Hi all, I got the game recently and after enjoying everybody else's levels I finally made and uploaded my first ever Mario Maker level. It's not really hard but has some tricky spots. My main focus was to create a level that had multiple paths. I feel as if some of the paths make the stage way too easy but I liked the way that they felt and looked, of course this will be the main aspect that I improve upon next time. I welcome any feedback and please let me know if I'm doing anything wrong in regarding posting my course ID. Have fun!
Ah! I just realized that I ALWAYS activated manually the P-Switch with the koopa before. I don't know why I felt like it was part of the challenge.
Makes sense I was confused afterward!
would naturally want to jump off the Koopa just to hit the P-Switch instead of simply staying put and letting the Koopa walk on top of it. The level is built around the concept of being in kind of a laid back "zen mode" and letting the enemies do their thing which of course goes against the grain of what a player normally wants to do in a Mario stage, which is be impatient and hit everything they can.
Thanks, if you have to try 1 level it would be
Thwomp's burning mansion
D372-0000-0109-26C6
or if you're the only who actually played it
Fire in the hole : 688B-0000-0104-12C8
Thanks, I promise I will check at least one of these out next week. I have really enjoyed reading your feedback, btw! Very happy to hear my approach to the level at least makes more sense now after I clarified things.
Thanks, if you have to try 1 level it would be
Thwomp's burning mansion
D372-0000-0109-26C6
or if you're the only who actually played it
Fire in the hole : 688B-0000-0104-12C8
Got a chance to play this one too! Great challenge, and very enjoyable. Definitely worth a star!
finished the easy path, and I'll check out the hard path when I have a bit more time too!
Played a few more of your levels as well. And it looks like you took a tour of mine too. Thank you for the stars - which were enough to get my next medal! I'll have to make some more now that my upload limit is increased.
My friend chipped away at making this level over the course of many weeks with the hopes of making a level that is practically impossible to solve. I was able to beat it, but I'm curious to know if anyone without any knowledge of the level would be capable of doing the same without downloading it and looking up the solution.
There's no complex platforming, and very little risk of actually dying, but it might test your patience a great deal.
would naturally want to jump off the Koopa just to hit the P-Switch instead of simply staying put and letting the Koopa walk on top of it. The level is built around the concept of being in kind of a laid back "zen mode" and letting the enemies do their thing which of course goes against the grain of what a player normally wants to do in a Mario stage, which is be impatient and hit everything they can.
I guess it makes sense if you take the zen approach to it.
I'd say add the zen soundeffect when you are on top of the turtle to put that in the mind of the player.
Heck I was pretty much rushing myself
Thanks, I promise I will check at least one of these out next week. I have really enjoyed reading your feedback, btw! Very happy to hear my approach to the level at least makes more sense now after I clarified things.
Got a chance to play this one too! Great challenge, and very enjoyable. Definitely worth a star!
finished the easy path, and I'll check out the hard path when I have a bit more time too!
Played a few more of your levels as well. And it looks like you took a tour of mine too. Thank you for the stars - which were enough to get my next medal! I'll have to make some more now that my upload limit is increased.
Beware for the hard path it's a bit obtuse, so much I put in a shortcut to get there directly from one checkpoint.
Your levels were cool so they earned their stars I'd say, glad I was of help!
I'm very sorry SMM Gaf, I'll have to take a break, my copy of Xenoblade X just arrived in the mail.
I'll still be there but way less active till I take a break of Mira.
Per some suggestions I received, I placed the first checkpoint flag on Babysitting Bobombs farther ahead in the level, it's now
placed where you start the second Bobomb escort mission.
I also moved the second checkpoint flag to be above the pipe which leads to the
flying Bobomb "crib" instead of on the crib itself.
I was also able to partly fix a bit of a blind spot in the first section near the end of the first Koopa ride.
Updated code: 6DD5-0000-011C-41FC
Feedback finally for ChrisKre's Scorching Pyro Manic Manor (mael, oddjobs and Shizza, I will try to play your levels tomorrow):
Wow, LOVED this stage. Nice consistent visual theme, another great use of vines which changes your jump timing and forces the player to be more patient. I love how you just pack your levels with room after devious little room. Just a great looking and great playing stage.
Game Center CX recently had a special 2-hour Super Mario Maker live broadcast event, where Arino was tasked with clearing one stage from each of 12 special categories of courses selected by the show's staff (from over 10,000 submissions). He only ended up playing a small portion of the total, so Nintendo posted the full list of the 120 courses that were selected to be his options, so you can try them out for yourself and see if you can beat the 2-hour time limit.
Game Center CX recently had a special 2-hour Super Mario Maker live broadcast event, where Arino was tasked with clearing one stage from each of 12 special categories of courses selected by the show's staff (from over 10,000 submissions). He only ended up playing a small portion of the total, so Nintendo posted the full list of the 120 courses that were selected to be his options, so you can try them out for yourself and see if you can beat the 2-hour time limit.
No wonder this stage got so much more popular, specifically in Japan! I'm totally blown away that Arino played 10 non-Japanese and one Canadian stage and he happened to play one of mine.
I kept meaning to watch the broadcast but kept putting it off. This would've blown my fucking mind if I saw him boot up my stage without knowing about this going in!
No way man, much better for me to find out this way. Honestly I suspected something was up, the last few days Japanese players have not only been starring my stage, but actually commenting on it!
Good level, always fun knocking down those crazy towers! A fair, consistent challenge too and it doesn't outstay its welcome. There is more you could have done with the Goombas if you wanted to. They can be kicked along the ground as you're walking, and can be thrown upwards. Throwing Goombas up at spinning blocks and question blocks also activates them, giving you even more opportunities. (I have a bit of SMW Goomba history myself - 'Goombas Play ball' E4D7-0000-00D8-AB57)
2 apparent glitches here. First, going through doors without pressing up, and second, the invisible doors. First appears to be achieved by placing spikes over doors on rails. The second might be achieved by simply placing background tile over the door, but havent tried yet myself. Great level anyway!
Can someone please play my latest Ghost House Assault level FC5B-0000-011A-771B. Since reuploading for the 2nd time it's hit the tumbleweed and is destined for deletion at this rate!
Only two stages away from completing my goal of creating 32 stages that feel like they could be straight out of Super Mario Bros.
I'm so disappointed in my 1-1 and 1-2 now, but I don't want to delete them and reupload them and have all my courses be out of order on my profile. =_=
No one noticed this?
Different color? DIFFERENT COLOR?
------------------------------------------------------------
P-Switch to create grey doors confirmed!!!11
It didn't make it on to the show unfortunately, but just being picked is awesome, as well as highly unexpected. (That code again, folks: F73D-0000-007D-BABC ) Oh, and congrats, Justin!
So I check in on Mario Maker after not playing for a while due to other games coming out and I'm greeted with a message telling me that my most popular course, Junior Airship Showdown, has been deleted from the servers. Such bullshit.
His Japanese name, Baito, for some reason didn't get brought over into the western release of Nintendo Badge Arcade. He's a charming character so it's a shame he has no name here.
So I check in on Mario Maker after not playing for a while due to other games coming out and I'm greeted with a message telling me that my most popular course, Junior Airship Showdown, has been deleted from the servers. Such bullshit.
One thing that kinda sucks about Mario maker is that there is not many tools to make a boss. I decided to give one a shot, anyone care to give me some feedback? The ID is 2919-0000-0120-FF20.