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Super Mario Maker |OT| Miyamoto Simulator 2015

Feedback time!

Captain Bobomb's Fire and Ice Fleet:

https://supermariomakerbookmark.nintendo.net/courses/6850-0000-0188-9B5C

The plants in the clown cars offer a nice challenge, a bullet hell shooter could be made with them. I died 3 times at the last chain chomp, first time, I didn't have the time to understand what to do, the second time I disembarked the clown car by mistake, and the third time I got trapped because I was bouncing over the tight corridor and the scrolling got me. The scrolling is so slow, it's a bit of a pain to restart from the beginning.

I'm thinking of making another shmup stage with even more fire piranha plants. I'm bummed you didn't think the level was star worthy. Like shmups and puzzlers, there is some trial and error required of the player and I do train the player early on using the destructible "demo platforms" regarding the fact they need to both
occasionally dislodge Chomps and ignite Bobombs to break through crucial barriers. I'd like to hear your opinion on my previous stage Babysitting Bobombs which this level borrows some mechanics from.

It might also help to keep in mind that this stage is partly based on the "escape the base" finale segments from the Gradius games where the player has to survive by navigating tighter than usual spaces in between standard bullet and enemy dodging. As for the scrolling being slow, it has to be in order to accommodate the player since the stage has so much going on, medium or fast autoscrolling wouldn't be fair.

Where are the checkpoints?

Huh? There's two checkpoints, one is in the small room right after the upper section with
the small "volcanoes" where you first encounter the floating Bill platforms, the other checkpoint is right before the final rush to the goal with "Captain Bobomb."
Unfortunately I wasn't able to place the first checkpoint sooner because of the way the first layer of the stage is structured and all the stuff packed into the rest of the stage. Because of this, ironically when I placed the first checkpoint sooner the player ended up losing even more of their hard-earned progress.

Planet 2-8 is going to be a shoot-them-up too so I have to come-up with different ideas :)

I look forward to seeing what you do with a shooter stage.

I also played your MST3K level and I understand now why you like my Planet 2-1 lol!
Your level was very easy but it's just fun to bounce over multiple enemies. I skipped to the end by finding the beanstalk it seems!

Yep, you found the secret area and shortcut, good job. :)
 

Downhome

Member
A bit short but doable, I took the bottom path with the vines.
I'm thinking you could likely tackle a longer challenging stage since this is a solid start, nothing came out of nowhere for surprise deaths on my end.

Thankfully the level isn't very long! It is really challenging, but not necessarily in an unfair way. I see there's an upper path but I never tried it. Somehow I made it through the rest of the level after getting to the vines for the first time. I nearly had a panic attack trying to get out of that section though. I think I made the jump by luck and then immediately had to deal with chomps. I enjoyed it overall. I think the only part I didn't like was the jump after clearing the bricks from the first section. I'm sure you can make the jump by sliding with big mario, but it almost felt like you intended people to take the hit to make the jump easier.

Thanks guys. I hate levels where surprise deaths take place, spamming enemies, and any other really cheap deaths. I tried to make it fair, yet challenging.

As for that one part after clearing the bricks, I prefer to do it by sliding under with big Mario, then slowly hopping to the edge, then making the jump, haha.
 

Anteo

Member
Oh.. the worst part about making a level, Having to choose a name....

Edit: Whatever, names do not matter.. I think...


Timing is key


oIz4vf7.jpg


I really could find a name that describes the mechanic of this level. I think I was close but whatever. I had this in my mind for a while and I actually published an earlier version of this level a month ago. I think it shoudl be fine now, it feels more like a complete level to me, instead of what it was before.
 

correojon

Member
KoopaKid said:

I beat both levels yesterday:
2-7 was a nice short minigame. The music went perfect with the mood and rythm of the level and the whole level was very fun and engaging. I feel like the challenge length was perfect, though the whole level came out short. I´d love to see this as a secret room in some other bigger course, or just expand the level with 2 or more challenges like this one..

2-6 was really, really nice. I found there were some problems with the camera mainly; sometimes the level forced you to get into a position where you lost view of the moving platform but well, it may be considered part of the challenge. Some jumps weren´t possibly achievable on the first run and required one or two deaths to see what´s coming, maybe some coin guiding could´ve been used better. In general coin guidance is not done very well, they are used always in the same manner to signal the location of some bumpers, but they never hint trajectories. Also, some bumpers are placed in akward places, at first I thought they were there to hint at some secret 1Up or something, but couldn´t find anything, so they did nothing but distract me. Anyway, even with those small things the level felt really good, engaging and most of all, fun! I loved some instances where the Bumpers made you bounce frenetically around (like when you ascend in the platform between 2 moving columns of bumpers or the final part with the all the coins which was PERFECT) and also a place where a bumper would always push you away from the platform, but another one located below will you get you on it again, that made me chuckle every time. Very fun level and great mechanical progression.
 

KooopaKid

Banned
I'm thinking of making another shmup stage with even more fire piranha plants. I'm bummed you didn't think the level was star worthy. Like shmups and puzzlers, there is some trial and error required of the player and I do train the player early on using the destructible "demo platforms" regarding the fact they need to both
occasionally dislodge Chomps and ignite Bobombs to break through crucial barriers. I'd like to hear your opinion on my previous stage Babysitting Bobombs which this level borrows some mechanics from.

It might also help to keep in mind that this stage is partly based on the "escape the base" finale segments from the Gradius games where the player has to survive by navigating tighter than usual spaces in between standard bullet and enemy dodging. As for the scrolling being slow, it has to be in order to accommodate the player since the stage has so much going on, medium or fast autoscrolling wouldn't be fair.

