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Super Mario Maker |OT| Miyamoto Simulator 2015

sgjackson

Member
I took some of the feedback I got on Sea of Charon and made a new version, which is here: BE40-0000-009C-D171. It's a somewhat challenging castle level designed around avoiding Thwomps while riding on bone platforms.

Deep steep forgotten mines!

77D0-0000-0099-8042

I think this level's pretty great - it's thematically consistent, densely designed without feeling cluttered, and I'd feel pretty good leaving it as is. I haven't played a ton of Gaf levels yet but if this is indicative of the quality level (hah) I'm excited to burn through this thread and see some more. That said, if I were going to edit this, I'd change a couple of things.

The area after you ride the moving platforms and the Chain Chomps hang off the tracks isn't really consistent with the rest of the level and feels a little weak, especially the part where you just burn through the Piranha Plants with impunity after being given a Fire Flower - I feel like everyone wants to put in little power fantasy parts and their impact is starting to wane. The moving vine in the first area is a possible solution - it's a pretty classic Mario trick to mix two challenges together after seeing them separately, and a moving vine through some hanging Chain Chomps would really make this level feel thematically tight and also add some feeling of escalating challenge.

This is a nitpick but there's one tunnel with a solitary Dry Bones in it that's like, four blocks high in the third area - I'm not fond of areas where you might potentially bump your head on something and that leads to your death. I died to that and it was infuriating.
 

CrisKre

Member
I took some of the feedback I got on Sea of Charon and made a new version, which is here: BE40-0000-009C-D171. It's a somewhat challenging castle level designed around avoiding Thwomps while riding on bone platforms.



I think this level's pretty great - it's thematically consistent, densely designed without feeling cluttered, and I'd feel pretty good leaving it as is. I haven't played a ton of Gaf levels yet but if this is indicative of the quality level (hah) I'm excited to burn through this thread and see some more. That said, if I were going to edit this, I'd change a couple of things.

The area after you ride the moving platforms and the Chain Chomps hang off the tracks isn't really consistent with the rest of the level and feels a little weak, especially the part where you just burn through the Piranha Plants with impunity after being given a Fire Flower - I feel like everyone wants to put in little power fantasy parts and their impact is starting to wane. The moving vine in the first area is a possible solution - it's a pretty classic Mario trick to mix two challenges together after seeing them separately, and a moving vine through some hanging Chain Chomps would really make this level feel thematically tight and also add some feeling of escalating challenge.

This is a nitpick but there's one tunnel with a solitary Dry Bones in it that's like, four blocks high in the third area - I'm not fond of areas where you might potentially bump your head on something and that leads to your death. I died to that and it was infuriating.

Thank you so much! Putting the moving vine there is such a good idea. I don't know why it never ocurred to me. Duh!
 

Naar

Member
I said I found the spring bit easy and previous versions were harder, but if you found it tough then it must be tough! I really did engineer the crap out of the precision element though, there's a fair amount of margin for error.

These streams really do show the difference in players though. I struggle with puzzle based levels but seem to click with run 'n' jump levels. I find many levels too short, others find my levels too long. As long as we all become better Mario Makers through the feedback though it's all positive!

actually the spring part was not tough. its all the other stuff that came after it that felt like too much and wouldnt end.

why not try to make the focus on the cannon ball/wall jump mechanic? i really loved that part
 

NetMapel

Guilty White Male Mods Gave Me This Tag
So after watching one streamer playing this stage today, she almost cheesed it in a way that I did not anticipate. So, combined with the feedback I've got here, I've now uploaded it again and so I really hope you guys can have a crack at it :) It's a puzzle and so hopefully it provides sufficient challenges intellectually !

WVW69ieEfHkq74GKbL


A Puzzling Solution
4D34-0000-009D-D35C


Hoping that by posting the level now, I can catch a different crowd so any feedback is appreciated :)

Sorry to all those who already completed my previous stage but I need to remove the possible cheese ! Thank you for your understanding and I hope you can give a try with this version too and see the improvement :)
 

ciD_Vain

Member
Made a new ghost house stage! Anyone care to try it out? It's not too difficult.

Boo Hideout
CC42-0000-009D-FB86



Edit: updated version
Boo Hideout
B0B2-0000-00A0-2C11


Edit edit: final updated version lol
Boo Hideout
8DB9-0000-00A2-2224
 

Effect

Member
Nothing wrong with this level other than it felt a bit empty. Can see what you were aiming for but my feeling is even Nintendo beginner levels have more platforming to keep you occupied. Your aim at restraint is refreshing though and this is solid foundation to build from.

