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Super Mario Maker |OT| Miyamoto Simulator 2015

Teknoman

Member
you can have one sub-area that is as big as the maximum size of the main area



as far as we've been able to tell, a death = course not cleared. so if i'm the first to play your level and finish it on the second try, the clear rate should be 50%

oh, and i'm fine with auto-scrollers but i LOVE good water levels, i think there's a lot of potential there (see level #2 in the community showcase on the first page)

Cool, gonna check it out later. I think my problem with water stages is the freedom of movement. Makes you think totally different about Mario gameplay.
 

Jocchan

Ὁ μεμβερος -ου
Reposting from the (now locked) level showcase thread:


Welcome to Retroland 1-1
(546B-0000-0022-5E73)

v3h45RI.jpg


A simple opening level, with a few secrets and three hidden 1up mushrooms to find.

Making it play well both with and without the big mushroom was interesting.
 

The Technomancer

card-carrying scientician
The even sadder thing is that those levels are easily beatable... so most players will beat it giving it a higher chance to appear in 100 Mario mode compared to the levels where creators actually tried and the majority skip it for a level where the flagpole is inches from the start point.

I mean, no-one should really have expected much else. That's why threads like this are the best place to find actually interesting levels
 

qko

Member
I never thought I'd ever get into a User Generated Content game, but here we go...

Here are two I've created:

Short & Sweet:

B7AD-0000-0019-95E0


Spiny Rain (actually a bit more proud of this one):

CA11-0000-0025-1EAD
 
I want to see more levels in the OP!

I'll keep plugging through random levels people post. I never know whether I should leave feedback here or in game though.
 

RetroMG

Member
Did a little experimenting with the NWC 2015 levels, playing them in different styles.

NWC 1 can be beaten in any style. It's a little easier with NSMBU, because the jumps go farther. It's harder with SMW, because the Piranha plants right before the jumping section go down way farther, so it's harder to find a safe spot.

NWC 2 can be beater in any style. It's a little easier with NSMBU and SMW, because they replace the Kuribo's Shoes with Yoshis, which don't attack you. You do, however, have to ditch Yoshi before you get into the clown car at the end, or else you won't be able to shoot fire.

NWC 3 can be beaten in any style except for SMB1, because it requires you to carry a shell, and Mario in SMB1 can't do that. (I suppose maybe there's another path that might work, but door 3 and door 6 were the only ones I could get through.) SMW Mario is the only mario who can throw things straight up, so to get the Fire Flower in door 6, the other marios have to bounce off of the koopa up to break the block.

NWC 4 can't be beaten in any style other than NSMBU, because it requires wall jumps, which the other Marios do not have.
 
The even sadder thing is that those levels are easily beatable... so most players will beat it giving it a higher chance to appear in 100 Mario mode compared to the levels where creators actually tried and the majority skip it for a level where the flagpole is inches from the start point.



Use each item and feature unlocked at least once, and then spam blocks to the tune of the music until the next delivery comes along.

Give it time. People need to figure out the mechanics and how things work. Every create-a-thon game takes a few weeks to suss out the crap.
 
I forget whose level it was, but I really enjoyed "Walls and Falls" (ID 6483-000-001E-6C00). Much of the marketing material for this game has focused on the different ways to permute enemy abilities, stack enemies, etc., so it's no surprise that my 100 Mario queues are filled with trash enemy hell levels. I really like this course's restraint concerning enemy type and placement; it treats enemies as platforming obstacles, not actual monsters.

I'm also gonna repost my level from the now-defunct level sharing thread:

Golden Cliffs
F41D-0000-001D-7020

My primary goal was to make the jump sequences feel fluid, with lots of conserved momentum, but I also threw in three secret 1-up mushrooms and some automated contraptions. Thanks to the people that have already given it a shot!

WVW69iYN1bMPRs7aUb
 
BACF - 0000 - 0024 - B40B

Another short one. Some wall jumping and avoiding spikes. There's an underground but its pretty much empty. Just wanted an excuse to use a pipe lol. If I decide to expand this level, I'll be sure to do something with the underground section.

Quick GIF of the start:
https://j.gifs.com/vMeQ51.gif

40 seconds and auto scroll.
 
Made two levels so far. I don't think any of them is great, but they were at least fun to make.

Water Dodging Jumpers
3595-0000-001B-5961

Somehow the first level I made is a water one. I know the name is terrible.

Jump Challenge (short)
0FA5-0000-0024-BCC8

Just a platforming challenge level. Only about 5 sections to get through. I can't use pipes or doors yet, so the difficulty is a bit high.
 

