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Super Mario Maker |OT| Miyamoto Simulator 2015

I just finished a level that has been in my head for days. Or at least a fourth of it, since is too big for just one.

I was heavily inspired by Jocchan use of the Miiverse comments, and I also use the checkpoint system created by RagnarokX, so credits to them.

The Legend of Mario (1/4)
3586-0000-0096-EECD


wiiu_screenshot_gamepd2pom.jpg


wiiu_screenshot_gamepbvo47.jpg
 
Just quoting this so more people can see it. I'm seeing extremely positive reactions on this stage. How's the stage making everyone? Anyone streaming? I'm looking to play some Gaffers' entire bodies of work. I want to see your progression and analyze your styles and design choices as a whole. I will obviously be posting my thoughts here afterwards. Anyone courageous enough to participate?

I've been enjoying a lot of yours (7 Boss Rush is amazing), and from the courses I've played I definitely mean to comb through your list. As for Tiki Beat Beach, I think it's the only course I've seen that is really generous with giving the player the star without trivializing the traversal of the stage. I'm not sure how obvious it is that the surface of your 'water' is hazardous until you find out the hard way, so that was a bit trial-and-error, but I guess a hack like this will have to do to simulate partial bodies of water. It's a bit like running an ice stage in DKCTF, although the scenery suggests a warmer climate (complete with the Tikis from DKCR)...

You're welcome to run through all of mine if you want; it won't take you long, as I've only made four so far, and two of them were in the first week when I was still obeying the 9-day unlock system (which took me 7 days with just normal behaviour, no rushing through). The most recent one is this: A41D-0000-0095-314C Only a single completion since I put it up last night, and I didn't think it was that hard. But you can find all my older stages from my profile link. I think you'll find my design principles have remained pretty consistent; I've just been playing with more toys.

Probably taking a break from creation again (lots to play), although I'm eager to further develop some of the stealth-like concepts I started exploring in my last creation.
 
Just quoting this so more people can see it. I'm seeing extremely positive reactions on this stage. How's the stage making everyone? Anyone streaming? I'm looking to play some Gaffers' entire bodies of work. I want to see your progression and analyze your styles and design choices as a whole. I will obviously be posting my thoughts here afterwards. Anyone courageous enough to participate?

Yeah, I'm always interested in feedback. I think it'll be good to have a whole body of worl evaluated. I have 7 levels so it wont be super time intensive. This is the very first (mediocre) level I made. From there you can just search my levels through name.

Underground Aether
C8F8-0000-003F-8D32
 

Ranger X

Member
For a speed-oriented level, the overall path is not easy to figure out on the first couple of playthroughs. Even when going for 50 coins in the time limit, it doesn't seem like it's really optimized to be played fast. That might be intentional? The one-way barrier and the mushroom is a total dick move, though. :p


Yeah I think that a speed level where there's nothing to figure out is a bit boring. I tried so you have to figure out your way and not just run like an idiot. The mushroom is cool because it totally sound like a dick move... until you release its needed to finish the 50 coins challenge on time. ;)
 

Kebiinu

Banned
Reposting for the new page! Would love to feedback stages in return.

Saw-Blade Parade!
tknzdw6.jpg
I6vdcyb.jpg

Bowser's been at it again! This time he's built a large complex set in the peaks of Mushroom Kingdom's tallest mountains. Heavily guarded with saw blades and minions, exploring the depths and layout of this complex, will be no easy feat. Despite the heights that our hero encounters, falling is but one of his many worries.

I hear Bowser even has his son guarding the place! Is this true?!


Stage ID: 0BBD-0000-0094-9F62
 

Jeeves

Member
Just quoting this so more people can see it. I'm seeing extremely positive reactions on this stage.
Just gave this a play, and it was fun fun fun in the sun sun sun. Must be painstaking to get the details just right when building your own theme from the tools they give you. Also looking over your profile I see that you did Tanooki City Sewer, which is a level I loved and meant to say so a lot sooner!
 
Finally got around to making another level. This one is very (very!) loosely based on The Last of Us

Piranha Plant Parasite:
4C22-0000-0095-1AB8

wiiu_screenshot_gamepiojmu.jpg


Like the last level I made, I feel pretty good about it though I'm not sure about the difficulty or pacing, so some feedback would be awesome!

This was a fun level. Really enjoyed it (its pretty long though). Theme was great and you mixed up the plants in a lot of fun ways. For some reason I feel like this level would be next tier if the game let you have water in ground levels. Simulate some underwater stuff from last of us.

Tiki Beat Beach

(7361-0000-0095-1CDF)


Inspired by the cover of my very tattered Super Mario comic book!

434668-17978_4_004.jpg


WVW69idgSIk6cpNz8F


WVW69idgSu8lLV1bfG


A level that is simultaneously easy and a blast to play. Hang ten!

Looks great. Was fun to play too. Another level that would benefit from actual water in land levels.
 

Jeeves

Member
Reposting for the new page! Would love to feedback stages in return.

