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Super Mario Maker |OT| Miyamoto Simulator 2015

Inkwell

Banned
I had a strange thing happen. I loaded my bookmarks and a good majority of them were just gone. I'm not sure if they are actually gone, but on the website They seem to all be out of order. All the ones I've bookmarked since are at the top, but a lot of the newest ones got pushed to the last page. It's like they all got randomly shuffled.

Tried my hand at making a level with auto scrolling.
The Red Menace
DADE-0000-0204-C943.jpg

All the enemies in the level are red.

You're pretty good at making traditional mario levels. This was really fun. The difficulty felt right. My only complaint has to do with the alternate path.

The only way to reach the secret is to know it's there in the first place. You don't know you need the p-switch there unless you climb the vine first, and then it's too late to do anything about it. Even if someone's carrying the p-switch with them up until that point. If it wasn't an auto-scrolling level it would be fine. In the case of your level, I would have done 1 of 2 things. First, make the block with the vine difficult to get to, so it's a challenge with the auto-scroll. Second would have been to make a set of stairs with coins and just used the p-switch.

Mega Thwomp World 3-5 Piranha Tracks



A level I had a lot of fun making, I hope to achieve a little bit of controlled chaos.

Your levels are always excellent. I think I was sweating a bit during that last section. I think aesthetically the level looks very good too. The way you dressed it up is very simple but effective.

Return to Yellow Bumper Park™
Level code: E824-0000-0140-2AC2

Mario has gained access to the now closed Yellow Bumper Park™. Its been a few years since the infamous incident that forced YellowBumperCorp. to close the doors to the public. It is up to you to explore the abandoned park and its mysterious statues. Can you make it back to the Flagpole-Castle-Portal™ in time?

It is a platformer made with the NSMBU theme.

Please try it out, I hope you like it.

GZ8FXNll.jpg

The general design felt close to the other level you posted on here. It was more open than the other one, but could still feel a little cramped at times. This is a very minor complaint though. Fun, nice looking level overall.

Ok, I'm back and trying to improve my designing skills.
I'll focus on themed courses for a while.
(53FA-0000-0206-D134)


Honestly, I didn't know how to properly finish this one, maybe my theme was just a bit hard to come with idea and I didn't want to include too much other items.

I thought it was a good level. I actually really like it when a level sticks with just a few elements and explores what can be done with it. The difficulty felt balanced. It felt a little short, but that's not necessarily a bad thing. It's better to make a short level than to add extra padding with little substance.

I made this level as an update to an older level of mine. I wanted to include some of the new features from the last patch, and up the difficulty. It's a NSMB level designed heavily around wall-jumps and wall-slides.

Wallio (Savage) - 54EB-0000-0206-0590

lFF2uOk.jpg

dRWvwHR.jpg


There are key-coins, but they are optional - the only key you need can also be obtained by defeating the giant Bowser at the end. However, the key coins let you bypass that whole part and go straight to the goal.

Remember to provide a link to the level on the bookmark site. I'm always adding levels to my bookmarks when browsing from my phone, and it helps keep things a bit more organized.

I thought the level was fantastic. It's pretty difficult but definitely fair. I opted for collecting the coins. You hid some in great spots.

I really enjoyed this one. Boss Gauntlets are some of my favs and you made a very interesting one. The powerups really make the level go by faster. I think that with the shoe or the leaf the wiggler is way to easy however. The finale I didn't necessarily love but it was very unique. Good job.

Thanks! I feel the same way with the wiggler, but I also thought it was the easiest fight without items. In my head it's the boss I want people to start with. I was a little torn on the issue, but in the end I'm not too worried about it.

The finale was completely different than what I had planned in my head. It's always a bit frustrating when I come up with an idea, but it turns out the game doesn't work in a way that allows me to do it. I also struggled with the difficulty for that fight. I'm not quite sure how difficult it actually is.

Here we go!


To the Center of the TARDIS


And yes, it's bigger on the inside. ;)

I'll put my biggest criticism up front. After going in the pipe I was completely confused about where to go. It actually took me multiple deaths before I saw where to go because it just looked like a section of the level that wasn't properly sealed off. Once I got through the door the level picked up quite a bit. The only other issue I have is that the mushroom between the daleks is way too difficult to get to where it's almost pointless.

I really liked the heavy platforming part near the end. I think it's the strongest part of the level. You have to be very slow, methodical, and precise. It hits the mark of being challenging, but you always know how you should proceed. I enjoyed all of the references as well. I didn't even notice the text at the platforming part. I downloaded the level to make sure I didn't miss any alternate paths or something and was surprised when I saw it. I did have to go back to set a decent world record.
 