Huh? There's two checkpoints, one is in the small room right after the upper section with
the small "volcanoes" where you first encounter the floating Bill platforms, the other checkpoint is right before the final rush to the goal with "Captain Bobomb."
Unfortunately I wasn't able to place the first checkpoint sooner because of the way the first layer of the stage is structured and all the stuff packed into the rest of the stage. Because of this, ironically when I placed the first checkpoint sooner the player ended up losing even more of their hard-earned progress.

Oh ok, well I didn't reach the first pipe! I died stupidly 3 times (Well not entirely stupidly, because the final part before the first pipe is quite confined and tricky to navigate, but it takes way too long to reach that point again because of the slow scrolling.
What about no scrolling at all?
Maybe I wasn't being patient enough and not in the right mood.
I'll try your Babysitting Bobombs level later :)

I beat both levels yesterday:
2-7 was a nice short minigame. The music went perfect with the mood and rythm of the level and the whole level was very fun and engaging. I feel like the challenge length was perfect, though the whole level came out short. I´d love to see this as a secret room in some other bigger course, or just expand the level with 2 or more challenges like this one..

Thanks for playing. Well the main layout is already entirely taken and I used up all the available notes on tracks for a sub-screen.
BTW, how come the speed of the scrolling and the flying notes matches exactly the tempo of the music? With a lower scrolling speed, the notes wouldn't appear in sync. Is that a coincidence?

2-6 was really, really nice. I found there were some problems with the camera mainly; sometimes the level forced you to get into a position where you lost view of the moving platform but well, it may be considered part of the challenge. Some jumps weren´t possibly achievable on the first run and required one or two deaths to see what´s coming, maybe some coin guiding could´ve been used better. In general coin guidance is not done very well, they are used always in the same manner to signal the location of some bumpers, but they never hint trajectories. Also, some bumpers are placed in akward places, at first I thought they were there to hint at some secret 1Up or something, but couldn´t find anything, so they did nothing but distract me. Anyway, even with those small things the level felt really good, engaging and most of all, fun! I loved some instances where the Bumpers made you bounce frenetically around (like when you ascend in the platform between 2 moving columns of bumpers or the final part with the all the coins which was PERFECT) and also a place where a bumper would always push you away from the platform, but another one located below will you get you on it again, that made me chuckle every time. Very fun level and great mechanical progression.

Thanks!
Agreed on a few cosmetic bumpers that might be distracting and I used the coins maybe a little too systematically. I did use them to warn the player to crouch though :)
Yeah to succeed on your first run isn't possible or you need super human reflexes and analysis skills, but you know, it's just like Bloodborne and it's GAF GOTY :p.
 
Oh ok, well I didn't reach the first pipe! I died stupidly 3 times (Well not entirely stupidly, because the final part before the first pipe is quite confined and tricky to navigate, but it takes way too long to reach that point again because of the slow scrolling.
What about no scrolling at all?
Maybe I wasn't being patient enough and not in the right mood.

I don't think this stage would keep a lot of its energy if I took out the autoscroll. I am however planning on making a new bullet hell stage which will have no autoscroll, just had an idea for that this morning which I think would work well.


I'll try your Babysitting Bobombs level later :)

Awesome, just be warned it's an "Expert" rated puzzler which requires a lot of patience and resisting the urge to jump around a lot, but if you stick with it I think you'll find it interesting experience. I plan on trying more of your planet series tomorrow when I have time off from work.

Edit: Correction, the Bookmark site lists Babysitting Bobombs as "Super Expert." Aye, completion rates...
 

Purdy

Member
Had really good fun watching some twitch steamers do my level last night, all seemed to enjoy it, gave praise on the design and refused to give up compared to levels they did before which they eventually passed on despite spending a long time on it

Any gaffers do viewer levels on twitch?
 

Inkwell

Banned
I got this game recently, and I think I'm done revising my first level:
Walljumping off the Cliffside
718B-0000-0198-C58F_full.jpg


It shouldn't be very hard, but each revision has gotten very few hits, and most people quit VERY early on (judging from the death markers). I'm a little worried about what I was reading of Nintendo deleting unpopular levels when no one is even finding them.

I look forward to trying some other GAFer's levels soon too :)

This is a pretty enjoyable level. Although I didn't find it too difficult, the part with the piranha plants is a bit tricky and tight compared to the rest of the level. I also think there was a blind jump. I think these are minor issues though.

I decided to try and make a traditional basic stage for a change of pace

Precipice Pathway
C2D0-0000-019A-9D21.jpg

C2D0-0000-019A-9D21_full.jpg


Not much in the way of gimmicks, just a slightly sprawling SMW stage with a fair few secrets.
Hey maybe this one will attain like a 20% completion rate at least, I even got my mii to smile this time around, so welcoming!

This is well designed level. You made the level pretty easy while still keeping things interesting. I think my main issue is how the semi-solid platforms were used. Maybe it's personal taste, but I think nearly all of them need to have their corners and bottom 3 edges hidden at all times if possible. There were tiny little gaps where you could see the background. You didn't do this in the underground sections though. Which brings me to my final point. Not a huge deal, but I think that first underground section with the moles was a little plain. It stands out compared to everything else in the level. Some variation in the terrain, or even breaking up the background a little more may have helped.

Guys, I recently got this game as a birthday gift (best gift ever :D). Finally made a stage that I liked enough to upload and share with you guys. Not the most creative, or challenging, or special by any means, but it's fun to play through.

Spring Launchin' and Walljumpin' (19FA-0000-019A-BCD0)
QmxWsea.jpg


Feel free to send feedback by whatever means (PM, thread, Miiverse, etc).

I have tons of courses to play from you guys, time to start bookmarking!

I found this level a bit odd. It's not that there's necessarily anything wrong with the general design, but I felt like I was supposed to speed-run it a bit and the level didn't seem very conducive to this. It could be I just didn't find the intended line. I think it's a pretty good first upload though. I enjoy wall-jumping levels.

First post in this thread, here are links to the 3 levels I currently have uploaded (I deleted the only one I had stars on which was just a quick test...no idea why it even got stars).

