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Super Mario Maker |OT| Miyamoto Simulator 2015

KenOD

a kinder, gentler sort of Scrooge
Yoshi deserves to flutter, and I wanted to remake a classic stage upside down.

So here is Hold B to Flutter/Upsidedown 1-1: 8C89-0000-00B4-2D61
GFIAQOo.jpg


Now onto a few stages. I'll get to more tomorrow.

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

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


http://i.imgur.com/gkXleUh.jpg

Quote the Scooby-Doo. Gha gha gha ghooost!

Good fun mate. I never needed that many mushrooms.

Tried making an F-Zero level

http://i.imgur.com/6bKaySm.png

I'm not quite I figured out where to go or I just stumbled onto the correct route by dumb luck, but good hectic fun. Nice use of a lower time limit.

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

withafriend.jpg



Hope you'll enjoy them, any feedback appreciate !

Big thumb up.

My only suggestion is to perhaps put a door near the first bullet jump area, just in case someone forgets to wait on the bullets and they never come and warp to the back. Thus they can reset it quickly (without starting over).

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

That was amazing mate. I had no idea it was even possible to hide those blocks. I'll have to take the idea for myself.

I laughed at the shortcut at the start as I took it, and went all the way to the right before realising I missed the proper way. Silly me.

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!

A lot of fun there, and it clearly shows that it took a lot of time to make with how well it's laid out. The only thing I could possibly suggest is taking out the spineys from the area with the buzzsaws, as they just add extra danger where none needs to be and slows down things if the player doesn't have the power-up.

Spent a very, very long time from concept to release making this stage. With this level I've tried to address the critiques I've received of my previous levels, while also trying my hand around basing a level around an emotional theme rather than an aesthetic one.

The theme being fear. Happy early Halloween!

They Follow
707E-0000-00A3-2D45

saog0FJ.jpg


Stuck in the memory of a woman shadowed by the sound of gnashing teeth, a sound that now stalks you. Change history and save the girl or just get out with your life. Whatever the choice, you are being followed.

Happy Halloween indeed. I now have a fear of clouds. I never thought of how they could be used for simply horizontal hazards before, and that will go a long way toward my dream of a shmup stage, so thanks for that.

I'll be recommending the stage to friends.

《MGS: Mario Gets Stealthy》

fOHujmC.jpg


8639-0000-0042-0FB3

I'm working on some new stages now so I'd love to incorporate some feedback from this one. Comments and critiques appreciated!

I can't say I got a feeling of stealth from the stage, but it was a nice enjoyable romp in a shoe. Be it a trick on your end or me just getting lost and ending through a pipe going back to the start was quite fortuitous as I did find your hidden amiibo costume (of which I didn't even know existed).

Nice work.
 

jarosh

Member
That level is intense lol. Cleared and starred it!

Awesome, thanks!

Thanks a lot1 I liked your Thwomp's wood Chomp-ing facility, too.

Thanks for the glowing review :D I really enjoyed your levels as well. Especially Hard Hat Area, the Queen Koopa one, and the Cthulhu one.

I was curious to see where a checkpoint would fit in Hard Hat Area so I took the liberty of spending a few minutes whipping this up:

kjKqrev.jpg


The best fit seemed to be above your exit pipe for the level. It's only a single checkpoint, but the level doesn't really need more.

Here it is in action:
zuVJvo1l.jpg


It is an awesome level.

Whoa! Nice. Yeah, I tend to use up pretty much all of the available space. Hard to fit something like that. I've also wondered: how is it in your courses, do you have any idea if most people understand and use the password feature? It's not an easy concept to communicate.
 

Schlomo

Member
I loved the industrial sound and feel to this level, but was a bit slow working it out. Main problem I had was all that real estate at the top of the level. I was
utterly fooled into thinking it must lead somewhere. I therefore spent far too long navigating around the ghost cloud and going around in circles. Apart from the fire flower (which substituted my cape) there didn't seem to be any reward for exploring this area
- correct me if I'm wrong of course.

Thanks a lot for posting your impressions!

I've gotten that "complaint" twice now, so I feel it might be really worth tweaking it so you can't access that area at all. I thought not many would bother to go there because when it becomes accessible you have almost cleared the level.

I did some backtracking through
the mole section
as a result thinking I'd missed something important. I then got stuck in the
fire bar room as the spring was now sitting on a solid block and therefore couldn't release the POW block.
No way to reset this so I was forced to restart. I can see other players being as stupid as me and repeating the same mistake.