Guess Who

Banned
Remember to provide a link to the level on the bookmark site. I'm always adding levels to my bookmarks when browsing from my phone, and it helps keep things a bit more organized.

I thought the level was fantastic. It's pretty difficult but definitely fair. I opted for collecting the coins. You hid some in great spots.

Thanks for the feedback! I went and added the bookmark site link to my original post, totally slipped my mind. I'm glad you thought it was difficult but fair. That's a really tricky line to walk in Mario Maker where a lot of levels can end up being cheap or having really obscure puzzle-y solutions, so it's nice to hear I struck a good balance.
 

gblues

Banned
I'll put my biggest criticism up front. After going in the pipe I was completely confused about where to go. It actually took me multiple deaths before I saw where to go because it just looked like a section of the level that wasn't properly sealed off. Once I got through the door the level picked up quite a bit. The only other issue I have is that the mushroom between the daleks is way too difficult to get to where it's almost pointless.

I really liked the heavy platforming part near the end. I think it's the strongest part of the level. You have to be very slow, methodical, and precise. It hits the mark of being challenging, but you always know how you should proceed. I enjoyed all of the references as well. I didn't even notice the text at the platforming part. I downloaded the level to make sure I didn't miss any alternate paths or something and was surprised when I saw it. I did have to go back to set a decent world record.

Thanks for the feedback!

I'm glad you liked the end platforming segment. That part was what I was most concerned about. Were you able to get all the red coins?

The power-up between the Daleks was intended as more of a rescue in case of bad luck falling between them and dealing with hammers. But yes it's pretty useless outside of that.

I wish SMM supported iterative design better. Sounds like some well-placed arrows would have avoided the path confusion.

There's one reference nobody else will get since SMM doesn't upload your custom SFX. I recorded myself saying "Exterminate!" when you land on the Daleks.

The others:

1. The TARDIS exterior, of course
2. Eye of Harmony
3. "POLICE BOX" in reverse
4. Daleks
5. Cyberman head
6. "Are you my mummy?" spelled in tracks
7. TARDIS control room. The donut lifts are supposed to be "the round things"
 

Rizzi

Member
You're pretty good at making traditional mario levels. This was really fun. The difficulty felt right. My only complaint has to do with the alternate path.

The only way to reach the secret is to know it's there in the first place. You don't know you need the p-switch there unless you climb the vine first, and then it's too late to do anything about it. Even if someone's carrying the p-switch with them up until that point. If it wasn't an auto-scrolling level it would be fine. In the case of your level, I would have done 1 of 2 things. First, make the block with the vine difficult to get to, so it's a challenge with the auto-scroll. Second would have been to make a set of stairs with coins and just used the p-switch.

Thanks. I'm never super sure how difficult is too difficult when it comes to secrets and alternate paths.

I made a less traditional fortress/castle level, and I think it's a little more difficult than anything I've made before.
D0B3-0000-0208-50B6.jpg

Boo's Friendly Fortress
 

Inkwell

Banned
Thanks for the feedback!

I'm glad you liked the end platforming segment. That part was what I was most concerned about. Were you able to get all the red coins?

The power-up between the Daleks was intended as more of a rescue in case of bad luck falling between them and dealing with hammers. But yes it's pretty useless outside of that.

I wish SMM supported iterative design better. Sounds like some well-placed arrows would have avoided the path confusion.

There's one reference nobody else will get since SMM doesn't upload your custom SFX. I recorded myself saying "Exterminate!" when you land on the Daleks.

The others:

1. The TARDIS exterior, of course
2. Eye of Harmony
3. "POLICE BOX" in reverse
4. Daleks
5. Cyberman head
6. "Are you my mummy?" spelled in tracks
7. TARDIS control room. The donut lifts are supposed to be "the round things"

It's too bad mario maker doesn't allow that recorded audio for uploads. I totally understand why they don't, but I would have gotten a good laugh if when I jumped on a dalek it yelled "EXTERMINATE!" at me.

I did get all the pink coins. The only one I had trouble with was the one just above those 2 moving fire bars. I was lucky enough to be big mario at that point but I was kind of forced to take a hit. It's really tough to time that.
 

Inkwell

Banned
Peek-a-BOO Platforms

5BB9-0000-020C-5DDD.jpg


I tried to make a steady progression of difficulty, but it may be all over the place. There's some pink coins to collect that net you some 1-ups.

EDIT: Updated version. I moved the key door and added 1 more pink coin right above it. People shouldn't lose the key now unless they do something very dumb. Also, grabbing all the coins now allows the player to skip the entire final section. Finally, I made the last jump slightly easier.
 

Hupsel

Member
Hey guys, I made two levels for Mario Maker. They both took some time... I am no expert, but I think they are fun.

