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Super Mario Maker |OT| Miyamoto Simulator 2015

Neoweee

Member
Do any of y'all think this topic should get a reboot?

Discussion is tough, and I feel like stage submissions should follow feedback. One stage per poster, and you must provide feedback to one of the stages prior to your post.

That'll bring incentive to keep posting stages and hopefully not have to self-promote every new page!

Perhaps even keep the NeoGaf showcase up to date! There's a lot of stellar stages here, and the list surely has not covered then all!

This type of forum is extraordinarily bad for posting levels and/or giving & getting feedback. More people should try using Reddit, the Miiverse, or MarioMakerHub.



As for a thread idea:
- Staging posting only.
- Feedback via IM.
- Occasional "summary" posts where people post the feedback they received, as well as possibly revised versions of the level.

If people are going to use GAF, it needs to really try to be more dense and compact than it currently is.
 

AdanVC

Member
Just played 100 man mario. Still as trash as ever. Did not star a single level. But I made it to the end with 43 lives at least.

Yes omfg. I want to unlock those 8-bit skins but some levels are insanely annoying due to how shitty they are designed or without any design at all. I also played a level with Question blocks spreaded randomly through the whole level without enemies. The person who did that probably just brushed the stylus like crazy on the gamepad and upload it like that. I wanted to leave a comment on those awful levels to tell them how bad they are but if I do, it will automatically star them so nope.
 

andytjm

Neo Member
Thanks for the feedback.

In the third pipe if the thwomp hits the brick block before you do, the p-switch drops to the pit and the stage is screwed. Should fix that.

I actually did that intentionally because I wanted the user the catch the p-switch. I guess it is too hard though.

Okay, some problems.

Pipe 4 - When you slide of one-block walls, it skips you and you lose control for a bit, so it caused unnecessary deaths because I lost control. That's not really good design and every time I died it felt cheap.

Pipe 5 - Invisible Coin Blocks...seriously? You could've just made it impassible blocks. It's cheap. Also having no space between and getting the Spring is a bit too high of a risk, especially that late in the level. It feels very artificial given the overall ease of the level up until the 5th Pipe. This part of the level is a complete mess in general and feels like you had to up the difficulty but didn't really think it through. Not to mention that if you don't kill the Thwomp on the first go with the Star, the spring disappears, meaning you have to completely restart.


In General - You could've put a lot of filler blocks so I don't get a preview of the next piece of the puzzle.


You REALLY need to fix this level.

Pipe 4 - I am not sure I understand what you are saying but I will take a look and see if I can change things around.

Pipe 5 - you're not supposed to kill the thwomp with the star. You are supposed to hit the coin block with the Koopa shell, that's what the spring is for and why there are invisible blocks. You are right that the spring jump is too hard.

I did want to add filled blocks but I was concerned about running out of space
 

GokouD

Member
Reposting because this ended up in the Last Post Of Death.


Wow I just noticed I'm 99/100 on the European all time stars list! Is it sad that it really made my day?
To celebrate, here's a combo of levels, Trash Compactor and Waste Disposal, both tough compact obstacle courses. Trash Compactor has a 1.12 % clear rate and Waste Disposal is new. Give them a go if you're tough enough! ;)

174C-0000-006C-D1F1

29DE-0000-0088-24DA
 
these are my 2 recent and the ones i actually tried to put some effort in

The Mario Trials (B908-0000-0085-67F4) My attempt at a challenging mario level

Up Goes Down (24E6-0000-0072-92FD) a simple stage with a cool jumping mechanic

The other levels i made were mostly test levels and such

i would very much appreciate feedback, especially on The Mario Trials

Played both. Mario trials was pretty good. Its more an exercise in pure platforming than anything else. It succeeds for the most part at not making the NSMB throw all this shit at you theme people have going feel awful to play. The part with the triple jump I'm sure stumped people though. And the flutter jump yoshi part probably need to have the platforms lowered. I had to stand on the pipe and get an accelerated flutter jump to make it. Just did bot feel good. Overall solid though.

Up Goes Down I did not complete. I love the concept and I think I had more fun playing it compared to the other level but honestly you didn't space it out well and you need to throw the player a bone every one in a while.

Actually put a mushroom in that troll ? block st the start. Put a platform at the part where you have to elevate the entire screen riding the beetles. If they fall don't punish the player so hard. It does not make for a fun level. And on the note of the beetles, you need to space the canons out so they don't shoot the beetles in a perfect line. When you ride one there is another almost perfectly above it. It makes platforming tedious. You call this a simple level but it has 2/240 clears with 25 unique players. That's a lot of people that said "fuck this is too difficult" and didnt bother to finish it. If you want simple you have to concede difficulty, the two go hand in hand.
 
Do any of y'all think this topic should get a reboot?

Discussion is tough, and I feel like stage submissions should follow feedback. One stage per poster, and you must provide feedback to one of the stages prior to your post.

That'll bring incentive to keep posting stages and hopefully not have to self-promote every new page!

Perhaps even keep the NeoGaf showcase up to date! There's a lot of stellar stages here, and the list surely has not covered then all!

