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Super Mario Maker |OT| Miyamoto Simulator 2015

GokouD

Member
Finally finished a level I've been working for a few days, Eternal Recurrence. It's a puzzley level based around the theme of repetition, I just hope it isn't too far up it's own arse!

dmIVVHN.jpg


OI6tx6D.jpg


https://supermariomakerbookmark.nintendo.net/courses/6EC4-0000-01B5-2A8C

Now to try and catch up on all the levels from the last few days!
 

J-Fr

Member
Mega Thwomp World 3-1: Atletics

A pretty short Athletics course, I tried my best to have multiple pathways with ambiguous choices for speed-running.

Just played this, restarted many times, didn't make it to the end. The spacing overall and the way that you sized, stacked and organized the enemies and Thwomps on this stage does not feel intuitive at all, it's far too easy to get hit. Due to that, I don't see how this would be a good level for speed running as every time I would get some kind of chain going it would get broken due to running into an awkwardly grouped enemy stack. On subsequent attempts I found myself being forced to slow down at various times in order to weave around an enemy stack which was either too high, too low or too big to accommodate a clean jump-chain.

Thanks for the feedback!

I may have worded my post poorly, but I don't think we have the same definition of speed-running.

You can do a speed-run of any level or any game, some are flowing better than others. I didn't meant to say my level was exclusively targeted at speed-runners nor that you could blaze your way through easily. I was pointing the fact that this level had multiple choices, some of them ambiguous for speed-running. Do you wait for the platforms to align or do you take the shortcut? Do you take the time to get the Starman or do you proceed a little more carefully? In my opinion before attempting any speed-run, you need at least one clear under your belt if not more to know most of the subtilities.

Here's a normal clear using the easy route: https://m.youtube.com/watch?v=XkMtSKf-L0E

Here's a speed-run using the harder route: https://m.youtube.com/watch?v=llghlFQAZRk

I don't think this level is very hard, it has the highest clear rate in this series.

(Posting this from a mobile phone feels very awkward, I can't even find the corrector!)
 

RedSwirl

Junior Member
The most popular kinds of levels seem to be the ones that do really crazy things with the tools. Personally I'm just looking for good old regular Mario platforming, and I'm not sure how to find that with the search tools given. I'm probably staying away from the top most played list or most starred makers though.
 
Reposting my level for the new page. Could really use some feedback.

ONE PUNCH MARIO: https://supermariomakerbookmark.nintendo.net/courses/CE4B-0000-01B7-3FF4

I've taken a few screenshots to give you a taste.

Begin your training! Complete 10 reps of 3 unique exercises. After completing this first set, you are given the option to redo the entire workout. (You know, in case you want to be authentic to the show and perform 100 reps of each!)

First exercise is an upper-body substitute for push-ups.
Second takes the place of sit-ups.
And the last takes the place of squats.
Don't forget your 10 km run!
Now you have DA POWAA!
 

jholmes

Member
The most popular kinds of levels seem to be the ones that do really crazy things with the tools. Personally I'm just looking for good old regular Mario platforming, and I'm not sure how to find that with the search tools given. I'm probably staying away from the top most played list or most starred makers though.

I very much feel the same way. I make sure to play anything that fits the bill that pops up on the random highlights, but for the most part I get my fix here. I myself make levels that fit that bill, and so do lots of others who post here regularly.
 
The most popular kinds of levels seem to be the ones that do really crazy things with the tools. Personally I'm just looking for good old regular Mario platforming, and I'm not sure how to find that with the search tools given. I'm probably staying away from the top most played list or most starred makers though.

Look for courses tagged "Traditional" on the Mario Maker Bookmark site.

You could also try playing through my complete game of traditional SMB1 style courses. I've been told they are pretty good.
 

Simbabbad

Member
The most popular kinds of levels seem to be the ones that do really crazy things with the tools. Personally I'm just looking for good old regular Mario platforming, and I'm not sure how to find that with the search tools given. I'm probably staying away from the top most played list or most starred makers though.
Like people said, there is a tag dedicated to traditional levels now. And you can give a try to my Old School Super Mario series:

 
After some thought I designed a Super Mario World course. You can play it here:

Pesca World: Koopa Hillside

Any thoughts or impressions are appreciated.

Like people said, there is a tag dedicated to traditional levels now. And you can give a try to my Old School Super Mario series:


I've played all these courses and they are very fun and well designed, but pretty difficult. "Old School" in this case means late stages Lost Levels difficult.
 

Bydobob

Member
HOUSE OF BOOS
D974-0000-01B0-1FB3.jpg

Here's the link to Bookmark It.

I didn't like the blind jumps and the RNG with Bowsers, but otherwise this level was pretty interesting with some good platforming sections.