This particular area was otherwise a real highlight. I must've done about ten circuits around the bar trying to figure out the puzzle while avoiding getting hit! It was exhausting and exciting at the same time.

That's a bummer that you got stuck. :-/ I hope most players would rather take the shortcut via the elevator rather than do that whole section again.

In Tactical Teamwork Thwomps Tyrant (5E8E-0000-00AF-ED89) (On my level you can get past the big thwomps by getting them to fall twice. They'll fall out of the world and don't come back.

Oh dear, sometimes I'm just stupid! ^^; On my first try I got past that section with the helmet, so the other solution didn't even occur to me. I'll play it again, it seems like a very well-made level!

I'm happy you liked MARIOWOOD and my other levels!
 

correojon

Member
Awesome, thanks!

Whoa! Nice. Yeah, I tend to use up pretty much all of the available space. Hard to fit something like that. I've also wondered: how is it in your courses, do you have any idea if most people understand and use the password feature? It's not an easy concept to communicate.

Sorry for barging in, but I´ve used this system in some previous levels and it seems no one was understanding how to use it. The thing is that people even saw the password and sent me some complaints like "there are a Yoshi egg, Mushroom and 1-UP that are glitched and can´t be reached"...I think unless the player already knows of the password system the majority will just blaze through and not even pay attention to it or relate the password to the weird funny room at the beginning. Specially in 100 Mario challenge, where most people just want to blaze through the levels and tend to disregard anything they can´t understand immediately if they aren´t forced to dedicate some time to it.

It´s a pity because the system works well and solves the biggest problem in SMM.
 

RagnarokX

Member
Awesome, thanks!



Whoa! Nice. Yeah, I tend to use up pretty much all of the available space. Hard to fit something like that. I've also wondered: how is it in your courses, do you have any idea if most people understand and use the password feature? It's not an easy concept to communicate.

I use comments to explain it, but, of course, people can turn off comments. Conveniently, ♪ is one of the characters in the symbol keyboard in miiverse, which is the same as the ♪ on the music blocks. That helps get past language barriers and lack of knowledge of object names. Imho, so far out of the passcode-based checkpoint systems I've seen I think mine is the most user-friendly because it uses blocks whereas the others use lava lifts, but I have no real data on how most people react to it. I haven't received any comments expressing confusion about it in any of the levels I've implemented it. I've watched streams and I've noticed sometimes people don't notice the codes when they reach them or they hesitate a bit before realizing they need to activate the p-switch, but these are generally people who are already somewhat familiar with the concept in Mario Maker.

Overall I think they've had a positive effect on my levels. Even if a player never figures out how to make it work, they don't need to use it to complete the level. It's a nice feature for those that do use it. I imagine the clear rates on levels that use it would probably be lower without it. The ratio of plays/clears on Airship Showdown is just over 50%, which I think is pretty good considering it has slow autoscroll sections and 3 boss fights. If people couldn't skip parts they already dealt with they'd probably quit sooner.

The only downsides I can think of is that it does take up space and it does eat into the "enemy" object group budget. The 2-checkpoint version in Junior Airship Showdown eats up 46 of the 100 objects you can place out of that group. The single checkpoint version I put in your Hard Hat Area level only uses 16 + an extra muncher above the p-switch that isn't necessary. The 2 lava lifts on tracks below the music blocks and the pow block also count in this group, but you can sub something else if need be.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
It's, once again,

Mpl90's random feedback time

"Rules": I play random levels from the last page / pages and I give feedback on them, both here and on Miiverse, which means you get a star anyway (it's a difficult world we live in, too many people are stingy with stars, yadda yadda yadda :p ).

So...let's go!

Tactical Teamwork Thwomps Tyrants

(5E8E-0000-00AF-ED89)


Ingenious level, even if it can be a bit confusing, at first. But it still works well.
I like how you applied the backtracking concept
. I'd dare to say it can be frustrating due to
so many Thwomps on clouds, and while you distributed Mushrooms quite well, I would've tried to put one more Shell to wear
. Still, a good level.

Journey to the Waterfall:
5C48-0000-00AF-B8CD


Lovable aesthetics, not difficult but not boring at all, always interesting...yeah, cool level overall. I don't have much else to say :p

Mario Fights The Cavity Creeps!

3D9C-0000-00B0-6AAC


Ahahah, creative idea! Decent execution too. Neat.

