So for the most part it's been positive feedback for these stages so I'm quite happy about that! But I wish I had adjusted the difficulty at the end of two of the stages just a tad. It's very doable now with some patience but it can get overwhelming. You guys <3
Well that was a brilliant watch, so many great levels! What impressed me the most was the visual quality of most stages. B-Rech's stood out for me in that respect but there were many more. Other highlights were the disappearing flagpole on Naar's level and the Bazooka carrying Koopas (I forget who's level this was). I think everyone who watched the stream got a few ideas for their next levels!
For my part I forgot about timetokill's 10 life/10 minute rule when submitting levels. From that point of view my levels couldn't have been more inappropriate! Also, I'm not sure if I speak for others but I thought your difficulty scale went up to 5, not 7, probably why some people's levels were harder than you expected.
Also, can someone try the below level for me and give me feed back? No one has been able to beat it, but I didn't make it difficult from what I can tell.
Obviously, plays and stars skyrocketed and I went from 1 to 4 medals in a moment. But a Miiverse comment, which now appears in the level, spoils the solution. Is there a way to hide it from players?
Well that was a brilliant watch, so many great levels! What impressed me the most was the visual quality of most stages. B-Rech's stood out for me in that respect but there were many more. Other highlights were the disappearing flagpole on Naar's level and the Bazooka carrying Koopas (I forget who's level this was). I think everyone who watched the stream got a few ideas for their next levels!
For my part I forgot about timetokill's 10 life/10 minute rule when submitting levels. From that point of view my levels couldn't have been more inappropriate! Also, I'm not sure if I speak for others but I thought your difficulty scale went up to 5, not 7, probably why some people's levels were harder than you expected.
So I updated some of my more "traditional Mario" levels there. I invite you to play them and leave me a comment here.
THE GREAT TOWER (Hard)
This is a vertical level. I thought there wasn't many in the community, at least not good ones. If there was some checkpoints I would have made it longer but right now its about the size of a SMB3 level. There's 2 "secret" rooms you can find if you like exploration. The level is of medium difficulty in my opinion but that probably means hard for most people.
(7371-0000-008F-2632)
LAVA MUSHROOM BRIDGE (Normal)
This really is a traditional Mario level. There's a good load of stuff to find for people who like exploration. If you have some guts I also designed the level so it can be run through at full speed, no braking. If you succeed that you'll get an new and easier way to beat the boss at the end.
Watched it from mobile for a bit. I made marioary directly after unlocking warp pipes. So I may have gone to far with these. Other than that, I like how it turned out.
And you're probably the first person to use lakitu to go up in the first screen. Funny thing is, there are two secrets involving the lakitu in the final lap part .
FINAL UPDATES to my Title Fight stage!
I had to make some fixes due to SPLOITS that Neki found. There still are probably one or two but god damn it, I can't fix it any further XD
I also made a couple of adjustments to the progression. Mario has a tiny bit more horizontal room, but more hazards in Rounds 2 and 3.
Any further refinements will be in the rematch.
Okay, last time I post this huge ass poster Code updated!!
Gimme dem stars, people
Thanks! Went to bed after Mpl90's level because of time zones (and because I have a flu), so I'll watch the rest later.
EDIT: Watched most of it, got up to Boo's Plumbing Nightmare (one of my favorites, actually). Some very interesting stages in there. Good job, GAF!
EDIT 2: Timetokill, by getting that one hidden block in Super Dude Bros. II you skipped a stage highlight, the bar. If you happen to play that level again, I'd like to know your thoughts about it.
I thought the difficulty was pretty good. I think I mentioned on the stream that I felt the only downside was the difficulty kind of ramped back and forth a bit. If I beat the level though I certainly didn't find it unfair!
Well that was a brilliant watch, so many great levels! What impressed me the most was the visual quality of most stages. B-Rech's stood out for me in that respect but there were many more. Other highlights were the disappearing flagpole on Naar's level and the Bazooka carrying Koopas (I forget who's level this was). I think everyone who watched the stream got a few ideas for their next levels!
