• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Super Mario Maker |OT| Miyamoto Simulator 2015

correojon

Member
Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.
Features:
- A never seen before Bowser fight (At least I think so)
- All the mechanics of the feather used in some ways
- 3 original puzzles
- As usual, 5 hidden 1-UPs

Code: 0599-0000-00A1-4DA6

bNi9yR9.jpg


The completion rate is going to be low on this one, but there's nothing unfair here.

Enjoy!.

I played and starred it, this level had some lights and shadows, but overall I liked it. The first part with the Cape is really good, the best Cape stage I´ve played to date.
Pros:
  • The first part of the level, focused on the Cape is really well designed. Loved how you had to use almost all the cape abilities.
  • The part where you have to push away the Thwomp was very clever and making yo go back to get the spike helmet was good too, however you must take a hit to get it because you can´t put it on if you´re wearing the normal helmet.
  • The part to get rid of the Munchers was cool, too, it left me scratching my head and was an awesome use of the cape abilities.
  • All the first part overall is very fair.

Cons:
  • That part where you had to jump on 2 Bullet Bills to get to a higher platform was a bit confusing, the Bullet Bills are far from the platform so you have to make them follow you, which can put them in positions that make the jump impossible to make. Also, they being so far somehow disconects them from the target and the lower part with the 2 Goombas further helps this. You should put the Red Bills closer, remove the part with the Goombas or put some guidance like coins or something, the arrow just doesn´t cut it.
  • As other have said you can damage-boost through the gliding segment with no penalty as you get another feather right after landing, which makes this section meaningless. You could add a wall of yellow blocks at the end, that way the player must reach that part without taking a hit and he´ll also have to use the cape spin, which is the only cape move not required in the course. You can also add a one directional door to the left so the player has to repeat the gliding section again until he gets it right. I got it right on the second try so i don´t think it´s difficult, but you could widen the gap by one square.
  • Everything that came after the Flower: you use the cape for all the stage, using all abilities and then out of nowhere you get a flower and everything the level has been building up until that point flies out of the window.
  • I didn´t like much the boss fight, not only because it didn´t use the cape, but because it´s very time consuming and in the end you just start "going Rambo" as the infinite flower supply allows it. Also, if the player runs closer to Bowser won´t he get trapped next to him? I didn´t try it but it seemed possible.
  • What is the purpose of all the pipes there? They reset the fight for me. I felt trolled :(
  • The last part was cool but again, felt totally out of place. You introduce a new element that hasn´t appeared at all in the level for the last part. It felt like a missed opportuniy: you could have placed there a flying segment with the cape, maybe with a star taking out enemies while you fly as a great finale. If you want to, download my Feather 1-1 level and look at the subarea, the player gets a star at the beginning and must follow a trail of coins while taking out flying Koopas. If he does it correctly he gets another star mid-fly and can cross all the stage without taking the ground. Also, I wasn´t expecting anything after the boss fight, so I just jumped on the car as small Mario and somehow made it through (I was very lucky with the fire canyons). Had I died there I probably wouldn´t have replayed all the level....It felt extremely punishing, luck based and out of place.
  • Where is Planets 1-7? ;)
 

Ranger X

Member
Small recap of my lastest levels. They don't currently fit for the contest but whatever.
Any feedback is appreciated, am glad to improve them accordingly.


Frozen (4A4F-0000-00A2-3CCB)
No princess included!
WVW69ieW06wlWr01Iw




Hurry up Mario! (55D4-0000-0095-A08D)
Figure you way out in 80 seconds
WVW69idhp3coAhRNHb




Lava Mushroom Bridge (ver.2) (9A92-0000-0091-37A4)
More a classic level
WVW69idNaMIg4o0iS9




The Great Tower (ver.2) (7371-0000-008F-2632)
Vertical level for a change
WVW69idEHRwgmkrsZM
 

Double

Member
Well my aim was to make the most "clever" cape level possible, so I'm happy with your comment.

It's definitely not gonna be for everyone as some parts are tricky and not everyone will have the patience to figure it out, but if you fix the difficulty spike at the end I think you'll have a good level again. Correojons suggestion for the last part sounds interesting, you should probably check it out.

Maybe a could put a floor there to be less punitive...

- Yeah I thought about that, too. People here seem to have problems figuring it out and It took me some time to figure it out, too, so reducing the difficulty / frustration of this part without touching the puzzle itself might be a good idea.
Maybe a platform in the lower left and right gap each. Or a big floor but with blocks like in the other parts of your level were you are not supposed to be able to fly.


You have to be a veteran Mario player for this part yeah. I think it's possible to find the solution by accident.

- Yeah, not sure what else to do to give the player a hint right now. Maybe a combination of arrows like these? -> http://abload.de/img/wiiu_screenshot_tv_01dpzt3.jpg (either the left or the right version obviously, not both ;))


Yeah I didn't like forcing the player to take a bit but I didn't have another solution. Maybe I should remove the helmet and replace it with the spiky helmet. But I think it's fun to see the thwomp bounce :(
There's a breakable block there to help you get the feather back but you have to think about breaking it before you get hit obvisouly. Maybe I should remove the breakable block as it's probably impossible to fly though it.