Lave Olympics
128C-0000-00B3-47BB


...I seriously don't know what I should do for the first puzzle ;_; I'll need to play it later, I can't leave it undone. Any help would be appreciated. Starred in the meanwhile, anyway.

Didn't have as much time as other days, this morning, sorry XD If you want to check my levels, and give your feedback, my MarioMakerHub's page http://www.mariomakerhub.com/makers/MarcoP90
 

?oe?oe

Member
i will be streaming your levels about 1 hour from now at http://www.twitch.tv/naar82

Quote this post to view submission link

EDIT: it will be a short stream as i will have a friend over, but i think i can at least play 10 levels
Cool beans. I've submitted. It would be cool to see someone play my level. I see so many deaths on my stages, I just have to wonder why! (They don't know what is coming, duh)
 

daydream

Banned
since i can't do the winner post till tonight, i'm extending the voting period for 7h, until 9pm GMT+1

if you're feeling bored on a monday, why not play through the 1-1 finalists and vote? if you've voted in the group stage at some point, you've already played at least a fourth of the stages, anyway!

stages here
 

correojon

Member
RtDL5: Bomb Battle in Sky Bridge
944B-0000-00B5-13D6
tzIrlC0.png

Mario is taking back Dinosaur Land! However, Bowser is not going to allow this to continue. He´s sent Koopa the Crazy Bomber to Sky Bridge to protect this important location from Mario. But this plan might backfire, as Koopa just wants to blow everything up! Once he finishes there may not even be a Sky Bridge to protect...
Careful mario, don´t fall in Koopa´s traps!

This is a level that uses bombs as the main mechanic and has you chasing Koopa the Crazy Bomber through all the level and engage in some simple boss fights against him (or rather, try to escape his crazy traps). He will try to trap the player, ignite bombs to destroy the floor and surprise him in many ways.
This course is clearly inspired by Mael´s Airship Infestation (901F-0000-0098-E291) and RagnarokX´s Junior Airship Showdown(1B6D-0000-00A3-FD76), both are awesome levels and I encourage everyone to try them.


I´ve also updated Wiggler´s Steampunk Tree (DD65-0000-00B5-171F) following the feedback from fellow gaffers, please try it too!
 

Mael

Member
It's mighty overwhelming trying to get anything done these days...
I started to follow gaffers (a grand number of 2) and play their levels and comment there directly.
I'm fairly liberal in how I award star, so basically as long as there's no infuriating BS trying to kill me without me having even an inkling of what I'm supposed to do to avoid death you get a star.
You should be able to follow people based on their miiverse handle, it's tiring having to get one of these BS numbers, get to a level, push the user, follow the user.
Seriously this gets old.

I only have access to gaf through a computer so it's a bit hard to play a level you made and then comment on it for me...

I´ve finally finished a new level, this one´s taken me a lot of time and some serious planning on paper..I even had to scratch everything and restart from zero a couple of times!

Behold...RtDL4: Wiggler´s Steampunk Tree!
7F1D-0000-00A7-F9EB
WVW69ieyRN03qeB6eC

Mario has finally reached the Wiggler´s tree! The trre´s so high it gets lost between the clouds with no ending in sight. Mario must enter this giant and climb to the top to continue on his journey, but strange sounds come from within...What will Mario find inside this goliath?

This course is a vertical level in which you have to choose from one of 2 possible paths to climb to the top of the tree.
But then, you´ll have to rush down through the other path to activate the elevator that will truly take you to the top!
. Each path focuses in different mechanics (conveyor belts and springs) with Wrigglers getting in your way and crossovers between all mechanics in certain spots.



With this, the first world of Return to Dinosaur Land is finished! You can now download all levels and play them as a whole world (and all of this is free of charge!):

That's actually a fantastic level, it turns its design upside down for the way back it's all kinds of awesome!
Looking forward to the next level.
 

J-Fr

Member
In Tactical Teamwork Thwomps Tyrant (5E8E-0000-00AF-ED89) (On my level you can get past the big thwomps by getting them to fall twice. They'll fall out of the world and don't come back.

I couldn't finish Tactical Teamwork Thwomps Tyrant, I was stuck twice here.
(There is too much mushrooms and not enough helms?)

Phantom P-Switch Pursuit V 2.0
This level is frustrating! I had to give it an other go today.
The first section is easier as small Mario, the ghost wheel always go over your head.
The frustration manly comes from destroying the Boos one by one to take the P Switch (it takes too much time), backtracking to the second section only to find an harder room.. If you die on have to start all over!

Bewildering Big Boo Box
Hard but fair. The last Drybone is something!