The first one is more on the puzzle side, and it´s called "Do you Trust me?". It´s more of a test of, well, if you trust the arrows set up by me during the level. There are so many troll levels and fake arrows that I think a lot of Mario Maker levels have problems trusting the level makers lol.

The second level is more skill based. Theres a nice koopa troopa arena where you have to destroy a small passage while koopas keep being thrown at you.

Level 1: 0174-0000-0205-D7ED
Level 2: 897F-0000-01F2-3282
 

tkscz

Member
I listened to GAF and fixed the issues with it, now introducing:

9218-0000-020A-9564.jpg


(clickable picture)

Daisy and the Puzzle Factory v2
9218-0000-020A-9564
fixed the ceiling in the wack-a-mole room.
fixed the koopa puzzle so that if he disappears, you can get him back
there are still two ways to solve the boo puzzle (originally meant to be one)
 

Blues1990

Member
I've finally added the changes to Bodacious, along with uploading a new level. Constructive feedback to both will be great:

Bodacious 2.0

F0C9-0000-020B-6CC2

Happen'en

0702-0000-020b-2968

Bonus Stage 3.0

5C31-0000-020B-7BA3

(At the rate that I'm going, all of my Special World-themed levels are going to be named after 1980's slang.)

I listened to GAF and fixed the issues with it, now introducing:

9218-0000-020A-9564.jpg


(clickable picture)

Daisy and the Puzzle Factory v2
9218-0000-020A-9564
fixed the ceiling in the wack-a-mole room.
fixed the koopa puzzle so that if he disappears, you can get him back
there are still two ways to solve the boo puzzle (originally meant to be one)

The bit with the Boo was pretty ingenious, and I can't wait to speed run it. I also love that you used Daisy in a level that isn't a death trap, so more treats for you.
 

Inkwell

Banned
Loved this level. Great stuff. I loved the moving platforms and the pink coin challenge was an excellent addition.

Some very clever jumps in this.
Worth noting though, that if you die after collecting the key, you can't go in the locked door.

Thanks! I didn't quite think the pink coin situation all the way through... I'm thinking that maybe I should add a last pink coin right above the door. The chances of someone dying after collecting it are pretty small. I'm going to check where all the deaths are too just to see if there's a nasty trouble spot.

Edit: Hopefully fixed this. Quoting original post with new link.

Peek-a-BOO Platforms

5BB9-0000-020C-5DDD.jpg


I tried to make a steady progression of difficulty, but it may be all over the place. There's some pink coins to collect that net you some 1-ups.

EDIT: Updated version. I moved the key door and added 1 more pink coin right above it. People shouldn't lose the key now unless they do something very dumb. Also, grabbing all the coins now allows the player to skip the entire final section. Finally, I made the last jump slightly easier.
 

tkscz

Member
I've finally added the changes to Bodacious, along with uploading a new level. Constructive feedback to both will be great:

Bodacious 2.0

F0C9-0000-020B-6CC2

Happen'en

0702-0000-020b-2968

Bonus Stage 3.0

5C31-0000-020B-7BA3

(At the rate that I'm going, all of my Special World-themed levels are going to be named after 1980's slang.)



The bit with the Boo was pretty ingenious, and I can't wait to speed run it. I also love that you used Daisy in a level that isn't a death trap, so more treats for you.

I made the boo section with the purpose being to have it follow you until you reach the star. If you want to speed through it, grab the star as close to the exit pipe as you can, then make a run for it to get back to the boo from the door asap. I was going to get rid of this but decided to keep it in.

Also, Daisy for life. I know most of GAF doesn't like her, but I do.
 

Dimentios

Member

My experience summed up really. 5%, 7% and 9% are all normal and my 12% course is an expert. No idea how it works.

Well the clear rate is obvious:

8 clears and 113 trys: 8/113 = 0,0707 = 7,07 %
3 clears and 71 trys: 3/71 = 0,042 = 4,2 %

The rating (Normal, Expert) is nothing you can calculate with the data you find on that site. My suggestion would be the amount of first attempts or something similiar.

For example: 99 people play a level and beat it on their first attempt. Only one guy looses 10000 times and than ragequits. Therefore

100 people played the level
99 beat it
10099 attempts

99/10099 = 0,009 = 0,9%
But it would still be considered as EASY, since only one guy of 101 had difficulties. And therefore it can't be find in Super Expert.

However, it possible is much more complicated than that.
 

Blues1990

Member
I made the boo section with the purpose being to have it follow you until you reach the star. If you want to speed through it, grab the star as close to the exit pipe as you can, then make a run for it to get back to the boo from the door asap. I was going to get rid of this but decided to keep it in.

