called The Terror, it's quite short and makes unusual use of sound blocks.
E401-0000-007A-DC6B
If you do play I'd appreciate some feedback, I'm at work so I can't watch the stream
I just finished upgrading to a new computer. I want to give it a whirl with my streaming setup, so I'm streaming Mario Maker again and trying out new GAF levels since I haven't touched the game in a few days. Quote this post with a specific level code and I'll play it on stream in about half an hour if you want.
Here's mine! I love your streams, looking forward to seeing you play through my latest.
Piranha Swamp Romp!
Within the marshes of Mushroom Kingdom, one can easily encounter this lethal swamp. The species that inhabit the swamp are incredibly territorial, with murky waters full of vines that are easy to get tangled in, and narrow passageways that make it difficult for our hero to relax and catch his breath.
Fortunately, the path out this fatal marsh is a linear one, along with a few secrets that may aid in your exit, don't count our hero out just yet! Stage I.D: 1A9E-0000-007E-5063
I just finished upgrading to a new computer. I want to give it a whirl with my streaming setup, so I'm streaming Mario Maker again and trying out new GAF levels since I haven't touched the game in a few days. Quote this post with a specific level code and I'll play it on stream in about half an hour if you want.
I just finished upgrading to a new computer. I want to give it a whirl with my streaming setup, so I'm streaming Mario Maker again and trying out new GAF levels since I haven't touched the game in a few days. Quote this post with a specific level code and I'll play it on stream in about half an hour if you want.
I just finished upgrading to a new computer. I want to give it a whirl with my streaming setup, so I'm streaming Mario Maker again and trying out new GAF levels since I haven't touched the game in a few days. Quote this post with a specific level code and I'll play it on stream in about half an hour if you want.
There were some really cool things in your stage. I like the layout, limited space to escape above ground.
I liked the surprise mole chomp combo near the end, while I was waiting for the other chomp to get out of the way.
The concept was good too, you stuck to the idea of chomps and moles. The only thing that as a little underwhelming was that I thought there would be some reward for getting on the platform where the mole chomps drop down near where the first mole chomp is encountered.I got up there, but no reward.
Not sure if already mentioned, but SURELY the News notification section has been designed in advance to inform us of DLC? I understand it's currently used only to notify us of medal achievements, but that seems like a design waste since they could have simply kept that as a normal notification.
Not sure if already mentioned, but SURELY the News notification section has been designed in advance to inform us of DLC? I understand it's currently used only to notify us of medal achievements, but that seems like a design waste since they could have simply kept that as a normal notification.
I finished a new level last night. I didn't have time to make a poster or screenshots, but here it is for your consideration. It's a SMW airship level. There are no gimmicks, really, but the hook is that the level is inspired by the third stage of R-Type, where you fly under the warship and then loop around the back over the top.
In Hassle in the Forecastle, you do the same: you creep up under the ship's belly, and then traverse the ship from right to left to the exit at the front. You can enter the ship's hold in a couple of places if you want, too.
If you join late, remember that you can rewind the stream at any time to catch what you missed. Also try picking a lower resolution/quality setting if the stream is lagging for you.
There were some really cool things in your stage. I like the layout, limited space to escape above ground.
I liked the surprise mole chomp combo near the end, while I was waiting for the other chomp to get out of the way.
The concept was good too, you stuck to the idea of chomps and moles. The only thing that as a little underwhelming was that I thought there would be some reward for getting on the platform where the mole chomps drop down near where the first mole chomp is encountered.I got up there, but no reward.
The idea was to have you run past those moles in a short chase sequence. I thought about having the platforms raised up higher, but then you wouldn't have been able to see the moles until they had already dropped down. I probably could've come with something to fix it though.
Not sure if already mentioned, but SURELY the News notification section has been designed in advance to inform us of DLC? I understand it's currently used only to notify us of medal achievements, but that seems like a design waste since they could have simply kept that as a normal notification.
An idea for a future patch to help filter and find the quality content : search by time spent on creating a level, should be quite easy to track (not counting idle time of course).
If a level is reuploaded from an old one, display the old time spent in parathesis.
Huh, I didn't realize the game tracked hours spent creating a level until your post. I see it now. Unfortunately it seems time doesn't carry over when you save your level as a new save. Whenever I'm about to make a drastic change (e.g. scrapping an entire section or something), I create a new save and keep the old one as a backup, and the time resets for the new save. So my latest iteration says 4 hours when in reality it's been at least a few dozen.