I always provide feedback on Miiverse. Every stage I've played and enjoyed has been starred and commented on.

I'm also a bigger fan of creating stages rather than playing them, y'know? I've got stages with hundreds of plays and like 3 comments. It's just the nature of the beast.
 

Bydobob

Member
Right folks, who's ready to burn the midnight oil playing my spooky mansion level? Put so much time and effort into this and it's a bit of an epic!

Midnight mansion madness
5657-0000-0087-AFE1

Could do with a checkpoint at the roller-coaster section, but rather than compromise my vision I've left it as is, especially as I expect Nintendo will give us the option in a future update. Anyway, it's good old fashioned platforming, but with a fair amount of thinking involved. Nothing obtuse, solutions should be obvious to anyone with an understanding of Mario's movesets. Above all, I wanted people to have fun and always kept on their toes!

Will be playing Gaffers' levels tonight and posting feedback in case there's any doubt :)


100% this, been playing from launch and only have 12 stars. Cannot upload any more levels.

People just dont star.

You're doing better than me for stars, but in my case I think low completion ratio has lots to do with it, Not easy to star a level you haven't seen to the end. If I'm honest I vastly over-estimated the ability of the average player going into this, or underestimated the ability of my 6 year old son - he playtests everything before submission and there's only 2 levels he's yet to complete!
 

dity

Member
I've made another level.

Tour of the Digestive System
C318-0000-0088-9161

Nn8k62w.jpg

I really like the levels being made where it's more about doing something very not-Mario. Levels about filming movies and building robots, but you observe more than do. I guess this is my take on it. Too bad Mario can't travel in a shrinking bus.
 

B_Bech

Member
Bowser's Heavy Metal Battalion 2

(5956-0000-0088-765E)

WVW69icrM_cVbj_nsN


WVW69icrR2AG0LqVAT


WVW69icrTxEiyj_2Fa



The long awaited sequel to my most popular level, Bowser's Heavy Metal Battalion (721B-0000-0025-1463), has finally arrived. With his tank battalion in shambles, the Koopa King scraps together a new force: giant mobile mecha shaped-like and piloted by his various troops. Can the brave Captain once again thwart the dastardly turtle tyrant?

Like before, there's a slew of hidden costumes to find and various mecha to explore. Both bosses can either be engaged or avoided.


This stage is pretty damn fun if I do say so myself. If you do play it, let me know what you think via PM. I'll also check out (and subsequently star) whatever stages you want to share because I'm done making for the day.
 
I might take a break from MGSV and start this with a friend today. How long does it take now to unlock all of the tools?
Not more than 2 hours if you know how to, but it's annoying: you have to keep using the new tools the game gives you (the ones with a red mark) touch "play", touch "edit", place lots of tools again, press "play", then "edit". Repeat.
 
these are my 2 recent and the ones i actually tried to put some effort in

The Mario Trials (B908-0000-0085-67F4) My attempt at a challenging mario level

Up Goes Down (24E6-0000-0072-92FD) a simple stage with a cool jumping mechanic

The other levels i made were mostly test levels and such

i would very much appreciate feedback, especially on The Mario Trials

The Mario Trials, I finished. It's not really my kind of level but I thought the difficulty was reasonable once you got used to what to do in each part. I nearly gave up at the beginning as I thought I was stuck until I realised that I could triple jump up past the Thwomp.

The Up Goes Down level I got right near the end but died and given it was my 15th or so attempt, I gave up. I echo what another poster said in that the concept is neat but the execution needs a little refinement. It's quite tough to make the beetles descend and if they in a vertical line it makes it very frustrating. Maybe staggering the cannons would help?
 

Lelouch

Neo Member
I wanted to leave a comment on those awful levels to tell them how bad they are but if I do, it will automatically star them so nope.
Can't you just click on "Show comments" and add a comment in Miiverse? That shouldn't give a star.
But I'm not sure if it appears in the game. Does anyone know how it works?
 

Jocchan

Ὁ μεμβερος -ου
these are my 2 recent and the ones i actually tried to put some effort in

The Mario Trials (B908-0000-0085-67F4) My attempt at a challenging mario level

Up Goes Down (24E6-0000-0072-92FD) a simple stage with a cool jumping mechanic

The other levels i made were mostly test levels and such

i would very much appreciate feedback, especially on The Mario Trials
Liked both in concept more than execution, and I agree that they could both use a revision with more polish.

The first is a bit barren, and figuring out I could get to the Thwomp platform with a
triple jump
took me a while.
The second one could use some better placement for the cannons, and the underground part is a bit too trial and error-y (I gave up there).
 

SuomiDude

Member
Fantastic, Well Done, Sir !
Thank you very much. Been spending lots of time for all 5 stages, the final stage is coming probably next week. It can be pretty hard to translate Castlevania engine, enemies and world into Mario one, sometimes it works better, sometimes worse, but all in all I think I've been doing a decent job.

I've also uploaded a new, experimental level which builds upon the open ended environment from Groundhog Day v3 into a bigger environment, and without the time loop gimmick.