Also, Daisy for life. I know most of GAF doesn't like her, but I do.

I personally like that change, as having more than one option to solve a puzzle is always a good philosophy in my book.

And I agree, red's the best, brah! I prefer playing as Daisy in most of the spin-off Mario games, and considering that Super Mario Maker is her first time being playable in a platforming game, here's hoping she will appear in a future installment.
 

Ranger X

Member
I am wondering about something. Seeing how there's more and more levels out there and less and less players (or a combination of that), I find it harder and harder to have at least 50 unique plays for any new level I make. Now if my levels were immensely crappy i'd have no say here, but I don't think its the case.

Aside from there, where are you guys advertising your levels? I mean, seriously. Or do most of us hardly get 50 unique plays?
 
Are there any truly classic levels that have come from this? I've played some novel gimmicks but no great levels and can't bring myself to go back to the game.
 

Inkwell

Banned
I am wondering about something. Seeing how there's more and more levels out there and less and less players (or a combination of that), I find it harder and harder to have at least 50 unique plays for any new level I make. Now if my levels were immensely crappy i'd have no say here, but I don't think its the case.

Aside from there, where are you guys advertising your levels? I mean, seriously. Or do most of us hardly get 50 unique plays?

I only post my levels here. I don't belong to any other community though. I'm grateful I get as many plays as I do. I would have probably stopped playing this already had it not been for this community.

I'm looking at your levels and I'm very surprised to see your last 3 under 50. Kuribo's Savage Islands and Fortress of Confusion should be higher simply because they came out at the end of February. Both are quality levels as well. They should have constantly been hitting the 100 Mario rotation (especially with the spike in players from the March update). I do have a few levels I made in mid-December through January that either have less or just a little more than 100 plays, so it could just be random. I think Clear the Way will go above 50 within a week though.

I think the biggest change with the March update was the addition of Super Expert 100 Mario. I've got a feeling that most people that stick with the game are playing Expert 100 Mario, since adding Super Expert filters out a lot of the garbage levels and provides a better difficulty balance. Notice that Clear the Way is an Expert level and has had about the same amount of plays in half the amount of time as the other 2 which happen to have a Normal difficulty rating. I've got a feeling that if anyone wants more plays they need to target an Expert difficulty level.
 

tkscz

Member
I've finally added the changes to Bodacious, along with uploading a new level. Constructive feedback to both will be great:

Bodacious 2.0

F0C9-0000-020B-6CC2

Happen'en

0702-0000-020b-2968

Bonus Stage 3.0

5C31-0000-020B-7BA3

(At the rate that I'm going, all of my Special World-themed levels are going to be named after 1980's slang.)



The bit with the Boo was pretty ingenious, and I can't wait to speed run it. I also love that you used Daisy in a level that isn't a death trap, so more treats for you.

Played all three of your levels and recorded my playthrough. Unfortunately, I had my mic turned down and did not realize, so good luck hearing me (I'm not funny or entertaining anyway so it may be for the better).

Here is the first video, will be uploading the others later.
 
Nothing new but I just want to say I haven't had a ton of feedback on my stages Mount Molehill, The Heat is On and especially Happiness is a Hot Cannon, so if you're in a feedback-giving mood, maybe give one of them (or more) a look?

Starting tomorrow I'm taking a short break from my Woolly World 100% run so I should be able to check at least a few of these out soon not to mention some of the awesome new key stages around here. :)
 

jholmes

Member
Mostly feedback today, but I've updated my community showcase, so here's my personal non-exhaustive list of hidden-gem levels that are a ton of fun and that I think need more love:

Touch Buzzy, Get Dizzy by Chris
Spiny Mine Glacier by Nick
Beetlemania by Slate
The Runner by Novakobx22
Shippo de Ban Ban! Goomba Coaster by Shin
Rosalina's Night at Bowser Tower by Picard
Infiltrate! Bowser City! by MARUPON
Cavern Of Lost Secrets by ZEROMOUS
Goomba's Safety Hat Emporium by Zeus
Flying Munitions Cache by Mercury C.
Super Mario Bros 2 : World 4-2 by SLA83
The Great Riders of Chomponia by Joe
Sunshine by Elliot
Cannon Crush Rush by KBK
Clownfrontation by SADJ
MTW 3-5 Piranha Tracks by Aidturith

If you wanna try out my stuff, go here. Otherwise, bask in the feedback:


Return to Yellow Bumper Park™
Level code: E824-0000-0140-2AC2

Mario has gained access to the now closed Yellow Bumper Park™. Its been a few years since the infamous incident that forced YellowBumperCorp. to close the doors to the public. It is up to you to explore the abandoned park and its mysterious statues. Can you make it back to the Flagpole-Castle-Portal™ in time?