- I see, yeah the Thwomp Bounce is funny. But probably not worth it I think, having to get hit is just not a very good solution in any case. And killing a big Thwomp is also not the worst feeling in the world! :) This would also sort the getting stuck problem out, as without the Thwomp, the path to the feather would be clear anyway.
I tried to fly to the spike helmet, but didn't manage to. I think it may be possible though, I didn't try it very often.


Does it really reset his life bar? I'm not sure about that.

- Pretty sure, because I had really hit him very often already and expected him to go down soon when instead I went down (lol) and he took a full beating after it again (beat him at least 4 times due to the part afterwards, so I think I have a feeling for how much he takes now ;))


I really hesitated doing that part, almost completely scrapped it several times, but I wanted a car clown chase. I didn't think it was that hard. Only the first flame might be tricky as you are unprepared after the boss fight. But in theory, you can take at least one hit there. Maybe I'll remove that part or make it way easier, or give the player a star.

- It may be one of these parts where it doesn't seem too hard when you know exactly what you have to do and get the timings all right, but I really didn't see a way to get through without luck for now. As said, I'm happy when I get through the "Bowser chamber" with the flames and the bullets hunting me on the conveyors belt without getting small, so I can take one hit in the flight afterwards, but it didn't seem to be enough to get through, shit gets real everytime I have to wait for the flames, bullets coming in from every side ;(
A star would probably make it boring... maybe include some flying powerups or such? Not enough to just power through all obstacles without care, but at least some to recover from hits, maybe not right in the best path so you get them anyway but close enough so you can go for them without too much risk. I was very surprised at the complete lack of powerups after Bowser to be honest.

Thanks for your input (See comments in spoiler tag), I thought about all your remarks but thought it would be ok.
What level can I play from you?

Answers to your answers are in spoiler tag again! ;)

I really only have one level, would be glad if you tried it of course: Spiky Rollercastle
 

KooopaKid

Banned
Cons:
  • That part where you had to jump on 2 Bullet Bills to get to a higher platform was a bit confusing, the Bullet Bills are far from the platform so you have to make them follow you, which can put them in positions that make the jump impossible to make. Also, they being so far somehow disconects them from the target and the lower part with the 2 Goombas further helps this. You should put the Red Bills closer, remove the part with the Goombas or put some guidance like coins or something, the arrow just doesn´t cut it.
  • As other have said you can damage-boost through the gliding segment with no penalty as you get another feather right after landing, which makes this section meaningless. You could add a wall of yellow blocks at the end, that way the player must reach that part without taking a hit and he´ll also have to use the cape spin, which is the only cape move not required in the course. You can also add a one directional door to the left so the player has to repeat the gliding section again until he gets it right. I got it right on the second try so i don´t think it´s difficult, but you could widen the gap by one square.
  • Everything that came after the Flower: you use the cape for all the stage, using all abilities and then out of nowhere you get a flower and everything the level has been building up until that point flies out of the window.
  • I didn´t like much the boss fight, not only because it didn´t use the cape, but because it´s very time consuming and in the end you just start "going Rambo" as the infinite flower supply allows it. Also, if the player runs closer to Bowser won´t he get trapped next to him? I didn´t try it but it seemed possible.
  • What is the purpose of all the pipes there? They reset the fight for me. I felt trolled :(
  • The last part was cool but again, felt totally out of place. You introduce a new element that hasn´t appeared at all in the level for the last part. It felt like a missed opportuniy: you could have placed there a flying segment with the cape, maybe with a star taking out enemies while you fly as a great finale. If you want to, download my Feather 1-1 level and look at the subarea, the player gets a star at the beginning and must follow a trail of coins while taking out flying Koopas. If he does it correctly he gets another star mid-fly and can cross all the stage without taking the ground. Also, I wasn´t expecting anything after the boss fight, so I just jumped on the car as small Mario and somehow made it through (I was very lucky with the fire canyons). Had I died there I probably wouldn´t have replayed all the level....It felt extremely punishing, luck based and out of place.
  • Where is Planets 1-7? ;)

Once again a very detailed and accurate review from you.
Thanks a lot for playing! I'm going to concentrate on the Cons:

- The point of that "puzzle" is to make the second bullet bill to follow you, maybe I'm going to add a floor there and remove the right part with the goombas (Created as a safe zone if the player miss his jump)

- Excellent advice, I'm going to use it! :)

- In the first design, you were supposed to throw shell at Bowser but it takes just too much hits. At least with the fireflower you can throw at least 2 fireballs at a time.
Another problem is that you can floor stomp Bowser in one hit lol. If you rush to Bower you will get trapped yeah, I couldn't find a workaround for that.
Designing interesting boss fights in SMM is a pain :(

- I added them as a escape route for the first time you enter the room and don't know what to do. You can this way observe where is Bowser and what to do, I didn't know it was resetting everything :(

- Yeah I almost scrapped this bit because the boss fight can get a little too long the first time. You're right, I should use the feather for the finish I think. No clown car chase :(

Lots of incoming work to fix all of this!
 
Finally had time to make another level. Thanks to a glitch, managed to make the level I wanted to make ever since Mario Maker was released

Splatoon - Inkvisible Avenues

0363-0000-009E-B0CE

WVW69ieIE_0jfDynXo


There's no ink in Mario Maker, but other things can show you the way.