Super Mario Open World v0.1b - (FE8B-0000-0087-0E40)



- An open ended, parkour-friendly playground with multiple things to do and secrets to discover;
- NPCs around the map giving out hints and objectives;
- Three hidden 1up mushrooms as usual;
- Three hidden enemies (the Wingers) to take out;
- An underground subway, and multiple doors for fast travel.

Feedback would be, as usual, very appreciated.


My other levels:
http://i.imgur.com/eiUHaEh.png
Can't believe I've been missing out on your stages, they're all great! Starred every one of them except the auto scrolling joke level (though it made me laugh :D )!
The latest stage, can't seem to find anything to complain really. Maybe it's a bit too open world to explore, because that doesn't seem to fit Mario style all too well, but even then you made it enjoyable. Also most of your stages rely on finding secrets on top of just clearing them, and unlike in most cases, I actually bother to try to find every secret as well although they don't matter in this game (due to lack of real world structure). So amazing job!

I've made another level.

Tour of the Digestive System
C318-0000-0088-9161

I really like the levels being made where it's more about doing something very not-Mario. Levels about filming movies and building robots, but you observe more than do. I guess this is my take on it. Too bad Mario can't travel in a shrinking bus.
Kinda reminded me of my Great White Shark Adventure, where you enter the shark's mouth and come out of it's butt, although the anatomy is clearly wrong in my level, but made it for fun anyway :D
 
Do any of y'all think this topic should get a reboot?

Discussion is tough, and I feel like stage submissions should follow feedback. One stage per poster, and you must provide feedback to one of the stages prior to your post.

That'll bring incentive to keep posting stages and hopefully not have to self-promote every new page!

Perhaps even keep the NeoGaf showcase up to date! There's a lot of stellar stages here, and the list surely has not covered then all!

You're pretty much never going to be able to enforce any of these rules. If people just wanna get their stages played and not play any I don't necessarily see why it is a huge deal.

The main issue is everyone wants feedback and maybe like 15-20 people will regularly play and give feedback to hundreds of levels. Then you have shit tons of picture ads clogging up each page and the whole thing goes to shit. I pretty much have inplemented my own criteria.

If you post more than 1 picture in a post, I won't play it, if you post more than 3 levels at a time I won't play it. If you have hundreds of plays/stars on a level I wont give feedback unless you regularly privide feedback. Been working pretty well for my sanity.
 

Naar

Member
thanks for the feedback guys! this is what i was looking for!

Played both. Mario trials was pretty good. Its more an exercise in pure platforming than anything else. It succeeds for the most part at not making the NSMB throw all this shit at you theme people have going feel awful to play. The part with the triple jump I'm sure stumped people though. And the flutter jump yoshi part probably need to have the platforms lowered. I had to stand on the pipe and get an accelerated flutter jump to make it. Just did bot feel good. Overall solid though.

Up Goes Down I did not complete. I love the concept and I think I had more fun playing it compared to the other level but honestly you didn't space it out well and you need to throw the player a bone every one in a while.

Actually put a mushroom in that troll ? block st the start. Put a platform at the part where you have to elevate the entire screen riding the beetles. If they fall don't punish the player so hard. It does not make for a fun level. And on the note of the beetles, you need to space the canons out so they don't shoot the beetles in a perfect line. When you ride one there is another almost perfectly above it. It makes platforming tedious. You call this a simple level but it has 2/240 clears with 25 unique players. That's a lot of people that said "fuck this is too difficult" and didnt bother to finish it. If you want simple you have to concede difficulty, the two go hand in hand.

The Mario Trials:

yea i tried to focus on platforming skills, which i thought was lacking in a lot of levels i played. which is why i put stuff like the triple jump in this level as i have barely seen it used in other levels.

regarding yoshi, you were supposed to jump off him and not flutter jump :p

Up Goes Down:

i tried many variations of the beetles popping out. some even pop out faster than others, but this is exactly why i need feedback so i can try to improve more. But i dont think i agree with having a safe area at the bottom, as it would kill the mechanic of jumping on the beetles.

if you keep going there are a few power ups you can get (there is a mushroom, racoon tail, and fire flower) and you get the first power up after the first set of beetles (which is a racoon tail)

Either way i appreciate everything you said and will tinker with the levels and have better/expanded versions :)

The Mario Trials, I finished. It's not really my kind of level but I thought the difficulty was reasonable once you got used to what to do in each part. I nearly gave up at the beginning as I thought I was stuck until I realised that I could triple jump up past the Thwomp.

The Up Goes Down level I got right near the end but died and given it was my 15th or so attempt, I gave up. I echo what another poster said in that the concept is neat but the execution needs a little refinement. It's quite tough to make the beetles descend and if they in a vertical line it makes it very frustrating. Maybe staggering the cannons would help?

yea i think a lot of people dont realize about the triple jump in this game, which is why i added it here

i will also look into the beetles shooting out and modify it

thanks again :)

Liked both in concept more than execution, and I agree that they could both use a revision with more polish.