Thanks!
 

tesqui

Member
Just got the game today, and have been working with what i have (1st row and like half of the second)

Here's my first level if anyone's interested. I tried not to make it too hard or too easy. [5B42-0000-009D-F991]


Really enjoying the game so far. I thought I would just be playing other peoples creations, but instead got really hooked into the editor.
 
Took a break from making to play some levels and am coming back. Looking at the "up/down" gravity levels motivated me to take the mechanic one step ahead (or half step within?)

Basically this week I'll probably just play around with concepts and make short easy/levels that play with the mechanics. This level's simple:

Spin-Room Gloom:
120 seconds, only one room! Oh look, the exit door is RIGHT over there - oh wait the run just spinned 90 degrees. Look, maybe it's that door! Oh wait not again! A short romp though a weird one-room ghost house that holds more than what seems at first glance!

Code: 6536-0000-009E-2060

Made a new ghost house stage! Anyone care to try it out? It's not too difficult.

Boo Hideout
CC42-0000-009D-FB86

Love the visual details in the initial room and the first pipe leads me to a room that's well designed (though I'd add some more donut blocks for leniency) - and you have a satisfying ending, but it just feels too punishing. For a stage that recquires to keep items but you don't get a healing item until almost all the way through and one-hit it's back to the previous room (with quite a few backtracking), 7/8 attempts in, it just got less fun each time around. A problem with the thwomp+blue skull room is that the pipes are slow to dispose of something. I killed the Thwomp, tried to enter the pipe, runned around for two seconds, saw nothing, went back. Missed the spring in quite a few of my early attempts.

You have great execution regarding the puzzles, and I loved the layout of the place, I just feel it needs to be more lenient (not necessarily easier, just not insta-kill / tons of backtracking - an easy solution would be having an easy dispenser you of the item after you beat the puzzle of the room) and for my pace the level sorta didn't work at times. It has an excellent base though.
 
Took a break from making to play some levels and am coming back. Looking at the "up/down" gravity levels motivated me to take the mechanic one step ahead (or half step within?)

Basically this week I'll probably just play around with concepts and make short easy/levels that play with the mechanics. This level's simple:

Spin-Room Gloom:
120 seconds, only one room! Oh look, the exit door is RIGHT over there - oh wait the run just spinned 90 degrees. Look, maybe it's that door! Oh wait not again! A short romp though a weird one-room ghost house that holds more than what seems at first glance!


Code: 6536-0000-009E-2060



Love the visual details in the initial room and the first pipe leads me to a room that's well designed (though I'd add some more donut blocks for leniency) - and you have a satisfying ending, but it just feels too punishing. For a stage that recquires to keep items but you don't get a healing item until almost all the way through and one-hit it's back to the previous room (with quite a few backtracking), 7/8 attempts in, it just got less fun each time around. A problem with the thwomp+blue skull room is that the pipes are slow to dispose of something. I killed the Thwomp, tried to enter the pipe, runned around for two seconds, saw nothing, went back. Missed the spring in quite a few of my early attempts.

You have great execution regarding the puzzles, and I loved the layout of the place, I just feel it needs to be more lenient (not necessarily easier, just not insta-kill / tons of backtracking - an easy solution would be having an easy dispenser you of the item after you beat the puzzle of the room) and for my pace the level sorta didn't work at times. It has an excellent base though.
Just played Spin-Room Gloom. Very nice change of pace. Not gonna lie, I had no idea what i was doing half the time, but I'm guessing I'm just super sleepy.
 

Roi

Member
My new level is a SMW Ghost house! It's not as long as my past levels, challenging but certainly not impossible!
Some feedback would be nice (as always)!

Help There's a GHOST Inside!
Code: ACCF-0000-009C-9015


gkXleUh.jpg
 

Nickovic

Member
My third level. Would love some constructive feedback. :)

I tried to make it appear to be vertical. Not sure how effective I was.

F81F-0000-009D-CD9F

First one I've been game enough to post!
 

sgjackson

Member
Second level I feel up to posting: Wigglin' Chomps!

yzIBAbK.jpg


I took a level concept I had earlier with platforms rotating around an octagonal track and retrofitted it with Wigglers on flat tracks, and it works significantly better. The way you get three extra lives is especially sweet. 5EA4-0000-009E-DD0E

I'm particularly interested in how people feel about the Chomp aspect - I'm not sure it works all that well.