Saw-Blade Parade!
Just played this, meant to star it but I accidentally hit Exit, and apparently you can only star levels immediately after completing them? So I'll get to doing that right after I post this. Good difficulty, I didn't die but I was usually picking up powerups right when I needed them most, so great job distributing those. I also enjoyed the fact that the boss was necessary to defeat. I haven't played around too much with Bowser/Junior so I didn't know the clown copter remained afterward.
 

Kumubou

Member
Yeah I think that a speed level where there's nothing to figure out is a bit boring. I tried so you have to figure out your way and not just run like an idiot. The mushroom is cool because it totally sound like a dick move... until you release its needed to finish the 50 coins challenge on time. ;)
The issue is with such a short time limit, people don't have very much time to figure out where they should be going, and they're just going to take an L from the timer running out. I can see the appeal of having a level where you need to figure out what to do and then execute it, but it's generally not a good idea when you are required to play a level that fast and effectively sight read it. I know from personal experience, if I get a level in 100 Mario Challenge and I can't figure out what I should be doing in a couple of lives, I'm tossing it.

And I'm pretty sure I managed to get 50 coins without the mushroom? Not really sure; would need to double check.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Currently spending my time coming up with tons of creative (non-trolling) uses of the invisible platform glitch before they fix it.

I hate levels made with glitches in mind such as invincibility on spikes and now this invisible platform glitch. Although I saw a level the other day with regards to invisible platform and I thought that was pretty acceptable. Essentially the maker made two identical room that one has invisible platforms and the other has real platforms. You are asked to memorize the room with the real platforms so you can play on the invisible platform side to proceed. That's a an acceptable idea.
 

chrixter

Member
Feedback on another batch of levels. It's so hard to keep up. Will play more later.

There are 2 types of things that can block you: a required powerup or the water. So if you fell like you are stuck underwater try switching to outside (or vice versa), or if the cape can´t get you through some obstacle try the flower.
As promised I gave RtDL2: Feather Beach & Flower Sea another shot and I'm glad I did. Excellent interplay of the Fire Flower and Cape Feather mechanics to create one large cohesive puzzle. I like that the land/water duality wasn't just for show but necessary to progress, as each seemed to grant access to areas that the other didn't. Very creative.

Wow, my level Hurry! Hit The P-Switch came second in a contest on reddit to design a level using p-switches, pow blocks and coins :)

https://m.reddit.com/r/MarioMaker/comments/3nvwxj/fwtu_tournament_3_the_results/

D555-0000-008C-CDD5 if anyone fancies a go.
Took me a couple attempts to grasp the relationship between the POW block and P-Switch in this level but then it clicked. Clever combination.

I made a sequel to my most successful Mario Maker stage (currently over 80 stars).

Big Brain Academy Bros. -2nd Grade-
166C-0000-0095-CDA4
I admit I cheated and paused the game in order to count all the clown cars... and then died to the rotating fire beams. Fun level.

Propeller Podoboo's Pursuit (2927-0000-0094-F261)
Pushing the clown car away was more fun than I expected. Great idea.

Robert Omb, Esq. (D2D8-0000-0095-54EC)
Enjoyed it. Riding the exploding chunk of blocks was cool, though it was almost off screen before I realized I needed to jump onto it after passing through the pipe. I was damaged by the first blaster shooting an unexpected Bob-omb (thinking it'd be a Bullet Bill instead) but I've come to realize this is an issue with the game. Stuff just spawns way too late out of pipes and blasters and I wish Nintendo would patch it to be quicker if not immediately when the pipe/blaster comes within view.

Jungle Raft Rumble - (5636-0000-0096-5AD4)
I like this but I'm not sure how much it benefits from being an autoscroll level, especially in combination with the moving platforms. I accidentally jumped on one of the later platforms too soon and quickly had to jump off of it because otherwise I just wouldn't have been able to see upcoming enemies/obstacles in time to avoid them.

Guts of the mechanical giant

Again, more about a cool setting than actual difficulty but hey, maybe it's hardcore too ? I REALLY don't think so. Try to find your way and escape the body of a mechanical giant ! Yeaaah !

710C-0000-0096-8FA8
I enjoyed it. I found it to be pretty challenging. There are good ideas here (the P-switch to Bob-omb puzzle, buzzsaw chase, room full of active Bob-ombs). There seemed to be a lack of power-ups as I only found two mushrooms early on and none later which made the level kinda unforgiving. Maybe I didn't explore enough though.

As for your first level, I kept getting sent back to the beginning and couldn't figure out where to go. Combined with what felt like enemy spam at times, I just didn't want to continue.
 

Brydo0

Neo Member
Your idea of manageable and my idea are two very different things :p You ramp up the difficulty really quick without introducing the skills you want the player to learn. I don't think the level is particularly hard but you just ramp up the difficulty in the firebar maze part by adding a RNG magikoopa. I got put into a situation 4 times in the 5 minutes I played where the only outcome was death. People quit mighty fast after stuff like that. I could finish this level with patience but I dont really have it for levels that use RNG to determine if you live or die. First suggestion. Get rid of the magikoopa in that section if you actually want people to complete it.

Fair enough! I get what you mean, ultimately, I added him in to add randomness but I can see where that would be frustrating for someone trying to clear an area consecutively.
 

