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Super Mario Maker |OT| Miyamoto Simulator 2015

correojon

Member
I like this level, it was a bit confusing to get the the alternate routes (I don't think I got them all).
Some of the jumps were a bit tricky to get, I didn't really liked that you could lose powerups forever meaning there was little room for errors.
Otherwise it's rarely confusing, I think there's a few unintended shortcuts but otherwise I liked it.
It gave me an idea for a level that is in finishing touches that I'm not sure is that great but heh.
Thanks for the feedback! You can´t go through al the possible paths in one single playthrough so I don´t think you got them all. The powerups can be lost forever because they are "extras", however you have more chances to get them if you stray from the main path later in the level. The idea was to make the main path easy and the alternate routes harder, but with better rewards so everyone could choose the a path they felt comfortable with.
I´m aware only of a "shortcut" by jumping over a one directional door at the top of the level, did you find anything else?

If you ever feel like the levels you do or play on GAF are not too good, 100 Marios is a great reality check!
I give a star on every non crap level in that mode, because really you gotta thank people who take their time to make something actually good!
Yeah, whenever I play 100 Mario mode I throw my expectations to the ground and just star every level that is not total crap.

Feedback time!
Fun level. Lots of possible paths. I feel I cheesed though the easiest path though. Starred it. No complaints other than I feel I missed 2 thirds of the level.
Well, that´s the deal with exploration levels, if you want to see everything you´ll have to replay it ;)

Loved the boss fight! The rotating bones were stressful! Nice saw blades patterns and obstacles. Good checkpoint placements. Medium challenge.
Glad you liked it. I put too many powerUps in this one, but I didn´t want it to be too hard, getting the balance right is impossible. The second part is more balanced I think.

Thanks for the comments!

Time for some feedback:
After a long hiatus, I'm back for another level. Pure platforming again.

Super Mario Planets - Planet 2-3

Code: 6417-0000-0104-450B

tkb5IhO.jpg
Cool and original mechanics, it was pretty fun. I had a problem right before the goal, the platforms spawned in an undesired position and there as no way to get over that last challenge. I killed myself and it was good the second time, but you should place a door there to ensure that the platforms spawn correctly.

Let me leave my latest level here again:

bowser.jpg


Bowser Jr Hot Air Baloon Armada!

7D59-0000-0104-411F


Infiltrate Bowser Jr's Hot Air Baloon Armada before it reaches the mushroom kingdom!!

WVW69inhHEY6ZHDwEv

WVW69ingjNE4I-wgIc
Awesome level, great way to mix theming, gameplay and exploration. I didn´t beat it because the part where you get the Clown Car was insane, I tried looking for secrets there but it was impossible with Spinies appearing right before your nose when you went up. I think you should cut down on enemy number in that part. Having to repeat all the sequence to get Yoshi, the feather and the helmet in the secret room became a bit boring and I gave up after some tries. Also, I almost got stuck in the Bowser Jr. room, the Car Clown despawned and I had no way to reach the top. Fortunately I had the cape and Yoshi, so I could fly, make a diuble jump leaving Yoshi behind and get into the pipe, but if I had taken a hit during the boss fight I would´ve been screwed...Again, this level felt like there was sooo much to find and so many places to go, good job!
 

Schlomo

Member
Re-posting this because I'd love some more feedback:
High Pressure Mushroom Cooking
(D999-0000-0101-8306)


WVW69inNQNQEpg7scO


After taking a wrong turn in Peach's castle, Mario ends up in the royal kitchen. Now he has to escape giant pressure cookers and meat grinders, or he'll end up in the mushroom soup himself!
 
Yeah, I probably missed a lot of great levels. Maybe limit it to 1 level per user?

I just got this today and that's sounds like a great idea. There's sooooo many levels I don't know where to begin.