My third level. Would love some constructive feedback. :)

The idea here is really neat and I love how it builds thematically. The wall of Boos in the second area was especially sweet and totally felt like something that would show up in a Nintendo-made ghost house. I do have some nitpicks, though:

-The fact you're (as far as I can tell) dead if you don't nail the timing in the third area jumping during the P-Switch is kinda lame. I get why you did it the way you did - it's more tense if it's sprung on you immediately - but I might put an out in there if you don't get it the first time. If you hid one and I didn't see it: bravo.

-I thought the first few jumps in the first area requiring pixel perfect jumping feels a little lame, mostly because running backwards to make a jump immediately isn't ever going to be the first thing that pops into someone's head when they enter a stage.

-The Red Koopa at the top of the first area being challenging solely due to the fact you can hit your head on the ceiling is lame. This is quickly becoming my Mario Maker pet peeve and I'm wondering how people feel about low ceilings in general.
 

Simbabbad

Member
Hey! I randomly played your stages today after seeing you comment on a few of mine. Your stages are excellent!

I intend to play through all of your metroid stages, your Waluigi one was great too!

Keep up the great work. :)
Thanks a lot :) ! I plan on finishing all the series I started. Your levels are excellent, and they look great! I encourage people here to try them out.
 

Jrmint

Member
Sorry if I'm lttp, but I haven't checked this thread in a while.
Has anyone discovered what's in that final group of customizable stuff? The line with the crown.
 

LordAlu

Member
Thanks to those of you that have been trying and giving feedback on my Green Fields world. I now present to you:

WVW69ieKAqM6gwrgSU


Marble Caves 2-1 - 3EFF-0000-009F-36FA

This one is not as difficult as the last two stages of Green Fields, but it's more challenging than the first two stages - I'm hoping to continue doing this as I build levels, where the next world starts off more challenging than the last.

I'd appriciate any feedback you can give - it isn't a long level by any means as it's the first stage of that world, and I hope you all enjoy it :)

If you haven't played Green Fields yet, all four stages are here.
 

Nickovic

Member
Second level I feel up to posting: Wigglin' Chomps!
The idea here is really neat and I love how it builds thematically. The wall of Boos in the second area was especially sweet and totally felt like something that would show up in a Nintendo-made ghost house. I do have some nitpicks, though:

-The fact you're (as far as I can tell) dead if you don't nail the timing in the third area jumping during the P-Switch is kinda lame. I get why you did it the way you did - it's more tense if it's sprung on you immediately - but I might put an out in there if you don't get it the first time. If you hid one and I didn't see it: bravo.

-I thought the first few jumps in the first area requiring pixel perfect jumping feels a little lame, mostly because running backwards to make a jump immediately isn't ever going to be the first thing that pops into someone's head when they enter a stage.

-The Red Koopa at the top of the first area being challenging solely due to the fact you can hit your head on the ceiling is lame. This is quickly becoming my Mario Maker pet peeve and I'm wondering how people feel about low ceilings in general.

Thanks for the feedback :)
- Yeah I wanted pace for that third area. I probably should put a way of spawning another P block. Oh well.

- I didn't think they were that pixel perfect, I was trying to make that bit as a warm up! Thanks for letting me know.

- Yeah, I was really considering removing that. It wasn't so difficult but I had to close the roof otherwise the background means you get stuck up there.

Fun! Made it in one try, but it's not easy!

Thanks! :D
 

Forkball

Member
Why is this in community? It hasn't been a month since re... my god.

New level

Dungeon Break
8hWtDmc.jpg

305E-0000-009F-703D

Escape Bowser's underground dungeon and battle him in an epic giant robot fight. Note: I had to cut out that last part due to deadlines, but it will be in the special edition DVD.
 

B_Bech

Member
Alright GAF, I'm in dire need of your help. Mario Maker has a huge flaw, in that you cannot see X's in the sub world... I recently made a stage I'm extremely fond of, and I really felt like it had good, balanced difficulty. I wake up today and find it at 2.63%!! 5/190 plays! This is unacceptable, but I cannot for the life of me figure out where players are dying en masse. The screen I can see X's on seems to have an even distribution but not a lot of large clusters. So GAF, please do me a huge favor and be detectives for me. Let me know the parts of the stage that you feel have unfair difficulty and I'm gunna do my best to remedy them!