For my part I forgot about timetokill's 10 life/10 minute rule when submitting levels. From that point of view my levels couldn't have been more inappropriate! Also, I'm not sure if I speak for others but I thought your difficulty scale went up to 5, not 7, probably why some people's levels were harder than you expected.
Watched it from mobile for a bit. I made marioary directly after unlocking warp pipes. So I may have gone to far with these. Other than that, I like how it turned out.
And you're probably the first person to use lakitu to go up in the first screen. Funny thing is, there are two secrets involving the lakitu in the final lap part .
Great, now I can see the final parts again without being half asleep!
I had a great time, although I discovered a pretty obvious flaw in the design of my first level (Down to Robotown) that somehow missed when I made it.
No way to escape here if you don't launch a koopa first lol
It's a shame there isn't an option to arrange little things like this without reupload the entire level. Oh well, at least in this one is not that relevant to restart since it isn't planned to be beaten in one run (because of the password mechanic).
Thanks for streaming my level, Bjorn and timetokill.
I find it interesting how both Naar and timetokill found the exit of the secret area, and not the entrance :lol
.
Now, time to give feedback on Group 3 levels.
KirbYuuYuu
That was enjoyable. It didn't create anything new or so much different from the original SMB's 1-1, and while there were some variations on the established classic, it still feels a bit derivative. But it played well. A decent job, I'd say.
Dad
This had more of that classic Mario feeling, but without being derivative, or at least it's quite reduced.
I liked the part in the sky, where you can run on the clouds freely, a nice way to give players a relaxing moment and to make them understand the wonders of running. I think there was a funny moment later as well, with lots of Goombas down and a Koopa up on the hill, but I just the flower there. My fault
. Neat level.
MaxwellGT2000
This had a decent inventive beginning, but it felt too empty. There were too many enemies in specific segments (enemies columns, especially), but there were too many moments when I think there should have been more elements between platforms and coins...and secrets. There were no secrets in the level. Even 1-1 can contain secrets. It was fun, but it can vastly improved.
Lady Siara
That was nice. It played well, it looked good too. I think
putting an Hammer Bro right at the start isn't the right idea, though...it's a 1-1 after all, and it's a difficult enemy to deal with as one of the first enemy in the level
. Still, nice level.
Sixfortyfive
This was a solid attempt at a 1-1. I liked the flow, it felt quite classic without being derivative. Good job
DumbNameD
I don't know how much 1-1ish this is, but it surely was fun. It was fair enough too, given the good distribution of Mushrooms across the level. I like the concept for sure. Nice secret and bonus areas too.
Schlomo
Very good. Since I'm doing challenges for my NSMBM levels as well, I couldn't not appreciate them.
Both completed, btw
. The only part where I felt the good flow was interrupted is
near the end, after the black flowers floor, I feel that the ceiling was too low, especially before the goombas.
. Very good level, good secrets, well hidden, a well-done 1-1.
rockmanjoe
The only problem I can think of is that this seems a bit too long for being a 1-1 level. But it looks and play very well, while feeling quite World-ish. It has neat secrets as well. Nice!
Pinky
This feels a bit too long for a 1-1 too, but it's a nice, nice level to play with several ideas. Less of a great 1-1, more of a very good level on its own.
cyba89
Nice concept, good execution. I like how
you rewared players for applying what learned in the level
. It plays quite well. Nice.
RagnarokX
Ok, this is fantastic from a visual standpoint. Loved the beginning
from the House, the flowerish theme well distributed, and that fake ending with the fort made of blocks
. It felt very 1-1 as well, despite being such a different 1-1 for several reasons. Great.
jnWake
Quite a nice beginner's level, with a good flow. It plays quite well. Neat!
Tapion
I think it's slightly too challenging compared to what people would expect from a 1-1 (aside from the Lost Levels, but this wasn't on that level of difficulty ), but it uses well vertical spaces and it's clear enough where to go.