Mobile Muncher Management
Good level!

Chasing Chain Chomp Complex
Same, I liked the level! (But the moving platforms were slow..)

Footholds Fleeing From Firebars
Good level. I'm not a fan of alternate paths in Mario Maker but it was well handled in this course. It always provided an alternative if the timings felt too short.
 
Do you have the rhythm to beat Don't Move; Hop to the Beat?

wFF6J4J.jpg


Come on in and put your rhythm skills to the test!

leJ5p7G.jpg


6EC3-0000-00AA-4B95 

Enjoy!

If you do leave a level code along with your Mii name and comments on what you thought about this level then I'll be sure to play yours too.

Here is a YouTube video of it for those of you without the game yet/who wants to see it first:

https://www.youtube.com/watch?v=GTELMuwH3NM

Quoting for the new page :D
 

J-Fr

Member
They Follow
707E-0000-00A3-2D45

Whoa, the positioning of enemies and platforms in this level is impressive!
Not too cluttered, looked hard and was always predictable.


Also, "Heeeere's MONTY....mole!" has become my quickest popular level online. Here it is for anyone who missed it. Not as hard as it looks.

AF18-0000-00AD-724F


Fun level! I would like an entire level made of the last section!



Edit:

Take the Companion Bob-Omb
ID: 3B58-0000-00D3-D70C
ID: 6C6F-0000-00D3-D7EF
ID: D47B-0000-00D3-D8AF

I would really like some feedback on this one.
You have one Bob-Omb and twelve rooms to pass!
While carrying your precious Bob-Omb companion you have to solve each mini puzzles.. under 4 seconds or else you're toasted!

A few tips:
- if you fall you can always go back to the beginning on the left
- you can better gauge a room while "resetting" the bomb's timer by entering a previous door or pipe

 
www.twitch.tv/waluigilicious

All you have to do is beat my level, tell me your Mii name and I'll play your levels! I'll keep switching between everyone who has beat my stage so I might just end up playing multiple of your stages.

Feel free to play my other stages too and I'll be sure to prioritise you!

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

If you've done it already then:

Manipulate Dice Blocks! (w/hints)
4061-0000-00A9-638E

See ya there!
 

Schlomo

Member
I slightly revised Dino Cloning Lab.
New code: 5423-0000-00C4-D27A

WVW69ifwUiYiMU7lBd


I think only two people from Gaf have played it so far, so I'm still happy to get more feedback!
 

J-Fr

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

Manipulate Dice Blocks! (w/hints)
4061-0000-00A9-638E

Hop to the Beat! was fun but too short!

Manipulate Dice Blocks! Not a fan of puzzle levels, but this one was cool.

Flowers Bloom and P on had the best of my patience!


Edit:

I slightly revised Dino Cloning Lab.
New code: B299-0000-00B5-70DA

I really liked your level!
In the room with conveyor belts, do you have to fall down?
 

JC Sera

Member
i will be streaming your levels about 1 hour from now at http://www.twitch.tv/naar82

Quote this post to view submission link

EDIT: it will be a short stream as i will have a friend over, but i think i can at least play 10 levels
I couldn't watch it live, but watching it now
also sorry about the bird effect in my level, it was something I was trying out (playing around with sounds, meant to appear when you pop out of the pipe) and forgot to take out.

if it makes you feel better, you did better in 10 minutes than the first hour of 2 I spent try to upload that level
 

Double

Member
RtDL5: Bomb Battle in Sky Bridge
944B-0000-00B5-13D6


This is a level that uses bombs as the main mechanic and has you chasing Koopa the Crazy Bomber through all the level and engage in some simple boss fights against him (or rather, try to escape his crazy traps). He will try to trap the player, ignite bombs to destroy the floor and surprise him in many ways.
This course is clearly inspired by Mael´s Airship Infestation (901F-0000-0098-E291) and RagnarokX´s Junior Airship Showdown(1B6D-0000-00A3-FD76), both are awesome levels and I encourage everyone to try them.


I´ve also updated Wiggler´s Steampunk Tree (DD65-0000-00B5-171F) following the feedback from fellow gaffers, please try it too!
Awesome level (again!). The "chase" after Koopa was very cool once I realized what you were going for. I once ran into him at the first meeting (after the first P-switch ran out) when for some weird reason he didn't fall down outside of the screen though. Also, does he have a twin brother or how comes he blows himself up twice at the end? :p

In the room with all the "secret" ?-blocks (I have yet to reach it with fire mario so I can get the lowest one) I found it a little weird that you could drop down by the red cannon and fall to your death, since there was no real sign for that.