WVW69ieLnbcOOvJkz_


Loony Balloon Bridge

7334-0000-009E-5980
 

fabprems

Member
Hey everybody, been following this thread for a few days and tried many of the levels here, so I'd love for you to try my first 2 levels :

jump-around.jpg


withafriend.jpg



Hope you'll enjoy them, any feedback appreciate !
 
This one felt like an actual SMW level! (sans the end). It was a bit too short though, and difficulty was flat (not a lot of challenge).

The beetle part is inspired by the NSMBU level that does pretty much the same, but throughout the whole level.

You say it's short, but I used the full length of the map and the underground area is twice as long as the space between the pipes, so I think it's just perception. I always use the whole length of the map available, but I never make levels where you have to turn around and go left. I'm just trying to keep it as straight forward as possible.
 

daydream

Banned
we got a five-way tie in third place for group 4

i'm extending the voting period until a tiebreaker comes in, no other way to do it

if someone who hasn't voted, yet, wants to check out the contest levels and send in a ballot, that'd be very appreciated
 
Spelunking for Switches
(5B27-0000-0099-69CC)


WVW69idy3VwC86hTVB


Well it's a stage, I'd call it a puzzle stage but that would be giving it too much credit on taxing ones brain.

To be honest I'm kind of disappointed with this because the final section had to be overhauled when I found out Monty Mole can't activate POW blocks, this still saddens me.

I played a bunch of Gaffer stages yesterday but that was through my followed users so no idea if anyone is hovering around looking for feedback but here they are anyway...

Star Road 1 (Jucksalbe): classic platforming arse platforming, please make more star roads! Also a case where being rewarded for my inquisitive nose with a super star really felt worth it.

Just for kicks (Ragnarok X)
I FINALLY DID IT, SWEET RELIEF!
Considering before playing this one I'd been revisiting Meat Boy on PS4 it felt kinda similar, which is to say there was a lot of die, retry, frustration and eventual victory.
I also got about 3/4 through the magenta stage of yours but got overwhelmed by random magikoopa patterns.

Piranha Plant Parasite (Oidisco): A lot tougher than it looks when you take into account ceilings and elevated enemy hitboxes, the plants are no joke.
Visually well done that takes one central idea and runs with it.
And yes I was the one that left a reference to GAF's favourite TLOU meme in the comments, I'm so sorry.


Also this one UncleSporky guy you may have heard of, he had something with submarines and blocks that was pretty neat...
HOW DOES BLOCKSPLOITATION WORK?!

Lastly Pesca should know I'm slowly continuing my way through his SMB1 tribute, world 5 is down.

Took a break from making to play some levels and am coming back. Looking at the "up/down" gravity levels motivated me to take the mechanic one step ahead (or half step within?)

Basically this week I'll probably just play around with concepts and make short easy/levels that play with the mechanics. This level's simple:

Spin-Room Gloom:
120 seconds, only one room! Oh look, the exit door is RIGHT over there - oh wait the run just spinned 90 degrees. Look, maybe it's that door! Oh wait not again! A short romp though a weird one-room ghost house that holds more than what seems at first glance!


Code: 6536-0000-009E-2060
This is the most Captain Toad style thing I've played all day, and I mean that in a good way.
Has that same sort of simple bite size puzzle approach.

My third level. Would love some constructive feedback. :)

I tried to make it appear to be vertical. Not sure how effective I was.

F81F-0000-009D-CD9F

First one I've been game enough to post!
Okay I have to wonder if I'm missing something obvious here but I got right to the end where you hit the P block to enter the tight passage above the vines annnnd, well I couldn't get Mario in there on account of me still having that mushroom from the start.
There doesn't seem to be enough room to slide into the gap nor a token boo to take a hit for me.

I will say that I love the idea behind the deadly P block section.

Also in agreement with previous criticism about the red koopa and low ceiling, I foolishly decided to spin jump it first time around and then ploughed stright through the blocks, whoops.

Second level I feel up to posting: Wigglin' Chomps!

yzIBAbK.jpg


I took a level concept I had earlier with platforms rotating around an octagonal track and retrofitted it with Wigglers on flat tracks, and it works significantly better. The way you get three extra lives is especially sweet. 5EA4-0000-009E-DD0E

I'm particularly interested in how people feel about the Chomp aspect - I'm not sure it works all that well.
The chomps can be a bit fiddly to bypass when the timing doesn't sync up but you can also lob goombas/beetle shells at them so that's neat.