Yeah I think 1 level per user is a great idea. We'll have to determine a method for picking the levels. I envision some sort of graphic or picture (I'm shit at photoshop though and by shit I mean do not know how to use it :p )

I'll try and think of a good way to pick levels. Might just be people post what they feel is their best 3 levels (for active users) and the rest of us just vote and slow pick course we liked on other pages until we get a solid list going.
 

correojon

Member
Re-posting this because I'd love some more feedback:
I saw this yesterday being played on Bjoern´s Smexy stream and I thought it was AWESOME. It´s a pity he spoiled it for me, so I´m going to leave a few days go by to see if I can forget about most of what I saw, ´cause I want to play it clean and let it surprise me. Really great level with cool theming and exciting challenges.

Yeah I think 1 level per user is a great idea. We'll have to determine a method for picking the levels. I envision some sort of graphic or picture (I'm shit at photoshop though and by shit I mean do not know how to use it :p )

I'll try and think of a good way to pick levels. Might just be people post what they feel is their best 3 levels (for active users) and the rest of us just vote and slow pick course we liked on other pages until we get a solid list going.
Great idea, could this be done in a new thread? We already have a thread for "Your favourite SMM levels" but this one could be something like "SMM GAF Seal of Quality selection", it would be much easier to organize all the voting while keeping track of new posted levels that way. Also, we could od this periodically every 2 months or maybe every month if it´s not much work.
 

KooopaKid

Banned
Cool and original mechanics, it was pretty fun. I had a problem right before the goal, the platforms spawned in an undesired position and there as no way to get over that last challenge. I killed myself and it was good the second time, but you should place a door there to ensure that the platforms spawn correctly.

Thanks for the feedback! Weird, I noticed that twice but spaced the platforms more before the final upload and the spawn was OK the last three times I played. Annoying!
Luckily the last checkpoint isn't far off.

Reposting my level for a few more plays:

Super Mario Planets - Planet 2-3

Code: 6417-0000-0104-450B

tkb5IhO.jpg
 

vikki

Member

woopWOOP

Member
Man, I just need 8 more stars before I can upload more stages, but people are just so stingy! Meanwhile I just go around giving stars to every 100 Mario Challenge stage that isn't an autoplay or doesn't have bullshit 'doors to spikes' parts.

On that note, I'm seeing a pattern where people with Kaizo wannabe stages in their profile aren't able to clear my easiest of stages. You'd think they'd have the perseverance to continue after dying once or twice.

Nothing brings me down more than clicking the profile of someone who played my stage and seeing they uploadded like 7 decent, medium difficulty stages and only have like 4 stars total :[ Give those stars, people!
 
Man, I just need 8 more stars before I can upload more stages, but people are just so stingy! Meanwhile I just go around giving stars to every 100 Mario Challenge stage that isn't an autoplay or doesn't have bullshit 'doors to spikes' parts.

On that note, I'm seeing a pattern where people with Kaizo wannabe stages in their profile aren't able to clear my easiest of stages. You'd think they'd have the perseverance to continue after dying once or twice.

Nothing brings me down more than clicking the profile of someone who played my stage and seeing they uploadded like 7 decent, medium difficulty stages and only have like 4 stars total :[ Give those stars, people!

I think a lot of people just want to make levels, and then play extremely good levels, like legendary levels. Its the same way with me, I like to make levels and not play levels.
But I'll check out your levels and star them, if they are legendary!
 
Man, I just need 8 more stars before I can upload more stages, but people are just so stingy! Meanwhile I just go around giving stars to every 100 Mario Challenge stage that isn't an autoplay or doesn't have bullshit 'doors to spikes' parts.

On that note, I'm seeing a pattern where people with Kaizo wannabe stages in their profile aren't able to clear my easiest of stages. You'd think they'd have the perseverance to continue after dying once or twice.

Nothing brings me down more than clicking the profile of someone who played my stage and seeing they uploadded like 7 decent, medium difficulty stages and only have like 4 stars total :[ Give those stars, people!

Everything in 100 man mario is garbage and I refuse to star any of it. But gaf stages I star everyone I play cause minimally people had the confidence to post it here.
 

Majukun

Member
reposting and updating my levels

Bowser's HI-sec underwater vault B29C-0000-0103-7DE2
Big rock snake ABD0-0000-00FF-AAB7
Plumbing problems 1.0 AE6D-0000-0105-306F
sky trial 0.5 8087-0000-0106-55c4
CAVE FCE4-0000-0107-A143

got the game past friday,so i'm still learning

anyway..how do i unlock the "mario shadow" that shows the last moments before dying?
does it appear on the gamepad or i have to use the tv too for that?
 