Brydo0

Neo Member
Well, liking a challenge as I do I gave this a go. It's brutal. Must've lost about 10 lives in the same spot, and that's the bit at the first Thwomp. Your window of opportunity to land the jump requires perfection, and that's not including the Kamek that quickly appears if you hesitate too long. Sorry, but I saw that there was an entire section like this and stopped playing.

It isn't pixel-perfect but I get what you mean. Thanks for playing though!
 

(mat)

Member
I updated my Simple Puzzles! level to fix some issues it had in the past. Let me know what you guys think!

Simple Puzzles: 577D-0000-0097-0DBD

Shitty Miiverse image:

WVW69idoCws2b7XiV1
 

Jeeves

Member
I updated my Simple Puzzles! level to fix some issues it had in the past. Let me know what you guys think!

Simple Puzzles: 577D-0000-0097-0DBD

Shitty Miiverse image:

WVW69idoCws2b7XiV1
Thoroughly enjoyed! I'm always so impressed to see just how flexible this game is and the clever things people can do with it.
 

Adam Prime

hates soccer, is Mexican
LOL why does the Miiverse take such shitty screen shots? Oh well here are my first two levels! I've only been playing one day, so be kind!

These feature the Mega Man amiibo!

Mega Man vs Bowser (v.Easy Mode)

(A4AE-0000-0097-37B0)


Mega Man vs Bowser (v.Hard Mode)

(5575-0000-0097-358A)

WVW69idpK680r-Yz8n
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Alright some GAF stages I played yesterday in my trial with Twitch. The video is now finally uploaded to YouTube. If I played your stages, feel free to check them out ! The video and their associated stages are described as below. Too bad the stream went above 2-3 hours so it got split into two videos by Twitch :p

A lot of stages I wasn't able to complete because of the 15 minute limit. There are also some stages that's just way too hard and beyond my skills. However, most of them are pretty fun and I hope you guys enjoyed watching the stream !

Playing viewers level with !mario Come hang out :) Pt 1
Twitch names:
andytjm - F6D7-0000-0092-6618 (I really like this level !)
Jocchan - 41AC-0000-0094-91CA
Spartacris - 8C80-0000-0091-14B6
Shamrock8r - 6DE2-0000-0089-BB03
granth1974 - 5E3D-0000-0088-008F
Thud - 06F9-0000-0091-EEE7
Kebiinu - 0BBD-0000-0094-9F62
VandalD - 99CE-0000-0094-95E9
MetagameMike - 4FE8-0000-007D-EE78
Gotdatmoney - EBC3-0000-007D-279E

Playing viewers level with !mario Come hang out :) Pt 2
Twitch names:
Ivanzypher - DCB8-0000-003E-4FE5
Malaikatt - C223-0000-007C-888A
Kinggroin - 401A-0000-0086-442D
Acejax - D637-0000-0090-6EBA
Broggiedoge - BB64-0000-008A-CE00
Nobodycouldsaymyoldname - D0E8-0000-0054-F4A2
ciD_Vain - 5B84-0000-0093-355F (Yikes can't even make it past the first area ?)
Naar82 - 8FBD-0000-0091-F0E1 (Naar pls !)
 

B_Bech

Member
My analysis:


Jeeves
Style: Focused
Magnum Opus: Sabotage the Mole Fleet!
Most at home: SMB 3
Pro: Easy to follow, fair
Con: Not enough risks, over too soon, empty at times

Progression Notes: You're grasping what makes a stage fun more and more with each stage you make. However, I feel your greatest weakness is your lack of risks and your levels end right as they hit their stride. Don't be afraid to go in more depth. I felt like I was seeing too little of what you had to offer... which is a ton going by your latest two levels. I think if you continue to hone your great fundamentals and string your ideas into tighter set pieces with flow your levels will really be something!


QuixoticNeutral
Style: Ambitious
Magnum Opus: It Might as Well Be Spring
Most at home: SMB 1
Pro: Tons of great ideas
Con: Often unfair - frustrating lack of power ups

Progression notes: I feel like you already know what you're good at: coming up with unique mechanics using Mario Maker's limited tools. The implementation of your ideas, however, seem to lack a foresight regarding the player's unfamiliarity with the new obstacles you introduce and the amount of challenge each brings. Add that in rapid succession without a lot of power ups to forgive mistakes... and we have a problem. This is a roadblock that I myself struggle to surmount. The best thing you can do for your levels is have them streamed. That way you can witness which parts of your levels are unfair in their execution of your fantastic ideas. I'm going to go back and beat all your levels later, because the creativity really wow'd me. Make no mistake... it's okay to set out to be challenging-- but you have to be sure to remain fun to play. To me, the lack of power ups made figuring out each clever obstacle less enjoyable. If you are going to try something new, give the player room for mistakes to solve them. Keep up the amazing creativity since this is clearly where you shine as a designer. As a writer, I've learned the key component to harnessing the full potential ones' creative prowess is to hold it back. Less can be more, and we need to give our audience time to breath.