It is a platformer made with the NSMBU theme.

Please try it out, I hope you like it.

GZ8FXNll.jpg

I feel like to the solution to the puzzle after the first checkpoint isn't really well telegraphed, and the 1-up right after that is a little out of place, almost too obvious, if you get me. 1-ups should be a little hidden! The stage is a tough long but it's a really strong one, no wonder you've garnered all those stars.

Mega Thwomp World 3-5 Piranha Tracks

A level I had a lot of fun making, I hope to achieve a little bit of controlled chaos.

Holy hell. I love this level. Beat, beat again, starred, downloaded and added to my community showcase list. This stage is fucking awesome. If I have one complaint it's that because it's part of a series, some people might skip it (unfairly).

Tried my hand at making a level with auto scrolling.
The Red Menace
DADE-0000-0204-C943.jpg

All the enemies in the level are red.

Good stage, good SMB3 feel. I don't love the vertical scrolling -- at a few points the player's supposed to know about things that are just a bit offscreen. A bit less than ideal. I don't like taking the beanstalk up to an area where you have to have hit a P-switch beforehand -- it's a waste of time if you didn't hit the switch, but with the autoscroll, it works almost like a death trap. But what is here is certainly fun. I definitely recommend this.

New level:

Bowser Jr.'s Koopa Masters

53DD-0000-0201-8B56.jpg


This is all boss fights. I may have made it a little too easy, but who knows. There's an optional checkpoint in the hub area. There's also an intended boss order since you get a specific power-up after each fight, but you can start with any one you want. The order loops, plus every power-up will at least grant you an extra hit. There's at least 1 boss that can be defeated in 3 different ways, but it also happens to be the easiest one.

I actually uploaded this too early by accident. I had a few changes planned and completely forgot. It shouldn't be anything serious, but let me know if something is broken.

I like that you got all that negative feedback about the boss of Baron Kuribo and just doubled down on the concept, haters be damned. I didn't love this stage -- generally speaking I'm not really into boss fights -- but this should be required playing, it's so good an execution of the concept. The kids on the Internet who call everything "epic" will eat this up.

Peek-a-BOO Platforms

5BB9-0000-020C-5DDD.jpg


I tried to make a steady progression of difficulty, but it may be all over the place. There's some pink coins to collect that net you some 1-ups.

EDIT: Updated version. I moved the key door and added 1 more pink coin right above it. People shouldn't lose the key now unless they do something very dumb. Also, grabbing all the coins now allows the player to skip the entire final section. Finally, I made the last jump slightly easier.

This, meanwhile, is much more in my wheelhouse, real top-notch work too. I think the platforms before the first checkpoint are a tad too tough, though. But really good execution on the design gimmick, really strong presentation, just all around excellent work.

Happen'en

0702-0000-020b-2968

My first bit of constructive feedback is to link to the bookmark site!

Anyway, Happen'en is really good! The post-checkpoint stretch is long and mean, but I mean that in a really good way. Tough kick-ass stage. Recommended big time! Go play this one, GAF!
 

Rizzi

Member
I made a few changes to The Red Menace.
No more P Switch, a few things are moved over a few blocks to the left, one of the jumps is a little easier and the Cheep Cheeps no longer have wings.
D7E0-0000-020E-D5B8.jpg


Thanks for the feedback. :)
 

UlaWeylin

Neo Member
GZ8FXNll.jpg


The general design felt close to the other level you posted on here. It was more open than the other one, but could still feel a little cramped at times. This is a very minor complaint though. Fun, nice looking level overall.

Thank you. I made these two levels pretty close to one another so I was inspired by the same mechanics with these two levels. Looking back on this level I agree that it sometimes feel a bit cramped, but I tried to offset that with wider areas and a few areas where you can run and collect coins at high speed.


I will try these and some of your levels out.

GZ8FXNll.jpg


I feel like to the solution to the puzzle after the first checkpoint isn't really well telegraphed, and the 1-up right after that is a little out of place, almost too obvious, if you get me. 1-ups should be a little hidden! The stage is a tough long but it's a really strong one, no wonder you've garnered all those stars.

Thank you. Yes, that is my biggest regret actually. I uploaded this level as a test and then overnight I got 15 stars, so I just kept it up, thinking I wouldn't get that many more stars.

What I should've done is add a couple of piranha plants (along with a pipe that spawns Koopas) at the first encounter, so you'd be forced to fire one in that direction. Had I done that the player would've understood the mechanic of being able to shoot Koopa-shells at questionsblocks that are placed inside bumpers.