Tried my hand at another level tonight. Wanted to get a bit of color under my belt after so many dark levels.

https://supermariomakerbookmark.nintendo.net/courses/87A7-0000-01B0-8FD8

WZgE30l.jpg

An odd placement of the checkpoint that I was able to reach from below, off the vine. Was this intended? It meant I missed a large part of the level. The swimming part I just stayed near the bottom of the screen avoided most of the challenge.

Thanks to everyone who played my courses. I've bookmarked a lot of stages from the thread but haven't got around to play them yet, because instead I made a new level.

To P or not to P?
6E7A-0000-01B2-4939.jpg

I enjoyed it to an extent, but found the middle part a little bewildering with all those blocks and coins off-screen. I pretty much chanced my way through with the P switches rather than through careful planning.

Finally finished a level I've been working for a few days, Eternal Recurrence. It's a puzzley level based around the theme of repetition, I just hope it isn't too far up it's own arse!

dmIVVHN.jpg


OI6tx6D.jpg


https://supermariomakerbookmark.nintendo.net/courses/6EC4-0000-01B5-2A8C

This is a great level. I really like what you did with the three-pronged fire bar, and the room after it with the lift carousel was very imaginative. Only niggle was getting off the platform in time to follow the shell and detonate all of the coins. After four circuits the last column still proved to be out of range. After leaving and re-entering the room though this column had magically disappeared and I was able to finish the level. Not what you had in mind I'm sure.

Mega Thwomp World 3-1: Atletics

A pretty short Athletics course, I tried my best to have multiple pathways with ambiguous choices for speed-running.

I hardly noticed the multiple pathways but this was a fun little track, if a tad short.

Here is the last level I created. It's a more straight forward, classic style of hard, level. No cheap deaths, no enemies out of nowhere, no traps, nothing like that. Thanks!

Ghost Ship Spooks! - 0828-0000-01A2-064B

https://supermariomakerbookmark.nintendo.net/courses/0828-0000-01A2-064B

7MBxCQ4.jpg

Lots of projectiles and boos make this a challenging level by anyone's standard. It was mostly fair though apart from a couple of areas. On the skull lift I jumped onto the platform on the left which brought me right back to the start. A visual cue to encourage players to stay on a collapsing lift would be helpful. Either that, or put the platform on the left out of sight. The last stretch was frankly so much easier as small Mario I just tanked a couple of hits.

Reposting my level for the new page. Could really use some feedback.


ONE PUNCH MARIO: https://supermariomakerbookmark.nintendo.net/courses/12E7-0000-01AA-F75A

A novel idea and well executed, but frankly like any workout it's not a lot of fun. 10 reps is too many and after sliding off the 9th conveyor belt I couldn't be bothered to try it again.
 

Nerrel

Member
Cloud Kingdom is an autoscrolling cloudy platformer with a change of pace part way through.
Fy7Pne4.jpg

https://supermariomakerbookmark.nintendo.net/courses/85BB-0000-00DF-EBE4

Any feedback welcome :)

I liked this one, especially the multi-track segment. It really reminded me of some SMW track courses where you have to quickly choose which to ride, only here the spacing between them was a lot tighter. I wish I had gotten around to play the others, but my bookmarks are out of control at this point.

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.

I guess that idea was something that sounded fun at the time but didn't really work, so I ditched it. Now there's a simple opening that plays with the crumbling castle idea more. The boss is a little more complex with some extra platforms, too:
Bookmark
 

Ranger X

Member
I had written a full feedback post yesterday and then I lost it. Pressed "submit" and it never was published. Oh well. Here's at least a part of it !!


THE UNDERWATER FORTRESS
Bookmark Me!
AC8F-0000-0119-2A30_full.jpg


Your level was pretty good. It was easy and well presented. I really like the duality you create between being in an underwater level cuts with auto-scrolling fortress parts. Also, your level design is pretty well done, everything seems placed where its placed for a reason, like a good thought out design. If you aren't interested in level design or that you don't touch design in any way --- maybe you should! You seem to have the notch for it.

Only downside I can think of is that it didn't really pleased my feel for exploration. I would have loved to find secrets in there. ;)



Capt. Bobomb's Fire 'n Ice Fleet
Bookmark Me!
6850-0000-0188-9B5C_full.jpg


I liked your level quite alot. It was though. Hard like "a-hair-before-making-me-rage-out hard". But it was still fair somehow. You had some pretty good ideas in there but thank GOD for those checkpoints. The level is expensive. My favorite part clearly is the last one which felt like a boss encounter of some kind. Captain Bobomb is really cool and such a boss that he drops into a flying cart at the end. This was awesome lol.