The first is a bit barren, and figuring out I could get to the Thwomp platform with a
triple jump
took me a while.
The second one could use some better placement for the cannons, and the underground part is a bit too trial and error-y (I gave up there).

what part was trial and error? you just let the shell do its thing and then jump underneath it to use as a hat and go down the pipe


either way i appreciate all the feedback i have got so far and plan to refine the concepts. The Mario Trials is something i specifically want to expand on and people missing the jump in the beginning kind of gives me motivation to make more pure platforming levels and show what mario is capable of

EDIT: I am actually surprised that no one complained about the end of The Mario Trials. That was the one thing i was not sure of and was expecting people to complain about
 
Right folks, who's ready to burn the midnight oil playing my spooky mansion level? Put so much time and effort into this and it's a bit of an epic!

Midnight mansion madness
5657-0000-0087-AFE1

Could do with a checkpoint at the roller-coaster section, but rather than compromise my vision I've left it as is, especially as I expect Nintendo will give us the option in a future update. Anyway, it's good old fashioned platforming, but with a fair amount of thinking involved. Nothing obtuse, solutions should be obvious to anyone with an understanding of Mario's movesets. Above all, I wanted people to have fun and always kept on their toes!

Will be playing Gaffers' levels tonight and posting feedback in case there's any doubt :)

I played this level with my 10 year old son. His feedback was that it was a bit tough. The part with the Dry Bones for example, leaves very little room for error as the platforms are quite narrow. Having said that, we both thought that the atmosphere of the level and general layout were very good. We were a bit confused at first until we found the p-switch pipe. We sat there for ages waiting for Kameks to obliterate the blocks surrounding the first door and then felt dumb when we went further on and found the pipe!
 

Jaymageck

Member
A shorter level than some of my others!

Bullets in the Wall.
C276-0000-0088-AA21

wDHpTx2.jpg


Difficulty: Medium


The main concept is wall-jumping while dodging bullet bills. I refrained from going overboard though and there are no "bullet hell" segments. Also, only black bullet bills, no homing red.

2 main branching paths and within one of those paths there are 2 secret rooms. It'd like to see if anyone finds both (one is in plain sight, the other is not).

I actually think this is probably a bit more fun to play than some of the others I made, although less "dramatic" perhaps.
 
i dont think i agree with having a safe area at the bottom, as it would kill the mechanic of jumping on the beetles

EDIT: I am actually surprised that no one complained about the end of The Mario Trials. That was the one thing i was not sure of and was expecting people to complain about

In regards to the safety net I didn't mean have the whole floor be solid. Just add a 5 block platform at the very bottem of some of the long ascents so they don't instintly die if they fall.

I had Yoshi at the end of Mario Trials. Was pretty easy because of that :p
 
Up Goes Down:

i tried many variations of the beetles popping out. some even pop out faster than others, but this is exactly why i need feedback so i can try to improve more. But i dont think i agree with having a safe area at the bottom, as it would kill the mechanic of jumping on the beetles.



Maybe have a safe area with a door which returns you to the start of the level? kind of like "Ok, you failed so have another go".

Also, for the triple jump on Mario Trials, I'd move the arrow further along and maybe have some coins showing the way.
 
Right folks, who's ready to burn the midnight oil playing my spooky mansion level? Put so much time and effort into this and it's a bit of an epic!

Midnight mansion madness
5657-0000-0087-AFE1

Could do with a checkpoint at the roller-coaster section, but rather than compromise my vision I've left it as is, especially as I expect Nintendo will give us the option in a future update. Anyway, it's good old fashioned platforming, but with a fair amount of thinking involved. Nothing obtuse, solutions should be obvious to anyone with an understanding of Mario's movesets.

Its a great level that you pretty much called its biggest error. It's entirely too long. The difficulty is pretty high too in some spots. Specifically thr part with thr boos and the spinys. Entirely too many boos at that part given you have to dodge all the spinys that you made enclosed with the springs. I would suggest either cutting the boos in half of the spinys in half. I just tanked the hit after a while because its frustrating. The other part that I see being an issue is thr very end, those saws are on a short track compared to how slow the skulls move. Died there twice. Pray Nintendo gives checkpoints as DLC. Your completion rates will go way up haha.
 

Naar

Member
In regards to the safety net I didn't mean have the whole floor be solid. Just add a 5 block platform at the very bottem of some of the long ascents so they don't instintly die if they fall.

I had Yoshi at the end of Mario Trials. Was pretty easy because of that :p


oh lol. i see why it would be easy then :p

Maybe have a safe area with a door which returns you to the start of the level? kind of like "Ok, you failed so have another go".

