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Super Mario Maker |OT| Miyamoto Simulator 2015

So after completing what I considered to be my first "real" level (reposted below if anyone wants to check it out), I played 100 Mario mode for the first time and realized just how indiscriminate some people have been when posting levels (and felt the "Why would people upload the first level the game forces them to?" pain first hand). I think there were only two levels that I starred during one Easy and one Normal run - one that appeared to have been made by a small child, and another that I struggled with but had fun doing so.
The majority have no sense for aesthetic or placement of items let alone level design. It's horrible. Creatively corrupt players just shitting on screen.
 

chumby

Neo Member
Here is my first try at make a large level. I really would like to have any sort of constructive feedback on improving this level.

The idea behind this stage was to have a structure like a Metroid game. So the player must get item X or ability Z before proceeding to the next part of the stage. Of course there are exceptions, but don't want to spoil it all.

9D87-0000-002C-EE9C

WVW69iYeUh0dMWk-Br

My friend -- this is an EXCELLENT level! Not at all a traditional Mario experience, but a fantastic experience in its own right! Finished, and starred!
 
Nah, brah. Died like 7 times and just gave up. It's too long and dangerous to play as shrimpy Mario the whole way. If you add a mushroom, you will open it up to a whole other group of gamers. Those who want the extra difficulty are free to forego the power-up. Those who are less inclined towards masochistic gaming may play it all the way through if the stage were a little more forgiving. I liked it otherwise...

Small world eh ?

https://miiverse.nintendo.net/replies/AYMHAAACAAADVHkb_TnlYQ
 

Jo-El

Member
I didn't think I would end up spending so much time making levels. It's so much fun!
This one is the best I've done so far I feel :)

Climby: 6849-0000-0026-88CA

tNxVEgr.png


Now to take a break from making and try some more of the levels posted here!
 

Watch Da Birdie

I buy cakes for myself on my birthday it's not weird lots of people do it I bet
Ugh.

How does that work?

People have already explained, but yeah, place doors to serve as checkpoints and trust players can use them to re-start on a level where they died.

Of course a ton of people might miss their purpose...but it's the only work-around really.

Gave in and downloaded since Yodel screwed me over.

Think I'm starting from behind, looking at the amount of stars some players have :(

Joe, are you kidding me?

You're a big dude among gamers---you'll have tons of people following what you do on name alone. You're gonna be fine.
 
If anyone would like to give my level a shot, this was my first attempt so obviously I didn't have a full range of tiles to work with.

I like turtles
8052-0000-002A-93F9
 
Humble Beginnings
So I've uploaded my first course. It's pretty basic, but I think that's also the charm. To me it feels like a course that could be in the original Super Mario Bros. It isn't based on a gimmick (like do not touch any button), it has a few hard parts, but all in all its pretty doable for every Mario-player.

So if you just want a nice chill level to play and test some of your skills, look no further than Humble Beginnings. Thanks for playing all!

Information:
Name: Humble Beginnings
Code: 194A-0000-002D-8A7C
Based on: Super Mario Bros.

aMx8eW7.jpg


My first level seems to be getting pretty popular, thanks for that :) It's clear my style is 'realistic mario', or in other words, Mario-levels that could be in the real games. I like it that way. Not too short, not too long, not impossible, but not that easy either.

Spikey Goomba Lake

I think my second level, Spikey Goomba Lake, is a bit more difficult than the first one. I for one HATE water levels with a passion but it was fun making one. It's certainly not impossible to clear this level and there are a few tricks hidden that can make the run easier. But there are also a few easter eggs that can make it harder on yourself if you find them.

Anyway, I know a lot of people hate water levels, but I would love for you guys to try this one out. I'm pretty satisfied with it :) Again, its a level without weird gimmicks or impossible stuff to pass through.

Information:
Name: Spikey Goomba Lake
Code: A071-0000-002F-1C1A
Based on: Super Mario Bros.

J4u4FfX.jpg
 

sonto340

Member
Exactly ehat I was afraid of is happening. Playing 100 Mario Challebge is just an endless string of "lel I trol u" and "THREE BOWSERS ON TOP OF EACH OTHER BUT THERES A STar hidden nearby because I had to beat the level to upload it"
Ugh
 

Watch Da Birdie

I buy cakes for myself on my birthday it's not weird lots of people do it I bet
As far as I'm concerned if you have to cheat to upload your level it has no fucking place on Mario Maker.
 
I deleted a level because I wanted to make some changes to it, mostly aesthetical. Here's the new one (with a new name too):

Fortress of the Fire Fishes - 61AA-0000-002C-B399
Flying beetles and fire fishes. Speedrun path included. SMB Castle theme, difficulty average to hard.

