Incitemaybe
Member
I hope I'm missing something obvious but on the Matio Maker webpage, looking at my levels, I can't find my level codes anywhere. I'm not near my Wii u and I want to share the code...
I hope I'm missing something obvious but on the Matio Maker webpage, looking at my levels, I can't find my level codes anywhere. I'm not near my Wii u and I want to share the code...
Sölf;198190557 said:It's in the URL once you've selected a level. Here, take mine for example:
https://supermariomakerbookmark.nintendo.net/courses/C087-0000-01F0-F25C
This is a really cool level and more people should play it. The only part I didn't like was with the ghosts that attach to floors (always hated those, feels cheap) and waiting for the circle boos. But I always hate those.Minion Disposal Unit V3
5731-0000-01F1-A887
This one's great too. Nice boss battle. Nice ramp up in difficulty for the second part.
Thank you for that last checkpoint! I died there at least 5 times. Being sent further back might've sucked.Sölf;198135129 said:
I like the look of this level. Also uses the coins and keys very well. The falling clouds are a nice touch. I ended up playing the level backwards because of the door, and it still worked out.
Another great looking level here. I got all the coins and found a potential place to get stuck, though someone would have to really want to get stuck, so I don't think it's a big deal. Fun level with good use of skewers.
Hey guys, I made a new level using some of the new elements. I have to say, this level definitely was not my normal run right to win. It's more of a light exploration level with some little challenges that lead to pink coins. I spent about a day working on it and went for an ice theme in the ghost house backdrop for SMB3. I would love any feedback you have
Cold Cavern
My profile if you want to try some of my other levels
Sölf;198135129 said:I have to admit, I completely forgot that you can do that now. I stopped playing this ~2 weeks after release, so before checkpoints and all that stuff was released. xD
I will probably fix it later and add Fire Flowers in those blocks.
Edit:
Spike Mansion
Since some people argue my levels are to easy, here is one that is quite a bit harder. It uses the new spiked pillars as it's main element but also uses some parts I don't use that often. Have fun.
New Level:
A Castle in Time
Theme: SMB3
Difficulty: Normal
It's about time travel. You need to go back in time and retrieve the key to exit the castle.
Let me know what you think!
I made an update to my Minion Disposal Unit level. I really just wanted to add skewers and a key in place of whomps and a pow block. I made some adjustments to fit these elements and made it a bit easier as well. Anyway, feedback is welcome. I want to try my hand at something more traditional and less gimmicky for my next level.
5731-0000-01F1-A887
Got a freshly made Mario here. I called it Skewed Key Hunt. There are skewers, and you have to find keys. There are also two boss fights. It's all very innovative. I'd say it's fairly challenging, though I won't promise that it'll feel fair. There's a checkpoint too, so that's nice. Edit: Oh man, I forgot to mention the boot. The boot's here too. Everyone loves a boot level, right?
Thanks!This one's great too. Nice boss battle. Nice ramp up in difficulty for the second part.
Yeah, I thought the power ups made the level a little too easy (until the boss fight). I need to work on that in my future levels.Very cool level concept! It was definitely challenging, but balanced fairly well. My only issue is the power-ups. I wish you made all of them tiered so I got a fire flower if I already had a mushroom. They were also a bit front-loaded too. It may have felt slightly better if they were spaced out a little more.
I'm working on a level that was meant to be sort of a sequel to Perilous Platforms, Scary Saws, but with a focus on skewers. It's changed quite a bit because It's tough to use them mixed with fun platforming. This level is very close to what I should have done. It's a lot of fun and pretty challenging. I like this level quite a bit so I'll go into a decent amount of detail in my critique.
I'll start with the problems. The timing of the skewers can be a bit messy. Most of the time the idea is to keep moving as quickly as possible, but then you get to a section where if you go a little too fast you take a hit, or throw off the timing out of your control. People are going to die a lot as well. Sometimes it's confusing to tell what exactly is going on, and by the time you figure it out the skewers have demolished your platforms and it's too late. The biggest issue I had was right after a checkpoint (thankfully). It's the part with the 2 skull coasters, flying dry bones, and a skewer right after where you have to wait for it to clear the way. I don't know if I was doing this part wrong, but I died so many times trying to get the timing down. Plus, that jump from one skull coaster to the other is particularly nasty since you have to jump off screen when you're right at the top. It was pretty rough.