Gotdatmoney
Style: Deliberate
Magnum Opus: Bob-Omb's Forest Assault
Most at home: SMB 3
Pro: Excellent platforming/ enemy placement
Cons: Level layout can get confusing

Progression notes: Your levels both reflect Nintendo's design philosophy and show off your own flair. What you have that many creator's lack is that Nintendoian je ne sais quoi. The levels feel alive, and your foes feel like enemies I need to surmount. Your style is very consistent throughout. You entertain me every time, but there are moments you leave me puzzled in ways I don't feel like you intended. For example, I found myself entering the backend of a one-way secret more often than I should have. You have a good sense for placement, and you know how to furnish a level. No one can argue that. What you lack--and I should note that this detraction was less and less apparent with each stage you made-- is making a level that guides the player naturally. By this I mean that your levels often don't play out in the linear order you seem to plan due to lack of/overabundance of environmental cues. I found myself at a wall without any clues as well as at a crossroad with too much visual stimuli. It became a guessing game and it didn't feel great when I felt like I died to chance. Keep in mind, it is the player's natural desire to explore out all there is to explore and find his or her best option. We all like secrets, but only if they provide payout--otherwise we feel gyped. Uncle Sporky told me once that coins and 1-ups mean nothing. He's right. Unless you assign external value to these things, they mean nothing in this game. Try to make secrets interesting to find... and rewarding. It's cool that you recreated Mario World's guessing game, but mix it up! You have exploration covered in spades, but--and I know it's hard-- I think you need to try to put yourself in the player's shoes more while you design your layouts. Sadly, what the path we intend isn't always as clear to the players as we think it will be. The player will always chase the most attractive thing on screen. That's something I noticed that helped me deal with confused players. All that said, I honestly adore your style, and I am merely saying all this to be as constructive as possible. I gave you a follow, and I'm looking forward to playing your stages in the future.



Anyone else interested in having their body of work critiqued? I'm in an analytical/helpful mood.
 

Core Zero

Member
Anyone else interested in having their body of work critiqued? I'm in an analytical/helpful mood.

I'm up for some critique, definitely. I haven't received too many comments outside my 1-1 contest submission. I've only uploaded about half the courses I've created, as some were just for learning, or ideas that didn't quite work out. What I have uploaded I'm pretty proud of. I definitely think my levels tend toward being difficult, perhaps too much so.

Here's the code to my first level: Surprise! ...Goomba.:
0F6C-0000-0017-4F9B
 

VandalD

Member
Alright some GAF stages I played yesterday in my trial with Twitch. The video is now finally uploaded to YouTube. If I played your stages, feel free to check them out ! The video and their associated stages are described as below. Too bad the stream went above 2-3 hours so it got split into two videos by Twitch :p

A lot of stages I wasn't able to complete because of the 15 minute limit. There are also some stages that's just way too hard and beyond my skills. However, most of them are pretty fun and I hope you guys enjoyed watching the stream !
Thanks for uploading to YouTube. Yeah, your stream was probably running great. My internet just doesn't have the speed for that bitrate or whatever. When I watch on YouTube I knock the quality all the way down so that I save bandwidth. I'm fine with that bit of cheese! The first bullet bill is mainly there to let a player know that the shell is going to affect their path, so jumping over it is fine. You even managed to lose the shell by going too fast after jumping over it, so I'm even more fine with it. The pipes are there to let you easily go back to the beginning of the first or second section for another shell, but now I figure most people won't realize that and just think of them as traps instead. You did get close to the end, but I'm not sure if you lost the shell or not. Good tries! Thanks for playing! I'll have to submit shell 2 to get your thoughts on that one sometime too.

Anyone else interested in having their body of work critiqued? I'm in an analytical/helpful mood.
Sure, why not - if you're up for it. Here's the earliest level I made that I still have up. 8F5D-0000-0013-66A0
 

Core Zero

Member
Tiki Beat Beach

(7361-0000-0095-1CDF)

As for Tiki Beat Beach, I think it's the only course I've seen that is really generous with giving the player the star without trivializing the traversal of the stage. I'm not sure how obvious it is that the surface of your 'water' is hazardous until you find out the hard way, so that was a bit trial-and-error, but I guess a hack like this will have to do to simulate partial bodies of water.

I got caught by the "water" as well. The shell section just seemed like a fun ride, so I was surprised when I took damage on the next screen. Also, because I screwed around a bit at the start of that screen, the donut lifts were gone and I was a bit confused at how I was supposed to cross without taking damage. Apart from that the level was a lot of fun, you certainly have a flair for the creative!
 
QuixoticNeutral
Style: Ambitious
Magnum Opus: It Might as Well Be Spring
Most at home: SMB 1
Pro: Tons of great ideas
Con: Often unfair - frustrating lack of power ups

Progression notes: I feel like you already know what you're good at: coming up with unique mechanics using Mario Maker's limited tools. The implementation of your ideas, however, seem to lack a foresight regarding the player's unfamiliarity with the new obstacles you introduce and the amount of challenge each brings. Add that in rapid succession without a lot of power ups to forgive mistakes... and we have a problem. This is a roadblock that I myself struggle to surmount. The best thing you can do for your levels is have them streamed. That way you can witness which parts of your levels are unfair in their execution of your fantastic ideas. I'm going to go back and beat all your levels later, because the creativity really wow'd me. Make no mistake... it's okay to set out to be challenging-- but you have to be sure to remain fun to play. To me, the lack of power ups made figuring out each clever obstacle less enjoyable. If you are going to try something new, give the player room for mistakes to solve them. Keep up the amazing creativity since this is clearly where you shine as a designer. As a writer, I've learned the key component to harnessing the full potential ones' creative prowess is to hold it back. Less can be more, and we need to give our audience time to breath.