Downside: those clouds you can cross and end up 3h behind in a old part of the level. I didn't like that. Its not punitive in a good way. The only thing you do when it happens is to kill yourself immediately since its way faster in order to spawn back at the checkpoint. (not fun).
 

Anteo

Member
I had written a full feedback post yesterday and then I lost it. Pressed "submit" and it never was published. Oh well. Here's at least a part of it !!


THE UNDERWATER FORTRESS
Bookmark Me!
AC8F-0000-0119-2A30_full.jpg


Your level was pretty good. It was easy and well presented. I really like the duality you create between being in an underwater level cuts with auto-scrolling fortress parts. Also, your level design is pretty well done, everything seems placed where its placed for a reason, like a good thought out design. If you aren't interested in level design or that you don't touch design in any way --- maybe you should! You seem to have the notch for it.

Only downside I can think of is that it didn't really pleased my feel for exploration. I would have loved to find secrets in there. ;)

Thank you for playing it. I'm always been interesting in level design, and I read a bit about it way before Mario Maker was announced, so I'm applying it here and there if possible. Of coruse, there are many thing I've learned here, like trying to not put stuff just to decorate that mess with the player, like a door that leads nowhere and things like that.

About exploration. This is something I've been strugling with recently. My earlier stages had more secret paths, but my latest are either 100% about exploration (like my 2 haunted houses), or just focused on challenges (like some of my latest stages). I really need to find that middle ground once again.
 

GokouD

Member
Time for some feedback!


After an extended break, I came back hard to Super Mario Maker. My inspiration this time? Motherfuckin' One Punch Man! I recently watched the entire first season in a big marathon session and got so pumped up, so I decided to mix some One Punch Man elements into a Mario Maker level in a little thing I like to call ONE PUNCH MARIO.

Please enjoy! https://supermariomakerbookmark.nintendo.net/courses/12E7-0000-01AA-F75A

I didn't really have the patience for this one, repeating the same obstacles over and over was just a bit frustrating when I failed on the last one. It might help if I knew who One Punch Man was! ;)



I don't think this level is quite finished, but The Witness is out today. This has been my most anticipated game for years. The game seems crazy long if I want to complete everything (I do), so the majority of my gaming time will probably go to this. I wanted to get this level out there before my Mario Maker break. I might pop in here and play a level here and there.

By the way, the level may not seem like it, but the majority of it is set up for speed-running.

Perilous Platforms, Scary Saws

F49A-0000-01AB-B124.jpg


F49A-0000-01AB-B124_full.jpg

This one was fantastic, one of the best levels I've played. The difficulty curve was perfect and it was entertaining throughout.

Finished my SMB3 Castle course just now:

Super Pesca Bros. 3: Castle

I think it's pretty good, but I also thought my Airship course was pretty good and it was critically panned so... :/

I'm not sure if I'm gonna make any Super Mario World or New Super Mario Bros. courses just yet. My SMB3 stages got significantly less love than my SMB1 courses did and it kinda crushed my spirit. We'll see how I feel in a few days though.

I enjoyed this level, it wasn't anything spectacular but it was a nice traditional castle stage.


Koopas Treetop Kingdom
Tag: Traditional

Aiming for a traditional fun and scenic level with this one. Enjoy!

https://supermariomakerbookmark.nintendo.net/courses/85C0-0000-019F-D79D

85C0-0000-019F-D79D.jpg


85C0-0000-019F-D79D_full.jpg

A very nice aesthetic on this one, nothing too challenging in gameplay terms but an enjoyable level.

Here's the first stage of World 3:

Mega Thwomp World 3-1: Atletics



A pretty short Athletics course, I tried my best to have multiple pathways with ambiguous choices for speed-running.

Some good spin-jump platforming here, I thought the door at the start that lets you skip a chunk was an odd choice though.


Hello, longtime lurker here. I played lots of the levels posted here. I figured it's time I share mine.

Lots of my levels are remixes of existing Mario levels I like. Otherwise aim to create Mario-like level.

Here is a sample.

My take on a puzzle maze with music blocks.
3F90-0000-01A5-579E_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/3F90-0000-01A5-579E

This was a very clever puzzle level, murderously frustrating at times though!

Hi everyone! :)
I just made 2 new levels and was hoping someone here can check 'em out and give me some feedback on them. If any of you would like to play and comment on either or both of them and let me know what you think, that'd be much appreciated!

Bowser's Bill Blaster Fortress (5A1D-0000-01A3-0668)
5A1D-0000-01A3-0668_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/5A1D-0000-01A3-0668

Cannonball Blitz (EF98-0000-01A3-0100)
EF98-0000-01A3-0100_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/EF98-0000-01A3-0100

Looking forward to your feedbacks!
Thanks!! :D

Some incredible creativity in these two, far too hard for me to finish unfortunately but I really liked what I played.