Now for the positives. Even with the timing issues, you did about everything you could to have the level work. Usually the skewers patterns lined up correctly. I think the best part of the level is the auto-scrolling bit. It guarantees That the timing lines up and is the same every playthrough. I like the pressure you put the player under to keep moving so their platforms don't get destroyed.
I'm getting tons of plays on my levels since the update. I should be happy, but it's actually a bit depressing since only a fraction of the people playing my levels are giving any stars.
Don't feel bad, I have the exact same problem. My Sonic level must have been linked somewhere because around 150 people have played it in less than three days, and yet I got something like 15 stars and three comments.I'm getting tons of plays on my levels since the update. I should be happy, but it's actually a bit depressing since only a fraction of the people playing my levels are giving any stars.
Don't feel bad, I have the exact same problem. My Sonic level must have been linked somewhere because around 150 people have played it in less than three days, and yet I got something like 15 stars and three comments.
Sometimes, people play whole sets of my levels (so they must like them at least a little bit), and yet don't give any single star. Someone played and beat all my Metroid levels (which are fairly involving and difficult, as you know), and didn't star any.
It wasn't like this at all at launch, but since Christmas, people don't give a shit. It's take take take take and never give (without any effort or sacrifice asked for giving, to make matters worse).
Do levels for you and a handful of people, not the general public, or you'll stop.
Yes, which is pretty awesome, actually. But WARNING: checkpoints "remember" pink key coins, but not keys (which makes sense, it could break a level), so if someone collects the last coin and gets the key but then dies, he'll start again from the checkpoint with no coin in his inventory.Making a pretty cool ghost house using the new stuff but I have a question the layout of mt level is dependent on: if someone has a red key coin, hits a checkpoint and dies, is that coin still collected when they respawn?
Making a pretty cool ghost house using the new stuff but I have a question the layout of mt level is dependent on: if someone has a red key coin, hits a checkpoint and dies, is that coin still collected when they respawn?
Yes, which is pretty awesome, actually. But WARNING: checkpoints "remember" pink key coins, but not keys (which makes sense, it could break a level), so if someone collects the last coin and gets the key but then dies, he'll start again from the checkpoint with no coin in his inventory.
Dying recreates every single enemy and block, and keys can be tied to blocks or enemies, that's why. And that's why you can't put pink coins in blocks or tie them to enemies. The mechanics complement each others, the game is richer this way.Still think this is a weird decision. It cannot break a level if they'd remember both the coins and the keys. And it would have been much simpler for level creators and players. Oh well.
Don't feel bad, I have the exact same problem. My Sonic level must have been linked somewhere because around 150 people have played it in less than three days, and yet I got something like 15 stars and three comments.
Sometimes, people play whole sets of my levels (so they must like them at least a little bit), and yet don't give any single star. Someone played and beat all my Metroid levels (which are fairly involving and difficult, as you know), and didn't star any.
It wasn't like this at all at launch, but since Christmas, people don't give a shit. It's take take take take and never give (without any effort or sacrifice asked for giving, to make matters worse).
Do levels for you and a handful of people, not the general public, or you'll stop.
Sölf;198213860 said:Thanks for the feedback! I can definitly see the problems with the spiked pillars and the timing in the non moving section. And yeah, it changes quite a bit and sometimes you only have 1-2 seconds to react to something. I really wish Nintendo would allow us to change the timing on some of those things, like Fireballs, Piranha Plants or those pillars. =/
I also played your level afterwards and it felt quite good! Some jumps were a bit tricky but overall it wasn't to hard or to easy. I really liked it.
@Thread:
One more normal level. I wanted to create a NSMB Castle level, but instead of using and experimenting with new stuff I ended up creating a level that is like 70% pipes and stuff coming out of it. xD
The Pipeworks
So, instead of new stuff you get this. Some parts are a bit tricky, but overall the level shouldn't be to hard.
Here's my attempt at another sorta gimmicky collect the pink coins stage, this time in that there's no enemies at all until the very end. The difficulty was kinda hard to fine tune so I feel iffy about that, but eh
The Dead Mines
I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.
https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012
I'm worried it's a bit easy, let me know what you think.
Dying recreates every single enemy and block, and keys can be tied to blocks or enemies, that's why. And that's why you can't put pink coins in blocks or tie them to enemies. The mechanics complement each others, the game is richer this way.