Sephzilla
The SMB3 feeling here is very, very high. Also, I feel you succeded in what you tried to do, i.e. teaching basics to the players and make it so they execute them. Nice secrets for more advanced players, nice for beginners, very good 1-1 level.
Nocturnowl
That was a good level. Maybe slightly more difficult than what a 1-1 should be, but it's nice, looks nice, feels SMW-ish enough. Good job.
Christine
Nice level. It was enjoyable to play. Nice bonus area too. It's a bit too classic IMHO, but this is not necessary a negative.
Nezumi
A bit too straightforward and small, the ending seems to come too soon. But it was still enjoyable to play, decent to look at too.
Ok, done. I'll probably send a PM with my Top 3 later today. I commented both here and on Miiverse, so both comments and stars for all of you
If you want to check out (and give opinions on my levels), here's my MarioMakerHub's page
still sorting out the wifi situation here, if people want more time because they have to punch in the level codes manually, i can extend the voting period, no problem
Solid 1-1 level and definitely fun. I think the forced pipe is a bit meh. Players should be able to finish the stage without.
Mario Enters The Kingdom
A bit confusing for a 1-1 level with the vine and the door you need to beat the stage. I like the vertical aspect of this level. The giant pitfall covered with a few mushrooms is too much for a beginner, that's more like an advanced 1-3.
The Wonderful 1-1
Nice reference! I like it, however it's easy to die with all those enemies.
Garden Garrison
I think kids will love the shit outta this one! Very attractive to look at and fun to play. The only downside is that there is a lot going on making it harder than I think a 1-1 should be. With a bit more safe spots it will work as a NSMB level.
1-1 Rescue Mushroom Town
Your secret pipe is way too hard to reach. It's easier to enter the back entrance lol. The bridges and mushrooms make it look pretty good. A bit too much enemies and it's easy to slip and die. I think I shouldn't have used the run button hehe.
Level 1-1
Way too hard for a 1-1 level. I enjoy it because it has a nice flow going on. Some parts of the level look unfinished, you may want to fix that.
Simple Beginnings
Solid 1-1 level in SMB3, I actually think it's a bit too similar lol. Not a big fan of the pitfalls you keep pushing on the player. Still very nice and fun to play.
Easy Breezy (1-1)
Some cool mechanics are introduced. I think you rely a bit too much on the coin guidance. I'm really in why you used donut blocks and lure the player in falling down to grab some coins. Do you tell them the next platform is not safe because you can't collect coins? Personally the absence of ground should be enough of indication and seemed like you rewarded the player earlier for falling. Maybe I'm overthinking this.
Solid level and very SMW-esque.
World 1-1 Skinny Mario Approved
Did I miss the skinny mario mushroom? Those last two coins are hard to get. The stage seems a bit too simple which is not really a bad thing in general. The coin challenge is also fun.
Babysteps
Fun and short level. The level could have a bit more power ups like the cape or a yoshi. To compensate the power ups it should be a screen or two longer.
----------------------------------------
I starred all these courses. Very strong group. I have like 5-6 levels I would cast a vote for, but I think I have the three levels I think most deserve my vote. I hope the feedback was helpful.
If you want to check out some of my stages, you can find them on
I recommend Marioary, Bowser's Castle 64 or Cave Trolls if you haven't already tried them. I had a lot of fun designing those three babies and playtesting them.
Some cool mechanics are introduced. I think you rely a bit too much on the coin guidance. I'm really in why you used donut blocks and lure the player in falling down to grab some coins. Do you tell them the next platform is not safe because you can't collect coins? Personally the absence of ground should be enough of indication and seemed like you rewarded the player earlier for falling. Maybe I'm overthinking this.
Oh I have an answer for this, assuming someone playing has no idea what a donut block is, they'd hopefully stand over the coins probably thinking "how would I get those?" when of course by that time the blocks would've give way revealing that standing on them too long causes them to fall, thus they know how those blocks work without falling down a pit and then the following donut bridge wont catch them unaware seeing as its over a pit.