Otherwise I really enjoyed this because the first section just nails that bouncing flow between obstacles, I've been trying to do something like that for a while to no avail (I blame Tropical Freeze's Bopopolis), basically it feels fun to play and that's what counts most.

Alright GAF, I'm in dire need of your help. Mario Maker has a huge flaw, in that you cannot see X's in the sub world... I recently made a stage I'm extremely fond of, and I really felt like it had good, balanced difficulty. I wake up today and find it at 2.63%!! 5/190 plays! This is unacceptable, but I cannot for the life of me figure out where players are dying en masse. The screen I can see X's on seems to have an even distribution but not a lot of large clusters. So GAF, please do me a huge favor and be detectives for me. Let me know the parts of the stage that you feel have unfair difficulty and I'm gunna do my best to remedy them!

WVW69ieLnbcOOvJkz_


Loony Balloon Bridge

7334-0000-009E-5980
See if anything I found this stage almost too easy!
In having to create the baloon like visuals there's a lot of space covered and platforms to hop across, it's one of those stages that invites you to just bypass bits with bigger jumps.
Add a cape and Yoshi to the mix and I'm actually a bit confused that some appear to find it too tricky.

As for actual feedback, It can seem a bit unfocused and scattered in design but I suppose in this event it was more for the visual of the stage.

Hey everybody, been following this thread for a few days and tried many of the levels here, so I'd love for you to try my first 2 levels :

https://dl.dropboxusercontent.com/u/28639485/withafriend.jpg[IMG]


Hope you'll enjoy them, any feedback appreciate ![/QUOTE]

Played the Bullet Bill stage, Nice use of a simple idea though I feel like the second half isn't as strong as the first, partly because you don't need the bullet to get up to the final level.
 
Alright GAF, I'm in dire need of your help. Mario Maker has a huge flaw, in that you cannot see X's in the sub world... I recently made a stage I'm extremely fond of, and I really felt like it had good, balanced difficulty. I wake up today and find it at 2.63%!! 5/190 plays! This is unacceptable, but I cannot for the life of me figure out where players are dying en masse. The screen I can see X's on seems to have an even distribution but not a lot of large clusters. So GAF, please do me a huge favor and be detectives for me. Let me know the parts of the stage that you feel have unfair difficulty and I'm gunna do my best to remedy them!

WVW69ieLnbcOOvJkz_


Loony Balloon Bridge

7334-0000-009E-5980

You can see the Xs if you play your own uploaded stage. So, you could play it and die in your sub area to see where others died.
 

daydream

Banned
voting is now closed

advancing in group 4 (in alphabetical order): Robin64, Sölf, SuperJay

i'll put up a post for the finals tomorrow. in the meantime, if you already wanna get to playing the finalists' levels, the winners of each round are included on the first page
 

ciD_Vain

Member
Love the visual details in the initial room and the first pipe leads me to a room that's well designed (though I'd add some more donut blocks for leniency) - and you have a satisfying ending, but it just feels too punishing. For a stage that recquires to keep items but you don't get a healing item until almost all the way through and one-hit it's back to the previous room (with quite a few backtracking), 7/8 attempts in, it just got less fun each time around. A problem with the thwomp+blue skull room is that the pipes are slow to dispose of something. I killed the Thwomp, tried to enter the pipe, runned around for two seconds, saw nothing, went back. Missed the spring in quite a few of my early attempts.

You have great execution regarding the puzzles, and I loved the layout of the place, I just feel it needs to be more lenient (not necessarily easier, just not insta-kill / tons of backtracking - an easy solution would be having an easy dispenser you of the item after you beat the puzzle of the room) and for my pace the level sorta didn't work at times. It has an excellent base though.
Thanks for the feedback! I went ahead and edited the stage to make it a bit more fair :) Glad you enjoyed it! If anyone else wants to give it a try, here's the updated version.

Boo Hideout
B0B2-0000-00A0-2C11



Updated version:
Boo Hideout
8DB9-0000-00A2-2224
 
Hey everyone, I just finished my 8th course, Welcome to Cloudship Galaxy. For this level my aim was to try and create some unique looking obstacles and produce the feeling of jumping while in outerspace. So the whole aesthetic of the level is influenced by a space theme. I tried to make the platforming more reflective of tight jumps as opposed to the more wide layout I normally go for. Towards the end of the level you travel deep within the planet and discover what once was.