As always if you leave a comment in-game / here, I'll check out your levels in return
 
I'd also like to give a big shout-out to Nocturnowl. I only discovered his levels yesterday and promptly had to play through all of them (and wow, has he made a lot already). I loved almost every single one, as they're chock-full of brilliant ideas, beautiful designs and fun platforming! Seriously one of my favourite creators on Neogaf!

Ah, I figured that was you running through my stage catalogue as I made my most recent stage yesterday.
Cheers for the shout out (and the stars).
 

Mael

Member
It's all kinds of BS that the last unlock would be sublevels really!

maxresdefault.jpg


Banjo Kazooie: Clanker's Cavern

(2167-0000-0098-9A71)



Grunty here and I've got some news to share.
The bear and bird are back... not that I care.

Clanker's Cavern is a classic location.
But please, this stage is no vacation!

There's 100 notes to collect, Jingos, too.
You can listen to me, as I haw and boo!

There's a poorly told story for you to hear.
Play with miiverse on, and open your ear!

Wait just a minute! That's not Banjo and Kazooie!
I've been had! What a scam! P'tooie!

Now I've got to move my worty butt.
To cease and desist that duck and mutt!

Excellent idea and a great use of comments!
I played B&K a loooooooooooooooooooong time ago so I think I missed some references or maybe the flow of the levels but seriously good job on that one.

It's so stupid to get sublevels as the last unlock!

This is the biggest level I've made yet,
I didn't post others I've made because they're a little lame I feel.

WVW69idw3YQWw_Wdvr


901F-0000-0098-E291

I feel like this one shouldn't be too easy to finish and the secrets don't utterly break the level this time.
I couldn't fix the number of lives to earn to 3, I feel bad about it :/
I hit the max number of foes quite a few time.
Tell me how you like it, Gaf!

Any feedback for this one?
I think only 1 person finished it and only 5 tries and apparently he didn't like it but I don't know why.
 
Haven't shared any of my stuff on here but hopefully some of u dig my Greeninja Gaiden series. Nothing too crazy or complex just short and fun. Depending on your skill some sections may take a few tries but since the levels are so short it doesn't feel like a chore.


I'd appreciate any feedback, constructive or positive.
 
My 10 year old son is making a (bit of a troll) level based on glitches. Given that I'm at a creative impasse, I may as well help him. I've provisionally titled it "Don't mug me off, m8". Yes, this is the level I've sunk to due to lack of ideas.
 

correojon

Member
I'vs spent more than a week making a single level, planned it on paper, completed it, threw everything away and went back to paper...I've gone through this cycle 3 times already, and now the level's almost ready. But I'm a bit burned, so I thought I may review some GAF levels ;)

Post your levels and I'll give them a throrough play and post impressions. I'd like to look at them in detail so for the moment I'll look at the first 5 (one per user).
 
I'vs spent more than a week making a single level, planned it on paper, completed it, threw everything away and went back to paper...I've gone through this cycle 3 times already, and now the level's almost ready. But I'm a bit burned, so I thought I may review some GAF levels ;)

Post your levels and I'll give them a throrough play and post impressions. I'd like to look at them in detail so for the moment I'll look at the first 5 (one per user).

I just posted 5 levels 4 posts up if u pick any one of those and give me feedback I'd appreciate it.
 

Double

Member
@B-Bech/Tentakul

Since I saw it on your stream (well, the replay, since im german :p): there actually is a way for progressing powerups. Well, in SMW and NSMB, at least. There have to be 2 Yoshis on the screen and your powerup has to be the third Yoshi, which will then instead be the next higher powerup for Mario (1up if he has the cape / the propellor hat).
Now if this confusion to the player is worth it is anyones question I guess.
 

Naar

Member
I'vs spent more than a week making a single level, planned it on paper, completed it, threw everything away and went back to paper...I've gone through this cycle 3 times already, and now the level's almost ready. But I'm a bit burned, so I thought I may review some GAF levels ;)

Post your levels and I'll give them a throrough play and post impressions. I'd like to look at them in detail so for the moment I'll look at the first 5 (one per user).

my first real attempt at a puzzle level and wanted to know if things are obvious or not

DC0B-0000-00A0-D4D7
 

Schlomo

Member
Tonight I will play and give feedback for anyone that gives feedback on my latest level, on NeoGAF preferably.

I see you got some feedback already, but I didn't read it before playing the level. Lots of unique ideas on display here, but I couldn't clear it.

I always got hit by the diagonal glide through burners at the beginning. It doesn't really matter since you get a feather afterwards anyway, but it's not very satisfying.

Two red bullet bills: I died here 3 times until figuring it out. The puzzle is fine, but I'd make it non-lethal to prevent frustration.

Clearing the munchers felt good. I don't know if everyone is familiar with the mechanic though. Encouraging flight by some other means in this room might be a good idea?

I got stuck finally at a crate with 2 arrows pointing at it. I think I was supposed to fly up somewhere, but lost the feather and couldn't find a way to advance, and couldn't go back either.