Huh, I didn't realize the game tracked hours spent creating a level until your post. I see it now. Unfortunately it seems time doesn't carry over when you save your level as a new save. Whenever I'm about to make a drastic change (e.g. scrapping an entire section or something), I create a new save and keep the old one as a backup, and the time resets for the new save. So my latest iteration says 4 hours when in reality it's been at least a few dozen.
Thing for me is this is my first level and I still haven't uploaded it! I might be crazy... although looking at other people's level creation times makes me feel less crazy now for taking so long.
Had fun playing GAF levels last night. In particular, I really enjoyed Boba2007's levels. A tremendous dedication to aesthetics that also drive forward the level design. Beautiful stuff. You can find some of his levels here, or, check out the following level (my favourite) and then follow it to his MM profile:
Great Galoomba Valley: B90F-0000-0039-F5EE
In the meantime, I have a new level: Wild Tanooki Fields is an early-game SMB 3 level that offers an easy main route, and a handful of secrets/shortcuts that require a bit more finesse and timing which should please experienced players.
thanks for watching the stream guys! and sorry for that troll early on who disabled the list :\
since i just started the channel i didnt think i would have trolls come in and thought i would be unknown
I will stream later today in 5 hours or so. look forward to seeing more levels by you
If you quote this post you will find new link to add your stages with new security settings I will not add this link to stream chat until later in the stream
I heard someone use the boss music tile in the Mario World set for the first time and immediately thought WHOA REZNOR, which made me remember I saw someone make a Reznor out of a track somewhere back in this thread and thought that was pretty neat. Threw together a little three-Reznor gauntlet, not too hard, nothin too fancy.
Reznor's Return?
56AD-0000-007D-FE91
I find that the big piranha plants produce the most accurate Reznor fireball experience, but four of them shoot so rapidly that they're basically impossible to approach.
In my latest creation you you help R.O.B. escape the robot factory. It is a bit easier than my other levels but that isn't to say it is easy. The level relies mostly on jumping prowess. Good luck!
I heard someone use the boss music tile in the Mario World set for the first time and immediately thought WHOA REZNOR, which made me remember I saw someone make a Reznor out of a track somewhere back in this thread and thought that was pretty neat. Threw together a little three-Reznor gauntlet, not too hard, nothin too fancy.
Reznor's Return?
56AD-0000-007D-FE91
I find that the big piranha plants produce the most accurate Reznor fireball experience, but four of them shoot so rapidly that they're basically impossible to approach.
It's a great idea. I love the idea that you have to get through the stage asap, but I think it does need some challenging obstacles, because anyone can pretty much dash through the stage and beat it.
I heard someone use the boss music tile in the Mario World set for the first time and immediately thought WHOA REZNOR, which made me remember I saw someone make a Reznor out of a track somewhere back in this thread and thought that was pretty neat. Threw together a little three-Reznor gauntlet, not too hard, nothin too fancy.
Reznor's Return?
56AD-0000-007D-FE91
I find that the big piranha plants produce the most accurate Reznor fireball experience, but four of them shoot so rapidly that they're basically impossible to approach.
Hey that might work too, more jump-on-able than a piranha plant at least. Do winged podoboos home in on Mario or just travel in a straight line towards where they first saw him?
That was the original plan, but when I tried to round the corners on what I had there it was just a rectangle with rounded corners, not quite what I wanted. In order to get a full circular track it has to be half the size, and I feel like the size is important to the Real Reznor Experience. Need some space between em to navigate.
Jarosh, I liked your level, it wasn't overly difficult and had some cool uses of the thwomps. I never did figure out what the purpose of that very first P-switch was, though -- the one that the thwomp lands on and does nothing more than block your progress until the timer runs out. Was there a way to avoid that?
My streaming time is usually pretty limited but I try to fit in what I can.
Great stage with a great mechanic and a great name! I loved dealing with the loose chomps as well as the mole chomps. One suggestion: the part where you used a one-way block over an exit pipe, a semisolid platform works almost as well but looks much cleaner.
Giving a fire flower at the start means you can tank everything and just brute force your way past everything. I beat it but all I really did was hold down run and push right.