Other than that challenging but fun level!

Regarding your Miiverse comment by the way: thanks, still working on that "full version" of the Skullride Mansion :D will be more of an agility than a puzzle test mostly though, unlike the lost room.
 

KooopaKid

Banned
Here's the final version of Planet 1-1 of the Super Mario Planets series :

Change logs:

- Removed the first gap
- Put the first flame-throwers higher
- Added a respawning wiggler
- Changed vastly the look of the level
- Can't lose Yoshi!
- Removed the skull rides and replaced them with blue platforms
- Removed the apple part and completely changed the ending (A little Yoshi's Island homage)
- Changed the ending to make it longer

Code: A933-0000-00B5-7633

Hg3h7el.jpg


Planet 1-2 :

Change logs :
- Removed the skull platform altogether
- Signposted the Thwomp on the far right of the map better
- Changed the puzzle with the Thwomp before getting the spiky shell
- Re-introduced "the defining Super Mario Maker moment" for GAFer Pesca but changed it slightly ;)
- Lowered the hills so that breaking ice blocks is less time consuming
- Removed the hill so you can't get stuck trying to take the 1-UP if you bring the spring with you
- Removed the gap before the final stretch.

Code: CEA6-0000-00B5-7806

XPMyYtO.jpg


Final version of Planet 1-3 :

The was the level that required the less changes.
Change logs :

- Added a bit more details to the level
- Replaced the red flying Koopa by a wiggler for thematic consistency
- Added a feather just before the 2 wigglers jump to help players
- Added 2 more flowers to the
underwater part
and improved the presentation of the final stretch

Code: E30F-0000-00B5-8869

RIGtBkE.jpg


Final version of Planet 1-4 :

Change logs:
- Changed the way to get the first 1-UP. Can't get stuck or destroy the block
- Lowered the first floating castle so that you can see the ground
- Removed the lava blobs at the beginning
- Removed the randomly bouncing lava blobs, they are fewer of them and on a track
- Changed completely the first platforming section to avoid randomness (See screenshot)
- Changed the second platforming section for thematic consistency
- Removed the third wall you had to destroy
- Changed the floor bombing so it's impossible to get stuck when going up
- Removed 1 flower power at the boss fight, reduced the size of the room but added a medium platform

Code: 035B-0000-00B5-9207

dvXaWp7.jpg


A lot better now!
 

Bydobob

Member
So I was mucking about last night building a level my daughter could enjoy, and it turned into this:

Lemon Squeezy
9D04-0000-00B5-4A49


I cooked it up in under 2 hours and it probably shows. However my kids enjoyed it so much today I thought what the hell. I also let them name it which created some fun! The stage has a lot of secrets and diversions to keep the more adventurous busy, otherwise it's a straightforward left to righter that shouldn't tax anyone.

My two previous levels aren't getting much traffic so will take this opportunity to repost:

Wreck-it Mario!
57FD-0000-00A8-OF53

It's Mega Mario time as our hero smashes his way through to the very heart of Bowser himself!


The Hammer Bros Hideaway
B424-0000-009E-873F

The idea of this level is to exploit the acrobatic mechanics of NSMBU, and then have a cathartic release at the end with Yoshi.
 

KooopaKid

Banned
Feedback time!

I slightly revised Dino Cloning Lab.
New code: B299-0000-00B5-70DA

WVW69ifwUiYiMU7lBd


I think only two people from Gaf have played it so far, so I'm still happy to get more feedback!

I really liked it, very clever and original puzzles! Starred it. I liked the P-switch and Yoshi puzzle obviously but also the huge rotating fire bars.
Maybe the noises at the beginning could be annoying for some but it adds a weird atmosphere to the level. Very good level!

RtDL5: Bomb Battle in Sky Bridge
944B-0000-00B5-13D6

This is a level that uses bombs as the main mechanic and has you chasing Koopa the Crazy Bomber through all the level and engage in some simple boss fights against him (or rather, try to escape his crazy traps). He will try to trap the player, ignite bombs to destroy the floor and surprise him in many ways.
This course is clearly inspired by Mael´s Airship Infestation (901F-0000-0098-E291) and RagnarokX´s Junior Airship Showdown(1B6D-0000-00A3-FD76), both are awesome levels and I encourage everyone to try them.
I´ve also updated Wiggler´s Steampunk Tree (DD65-0000-00B5-171F) following the feedback from fellow gaffers, please try it too!