Simbabbad

Member
Everything in 100 man mario is garbage and I refuse to star any of it.
Technically, every single stage shows up in the 100 Mario Challenge. It's the main way levels are rated. Also, I played many great levels in there, it's just that all troll levels automatically go to Expert.
 
Technically, every single stage shows up in the 100 Mario Challenge. It's the main way levels are rated. Also, I played many great levels in there, it's just that all troll levels automatically go to Expert.

You are correct. I just mean I barely star amything because I mostly encounter shit. But yeah their is technically good stuff in there
 
Man, I just need 8 more stars before I can upload more stages, but people are just so stingy! Meanwhile I just go around giving stars to every 100 Mario Challenge stage that isn't an autoplay or doesn't have bullshit 'doors to spikes' parts.

It's one thing to be stingy, but I think you go too far in the other direction. A level doesn't need to have bullshit "door takes you to an instant death" segments for it to be a bad level that's not worth a star.

My metric for 100 Mario Challenge levels is that if I enjoyed the level and wouldn't mind seeing more levels from the person based on their level that I played, it gets a star.

Everything in 100 man mario is garbage and I refuse to star any of it. But gaf stages I star everyone I play cause minimally people had the confidence to post it here.

as someone who doesn't pimp out his shit through screenshot/drawing-laden GAF posts every other page and gets most of his stars from the 100 Mario Challenge, eat a diiiiiick
 
It's one thing to be stingy, but I think you go too far in the other direction. A level doesn't need to have bullshit "door takes you to an instant death" segments for it to be a bad level that's not worth a star.

My metric for 100 Mario Challenge levels is that if I enjoyed the level and wouldn't mind seeing more levels from the person based on their level that I played, it gets a star.



as someone who doesn't pimp out his shit through screenshot/drawing-laden GAF posts every other page and gets most of his stars from the 100 Mario Challenge, eat a diiiiiick

If I play a good level it gets starred. Its just rare those ever appear in 100 man Mario. I've played maybe 5 levels in 100 man mario I have given stars. If you want more stars post levels on the internet. If 100 man is where you are hoping to get stars hope for spammers cause that shit aint me son.

Gaf I give stars cause I can actually accompany the level with constructive criticism and people are open to iteration.
 
If I play a good level it gets starred. Its just rare those ever appear in 100 man Mario. I've played maybe 5 levels in 100 man mario I have given stars. If you want more stars post levels on the internet. If 100 man is where you are hoping to get stars hope for spammers cause that shit aint me son.

Gaf I give stars cause I can actually accompany the level with constructive criticism and people are open to iteration.

That's fine. Your post just came off as if you weren't starring any 100 Mario levels you come across no matter what, which would be a shame because I'm seen some decent stuff out of even the Expert challenge.

I'm not really posting my levels on GAF (outside of a few I posted at the request of another user) because I'm curious how well I can do without augmenting my stars/plays with outside exposure. I want the experience the average user has. So far, I'm at about 400 stars.
 
That's fine. Your post just came off as if you weren't starring any 100 Mario levels you come across no matter what, which would be a shame because I'm seen some decent stuff out of even the Expert challenge.

I'm not really posting my levels on GAF (outside of a few I posted at the request of another user) because I'm curious how well I can do without augmenting my stars/plays with outside exposure. I want the experience the average user has. So far, I'm at about 400 stars.

400 is impressive with no outside help. How many levels have you uploaded? And no I star anything I like. Inside or outisde 100 man mario. Its just a lot of shit I play will never get close to getting starred. I post levels online for 2 reasons, criticism so I can improve my general quality and because upload slots are tied to stars so you need them to upload more. (Which I guess for me is pointless now since I have uploaded 12 levels in 2 months but w/e)

That said the funny thing is I am playing 100 man normal right now and just ran into a level that while clunky as fuck has a really cool mechanic that I couldnt pass up starring lol.
 

woopWOOP

Member
I just want to encourage the younger players (atleast I'm assuming they're young) by giving them a few. Plus I'll be honest, there's a feeling of satisfaction after beating a rather crummy stage that can be 'difficult' because of its randomness. I had fun!