If you want to give feedback on one of my stages, you can find my newest creation Escape from Koopatraz at the top of the page.

Post your levels and I'll give them a throrough play and post impressions. I'd like to look at them in detail so for the moment I'll look at the first 5 (one per user).

Feedback on Koopatraz from you would be very welcome too!
 

Nezumi

Member
I'vs spent more than a week making a single level, planned it on paper, completed it, threw everything away and went back to paper...I've gone through this cycle 3 times already, and now the level's almost ready. But I'm a bit burned, so I thought I may review some GAF levels ;)

Post your levels and I'll give them a throrough play and post impressions. I'd like to look at them in detail so for the moment I'll look at the first 5 (one per user).

I'd love to get some feedback on this one.

Monty's Mining Mishap

C618-0000-0087-3781
 

Mael

Member
I'vs spent more than a week making a single level, planned it on paper, completed it, threw everything away and went back to paper...I've gone through this cycle 3 times already, and now the level's almost ready. But I'm a bit burned, so I thought I may review some GAF levels ;)

Post your levels and I'll give them a throrough play and post impressions. I'd like to look at them in detail so for the moment I'll look at the first 5 (one per user).

<Shameless plug>
Just 3 posts above yours.
I'd like to know what works for you and what doesn't in that level and how you would improve it.
901F-0000-0098-E291
</Shameless plug>
 

StAidan

Member
Playing the 100 Mario Challenge is bad for my health. I tried it for the first time yesterday and got handed a ridiculous troll level halfway through. I'm too stubborn to skip anything, so after throwing away 30 lives and finally finishing it (I was the only one who had, so far), I went straight to Miiverse and commented something like "worst level ever, no star for you!" lol.

GAF levels are so much better.
 

Schlomo

Member
Frozen (4A4F-0000-00A2-3CCB)

Nice little stage. It was my favorite of these you posted.

Hurry up Mario! (55D4-0000-0095-A08D)

Confusing at first, but then I was already at the pole, which confused me a little more ;) For a maze stage, I think it could use a more maze-like layout.

Lava Mushroom Bridge (ver.2) (9A92-0000-0091-37A4)

The burning fish were a bit annoying, but fun overall. I liked the boss fight.

The Great Tower (ver.2) (7371-0000-008F-2632)

Am I mistaken or is it very easy to get permanently stuck here if you collect the wrong coins? I reached Lakitu but wasn't fast enough and couldn't see how to get back up without him.
 

KooopaKid

Banned
I don't care if it's gonna be lost at the bottom of the page, I made a new stage and I really want you guys to try it out!

Boo's Music Box!

I'd love some feedback, this stage took a while. I really hope it was worth the effort.

I tried your stage several times but kept dying. Dry bones and music blocks are not a good match IMO. I loved the crumbling elevator but once you're in the music box, it's all a bit messy and punishing IMO.
At least I tried ^ ^

I made some new levels, and I would like to get some feedback as no-one's playing them and the few that do play them, aren't starring them. There just doesn't seem to be any interest in "normal" Mario levels.

First, you can get stuck in the yellow blocks vertical line if you spin and a mole follows you.
I died at the clown car part, jumping moles, 2 clown cars, canons everywhere, just too random for me so I quit ^ ^

I haven't uploaded a course in awhile! But I've been working on a level none of the less.

"With Haste", a level made to be harder than what I usually make while still being doable with some getting used to. The enemies on tracks were the most interesting part of building this level.

WcMomKe.jpg


(3A11-0000-00A1-9949)

I also hope people like this level, I'm just two more stars to having more uploads :p

Ok, at first I thought it was going to be random chaos but I actually managed to beat it on my second try.
I'm never a big fan of canons throwing enemies but it wasn't too dangerous and unfair here.
What's with the title? It was the opposite of that, you had to be extremely careful.

I finally made a new and easier version of my only level so far, Spiky Rollercastle:

v.1.1 (easier)
(96A8-0000-0082-8392)



The Update includes various improvements, though mostly a reduce in hazards which didn't have much to do with the main challenge of the level (
surfing the shell
), also more power-ups. Completion rate before was at 2,5%, lets see what you guys can do now :p (harder version still online for those who wanna try).

Will try to play some of your guys levels the next days, seen some awesome looking stuff but didn't have the time.

edit: redid a small part of the beginning again. Should be good to go now though =) also don't forget to check out the secret hard path :D

I died at the beating heart part. What are you supposed to do here?
I loved the crouching 'n surfing the shell part, good puzzle!

I made a new course over the weekend:

Escape from Koopatraz
(216A-0000-00A0-3982)


WVW69ieOZ3oDpPh_fV


Mario is condemned for Koopa mass murder and escorted to a high security prison. Luckily, from his days as a plumber, he knows there's a way out if he can only reach the drainage room. But first, he needs to break out of his cell...

Starred it! I liked it, nice stealth sections and the puzzles were good. Maybe you could work on the presentation a bit more.
 

Naar

Member
Playing the 100 Mario Challenge is bad for my health. I tried it for the first time yesterday and got handed a ridiculous troll level halfway through. I'm too stubborn to skip anything, so after throwing away 30 lives and finally finishing it (I was the only one who had, so far), I went straight to Miiverse and commented something like "worst level ever, no star for you!" lol.

