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Super Mario Maker |OT| Miyamoto Simulator 2015

DoubleYou

Member
Hey GAF, so I've been working all week on a new level of mine. I maxed out blocks and enemies on both screens. It's huge, took me a lot of work and I'm really proud of it. Now I want to upload it.

The thing is, I started the level by opening a sample course and now I'm unable to upload it. I didn't even know I did that since I've practically deleted everything that the sample course used. Is there any way to upload my level? If not, this game just broke my soul.
 

KooopaKid

Banned
Hey GAF, so I've been working all week on a new level of mine. I maxed out blocks and enemies on both screens. It's huge, took me a lot of work and I'm really proud of it. Now I want to upload it.

The thing is, I started the level by opening a sample course and now I'm unable to upload it. I didn't even know I did that since I've practically deleted everything that the sample course used. Is there any way to upload my level? If not, this game just broke my soul.

Can you "Save As..." your level to another spot?
 

Weng

Member
I created a profile on mariomakerhub and made some changes to two of my levels.

Shine a light (3 Ups, 100 coins) [Replaced the Magikoopa with a big Hammer Bro]
291F-0000-00AB-7E77
My first attempt at a simple ghost house. Clearing it should be easy, but finding all 3 ups and 100 coins should be a bit harder. The title is a hint ;)
WVW69ifDxTMaab6Dq0


1-1 Jumping Exercises [Changed some things, and added two bonus rooms]
B7E0-0000-00AB-7781
A basic 1-1 like Mario level.
WVW69ifDpCoVFDjgyK


Super Mario Land 1-1
7237-0000-002E-C99B
Recreation of Super Mario Land 1-1 in SMB1
WVW69iYhj_AxUCXKAa




WVW69ifCuc8cFZncfo


Mr. Bone's Spooky House.
(5333-0000-00AB-46EB)

Just messing around with ghost house stuff really.

A nice and easy ghost house. It could use some secrets though.

This one is more a joke than a level, but i hope you enjoy it:
pokegravemon%20copia_zpsniub4ksd.png


And of course, play my two Ace Attorney themed levels if you haven't already!

mario%20ace%20attorney%20pubbl%20copia_zpsbtaltmf3.png


justice%20for%20goomba%20copia_zps5ntu3gyj.png

Like you said, the Pokémon level is more of a joke. Not exactly my taste, sorry ;P
I really enjoyed your Ace Attorney levels, especially the first one. I think if you work on the formula you could create an even better one.

I got mario maker today!
Heres the first level I made after unlocking everything
I'm not that good at mario but I try

Gem Spin ♪
15D7-0000-00AB-2289

Your code doesn't work :(

I honestly feel that this is my best-designed, most fun level to date.

Puzzles, Traps, and Contraptions (fun fact: this title is the precise maximum length a title can be)
F8D9-0000-00AB-0327


WVW69ifBAtkFo5OEKU

There's some clever things happening in this level. Really enjoyed it. Sometimes I didn't know what to do at first. For example, the first time I reached the part with the munchers I think I killed the koopa with a fireflower and couldn't advance any further. Are some things misleading on purpose (like the flying trampoline) or are there shortcuts/multiple paths?
 

Griss

Member
Hi guys. Just bought this game, so I'm new to it and this thread. It is amazing, absolutely amazing. I plan on going through lots of Gaffer's levels when I get the chance, but for now I'd like someone to try my first real effort.

I don't have anything unlocked (it takes ages!) and haven't played many levels for ideas so it's a bit basic, but I had one idea in mind. I love Donkey Kong levels because you can beat them the easy way or the speedrun way, so that's what this is. If you stay as small mario you can beat the level in 20 seconds or less. Do it the beginner's way and it's a fairly easy, slow, and hopefully fun experience.

Small Mario Speedrun : Gold = 20s
062F-0000-00AB-D1C0

I'd love to know what people's best times are, because I suck and can only do 20 seconds, and even that's tough. If you don't make it through the first 'gate' cleanly you're gonna struggle to get 20s but you can still do it. Stopping at the end to grab the star will also slow you down.
 

Xenoboy

Member
I can't be the only one that has noticed that after a time the levels you have completed won't show up as completed anymore? I can't see the little red flag beside some levels that I've completed.
 

Dimentios

Member
The thing is, I started the level by opening a sample course and now I'm unable to upload it. I didn't even know I did that since I've practically deleted everything that the sample course used. Is there any way to upload my level? If not, this game just broke my soul.

Welcome aboard. I had the same problem weeks ago. You are out of luck. No chance. Only choice is to take photographs and rebuild it block by block.

Or you are a madman like me and do this shit on paper:
ad6e3bf22efdaabbb44b2c0c7b5d62fc.png

Guess the level, lol.
 
Super Mario Land 1-1
7237-0000-002E-C99B
Recreation of Super Mario Land 1-1 in SMB1
WVW69iYhj_AxUCXKAa
Mine's better than yours! :p

CQ2fBPxVAAAqMVp.jpg-large.jpg


9228-0000-0093-2A0E

Mine's just a remix, though (because you can't have a tile-perfect remake of it) and I took a lot of liberties with it. Bookmarked yours for later!
 

jarosh

Member
New level.

This one turned almost into an (unintended) sequel to my Grand Vertical Adventure course. It has a pretty moderate difficulty curve, a bit of an adventurous feel and features quite a bit of verticality.