I also do it to counter all those auto-play shitshows that seem to get all the stars.
 
How many levels have you uploaded? And no I star anything I like. Inside or outisde 100 man mario. Its just a lot of shit I play will never get close to getting starred. I post levels online for 2 reasons, criticism so I can improve my general quality and because upload slots are tied to stars so you need them to upload more. (Which I guess for me is pointless now since I have uploaded 12 levels in 2 months but w/e)

I have 14 levels uploaded, with about 9 or 10 of those being ones where I took the design process seriously. The other five or so were levels made while I was feeling out the game and its toolset, as well as an automatic "run right" level I made on launch day as a cynical cash-in for some easy stars. The automatic one is unfortunately the clear winner, accounting for a quarter of the total stars I have, but the other ones do fairly well for themselves. I think I have a fairly good grasp on what makes a quality level, considering the ones I'm not particularly satisfied with are the ones with the least stars.
 
I just want to encourage the younger players (atleast I'm assuming they're young) by giving them a few. Plus I'll be honest, there's a feeling of satisfaction after beating a rather crummy stage that can be 'difficult' because of its randomness. I had fun!

I also do it to counter all those auto-play shitshows that seem to get all the stars.

My hope is that they add another difficulty level and put shit with <2% completion rate in some Kaizo difficulty level and make expert for shit that is actually hard not stupid.

I have 14 levels uploaded, with about 9 or 10 of those being ones where I took the design process seriously. The other five or so were levels made while I was feeling out the game and its toolset, as well as an automatic "run right" level I made on launch day as a cynical cash-in for some easy stars. The automatic one is unfortunately the clear winner, accounting for a quarter of the total stars I have, but the other ones do fairly well for themselves. I think I have a fairly good grasp on what makes a quality level, considering the ones I'm not particularly satisfied with are the ones with the least stars.

Ah I see. Well you're doing well. I'm at 476 stars so with the internets help so you def are doing something right. Can't beat gaf feedback though
 
Yeah, I probably missed a lot of great levels. Maybe limit it to 1 level per user?

I could really use this as well. I just returned to SMM after taking a month away from it (mostly for Yoshi and StarCraft), and I meant to catch up with the user creations here as this thread has such a high concentration of great stages, but I'm a little reliant on my subscriptions to the creators I discovered and followed in the early weeks of the game and I'm sure I'm missing out on some terrific contributions by latecomers, especially since the checkpoint patch.

One highlight per user (maybe two) is just fine as we all know how to find the creator's whole repertoire from there within the game.

For now I'll be combing over the last twenty pages or so, but I only expect to get through so much this week before I swap discs with Xenoblade.
 

jholmes

Member
I have 14 levels uploaded, with about 9 or 10 of those being ones where I took the design process seriously. The other five or so were levels made while I was feeling out the game and its toolset, as well as an automatic "run right" level I made on launch day as a cynical cash-in for some easy stars. The automatic one is unfortunately the clear winner, accounting for a quarter of the total stars I have, but the other ones do fairly well for themselves. I think I have a fairly good grasp on what makes a quality level, considering the ones I'm not particularly satisfied with are the ones with the least stars.

Even taking out what you say is a pandering level, 300 stars for 13 levels without posting on boards is really good. You should really offer up something you're proud of, I'd certainly give them a shot.

At the very least drop me a PM!
 
I saw this yesterday being played on Bjoern´s Smexy stream and I thought it was AWESOME. It´s a pity he spoiled it for me, so I´m going to leave a few days go by to see if I can forget about most of what I saw, ´cause I want to play it clean and let it surprise me. Really great level with cool theming and exciting challenges.


Great idea, could this be done in a new thread? We already have a thread for "Your favourite SMM levels" but this one could be something like "SMM GAF Seal of Quality selection", it would be much easier to organize all the voting while keeping track of new posted levels that way. Also, we could od this periodically every 2 months or maybe every month if it´s not much work.