GAF levels are so much better.

jokes on you lol! :p when you comment on miiverse you give an automatic star xD
 

Double

Member
I died at the beating heart part. What are you supposed to do here?
I loved the crouching 'n surfing the shell part, good puzzle!
It's literally the last part / jump of the level :)
if you're not going secret route
You have to jump on the shell on last time and make it to the axe.
Thanks for playing!

Apparently many guys do have a problem with that last part :>
 

StAidan

Member
jokes on you lol! :p when you comment on miiverse you give an automatic star xD

Doesn't that only happen when you use the comment button at the end of the level? I skipped that part and went to the level's page in the Wii U Miiverse app to leave my comment, specifically to avoid leaving the star.
 

Nezumi

Member
Bowser's Palace

ePcuRHw.jpg


830C-0000-00A3-E32D

This level is a "remastered" version of my very first Super Mario Maker project. I hope someone will give it a try!

I tried it and really enjoyed the beginning but it got to hard for me when I came to the section where I had to jump over the single donut platforms.
 

correojon

Member
Haven't shared any of my stuff on here but hopefully some of u dig my Greeninja Gaiden series. Nothing too crazy or complex just short and fun. Depending on your skill some sections may take a few tries but since the levels are so short it doesn't feel like a chore.

I'd appreciate any feedback, constructive or positive.
I only tried the first one, it´s very hard and very punishing. It being short really doesn´t help as if players can´t pass the first challenge they have no way of knowing the goal is close, if this level popped up in 100 Mario challenge I would have skipped it after my first deaths as it looks really intimidating.
However, it took me less tries than I expected to reach to where the Thwomps are. I was starting to like the course...until a hidden block messed my jump and made me die just right before the goal. That´s not funny, it´s very infuriating, not fair and it is really not pleasant for the player. That made me skip the rest of your levels, you should remove that.

my first real attempt at a puzzle level and wanted to know if things are obvious or not

DC0B-0000-00A0-D4D7
I love puzzle levels, this one left me scratching my head for some time, if the death count is high it´s because I jumped to the first cliff when i thought I had screwed up, which was a lot of times. You won´t believe all the different things I tried to get to the platform, I even thought you had to do some crazy Kaizo shit with the P-Switch :p
Once I got past that first puzzle the level fell in the first try, everything flowed in a really nice way. Cool puzzles using different elements in different ways. I liked a lot that the course made you return to the start through a different way to unlock the first pipe. The Boos looked intimidating until I discovered you could kill them with the spike helmet, that provided a little tension in the right moment.
This review is a bit short because there´s really not much to say about this level without spoiling it, it´s a VERY GOOD course and I can´t find anything to complain about or change. Great job!

I'd love to get some feedback on this one.

Monty's Mining Mishap

C618-0000-0087-3781
This course felt like a real SMW level! Lots of secrets and alternate routes and nice selection of areas. The underwater theme gets little love but it felt really refreshing and was very well implemented. I hate the red Wigglers, I had´t seen them underwater and they really were a pain. I lost the spike helmet twice right under the last blocked pipe and had to backtrack a lot, it would´ve been nice to have a replacement nearby. Also, the enemy selection made the stage really hard and caused a lot of "dumb" deaths: Dry Bone´s on their own are terrible foes, mixing them with the Moles was a bit sadistic on your part, lol. Also, the part with the platforms and the Munchers was a bit too long, repeating the same jumps 6 or 7 times in a row is a cheap way of hoping the player screws up, I would shorten it to 3 or 4 jumps at most. the cavern felt big and filled with secrets, awesome layout.
The level had that SMW feel which made me replay it over and over until I could beat it, loved it!

Feedback on Koopatraz from you would be very welcome too!
Woops I skipped this one, just quoting to remind myself to review it later.

<Shameless plug>
Just 3 posts above yours.
I'd like to know what works for you and what doesn't in that level and how you would improve it.
901F-0000-0098-E291
</Shameless plug>
I loved this level, it had a lot of different challenges but each of them was correctly separated and could be surpassed on the first try with a little observation and planning. I loved th part with all the cannons shooting from everywhere, they were perfectly timed so you always were in danger but not overwhelmed.
The last winged Lakitu almost gave me a heart attack as I was right next to the goal as small Mario and he appeared blazing out of nowhere, lol.
Some jumping segments were right at the top of the stage, which made Mario leave the screen and made the jumps harder than they were.
More than once I ended jumping on top of some decorations/semisolid platforms and leaving totally the screen, I think I even saw one place where the player could get trapped, you should look at that.
Also, there was a part were Dry Bones move with Spikies on their heads; the first Spiky fell from the Dry Bones´ head and made the Dry Bone fall to the bottom where another one with another Spiky was waiting. I could get through but it looked a bit glitchy and something not planned.
The highlight of the level for me was
that part where you are over a lot of big Bomb-ombs about to explode and take the floor with them, when I saw what was about to happen I (not Mario but myself :D) jumped in place, it was a really cool moment :D
The airship and the whole level felt huge, in a good way. There were a lot of different elements through all the course, which is usually not a good thing, but every challenge has it´s individual space and somehow everything felt good, both separately and as a whole.
Very good course, the only reason why it doesn´t feel like a real SMW level is because of all the different elements, but design-wise it´s Nintendo-worthy.
 