I spent about 2 days working on this level playing with a lot of concepts and mixing up my style based on suggestions and constructive criticism. I'm really happy with the result. I would love any feedback yall have to offer. I present:

Welcome to Cloudship Galaxy
EC4C-0000-00A0-5952


gO3Cs24.jpg
 
Entering shill mode for GAF lurker Master A1 who has in fact been mentioned before in this thread, in this post below....

Please check out these levels by a guy called Master A1, I've been talking to him on Miiverse and he's waiting for GAF membership. His levels are some of the most imaginative I've seen, and really deserve to be played.
My favourite is Monty Mole Ain't Stupid, 12B4-0000-0081-0C9B, a really clever use of a rideable Monty Mole.
Snake Block Rodeo, B02B-0000-0090-0584, has some really great improvised snakeblocks and interesting uses for them.
Check them out!

Some may recall that I posted a really short Monty Mole riding stage last month and said something along the lines of "it'd be cool if someone else made a proper stage out of this concept".
Well the stage in the above quoted post titled Monty Mole Ain't Stupid (I like to think we all get the reference there) is that and then some, to the point that it's long enough that I really wish there were checkpoints available.
So if you ever wanted more mole manipulating action then give it a spin.
And snakeblock rodeo is great for something more traditional.

More importantly though I think people should check this one out...

Master A1 : Rocket Clown - Prison Break

(6083-0000-009A-B4CF)

WVW69id4YVQrAwYPfj


A lot of clown car piloting stages I've played always tend to come across like some kind of bullet hell with flying spinies or just lack that extra kick so by default I'm always a bit wary of stages focused around them.
This here though, it's like a DKCR/TF Rocket Barrel stage and is all the stronger for it, it can be tricky but it's so worth it. I can't imagine how long it must've taken to get some of the timing down on the various hazards, especially when you have to factor in the autoscroll.
It really deserves more stars as its easily the best use of the clown car I've encountered so far.


---


Now to shill for....myself, again
Ramshackle Rails (3299-0000-00A0-5976)
WVW69ieO2c8yGjw0g7


I'm much happier with this one than my most recently posted stage, it's more standard than my last few and sometimes back to basics is what works best I find.
There's one jump around two saws that felt a bit sketchy to me in the design phase but I left it in anyway.
It's a pain that my usage of spike tops on moving blocks ran into the issue of them managing to crush themselves to death, the one remnant of this idea in the stage still does this if you wait long enough so this ain't perfect but hey not bad for a Sunday afternoon.
 
WVW69iePV90UEQiZYY


Rattle Battle Remix - (B189-0000-00A0-7B41)

Some concessions had to be made (no bonus rooms, Yoshi instead of Rattly), but I think I did a pretty good job replicating the original. Let me know what you think.
 

fabprems

Member
Spelunking for Switches
(5B27-0000-0099-69CC)


WVW69idy3VwC86hTVB


Well it's a stage, I'd call it a puzzle stage but that would be giving it too much credit on taxing ones brain.

To be honest I'm kind of disappointed with this because the final section had to be overhauled when I found out Monty Mole can't activate POW blocks, this still saddens me.
Really nice level, I liked the concept a lot, but the final section is little bit messy, I ended up catching the POW with Yoshi, threw it and runed all the way to the end no matter what :D

Played the Bullet Bill stage, Nice use of a simple idea though I feel like the second half isn't as strong as the first, partly because you don't need the bullet to get up to the final level.
Oh, thanks for playing it, and thanks for the feedback :)
The second level is meant to be easier than the first one (and the "third" one is also easier than the first two). Cause without checkpoint, if the most difficult part of the stage is at the end, it could become tiresome for the player. And I would like that most players could see the end of this stage.
However, I must have made a mistake, how did you get on the final level without bullet ?
 
Really nice level, I liked the concept a lot, but the final section is little bit messy, I ended up catching the POW with Yoshi, threw it and runed all the way to the end no matter what :D
Everything about that final section keeps coming back to bite me, I didn't even consider Yoshi's tongue and I use that idea in the level anyway!