Also, for the triple jump on Mario Trials, I'd move the arrow further along and maybe have some coins showing the way.

thanks for the arrow comment and coins. thats actually a good idea, thanks!
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Just wanted to repost this so the makers can hopefully see the video of their stages played :)

The archived video: https://www.youtube.com/watch?v=MANvuktZarw

Here is the Google sheet of the stages I played in today's session colour coded !
https://docs.google.com/spreadsheet...GhVo49cY_zi0cY2aNVXMtjCQ80/edit#gid=243651266

Here is the list of stages I played:
ohNOitsRO - B764-0000-0080-912C
ciD_Vain - 2BC8-0000-0080-CCA6
ciD_Vain - 3EEB-0000-007E-4EAD
schlew - 4F3C-0000-0082-19F3
BBech - 65D7-0000-0082-F00F
BBech - 249C-0000-0067-A2D3
BBech - 22A2-0000-006C-09A7
QuixoticNeutral - F5F2-0000-0040-42D2
kiryogi - D914-0000-0064-2FBD
RagnarokX - 759E-0000-0082-DAC4
ohNOitsRO - 40CA-0000-0083-0549
VandalD - 7D40-0000-0074-487F
Double - 96A8-0000-0082-8392
Mr. Pointy - A727-0000-0080-E605

Hope you guys all enjoyed the stream and my commentary on those stages :) Some REALLY TOUGH stages today so I couldn't beat a number of them. You guys are kicking my butt, haha. Thank you guys for providing these stages for me to play.
 

Bydobob

Member
I played this level with my 10 year old son. His feedback was that it was a bit tough. The part with the Dry Bones for example, leaves very little room for error as the platforms are quite narrow. Having said that, we both thought that the atmosphere of the level and general layout were very good. We were a bit confused at first until we found the p-switch pipe. We sat there for ages waiting for Kameks to obliterate the blocks surrounding the first door and then felt dumb when we went further on and found the pipe!

Thanks for playing and delighted your son had a try! It's not an easy level, I make no bones about it (sorry, I couldn't resist). If it's any consolation my son still hasn't cracked it

As for the dry bones bit, it was designed to be navigated by hopping consecutively, and with the shoe you can also afford a hit and
shortcut over the saws.


Its a great level that you pretty much called its biggest error. It's entirely too long. The difficulty is pretty high too in some spots. Specifically thr part with thr boos and the spinys. Entirely too many boos at that part given you have to dodge all the spinys that you made enclosed with the springs. I would suggest either cutting the boos in half of the spinys in half. I just tanked the hit after a while because its frustrating. The other part that I see being an issue is thr very end, those saws are on a short track compared to how slow the skulls move. Died there twice. Pray Nintendo gives checkpoints as DLC. Your completion rates will go way up haha.

Oh wow, you got pretty far then! Great stuff and useful feedback. The boo and spiny bit is designed to be navigated with the cloud, did you not find it? Makes it a doddle. Th
row spring on thwomp to hit the question block.

The final bit is made much easier by ducking and jumping. You're right though if you don't know the pattern of the saws you're likely to take a hit on first try. Might look at this again if it's a common problem.
 

Jocchan

Ὁ μεμβερος -ου
what part was trial and error? you just let the shell do its thing and then jump underneath it to use as a hat and go down the pipe
The behavior of the shell being shot was kinda erratic, and with a giant Thwomp on top as well. The main problem, though, was getting back to this area, and maybe a checkpoint would have helped enormously.

Can't believe I've been missing out on your stages, they're all great! Starred every one of them except the auto scrolling joke level (though it made me laugh :D )!
The latest stage, can't seem to find anything to complain really. Maybe it's a bit too open world to explore, because that doesn't seem to fit Mario style all too well, but even then you made it enjoyable. Also most of your stages rely on finding secrets on top of just clearing them, and unlike in most cases, I actually bother to try to find every secret as well although they don't matter in this game (due to lack of real world structure). So amazing job!
Thank you for the extremely kind words!

The latest stage was actually a bit of an experiment: can we make a wide, open world-ish Mario level, even without the ability of adding new assets or mechanics? Wouldn't the player just rush through it and be done?
To avoid this, I added a few roadblocks, to force the player to explore the environment and look for ways to get rid of them (also, to not get them overwhelmed by giving them access to the whole playable area immediately). Then, I added a few NPCs with text bubbles (through Miiverse comments) to give the player hints or additional (optional) objectives.

It wasn't easy, and I kept shuffling things around to the very end. Hopefully other players will enjoy the results as well!
 
After playing a few other peoples stages, time to peddle one of my own.

Ghostly Goings On
5E3D-0000-0088-008F

A SMW Ghost House, trying to explore use of P-Switch and the Cape. Have play tested it quite a bit so hopefully no level breakers in there :) As usual, would really appreciate some feedback!

jNBYsUbl.jpg
 

SuomiDude

Member
The latest stage was actually a bit of an experiment: can we make a wide, open world-ish Mario level, even without the ability of adding new assets or mechanics? Wouldn't the player just rush through it and be done?
To avoid this, I added a few roadblocks, to force the player to explore the environment and look for ways to get rid of them (also, to not get them overwhelmed by giving them access to the whole playable area immediately). Then, I added a few NPCs with text bubbles (through Miiverse comments) to give the player hints or additional (optional) objectives.

It wasn't easy, and I kept shuffling things around to the very end. Hopefully other players will enjoy the results as well!
Yeah, I noticed how you blocked the way and it was the right decision IMO. Made me really think how to progress, and while it wasn't always 100% clear (like when you got the spring and where to actually place it) I never got lost nor felt that there wasn't enough visual hints to progress.
I don't use the Miiverse comments at all btw, because the short while they were on, the stages were totally cluttered with them and I couldn't even see where to move. It was on some super high-starred stages, so naturally there were tons of comments as well, but still I don't use them anymore. Well it just goes to show that they're not required to progress in this stage anyway :)
 

Gnomist

Member
New level to share that I hope some people can try out. It involves using or outrunning giant shells to progress.