M9xZBjz.png




My previous courses:

Long Live Queen Koopa!
41DB-0000-0092-8628
http://i.imgur.com/i43Dkgp.png

Mario's Grand Vertical Adventure
CB93-0000-0071-25B3
http://i.imgur.com/M9ziOVa.png

Super Ma◆CTHULHU FHTAGN◆
EEAF-0000-0061-9899
http://i.imgur.com/wVxjgwv.png

Reverse Engineering v3
C77C-0000-0072-826E
http://i.imgur.com/IEFNvXJ.png
 
I've been away from the game (and the thread) for most of the week, and this is likely to continue since Woolly World just arrived, but belated thanks to timetokill for streaming my stage (55:20) and to Double for sending it in.

I missed out on most of the initial rounds of the 1-1 contest, but I've played the finalists and have a lot of notes jotted down that I might share after the close of voting.
Good luck to everyone still in the running (and especially to my top three).

As an added playtesting challenge to myself I ran those courses without the run button constantly held down, a big change of habit that feels very strange to do: typically I only tend to force myself to play without running in the original SMB, given how slippery it can be, and the SMB style not only handles better in Super Mario Maker but is totally unrepresented in the contestants here. One thing this does make clear is that several of the courses have spacing issues, either feeling too tight or too empty, as though they weren't tuned with different playing speeds in mind. I also thought some of you were perhaps a little too generous with guiding every jump with coins. It's a sound principle in moderation, but it does make a stage look busy, and something to remember that one of the valuable skills taught early and often in a Mario game is the art of plotting your own course given the obstacles in front of you. So when it comes to handholding, there has to be a balance.

I think people think 1-1s should be easier than actual 1-1s. The first 1-1 was made with the intent that players would die on the first goomba and then, after learning to jump and kill it, run away in fear from the super mushroom that looks similar to the enemy. I used fewer enemies than SMW (26) and NSMBU's (30) 1-1s. Even SMB3, which as the smallest levels with 1-1 being half the length of SMW's has 13 enemies crammed into that space. The goal of 1-1 is not to keep the player safe but to teach basic mechanics like jumping or to showcase a new powerup/mechanic that is central to the game assuming players don't need a refresher. Generally the only hard rule seems to be that they need to be able to be completed without needing to dash.

SMW's 1-1 features banzai bills, rexes that take 2 hits to kill and get faster after the first hit, jumping piranha plants, and a chargin chuck guarding the goal. It also features new concepts like flying blocks (the first super mushroom is inside one) and cannon pipes that shoot you into the air.

NSMBU's features waddlewings, goombas, koopas, and piranha plants. It also introduces moving semisolid platforms, which I'm sure throws people off, and is about 50% longer than SMW's.

This is a very good post, and I was thinking the same thing after playing through the finalists: balancing an introductory playground to keep things interesting without feeling too busy or too sparse is not an easy thing to do. Nintendo at least has the benefit of spreading concepts out over multiple courses, the way that SMB3 doesn't ask you to slide down slopes or deal with auto-scroll until later in World 1, or how SMW gives you a choice of courses between Banzai Bills and Yoshi (and when I first played the game, I always started on the right side to grab Yoshi). The entrants in the 1-1 contest don't have the benefit of doing this, making it even trickier to strike a balance between putting in too much too soon and holding back excessively.

Competent courses all around, of course; I'm just pointing out a few of the deciding factors on my ballot. Many of these design issues will be on my mind when I load up Woolly World today.
 

Model 500

Member
Ok ! Finally just completed my first platforming only stage with Super Mario Maker ! It is called the Chain Chomp Palace ! It is a very acrobatic and platforming heavy stage that I would say is an intermediate to hard stage. There is no unfair death or invisible blocks that will mess you up. It's just pure platforming and nothing else with a dose of chain chomps along the way. It is a short but sweet stage and I am thinking I will probably have to make changes to this stage later on to improve it even more. However, I really hope you guys have fun with this and please provide feedback whenever you have the time. I've been streaming several session of GAFer's Mario stages, so I hope I can also get some feedback back myself as well in return. Anyways, here it is, please take a look:

Name: Chain Chomp Palace
ID: 0A00-0000-007B-F75E

...

Obviously I'd love for you guys to play the stage first, but I've finally found the "best practice" per say, for this stage after many many tries. So if you're stuck and would like to see how I survived, please watch the video for the little things I did to survive :)

...

Anyways, feedback welcomed !



Hi ShibaFan, I really enjoyed this stage, it took me a while to master (over 1 hour), but that's just my style :) Here's my video playthrough for real time feedback:

https://youtu.be/5KvT3_l3WSw

I liked the stage so much that I starred it and left a comment, thanks for making Shiba :)
 

CrisKre

Member
New level.

This one turned almost into an (unintended) sequel to my Grand Vertical Adventure course. It has a pretty moderate difficulty curve, a bit of an adventurous feel and features quite a bit of verticality.

M9xZBjz.png




My previous courses:

Long Live Queen Koopa!
41DB-0000-0092-8628
http://i.imgur.com/i43Dkgp.png

Mario's Grand Vertical Adventure
CB93-0000-0071-25B3
http://i.imgur.com/M9ziOVa.png

Super Ma◆CTHULHU FHTAGN◆
EEAF-0000-0061-9899
http://i.imgur.com/wVxjgwv.png

Reverse Engineering v3
C77C-0000-0072-826E
http://i.imgur.com/IEFNvXJ.png


Cool! Ill check it when i get home.
 

Dimentios

Member
Dimentios' Random Feedback Time #2-B
(11-13)

Wigglers Steampunk Tree (7F1D-0000-00A7-F9EB)

Well, I finally beat it (twice) which you can witness on miiverse. It is indeed a very well made stage and no doubt you invested a tremendous amount of work into this. It is true, that the arrows are confusing and misplaced; there should only be two arrows in my opinion (after the door one pointing to the right, and one pointing to the left way).