I've played a fair few others but I don't have time to leave feedback for eveything! If I liked your level I probably left a Miiverse comment, I'm Andrew on there.
 
Got another SMB1 level I could use some feback on.
Rescue, Escort, Intrude, Escape!
B7C8-0000-01B6-1891.jpg


I'm trying to get away from making stupidly difficult levels. I figure there are enough ways to get through the challenge at the end of the level that it shouldn't be too bad. A section or two from this are kind of proof of concept things for a MGS-style level I'm working on.
 
A novel idea and well executed, but frankly like any workout it's not a lot of fun. 10 reps is too many and after sliding off the 9th conveyor belt I couldn't be bothered to try it again.

I didn't really have the patience for this one, repeating the same obstacles over and over was just a bit frustrating when I failed on the last one. It might help if I knew who One Punch Man was! ;)

I have re-uploaded my level with a slight tweak: https://supermariomakerbookmark.nintendo.net/courses/CE4B-0000-01B7-3FF4

I've made the training exercises optional by adding a warp pipe right at the beginning. This will allow players frustrated by the first half jump right to the fun, breezy second half. Part of becoming the One Punch Man is adhering to a strict workout routine, but it looks like that may be giving some folks too much of a headache.

And what is One Punch Man? THIS is One Punch Man: https://www.youtube.com/watch?v=yri-0N7y5Mc
 

scurker

Member
Lava Vault
https://supermariomakerbookmark.nintendo.net/courses/52C4-0000-01B7-5254

I have been exchanging levels back and forth with a friend, and he just recently sent me a difficult level so I wanted to return him the favor. Lava Vault is a level about very precise jumps and timings. I tried to reduce the amount of randomness to a minimum to keep it all about the skill of the player. This should be a very challenging level, but let me know what you think!

 
It looks much hard than it is actually. Did you know the clown car isn't damaged? You need to only avoid the bullets with Mario himself. Another thing, its made that its too close sets. You mind only the first one and then there's a huge safe spot right in the bottom middle. Once you there, you simply mind the last set. :)
I noticed the safe space in the middle but didn't realize the cannonballs just slide over the car if they come from the side. I figured they'd at least bounce it around. Tried again and cleared that part on my first try. Very nice level. The part when you have to leave the clown car to remove obstacles was clever.
 

TheMoon

Member
Are certain mystery mushrooms only available by playing the expert 100 Mario challenge?

Clearing 100 Mario Challenge rewards the player with a random Mystery Mushroom costume. However, there is a limit to how many costumes can be unlocked on a single difficulty level; this in return, means that the player has to complete all the difficulty levels a certain number of times in order to unlock every random costume in the game.

Without using any amiibo, the player can unlock up to 95 different Mystery Mushroom costumes in 100 Mario Challenge. The unlock limits are as follows:

Easy: 20 clears
Normal: 45 clears
Expert: 30 clears

If the player uses any amiibo to unlock the costumes, then the unlock limit for each difficulty level decreases, depending on which amiibo figures were scanned. Also, when the players have unlocked all the Mystery Mushroom costumes at a certain difficulty level, a notice will appear to notify them.
http://www.mariowiki.com/Super_Mario_Maker#100_Mario_Challenge

Full list of costumes and conditions: http://www.mariowiki.com/Costume_Mario
 

GokouD

Member
I thought I'd post another selection of my older levels. The first one, When Worlds Collide is actually my most starred level by quite a margin, although I certainly wouldn't call it my best level. It has 3 sections themed around retro titles using Amiibo skins.

Ye7zkEN.jpg

https://supermariomakerbookmark.nintendo.net/courses/2BD1-0000-004B-1D18

This one, A Mario Between Worlds was my first really good level, and is still one of my favourites, although it does show its age in some areas. Its a puzzle-platformer with a dual world mechanic. Watch out for the point where you have to drop down following an arrow, be sure to hold left or you'll go straight down a pit, not my finest moment!

r5MOXXN.jpg

bFO6yi6.jpg

https://supermariomakerbookmark.nintendo.net/courses/E7BB-0000-003E-1757

A change of pace now with Heart Of Darkness, an offbeat, minimalist attempt to be creepy.

mHCAldk.jpg

https://supermariomakerbookmark.nintendo.net/courses/F0E9-0000-0031-43BF

Rob's Scaffolding Scramble is straight platforming with a stripped back style and lots of precision jumping. I tried to make this one feel very different to a traditional Mario level.

dPS8e0p.jpg

https://supermariomakerbookmark.nintendo.net/courses/F4EC-0000-0070-FDB7

Finally, Trash Compactor. This one isn't for the faint hearted! It's a 2 screen compact obstacle course that will kill you repeatedly, but tries to be fair at the same time. The completion rate is 1.20%... Good luck!