It's a cool mechanic though and I hope to use it better in another level I've been working on for a while now.
 

J-Fr

Member
Thanks! Really cool that you played P on the door and Crouch Jump Crusade, too. This is a really solid list so if anyone just wants to zone out and get a long look at a bunch of good Mario Maker levels, watch this.

Also, if you're just looking for more levels to play en masse, maybe give my community spotlight list a look. Just sayin'.

Holy hell. I love this level. Beat, beat again, starred, downloaded and added to my community showcase list. This stage is fucking awesome. If I have one complaint it's that because it's part of a series, some people might skip it (unfairly).

Thanks! I will give the other community showcase levels a try.
(Guys, listen to good advices, don't skip Thwomp levels! Thwomps are fun!)

That was a short level, but very tense and had a good difficulty level.
The checkpoints and power-ups were perfectly placed after hard but fair sections of the level.

I also played your level MTW #-4 Cloudy, Risk of Thwomp and I liked it a lot.
Thwomps, Munchers and spinjumps and it was a lot of fun figuring this level out.
.

Thank you very much for the feedback!
Cloudy, Risk of Thwomp was intended as a Star World type of level with less traditional mechanics.

Your levels are always excellent. I think I was sweating a bit during that last section. I think aesthetically the level looks very good too. The way you dressed it up is very simple but effective.

Thank you! I was quite pleased with the pillar decoration.


Ok, I'm back and trying to improve my designing skills.
I'll focus on themed courses for a while.
(53FA-0000-0206-D134)

The course felt a little too short, maybe you could have extended further on the idea of both Saw and Bumper on the same track? It was still a fun ride!

I made a few changes to The Red Menace.

Nice scrolling course, with a surprising shortcut!

Happen'en

0702-0000-020b-2968

Good level! (But the indentations on the ceiling killed most of my jumps after the checkpoint..)

Return to Yellow Bumper Park™
Level code: E824-0000-0140-2AC2

I had a lot of fun doing a speed run for this level!
 

Rizzi

Member
I made a level that's a way more difficult than I've made before.
It's not really a level that I usually make, so lemme know if you can beat it.
Here.
7163-0000-0210-0606.jpg
 

Blues1990

Member
Played all three of your levels and recorded my playthrough. Unfortunately, I had my mic turned down and did not realize, so good luck hearing me (I'm not funny or entertaining anyway so it may be for the better).

Here is the first video, will be uploading the others later.

First of all, I'm sorry if my levels had made you stressed out, as that wasn't my intention. But thank you for taking the time with not only live streaming them, but I also enjoyed some of your bits of commentary. Any suggestions for the second part of Happen'en?

By the way, I also have another level that is much more easier than the others. It's called Righteous, and it's a dual underwater/underground level that is more puzzle based. Hopefully it won't make you as stressed? :(

Anyway, Happen'en is really good! The post-checkpoint stretch is long and mean, but I mean that in a really good way. Tough kick-ass stage. Recommended big time! Go play this one, GAF!

Thanks man. (And I need to remember to link the SMM website links, so that people can bookmark my levels for easier use.)

Any suggestions for the second part of Happen'en? That part I felt was the weakest bit of the level, but I was stumped with how to use the Skewers in a creative way, aside from how they were used in SMW. I didn't want to do a slow paced scrolling segment that had you to avoid them while grabbing coins.

Good level! (But the indentations on the ceiling killed most of my jumps after the checkpoint.)

I'm actually drafting different ideas on how to improve that part. I'm also going to have the coins fly towards the player, so that it doesn't feel like a cheap trick to lull them into a sense of false security.

I made a level that's a way more difficult than I've made before.
It's not really a level that I usually make, so lemme know if you can beat it.
Here.
7163-0000-0210-0606.jpg

I just bookmarked this one, so I can't wait to play it. :)
 

gblues

Banned
Post-apocalyptic 1-1



War. War never changes. It has been 200 years since Mario first traversed world 1-1, and now the Mushroom Kingdom has long since been overtaken by floodwaters. Dozens of Cheep-cheeps and sea urchins now call it home, along with some still-functional automated defense turrets. But war? War never changes.
 

jholmes

Member
Thanks man. (And I need to remember to link the SMM website links, so that people can bookmark my levels for easier use.)

Any suggestions for the second part of Happen'en? That part I felt was the weakest bit of the level, but I was stumped with how to use the Skewers in a creative way, aside from how they were used in SMW. I didn't want to do a slow paced scrolling segment that had you to avoid them while grabbing coins.

That was my favourite part! I wouldn't touch it, but if you were making it again... maybe force some long jumps on the player? That's the best part though, it's a gauntlet but it's just the right length.
 