I didn't grow up with Mario games at home (was a Sega kid) so don'treally know how to make a traditional Mario level... but did spend a lot of time in shops playing NES Mario on display units!

The Hibernaculum:
https://supermariomakerbookmark.nintendo.net/courses/7DD6-0000-0163-6084

Happiness:
https://supermariomakerbookmark.nintendo.net/courses/58D2-0000-0176-5738
There are 8 1up's to find in this course, not including coins or level end.

The Mousehill Daydream:
https://supermariomakerbookmark.nintendo.net/courses/2060-0000-0196-943B
There are 8 1up's to find in this course, not including coins or level end.

Going to keep making courses too, its a lot of fun!

I played these the other day. They were well designed, but I have a couple of points to make. I might get some things mixed up between the levels so I'll keep it in more general terms. Some of it you could probably tighten up a bit. Some of it felt very spaced out when you could have made a level that was little shorter, but more dense. I tend to feel a little lost when I play really open levels with multiple paths. There were a few awkward platforming sections, but the one that sticks out had a section between 2 walls with single block platforms jutting from each wall. It felt odd trying to make the jumps.

Oh.. the worst part about making a level, Having to choose a name....

Edit: Whatever, names do not matter.. I think...


Timing is key


oIz4vf7.jpg


I really could find a name that describes the mechanic of this level. I think I was close but whatever. I had this in my mind for a while and I actually published an earlier version of this level a month ago. I think it shoudl be fine now, it feels more like a complete level to me, instead of what it was before.

I thought this was a fantastic level. I absolutely love levels that are pure platforming challenges. The general layout and flow felt great. The difficult felt perfectly balanced as well. There were no sections that felt cheap. It deserves some more plays and stars.



By the way, I played a level called Perishing Platforms that I saw on the bookmarks page. I kept ignoring it, but finally decided to bookmark it when I was away from home and bored. It turned out to be one of my favorite Mario Maker levels so far. There's a few iffy sections, but I feel like it has the best use of tracks and moving platforms that I've seen. It's very focused on platforms and saws with tricky challenging platforming while not being annoyingly difficult.
 

BenN

Member
I played these the other day. They were well designed, but I have a couple of points to make. I might get some things mixed up between the levels so I'll keep it in more general terms. Some of it you could probably tighten up a bit. Some of it felt very spaced out when you could have made a level that was little shorter, but more dense. I tend to feel a little lost when I play really open levels with multiple paths. There were a few awkward platforming sections, but the one that sticks out had a section between 2 walls with single block platforms jutting from each wall. It felt odd trying to make the jumps.

Thanks for the feedback, it's appreciated!

I think I know what section you are talking about but would have to go back and check. It can actually be completely avoided with precise use of a power up collected somewhere before that.
Perhaps the issue with that sort of block jumping comes from me though, as I have a habit of always having the run button held down, sort of an unconscious thing while I play levels/test.
I have had to forcefully stop myself doing that at times to make sure jumps don't all rely on this.

I know what you mean about spacing too...still getting my head around good use of the space available.
There were a couple of levels I found randomly the other day by a Japanese maker that really impressed me with how they used the level space. I will dig them up when I get a chance and share them here...I think they are worth playing for sure.
 

Whogie

Member
I'm enjoying the levels I've played from here :)
Especially after 100 Mario mode. Holy shit most of those are trash.

Uh-oh Cave Tricks
Absolutely can't grab that vine in the beginning, sorry :(

Precipice Pathway
Pretty easy, relaxing level. I love how you did your caves.

Knighthood Nightmare
Loved this one. I probably tanked your completion rate, but I was determined to finish. Didn't have nearly as much trouble on the second playthrough :p

Someone recommended We can do it. Together.
This should be an event stage. Super clever.

Fun in parts, but there are a couple of blindish jumps onto walls that will end badly for some players. I'm thinking of the Piranha plant bit in particular. Was also a bit confused by the end, level looks like you should wall jump upwards, when in fact the flag is tucked away in the bottom right almost out of sight. It's a pretty well thought out level though otherwise, especially for a first.


This is a pretty enjoyable level. Although I didn't find it too difficult, the part with the piranha plants is a bit tricky and tight compared to the rest of the level. I also think there was a blind jump. I think these are minor issues though.

Thank you. I'll try to be better about blind spots. I totally overlooked how blind the last jump is.
 

Anteo

Member
So I made what I thought was a pretty easy SMB3 style Airship course and its gotten 20 plays and zero clears in the last hour. Anyone care to shed some light on what the difficulty is?

Super Pesca Bros 3: Airship

So far its the hammerbros, the first one is hard to get through or kill it without getting hit. If they got hit in the earlier part they will strugle there for sure.

I havent got past that area (2 tries)

Edit: Oh god there are 3 of them. They are so random, sometimes the do the 3 hammers and wait a lot, but just now one of them did hammer - wait a little 4 times in a row and the screen catched up to me
 
I imagine an update would be coming soonish, right?

There hasn't been anything announced, but it's been awhile since the last costume, and it appears they're out of them. Along with it being about as long since the last patch as the previous patch was, I believe.
 
So far its the hammerbros, the first one is hard to get through or kill it without getting hit. If they got hit in the earlier part they will strugle there for sure.

I havent got past that area (2 tries)

Edit: Oh god there are 3 of them. They are so random, sometimes the do the 3 hammers and wait a lot, but just now one of them did hammer - wait a little 4 times in a row and the screen catched up to me

Hmm... I originally had a Fire Flower in front there, but it made everything so easy. I guess I just never had too much trouble with Hammer Brothers. I wonder if I should take the stage down and retool that portion...
 

hylatio

Neo Member
Hmm... I originally had a Fire Flower in front there, but it made everything so easy. I guess I just never had too much trouble with Hammer Brothers. I wonder if I should take the stage down and retool that portion...