TP8XS31.jpg

https://supermariomakerbookmark.nintendo.net/courses/174C-0000-006C-D1F1

Enjoy :)
 
Thanks for the feedback!

I may have worded my post poorly, but I don't think we have the same definition of speed-running.

You can do a speed-run of any level or any game, some are flowing better than others. I didn't meant to say my level was exclusively targeted at speed-runners nor that you could blaze your way through easily. I was pointing the fact that this level had multiple choices, some of them ambiguous for speed-running. Do you wait for the platforms to align or do you take the shortcut? Do you take the time to get the Starman or do you proceed a little more carefully? In my opinion before attempting any speed-run, you need at least one clear under your belt if not more to know most of the subtilities.

Here's a normal clear using the easy route: https://m.youtube.com/watch?v=XkMtSKf-L0E

Here's a speed-run using the harder route: https://m.youtube.com/watch?v=llghlFQAZRk

I don't think this level is very hard, it has the highest clear rate in this series.

(Posting this from a mobile phone feels very awkward, I can't even find the corrector!)

Right, I never said that I thought your stage was intended to be exclusively targeted for speed running and of course any stage can have a speed run of some kind done on it if the player so wishes.

Both when I played it regular run style and tried to speed run the enemy placement just did not feel accommodating to the player for the reasons I went into detail in my previous post. Your level is set up with successive groups of Thwomps and you promote it as also being speed run friendly, so the first thing many players are going to think is "I want to chain as many unbroken spin jumps as I can off those buggers and just keep going" but when they try that they're going to get hit and slowed down too easily because of the height and placement of the enemy stacks which aren't always conducive to a spin jump chain for an unbroken run (which a lot of people find more satisfying than having to slow down occasionally as your level seems to require). Your videos show how you do your speed runs for the stage but not every player is going to want to play in those styles, not saying it's wrong, just saying. I do like what you did for other parts of the stage, especially the Thwomp room with the cloud is a nice diversion.

In my opinion before attempting any speed-run, you need at least one clear under your belt if not more to know most of the subtilities.

OK, there's a slight disconnect here because you say a player needs to clear your stage at least once otherwise they're just "missing the subtleties" and aren't giving it a fair shake but you didn't bother to clear my stage either. Your review was basically just 'I couldn't get find the first check point and I got annoyed so I gave up.' Maybe we could both give each other's stages a second look? :)

Capt. Bobomb's Fire 'n Ice Fleet
Bookmark Me!
6850-0000-0188-9B5C_full.jpg


I liked your level quite alot. It was though. Hard like "a-hair-before-making-me-rage-out hard". But it was still fair somehow. You had some pretty good ideas in there but thank GOD for those checkpoints. The level is expensive. My favorite part clearly is the last one which felt like a boss encounter of some kind. Captain Bobomb is really cool and such a boss that he drops into a flying cart at the end. This was awesome lol.

Thanks! Yes, it's a rather unapologetically old school shmup level, I'm so glad you toughed it out and stuck with it, good job. :) I really poured my heart into the finale and am happy that you feel Captain Bobomb himself feels like he has a bit of the "personality" that I intended for him with how he casually jumps into his fire car and is all ready to take you out, haha

Downside: those clouds you can cross and end up 3h behind in a old part of the level. I didn't like that. Its not punitive in a good way. The only thing you do when it happens is to kill yourself immediately since its way faster in order to spawn back at the checkpoint. (not fun).

After reading this from both you and jholmes I agree that this is a serious issue and I've now decided that I'm going to go back and try to fix the cloud layer on that section and replace part of it with a barrier of blocks and then re-upload the stage, hopefully after my nice long Woolly World hiatus is done. Mario Maker has really impacted my backlog a bit, good thing it's a small backlog but I'm making sure it stays that way. :p
 

abd

Member
I was thinking about Mario Maker last night and it has made me realize that SMB2 (Not Yoshi's Island) is my second favorite and that Super Mario RPG is the sequel to it.
 

Horseticuffs

Full werewolf off the buckle
I find that Mario Maker is quickly becoming my game of 2015. A little late, mind you, but still. It's like three games in one; A game with infinite Mario levels, a game where you get to craft the levels you've always dreamed of, and there's the whole bit with discussing the process of good level design online. I almost wish there were a SMM podcast where people discussed the finer points and the community. Hell, if Destiny can support one...

Anyways... https://supermariomakerbookmark.nintendo.net/courses/B3D1-0000-01B9-458A
w6CptH4.jpg


I felt like trying my hand at an epic quest.
 