Ricochet Rampage

8AB5-0000-0088-E39B

I wanted to include some forced progression sequences without relying on auto-scrolling. It's not bullet-proof since you can dick around with the shell, but hopefully it's still enjoyable to go through. I may revisit the idea in a different way in the future.

Let me know what you think!
 

choodi

Banned
Reposting because this ended up in the Last Post Of Death.


Wow I just noticed I'm 99/100 on the European all time stars list! Is it sad that it really made my day?
To celebrate, here's a combo of levels, Trash Compactor and Waste Disposal, both tough compact obstacle courses. Trash Compactor has a 1.12 % clear rate and Waste Disposal is new. Give them a go if you're tough enough! ;)

174C-0000-006C-D1F1

29DE-0000-0088-24DA

Three bits of feedback for you.

  1. Don't repost, it's annoying
  2. Your post was not at the end of the page for anyone using 100 posts per page, it was right in the middle.
  3. Try playing someone else's stage and giving feedback first. Then someone might feel inclined to play yours.
 

Symphonia

Banned
Not more than 2 hours if you know how to, but it's annoying: you have to keep using the new tools the game gives you (the ones with a red mark) touch "play", touch "edit", place lots of tools again, press "play", then "edit". Repeat.
Or just change date/time, load the game, get your unlock, quit, change date to one day forward, repeatm
 

ciD_Vain

Member
Just wanted to repost this so the makers can hopefully see the video of their stages played :)

The archived video: https://www.youtube.com/watch?v=MANvuktZarw

Here is the Google sheet of the stages I played in today's session colour coded !
https://docs.google.com/spreadsheet...GhVo49cY_zi0cY2aNVXMtjCQ80/edit#gid=243651266

Here is the list of stages I played:
ohNOitsRO - B764-0000-0080-912C
ciD_Vain - 39B0-0000-0082-AB51
ciD_Vain - 2BC8-0000-0080-CCA6
ciD_Vain - 3EEB-0000-007E-4EAD
Taramoor - 0495-0000-0072-2200
BBech - EF39-0000-0080-79F2
schlew - 4F3C-0000-0082-19F3
BBech - 65D7-0000-0082-F00F
BBech - 249C-0000-0067-A2D3
BBech - 22A2-0000-006C-09A7
QuixoticNeutral - F5F2-0000-0040-42D2
kiryogi - D914-0000-0064-2FBD
RagnarokX - 759E-0000-0082-DAC4
ohNOitsRO - 40CA-0000-0083-0549
VandalD - 7D40-0000-0074-487F
Double - 96A8-0000-0082-8392
Mr. Pointy - A727-0000-0080-E605

Hope you guys all enjoyed the stream and my commentary on those stages :) Some REALLY TOUGH stages today so I couldn't beat a number of them. You guys are kicking my butt, haha. Thank you guys for providing these stages for me to play.
Hey thanks for playing me levels! Glad you enjoyed them.

Got a new one for you guys. It's a bit difficult, but not too bad!

 

Dad

Member
Going through GAF's 1-1 stages, here's some feedback:

GAF World 1-1

The first screen should not contain a pitfall and I don't like that you need the spring to finish the level. You may want to put the vine a tile higher so big mario can breathe a bit more. The coins need to lure players towards the warp pipe more. Nice level with a few secrets.

Flowering Fields

I think it's really neat, very attractive with the flowers. They only thing I don't like are the stones in the ground.

Oatmeal Plains

Way too hard and needs another polish. Remove about 20 enemies or so, remove the giant pitfall and don't be stingy with power ups. Also add a few secrets for people to explore.

The paratroopa in the pipe is unneccessary, at least use enemies that don't keep respawning until you kill it. Still fun to play, but I shouldn't die on a 1-1 stage unless it's on purpose.
Thanks for the thoughts (Flowering Fields)! I was worried the rocks in the ground might be visually confusing or aesthetically divisive. May have made a poor call with those.
 

KingBroly

Banned
While I'm toiling away at my 10th level, I got 100 Stars, so I guess I should post my other 9 levels again since some of them need some love, particularly I Wanna Be The Luigi which only 2 people have beaten. I also feel like Koopa Fleet needs more love, since I think it's my favorite lengthy level I've made.

Easy Does it - 395F-0000-0012-8C2B

Where’s Yoshi? - 2B78-0000-001B-369B

Big Baby - 997D-0000-001F-0267

Dead Sea - 2FA8-0000-0034-F726

I Wanna Be The Mario - 4D94-0000-0040-E45B

Koopa Fleet - 6A4F-0000-005B-F54B

Screen Dynamics - 41A8-0000-006D-02D2

Platforming Education - 18F2-0000-0071-436F

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

VandalD

Member
Silent Hill: Salvation
7CD7-0000-0086-5A55
I said I would get back to you on this. Afraid that won't be worth the wait. I give it another try and died twice running out of time. I keep getting stuck in the first pipe you come to from the left. I'm not sure if I'm missing something in there or if I'm even supposed to be in there. I don't really have the inclination to keep at it without downloading it. Sorry.
 