I think a better idea would be to put a tiered power-up in the question block above the first Hammer Bro (where the 1up currently is). That way players would have to maneuver a bit to get another power-up but still give them a chance at making that section easier.

I also have a similar level that people can't seem to complete- and they're all dying near the beginning in a part I don't think is very hard. I would love to see what people think of it:

Robotic Platforming Buddy
 

Anteo

Member
Hmm... I originally had a Fire Flower in front there, but it made everything so easy. I guess I just never had too much trouble with Hammer Brothers. I wonder if I should take the stage down and retool that portion...

I finished it.
There are 2 hard parts about this level:

1. The Hammer bros, its hard to deal with them on land. Consider giving the player a feather instead. A flower would break it I think

2. This jump is super awkard: (give it some minutes, uploading now done)
https://www.youtube.com/watch?v=Mupa7h9L9dQ

You see 3 different attemps, the first one goes alright. But in the second one I try to act like a low level player (dont trust my jump,s need to run a lot to make a running jump, dont run all the time, need to see a lot of the platform to before trying to jump) and it goes super bad, the whole section gets harder if I wait too long, not only beause of the scroll but the way timing with the moles throws. In the third attempt I tried to act like a cocky but kind of good player, trying to race screen. Now it goes super good, the moles dont have time to throw anything and makes it easy.

I dont think is an easy area to balance. I have no idea what would I do there to be honest, at least not yet. What I know is that is an area that waiting a bit too long (not long enough to make the jump itself imposible) makes it really hard to do the long jump around projectiles.

I really felt that was the hardest part of the level at first, but when I got the idea to go fast it became super easy. I supose that part + the hammer bros made people quit.
The fat bro is cool, doenst throw hammers fast enough to be a problem

I think a better idea would be to put a tiered power-up in the question block above the first Hammer Bro (where the 1up currently is). That way players would have to maneuver a bit to get another power-up but still give them a chance at making that section easier.

I also have a similar level that people can't seem to complete- and they're all dying near the beginning in a part I don't think is very hard. I would love to see what people think of it:

Robotic Platforming Buddy

You mean the the part with the bouncing canons? I'm trying different ways of jumping. Since the platforms are far apart I was trying to get on top of the canons and died. I just realized you are suposed to go running and ignore the canons, if you repaced those canons with something that can hit you, I would not try to stand on top of them to make the jump. Also, I feel that the plaform for the flying plant is one tile too short.
 

hylatio

Neo Member
You mean the the part with the bouncing canons? I'm trying different ways of jumping. Since the platforms are far apart I was trying to get on top of the canons and died. I just realized you are suposed to go running and ignore the canons, if you repaced those canons with something that can hit you, I would not try to stand on top of them to make the jump. Also, I feel that the plaform for the flying plant is one tile too short.

I admit, I'm kind of baffled that you find it hard- I have no trouble jumping onto the cannons. But everyone else has died in the same area so I'll definitely change it (and the jumping flower platform, too).
 

Anteo

Member
I admit, I'm kind of baffled that you find it hard- I have no trouble jumping onto the cannons. But everyone else has died in the same area so I'll definitely change it (and the jumping flower platform, too).

I was trying to replicate the first few jumps I made (i wasnt recording at the time) and I couldnt. Basically the first few jumps I got onto the canon barely but since it was rising, the game pushed me to the side and I died. I could do it consistenly enough later but it was much easier to just ignore them. I think it's just about the timing.

I didnt get through the series of jumps from the vines to bouncing canons, but that's mostly because I'm really not sure how that jump works in general and I had other stuff to do so I quit. I'll try again later
 

Inkwell

Banned

Fun level. It does feel a little disjointed since there's such a varying degree of challenges, although I think that's the point. Maybe in Mechanics Mania 3 tie each area together a bit more. Either have a similar goal in each area like finding a p-switch or pow to clear the way to a door/pipe, or maybe focus more on certain items or power-ups as a theme. Other than that it was pretty fun.

So I made what I thought was a pretty easy SMB3 style Airship course and its gotten 20 plays and zero clears in the last hour. Anyone care to shed some light on what the difficulty is?

Super Pesca Bros 3: Airship

I had a few issues playing the level. Having 3 hammer bros in a row is a bit overkill. I've been playing Mario games for nearly 30 years and they still give me issues. I think in Mario 3 the easiest way is to get close so you're between them and the hammers and wait for them to jump. It leaves the longest and most reliable opening to jump on them. I don't think a lot of people know this though and they panic. If you really want 3 of them I would suggest adding another power-up, or having all 3 able to switch between 2 levels of platforms. That one big mole is nasty too. You can't tell until it fully pops out of the ground. I think that's a terrible design decision on Nintendo's part.

In later sections some of the jumps felt off. There's some really long jumps that I think some people will have issues with. There's one specific one where there's a canon and mole throwing wrenches, and somehow I got in a cycle that felt nearly impossible to get past without taking a hit. In my case I was small so it killed me.

Finally, I thought the level was a bit plain. It's mostly made up of flat surfaces with no decorations. The Mario 3 palette doesn't give you much variation with the semi-solid platforms, so I understand it can be a bit tough to do. Maybe just breaking it up with a few more uneven surfaces, ? blocks, and coins could help quite a bit.

I also have a similar level that people can't seem to complete- and they're all dying near the beginning in a part I don't think is very hard. I would love to see what people think of it:

Robotic Platforming Buddy

I had no problems playing this. Thought it was really fun. I was easily able to jump on top of the canons. I did take a hit from the canon with a plant on top. Jumping off of vines can be tricky, and that last section with the stack of plants could be rough for a lot of people.
 

hylatio

Neo Member
I had no problems playing this. Thought it was really fun. I was easily able to jump on top of the canons. I did take a hit from the canon with a plant on top. Jumping off of vines can be tricky, and that last section with the stack of plants could be rough for a lot of people.