Blues1990

Member
That was my favourite part! I wouldn't touch it, but if you were making it again... maybe force some long jumps on the player? That's the best part though, it's a gauntlet but it's just the right length.

Okay, then I'll leave it alone. It certainly makes it easier for me, as I can start with a fresh pallet. :D

By the way, I was able to take your constructive critique with Bodacious, and have made the appropriate changes to it. Feel free to download Bodacious 2.0 and see if they work or not.
 

tkscz

Member
First of all, I'm sorry if my levels had made you stressed out, as that wasn't my intention. But thank you for taking the time with not only live streaming them, but I also enjoyed some of your bits of commentary. Any suggestions for the second part of Happen'en?

By the way, I also have another level that is much more easier than the others. It's called Righteous, and it's a dual underwater/underground level that is more puzzle based. Hopefully it won't make you as stressed? :(



Thanks man. (And I need to remember to link the SMM website links, so that people can bookmark my levels for easier use.)

Any suggestions for the second part of Happen'en? That part I felt was the weakest bit of the level, but I was stumped with how to use the Skewers in a creative way, aside from how they were used in SMW. I didn't want to do a slow paced scrolling segment that had you to avoid them while grabbing coins.



I'm actually drafting different ideas on how to improve that part. I'm also going to have the coins fly towards the player, so that it doesn't feel like a cheap trick to lull them into a sense of false security.



I just bookmarked this one, so I can't wait to play it. :)

Second video is up and it is Happen'in, just because a level feels stressful, doesn't mean it isn't good. Your levels are very well put together.
 

The Real Abed

Perma-Junior
I hope one update lets us put coins and enemies (Like the black munchers) in ice blocks like SMB3 where fireballs will melt them. Also change the black munchers to white jumping ones with a shake.
 

Blues1990

Member
I hope one update lets us put coins and enemies (Like the black munchers) in ice blocks like SMB3 where fireballs will melt them. Also change the black munchers to white jumping ones with a shake.

I also wouldn't mind having the Yoshi Dinosaur Coin when you shake the coin item, along with the addition of creating slopes & choosing from other World Themes. I want to see what a Super Mario Bros. Desert World would look like, along with the other themes that were introduced in NSMBU. Basically, everything else that is shown in this image:

eDoFVeM.jpg
 

The Real Abed

Perma-Junior
I also wouldn't mind having the Yoshi Dinosaur Coin when you shake the coin item, along with the addition of creating slopes & choosing from other World Themes. I want to see what a Super Mario Bros. Desert World would look like, along with the other themes that were introduced in NSMBU. Basically, everything else that is shown in this image:
I think having the red coins is a good enough replacement for the Yoshi coin.

I would like to see other themes though too. Sub-themes for certain areas like desert, ice, beach, etc being part of the overworld theme.

I also want enemies and block types to change their colors based on the area theme too. Blue Goombas and bricks in the underground area on the SMB style would be a nice touch.

We already got some of the stuff in that image which is nice. They don't need to implement all of it because some just wouldn't fit or make sense, but a lot would be really useful and right at home.

The Hammer Bros need more styles definitely. All we can do now is normal and Sledge Bros. I want the fire and boomerang styles too.

We should be able to set it so the bottom two tiles have our choice of water or lava in non-castle areas. Then give us a Big Bertha enemy that can only be placed once and in the water, but will be persistent in that once she's activated, she will always respawn after being killed like she does in SMB3.

Big doors would be nice for effect. Just let us give a door a mushroom. Easy peasy.

Colored Yoshi's would be neat. We could change their color by giving them certain items. A fire flower for red, wings for blue. (Or does wings do something already?) I also want the other two colors of Koopa Troopa too. Red and green isn't enough.

Chuck and his friends would be great too.

Lakitu in a pipe would also be a simple addition. But it wouldn't be much different from just putting the item itself in a pipe. With the only change being that enemies would be tossed out like coins are instead of simply walking or shooting out on sideways ones.

Grab blocks definitely, but they wouldn't work in the SMB theme since you can't carry things there.

Ropes are just vines. Maybe let us just shake a vine? But you can't have them hanging off a block from the start. It has to come out during gameplay. And Chainsaws are just saw blades on a track.

Fire snake could come from a shaken Podoboo I guess?

Fuzzys are just an enemy on a track. And you can put any enemy on a track so it's not really needed.

Ball and Chain could be a shaken firebar. And would appear on SMB and SMB3 like the Roto-Disc counterpart and SMW and NSMB as their later Ball and Chain counterparts.

Implement the poison mushroom then make it so it makes certain enemies smaller. i.e. use it to implement Thwimps and baby Goombas. Also shake a Goomba to make him a Nanny like the Bloopers.