J-Fr

Member

I liked the door concept with the Blaster/Flying Cloud. But the part with the 3 Thwomps felt random, you end up on a canon ball or not.


Very nice, it will stay in my bookmarks!

Koopas Treetop Kingdom
Tag: Traditional

Aiming for a traditional fun and scenic level with this one. Enjoy!

https://supermariomakerbookmark.nintendo.net/courses/85C0-0000-019F-D79D

Fun and relaxing!


Fun and challenging, the first part was manageable but the second part was too fast and I had to memorize it to clear the course.



Some good spin-jump platforming here, I thought the door at the start that lets you skip a chunk was an odd choice though.

I hardly noticed the multiple pathways but this was a fun little track, if a tad short.

Right, I never said that I thought your stage was intended to be exclusively targeted for speed running and of course any stage can have a speed run of some kind done on it if the player so wishes.

Both when I played it regular run style and tried to speed run the enemy placement just did not feel accommodating to the player for the reasons I went into detail in my previous post. Your level is set up with successive groups of Thwomps and you promote it as also being speed run friendly, so the first thing many players are going to think is "I want to chain as many unbroken spin jumps as I can off those buggers and just keep going" but when they try that they're going to get hit and slowed down too easily because of the height and placement of the enemy stacks which aren't always conducive to a spin jump chain for an unbroken run (which a lot of people find more satisfying than having to slow down occasionally as your level seems to require). Your videos show how you do your speed runs for the stage but not every player is going to want to play in those styles, not saying it's wrong, just saying. I do like what you did for other parts of the stage, especially the Thwomp room with the cloud is a nice diversion.

Thanks for the feedback! I will keep that in mind when I will work on a new revision.
This level was a lot of trouble to make, I already changed it 3 or 4 times before uploading it!
 
Feedback time!


Eternal Recurrence:
Great Puzzle Course. I know it wasn't really part of the puzzle, but I really liked the room with the cloud door and all the tracks.


Nausea Tropics:
Pretty straightforward course. Wasn't too hard to just swim past everything in the second part. Maybe narrow up the swimming section?


Lava Flow Castle:
Awesome course. Love the theming and the idea of hopping through a crumbling castle. Good boss fight too.


Sky Kingdom:
Good "Athletic" course. The final obstacle was a little frustrating for me, but I enjoyed the course overall.


The Underwater Fortress:
I am ashamed of all my previous underwater courses. Amazing job and cool mix of course styles. I think that's the first time I've seen those elements and styles used together that was.


Rescue, Escort, Intrude, Escape:
I beat this. I'm not sure if I did it the way you wanted me to, but I did. Very frustrating.


Fun Beach Waters:
I'm not sure if this was a GAF course or just one I picked off the Bookmark Site, but it was really fun. Very graphically appealing too. Got a little difficult at the end, but I really liked it.


El Captain Todd's Ice Ghost Mountain Adventure:
Pretty straightforward course. Nice use of minimal elements. Not sure where
Jigglypuff
came from though.




If anyone wants to try out my SMW themed: Pesca World: Koopa Hillside course I'd appreciate it. It's been up for a few days and hasn't seen too much action.
 

jholmes

Member
Fun Beach Waters:
I'm not sure if this was a GAF course or just one I picked off the Bookmark Site, but it was really fun. Very graphically appealing too. Got a little difficult at the end, but I really liked it.

Any chance you could dig up the link so we can try it?
 

GokouD

Member
Feedback time!
Eternal Recurrence:
Great Puzzle Course. I know it wasn't really part of the puzzle, but I really liked the room with the cloud door and all the tracks.

Sky Kingdom:
Good "Athletic" course. The final obstacle was a little frustrating for me, but I enjoyed the course overall.

I actually wanted a lot more clouds in that final section but I hit the rail items limit! On Sky Kingdom, which obstacle do you mean? Did you get to the cloud riding section, someone pointed out the other day that you can skip that part by not going down the pipe, and that's the best bit!
 
Rescue, Escort, Intrude, Escape:
I beat this. I'm not sure if I did it the way you wanted me to, but I did. Very frustrating.

If anyone wants to try out my SMW themed: Pesca World: Koopa Hillside course I'd appreciate it. It's been up for a few days and hasn't seen too much action.
Thanks for suffering through it. I wanted that final bit to have a bunch of different ways you COULD finish it, so as long as you got through you got through the right way.

Trying yours right now as soon as my Wii U decides to let me sign back in...
 
Thanks for suffering through it. I wanted that final bit to have a bunch of different ways you COULD finish it, so as long as you got through you got through the right way.

Trying yours right now as soon as my Wii U decides to let me sign back in...

Just out of curiosity, how did you intend for players to make it up to the higher portion of the course?
 