Thanks, glad to see I'm not the only one that doesn't find that section too hard. With the last vine jump, I debated whether or not to make the platform wider. I probably should have, but I figured it was okay since there's a checkpoint only a short ways before.

Btw, this level is sort of a homage to Gyromite for NES. The bill blasters represent the pipes you moved up and down while progressing through stages (It was done with ROB or a button in the NES game- I had to use P-switches to represent that.)
 
I had a few issues playing the level. Having 3 hammer bros in a row is a bit overkill. I've been playing Mario games for nearly 30 years and they still give me issues. I think in Mario 3 the easiest way is to get close so you're between them and the hammers and wait for them to jump. It leaves the longest and most reliable opening to jump on them. I don't think a lot of people know this though and they panic. If you really want 3 of them I would suggest adding another power-up, or having all 3 able to switch between 2 levels of platforms. That one big mole is nasty too. You can't tell until it fully pops out of the ground. I think that's a terrible design decision on Nintendo's part.

In later sections some of the jumps felt off. There's some really long jumps that I think some people will have issues with. There's one specific one where there's a canon and mole throwing wrenches, and somehow I got in a cycle that felt nearly impossible to get past without taking a hit. In my case I was small so it killed me.

Finally, I thought the level was a bit plain. It's mostly made up of flat surfaces with no decorations. The Mario 3 palette doesn't give you much variation with the semi-solid platforms, so I understand it can be a bit tough to do. Maybe just breaking it up with a few more uneven surfaces, ? blocks, and coins could help quite a bit.

Well I changed some enemies and shortened some jumps and tries to spice it up a little. I hope everyone likes it better now...

Super Pesca Bros. 3: Airship v.2

Feedback on the changes would be appreciated.
 

Horseticuffs

Full werewolf off the buckle
STvvuyB.jpg


Guys, I'm very excited to show you my first level. It's perhaps a bit amateurish, I'm sure, but I learned a lot and had fun. I'd be very pleased if some folks would like to try it.

I'm not the best player in the world so I wanted to make something not too hard so as to be not fun.

"Der Toad das Ende..."
CE62-0000-01A0-72C5
 

Anteo

Member
Well I changed some enemies and shortened some jumps and tries to spice it up a little. I hope everyone likes it better now...

Super Pesca Bros. 3: Airship v.2

Feedback on the changes would be appreciated.

https://www.youtube.com/watch?v=pJTnHNbc-Ko&feature=youtu.be

Now it feels like nothing big happens. I think you toned it down too much, and it feels too empty in general for platforming, like there is rarely a second platform above the ground. The only 2 times I recall are the boxes that help you around the chain chomp and the hidden path above one of the powerup blocks. Other than that, people should not have a problem now. In the video the big hammer bro gets me but that was totally avoidable and my fault really.

Also, what's up with the part with the pirhana plants? The fire was alright on the other version


STvvuyB.jpg


Guys, I'm very excited to show you my first level. It's perhaps a bit amateurish, I'm sure, but I learned a lot and had fun. I'd be very pleased if some folks would like to try it.

I'm not the best player in the world so I wanted to make something not too hard so as to be not fun.

"Der Toad das Ende..."
CE62-0000-01A0-72C5

It is a Mario Maker level alright. It is cool, a lot of stuff going on. Not much to say really. Navigating it wasnt hard, didnt feel easy. At the end there are some enemies that fall on top of you, I think that is a bit too much, I was avoiding them by luck, they gave no time to react or plan around

Do you know how to use the bookmark? This is your level, you can take the images from here and rehost it somewhere else. https://supermariomakerbookmark.nintendo.net/courses/CE62-0000-01A0-72C5


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

Now for something diferent. Some people left some comments spoiling solutions for one of my stages. Even after I get to set them as spoilers they still appear on the stage. =/

Edit: The video was private somehow. Fixed
 

Anteo

Member
Aesthetically I didn't like the fire. It didn't make sense, you know what I mean?

I'm glad you mentioned the hidden route though.

Oh yeah, Using the fire as a Propulsor for the ship makes it so it looks weird when you use it as a hazzard pointing in any other direction. The plants never reach the bridge right? So they dont hit Mario, I was wondering if there was something else to it
 

jholmes

Member
I imagine an update would be coming soonish, right?

There hasn't been anything announced, but it's been awhile since the last costume, and it appears they're out of them. Along with it being about as long since the last patch as the previous patch was, I believe.

I'm assuming we'll see one by the end of February if not much sooner. I might be totally off but that is the assumption I'm working under. I've got a WIP level sitting in Coursebot that I can't bring myself to work on because I feel like something new will come down the pipe before long.
 

Roi

Member


That's a challenge! I never like it that much when you have to rush trough enemies though. Overall it's not bad.

Mario Ex Machina

81BF-0000-019B-4D8E.jpg


81BF-0000-019B-4D8E_full.jpg


This could probably look a whole lot better. I don't think I'm quite artistically inclined or clever enough to do that though.


Thanks! I tried to make some traps, but maybe they come up a little too sudden.

Liked this level, feels fresh to have a level like this!

And now my own advertising! :)

Super Mario Planets - Planet 2-7 :
https://supermariomakerbookmark.nintendo.net/courses/0E82-0000-0197-4E78
0E82-0000-0197-4E78.jpg

0E82-0000-0197-4E78_full.jpg

]

Personally I don't like scrolling levels, this one was not that bad though.


Guys, I recently got this game as a birthday gift (best gift ever :D). Finally made a stage that I liked enough to upload and share with you guys. Not the most creative, or challenging, or special by any means, but it's fun to play through.

Spring Launchin' and Walljumpin' (19FA-0000-019A-BCD0)
QmxWsea.jpg


Feel free to send feedback by whatever means (PM, thread, Miiverse, etc).

I have tons of courses to play from you guys, time to start bookmarking!