CrisKre

Member
Made another level with multiple paths and secrets!
In honor of my favorite mario 64 level I bring you:

WVW69iee5BsgRmpkpk


Jolly Roger Port

DBA5-0000-00A4-17D1



Took me forever to finish. Would love some feedback and stars.

Here is a little video of the beginning of the level:

https://youtu.be/7wz-8oMDdnc

Please give it a go GAF!
 

Nezumi

Member
This course felt like a real SMW level! Lots of secrets and alternate routes and nice selection of areas. The underwater theme gets little love but it felt really refreshing and was very well implemented. I hate the red Wigglers, I had´t seen them underwater and they really were a pain. I lost the spike helmet twice right under the last blocked pipe and had to backtrack a lot, it would´ve been nice to have a replacement nearby. Also, the enemy selection made the stage really hard and caused a lot of "dumb" deaths: Dry Bone´s on their own are terrible foes, mixing them with the Moles was a bit sadistic on your part, lol. Also, the part with the platforms and the Munchers was a bit too long, repeating the same jumps 6 or 7 times in a row is a cheap way of hoping the player screws up, I would shorten it to 3 or 4 jumps at most. the cavern felt big and filled with secrets, awesome layout.
The level had that SMW feel which made me replay it over and over until I could beat it, loved it!

Thanks for playing! Yeah, I really need to shorten that muncher section...
About the back tracking, didn't you see the short cut to the helmet room that gets opened by the whoomp? I had hoped it would reduce the backtracking significantly.
 

correojon

Member
Thanks for playing! Yeah, I really need to shorten that muncher section...
About the back tracking, didn't you see the short cut to the helmet room that gets opened by the whoomp? I had hoped it would reduce the backtracking significantly.

Ahh, that was the vine going downwards, I think I took it once but it still forced you to go through a part of the water stage, didn´t it? Maybe I overlooked something, I was a bit on my nerves after loosing the helmet 2 times right next to the pipe thanks to those pesky Dry Bones and was running out of time. My fault then.
 
How do I easily get screenshots, like most of the levels posted here? Sorry if I missed it; I skimmed the first few posts and didn't see any advice about this.
 

Nezumi

Member
Ahh, that was the vine going downwards, I think I took it once but it still forced you to go through a part of the water stage, didn´t it? Maybe I overlooked something, I was a bit on my nerves after loosing the helmet 2 times right next to the pipe thanks to those pesky Dry Bones and was running out of time. My fault then.

No problem, but no, you don't have to redo the water section. Just go down the vine and go it up again with a new helmet :)
 

RagnarokX

Member
My latest level is finished. It's 1-4 and concludes my first world. The previous levels are:


(1-1) Garden Garrison (B8EA-0000-004B-81DE)

BEdsHBIm.jpg


(1-2) Color-Coded Caverns (8ED7-0000-005D-D2E9)
fr1p4Lhm.jpg


(1-3) High and Dry Dock (759E-0000-0082-DAC4)

hTRI8uem.jpg


And now:

(1-4) Junior Airship Showdown (1B6D-0000-00A3-FD76)


nyxMA2vh.jpg


Continuing on from High and Dry Dock, Mario boards a massive airship and has a confronts Bowser Jr.

5xMCOypl.jpg

Fighting Jr. in a cargo hold.

W8DP1Wgl.jpg

Jr. takes to the skies and chases Mario down with bob-ombs and bullseye bills.

WmEcbjpl.jpg

Perhaps the engine room isn't the best place for a final encounter...

I hope you all enjoy it :D

-------------------------------------------------------

CHECKPOINTS!

Additionally, this course features an improved version of the checkpoint system I developed. Inspired by this one made by Reddit user genotaru, my checkpoint system uses blocks and trampolines instead of blue lava lifts, making the whole thing cleaner and more user friendly. This made it a lot harder to figure out how to make it work but after much toil I got it to support 2 different codes.

NmtEQ9Xl.png


This is how the whole system looks in its default state. Each of the blocks you can hit are music blocks and they each contain trampolines. Above them are 2 paths that spiny shells will travel down and each path is blocked by 3 munchers.

When you hit all of the music blocks this is what happens:
a5TUbf8l.jpg

The 3 munchers that were blocking each path are removed, however 7 munchers now occupy the empty spots on each path. Correct inputs remove a muncher from 1 path and incorrect inputs deposit a muncher on a path.

If you hit the 3 correct blocks for checkpoint 1, you get this:
a8qcarpl.jpg

The 3 munchers blocking the upper path have been cleared and the shell can now reach the ? block once activated. The lower path has 3 additional munchers on it.

Once you input a 3-digit code, you hit one of the ? blocks to activate a p-switch that releases sideways trampolines that launch the spiny shells above. If you put in a correct code, one of them will hit a ? block that releases a bob-omb that will blast open one of the paths.

To change the codes you need to rearrange the elements.

For the bottom path you need to move the 3 clouds to above the 3 inputs you want. These clouds catch the munchers and remove them from the path. Below each cloud should be a 2 muncher stack, and the rest should be munchers inside cloud blocks with trampolines on top.