Alright! I quite liked it, I like the idea behind it and the presentation but there are several things that bothered me:

- Waiting for that P-switch at the beginning can be a bit annoying after a few tries
- When Koopa is going on the elevator for the first time, you can just wait on the second floor for the mess to happen, and then climb up calmly.
- In general, the level can feel a bit passive as a lot of stuff is happening around you, but you don't necessarily need to move, you just wait for the contraptions to activate because it's safer not too move.
- I liked the part with the bridge exploding as you just have enough time to realize what is going to happen and save yourself
- Towards the ending, it seems impossible to avoid the first group of stacked enemies

But again, impressive level nonetheless, must have taken quite a bit of time!
 

Dyle

Member
Uploaded a new level today. It's a really short puzzle level that requires some decent mechanics. I'd love to solicit some feedback from anyone whose up to give it a try. : )

Lave Olympics
128C-0000-00B3-47BB
I think this one needs a bit more time in the oven. I had no idea what to do and there was so little room to experiment and figure out what the goal was.

Yoshi deserves to flutter, and I wanted to remake a classic stage upside down.

So here is Hold B to Flutter/Upsidedown 1-1: 8C89-0000-00B4-2D61
GFIAQOo.jpg
This is the kind of level that I wish I could always find in 100 mario mode. Fun, fair, and unique.

RtDL5: Bomb Battle in Sky Bridge
944B-0000-00B5-13D6
Very nice concept, although I was super annoyed by the big koopatroopa before I realized he was the captain.

Companion Bob-Omb & The 4 Ticks
ID: D3D4-0000-00AE-0582
I died on the last challenge so I didn't end up finishing it, but this was extremely enjoyable. If one of the challenges had a mushroom, maybe the P-Switch one, it would be perfect.

I couldn't finish Tactical Teamwork Thwomps Tyrant, I was stuck twice here.
(There is too much mushrooms and not enough helms?)
You can backtrack to the last pipe to pick up another cloud Thwomp, but I suppose I didn't make that clear. Will try to make that more obvious. Thanks for playing my other levels! I'll go through all your other ones later
 

Double

Member
I slightly revised Dino Cloning Lab.
New code: B299-0000-00B5-70DA

WVW69ifwUiYiMU7lBd


I think only two people from Gaf have played it so far, so I'm still happy to get more feedback!
What an interesting weird level lol. Really liked the underground puzzle where
the flame bar was your "time limit"
. Did I cheese it by just
flying right to the goal with the cape once I got Yoshi?
:>
 

kinggroin

Banned
I slightly revised Dino Cloning Lab.
New code: B299-0000-00B5-70DA

WVW69ifwUiYiMU7lBd


I think only two people from Gaf have played it so far, so I'm still happy to get more feedback!

Enjoyed it! Was bizarre and felt nothing like any other Mario level. I think there needs to be an easier way to indicate what blocks need to be hit towards the end where the last huge fireball arm is rotating.

Still, level was boss. Great job!

A good friend of mine created an new puzzle level with a twist that will leave you wonder.





Click the image to watch a short clip showcasing some of the level!

Lots of fun just navigating around. Level flowed well, though a couple piranha plants caught me for being too speedy and the goombas bouncing just off screen made it a little touch to time. Good job all the same.
 

correojon

Member
Awesome level (again!). The "chase" after Koopa was very cool once I realized what you were going for. I once ran into him at the first meeting (after the first P-switch ran out) when for some weird reason he didn't fall down outside of the screen though. Also, does he have a twin brother or how comes he blows himself up twice at the end? :p
I´ll look into that, it´s tricky controlling enemies without using tracks :S That last part is just a little jupmscare, I wanted to surprise the player making him think he´d already beaten the Koopa Troller Bomber so he didn´t expect that last attack...just a little concession for drama (the truth is Mario has the deepest lore and I don´t want to hijack the thread by explaining in 20 paragraphs the story of the Crazy Koopa Troller Bomber Quintuplets XD). There´s no danger of dying as you get a Mushroom just before this part and the Koopa will only hit the player once at most.

In the room with all the "secret" ?-blocks (I have yet to reach it with fire mario so I can get the lowest one) I found it a little weird that you could drop down by the red cannon and fall to your death, since there was no real sign for that.
I left that spot for the bombs to have a way out and forgot to signal it somehow for the player. I´ll fix it in a revision, good eye!

Other than that challenging but fun level!
Thanks!