Thanks for such a detailed critique. I was indeed running some stages by a lot of streamers tonight, and something that jumped out at me was that a lot of mechanics that were second-nature to me through a lot of experience playing with the editor are not that obvious to people who are only armed with a lot of experience playing Mario stages. I saw some incredibly quick and acrobatic players stumped by the different interactions you can get out of blocks, springs, and switches, or unsure of which barriers are passable and which ones aren't, especially in an unfamiliar theme introduced in Super Mario Maker (e.g. SMB1 Ghost House) where the player doesn't have years of conditioning in how different kinds of platforms look.

I created a lot of alternate pathways in every course with the idea that if the player fails, they can have a chance to find an alternate route. What I didn't expect was for the norms of the player community to converge so quickly on a) stages that can be played in small, repeatable segments with a generous safety net of power-ups, and b) a preference for returning to safe, reliable, tested paths when you fail, instead of striking out in other directions. It's true that designing for streamers, 100 Mario Challenge, or level-sharing threads like this one (where people sift through a big list all at once and might not have the patience to really master the ins and outs of a single stage) just can't assume the same kind of persistence from the player as a standard Nintendo Mario stage, where clearing the flag is a roadblock in a larger progression path.

A lot of people talk about checkpoints, but this is why I really wish there were an equivalent to the NSMB three-coin system, to allow for gentler separation between novice and expert play and stages that are easy to clear but hard to master.
 

Ninja Dom

Member
Hi guys,

I haven't been on Super Mario Maker for over two weeks now. Have the quality of courses vastly improved now? I'm gonna get back into it from today. I remember that the highest starred courses were mostly auto-play courses, is that still the same? Also, have there been any major updates from Nintendo?
 
Just quoting this so more people can see it. I'm seeing extremely positive reactions on this stage. How's the stage making everyone? Anyone streaming? I'm looking to play some Gaffers' entire bodies of work. I want to see your progression and analyze your styles and design choices as a whole. I will obviously be posting my thoughts here afterwards. Anyone courageous enough to participate?
Really nice level. I appreciate all the work you put into your stuff. Starred!
 

javadoze

Member
Tiki Beat Beach

(7361-0000-0095-1CDF)


Inspired by the cover of my very tattered Super Mario comic book!
WVW69idgSIk6cpNz8F


WVW69idgSu8lLV1bfG


A level that is simultaneously easy and a blast to play. Hang ten!

Beautiful level. The use of blue platforms to simulate waves is pretty cool and the overall design was closest to having actual water in the game (Nintendo... please... give me this and slopes...).

On another note... I finally gotten around to having all of the tools and made my first real level.

WVW69idpgFgq-PUMox


Spaceship SOS

(E761-0000-0097-4881)
 

Naar

Member
Alright some GAF stages I played yesterday in my trial with Twitch. The video is now finally uploaded to YouTube. If I played your stages, feel free to check them out ! The video and their associated stages are described as below. Too bad the stream went above 2-3 hours so it got split into two videos by Twitch :p

A lot of stages I wasn't able to complete because of the 15 minute limit. There are also some stages that's just way too hard and beyond my skills. However, most of them are pretty fun and I hope you guys enjoyed watching the stream !

Playing viewers level with !mario Come hang out :) Pt 1
Twitch names:
andytjm - F6D7-0000-0092-6618 (I really like this level !)
Jocchan - 41AC-0000-0094-91CA
Spartacris - 8C80-0000-0091-14B6
Shamrock8r - 6DE2-0000-0089-BB03
granth1974 - 5E3D-0000-0088-008F
Thud - 06F9-0000-0091-EEE7
Kebiinu - 0BBD-0000-0094-9F62
VandalD - 99CE-0000-0094-95E9
MetagameMike - 4FE8-0000-007D-EE78
Gotdatmoney - EBC3-0000-007D-279E

Playing viewers level with !mario Come hang out :) Pt 2
Twitch names:
Ivanzypher - DCB8-0000-003E-4FE5
Malaikatt - C223-0000-007C-888A
Kinggroin - 401A-0000-0086-442D
Acejax - D637-0000-0090-6EBA
Broggiedoge - BB64-0000-008A-CE00
Nobodycouldsaymyoldname - D0E8-0000-0054-F4A2
ciD_Vain - 5B84-0000-0093-355F (Yikes can't even make it past the first area ?)
Naar82 - 8FBD-0000-0091-F0E1 (Naar pls !)

shiba pls :p my level is 100 times easier than your chomp chomp palace.

Also after looking at the youtube link i finally can hear what you were asking me yesterday (because i was buffering non stop)

i dont have twitch open when i stream. why waste bandwidth on something i dont need to see as i am the one who is streaming? the only thing i have open is a preview window from capture device and view it every once in a while to see that the stream is fine.
 