As for why I added donut blocks to a 1-1, well I figured if they managed the spin jump through the blocks bit to get down to the optional room they could have something slightly more advanced (calling these blocks advanced sounds a bit much I know).
And yes coin guidance too strong, it will forever haunt me, I blame modern games and their waypoints, I don't trust the kids no more.
This game really needs an Infinite Mario mode.
I really like hard and challenging levels but you can't afford to spend more than a few lives in 100 Mario expert.
Nearly all of my levels have 3 or 4 people failing with 0% completion rates. They don't feel very challenging but if you can't run you will likely never complete the level..
And with the limited amount of stars players give (I think only NeoGaf is giving any), I can only dream about uploading hard levels.
With theses problems you can't find challenging and well designed courses.
This game really needs an Infinite Mario mode.
I really like hard and challenging levels but you can't afford to spend more than a few lives in 100 Mario expert.
Nearly all of my levels have 3 or 4 people failing with 0% completion rates. They don't feel very challenging but if you can't run you will likely never complete the level..
And with the limited amount of stars players give (I think only NeoGaf is giving any), I can only dream about uploading hard levels.
With theses problems you can't find challenging and well designed courses.
This really is a traditional Mario level. There's a good load of stuff to find for people who like exploration. If you have some guts I also designed the level so it can be run through at full speed, no braking. If you succeed that you'll get an new and easier way to beat the boss at the end.
This game really needs an Infinite Mario mode.
I really like hard and challenging levels but you can't afford to spend more than a few lives in 100 Mario expert.
Nearly all of my levels have 3 or 4 people failing with 0% completion rates. They don't feel very challenging but if you can't run you will likely never complete the level..
And with the limited amount of stars players give (I think only NeoGaf is giving any), I can only dream about uploading hard levels.
With theses problems you can't find challenging and well designed courses.
In my opinion it was made to discover random levels, and Amiibo/costume unlocking was an afterthought. (It's the only mode where you can play courses non-stop)
Tough but very manageable once you get started. But there's my issue: this level is unnecessarily hard at the very beginning. That first jump to get to the koopa shell is really hard to land without getting hit, and that does nothing to add to the experience, but probably puts a lot of timid players off. Levels should be fun to start! You want to draw the player in.
That aside it's tough but very fair, although I don't know why you gave two P-blocks at the start when you only need the one at the bottom after getting the flower. Can I say that I really appreciate you going with a normal Bowser at the end, too? I had been though enough without some boss insanity.
Regarding the beginning, you are definitely right, I thought what most people would do was wait and analyse the early part of the stage then start working out throughout the level, meaning players would probably see the koopa emerging from the pipe. But this being a Mario game people want to jump as soon as they see a platform beacause it's fun. And I sort of broke that by putting that koopa. So thanks for that!
About the two P switches, you are right as well, I was probably way too caring in order to not trap the player.
Real talk, Myles stages were insanely good and I recommend them as well if you're looking for classic style Mario levels. I also ended up playing 1-1 to 4-4 in one go. I'm really looking forward to the last 4 worlds he makes, assuming he's going for the classic 8 world standard most Mario games have.
Heads up that my next update won't be for a while but it will contain the final 4 worlds in one go. I don't want to publish them one at a time in case I want to swap the order due to difficulty and the like... I do have a plan though.
I really Appreciate the kind words and Nocturnowl's review! I don't think I'll be able to stop making levels now
I made this level about a week ago but I hadn't gotten to posting it:
Muncher Sea and Saws
29B6-0000-007B-85BD
Compared to my other levels, this is a bit more difficult, which is why I tried not to make it too long. I tried to keep a "two tasks, get a mushroom" deal going on so you wouldn't be punished too hard for silly mistakes while not being able to cheese through everything (although I saw a streamer play it once and they managed to sneak through one area I didn't even notice).