Regarding your Miiverse comment by the way: thanks, still working on that "full version" of the Skullride Mansion :D will be more of an agility than a challenge test mostly though, unlike the lost room.
I liked this level a lot, at first I thought it was a one-time ride, but when I found you were required to do somethings while on the platforms adn that there were even more platforms for you to activate at will my mind blew. As I said in the comments, only flaw I see is that it´s too short, I want more!

That's actually a fantastic level, it turns its design upside down for the way back it's all kinds of awesome!
Looking forward to the next level.
Thanks! It took a lot of work, it´s really conforting seeing that people get the idea! Also, thanks a lot for your feedback on Miiverse ;)

I just released a new level as you were writing your post:
RtDL5: Bomb Battle in Sky Bridge
944B-0000-00B5-13D6

Hope you like it!

Here's the final version of Planet 1-1 of the Super Mario Planets series :
Final version of Planet 1-4 :

Change logs:
- Changed the way to get the first 1-UP. Can't get stuck or destroy the block
- Lowered the first floating castle so that you can see the ground
- Removed the lava blobs at the beginning
- Removed the randomly bouncing lava blobs, they are fewer of them and on a track
- Changed completely the first platforming section to avoid randomness (See screenshot)
- Changed the second platforming section for thematic consistency
- Removed the third wall you had to destroy
- Changed the floor bombing so it's impossible to get stuck when going up
- Removed on flower power at the boss fight, reduced the size of the room but added a medium platform

Code: 035B-0000-00B5-9207

dvXaWp7.jpg


A lot better now!
I love what you´ve done with this level, it was already great and you´ve gone the extra mile and polished all the small details. The new diamond platforms are a great addition. I´ve died a lot exploring every nook and cranny and have beaten it 2 times in a row, it´s really cool, congratulations!

I slightly revised Dino Cloning Lab.
New code: B299-0000-00B5-70DA

WVW69ifwUiYiMU7lBd


I think only two people from Gaf have played it so far, so I'm still happy to get more feedback!
I love what you have done to set the mood with the music blocks and all the theming, you really nailed the atmosphere of a spooky laboratory.
The arrow pointing to the DNA (the small spike passage with the pow block) misguided me the first time, I went into the passage as Super Mario, took a hit and powerboosted to get the Pow Block and get out...so I finished the level in just a few seconds. You should make that passage longer so this is not possible to do and get rid of the arrow, or point it in the other way so it guides the player past the passage the first time.
The second time I played the level as intended, cool idea the big spinning flames. It took me a while to see
the trampoline hidden over a yellow block
, maybe you could put an arrow there or something. You´re moving so fast to not get hit and it´s in the top border so sometimes the camera will mess around and won´t make it visible.
I am making a spooky laboratory myself, mind if I borrow the music blocks thing? It´s really an awesome idea.

Some random feedback on Schlomo´s One Minute in Heaven course (5ED1-0000-006C-9133):
Really challenging and fun level! I recommend this to anyone who wants a small burst of adrenaline, it will take you some tries to beat this, but you´ll see how you slowly get further and further everytime. I enjoyed it a lot! :D
 
Hop to the Beat! was fun but too short!

Manipulate Dice Blocks! Not a fan of puzzle levels, but this one was cool.

(Flowers Bloom and P on had the best of my patience!


Edit:



I really liked your level!
In the room with conveyor belts, do you have to fall down?

Thanks for playing them!

I couldn't watch it live, but watching it now
also sorry about the bird effect in my level, it was something I was trying out (playing around with sounds, meant to appear when you pop out of the pipe) and forgot to take out.

if it makes you feel better, you did better in 10 minutes than the first hour of 2 I spent try to upload that level

Which one was your level?

Anyone streaming tonight? I miss watching these playthroughs :-(

Usually get with a couple buddies and tune in for the laughs.

I am! Waluigilicious on Twitch
 

Neki

Member
Apparently you can't use helmets with amiibo power ups. There goes my metroidvania Rosalina stage lol. Back to the drawing board.
 
Just got the game. Can anyone check out my level and give me some feedback?

Another Day Underground: 3596 0000 00B5 DDB3

I have no idea what I'm doing.
 

braves01

Banned
I picked up the 30th anniversary amiibo. Totally worth it, or at least downloading a level with the big mushroom to use in level creation. My first creation just goofing around with it.

WVW69ifzEBACtYZ_Fa
 

daydream

Banned
0GhLSDz.png


And with that, we have a clear winner of the first SMM-GAF Community Contest!