Inkwell

Banned
Here's the first stage of World 3:

Mega Thwomp World 3-1: Atletics



A pretty short Athletics course, I tried my best to have multiple pathways with ambiguous choices for speed-running.

Very fun level just like the rest of the series. You have a nice running theme here with some pretty good balance.

Hello, longtime lurker here. I played lots of the levels posted here. I figured it's time I share mine.

Lots of my levels are remixes of existing Mario levels I like. Otherwise aim to create Mario-like level.

Here is a sample.

My take on a puzzle maze with music blocks.
3F90-0000-01A5-579E_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/3F90-0000-01A5-579E

Easy level with multiple routes. Made for speedruns and parkour.
254D-0000-015C-2A00_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/254D-0000-015C-2A00

Chocolate Island 3 Remix. A little harder with smaller platform.
685A-0000-018F-5365_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/685A-0000-018F-5365

Castle level where I tried to recreate the feeling of a final level.
7CE2-0000-00F7-E9D4_full.jpg

https://supermariomakerbookmark.nintendo.net/courses/7CE2-0000-00F7-E9D4

There's some pretty decent levels here. Your chocolate canyon level really makes me wish we had a "chocolate" theme from SMW, or mountain theme from the NSMB series.

I made a ghost house level. I had to fight with myself to go easy on the difficulty, because levels are always way harder for others than for the creator, but I don't want to remove all the challenge and make it boring. Hopefully with the checkpoints it's doable.

HOUSE OF BOOS
D974-0000-01B0-1FB3.jpg

Here's the link to Bookmark It.

The general layout of the level is fine, but there are some issues. I could cheese a whole section after going through the first pipe, but that's not necessarily a problem. The skull coaster sections were somewhat problematic. There were some odd awkward jumps with some questionable enemy placement. Sometimes I felt like it was intended for the player to take a hit. Other than that I thought it was a fun level.

Tried my hand at another level tonight. Wanted to get a bit of color under my belt after so many dark levels.

https://supermariomakerbookmark.nintendo.net/courses/87A7-0000-01B0-8FD8

WZgE30l.jpg

The first and last parts of the level were fine, but the swimming part was a bit dull. I see what you did there, but it ends up feeling a bit long and tedious.

To P or not to P?
6E7A-0000-01B2-4939.jpg

This is not the first puzzle stage I've made, but it's actually the first one in the ghost house theme. Anyway, this is about carrying and using P-switches to clear a path of blocks and coins. A warning though: You will need to pass the final area a few times in order to finish the level and it is possible to screw up and make it unbeatable.

This was a really fun idea. I'm not sure if I completed the final section the intended way, but it worked well enough.

Finally finished a level I've been working for a few days, Eternal Recurrence. It's a puzzley level based around the theme of repetition, I just hope it isn't too far up it's own arse!

dmIVVHN.jpg


OI6tx6D.jpg


https://supermariomakerbookmark.nintendo.net/courses/6EC4-0000-01B5-2A8C

Now to try and catch up on all the levels from the last few days!

I thought this was a fantastic level. The only issue I had was the final section. If I'm correct, you're required to hit the p-switch before going through the door. That's not what I did. I thought you required the player to make a tricky jump where you drop the p-switch mid-air, and then jump off of it to the higher platform. Somehow I made it my first try. I didn't notice the intended way until a looked at the level screenshot.

Here is the last level I created. It's a more straight forward, classic style of hard, level. No cheap deaths, no enemies out of nowhere, no traps, nothing like that. Thanks!

Ghost Ship Spooks! - 0828-0000-01A2-064B

https://supermariomakerbookmark.nintendo.net/courses/0828-0000-01A2-064B

7MBxCQ4.jpg

This level feels more difficult than it should. The general design is simple. There are a few cheap sections, but most aren't that bad once you play it a few times. The only part I hate is the fire bars at the end. They don't seem to line up and it feels really awkward to play. The level does take a little more memorization than you would think. It's a solid, challenging level, and I like that it's not too long.

Got another SMB1 level I could use some feback on.
Rescue, Escort, Intrude, Escape!
B7C8-0000-01B6-1891.jpg


I'm trying to get away from making stupidly difficult levels. I figure there are enough ways to get through the challenge at the end of the level that it shouldn't be too bad. A section or two from this are kind of proof of concept things for a MGS-style level I'm working on.

Strangely I could almost see the level being slightly more difficult. It's a neat concept, although I think it would have been a little more fun with more going on in the p-switch area.

https://supermariomakerbookmark.nintendo.net/courses/E26F-0000-01B7-4E8E

Just trying to add some variety and challenge without getting frustrating. My levels have been getting progressively more stars so I'm hoping that I'm at least learning a thing or two about making players at least want to keep playing.
d1CHhlw.jpg

The maze section is a little annoying, and I'm not sure having a clown car section with a black background is a good idea. It's too hard to judge your movement, or things like where the fireballs are positioned.