You think the mods would be okay for a thread like that? I don't really make thread so I dunno haha. I am just wondering with the website update coming soon if we could possible just make a big que so we can all play the levels in the same sort of order as well. Lots of possible ways to do this.
 

Mael

Member
After a long hiatus, I'm back for another level. Pure platforming again.

Super Mario Planets - Planet 2-3

Code: 6417-0000-0104-450B

tkb5IhO.jpg
Good job on that one.
Although at the start I would have made it risk free without any possibility to die just to train the player otherwise I had some issues with the end being a bit random on timing for the platforms otherwise it was great fun!

e : NEW LEVEL!
Thwomp's burning mansion
D372-0000-0109-26C6
WVW69ioLf34yd9-ubb


Friendly word of advice...Spin...and try to stay on top of things ;)

levels I'd like more feedback on :
Fire in the hole : 688B-0000-0104-12C8
Labyrinth : 7D88-0000-00F9-8AA1

old levels if you're interested :
Forest Canyon : 33EB-0000-00F0-9216
Monster's Ice Mountain : 9580-0000-00EA-35CB
Magician's Trap : 9182-0000-00CE-843E
Airship infestation : 901F-0000-0098-E291
Pipe Dream : 4B94-0000-0091-122C
Cavernous : E59E-0000-0090-F731
 

NetMapel

Guilty White Male Mods Gave Me This Tag
So I saw this insane level being played on stream right now... Requires absolute precision and patience from your best inner Mario. It is not for the faint of heart and play it at your own risk ! Thought I'd share this level with all the pro Mario players we got here in SMM-GAF :)

Kurkurin's level: 7E3E-0000-0099-EA0B
 
Here's a new level I made:

High Pressure Mushroom Cooking
(D999-0000-0101-8306)


WVW69inNQNQEpg7scO


After taking a wrong turn in Peach's castle, Mario ends up in the royal kitchen. Now he has to escape giant pressure cookers and meat grinders, or he'll end up in the mushroom soup himself!

Just played this one and liked it a lot. Very thematically strong, with great item placement (I found myself replenishing power-ups within a second of getting hit, but never anywhere else). I found it breezy to get through, just about clearing it on my first attempt apart from a slip in the lava near the end where I misread the way forward (jumping up the crates), but by coincidence, I had practiced a lot of the mechanics you used here when designing my own stages back in September. Other players may not be so lucky. Excellent pacing and variety all around.
 

CrisKre

Member
Just reuploaded one of my older levels with tweaks and checkpoints. Thanks to anyone that gives it a go!


Corona Mountain: Hat Beats Lava (FB90-0000-0109-EA68)

WVW69ihImlUNyjaw5E
 

CrisKre

Member
Awesome level, great way to mix theming, gameplay and exploration. I didn´t beat it because the part where you get the Clown Car was insane, I tried looking for secrets there but it was impossible with Spinies appearing right before your nose when you went up. I think you should cut down on enemy number in that part. Having to repeat all the sequence to get Yoshi, the feather and the helmet in the secret room became a bit boring and I gave up after some tries. Also, I almost got stuck in the Bowser Jr. room, the Car Clown despawned and I had no way to reach the top. Fortunately I had the cape and Yoshi, so I could fly, make a diuble jump leaving Yoshi behind and get into the pipe, but if I had taken a hit during the boss fight I would´ve been screwed...Again, this level felt like there was sooo much to find and so many places to go, good job!

Thank you Correjon! There actually is a flower hovering on top of the boo balloon before the shit hits the fan lol.
 

The Technomancer

card-carrying scientician
Wait you can have three way pipe systems? On Mario Maker Mornings today I saw a setup where pipe A led to pipe B, but then a different pipe C led back to pipe A. How do you do that?
 

Simbabbad

Member
Can you do that? I would guess that's how its done if you can
Yes, you can do that. That's how I managed to make my "early ghost house" part in my Old School Super Mario (Castle) stage.

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BOld%2BSchool%2BSuper%2BMario%2B%2528Castle%2529.png


See the part at the centre? All the entry pipes (except the good one) lead to the same exit pipe, because they're all superposed.