Anyhow, some wigglers are really difficult to dodge and sometimes I carried a spring from the rails with me, but that didn't break the level, so yolo. I really liked the final sequence, where you warp-pipe yourself to the top of the level.

One thing, tho, one the left way, after reaching the top room with the first accessible P-Switch and work yourself to the bottom again, there seems to be a area, where you have to carry the P-Switch to the next room, or it's too less time to reach the next one. Maybe I am slow as fuck but I didn't have the problem in any other area.

Finally, this is an very interesting level and concept. I will recommend it further and you should heavily advertise it. However, I think the level is soo complex that finding it randomly on the 100er-Challenge or whatever, nobody will get the idea. It just became clear for me after reading the background information about that level, if I found it randomly, I doubt I could understand it.

Planet 1-8 (80E2-0000-00AA-69DC)

Creating a level with the cape as a major factor in mind is difficult, since in most cases, the cape means freedom and thus breaking your level. However, you managed to avoid that, well done.

Embarrassing enough (it was late in the night tho) I couldn't beat it. I could not figure out how to reach the spikey helmet. There was no way to gain enough momentum for me to fly upwards. I pushed the giant thwomp upwards and followed the arrows and landed on an area with several brick blocks. I destroyed them all, lol. But even then, I didn't found a way to reach the helmet. :c

Hard Hat Area (4777-0000-00AB-FBC4)

Aww, again a pretty adventurous level. Screams for Construction Mario, don't you think? I think the SMB style is the easiest to make beautiful looking level, since that style is so clean and without graphical gimmics. That level wouldn't have looked good in other styles I think.

Anyhow, tried to get stuck here and there or break the level (just to inform you if that would have been the case). I liked the randomness of the first part, since the bricks only spawn when Mario comes near them, so later on the conveyor belt it can be pretty difficult to get through if you messed up their spawn appearance, haha.

I also liked the use of the tracks as ropes for the construction parts, the crane you have to crawl up and the little houses where the helmets are stored. So much details. The difficulty was perfect. A pleasure following you, good sir.
 

RagnarokX

Member
Thank you for your amazing work and for sharing it with us! You are a true Mario Maker engineer :)

As stated on Miiverse, your newest level had me thinking you use a better copy of Super Mario Maker again, lol. Again, amazing work!
I'm glad you enjoyed it. The scripted events that take place in the level were very frustrating to get working consistently, but I'm pleased that I got those things to work 100% of the time.

The first Bowser Jr. fight had the issue of the player being able to run into the room and run back out before the door closed, which necessitated putting in a one way wall there. This was because the door absolutely needed to activate when the player crossed the threshold because if they walljumped against the left wall and activated the mechanism above while the mechanism was visible the enemies that make it work would be killed by the pow block. And of course the timed exit had to be just right so players didn't wait around wondering if the level was broken. I'm sure most of the time players kill Bowser Jr and the door opens almost immediately and gives the impression that I somehow made the door open by killing Bowser Jr. There was also a problem in an iteration where I just used a single spiny instead of a thwomp where Jr. would sometimes hit the the spiny when entering the arena and get stuck on the roof.

JAPnJHal.jpg

1B6D-0000-00A3-FD76

The final version has a thwomp hit a pow block that kills a muncher supporting the red bill blasters on the left so that they hit a spring a bounce up to block the entrance. A pow block on a track starts moving and will eventually land in the path of the spiny that also starts spinning once you enter the room. That pow block knocks out the muncher holding back the right bill blasters so they are moved out of the way by conveyor belts.

The whole 2-phase 6-hit final boss fight went through several iterations as well. It was troublesome because the screen scrolls and, if the munchers are not on screen when the pow block activates, they won't be killed by it. So I needed a backup pow block mechanism in case that happened and I also needed it to trap the shell so that it would stop spawning and killing the bob-ombs that make the engine look like its exploding.

vjsG4FUl.jpg

1B6D-0000-00A3-FD76

The tall bill blaster near Jr fires flying bob-ombs that the piranha plants above ignite. You need at least 3 bob-omb hits to blast open the hard blocks on the right that prevent a spiny shell fired by the red blaster below from reaching the pow block on the right side. Once the pow block is hit, the munchers die 2 blasters in front of Jr. move along the conveyor belt and fill the space the hard blocks occupied. It's possible the screen is scrolled and the munchers keeping Jr. in place are not killed, which is why there is a pipe spawning infinite pow blocks that another shell can hit. Once those munchers die, a system of trampolines are released that shove Jr out into the stage as quickly as possible. I did this because it's possible for Jr. to kill himself with the shells he throws. When the munchers trapping Jr. die, the muncher supporting the pow blocks that come out of the pipe also dies, ensuring that future blocks fall into the hole the muncher was in and preventing future shells from hitting them. And of course, in case players don't get what to do or are having a really hard time, if they survive for 50 seconds a big bob-omb will come in and activate the 2nd phase of the fight automatically.

Welcome aboard. I had the same problem weeks ago. You are out of luck. No chance. Only choice is to take photographs and rebuild it block by block.

Or you are a madman like me and do this shit on paper:
This is the design document I made for my first level: Boo's Plumbing Nightmare

I made it in Tiled. Much quicker than paper. Since then I haven't used it, though.