Shoddy Submarine Squadron

FDAB-0000-0097-4BFD


HUGNtGQ.jpg


Fun with tracks and overcrowded goomba submarines. More on the concept side, very easy, but a moderate length auto scroller, and it sucks to have to do those over again. Enjoy the ride.
 
I have made a new level, the first one didn't seems to really catch on unfortunatly.



And the new one :




Hope somone will enjoy it !
Played your mechanical giant level. It was fun! The part with the buzz saws and conveyor belts was a little tough, but overall I loved the set pieces (like the Bob-ombs). Very nice. Star.
 

Insaniac

Member
Hi guys! I made another level, this is very serious attempt at a well built level.

Its called Flip-Flop World!

I would really appreciate any criticism and definitely if you guys find a way to break the level, that I might need to fix.

4pCGTvh.png
 
Any news on patches for the overlapping blocks glitch? I kinda have some ideas to integrate them in normal design (hidden passages, like SMW2 and NSMBU, for example) but I don't wanna start now if all the levels that use that get deleted =/
 
WVW69idlOHIYvkhP7u


Jungle Raft Rumble - (5636-0000-0096-5AD4)

Feedback is highly appreciated. The course is possible to complete without staying on the platform, but that's no fun.
I really dug Jungle Raft Rumble. The way the level is covered in "foliage" was pretty immersive I thought. It was like a jungle-themed ride. The underwater section was also very enjoyable. Star!
 
I know you can do it.

tXijbOn.gif

Is this your course? Because I can make it to about a block from the Underground Zone Warp Pipe and I can't figure out if I'm just not skilled enough or I'm missing something. And it's really bothering me. I just played this course for 5 hours straight. I feel like I can sleepwalk the first section and most of the second. But I cannot get past it.
 

Jeeves

Member
Jeeves
Style: Focused
Magnum Opus: Sabotage the Mole Fleet!
Most at home: SMB 3
Pro: Easy to follow, fair
Con: Not enough risks, over too soon, empty at times

Progression Notes: You're grasping what makes a stage fun more and more with each stage you make. However, I feel your greatest weakness is your lack of risks and your levels end right as they hit their stride. Don't be afraid to go in more depth. I felt like I was seeing too little of what you had to offer... which is a ton going by your latest two levels. I think if you continue to hone your great fundamentals and string your ideas into tighter set pieces with flow your levels will really be something!
Thank you for taking the time to do this, should be fun and helpful for everyone involved. I try not to crowd my levels with enemies and obstacles partially to be sensitive to the notion of a level usually being more challenging to a player than the creator, but maybe to the point of overcompensation. I'll take it to heart and aim for that sweet spot where stimulation and fairness overlap.
 

VandalD

Member
Hi guys! I made another level, this is very serious attempt at a well built level.

Its called Flip-Flop World!

I would really appreciate any criticism and definitely if you guys find a way to break the level, that I might need to fix.
That blue platform ride is really long. I got stuck in one place, but you can get stuck in a lot of places in this level from using up ? blocks that I'm pretty sure don't respawn if you live the area. I like the part with the bombs, until I fell into an area where I needed another one and couldn't get out. In my last attempt, the P block bounced off my head and into the pit. That was funny. I like the idea behind the level but couldn't bring myself to keep playing. I'll probably go back to it later.
 

Insaniac

Member
That blue platform ride is really long. I got stuck in one place, but you can get stuck in a lot of places in this level from using up ? blocks that I'm pretty sure don't respawn if you live the area. I like the part with the bombs, until I fell into an area where I needed another one and couldn't get out.

Yeah, the way the level is designed, there is a lot of ways to get stuck with no way but dying to reset.

The game is meant to be played via trial and error to figure out where to go and what to do correctly, but I also tried to design it so if you look around, you can explore enough and deduce where to go next

Is there a way to make the platforms go faster?
 

dity

Member
Turned on the game today to see that I've got 49 stars. That's awesome, 1 more star until I can upload more levels right?
 

B_Bech

Member
RZRiot
Style: Expert
Pro: Great platforming
Con: Enemy placement, balancing difficulty
Magnum Opus: Bowser Jr's Security System
Most at home: Balanced- leaning SMB 3

Progression notes:
You strike me as someone with a great affinity for platformers and as such you excel in that area. Unlike the others I've analyzed, you started out strong and you started to lose your way as you went on. I adored your early levels, but was not fond at all of your two latest stages. You do not want a zero percent clear rate, no matter what difficulty you're aiming for. Man, your early levels that focused on platforming were so solid! They really gave you a sense of momentum due to the top notch platforming layout and and unobtrusive enemy dispersion. I am giving you a very specific criticism: your boo circle hazards do not work. These were a pain in the ass, and next to impossible due to cramping issues. Providing players with challenge is fantastic... but you don't want to confound them. Honestly, most of your stages were more than great --really, truly well done--but those last two soured the batch. I was beyond confused in your Mario 3 Castle/ghost house hybrid. I was backtracking half the time without even realizing it! Mario maker has new tools that allow us to block off paths. You should try them.