When pipes are superposed, the game takes the earliest created pipe as the entry pipe. So if A, B and C pipes lead (visually) to the same exit pipe, taking back the exit pipe takes you to only one of them, the earliest created link.

This can allow great Ghost House "mindfuck" levels, where pipe A leads to pipe B, but then taking back pipe B takes you to pipe C, like this excellent level by an Image & Form designer (buy SteamWorld Dig and SteamWorld Heist, people)!
 

Jocchan

Ὁ μεμβερος -ου
When pipes are superposed, the game takes the earliest created pipe as the entry pipe. So if A, B and C pipes lead (visually) to the same exit pipe, taking back the exit pipe takes you to only one of them, the earliest created link.
Yup, that's exactly how it works.

I used that to make endless loops (Groundhog Day or the endlessly descending staircase in Not Tomorrow), or a one-time event you can't go back to (in Super Dude Bros. II 1-2).

Yeah I think 1 level per user is a great idea. We'll have to determine a method for picking the levels. I envision some sort of graphic or picture (I'm shit at photoshop though and by shit I mean do not know how to use it :p )

I'll try and think of a good way to pick levels. Might just be people post what they feel is their best 3 levels (for active users) and the rest of us just vote and slow pick course we liked on other pages until we get a solid list going.
That's a great idea.
 

jholmes

Member
In the interest of best-of discussion, Goomba's Safety Hat Emporium by Zeus might be the best puzzle level I've played to date. It's short and challenging, but figuring out and executing the puzzle is really exciting! The code is 756D-0000-004B-3917. I just came across it in the highlights and it already has 60 stars, but it deserves 600.

Hopefully this doesn't get buried at the bottom of the page. This stage is the real deal.
 
In the interest of best-of discussion, Goomba's Safety Hat Emporium by Zeus might be the best puzzle level I've played to date. It's short and challenging, but figuring out and executing the puzzle is really exciting! The code is 756D-0000-004B-3917. I just came across it in the highlights and it already has 60 stars, but it deserves 600.

Hopefully this doesn't get buried at the bottom of the page. This stage is the real deal.

Short and sweet, and definitely recommended. Subtle accommodation for resets/respawns, too. The final challenge in particular is perfectly spaced for maximum tension and giving players ample opportunity to screw themselves over at the moment of triumph.
 
Minimally Nintendo coyld add more backgrounds as DLC. Its literally the easiest thing for them to do. I was watching some SMW gameplay. That game has a ton of backgrounds that would fit great in the game if they were introduced.
 

Simbabbad

Member
Minimally Nintendo coyld add more backgrounds as DLC. Its literally the easiest thing for them to do. I was watching some SMW gameplay. That game has a ton of backgrounds that would fit great in the game if they were introduced.
It's true that simply allowing different backgrounds for games where they exist already would be effortless and would really help with creating themes. I just looked for SMW backgrounds, and it'd add some real variety, I'm starting to get sick of visual repetition in SMM.

I'd also love to use NSMBW backgrounds instead of NSMBU. NSMBU looks great as a game, not so much as a construction kit tool. I loved NSMBW's plains background more than NSMBU's, it's more iconic.
 

entremet

Member
Sup, SMM Community.

I just got this game.

Really fun stuff!

I thought I would not like making levels, but I'm addicted.

The day limit thing sucks, though. But I don't mind as much it helps me learn the tools.

Just curious, is the SMM online portal up yet? I remember the last Nintendo Direct mentioning it.
 

Simbabbad

Member
So, I've finally published the first level of my new series, "Third Party Quest".

The pitch of "Third Party Quest" is that, tired of kidnapping Peach to have Mario save her later, Bowser finally decided to kidnap Mario himself, lock him in a cell in his castle, then wall off that cell. Worried of not seeing him at the Smash Bros. dojo, Sonic, Pac-Man and Mega Man then choose to come to Mario's rescue: they'll go on a quest for Bowser's castle to free Mario, and help him get revenge on the Koopa King.

In practice, all three characters will have a dedicated level, then they'll team up with Mario for a finale (said finale is already 50% done).