Fun level, doesn't feel empty like most 'first try' levels. Good job.
 

Simbabbad

Member
After getting completely burnt on "Super Mario Maker" and taking a break of one month and a half, I'm back on the game (at a more reasonable rhythm). My first priority was to resume my work on my latest series, "Third Party Quest".

The pitch of "Third Party Quest" is this:

Tired of kidnapping Peach to have Mario save her right away, Bowser finally decided to kidnap Mario himself, lock him in a cell, then wall off that cell. Worried of not seeing him at the Smash Bros. dojo, Sonic, Pac-Man and Mega Man come to Mario's rescue: they'll go on a quest for Bowser's castle to free Mario from his prison and help him get revenge on the Koopa King.

After a level about Sonic, the next one had to be about Pac-Man:



At first, I was puzzled about what to do with the character's legacy in a Super Mario Bros. context. Then I replayed Pac-Land and experimented a bit, and decided to divide the level into two sorts of sections: the top ones pay homage to each main area of Pac-Land, and the bottom ones are underwater and pay homage to classic Pac-Man gameplay.
I must say it worked much better than I expected, the underwater sequences in particular are IMO pretty fun (I'm not flattering myself, I feel more like I discovered them rather than I created them).

Next stage will be about Mega Man, but I'll wait to know if this stage is all right, just in case I have to edit it. Then there will be the finale, which is already 75% done.

Screen captures:





Previous level in the same series:

----

Feedback:

I didn't play the game for quite some time, so I won't even try to catch up, I'll instead focus on the latest published levels:

"Der Toad das Ende..."
CE62-0000-01A0-72C5
Like someone else said, it's very typically "Mario Maker". It's sort of fun, but I'd really have something tighter than that sort of chaos.

Well I changed some enemies and shortened some jumps and tries to spice it up a little. I hope everyone likes it better now...

Super Pesca Bros. 3: Airship v.2

Feedback on the changes would be appreciated.
I didn't play the first version, but I liked that one, I didn't find it too hard. My main issue is that I found it a bit too slow and empty, if I had died, I wouldn't have retried because I wouldn't have felt like going through everything again. I'd rather have denser action, something harder but shorter.

I also have a similar level that people can't seem to complete- and they're all dying near the beginning in a part I don't think is very hard. I would love to see what people think of it:

Robotic Platforming Buddy
That was an enjoyable level, maybe a little slow. I didn't notice any issue at the beginning.

Oh.. the worst part about making a level, Having to choose a name....

Edit: Whatever, names do not matter.. I think...


Timing is key
Like Inkwell, I loved this level, but then again, I subscribed to your profile anyway, I really like what you do. I'm a sucker for pure, old school design. The only thing that bothered me is that I felt there were some sequences with moving platforms and spikes where you can't avoid getting hit when you're big Mario. Other than that, it's great!

By the way, I played a level called Perishing Platforms that I saw on the bookmarks page. I kept ignoring it, but finally decided to bookmark it when I was away from home and bored. It turned out to be one of my favorite Mario Maker levels so far. There's a few iffy sections, but I feel like it has the best use of tracks and moving platforms that I've seen. It's very focused on platforms and saws with tricky challenging platforming while not being annoyingly difficult.
Thank you for pointing this level out, I thought it was bloody brilliant.

That was a nice level, but the way it tosses mechanics at you makes it lose focus, and the experience feels disjointed. As a player, you feel more like a spectator than an actor, it's really "connect the dots" without any room for improvisation.

Mario Ex Machina

This could probably look a whole lot better. I don't think I'm quite artistically inclined or clever enough to do that though.
You know, I love the glitch area in FEZ, and I used to think months ago: "I should do a glitch level in Super Mario Maker". But I never got to do it, because I didn't know how to handle it.

Your level is fantastic because not only you managed to handle it very well, but
the "fixing" part
is very funny and clever. Bravo.

Guys, I recently got this game as a birthday gift (best gift ever :D). Finally made a stage that I liked enough to upload and share with you guys. Not the most creative, or challenging, or special by any means, but it's fun to play through.
I beat it twice, one with the shortcut and one in the proper way. I must admit I'm not a fan of "wall jump exactly here or get hit", but it's a good level, I gave it a star. I didn't really like its flow and didn't find it very fun, though. Maybe it lacks exploration a bit, but it could just be my tastes.

I decided to try and make a traditional basic stage for a change of pace

Precipice Pathway

Not much in the way of gimmicks, just a slightly sprawling SMW stage with a fair few secrets.
That was very fun, I loved the pacing, it's just enjoyable to run and jump around. The sound effect when you try to jump over cliffs going on top of the screen is a nice touch.

I got this game recently, and I think I'm done revising my first level:
Walljumping off the Cliffside

It shouldn't be very hard, but each revision has gotten very few hits, and most people quit VERY early on (judging from the death markers).
I thought it was a good level, even though it's not my favourite kind personally. I didn't feel there were blind jumps because there are always coins or arrows indicating the way, but if you want it to be popular, you should improve readability a bit since there are parts you have to more or less guess (the piranha plant pit, for example). Also, visually it feels empty and a bit lifeless.

Originally it was supposed to be a SMB3 stage but being able to grab the P blocks threw things out of whack sooooo SMB1 and amiibo costume it is.
Since dashing is the order of the day Meta Knight takes the stage here, his run and jump have a nice fluid feel to them that fits this.

There's one point in particular that I think could be a bit trial and error esque and its beyond the first checkpoint, I did place another coin just aside from the coin stairs in case someone decides to line their pockets with gold and then realise they can't reach the pipe but yeah it may involve flinging yourself into the fire pit for a redo if worst comes to pass.