You're clearly way more skilled than me. Perhaps some of these shortfalls are strictly due to my own ineptitude. My advice to you is to find a good pace and balance. Maybe try playing your stages like a less skilled player for perspective? What worked for me in this regard was instead of working from the solution you started with (your idea), work TO the solution as that's what players have to do. I think it's pretty sweet that you are experimenting and pushing the envelope, but balancing difficulty going forward should be your top priority(as you predicted it would be.)

Feel free to PM me with your new stages and I'll gladly help playtest them so you can finetune them. I can't represent every player, but I can represent a player with above-average Mario experience.


Robido
Style: Random
Pros: Uh, surprising?
Cons: Complete lack of cohesion
Magnum Opus: Coinstravaganza!!!
Most at home: I'm going to say, a rave

Progression notes:
Don't take this the wrong way, but your levels were not my cup of tea. I never had a clue what was going on. I never knew where to go, what the level was trying to be, and most often... why I died. When I made progress in your levels, I was cheesing it. I felt like I'd get far by cheating, only to get killed by a really haphazardly placed obstacle. I get a very Expert 100 Mario challenge vibe from your stages, no offense, and I wasn't inclined to continue any of them after I died. I think perhaps your devil-may-care design might simply be a bad fit for my palette. If you're looking for advice, I'd say start to play some GAF stages and take a look at the sort of things they are doing. If you want to seriously improve, you have to want to make a real effort to craft stages other people will enjoy. If you're throwing out stuff with no discernible-- at least to me-- direction or purpose there will be no sense of progression or cohesion for the player to follow. Your levels lack structure or theme. The Bowser prison stage looks like it wanted to have a theme but I waited on a long, boring platform ride only to get bombarded by a clusterfuck of cannon fire out of nowhere. There was no way I was playing again after that. I really apologize I don't have anything more constructive and specific to help, but I just couldn't make heads or tails of virtually anything you threw at me. Maybe you can fill me in on what you were trying to achieve?


Thanks for such a detailed critique. I was indeed running some stages by a lot of streamers tonight, and something that jumped out at me was that a lot of mechanics that were second-nature to me through a lot of experience playing with the editor are not that obvious to people who are only armed with a lot of experience playing Mario stages. I saw some incredibly quick and acrobatic players stumped by the different interactions you can get out of blocks, springs, and switches, or unsure of which barriers are passable and which ones aren't, especially in an unfamiliar theme introduced in Super Mario Maker (e.g. SMB1 Ghost House) where the player doesn't have years of conditioning in how different kinds of platforms look.

I created a lot of alternate pathways in every course with the idea that if the player fails, they can have a chance to find an alternate route. What I didn't expect was for the norms of the player community to converge so quickly on a) stages that can be played in small, repeatable segments with a generous safety net of power-ups, and b) a preference for returning to safe, reliable, tested paths when you fail, instead of striking out in other directions. It's true that designing for streamers, 100 Mario Challenge, or level-sharing threads like this one (where people sift through a big list all at once and might not have the patience to really master the ins and outs of a single stage) just can't assume the same kind of persistence from the player as a standard Nintendo Mario stage, where clearing the flag is a roadblock in a larger progression path.

A lot of people talk about checkpoints, but this is why I really wish there were an equivalent to the NSMB three-coin system, to allow for gentler separation between novice and expert play and stages that are easy to clear but hard to master.


You shouldn't nessisarily blame the norms, because I think this kind of response is natural-- seeing as how I approached your stages just as an average Mario player would. You shouldn't really have to need tons of power ups... which is really my main point. I was saying that your levels with the way they were set up needed them. Think of it this way: it's not the individual hazards, but the sum of their parts. You were trying to accomplish too much at once. While, yes, you do provide alternate paths, people tend to want revenge on the things that kill them. They aren't liable to have fun if they are constantly forced to disregard what they learned by dying and settle for a pity route. They won't know the other route was possible and might even believe you to have trolled them. If anything, the meta seems to be too quick to assuming something is "kaizo". It's like PTSD from 100 Mario Expert. I personally tend to feel belittled by the 'you failed so go this way' type of stage design, but I know its a common practice in most platformers.

Hmm. I don't see 3-coins as a solution. They'll be just as irrelevant as 1-ups. Lives become sort of like golden coins due to the 3 life limit in 100 Mario Challenge... but that same forced rationing is really at odds with taking risks in general. No one wants to lose a life to gain a life. Golden Coins will have even less incentive to collect, being even more useless. Unless gold coins unlocked something, I'm sure players would be hard pressed to care.




I'm more than happy to keep critiquing others' bodies of work indefinitely. Just keep sending requests my way with a code and I'll give you as detailed and constructive of an opinion as I can.
 
You shouldn't nessisarily blame the norms, because I think this kind of response is natural-- seeing as how I approached your stages just as an average Mario player would. You shouldn't really have to need tons of power ups... which is really my main point. I was saying that your levels with the way they were set up needed them. Think of it this way: it's not the individual hazards, but the sum of their parts. You were trying to accomplish too much at once. While, yes, you do provide alternate paths, people tend to want revenge on the things that kill them. They aren't liable to have fun if they are constantly forced to disregard what they learned by dying and settle for a pity route. They won't know the other route was possible and might even believe you to have trolled them. If anything, the meta seems to be too quick to assuming something is "kaizo". It's like PTSD from 100 Mario Expert. I personally tend to feel belittled by the 'you failed so go this way' type of stage design, but I know its a common practice in most platformers.