Zero148

Member
Golden Cliffs
F41D-0000-001D-7020

My primary goal was to make the jump sequences feel fluid, with lots of conserved momentum, but I also threw in three secret 1-up mushrooms and some automated contraptions. Thanks to the people that have already given it a shot!

Great level and fun platforming, really enjoyed it
 

KingBroly

Banned
The game just told me I've unlocked all of the Mystery Mushroom costumes I can get on Easy difficulty, and asked me to try a higher difficulty to unlock more.

I hope I don't have to play Expert to unlock them all...
 

Bisnic

Really Really Exciting Member!
Made another version of the level I made sooner. Little more harder and with some fire flower and star "hidden" somewhere if you want to make it easier. :p

iknNAD7.png


The previous version only got a 9% success rate lol, it's not that bad and i'm not even a Mario pro! Though less than 10 people played it. :(
 
Created my first level! Since it's my first, I'm already seeing a lot of where I can improve, but I think it's a pretty solid SMW Castle level. Will try and upload a video of it soon, but would love any feedback/reactions I can get:

Conveying Conundrum
6F11-0000-0024-D83A
 

Gsnap

Member
It's pretty interesting to see a lot of people's levels getting poor completion rates even though the creator doesn't believe their level is that difficult. Really puts things into perspective.

Lots of people don't find mario as easy as many of us do, and you'll never know just how easy, difficult, or balanced your stuff will be until you let the public have their way with it.

For the levels I've got in my head, I imagine they'll be pretty difficult. Though i don't actually plan on making overly difficult levels, I just think that by pushing my ideas further and further to fill out the design space, it can only lead to a higher difficulty. I wish the game had checkpoints though. Would alleviate a lot of problems since I'd be able to teach and idea em then expand on it without worrying about people not wanting to play from the very beginning over and over.
 
I made two levels so far. The first one I made when I had up to Day 3's tools. The second one I made today now that I unlocked all the tools. Both levels are relatively short but I wanted to see what you guys thought of 'em!

WVW69iYC-X0eJpeu3B


What's a platformer?
EBAB-0000-001C-32D2

I liked this level. Length felt about right and jumping across the 2x2 blocks up high was fun. When you're up high and coming down, there were a lot of blind jumps/leaps of faith. Some signs/coins or something could help with that because I'd just kind of fall into a hole.
 
I haven't even been creating levels. I just love dragging the pieces around and hearing the name of them go along with the BGM. I could do that for hours lol.

~Coin coin coin, coincoin coincoin...~
 
Hammer Bros are like the equivalent to DOOM Revenants: balanced for smaller numbers but can be abused in a level very easily.

I just discovered you can stack the wrench throwing moles onto other enemies and they won't dive into the ground, which will make them nice alternatives to the Hammer Bros.
 
Got SMW stuff, so I made a level with it. Tried to go for a three-act structure with it, but idk.

Mind the Gaps
E8F4-0000-0024-DB84

JuZSqpn.jpg


There are three 1up mushrooms if you can find them. The last one's a bit mean.
there's one in the shot above
 

Durden77

Member
Last night I challenged my roomates and my GF to beat the two levels I had made. Man that was fun to watch. They kept dying, but they were also truly compelled to finish them. When they finally did, they were just as hype as if they had beaten a standard difficult Mario level. And I'm just sitting there thinking...."Man...I made that!"

Game of the Millennium : Super Mario Maker.
 

IceMarker

Member
Alright decided to do an airship level, I'm a sucker for them. Once again, not meant to be too hard, just have fun with it!

1MKvevY.jpg

Oak Armada
3AA8-0000-0024-D4AB

Now it's time to dive into SMW courses finally!
 
Golden Cliffs
F41D-0000-001D-7020

My primary goal was to make the jump sequences feel fluid, with lots of conserved momentum, but I also threw in three secret 1-up mushrooms and some automated contraptions. Thanks to the people that have already given it a shot!

WVW69iYN1bMPRs7aUb

This level was just plain fun. The contraptions amused me and it all felt very natural. Didn't have to pause and think about where to go next or the consequences of running full bore.
 
Oh hey, I made another kinda frustratingly hard level! At least I like to think it's kind of clever. Hint: Easy does it!

wvw69iyp8d4kfsym3t3qbx3.jpg


Mario's Life Insurance Adventure
1934-0000-0024-B0D2
 

Teppic

Member
Also, is there a way to make piranha plants come out of pipes faster?
This annoys me a lot. The piranhas should appear much faster than they do currently. How they work right now is that you can easily run to a pipe without having the piranha plant appear even once. The opposite is true for pipes you have to jump to over a gap. You wait the usual time for the plat to appear and after seeing that the coast is clear you jump, then the delayed piranha plant will appear and kill you.
 