Oh, thanks for playing it, and thanks for the feedback :)
The second level is meant to be easier than the first one (and the "third" one is also easier than the first two). Cause without checkpoint, if the most difficult part of the stage is at the end, it could become tiresome for the player. And I would like that most players could see the end of this stage.
However, I must have made a mistake, how did you get on the final level without bullet ?
The inverted difficulty curve is an interesting way of looking at it since this game lacks checkpoints.
As for how I made the jump, I just used the spring and it took me just high enough, well actually I don't know if this made a difference but the mushroom that popped out of the ? block beforehand was one of those slim ones that turns Mario all gaunt but I'm not sure that affects his jumping.
 

Naar

Member
Entering shill mode for GAF lurker Master A1 who has in fact been mentioned before in this thread, in this post below....



Some may recall that I posted a really short Monty Mole riding stage last month and said something along the lines of "it'd be cool if someone else made a proper stage out of this concept".
Well the stage in the above quoted post titled Monty Mole Ain't Stupid (I like to think we all get the reference there) is that and then some, to the point that it's long enough that I really wish there were checkpoints available.
So if you ever wanted more mole manipulating action then give it a spin.
And snakeblock rodeo is great for something more traditional.

More importantly though I think people should check this one out...

Master A1 : Rocket Clown - Prison Break

(6083-0000-009A-B4CF)

WVW69id4YVQrAwYPfj


A lot of clown car piloting stages I've played always tend to come across like some kind of bullet hell with flying spinies or just lack that extra kick so by default I'm always a bit wary of stages focused around them.
This here though, it's like a DKCR/TF Rocket Barrel stage and is all the stronger for it, it can be tricky but it's so worth it. I can't imagine how long it must've taken to get some of the timing down on the various hazards, especially when you have to factor in the autoscroll.
It really deserves more stars as its easily the best use of the clown car I've encountered so far.


---


Now to shill for....myself, again
Ramshackle Rails (3299-0000-00A0-5976)
WVW69ieO2c8yGjw0g7


I'm much happier with this one than my most recently posted stage, it's more standard than my last few and sometimes back to basics is what works best I find.
There's one jump around two saws that felt a bit sketchy to me in the design phase but I left it in anyway.
It's a pain that my usage of spike tops on moving blocks ran into the issue of them managing to crush themselves to death, the one remnant of this idea in the stage still does this if you wait long enough so this ain't perfect but hey not bad for a Sunday afternoon.


I have mentioned Master A1 before and he has some great levels. my only complaint about him is that his levels can be too long sometimes.

Otherwise everyone must check out his levels. i play his levels a lot when i stream

he has also been waiting for approval since june lol
 

Double

Member
Thanks for the feedback! I went ahead and edited the stage to make it a bit more fair :) Glad you enjoyed it! If anyone else wants to give it a try, here's the updated version.

Boo Hideout
B0B2-0000-00A0-2C11
I like your level, but it seems like you forgot that you can destroy yellow blocks by spin jumping as Big Mario (in SMW!), thus rendering your whole part to get the shell useless?!
 
Entering shill mode for GAF lurker Master A1 who has in fact been mentioned before in this thread, in this post below....



Some may recall that I posted a really short Monty Mole riding stage last month and said something along the lines of "it'd be cool if someone else made a proper stage out of this concept".
Well the stage in the above quoted post titled Monty Mole Ain't Stupid (I like to think we all get the reference there) is that and then some, to the point that it's long enough that I really wish there were checkpoints available.
So if you ever wanted more mole manipulating action then give it a spin.
And snakeblock rodeo is great for something more traditional.

More importantly though I think people should check this one out...

Master A1 : Rocket Clown - Prison Break

(6083-0000-009A-B4CF)

WVW69id4YVQrAwYPfj


A lot of clown car piloting stages I've played always tend to come across like some kind of bullet hell with flying spinies or just lack that extra kick so by default I'm always a bit wary of stages focused around them.
This here though, it's like a DKCR/TF Rocket Barrel stage and is all the stronger for it, it can be tricky but it's so worth it. I can't imagine how long it must've taken to get some of the timing down on the various hazards, especially when you have to factor in the autoscroll.
It really deserves more stars as its easily the best use of the clown car I've encountered so far.