HeroR

Member
Hello again, have a new level that I wanted you guys to check out. It's the first level I posted in the SMB style. I put a lot of work into it, so tell me what you think.

Title: Frozen Ship

ID: F8E6-0000-0089-29E1



WVW69ictVmQRj7u9i0


WVW69ictWDM53hgbo-
 

Neki

Member
You're pretty much never going to be able to enforce any of these rules. If people just wanna get their stages played and not play any I don't necessarily see why it is a huge deal.

The main issue is everyone wants feedback and maybe like 15-20 people will regularly play and give feedback to hundreds of levels. Then you have shit tons of picture ads clogging up each page and the whole thing goes to shit. I pretty much have inplemented my own criteria.

If you post more than 1 picture in a post, I won't play it, if you post more than 3 levels at a time I won't play it. If you have hundreds of plays/stars on a level I wont give feedback unless you regularly privide feedback. Been working pretty well for my sanity.

It's a tough balance. People want others to play your levels but image or level dumping every two or three pages is tiring. You're right, whenever I see lots of images or levels in a post, I tend to look at the next level. Pick a level you want people to play, and if they like it, let the level speak for itself! That's how I feel at least. If you're going to repost your levels, post feedback on other levels to show that you care about other people in the community. I think it's fine to just post a new level, but re-posting it every few pages without giving anyone else help doesn't look good.

I think the thread is always gonna be like this honestly though. It's really up to the people actually playing levels posted in here to decide what's worth playing.

I also have a dislike for ghost houses and water levels, so sorry to those people who I avoid sometimes!
 

Jocchan

Ὁ μεμβερος -ου
Crazy I just played a water stage on expert that was actually fun and not bullshit
Still have the ID?

Yeah, I noticed how you blocked the way and it was the right decision IMO. Made me really think how to progress, and while it wasn't always 100% clear (like when you got the spring and where to actually place it) I never got lost nor felt that there wasn't enough visual hints to progress.
I don't use the Miiverse comments at all btw, because the short while they were on, the stages were totally cluttered with them and I couldn't even see where to move. It was on some super high-starred stages, so naturally there were tons of comments as well, but still I don't use them anymore. Well it just goes to show that they're not required to progress in this stage anyway :)
Thanks again!

Thankfully comments aren't really required to progress. But they can be helpful, and sometimes give a little bit of flair (ie. in this level, the goomba stuck on a trampoline asks you to take out the three guys who trapped him there).

I also have a dislike for ghost houses and water levels, so sorry to those people who I avoid sometimes!
I tend to avoid those levels as well. I usually like ghost houses in Mario games, but I guess there's too many badly designed ones around.
 
It's a tough balance. People want others to play your levels but image or level dumping every two or three pages is tiring. You're right, whenever I see lots of images or levels in a post, I tend to look at the next level. Pick a level you want people to play, and if they like it, let the level speak for itself! That's how I feel at least. If you're going to repost your levels, post feedback on other levels to show that you care about other people in the community. I think it's fine to just post a new level, but re-posting it every few pages without giving anyone else help doesn't look good.

I think the thread is always gonna be like this honestly though. It's really up to the people actually playing levels posted in here to decide what's worth playing.

I also have a dislike for ghost houses and water levels, so sorry to those people who I avoid sometimes!

I don't get the "Here's my new level and whilst we're at it, here's the other 248 levels I created". If I like your level, chances are I'll follow you and play your other levels. Chances are if you post 20 levels in one post, I won't play any of them.
 

Neki

Member
Anyways, just finished a short new map, any feedback is appreciated as usual. Now I can get back to playing GAF maps again, lol.

Rosalina and the Haunted Factory
E3BD-0000-0089-0FC0

Rosalina comes across an old factory that once produced weapons for Bowser's army. However, something still stirs inside...


TLiEgYy.jpg
 

VandalD

Member
When do you get access to sub worlds? It seems like ive unlocked everything but I still don't have that?
It's the last thing you get. If you have it, drag Mario into a pipe. If it doesn't work, you need to unlock it still.
Rosalina and the Haunted Factory
E3BD-0000-0089-0FC0
Dislikes ghost houses. Posts a ghost house. Haha. I'll have a run through this one.

Edit: That was really great. No cheap shots, challenging level, though I managed to get through on the first try (Rosalina's just that good.) I would say it's definitely easier than Floating Tower, but also more fun. I particularly liked the gauntlet at the end. Very nicely done. Play this one, folks.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
so i finished streaming a couple of hours ago of levels i thought stood out for me the last couple of days. this isnt my top 10 or anything like that, just the most recent levels that i enjoyed that had good designs in some shape or form

Here are the levels for you to check out and play

The archive with my comments can be found here http://www.twitch.tv/naar82/v/18929290 for some reason twitch split my broadcast in 4 parts even though it was only 1 hour long