For the upper path you change which 3 munchers are above the cloud block path. Make sure each one has a hole above it and block the other 7 with ceiling.

Codes cannot share inputs.

How do I easily get screenshots, like most of the levels posted here? Sorry if I missed it; I skimmed the first few posts and didn't see any advice about this.

Press the home button. Then you can either open miiverse and post a screenshot there or open the web browser and go to an image hosting site like imgur or minus.
 

Naar

Member
Doesn't that only happen when you use the comment button at the end of the level? I skipped that part and went to the level's page in the Wii U Miiverse app to leave my comment, specifically to avoid leaving the star.

hmm maybe i am misunderstanding you, but by the time he posts his level and you find it on miiverse after you have played it, wouldnt it be buried and hard to find and comment on on miiverse?

You streaming tonight?

no, giving people some time to make new levels and will stream again in a day or 2

I love puzzle levels, this one left me scratching my head for some time, if the death count is high it´s because I jumped to the first cliff when i thought I had screwed up, which was a lot of times. You won´t believe all the different things I tried to get to the platform, I even thought you had to do some crazy Kaizo shit with the P-Switch :p
Once I got past that first puzzle the level fell in the first try, everything flowed in a really nice way. Cool puzzles using different elements in different ways. I liked a lot that the course made you return to the start through a different way to unlock the first pipe. The Boos looked intimidating until I discovered you could kill them with the spike helmet, that provided a little tension in the right moment.
This review is a bit short because there´s really not much to say about this level without spoiling it, it´s a VERY GOOD course and I can´t find anything to complain about or change. Great job!

well based on what you said it seems the beginning part IS an issue :p i always thought the start would cause issues with the P switch, but didnt know how to properly convey it to the player without being too obvious about it.

either way thanks for the feedback :D!
 

jholmes

Member
Diggin' deep in the mines,
Don't get much sun!
I'm covered with s&#8206;oil~&#8206;
'till my workday is d&#8206;one!
I re&#8206;ally hate sittin'~
It's la&#8206;bor I choose!
'cause then's the ti&#8206;me
to do them old Moleville Blues!

I'm back with a new level, Moleville Mines! I had wanted to do a mine cart level, so I reached into Mario's past and I finally put one together. It's not too tough, so hopefully you guys enjoy!

WVW69iecsFg_Yw8v8-


4626-0000-00A3-89A6

This is the biggest level I've made yet,
I didn't post others I've made because they're a little lame I feel.

WVW69idw3YQWw_Wdvr


901F-0000-0098-E291
 

There are two critical issues with this level. The first is that it is far too busy visually. You have things like cannonballs and flying podobos in heavy use against semi-solid platforms and it's hard to follow what's going on. The second problem is the immediate end of the level is far too hard. Way too much is going on and the player doesn't know what needs to be done to survive. I only won by grabbing the first Lakitu cloud and sneaking to the goal.

I also don't like that little cubbyhole at the very beginning with the first Bob-omb. It might look cool, but if Mario goes there to check it out, he has to jump to his death. There's no benefit to it from a gameplay standpoint. 

There's a good level here at the core so don't get discouraged, but these things are holding it back.

Finally had time to make another level. Thanks to a glitch, managed to make the level I wanted to make ever since Mario Maker was released

Splatoon - Inkvisible Avenues

0363-0000-009E-B0CE

WVW69ieIE_0jfDynXo


There's no ink in Mario Maker, but other things can show you the way.

As always if you leave a comment in-game / here, I'll check out your levels in return

Really clever! I recommend everyone try this soon in case it gets patched into oblivion, which would be a shame. The level itself is really fun and uses the mechanic very well, particularly with the Splatoon mushrooms. One thing, and it's minor: I would have used a regular arrow sign early on over the introductory stretch of coins rather than a coin made of arrows. The idea here is to make it explicit that you can walk there, right? I feel like someone could miss what the coin arrow was supposed to be. Really great though!

Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.

Code: 0599-0000-00A1-4DA6

bNi9yR9.jpg

I don't have a ton to add that Double didn't go over. The part with the helmets, I never got the Buzzy one at all, never figured out how. I would tank the Thwomp hit, grab the Spiny, spin jump down, kill the Thwomp, then go back to where the feathers spawn. (By the way, the arrows don't help much there as it's still not clear what they're for. Perhaps provide another feather in that room too?)

Other than that, I think the jumps on the mushrooms at the very beginning of the stage are unnecessarily tough, and the stage itself is suuuuuper long and really hard, but the puzzles are neat. Finally that cape ground slam move is put to use!

FROZEN (sorta hard)

- No princess included! 
- Can you finish the level with at least 150 coins? (expert)
- Cross the whole level with star invincibility! 

4A4F-0000-00A2-3CCB

WVW69ieW06wlWr01Iw

Everyone loves this fire-and-ice esthetic! Really good stage, tough but fair platforming. Needs more people playing it already!

I'd love to get some feedback on this one. 