The first dedicated level is about Sonic: "Third Party Quest - Sonic"

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BThird%2BParty%2BQuest%2B-%2BSonic.png


This level is mostly inspired by the typical Robotnik factory polluting the environment, but its level design is also taken in part from casino levels, with a little touch of Green Hill Zone at the very beginning. It is quite easy, I nearly rated it two stars. This was made on purpose: first, this is an entry point in the series, then, I wanted the level to be enjoyable by kids, and finally, Genesis Sonic levels are actually easy IMO. There is an extra challenge for more experienced players, though: you can go for collecting all 255 coins located before the boss!

Screen captures:

Third%20Party%20Quest%20-%20Sonic%201.jpg


Third%20Party%20Quest%20-%20Sonic%202.jpg


----

Feedback:

Castle Crash Challenge
C318-0000-0104-7F69
That was a nice level, maybe a little slow. The "platforms to push up giant launchers" could have been exchanged with platforms + spikes.

High Pressure Mushroom Cooking
(D999-0000-0101-8306)
EXCELLENT level! Your use of the theme, the gameplay ideas, the tense challenge, the pacing in particular are all impressive! I loved it!

The Long Climb To Save.. Toad.

B1F0-0000-00D8-7291
The first half is really good, it looks great and has very good pacing and a good challenge, and then it just sort of stops from about your screen capture, with empty settings. Strange.

----

You can check my levels in:

- My (French) blog
- SUPER MARIO MAKER BOOKMARK
 
Sup, SMM Community.

I just got this game.

Really fun stuff!

I thought I would not like making levels, but I'm addicted.

The day limit thing sucks, though. But I don't mind as much it helps me learn the tools.

Just curious, is the SMM online portal up yet? I remember the last Nintendo Direct mentioning it.

You can speed up the day limit in the game and get everything in a few hours. I would say suffering through the day limit helps but tbh I don't really think its conductive to anything. The best way to learn is to have all the tools available, pick a theme and a few different enemies or obstacles (I try to do no more than 4 unique enemies per stage for example) and just try to craft a course.

The SMM portal isn't up yet. Should be soon I hope.

It's true that simply allowing different backgrounds for games where they exist already would be effortless and would really help with creating themes. I just looked for SMW backgrounds, and it'd add some real variety, I'm starting to get sick of visual repetition in SMM.

I'd also love to use NSMBW backgrounds instead of NSMBU. NSMBU looks great as a game, not so much as a construction kit tool. I loved NSMBW's plains background more than NSMBU's, it's more iconic.

Honestly Nintendo was pretty skimpy in regards to visual elements. On top of backgrounds there are a lot of different tile variations they could add. This stuff isn't like enemies where they have to create new sprites and behaviours. It's just importing the different looks.Looking at SMW and SMB3 there are tons of minimal effort stuff they can add. I know they w=originally wanted uniformity across all themes but I think in DLC they don't have to do they in terms of tiles even if they want to maintain it for backgrounds.

Not to be ungrateful or anything but there are literally so many background in all these mario games and different tile patterns that could be implemented with zero effort. (the only one I would want changed is SMB3 ice patterns cause they are hard on the eyes. simplified version of what they did in all stars would be better)

"Third Party Quest - Sonic" - 9D3D-0000-0109-BE90

This was a good level. The choice of them was very Sonic. I thought there was a lot of enemies in this one compared to some of your other levels. It's not particularly hard but there is some difficulty. The Sonic like surprise at the end was awesome. Good Job. Excited to see what you have cooking for the megaman level

That was a nice level, maybe a little slow. The "platforms to push up giant launchers" could have been exchanged with platforms + spikes.

Yeah the level is pretty deliberately slow. Its more of a take your time approach vs a run and jump. I fully admit though I didn't polish this level like I normally do. I just wanted to throw something out there and test some ideas in a different them. I don't really know what you mean with the platformers and the spikes though. The main issue is that spikes are set and don't fall. Pretty much the only item in mario maker that falls and tall is the bullet bills. Maybe I'm missing something. Thanks for the feedback as always
 
The bad news is that my copy of Xenoblade Chronicles X, which I expected Friday courtesy of Amazon Prime, was caught in a delivery snag and will not be here until Monday. The good news is that, having already allocated my whole weekend to the Wii U, I dug up a test piece I started back before the checkpoint patch and expanded it into a finished course. So here it is: the first upload from me since October.