I do see your point, and your explanation was clear and helpful. As for the meta, though, I think it definitely takes some adjustment to design around a reality where players have the option to skip, whereas in an official Mario game, difficult stages or optional coins/stars are a hard roadblock to 100%, and elicit a little more patience—especially when, if Nintendo is doing the designing, players go in trusting them to be fair. It's that kind of trust that sees a player through hours of wipes on The Perfect Run or Champion's Road, both courses that are manageable segment-by-segment but notoriously do not have checkpoints. That trust isn't really present in SMM, I'm finding, especially with the option to skip as well as the prevalence of stages in 100 Expert that abuse that trust with misleading coins, troll blocks, and so on. What you said about players wanting revenge on the things that killed them is well put. I think the issue right now is that even with the fairest, most balanced, and best designed stages, there isn't much of a reason to replay them after succeeding (or a way to flag to the player that if they liked the routes they've already seen, they should replay them). I think of all the times I've played a great stage, dropped a star and a comment, and just moved on. The 3-coin system, at least, was an incentive for revisiting a stage post-completion that clearly established a metric distinguishing mere completion from the satisfaction of 100%.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
B Bech I certainly would love for you to analyze my level progression as well ! However, I'm in the middle of making a level now and don't want to ask for an analysis before I have this level done. Can I hit you up another day to ask for your opinion ? That'd be much appreciated :D
 

B_Bech

Member
I do see your point, and your explanation was clear and helpful. As for the meta, though, I think it definitely takes some adjustment to design around a reality where players have the option to skip, whereas in an official Mario game, difficult stages or optional coins/stars are a hard roadblock to 100%, and elicit a little more patience—especially when, if Nintendo is doing the designing, players go in trusting them to be fair. It's that kind of trust that sees a player through hours of wipes on The Perfect Run or Champion's Road, both courses that are manageable segment-by-segment but notoriously do not have checkpoints. That trust isn't really present in SMM, I'm finding, especially with the option to skip as well as the prevalence of stages in 100 Expert that abuse that trust with misleading coins, troll blocks, and so on. What you said about players wanting revenge on the things that killed them is well put. I think the issue right now is that even with the fairest, most balanced, and best designed stages, there isn't much of a reason to replay them after succeeding (or a way to flag to the player that if they liked the routes they've already seen, they should replay them). I think of all the times I've played a great stage, dropped a star and a comment, and just moved on. The 3-coin system, at least, was an incentive for revisiting a stage post-completion that clearly established a metric distinguishing mere completion from the satisfaction of 100%.

What excellent points you make here. Too true. It's a skip culture, and that is entirely the fault of 100 Mario Challenge's horrific failure as both a mode and a way to find good stages. I'm always shocked when I manage to procure enjoyment out of it, and that's unforgivable. We all want to be the next Miaymoto, but it's never going to be a reality no matter how hard we try due to the pitfalls you've highlighted. In many ways, a Mario Maker stage really has so much more it has to prove than any Nintendo-made numbered stage in a mainline game. Hell, I bet Nintendo can relate though in regards to secrets and building challenges. I assume that a good majority of players tend to skip/ never uncover the secret levels/routes/gold coins. Still, I'm 100% behind what you're saying. Adding to your points, another disadvantage is that without worlds, stages must be a standalone experience- which is why I strive so hard to build memorable microcosms in my stages. The sheer number of stages that gives the game itself virtually endless replay value does just the opposite for the stages themselves.

Listen, I said all I said because I have the same dilemma as you. I'm an idea man with too much ambition for my stages. Modular difficulty is still an unfulfilled design goal for me. I tried to do the same, adding secrets to all my stages... especially my Steampunk series. Three things happened:

1. The players completely ignored them/ never found them
2. The players mistook them as mandatory and gave up
3. The players that hunted would say they found everything and really only discovered a fraction of what I hid.


Sucks, but it's the harsh reality. That's why GAF is a godsend for this game. It's enhanced my experience ten fold.



B Bech I certainly would love for you to analyze my level progression as well ! However, I'm in the middle of making a level now and don't want to ask for an analysis before I have this level done. Can I hit you up another day to ask for your opinion ? That'd be much appreciated :D

Of course. I hope some of you analyze my work as well! I'm aware the list of 40+ stages I've made so far is a bit daunting, though.
 
http://www.mariomakerhub.com/levels/3966/keep-it-for-later
https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkgtJfqNg

WVW69idghfQGJaqI6f

Keep It For Later (63FC-0000-0095-51AD)


A little rough around the edges, but I wanted to explore the Yoshi mechanic, which shouldn't be too hard to figure out.
Yoshi holding things in his mouth.


Very occasionally a glitch can happen
if you scroll too far left while Yoshi is running right, he can fall down into the Munchers and get stuck
, restart the stage or go to a door if that happens.
And yes,
you don't have to dismount Yoshi. Either way works.
 
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