But yes, it can be confusing to have your coin progress be saved and not the key unlocked by the coins.
I really enjoyed this one, there were some big jumps that I feel fortunate to have guessed that I should assume death if I didn't make big leaps with air spins so maybe some coin marking wouldn't go amiss but otherwise and solid simple stage that I managed to get through on the first attempt.Sölf;198213860 said:One more normal level. I wanted to create a NSMB Castle level, but instead of using and experimenting with new stuff I ended up creating a level that is like 70% pipes and stuff coming out of it. xD
The Pipeworks
So, instead of new stuff you get this. Some parts are a bit tricky, but overall the level shouldn't be to hard.
I can say I collected all the coins, just not in one run because I'm weak so I never actually got through the door.Here's my attempt at another sorta gimmicky collect the pink coins stage, this time in that there's no enemies at all until the very end. The difficulty was kinda hard to fine tune so I feel iffy about that, but eh
The Dead Mines
Nothing wrong with an easier stage every now and then, it pulls off the crumbling aesthetic well and delivers a perfectly decent stage.I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.
https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012
I'm worried it's a bit easy, let me know what you think.
This is a really cool take on an overused theme, try it people, you may be surprised.I know people aren't really a fan of music stages, but they do take quite a bit of work to put together since you have to work about SMM limitations. Anywho, I made a rendition of the Legend of Zelda overworld theme.
Bookmark Link
Cool exploration stage, the first half was neato with its open space to explore and the visual side of things was really well done throughout. I never have the patience for that.Thanks for those who played my last level... Inkwell as always, first complete & star!
I have some feedback for recent levels coming soon. Meanwhile, my first level where I put forth quite some effort in creation with the new elements as well as visual design.
It's a fairly long level, but hopefully remains fun. There is a super fun and rewarding shortcut hidden in there, but the regular way itself should be pretty fun. Hope to hear some good things!
Stowaway
I hope you had fun replaying them!I guess you're right. By the way, I just re-played your metroid levels. Here's the thing. None of the levels showed that I had completed them before. I've heard of this happening before, but it also showed that I had not given you stars for any of the levels! I actually remember forgetting to star 1 or 2 of your levels, and didn't realize I could do it from the pause menu at the time (I had just gotten the game). I'm sure I starred the other levels though. Either way they're all starred now!
We have to remember the game released without checkpoints, the level format may not be too flexible.Yeah I know it makes sense in line with the current saving logic. I just think the saving logic should have been different from the start actually. Even if the current state I would have the ennemi respawn minus the key. Logic would be the key, whatever its location, is saved.
Anyhow, Super Mario Maker 2.
Sölf;198228302 said:Are there any plans for a second SMM GAF contest by the way?
plans, no. the second contest was canned due to lack of any response whatsoever. i'd always be up to organise another one but only if the interest is there
Come one come all to the glitz and glamour of King Koopa's horrific casino hideout. The kingpin's son has been left in charge of the establishment, and Mario is an unwanted visitor to the Bowser Grand. Experience the thrills of the games such as the Koopa slots, firey block roulette and unwind in the goomba mosh pit. All before taking on Bowser Jr. at a deadly game of skill and luck!
Actually, yes, they do save collected pink coins. Why do you say otherwise? It's the keys that aren't saved.I just found out that checkpoints don't save collected pink coins. :|
Huge design limitation.
Yeah, but if you lose the key, all your coins will vanish, even the ones you collected prior to the checkpoint.Actually, yes, they do save collected pink coins. Why do you say otherwise? It's the keys that aren't saved.
Thanks for those who played my last level... Inkwell as always, first complete & star!
I have some feedback for recent levels coming soon. Meanwhile, my first level where I put forth quite some effort in creation with the new elements as well as visual design.
It's a fairly long level, but hopefully remains fun. There is a super fun and rewarding shortcut hidden in there, but the regular way itself should be pretty fun. Hope to hear some good things!
Stowaway
I finished updating another course, this time much more massively than the first one. I'd say all 80% of it is new. I mostly kept the level theme and the intro.
Perilous Pipes v2
https://supermariomakerbookmark.nintendo.net/courses/38C8-0000-01F4-9FB5
Please let me know what you think.
I think I have one more level I want to update before I start creating new levels again.