Main problem I've found is that the koopas tend to de-spawn if you wait too long at the beginning since they sometimes walk too far out of frame. Basically I've learned so far, the main problems with Mario Maker are the seemingly low amount of blocks available when making large, explorative levels and having to deal with spawning issues with enemies and objects on tracks.
It took a month but I finally have the game with a tremendous delay that means I have to make up for the astronomically good levels Gaf made.
I only made 4 levels and I'm getting Castle tileset today (day 4).
The 1rst level I made is pointless 1-1 following the structure of the tutorial,
the other 3, I poured more work into, I didn't upload anything yet because I wanted to post here before.
I fear my stuffs will get lost and be ignored...
Would it be better to register in mariomakerhub too or something?
e: My goals in SMM is trying to make levels that are not too hard/obtuse, organicly made without BS with nice rewarding secrets that can be done multiple ways and I count on Gaf to help me here.
I just wanted to say that it'll take forever to play all the awesome levels you made guys.
Thanks for streaming my level, Bjorn and timetokill.
I find it interesting how both Naar and timetokill found the exit of the secret area, and not the entrance :lol
.
Now, time to give feedback on Group 3 levels.
KirbYuuYuu
That was enjoyable. It didn't create anything new or so much different from the original SMB's 1-1, and while there were some variations on the established classic, it still feels a bit derivative. But it played well. A decent job, I'd say.
Alas, I guess that was expected. I mean, I'm not really surprised given how I initially felt about it. I only really thought about showing off basic things you can really do. I guess there might be other ways to go about that though. Thanks.
This feels a bit too long for a 1-1 too, but it's a nice, nice level to play with several ideas. Less of a great 1-1, more of a very good level on its own.
A bit confusing for a 1-1 level with the vine and the door you need to beat the stage. I like the vertical aspect of this level. The giant pitfall covered with a few mushrooms is too much for a beginner, that's more like an advanced 1-3.
My newest level uses that exact mechanic . . . Damn.
Anyway gonna peddle my newest level one more timr before I move on. Really trying to get as much feedback as possible. I really do use all of it when I make a new level.
My newest creations are Super TOHO World 6-1 and Backtracking is King?! (is it too convoluted..?)
Super Koopa Land, Kaizo Temple and Frozen Cove need more reviews.
I kept Saitama 30 and Super Dede Land, both had the highest star/player ratio.
And there's no obstacle for Mario in that part, the Hammer bros is in the air + if you run the cheep-cheeps are too slow to jump at you... so am not sure if its as hard as you make it sound. Anyhow, my levels are perceived as more hard than I think they are. That's the case for most level creators I guess. You should try to other levels still. Just don't play randomly with the brain off or else you'll die that's for sure.
Put together a little recreation. Not one of my best levels, but it's got that pander factor. Took a few liberties with the layout since I can't force fights and I can't make items poof out of nowhere. And I had to anyway with the lack of slopes.
Smashing Melee Adventure
A727-0000-008F-EB4A
You probably won't believe me, but I beat this first try. It helped knowing that
well that is the mechanic i wanted people to learn and use in the last few stages. so i am glad people are noticing also like i said before they are not super hard or anything. im just kinda amazed you got the end without dieing though
I uploaded the first of (hopefully) a few Halloween themed levels:
Trick-or-Treating with Mario
FC3A-0000-008E-4F40
You pick a costume at the store, and then you go house to house through a goomba neighborhood, looking for treats. It's (I think) very easy. Each house has a mini puzzle, and the reward is always a bounty of coins. There are a few one ups hidden around that are slightly harder to find.
Me and a friend came across that stage when checking random stages yesterday. Busted a damn gut laughing so hard during the whole thing.
The comments are great too, yes
After watching Jocchan's Super Dude Bros. on timetokill streaming yesterday, I've thinking about make a new serie of levels with a bit of story using the comments. But there is a problem that I also discovered last night: everyone can add comments everywhere (it happened with a few ones in spanish on one of my own, making it a bit confusing because they seemed clues).
So my question is obvious: can the creator control which comments appear to the players and which don't?