Knighthood Nightmare
Like I said on Miiverse, I thought this was an awesome roller coaster level. The pacing is amazing, the challenge is varied while forming a consistent whole, it's IMO always clear what to do, it's very, very fun. The only thing is, I think you could put a bit more Meta Knight costumes to keep the theme (at checkpoints in particular), especially since most challenges don't imply getting hit and wouldn't be spoiled by them.

Here's another reworked level. I really went out of my way to make it look like the castle was falling apart. If you look carefully, you can see bricks coming loose and flowing away in the lava:
Lava Runner Castle
I admit I didn't get at all the idea the castle was falling apart in your level, but I really liked it! Like someone else said, the very first challenge doesn't give a good impression IMO, but the rest is great fun.

Here is the last one I made if anyone wants to give it a shot. It is purposely tricky and a bit difficult since I wanted to try my hand at something like that...

Uh-oh Cave Tricks

https://supermariomakerbookmark.nintendo.net/courses/671B-0000-018B-FBD2

671B-0000-018B-FBD2
The very beginning of your level made me go "nope". It's not that it's challenging, it's that it's IMO very annoying, the way Mario naturally wall jumps just out of reach of the blocks.

I admit I didn't persevere with this one. There are some blue/very fast skull coasters that hurl you to certain doom before you can understand what's going on (the one near the Bullet Bills in particular).

One Tiny Man in Two Tiny Rooms

I made this in about an hour, fiddled with it a bit, and just decided to upload it. It's a short puzzle level, but I'm sure there's something exploitative or game breaking.
Well, that was short, to the point, and very clever, I loved it! Since the area is small, you can afford to make something that isn't obvious.

----

You can check my levels in:

- My (French) blog
- SUPER MARIO MAKER BOOKMARK
 

Anteo

Member
Like Inkwell, I loved this level, but then again, I subscribed to your profile anyway, I really like what you do. I'm a sucker for pure, old school design. The only thing that bothered me is that I felt there were some sequences with moving platforms and spikes where you can't avoid getting hit when you're big Mario. Other than that, it's great!

I think you are refering to the final moving platform section. I tested it a lot actually, and found out something interestng, if you try to get into the platforms as soon as they appear on the screen, you cant avoid getting hit (unless you backtrack a bit), however if you wait for one cycle, you can make it without getting hit. After I realized this I tried to make the level a little bit punishing to anyone that tries to get near the right side on the screen, that's why the fire things are on fire (lol) just as they get into the screen, and why there is one grounded dry bones that can hit you if you go too fast.
 
I didn't play the first version, but I liked that one, I didn't find it too hard. My main issue is that I found it a bit too slow and empty, if I had died, I wouldn't have retried because I wouldn't have felt like going through everything again. I'd rather have denser action, something harder but shorter.

The first version had three Hammer Bros. in a row before the pipe and a few more canons and longer jumps in the final section. It had like 27 attempts and 0 clears with 5 people attempting it after like an hour so I figure everyone was getting hung up somewhere. :/

Sounds like you might like my Pesca 8-4 course though...
 

Inkwell

Banned
Well I changed some enemies and shortened some jumps and tries to spice it up a little. I hope everyone likes it better now...

Super Pesca Bros. 3: Airship v.2

Feedback on the changes would be appreciated.

Overall I feel it's been improved. I think you could have kept the second hammer bro since the boxes allow the player to get past that part without having to confront him. It could still use a little boost in terms of aesthetics.

Guys, I'm very excited to show you my first level. It's perhaps a bit amateurish, I'm sure, but I learned a lot and had fun. I'd be very pleased if some folks would like to try it.

I'm not the best player in the world so I wanted to make something not too hard so as to be not fun.

"Der Toad das Ende..."
CE62-0000-01A0-72C5

The level could have used a bit more focus. It's a bit open and enemy placement seems a little random. On the positive side, the level does show some restraint. A lot of people go overboard and think you need a giant wall of enemies to make these shoot em up levels fun.

Liked this level, feels fresh to have a level like this!

Thanks! I wanted to do something a bit more creative and different. I'm worried that we won't get any more level themes like desert or forest, and I wanted to make something that stood out a bit from everything else.

After getting completely burnt on "Super Mario Maker" and taking a break of one month and a half, I'm back on the game (at a more reasonable rhythm). My first priority was to resume my work on my latest series, "Third Party Quest".

The pitch of "Third Party Quest" is this:

Tired of kidnapping Peach to have Mario save her right away, Bowser finally decided to kidnap Mario himself, lock him in a cell, then wall off that cell. Worried of not seeing him at the Smash Bros. dojo, Sonic, Pac-Man and Mega Man come to Mario's rescue: they'll go on a quest for Bowser's castle to free Mario from his prison and help him get revenge on the Koopa King.

I'm glad you're back! I really loved your Metroid themed levels. The new Pac-man one was really good. I agree that the water sections are a clever way to tie it in to the original game.

You know, I love the glitch area in FEZ, and I used to think months ago: "I should do a glitch level in Super Mario Maker". But I never got to do it, because I didn't know how to handle it.

Your level is fantastic because not only you managed to handle it very well, but
the "fixing" part
is very funny and clever. Bravo.

Thanks! I came up with the idea for the circuit board look first, but wondered if people would get what I was going for. At some point I decided to try to build a little story around it to maybe give it a bit of context. I'm not quite sure I succeeded at making the best level I could. I may revisit the idea and do a sequel level in the future, but I do hope someone a bit more artistically inclined uses the idea to make something better than I did.

Well, that was short, to the point, and very clever, I loved it! Since the area is small, you can afford to make something that isn't obvious.

Thanks again! The last puzzle level I made was way too long, and then I reworked it and it was still too long. I think if I make any more it will be in this style. I was a little worried it would end up not being obvious enough. It has a better completion rate than I thought, but I think that will lower quite a bit over time if it becomes popular enough.
 

Horseticuffs

Full werewolf off the buckle
Thanks for all the honest appraisal, guys. I thought that the level was a bit too open, and I guess I got so excited that it was all coming together that I didn't plan enemy engagements as well as I might have.