Snake Blocks would be hard to implement without using a track. You can just put blocks on a track if you need but they don't work the same way. So some work could change that. If only you could make tracks invisible during gameplay. But you can't.

Berries would be nice for Yoshi levels. Especially if we can use the green berry gimmick of adding time. The question would be how much time to add.

More bosses too. At least Big Boo and Boom-Boom. Reznor would be harder to implement. But I guess with a circular track, four platforms and an enemy on each. But you can't hit the platform from below. So just Boo and Boom for now would be a nice change from Bowser and Jr. While we're at it, Koopa Kids.

Too much could make the game too full. I don't see them adding a new row of entities either. So everything needs to be a variant of what's already there.
 

gblues

Banned
I want everything in that image, but my top 3 picks:

1. Koopalings
2. Yoshi power-ups (i.e. blue shell = flying yoshi)
3. slopes
 

Simbabbad

Member
At this point, the main problem in the game is IMO players, or the way levels are managed. I spent a ridiculous amount of time working on some levels, feedback is good, but I don't get much plays, and people basically stopped giving stars. Also, the remaining players now quit at the smallest difficulty. To me, it's just not worth continuing to design levels. The game would need a sequel and a restart for me to invest in it again.
 

Nerrel

Member
At this point, the main problem in the game is IMO players, or the way levels are managed. I spent a ridiculous amount of time working on some levels, feedback is good, but I don't get much plays, and people basically stopped giving stars. Also, the remaining players now quit at the smallest difficulty. To me, it's just not worth continuing to design levels. The game would need a sequel and a restart for me to invest in it again.

It's very weird and inconsistent. I've had levels that get no clears and generally languish without any attention, leading me to wonder if they're just bad, then all of the sudden a hardcore player clears it, loves it and gives me a star and comments. Usually, I have to post here on Neogaf to get any actual plays from, well... "actual" players. Some of the levels that were doing really poorly get great ratings after sharing them. In that sense, the feedback is really hard to read. Does the level have problems, or are the right people just not playing it?

It would be nice to have a few different pools of levels. Mariokart and Splatoon offer a general online mode and then more hardcore options for advanced players, it would be nice if MM did the same in some way.
 

Ranger X

Member
A new video will be uploaded tomorrow, but umm... can someone explain?
AXWEdBW.png

It's because the rating is based on more parameters that just "unique plays versus attempts versus completed". There's more to it and nobody knows what it is.
Maybe its the actual number of death or something. Because I think an "attempt" mean playing the level until you quit (so you can use multiple lives/retry) but it would count as one attempt. What if you check and possibly count the Xs in the levels?
 
I came across this course earlier whilst browsing a user whose other levels I'd found on the bookmarked site. If only I could have the invention to make courses like this. Simply brilliant. 3334-0000-01E0-11B5. 30 Years of NES #2.

How do I post a link of this to the bookmarked site?
 

Nerrel

Member
Here's my first one in a long while:
Ghost Hunt


I had a lot of fun using red coins. My goal was to make a non-linearish level to explore with some of the tricky puzzle vibe that ghost houses should have but without being long winded like some ghost houses can. There are really only two paths to take, but I really like the structure of it. The red coins allow for dramatically different levels now that you can incentivize exploration.

I wanted to make a more traditional stage after the last two key driven ones, so here's Fungus Fortress.

This is a solid level that's fun to play. My only complaint is that the thwomp before you climb up the vine can be a little cheap, I'd like a little more indication that there's a threat there. Otherwise everything was fair.


This is also a lot of fun. These are the kinds of courses I really like to play; ones made for experienced players who know the games inside and out, but without going to kaizo levels of difficulty.


This is a really brilliant level, one of my favorites so far. You managed to overcome the restrictions of the game to create a boss rush with Mega-Man style powerup orders through sheer creativity, and it all works really well.
 

TheMoon

Member
I came across this course earlier whilst browsing a user whose other levels I'd found on the bookmarked site. If only I could have the invention to make courses like this. Simply brilliant. 3334-0000-01E0-11B5. 30 Years of NES #2.

How do I post a link of this to the bookmarked site?

Look at any existing link. Like
Code:
https://supermariomakerbookmark.nintendo.net/courses/9F87-0000-01DD-4148
Notice the format. Replace level ID with your desired level ID.

Code:
https://supermariomakerbookmark.nintendo.net/courses/3334-0000-01E0-11B5

Boom.

or just go to their profile page:
Code:
https://supermariomakerbookmark.nintendo.net/profile/PixelNinja

The formatting is very straight forward for both approaches. Literally just enter the level ID or NNID of the person you're looking for.
 
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