In the meantime, I have a new level: Wild Tanooki Fields is an early-game SMB 3 level that offers an easy main route, and a handful of secrets/shortcuts that require a bit more finesse and timing which should please experienced players.
The arrow pointing to the vine at the start is a little inelegant, as you could've made it skippable, put a koopa shell there to present another option, and made a player feel smart for figuring it out on their own. I think you're overusing the arrows too much to begin with, as a few smartly placed coins do the same trick and most of your arrows just point where any player would go anyway. So it's a bit of a crutch. The power up progression is also weird as we get a leaf off the bat but then mushrooms in the subareas.
It sounds like a lot of criticism, but it's all constructive. I liked this quite a bit. Fun stage!
Hey that might work too, more jump-on-able than a piranha plant at least. Do winged podoboos home in on Mario or just travel in a straight line towards where they first saw him?
That was the original plan, but when I tried to round the corners on what I had there it was just a rectangle with rounded corners, not quite what I wanted. In order to get a full circular track it has to be half the size, and I feel like the size is important to the Real Reznor Experience. Need some space between em to navigate.
They travel towards Mario's location at the time they are spawned. They do bounce off of surfaces, though, so not completely authentic to the Reznor experience.
Not sure if already mentioned, but SURELY the News notification section has been designed in advance to inform us of DLC? I understand it's currently used only to notify us of medal achievements, but that seems like a design waste since they could have simply kept that as a normal notification.
One thing they'll really need to update is the rating system and filter results. Let me search by game type (SMB, SMB3, etc.). They also need to rethink the category. Most starred is always the same and it's always auto levels or some gimmick.
Let us thumbs down crappy or uninteresting levels to send them away.
The arrow pointing to the vine at the start is a little inelegant, as you could've made it skippable, put a koopa shell there to present another option, and made a player feel smart for figuring it out on their own. I think you're overusing the arrows too much to begin with, as a few smartly placed coins do the same trick and most of your arrows just point where any player would go anyway. So it's a bit of a crutch. The power up progression is also weird as we get a leaf off the bat but then mushrooms in the subareas.
It sounds like a lot of criticism, but it's all constructive. I liked this quite a bit. Fun stage!
Thanks, this is really useful and thorough. I set out to build a level that incorporates some teaching moments early in the game (the vine requires you to learn to spin with the Tanooki suit or use the Koopa shell to progress, you see the Koopa walking on the blocks, which helps you understand that you can walk up there yourself, etc.), and I placed that arrow at the beginning of the level as a guide to encourage users to jump down from the top of the highest block, but I see now how it could be interpreted as clumsily pointing to the vine block.
Coins are preferable for directing players compared to the arrows?
For upgrade progression, I followed the philosophy that outside of the first Tanooki suit, you are rewarded with better upgrades for taking more risks. The main path through the level is fairly easy, and grants mushrooms. The short cut requires some exploration and precise platforming, rewarding players with a Tanooki leaf. (Operating under the idea that each of these would appear in a "World" and upgrades would carry over to the next level.)
Great constructive criticism, and I'll be thinking about it as I start to build my next level.
One thing they'll really need to update is the rating system and filter results. Let me search by game type (SMB, SMB3, etc.). They also need to rethink the category. Most starred is always the same and it's always auto levels or some gimmick.
Let us thumbs down crappy or uninteresting levels to send them away.
I just want to seed a 'feed' that alerts you to what your friends or followed makers are doing. i.e. So-and-so uploaded a new level: "Mario is Fast!", This Friend starred "Did you see Koopa?", That Friend earned the Koopa Medal, etc.
I have a Reznor-ish contraption in one of my stages and the problem with that is you can't evenly space the platforms out with enemies on them in a circular configuration.
I have a Reznor-ish contraption in one of my stages and the problem with that is you can't evenly space the platforms out with enemies on them in a circular configuration.
I actually have a workaround for this (see my Lakitu level from a few pages back). You can have 4 evenly spaced platforms on circular rails and two of them can hold Piranha Plants, two others cant. For the two that cant, just spawn two more Piranha Plants above those blocks so that they fall down onto them - thus completing Reznor
Didn't play the game for a few days, so I didn't check this thread either, but man it looks like I missed a lot of good levels, I'll be sure to try them later today.
Try my new level in the meantime:
The Vine Brothers
ID: EF53 0000 007F 5DEC
Medium/Hard but very fair challenge. Starts easy, ramps it up and mixes in a few variants on the central idea of jumping between two moving vines to advance.