It'll all go into the ol' crock pot for the next one!
 

Simbabbad

Member
Repost for new page (I very rarely ever do this):

After a long pause, the second chapter of "Third Party Quest" has been released. The pitch of the series is this:

Tired of kidnapping Peach to have Mario save her right away, Bowser finally decided to kidnap Mario himself, lock him in a cell, then wall off that cell. Worried of not seeing him at the Smash Bros. dojo, Sonic, Pac-Man and Mega Man come to Mario's rescue: they'll go on a quest for Bowser's castle to free Mario from his prison and help him get revenge on the Koopa King.

After a level about Sonic, the next one had to be about Pac-Man:



At first, I was puzzled about what to do with the character's legacy in a Super Mario Bros. context. Then I replayed Pac-Land and experimented a bit, and decided to divide the level into two sorts of sections: the top ones pay homage to each main area of Pac-Land, and the bottom ones are underwater and pay homage to classic Pac-Man gameplay.
I must say it worked much better than I expected, the underwater sequences in particular are IMO pretty fun (I'm not flattering myself, I feel more like I discovered them rather than I created them).

Next stage will be about Mega Man, but I'll wait to know if this stage is all right, just in case I have to edit it. Then there will be the finale, which is already 75% done.

Screen captures:





Previous level in the same series:

----

Now, feedback on the feedback about my feedback:

I think you are refering to the final moving platform section. I tested it a lot actually, and found out something interestng, if you try to get into the platforms as soon as they appear on the screen, you cant avoid getting hit (unless you backtrack a bit), however if you wait for one cycle, you can make it without getting hit. After I realized this I tried to make the level a little bit punishing to anyone that tries to get near the right side on the screen, that's why the fire things are on fire (lol) just as they get into the screen, and why there is one grounded dry bones that can hit you if you go too fast.
The thing is, the player can't know all this reasoning when he plays, so it feels like you're punishing him for having been able to keep big Mario. It's not a big deal, but it feels unfair or like an omission/mistake.

The first version had three Hammer Bros. in a row before the pipe and a few more canons and longer jumps in the final section. It had like 27 attempts and 0 clears with 5 people attempting it after like an hour so I figure everyone was getting hung up somewhere. :/
Ouch. I understand why you removed them, but you didn't replace them with anything and you didn't shorten the scenery, so it slows the action down and makes the level feel empty at parts.

I marked Pesca 8-4 to play later.

Thanks! I came up with the idea for the circuit board look first, but wondered if people would get what I was going for. At some point I decided to try to build a little story around it to maybe give it a bit of context. I'm not quite sure I succeeded at making the best level I could. I may revisit the idea and do a sequel level in the future, but I do hope someone a bit more artistically inclined uses the idea to make something better than I did.
Maybe the concept could be pushed a bit more, but I felt it was brilliant and executed very nicely. It was a blast to play and a really nice surprise, which is a feat more than four months after launch, and after so many levels played.

Thanks again! The last puzzle level I made was way too long, and then I reworked it and it was still too long. I think if I make any more it will be in this style. I was a little worried it would end up not being obvious enough. It has a better completion rate than I thought, but I think that will lower quite a bit over time if it becomes popular enough.
I see that one having legs. It looks so simple, even when you're stumped you're convinced that you could - no, that you SHOULD be able to solve it. It's actually something Miyamoto pointed out in an interview: to keep players trying your level, it has to look simple even if (in fact, especially if) it actually really isn't. It's the key of the success of Super Meat Boy for example.

----

You can check my levels in:

- My (French) blog
- SUPER MARIO MAKER BOOKMARK
 

SeanR1221

Member
I liked most of it.
Having to backtrack a little for a p-switch to stand on for hte doors was pretty tense with the saw blades, but cool. The end was kind of annoying, but you clearly put all the ghosts in places so that you had to be very careful.
Wasn't really that much of a troll, though ;/

It not being much of a troll is the troll! Lolol

No but really, I figure the average player won't immediately figure out how to go into the doors :p
 

Anteo

Member
The thing is, the player can't know all this reasoning when he plays, so it feels like you're punishing him for having been able to keep big Mario. It's not a big deal, but it feels unfair or like an omission/mistake.

True. If I could sightly change the speed of the platforms that would be no problem. The only other option I had was to try to tell the player "dont go too fast" while they play the level, and it kind of worked for some players I saw on twitch, but for others, well they ignored my warnings and got hit. The thing is, I still wanted to have one area that was like, a longer version of one of the hazzards I made, and that was the one I used the most. It definitely is a hit or miss, that's for sure.
 

J-Fr

Member
Not much to say, very cool like the previous ones, better than 2-1 and 2-2 I think.

This was a fun and intelligently laid out course. I like how the player is simultaneously thrust into danger and taught how to use mechanics, like spin jumping through bricks to land on top of the thwomp's heads.

This was also a fun and tricky level, as a ghost house should be. Really captured the SMW ghost house vibe.

Playing through your MTW levels at the moment and enjoying them quite a bit, especially 1-3 so far.
The Thwomp boss encounter was a neat idea!

2-3 was fantastic as well! And then 2-4
with the return of the Thwomp King, and the added spinning fire on the sides of the room
was a nice increase in difficulty, and I enjoyed the challenge!

Patiently awaiting MTW 3!

Thank you so much for the feedback!


I'm posting level 2-4 here:

Mega Thwomp World 2-4: Furnace


The second castle with a fire theme!
 
After finally beating more than one of Panga's actual levels, I decided to take my hand into making my own Kaizo one. It's pretty short all things considered so it should be way easier than your average Kaizo, and it also has no (omg) Kaizo blocks so hopefully whoever wants can give it a try!

A453-0000-01A7-776D.jpg


Code:
A453-0000-01A7-776D
 
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