Been a while, so here are two stages I've made since then:

Glazed Glacier
D1CE-0000-01AC-5764.jpg



Drop til You Stop II
DAF2-0000-01B7-5715.jpg

Glazed Glacier is fun, but some of the jumps made me uneasy. I really dislike jumps with low ceilings. I could swear there was also a jump where you need the raccoon tail to float across, but I didn't feel like trying the jump without it. It's a neat level though, and looks pretty nice.

In Drop til You Stop II, a lot of the level feels awkward. Some things feel like they don't line up like they should. The section with the cannon balls and thwomps comes to mind.


This was fun, but I didn't like that buzzy beetle trap at the beginning or the blind jump. Other than that, the level could have used a bit more decorative elements. The majority of the level was sparse platforms on a black background. So, good groundwork, but could be a little more interesting visually.

If anyone wants to try out my SMW themed: Pesca World: Koopa Hillside course I'd appreciate it. It's been up for a few days and hasn't seen too much action.

It was pretty basic, but felt a lot like classic SMW. Maybe I just need to seek out more traditional levels, but it feels rare that someone will show some restraint and simply craft a solid level like this.
 

_woLf

Member
Could some peeps give two of my more recent levels a try and let me know what you think?

I just recently unlocked all the stuff to make levels, so I've been exploring a bit more. My girlfriend and I have been enjoying making levels for each other, but nobody else ever seems to really play them :/

Choose Your Challenge!

The Gauntlet
 
The general layout of the level is fine, but there are some issues. I could cheese a whole section after going through the first pipe, but that's not necessarily a problem. The skull coaster sections were somewhat problematic. There were some odd awkward jumps with some questionable enemy placement. Sometimes I felt like it was intended for the player to take a hit. Other than that I thought it was a fun level.
Thanks for the feedback. You could cheese the Bowsers part? How did you do it?

I'm bummed to hear about your experience with the skull coaster sections. The first one definitely is difficult but it's really more about looking the ghosts off than platforming. Anyway, thanks for playing!
 

Inkwell

Banned
Thanks for the feedback. You could cheese the Bowsers part? How did you do it?

I'm bummed to hear about your experience with the skull coaster sections. The first one definitely is difficult but it's really more about looking the ghosts off than platforming. Anyway, thanks for playing!

It's not a lot of cheese, you can skip the first checkpoint and skull coaster section by just going right past the p-switch. Also, I was just double checking to see how much is skipped by doing that, and ended up in what seemed like an unwinnable situation because a boo positioned itself in a way that I couldn't seem jump over it while going up an incline on the skull coaster. This happened off screen before I could react to it. Working out things like timing in relation to when/how things are loaded into the level as someone plays is a pain.

That reminds me. I never knew there were 2 drybones in the first room. The one by the mushroom kept disappearing from the level because of this.

One final thing, I did find your secret route the very first time I played your level. It's a neat idea, but I think the main route you have with the spike helmet was more fun and rewarding. I nearly died trying to get access to that door and it took way longer than just playing the rest of the level. It's really difficult to add secrets that feel worth it since there's no need for alternate level exits. I've done the same thing. One of my levels has a hidden, short clown car shooter section that no one seems to have commented on. It's way more trouble than it's worth getting there and increases the level play time.
 
That reminds me. I never knew there were 2 drybones in the first room. The one by the mushroom kept disappearing from the level because of this.
Yeah, I've noticed weird stuff like this happening too. It's very weird that enemies cease to exist sometimes just because they're briefly offscreen. (That's actually why I put the second drybones in. I noticed one occasionally disappeared so I threw in a back-up.)

One final thing, I did find your secret route the very first time I played your level. It's a neat idea, but I think the main route you have with the spike helmet was more fun and rewarding. I nearly died trying to get access to that door and it took way longer than just playing the rest of the level. It's really difficult to add secrets that feel worth it since there's no need for alternate level exits.
Well, I'm glad someone saw the part of the level from the thumbnail anyway. :)
Yeah, it's really hard to add worthwhile secrets because there's no real reward you can give for players who aren't playing it as part of 100 Mario Challenge (and even then the 1up mushrooms aren't a huge deal). So I just gave them a power fantasy ha ha.
 
How do you unlock stuff in this game? My wife has been making courses for a few hours, has used all of her items, and only got one notification saying she'll unlock more stuff tomorrow. I thought this was fixed with the first update. We're updated to the newest version (1.32).

Edit:
Never mind. We figured it out. Just throwing blocks all over the place does it every five minutes.
 
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