I've played through a few gaf levels but didn't have my laptop handy for constructive criticism. I've starred most of your guys levels I've played if that helps.
Ok here's my take at a first level using the new features.
Make your way thanks to the skewers (aren't they adorable!) and explore well if you want to skip the end boss!
CLEAR THE WAY!
(medium difficulty)
Any feedback is greatly appreciated. I hope you have fun!
First Level I created in a very long time.
https://supermariomakerbookmark.nintendo.net/courses/9B88-0000-01F3-A19F
took me half an hour to create, and just wanted to play around with the key mechanic. But I still have a good feeling about this one, and want to hear your opinion about this
Hey folks, I spent last night having a go creating again for the first time in quite a while, I think its turned out pretty well!
Bowser's Big Bucks Casino
I've just made the third in a long-running trilogy of compact 2-screen obstacle courses, this one's called Incinerator. It's pretty tough, but short, so persevere!
https://supermariomakerbookmark.nintendo.net/courses/5078-0000-01F5-1FC5
Made a new level (after over three months) with contents of the update. Quite proud of my mandatory boss and my first created boss ever.
There are also five (optional) pink coins for you to collect. Please try it out.
Audrey's Stronghold
Good level, very atmospheric, the gimmick is very intuitive, you understand immediately the concept, and the level itself is smooth, with a good pacing. I'm not a fan of the SMB3 style Bowser fight though, too long and random IMO.A Castle in Time
Theme: SMB3
Difficulty: Normal
It's about time travel. You need to go back in time and retrieve the key to exit the castle.
I kept dying at the fourth loop, the one where the Podoboos are evenly spaced, so I gave up. The error margin is way too tight for me.I've just made the third in a long-running trilogy of compact 2-screen obstacle courses, this one's called Incinerator. It's pretty tough, but short, so persevere!
Beat it, but there are huge visibility issues: because of the fortress waving or the centring on Mario, you can't see the floor in many parts, and have to guess if there is a floor there or not. Also, the skewers crushing you from off-screen is a big no-no in my book. Same thing for the ending with the lava bubbles, you can't see them until it's too late, it feels like trolling. And the secret area is unlocked just by taking hits?
It's a nice level with a lot of good things, but there are some issues. First, when you get in blindly, you don't know if the coins are mandatory to finish the level or not, so it's frustrating when you want to go back and can't (I missed one coin, apparently). And then, there are smoothness issues: the Spike Tops kind of kill the pacing with their randomness (a lot of times I ran into them without being able to avoid them because they were off-screen just before), the famous Piranha Plant issue (they take ages to get out of pipes in SMM) cause unfair hits and again slow down the pacing (it'd be better if they were out at all times), and there are areas that are too cramped IMO: I didn't understand the spikes giving mandatory hits in the first pink coin area, and the boss fight is way too cramped (I got through it withMake your way thanks to the skewers (aren't they adorable!) and explore well if you want to skip the end boss!
CLEAR THE WAY!
(medium difficulty)
I'd reorganize the trials to make them achievable in any order with pink coins rather than in a sequence, here, you have trials where you can get easily killed right after very long ones (the question blocks in the beginning for example).Hey folks, I spent last night having a go creating again for the first time in quite a while, I think its turned out pretty well!
Bowser's Big Bucks Casino
The cinematic aspect is exciting and extremely well done, with nice secrets along the route. I think the challenge is right for a level of this kind, if you die and repeat sequences too often, they lose their cinematic excitement and become irritating, and what used to be a strength becomes a weakness.I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.
https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012
I'm worried it's a bit easy, let me know what you think.
I loved this level! Great pacing, great variety, great fun! The only part I didn't like was the wall of moles and Yoshi trapped in a one block tall dead end, it was sort of weird.First Level I created in a very long time.
https://supermariomakerbookmark.nintendo.net/courses/9B88-0000-01F3-A19F
took me half an hour to create, and just wanted to play around with the key mechanic. But I still have a good feeling about this one, and want to hear your opinion about this
Simbabbad said:Beat it, but there are huge visibility issues: because of the fortress waving or the centring on Mario, you can't see the floor in many parts, and have to guess if there is a floor there or not. Also, the skewers crushing you from off-screen is a big no-no in my book. Same thing for the ending with the lava bubbles, you can't see them until it's too late, it feels like trolling. And the secret area is unlocked just by taking hits?