This is a very good post, and I was thinking the same thing after playing through the finalists: balancing an introductory playground to keep things interesting without feeling too busy or too sparse is not an easy thing to do. Nintendo at least has the benefit of spreading concepts out over multiple courses, the way that SMB3 doesn't ask you to slide down slopes or deal with auto-scroll until later in World 1, or how SMW gives you a choice of courses between Banzai Bills and Yoshi (and when I first played the game, I always started on the right side to grab Yoshi). The entrants in the 1-1 contest don't have the benefit of doing this, making it even trickier to strike a balance between putting in too much too soon and holding back excessively.

Well the thing is that teaching concepts isn't a 1-1 thing. It's how Nintendo makes every course, which became more and more the case with every new game. NSMBU, for example, introduces a new concept in every single level and rarely uses a concept as the theme of a level more than once. Whereas the first 1-1 needed to teach players concepts that were entirely new to gamers such as jumping on enemies, subsequent 1-1s were less concerned with that and introduced a new core mechanic as well. SMB3 introduces the super leaf. It didn't introduce slopes in 1-1 (though there are only 16 levels in the whole game that even have slopes), but SMW starts things off with a beach koopa sliding down a slope into your face. SMW introduces pipes thats shoot you like a cannon and the concepts of breaking blocks with spin jump and tossing shells straight up. NSMB introduces the mega mushroom, NSMBWii introduce the propeller mushroom and rolling hills, and NSMBU introduces the super acorn and focuses on moving semisolid platforms. The only hard rules seems to be that the levels are doable without dashing and the concepts introduced are fairly simple or ignorable by novice gamers.
 
Neat little level, I died twice before I figured out you were supposed to let the screen push you. I thought it was going to be one of those auto playing music levels but I like this a lot more. In fact the first death I didn't do anything because I expected an autoplay, haha.

Latest course I have uploaded is Hammer it Out.
5ACF-0000-00A8-A593

Would appreciate any feedback!

Thanks Dimentios, RZRiot and Mpl90 for the feedback already, greatly appreciated!

Played it and beat it on my first try. Was fun and a nice change of pace with the generosity of the power ups. Will probably be very popular with the less experienced Mario players which is always a great thing. Liked that there's more than one way to the exit too :) is just challenging enough to make you feel like you've achieved something.

If you're going to make levels around the difficulty of this one then I suggest doing something like hiding 3 or more 1ups then leaving a comment at the start saying that for the more skilled players there's also x amount of 1ups to find.

Anyone else want to try my level?

Don't Move; Hop to the Beat!
6EC3-0000-00AA-4B95
 
New level.

This one turned almost into an (unintended) sequel to my Grand Vertical Adventure course. It has a pretty moderate difficulty curve, a bit of an adventurous feel and features quite a bit of verticality.

M9xZBjz.png

Really liked this! How do you make a song play for just the sub world?
 

Oidisco

Member
The Journey to Yoshi's Home! (Bad name, I know)
CEC5-0000-00AC-403E

wiiu_screenshot_gamepoju66.jpg


I'm very very pleased with how this level turned out. First time I planned a level out on paper, and I think it turned out really well. It's everything I've wanted to do in level but never felt I could before, which is making a traditional style level that uses many different mechanics without feeling chaotic or overwhelming. Normally I make traditional style levels that focus on a single idea.

Anyways,hopefully ye like it!
 

Ranger X

Member
Subterranean Pipeworks

(4B00-0000-00AA-FC25)

You liked the pipe world in the Super Mario Bros 3? Well, its time to have another taste at it. The difficulty is somewhere between medium and hard and well... I hope you like pipes!

I am also using some neat visual tricks, I hope you like it. This level also hit the object limit, the pipe transfers limit too. Pretty interesting, I didn't even know I would hit those. Oh well. All in all I manage to maintain a decent level even if there was no more memory available!

WVW69ifA68E3aJuJGl
 

CrisKre

Member
I'm glad you enjoyed it. The scripted events that take place in the level were very frustrating to get working consistently, but I'm pleased that I got those things to work 100% of the time.

The first Bowser Jr. fight had the issue of the player being able to run into the room and run back out before the door closed, which necessitated putting in a one way wall there. This was because the door absolutely needed to activate when the player crossed the threshold because if they walljumped against the left wall and activated the mechanism above while the mechanism was visible the enemies that make it work would be killed by the pow block. And of course the timed exit had to be just right so players didn't wait around wondering if the level was broken. I'm sure most of the time players kill Bowser Jr and the door opens almost immediately and gives the impression that I somehow made the door open by killing Bowser Jr. There was also a problem in an iteration where I just used a single spiny instead of a thwomp where Jr. would sometimes hit the the spiny when entering the arena and get stuck on the roof.

JAPnJHal.jpg

1B6D-0000-00A3-FD76

The final version has a thwomp hit a pow block that kills a muncher supporting the red bill blasters on the left so that they hit a spring a bounce up to block the entrance. A pow block on a track starts moving and will eventually land in the path of the spiny that also starts spinning once you enter the room. That pow block knocks out the muncher holding back the right bill blasters so they are moved out of the way by conveyor belts.