---


Now to shill for....myself, again
Ramshackle Rails (3299-0000-00A0-5976)
WVW69ieO2c8yGjw0g7


I'm much happier with this one than my most recently posted stage, it's more standard than my last few and sometimes back to basics is what works best I find.
There's one jump around two saws that felt a bit sketchy to me in the design phase but I left it in anyway.
It's a pain that my usage of spike tops on moving blocks ran into the issue of them managing to crush themselves to death, the one remnant of this idea in the stage still does this if you wait long enough so this ain't perfect but hey not bad for a Sunday afternoon.

MasterA1 commented on one of my levels on Miiverse, didn't realize he was waiting for account verification. I played 2 of his levels. Monty Mole aint Stupid was fun but its really long. I think the concept might work better with a giant mole.
 
voting is now closed

advancing in group 4 (in alphabetical order): Robin64, Sölf, SuperJay

i'll put up a post for the finals tomorrow. in the meantime, if you already wanna get to playing the finalists' levels, the winners of each round are included on the first page

sad1.gif


Congrats to the Round 4 winners
 
Okay, a new episode of Tentakul ~ 10takill will be going live later today! Approximately 4:30 PM PST.

NeoGAF gets a head start on the submissions. Check this post for the link to the form.

(Quote to see the embedded link)
 
MasterA1 commented on one of my levels on Miiverse, didn't realize he was waiting for account verification. I played 2 of his levels. Monty Mole aint Stupid was fun but its really long. I think the concept might work better with a giant mole.

The problem I discovered with a giant mole is it's too easy to end up bopping it on the head, normal moles have full head coverage from what's placed on their head.
 

Mcdohl

Member
I've been feeling uninspired lately and haven't been able to come up with an idea I actually like, but I finally got one and finished another course.

tobnDdg.jpg

Madame Goomba's House of Vice
4D6A-0000-009C-4C94

This is now onw of my favorite levels. It thought me new stuff!
Like flying with the heel or stomping with the giant heel.

Also, great theme on the whole level.

Alright GAF, I'm in dire need of your help. Mario Maker has a huge flaw, in that you cannot see X's in the sub world... I recently made a stage I'm extremely fond of, and I really felt like it had good, balanced difficulty. I wake up today and find it at 2.63%!! 5/190 plays! This is unacceptable, but I cannot for the life of me figure out where players are dying en masse. The screen I can see X's on seems to have an even distribution but not a lot of large clusters. So GAF, please do me a huge favor and be detectives for me. Let me know the parts of the stage that you feel have unfair difficulty and I'm gunna do my best to remedy them!

WVW69ieLnbcOOvJkz_


Loony Balloon Bridge

7334-0000-009E-5980

Well, I did not finish it because I got stuck twice here:


Is that an intentional trap? :(

Hey everyone, I just finished my 8th course, Welcome to Cloudship Galaxy. For this level my aim was to try and create some unique looking obstacles and produce the feeling of jumping while in outerspace. So the whole aesthetic of the level is influenced by a space theme. I tried to make the platforming more reflective of tight jumps as opposed to the more wide layout I normally go for. Towards the end of the level you travel deep within the planet and discover what once was.

I spent about 2 days working on this level playing with a lot of concepts and mixing up my style based on suggestions and constructive criticism. I'm really happy with the result. I would love any feedback yall have to offer. I present:

Welcome to Cloudship Galaxy
EC4C-0000-00A0-5952


gO3Cs24.jpg

Fun level, but I felt like the boo theme didn't fit the overall world style.

Why is this in community? It hasn't been a month since re... my god.

New level

Dungeon Break
8hWtDmc.jpg

305E-0000-009F-703D

Escape Bowser's underground dungeon and battle him in an epic giant robot fight. Note: I had to cut out that last part due to deadlines, but it will be in the special edition DVD.

This one was fun! But I felt like it ended too quickly, maybe I was having too much fun.
Lol at the room full of red cannons.
 
Fun level, but I felt like the boo theme didn't fit the overall world style.

Yeah that was one risk I knew going into extending to the ghost theme. Essentially what was suppose to be happening was you ride the cloudship into deep space and inside the planet you see the remains of a decimated colony. I hoped I got the theme across haha. Thanks for playing.
 

ciD_Vain

Member
I like your level, but it seems like you forgot that you can destroy yellow blocks by spin jumping as Big Mario (in SMW!), thus rendering your whole part to get the shell useless?!
Holy crap! That's the reason why I didn't put a mushroom there in the first place! Can't believe I forgot >_< I'll have to update again when I get home. Thanks for reminding me!
 
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