I tried to do the Nintendo style Teach Concept, Test Understanding, Test Mastery design thing this time round. How did I do, do you think?
Playing several levels in the other page, while offering feedback
Twilight Run
457D-0000-007D-9947
Very difficult, but surely interesting. I like how there are two paths, basically:
the straight one, filled with enemies, for the bravest, and the higher one, with lots of doors
. Creepy atmosphere too.
Monty Mole's Chargin' Chomps
E47E-0000-007E-F5FA
That was crazy, difficult (but not frustrating thanks to Mushrooms being frequent) and very fun! Good-looking too.
Koopa X-1: 16A1-0000-007D-A1FD
I fear it's too much "Dash to win": thanks to the invincibiliy frames, you can surpass many obstacles. It feels more like one of those NSMB2 auto-run levels than a regular level. It's not bad, it's just too easy to complete.
Jumpman to the Rescue
C664-0000-0047-837E
I couldn't complete it..too though. But it's not frustrating. It's a bit frustrating if you try to complete it in 20 seconds, but it's still fun.
Mountain Climb
2411-0000-007E-3BE0
I saw your level in 645's stream already, but playing it was pretty fun anyway. Good flow, many interesting moments. Also,
I could jump to the end card zone just from the clouds in the zone where there's the door leading to the platform under the card zone. Secret way found?
. Well done.
Tank! Tank! Tank!
C152-0000-007E-2B5E
I couldn't complete it, damn it. But it's a great idea, executed pretty well for what I saw. It looks really good too.
Ok, that's it for today. If you want to check out my levels and give me your opinion about them, check out the levels I've uploaded so far.
The most recent level I made (Sottoterra, a vostra scelta) is the one I'm most proud of so far, but I'd like to see you check out my other levels too, if possible
I actually have a workaround for this (see my Lakitu level from a few pages back). You can have 4 evenly spaced platforms on circular rails and two of them can hold Piranha Plants, two others cant. For the two that cant, just spawn two more Piranha Plants above those blocks so that they fall down onto them - thus completing Reznor
Posting up my Game and Watch level again.. Hard to get plays when there isn't a pretty picture accompanying the level
So I've been working pretty hard on this level to get the feel right... Since Game and Watch is my favorite Smash character, it was only fitting that I try to recreate his gallery games!
Simply named:
"Game and Watch Gallery"
ID: C8BC-0000-007D-B926
I'm planning on doing a series with about four mini games in each stage. This one started off with the original four from the first gallery game. I'd love to hear any feedback on this, as I think the last part might be a bit too hard..
thanks for watching the stream guys! and sorry for that troll early on who disabled the list :\
since i just started the channel i didnt think i would have trolls come in and thought i would be unknown
I will stream later today in 5 hours or so. look forward to seeing more levels by you
If you quote this post you will find new link to add your stages with new security settings I will not add this link to stream chat until later in the stream
hey guys i will be streaming mario maker in about 1 hour from now. I might be streaming some splatoon while i wait for level requests to come in, but for sure in 1 hour i will be streaming mario maker on http://www.twitch.tv/naar82
EDIT: The info to submit levels can be found in the above quoted post
hey guys i will be streaming mario maker in about 1 hour from now. I might be streaming some splatoon while i wait for level requests to come in, but for sure in 1 hour i will be streaming mario maker on http://www.twitch.tv/naar82
I'm trying to come up with ideas to make a fun ice level, and every time I mention "ice levels" to people they make this face. Do people really hate ice levels that much? Also, is it more or less hated than underwater levels?
The most recent level I made (Sottoterra, a vostra scelta) is the one I'm most proud of so far, but I'd like to see you check out my other levels too, if possible
Thanks for giving it a run, where'd you get caught up? I found patience is key to getting through everything. If you try to rush through you'll get hit by something you didn't see coming.
I'm trying to come up with ideas to make a fun ice level, and every time I mention "ice levels" to people they make this face. Do people really hate ice levels that much? Also, is it more or less hated than underwater levels?
So what makes ice levels annoying is getting hit/falling off due to the added slide from the ice. If you can mitigate the punishment from that, or do a clever puzzle utilizing the slide I can see having a lot more fun.
With Ice if I wanted a ~30% complete ratio I would focus more on puzzles / crouch slides and speed and less on precise platforming.