The whole 2-phase 6-hit final boss fight went through several iterations as well. It was troublesome because the screen scrolls and, if the munchers are not on screen when the pow block activates, they won't be killed by it. So I needed a backup pow block mechanism in case that happened and I also needed it to trap the shell so that it would stop spawning and killing the bob-ombs that make the engine look like its exploding.

vjsG4FUl.jpg

1B6D-0000-00A3-FD76

The tall bill blaster near Jr fires flying bob-ombs that the piranha plants above ignite. You need at least 3 bob-omb hits to blast open the hard blocks on the right that prevent a spiny shell fired by the red blaster below from reaching the pow block on the right side. Once the pow block is hit, the munchers die 2 blasters in front of Jr. move along the conveyor belt and fill the space the hard blocks occupied. It's possible the screen is scrolled and the munchers keeping Jr. in place are not killed, which is why there is a pipe spawning infinite pow blocks that another shell can hit. Once those munchers die, a system of trampolines are released that shove Jr out into the stage as quickly as possible. I did this because it's possible for Jr. to kill himself with the shells he throws. When the munchers trapping Jr. die, the muncher supporting the pow blocks that come out of the pipe also dies, ensuring that future blocks fall into the hole the muncher was in and preventing future shells from hitting them. And of course, in case players don't get what to do or are having a really hard time, if they survive for 50 seconds a big bob-omb will come in and activate the 2nd phase of the fight automatically.


This is the design document I made for my first level: Boo's Plumbing Nightmare


I made it in Tiled. Much quicker than paper. Since then I haven't used it, though.



Well the thing is that teaching concepts isn't a 1-1 thing. It's how Nintendo makes every course, which became more and more the case with every new game. NSMBU, for example, introduces a new concept in every single level and rarely uses a concept as the theme of a level more than once. Whereas the first 1-1 needed to teach players concepts that were entirely new to gamers such as jumping on enemies, subsequent 1-1s were less concerned with that and introduced a new core mechanic as well. SMB3 introduces the super leaf. It didn't introduce slopes in 1-1 (though there are only 16 levels in the whole game that even have slopes), but SMW starts things off with a beach koopa sliding down a slope into your face. SMW introduces pipes thats shoot you like a cannon and the concepts of breaking blocks with spin jump and tossing shells straight up. NSMB introduces the mega mushroom, NSMBWii introduce the propeller mushroom and rolling hills, and NSMBU introduces the super acorn and focuses on moving semisolid platforms. The only hard rules seems to be that the levels are doable without dashing and the concepts introduced are fairly simple or ignorable by novice gamers.
This post is awesome! Im going to play your levels as soon as i get home. You put in some work here!
 
The Journey to Yoshi's Home! (Bad name, I know)
CEC5-0000-00AC-403E

I really enjoyed this level and like I've said before these are my favorite kinds. Well designed, not too hard, fun to explore. How do you make it sound the foliage like skeletons and the littler mushroom appear exactly where you want them for aesthetics? Is it just a matter of repeatedly drawing the tiles until they pop up?

Anyway, here's my latest level.

Off to Wiggler Cloud City
Easy to medium difficulty
5A6E-0000-00AC-65D5

Let me know what you think!

 

KooopaKid

Banned
Creating a level with the cape as a major factor in mind is difficult, since in most cases, the cape means freedom and thus breaking your level. However, you managed to avoid that, well done.

Embarrassing enough (it was late in the night tho) I couldn't beat it. I could not figure out how to reach the spikey helmet. There was no way to gain enough momentum for me to fly upwards. I pushed the giant thwomp upwards and followed the arrows and landed on an area with several brick blocks. I destroyed them all, lol. But even then, I didn't found a way to reach the helmet. :c

Awww...
Run from the platform with bricks, let yourself fall, reach the pipe and fly!
 

DoubleYou

Member
Welcome aboard. I had the same problem weeks ago. You are out of luck. No chance. Only choice is to take photographs and rebuild it block by block.

Or you are a madman like me and do this shit on paper:

Blegh, that sucks so bad. And of course this one was my attempt at my "biggest level yet." They should really add some kind of warning each time you save such a level.
Anyway, thanks for the reply. I guess I'll join you as a fellow madman. Will post when it's done!
 
Like you said, the Pokémon level is more of a joke. Not exactly my taste, sorry ;P
I really enjoyed your Ace Attorney levels, especially the first one. I think if you work on the formula you could create an even better one.

Thank you for sharing your opinion! I will surely make a third Ace Attorney sometime, if I find good enough ideas. At least I may already have the title:
"Trials and Triple Jumps"
, haha.

The Pokémon one was just a quick distraction, but... well, it's still more interactive than automatic levels. :p
 

Oidisco

Member
I really enjoyed this level and like I've said before these are my favorite kinds. Well designed, not too hard, fun to explore. How do you make it sound the foliage like skeletons and the littler mushroom appear exactly where you want them for aesthetics? Is it just a matter of repeatedly drawing the tiles until they pop up?

Anyway, here's my latest level.

Off to Wiggler Cloud City
Easy to medium difficulty
5A6E-0000-00AC-65D5

Let me know what you think!
Glad you liked it.

You can copy over the tiles with mushrooms and skeletons, so when they appear once I just copy them to the other parts of the levels where I want them.

I don't have Mario Maker on right now, but I'll play your level later tonight.
 
Subterranean Pipeworks

(4B00-0000-00AA-FC25)

You liked the pipe world in the Super Mario Bros 3? Well, its time to have another taste at it. The difficulty is somewhere between medium and hard and well... I hope you like pipes!

I am also using some neat visual tricks, I hope you like it. This level also hit the object limit, the pipe transfers limit too. Pretty interesting, I didn't even know I would hit those. Oh well. All in all I manage to maintain a decent level even if there was no more memory available!

WVW69ifA68E3aJuJGl

This was really well done and not annoying which is saying something for a world full of pipes. For some reason though I wasn't able to comment on it. Though I was able to star it. Kept getting an error code. Do you have your account set to allow comments from anyone?
 