Not bad considering the short amount of time it took to make. I have 2 points though. First, that koopa dispenser near the beginning should have use red koopas. That way only 1 comes out at a time. Second, that skewer trap next to the boss is pretty nasty. It punishes people for trying to explore, and once you're there you can't escape without taking at least one hit.
I loved this level! Great pacing, great variety, great fun! The only part I didn't like was the wall of moles and Yoshi trapped in a one block tall dead end, it was sort of weird.
the Spike Tops kind of kill the pacing with their randomness (a lot of times I ran into them without being able to avoid them because they were off-screen just before)...
...and there are areas that are too cramped IMO: I didn't understand the spikes giving mandatory hits in the first pink coin area
I've found that Super Expert is actually more annoying than Expert, in that a lot of levels are actually really good at the start but then it seems the creators get lazy later on and the level goes from being sorta well design to just being unfair clusterfucks that go down to either "precision platforming" where you're forced to jump on tiny blocks or spike abuse. Pretty disappointing really.
New Level:
A Castle in Time
Theme: SMB3
Difficulty: Normal
It's about time travel. You need to go back in time and retrieve the key to exit the castle.
Let me know what you think!
https://supermariomakerbookmark.nintendo.net/courses/496C-0000-01F3-D912
My first course in a long time, but ever since they added skewers I've really wanted to try this out. Let me know what you all think!
I finished updating another course, this time much more massively than the first one. I'd say all 80% of it is new. I mostly kept the level theme and the intro.
Perilous Pipes v2
https://supermariomakerbookmark.nintendo.net/courses/38C8-0000-01F4-9FB5
Please let me know what you think.
I think I have one more level I want to update before I start creating new levels again.
I've played through a few gaf levels but didn't have my laptop handy for constructive criticism. I've starred most of your guys levels I've played if that helps.
Ok here's my take at a first level using the new features.
Make your way thanks to the skewers (aren't they adorable!) and explore well if you want to skip the end boss!
CLEAR THE WAY!
(medium difficulty)
Any feedback is greatly appreciated. I hope you have fun!
Hey folks, I spent last night having a go creating again for the first time in quite a while, I think its turned out pretty well!
Bowser's Big Bucks Casino
Come one come all to the glitz and glamour of King Koopa's horrific casino hideout. The kingpin's son has been left in charge of the establishment, and Mario is an unwanted visitor to the Bowser Grand. Experience the thrills of the games such as the Koopa slots, firey block roulette and unwind in the goomba mosh pit. All before taking on Bowser Jr. at a deadly game of skill and luck!
I don't normally make aesthetic platforming levels, but I thought I'd give it a go with Crumbling Castle.
https://supermariomakerbookmark.nintendo.net/courses/1011-0000-01F3-4012
I'm worried it's a bit easy, let me know what you think.
Sölf;198213860 said:One more normal level. I wanted to create a NSMB Castle level, but instead of using and experimenting with new stuff I ended up creating a level that is like 70% pipes and stuff coming out of it. xD
The Pipeworks
So, instead of new stuff you get this. Some parts are a bit tricky, but overall the level shouldn't be to hard.
Got a freshly made Mario here. I called it Skewed Key Hunt. There are skewers, and you have to find keys. There are also two boss fights. It's all very innovative. I'd say it's fairly challenging, though I won't promise that it'll feel fair. There's a checkpoint too, so that's nice. Edit: Oh man, I forgot to mention the boot. The boot's here too. Everyone loves a boot level, right?
I made an update to my Minion Disposal Unit level. I really just wanted to add skewers and a key in place of whomps and a pow block. I made some adjustments to fit these elements and made it a bit easier as well. Anyway, feedback is welcome. I want to try my hand at something more traditional and less gimmicky for my next level.
5731-0000-01F1-A887
Sölf;198135129 said:
Spike Mansion
Since some people argue my levels are to easy, here is one that is quite a bit harder. It uses the new spiked pillars as it's main element but also uses some parts I don't use that often. Have fun.
Hey guys, I made a new level using some of the new elements. I have to say, this level definitely was not my normal run right to win. It's more of a light exploration level with some little challenges that lead to pink coins. I spent about a day working on it and went for an ice theme in the ghost house backdrop for SMB3. I would love any feedback you have
Cold Cavern
My profile if you want to try some of my other levels