Monty's Mining Mishap

C618-0000-0087-3781

Ahh, I was afraid this would be really similar to my new level, but they're really different! This is a fun, intentionally circular level that mixes in some water stuff for fun. There's a lot of variety in here, but it all feels like it belongs in the same place. Two issues, though: One, and this isn't the first stage to do this at all, but GAF is addicted to having vines hang off everything in every stage and I really don't like it. If the level's supposed to be a jungle I sort of get it, but why in a mine? The other problem is I feel like the P-block puzzle doesn't really work: it's easy to go for the P-block first, then go back and see the pipe you're supposed to go to, then have to go back to actually do it again. Amid all this backtracking there's a furious Wiggler chasing you. As it stands it feels like a bit of underwater busywork. Good stage otherwise though!
 

Nezumi

Member
Made another level with multiple paths and secrets!
In honor of my favorite mario 64 level I bring you:

WVW69iee5BsgRmpkpk


Jolly Roger Port

DBA5-0000-00A4-17D1



Took me forever to finish. Would love some feedback and stars.

Here is a little video of the beginning of the level:

https://youtu.be/7wz-8oMDdnc

Please give it a go GAF!

Fun level! Really great use of alternative routes which make it interesting to explore and replay.
 

Mael

Member
I loved this level, it had a lot of different challenges but each of them was correctly separated and could be surpassed on the first try with a little observation and planning. I loved th part with all the cannons shooting from everywhere, they were perfectly timed so you always were in danger but not overwhelmed.

The last winged Lakitu almost gave me a heart attack as I was right next to the goal as small Mario and he appeared blazing out of nowhere, lol.
Some jumping segments were right at the top of the stage, which made Mario leave the screen and made the jumps harder than they were.

More than once I ended jumping on top of some decorations/semisolid platforms and leaving totally the screen, I think I even saw one place where the player could get trapped, you should look at that.

Also, there was a part were Dry Bones move with Spikies on their heads; the first Spiky fell from the Dry Bones´ head and made the Dry Bone fall to the bottom where another one with another Spiky was waiting. I could get through but it looked a bit glitchy and something not planned.

The highlight of the level for me was
that part where you are over a lot of big Bomb-ombs about to explode and take the floor with them, when I saw what was about to happen I (not Mario but myself :D) jumped in place, it was a really cool moment :D

The airship and the whole level felt huge, in a good way. There were a lot of different elements through all the course, which is usually not a good thing, but every challenge has it´s individual space and somehow everything felt good, both separately and as a whole.

Very good course, the only reason why it doesn´t feel like a real SMW level is because of all the different elements, but design-wise it´s Nintendo-worthy.

That's the highest praise I could have hoped to ever get :D.
Thanks for the awesome feedback!
It started as a SMB3 level but I felt like the SMW tileset was better for the background.
(I mean I ended up with only boxes on SMB3, a bit boring :/)
NSMB out of the question or I would have had to rebalance everything (feather and leaf are mostly the same here after all).

There are two critical issues with this level. The first is that it is far too busy visually. You have things like cannonballs and flying podobos in heavy use against semi-solid platforms and it's hard to follow what's going on. The second problem is the immediate end of the level is far too hard. Way too much is going on and the player doesn't know what needs to be done to survive. I only won by grabbing the first Lakitu cloud and sneaking to the goal.

I also don't like that little cubbyhole at the very beginning with the first Bob-omb. It might look cool, but if Mario goes there to check it out, he has to jump to his death. There's no benefit to it from a gameplay standpoint.

There's a good level here at the core so don't get discouraged, but these things are holding it back.
Ok, thanks for the feedback!
It's too visually busy, I guess I could have stayed with SMB3 instead
I never thought that the player would try to get to the cubbyhole!
It's a visual cues for players to show what he's in for.
I need to either makes it inaccessible, provide a safe spot for the player or a clear deterrent.

The end part was a bit rushed but I didn't want to make it to easy (and wanted to keep it with the theme of vermins (podobos) getting on the ship where they don't belong. I should have found something else, it's not great to end on such a difficult part.
Noted I'll do better next time.

I'm kinda out of idea before I tackle a world wide project,
I'll start to follow and play GAF levels and give feedback on my own, I should have more time for the next few days.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Hey guys, here is the archived video of my quick Twitch session yesterday playing your levels: https://www.youtube.com/watch?v=A09JV-0bpxA

Twitch names:
Tentakul - EEF4-0000-009F-25A9
Bryan_isinnappynation2 - 4D8F-0000-009A-6E30
1338h4x - 3E1E-0000-009F-C63A
sgjackson - BE40-0000-009C-D171
sgjackson - 5EA4-0000-009E-DD0E
Joerobert17 - 17EA-0000-0051-7481
Joerobert17 - BE77-0000-008D-A67C

Hope you enjoy and I will definitely be playing more levels soon ! Definitely back to full Youtube Mario Maker session for NeoGAF this friday :) Last friday I had some technical issue and other stuff so I couldn't stream Mario Maker. Anyways, this is my last week off work so I really want to be able to take advantage of that and stream more during the day ! Should be up for some Twitch streaming later during the day since I'm testing that out for fun. Once work starts again, back to regular programming I guess :)

Also, I just noticed I didn't play Thuddert's level :( I'm sorry and will definitely play that first thing next on the list :O
 
Top Bottom