Ranger X

Member
This was really well done and not annoying which is saying something for a world full of pipes. For some reason though I wasn't able to comment on it. Though I was able to star it. Kept getting an error code. Do you have your account set to allow comments from anyone?


Hmmm, I don't think so. I mean, I left it at default I guess
 

Naar

Member
Hi Naar, here's my video playthrough of Mario Trials 4:

https://youtu.be/3TgaBgXmi3s

Thanks for making Naar :)

i see you chose to do the mario trials instead of the puzzle one :p

either way i have a lot of respect for you for trying to beat it for 40 minutes. I could tell you were frustrated and not happy with it. you didnt HAVE to finish it lol but either way i took a lot of feedback from you and noticed people struggling on the wall jumps.

thanks for playing ^^
 

NetMapel

Guilty White Male Mods Gave Me This Tag
i see you chose to do the mario trials instead of the puzzle one :p

either way i have a lot of respect for you for trying to beat it for 40 minutes. I could tell you were frustrated and not happy with it. you didnt HAVE to finish it lol but either way i took a lot of feedback from you and noticed people struggling on the wall jumps.

thanks for playing ^^
Naar pls
 

Junahu

Member
I think people think 1-1s should be easier than actual 1-1s. The first 1-1 was made with the intent that players would die on the first goomba and then, after learning to jump and kill it, run away in fear from the super mushroom that looks similar to the enemy. I used fewer enemies than SMW (26) and NSMBU's (30) 1-1s. Even SMB3, which as the smallest levels with 1-1 being half the length of SMW's has 13 enemies crammed into that space. The goal of 1-1 is not to keep the player safe but to teach basic mechanics like jumping or to showcase a new powerup/mechanic that is central to the game assuming players don't need a refresher. Generally the only hard rule seems to be that they need to be able to be completed without needing to dash.

SMW's 1-1 features banzai bills, rexes that take 2 hits to kill and get faster after the first hit, jumping piranha plants, and a chargin chuck guarding the goal. It also features new concepts like flying blocks (the first super mushroom is inside one) and cannon pipes that shoot you into the air.
I can't speak for the other games, but Mario World has two symultaneous 1-1s, and one of them is deliberately set up to scare the player into playing the correct 1-1 (counterintuitively labelled "Yoshi Island 2"). Mario World was a crazy innovative Mario game, and it was comfortable giving you a hard 1-1, because there was an easier 1-1 just to the right of it.
 
WVW69ie9oU4QYo4ywJ

Mario's Platforming Challenge
(75B4-0000-00AA-670A)

https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkiIJSHwA

This is my 7th level. This one took me several weeks to build and tens of hours of playtesting to complete.
It's got lots of interesting and fun elements. It's very challenging but also very fun and rewarding!

Hope you enjoy my levels! :)

My older levels:

Mario's Underground Adventure
(172A-0000-0093-7F70)
https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkgkgiVEw

Bowser's Labyrinth-Easy Version
(EA87-0000-0045-01B2)
https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkctRKfMA
Anyone want to try my levels and give me some feedback? Would be much appreciated! :)
 

jarosh

Member
Dimentios' Random Feedback Time #2-B
(11-13)


Aww, again a pretty adventurous level. Screams for Construction Mario, don't you think? I think the SMB style is the easiest to make beautiful looking level, since that style is so clean and without graphical gimmics. That level wouldn't have looked good in other styles I think.

Anyhow, tried to get stuck here and there or break the level (just to inform you if that would have been the case). I liked the randomness of the first part, since the bricks only spawn when Mario comes near them, so later on the conveyor belt it can be pretty difficult to get through if you messed up their spawn appearance, haha.

I also liked the use of the tracks as ropes for the construction parts, the crane you have to crawl up and the little houses where the helmets are stored. So much details. The difficulty was perfect. A pleasure following you, good sir.

Thanks, man! Totally agree on SMB1 being ideal for "creative" aesthetics. Abstraction invites creativity. This course was made specifically with SMB1 and the airship tileset in mind. It definitely wouldn't work any other way. Oh and likewise re: the following! ;)

Really liked this! How do you make a song play for just the sub world?

Thanks. You have to either place the sfx on an enemy and the song will play as long as the enemy is on screen or alive OR if that's not possible you literally just have to place the effect on every tile Mario could possibly stand on.
 

CrisKre

Member
Ok, leaving a new level I would love for GAF to try:

Thwomp's wood Chomp-ing facility

3FC7-0000-00AC-D2F8


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Thwomps have imprisoned wild Chomps for their wood chopping habilities! Go in and uncover the secrets of this sky fortress.

Let me know what you think guys. Thank you!
 

CrisKre

Member
New level.

This one turned almost into an (unintended) sequel to my Grand Vertical Adventure course. It has a pretty moderate difficulty curve, a bit of an adventurous feel and features quite a bit of verticality.

M9xZBjz.png




My previous courses:

Long Live Queen Koopa!
41DB-0000-0092-8628
http://i.imgur.com/i43Dkgp.png

Mario's Grand Vertical Adventure
CB93-0000-0071-25B3
http://i.imgur.com/M9ziOVa.png

Super Ma◆CTHULHU FHTAGN◆
EEAF-0000-0061-9899
http://i.imgur.com/wVxjgwv.png

Reverse Engineering v3
C77C-0000-0072-826E
http://i.imgur.com/IEFNvXJ.png

Great level! The theme is really well put together, and the length and difficulty are spot on for good players to enjoy and new players not to be overwhelmed.