P Switch Kick N Run - Da Boss

2B92-0000-006C-38A2

Paul McCartney - Juhvelo

8B1F-0000-007F-4D61

Great Train Robbery - granth

5B0E-0000-0082-1157

One Small Step - C- Drive

D1A4-0000-0067-8A1D

You cant wait for mario, peach! - Wariuzzo

E7A2-0000-007C-E514

Trust Nothing - Miro Sato

415D-0000-0066-0D40

Bob-Omb Bombardment - Master A1

1413-0000-003E-6838

Chain Chomp Palace - ShibaFan

0A00-0000-007B-F75E

Castlemario: Symphony of the Sea - Franchuzas

3B60-0000-007C-DB23

stop just dumping your levels and leaving guys :\ there are some pretty good levels to be played and also its good to get feedback. I barely got any feedback on my most recent levels and i really want to make more, but need to fine tune things before i go crazy making levels :p

Haha thanks for including my stage in your list ! Really appreciate it. Also glad to see that you gave it another couple of good tries and came up just a little short. If you'd like, watch my video play through of that stage if you want to see my timing of things. I think you're way better at Mario than me so take a look at my slower approach at the stage :)
 

jnWake

Member
I just made a new level. Wanted to do something using tracks...


Haunted Chase: CE32-0000-0089-430D.

Mario enters a haunted house and suddenly is chased by a giant ghost! Level idea is very loosely inspired by DKC2. Be very aware of your surroundings and you might make it out of this haunted ride. Don't forget that Ghost Houses like to play with you...

My MarioMakerHub page.

EDIT: Re-uploaded: 37E6-0000-008E-75E3.
 

Naar

Member
The behavior of the shell being shot was kinda erratic, and with a giant Thwomp on top as well. The main problem, though, was getting back to this area, and maybe a checkpoint would have helped enormously.

hmm...you are just supposed to let the shell do its thing and break everything for you. But i will see what i can do to make sure that comes across better

Haha thanks for including my stage in your list ! Really appreciate it. Also glad to see that you gave it another couple of good tries and came up just a little short. If you'd like, watch my video play through of that stage if you want to see my timing of things. I think you're way better than Mario than me so take a look at my slower approach at the stage :)

like i said before, just because i didnt beat a stage, doesnt mean i wont like it or anything :p I can appreciate a good stage once i play it enough times. but that random chomp at the start....-.- i hate him

did you try my new level focused on platforming skills? if you can make and beat a level like chomp chomp palace, then im sure you can play The Mario Trials

B908-0000-0085-67F4

plan to do it as a series of sorts
 
I've enjoyed playing so many levels on here and giving lots of feedback (all through PM so as to not clutter this place up), but there are so many pages!! If anyone is dying to have their level played, PM me and I will do it for sure and tell you what I think.

I also have a new level I really enjoyed putting together:
Mushroom Kingdom 0029-0000-0088-D72A
Journey to the mushroom kingdom. It's not a hard level, but I’m really proud of the overall aesthetic and hopefully it is fun.

WVW69icsRkIN9A2BTq
 
Oh wow, you got pretty far then! Great stuff and useful feedback. The boo and spiny bit is designed to be navigated with the cloud, did you not find it? Makes it a doddle. Th
row spring on thwomp to hit the question block.

The final bit is made much easier by ducking and jumping. You're right though if you don't know the pattern of the saws you're likely to take a hit on first try. Might look at this again if it's a common problem.

Oh make no mistake, I beat the level despite those things. The thwomp thing though is really obscure if that's the case. Ask yourself "If there is nothing clearly stopping advancement, why would thebplayer assume they are missing something as opposed to the level just being hard"?

As for the final section of the stage I also just avoided using the skulls and did the jumps myself. Significantly easier. But again you gotta think, if you are going to make a mehanic like that obvious for the player so they assume its what they are suppose to do, why is it so significantly harder than the other alternative? Why even have the skull then?

For a long level like this, the last section should not contain this kind of ambiguity. Its not fun to die 2 steps from the end because the creator essentially tricked you.

The design of the course is wonderful though.

It's a tough balance. People want others to play your levels but image or level dumping every two or three pages is tiring. You're right, whenever I see lots of images or levels in a post, I tend to look at the next level. Pick a level you want people to play, and if they like it, let the level speak for itself! That's how I feel at least. If you're going to repost your levels, post feedback on other levels to show that you care about other people in the community. I think it's fine to just post a new level, but re-posting it every few pages without giving anyone else help doesn't look good.

I think the thread is always gonna be like this honestly though. It's really up to the people actually playing levels posted in here to decide what's worth playing.

I also have a dislike for ghost houses and water levels, so sorry to those people who I avoid sometimes!

I personally hate the NSMBU style so I avoid when possible. But yeah, its up to people not sucking about reposts and image spams and to actually contribute positively giving feedback opposed to just fucking posting tons of shit and complaining when no one wants to play it.
 
Haha thanks for including my stage in your list ! Really appreciate it. Also glad to see that you gave it another couple of good tries and came up just a little short. If you'd like, watch my video play through of that stage if you want to see my timing of things. I think you're way better at Mario than me so take a look at my slower approach at the stage :)

If I accomplish nothing else today that is okay because I beat your goddamned level.
 
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