Enjoying this so far!
A shame a lot of the levels are just "gimmick" levels rather than actual designed challenges - but maybe that'll change as time goes on? I think it's fine to have a gimmick to a level, but it's gotta be designed in well...

Anyway - here's a couple of mine, if anyone fancies playing them!

Airship Supercool
WVW69iYKsSkjgChMmo

93B9-0000-0020-F51B

Haunted Ghostship
WVW69iYNXcoI4rEX8T

5D23-0000-0022-CB8A

Platforms and Bills
WVW69iYHKVwdYC54_T

D6E2-0000-001E-E447
 

Willxc123

Member
Has anyone tried to see how a P-switch interacts with coins shot out of a pipe or a cannon? I have an idea for a level but I cant test it out until I get out of work...
 
There's so many little things from the games people don't seem to realize.

I've played countless levels where it appears the person wanted me to make short hops over one block gaps, based on coin placement, but they didn't realize I can just walk over one tile gaps. Someone stuck a Lakitu on a stage and Lakitu's Cloud completely broke the stage, so they clearly didn't intend for me to have it.

I also feel bad when people seem to set up these interesting Bowser scenarios, and you can just brute force your way in by taking a hit instead of beating him the way the creator intended.

We need doors or gates that don't open unless an enemy is defeated. Right now you have to set up weird workarounds to try and force a boss encounter, because otherwise you can just take a hit and walk right past it.

Also what kind of sadist do you need to be to make a Lakitu throw Bloopers.
 

cyba89

Member
Mario Maker might be the first editor game where creating and playing is equally fun for me. I'm usually never the one who fiddles with editors in games, but this one is so good. It's this perfect combination of touch interface, intuitive design, lots of experimentation, the perfect playability of Mario platformers and that huge nostalgia I have for these games.
The only game where I use the editor aside from this one is Trackmania.

And there are some really good and creative level designers here on GAF. All these levels I played from here so far are better than 95% of the stuff I get in the 100 Mario challenge.
 

D-Man

Member
I liked this level. Length felt about right and jumping across the 2x2 blocks up high was fun. When you're up high and coming down, there were a lot of blind jumps/leaps of faith. Some signs/coins or something could help with that because I'd just kind of fall into a hole.

Thanks for the feedback! Since this was my first level, I was basically trying to see what I could do in terms of precise platforming since that's one of my favorite things about Mario games. I'll be sure to rework it a bit with your comment in mind!
 

steveovig

Member
Quick question, do I need to unlock stuff in order to play levels with that stuff in them or do the unlockables just correlate to the level editor?

Also, this game makes me clamor for HD/widescreen remakes of SMB 3 and SMW!
 

M.D.L

Neo Member
Mario Maker might be the first editor game where creating and playing is equally fun for me. I'm usually never the one who fiddles with editors in games, but this one is so good. It's this perfect combination of touch interface, intuitive design, lots of experimentation, the perfect playability of Mario platformers and that huge nostalgia I have for these games.
The only game where I use the editor aside from this one is Trackmania.

And there are some really good and creative level designers here on GAF. All these levels I played from here so far are better than 95% of the stuff I get in the 100 Mario challenge.

Exactly, before the game came out I planned to do one or two levels.

But now most of my time wasted for creating levels XD
 

RyType

Member
Just finished my second level! It was inspired by the rayman origins 'chase' levels- it's tricky but I tried not to make it too hard.

0E18-0000-0025-0C0D

I'm gonna go through the thread and check out some levels
 

Nintenleo

Member
My post from the locked thread:

Here's my updated lists with (awful) screenshots:

WVW69iX8ckkJpYm2Vq


Get Hurt and Smile! (4780-0000-0017-661D)

"Get Hurt and Smile!" is a puzzle level, where you have to find ways to GET HURT in order to go on through the stages. You need to reach enemies, often with accurate jumping skills. Anyway, it's not an hard level and if you understand it, it's really fun. Only 7.77% of completation rate, but the only people who were able to finish it gave me a star! Yay!

WVW69iYCriUGDgaU5o


Average Old Fashioned Castle (9C78-0000-001B-FBA5)

WVW69iYMhiAJA1Pnfc


Spring in Peaceful Lands of Fire (10C9-0000-0022-2E62)

All of these works imo have a medium levels of difficulty, since I don't really like to build crazy stages without ideas just to upload frustrating challenges that noone will try to complete after a couple of tries.
 
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