The only thing that had me confused was the boxes at the very beginning. I just figured you had to ride them and died. It might be good to add an arrow to the door or even some coins.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Hi ShibaFan, I really enjoyed this stage, it took me a while to master (over 1 hour), but that's just my style :) Here's my video playthrough for real time feedback:

https://youtu.be/5KvT3_l3WSw

I liked the stage so much that I starred it and left a comment, thanks for making Shiba :)

Thoroughly enjoyed watching the entire hour plus video of your play through ! You have mastered just about all aspects of that level by the end and that was quite a treat to watch :D You have my thanks for all your feedback and glad to hear that you enjoyed that stage ! Your persistence paid off at the end and you avoided all the chain chomp's kiss of deaths !

Now try my puzzle level ;) It contains 100% less chain chomps in it, I promise.
 
I'm glad you enjoyed it. The scripted events that take place in the level were very frustrating to get working consistently, but I'm pleased that I got those things to work 100% of the time.

The first Bowser Jr. fight had the issue of the player being able to run into the room and run back out before the door closed, which necessitated putting in a one way wall there. This was because the door absolutely needed to activate when the player crossed the threshold because if they walljumped against the left wall and activated the mechanism above while the mechanism was visible the enemies that make it work would be killed by the pow block. And of course the timed exit had to be just right so players didn't wait around wondering if the level was broken. I'm sure most of the time players kill Bowser Jr and the door opens almost immediately and gives the impression that I somehow made the door open by killing Bowser Jr. There was also a problem in an iteration where I just used a single spiny instead of a thwomp where Jr. would sometimes hit the the spiny when entering the arena and get stuck on the roof.

JAPnJHal.jpg

1B6D-0000-00A3-FD76

The final version has a thwomp hit a pow block that kills a muncher supporting the red bill blasters on the left so that they hit a spring a bounce up to block the entrance. A pow block on a track starts moving and will eventually land in the path of the spiny that also starts spinning once you enter the room. That pow block knocks out the muncher holding back the right bill blasters so they are moved out of the way by conveyor belts.

The whole 2-phase 6-hit final boss fight went through several iterations as well. It was troublesome because the screen scrolls and, if the munchers are not on screen when the pow block activates, they won't be killed by it. So I needed a backup pow block mechanism in case that happened and I also needed it to trap the shell so that it would stop spawning and killing the bob-ombs that make the engine look like its exploding.

vjsG4FUl.jpg

1B6D-0000-00A3-FD76

The tall bill blaster near Jr fires flying bob-ombs that the piranha plants above ignite. You need at least 3 bob-omb hits to blast open the hard blocks on the right that prevent a spiny shell fired by the red blaster below from reaching the pow block on the right side. Once the pow block is hit, the munchers die 2 blasters in front of Jr. move along the conveyor belt and fill the space the hard blocks occupied. It's possible the screen is scrolled and the munchers keeping Jr. in place are not killed, which is why there is a pipe spawning infinite pow blocks that another shell can hit. Once those munchers die, a system of trampolines are released that shove Jr out into the stage as quickly as possible. I did this because it's possible for Jr. to kill himself with the shells he throws. When the munchers trapping Jr. die, the muncher supporting the pow blocks that come out of the pipe also dies, ensuring that future blocks fall into the hole the muncher was in and preventing future shells from hitting them. And of course, in case players don't get what to do or are having a really hard time, if they survive for 50 seconds a big bob-omb will come in and activate the 2nd phase of the fight automatically.


This is the design document I made for my first level: Boo's Plumbing Nightmare


I made it in Tiled. Much quicker than paper. Since then I haven't used it, though.



Well the thing is that teaching concepts isn't a 1-1 thing. It's how Nintendo makes every course, which became more and more the case with every new game. NSMBU, for example, introduces a new concept in every single level and rarely uses a concept as the theme of a level more than once. Whereas the first 1-1 needed to teach players concepts that were entirely new to gamers such as jumping on enemies, subsequent 1-1s were less concerned with that and introduced a new core mechanic as well. SMB3 introduces the super leaf. It didn't introduce slopes in 1-1 (though there are only 16 levels in the whole game that even have slopes), but SMW starts things off with a beach koopa sliding down a slope into your face. SMW introduces pipes thats shoot you like a cannon and the concepts of breaking blocks with spin jump and tossing shells straight up. NSMB introduces the mega mushroom, NSMBWii introduce the propeller mushroom and rolling hills, and NSMBU introduces the super acorn and focuses on moving semisolid platforms. The only hard rules seems to be that the levels are doable without dashing and the concepts introduced are fairly simple or ignorable by novice gamers.

You're probably my favourite maker. I just love the transition of the levels being the elevator and how the level progresses naturally. The High Dry Dock where you raise the elevator and go down the stairs to find a similar room with the elevator not blocking the way was outright fantastic and I hope you find some other ways to make your contraptions less visible because they're awesome as well and it's really a shame they clutter up the level somewhat visually.

Seriously, amazing work.
 

Phant

Member
New level.

This one turned almost into an (unintended) sequel to my Grand Vertical Adventure course. It has a pretty moderate difficulty curve, a bit of an adventurous feel and features quite a bit of verticality.

I enjoyed this one, I died a few times right before the 2nd area of hard hats. The only thing I didn't like was the gating at the beginning where you had to wait around a little bit to get through certain obstacles. I really liked how you made the whole level look like a construction zone.