Throwing Up All Over
0641-0000-010D-66E3

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Synopsis: A castle stage built around strategically placing and throwing held objects, this is an extensive regurgitation of mechanics specific to Super Mario World&#8212;in particular, the titular upchuck. (Not to be confused with a Chargin' Chuck.) A mastery of other SMW mechanics, like spin jumps and flight, will also provide you with alternative methods for clearing obstacles or even skipping them entirely.

Difficulty: Moderate. Challenges demand a mix of dexterity and good observation/planning, as in light puzzle-solving, but nothing here is beyond the difficulty of a mid-to-late-game Nintendo stage.

- You must be comfortable throwing objects in mid-air or placing them gently. You don't need to be perfect; the challenges here have ample room for error.
- It should be self-evident that fluency with the run button is required.
- Other skills from SMW are optional but potentially helpful. There are some big skips and breaks I found in testing that I decided to leave in as a speed runner's route.
- Yes, there are checkpoints. This is a lengthy stage.
- No Kaizo tricks, no juggling required.
- That said, let's not pretend the clear rate will end up over 5%.

Also, there may not be custom achievements in this game, but in this stage there is a bonus objective: finish the stage with Yoshi. He is not hard to find (in a room of his own, not tucked away in a hidden block or anything), but rescuing him is, by design, a puzzle of its own that is harder to solve and execute than simply reaching the goal.

I point this out now because I know many players in Super Mario Maker (myself included) habitually clear stages, star them perhaps, and never return, even to the ones they like most. So here I've put in an optional achievement that is highly visible at a glance when you reach the goal, and if you do it, I encourage you to brag about it in a Miiverse post.

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I look forward to comments and feedback, as usual, although (barring severe game-breaking bugs) I'm unlikely to make revisions all that soon. My next priority in Super Mario Maker will be to revisit some of my pre-checkpoint courses and retune them. Ghost of a Chance (A41D-0000-0095-314C) in particular was trickier than many players here had the patience to handle, and while I'm still proud of the original version and will be leaving it up as a hard mode, I mean to do a big revision pass on it to add checkpoints, nerf the miniboss that nobody could seem to get through, and squash out one despawning bug I missed that got at least one Twitch streamer stuck. If you are curious about how it plays right now, any additional critiques would be helpful.
 

BGBW

Maturity, bitches.
I decided to re-upload my level Skiddy Ridge since I've been meaning to since the checkpoint update.

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As well as a checkpoint I've toned down the difficulty a bit since I could tell this could quickly be a rather annoying level. Single blocks on horizontal railings while the level auto scrolls might be a difficulty step too far so I've cut those completely out (would be nice if we could be multiple blocks together so moving ice platforms are a thing). I've also cut the time right down to basically what is needed to beat the level to hopefully act as a bit of a guide to the player how much of the level is left.
 
Throwing Up All Over
0641-0000-010D-66E3

WVW69iooSyolESp06y


- You must be comfortable throwing objects in mid-air or placing them gently. You don't need to be perfect; the challenges here have ample room for error.
- It should be self-evident that fluency with the run button is required.
- Other skills from SMW are optional but potentially helpful. There are some big skips and breaks I found in testing that I decided to leave in as a speed runner's route.
- Yes, there are checkpoints. This is a lengthy stage.
- No Kaizo tricks, no juggling required.
- That said, let's not pretend the clear rate will end up over 5%.

I played throwing up all over. I think I replayed it 4 times to find everything. It's a really good level. Really pushed my Super Mario World skill level to the test. That last trick to get yoshi took me a ton of time to figure out how to do. But it was a great level. Lots of good mechanics and the difficulty was just right. (haha what am I saying, most people will not be able to complete it but w/e :p ) I really enjoyed this, gonna search out some of you other levels.
 
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