Congratulations to..

..Kebiinu who took SMM-GAF's hearts by storm with his level, Koopa Trails!

ID: 427A-0000-0051-51C6

JYV6Zmp.jpg


Runner-up is BelgianDude with Super Climber Bros. 1-1, congrats!

A whole lot of people on third place so I'm just adding the first two to the showcase for now.

I wanna thank everyone for participating and voting! My job was made easy by you guys adhering to the rules as well as you did, I'm very happy about that. It was a whole lot of 1-1 to go through but I hope everyone had a fun time thinking about the intricacies of a 1-1 design either while making a level or playing other contestants' levels. Look for a new tournament in the near future!
 

Weng

Member
Uploaded a new level:

Wall jumps up and down
4846-0000-00B6-04D6

WVW69ifzGgo27M1Upv

A short level to test your wall jumping skills.

Originally I intended it to be longer, but it was too frustrating. I'll probably make a part 2 instead.

My account on mariomakerhub.

Sorry, I wrote it down and then copied it from that @_@
Hopefully this should work!
15D7-0000-00AB-2286
Yes it worked. Not bad, but some things are a bit unfair, for example the thwomp out of nowhere at the beginning.
I also played your other levels. Bombe alaska jail was my favorite. It was challenging but it kept me motivated. I also discovered a short cut. I don't know if it's intended:
right at the beginning you can jump from the moving platform over the piranha plant to the right.
 

Mael

Member
I´ll look into that, it´s tricky controlling enemies without using tracks :S That last part is just a little jupmscare, I wanted to surprise the player making him think he´d already beaten the Koopa Troller Bomber so he didn´t expect that last attack...just a little concession for drama (the truth is Mario has the deepest lore and I don´t want to hijack the thread by explaining in 20 paragraphs the story of the Crazy Koopa Troller Bomber Quintuplets XD). There´s no danger of dying as you get a Mushroom just before this part and the Koopa will only hit the player once at most.

I have to say that I didn't let the 1rst one do anything as I just flew past him because of the bomb traps just before.
the second one I was kinda hoping they would die before I had to do anything.
Good scare on that one!


Thanks! It took a lot of work, it´s really conforting seeing that people get the idea! Also, thanks a lot for your feedback on Miiverse ;)

I just released a new level as you were writing your post:
RtDL5: Bomb Battle in Sky Bridge
944B-0000-00B5-13D6

Hope you like it!

I really have trouble leaving feedback from level people made on gaf so I'll just follow people and post feedback on miiverse that way there's a nice picture to go with it ;)
RtDL5 is actually my fav I played from you, there's some issues like how you can get trapped if you ever try to backtrack from a previous place.
You used the bombs concept way better than I thought about it, it's not too random and not too scripted with some nice jumping sections.
Really awesome!

Just got the game. Can anyone check out my level and give me some feedback?

Another Day Underground: 3596 0000 00B5 DDB3

I have no idea what I'm doing.
The beginning starts with a jump that's actually way too tricky in comparison of the rest of the level.
The trail of coins can lead directly to your death if the jump isn't right and leading right into piranha plants that you can't see unless too late.
The goombas and the koopa at the start are also too closely put that you can have trouble reacting to them in a timely manner.
After that the path to the start was satisfying.
The rest of the level was nice enough for my taste, the way to get the flagpole at the end was actually ingenuous but you need to make sure you can only reach the top of the pole without a simple run and jump.
Good start I'd say.
I tried your other level and I like how there's really 2 different ways to play it.
Also I'd say to not be afraid to make short level to start with to get a better feel of what works and what doesn't.
 

JC Sera

Member
Uploaded a new level:

Wall jumps up and down
4846-0000-00B6-04D6

WVW69ifzGgo27M1Upv

A short level to test your wall jumping skills.

Originally I intended it to be longer, but it was too frustrating. I'll probably make a part 2 instead.

My account on mariomakerhub.


Yes it worked. Not bad, but some things are a bit unfair, for example the thwomp out of nowhere at the beginning.
I also played your other levels. Bombe alaska jail was my favorite. It was challenging but it kept me motivated. I also discovered a short cut. I don't know if it's intended:
right at the beginning you can jump from the moving platform over the piranha plant to the right.
It wasn't intended but seeing as it took me two hours to upload that (I am ok at mario) and accidentally uploaded all those on my sisters account, I'm not gonna change it :p

I'm glad you found it challenging but achievable, thats what I was aiming for.
 
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