The Journey to Yoshi's Home! (Bad name, I know)
CEC5-0000-00AC-403E

this was pretty interesting, It looked really complicated but the way it is setup it pushes you in the right direction no matter which way you go, like the bonus area dumping you out on the side you are supposed to be on. Good level.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Alright guys. I will be streaming some NeoGAF stages tonight in roughly an hour. Throw your stages my way please :)

Submit your stages here
View queue list here

10 minutes per stage max. Or maybe I get really salty and I will probably leave the stage earlier. Anyways, see you guys all at the stream in an hour, will post the link here when I start :)
 

beanman25

Member
BEen out of the thread for a while. Looking for more levels similar to level of Panga's Skyzo? I really enjoyed that level, and haven't ran into others skilled similarly. All of his other levels are really hard for me.


Also, here is the only course I've made. I want to make more and definitely could make them better then this. Secret Mushroom (I guess secret!) hidden in the stage.

Long.Live.Mario: 2377-0000-00AD-3E88
 

yoshiunity

Member
I just saw this topic, but I finally had some time with the game and I'm ready to show my levels. I design my levels for people to think before they do, so if you take your time or notice the hints I place, you should do fine.

WVW69iehb4UGgR2Igt


Respect the Blocks! (9667-0000-00A4-BCDC)

WVW69ierACchy5TpYU


Turbulence in the Underground (FBD9-0000-00A6-B1B6)

WVW69iezVCIuEaOtnU


The Claustrophobic Chasm (D904-0000-00A8-3D92)

WVW69ie_-Sww9JV-fg


The Thwomping Siege at the Keep! (FE48-0000-00AA-D289)

WVW69ifJC7I9QrhvxE


The Flying Megalith (7B8E-0000-00AC-B4E1)

Don't let the pictures fool you. There more to these course than the pictures let on.
 

RagnarokX

Member
This post is awesome! Im going to play your levels as soon as i get home. You put in some work here!
Thanks. I hope you enjoy them :D

You're probably my favourite maker. I just love the transition of the levels being the elevator and how the level progresses naturally. The High Dry Dock where you raise the elevator and go down the stairs to find a similar room with the elevator not blocking the way was outright fantastic and I hope you find some other ways to make your contraptions less visible because they're awesome as well and it's really a shame they clutter up the level somewhat visually.

Seriously, amazing work.

Thanks a lot. Really appreciate it :D

The transition between levels won't always be an elevator. Garden Garrison ends in an elevator down to Color-Coded Cavern and Color-Coded Cavern ends in an elevator up to High and Dry Dock. High and Dry Dock ends with you boarding an airship, and Junior Airship Showdown begins in that same room and ends with you jumping ship as it all blows apart. Spoiler: The next level will begin with you falling from the airship ;) I really like the look of the elevator personally, but unfortunately the tiles necessary to make it are only in Underground and Ghost House; so I've got to come up with different ideas for transitions.

I'm proud of how High and Dry Dock looks, but unfortunately I could only do so much to convey the elevator/staircase concept. That seems to be the most confusing aspect for players as they reach the pow block and don't realize they are supposed to take it back up the stairs.

I try to keep the mechanisms separate from the playable area partially because of clutter issues and partially because I don't want the player to interact with them. In fact, I started adding stuff like the thwomp that hits the p-switch towards the end of Boo's Plumbing Nightmare partially because I didn't want the player to be able to pick up the p-switch. Unfortunately a lot of stuff in Mario is out of sight out of mind. As in it doesn't exist or isn't affected by things if you can't see it. Pow blocks only kill enemies that are standing on a block and are on-screen. Fortunately the pow block itself doesn't have to be on-screen, but it still limits what can be done. I think I got it down pretty well in that final boss fight in Junior Airship Showdown. The entire playable area of the boss room is clutter-free. The mechanism controlling the release of Bowser Jr. is in it's own room separated by one way walls. The engine's moving pistons and the explosions are part of the visual design and challenge.

Fun fact: It is entirely possible to beat High and Dry Dock without using Yoshi at all. Pulling this off is very difficult. You still need to get a trampoline, though.
WVW69icc7vUCslAiBc

I broke open the wall without using yoshi.
 

Ranger X

Member
Alright guys. I will be streaming some NeoGAF stages tonight in roughly an hour. Throw your stages my way please :)

Submit your stages here
View queue list here

10 minutes per stage max. Or maybe I get really salty and I will probably leave the stage earlier. Anyways, see you guys all at the stream in an hour, will post the link here when I start :)

Very cool what you're doing there. I will try to catch you next time

EDIT -- oh snap! you're there lol
 

R00bot

Member
New level! It's been a while but this one focuses on moving blocks using tracks and stuff. I think the idea of having to wall jump off moving objects is pretty cool.

The Great Moving Block Crusade

8313-0000-00AD-8525

WVW69ifMwwgvwFum8P
 

CrisKre

Member
Let me repost to see if anybody fancies giving my level a go:

Thwomp's wood Chomp-ing facility

3FC7-0000-00AC-D2F8


WVW69ifI7OE8jhFOI4


Thwomps have imprisoned wild Chomps for their wood chopping habilities! Go in and uncover the secrets of this sky fortress.

Quick video of the beginning:

https://youtu.be/o5BZPr9ebs4

Let me know what you think guys. Thank you!
 

R00bot

Member
Subterranean Pipeworks

(4B00-0000-00AA-FC25)

You liked the pipe world in the Super Mario Bros 3? Well, its time to have another taste at it. The difficulty is somewhere between medium and hard and well... I hope you like pipes!

I am also using some neat visual tricks, I hope you like it. This level also hit the object limit, the pipe transfers limit too. Pretty interesting, I didn't even know I would hit those. Oh well. All in all I manage to maintain a decent level even if there was no more memory available!

WVW69ifA68E3aJuJGl

Cool level! Liked it quite a bit :)
 
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