Pipe Life - 4CA6-0000-0013-2ECD
This was made with only the first tool set, so it's pretty basic. NSMBU Overworld with piranha plants, easy.

edit: Oh and by the way, when you delete a level from the server it frees up an upload slot, but you get to keep any stars the old level received.
 
Ok Gaf, this is probably my best level. Finally I've been able to follow a theme and deliver something I hope will be both fun and challenging, without "kaizo" shit.

The Experiment of Dr. Pianta is an horror adventure full of secrets and traps. Just pay attention and everything will be... fine... eheh.

1297 - 0000 - 002F - 276B

tPGxObt.jpg
 

B4s5C

Member

Ah, well I will have to side with Chumby on this one. I tried playing your level but after a good 15 lives or so, I just decided to leave it.

Starting off as a powered-up Mario would definitely help when you hit a rotating flame wheel. The way you have to run through the Thwomps makes it feel like you want to continue running full speed in the level but you are punished by the rotating flames. However, each time that I have played through the level has had them set at different locations so each run has to be different. But like Chumby said, just one mushroom or starting off as a full-sized Mario would negate a lot of that and allow players to push through the level after they learned the lesson. By starting off at the very beginning each time with the flame wheels at different locations makes the level more unforgiving.

Just my two cents :) Its very fun from the time or two where I got a good flow of the level.
 

Ricky 7

Member
Quick question, how are you guys uploading a screen shot of your level next to your code? Are you using the Wii U Web Browser?
 

Anteo

Member
Instead of checkpoints, I always give people mushrooms or fire flowers before a hard section. It woks much better imo
 

McNum

Member
Quick question, how are you guys uploading a screen shot of your level next to your code? Are you using the Wii U Web Browser?
When you upload a level, a Miiverse post is automatically created for the level. You can log into the browser version of Miiverse and grab the screenshot from there.
 

Sephzilla

Member
Uploaded my first level. Not a traditional level but it got a fun reaction from my friends so I wanted to share it with you guys.

Bowser Bucket Bonanza - 3212-0000-0029-9C47
WVW69iYX9XQ9tPqRAB
 

xglaurungx88

Neo Member
Finally finished another one! Probably my favorite I've made so far.
Took forever to iron out the mechanics, still not sure I got them all. Kept having issues with things spawning where and when they're supposed to.

Find the 3 1-Up Mushrooms
575E-0000-002F-3CE7

Please let me know what you think.
 
Ok, can't get any more time wasting than this! I passed it with 002 on the clock. Only way to surpass it is to somehow make you waste time in a way thats not traditional

WVW69iYgBZYC25XQUH


Biggest waste of time ever MAX!!

39D2-0000-002D-F813

Protip: Don't play if you want to keep your sanity.
 
Ah, well I will have to side with Chumby on this one. I tried playing your level but after a good 15 lives or so, I just decided to leave it.

Starting off as a powered-up Mario would definitely help when you hit a rotating flame wheel. The way you have to run through the Thwomps makes it feel like you want to continue running full speed in the level but you are punished by the rotating flames. However, each time that I have played through the level has had them set at different locations so each run has to be different. But like Chumby said, just one mushroom or starting off as a full-sized Mario would negate a lot of that and allow players to push through the level after they learned the lesson. By starting off at the very beginning each time with the flame wheels at different locations makes the level more unforgiving.

Just my two cents :) Its very fun from the time or two where I got a good flow of the level.


The game really needs a replay function, I have no idea what or how the Thwomps are changing locations, and the flames don't interact with the Thwomps at any point, at least that was the idea.

Also the flames seems to run at all times, rather than when they appear on screen, which is why the timing is kinda screwy and I don't know how to fix it, still thanks for the feedback.
 
Wow, I decided to play some of the posted levels and write a short comment, but while I was doing this, this thread got about 200 new posts.
I guess it's impossible to play and comment on every level, but at least here are my thoughts on those few that I tried just now:


Took me the best part of 2 days but I finally finished designing my first level to a standard I felt was worth uploading!


83C6-0000-002B-D60C


I tried to channel one of my favorite game series T E N C H U and make it fair enough that people will complete it!


Very well made, although I must admit I almost quit on it. Some jumps can be really tough. I wasted a few lives just on the first few steps :)
But I liked it overall. It seemed like it had different routes and lots of hidden power-ups and I think you translated Tenchu's stealth gameplay in a fun way.


House of Deception
7BC7-0000-0029-E929
oxo0k.jpg

Difficulty: Advanced

A tricky Haunted House I've been working on, with threatening Boos, tight spaces, and lots of invisible blocks (none that troll you, however). Nothing too complex, but it's fun.

Looks great, but I couldn't advance anymore after
going through that one pipe that leads you to a small "bowl" with an arrow pointing back towards the pipe
. In SMW that would have been the moment I look for a walkthrough :)



Sölf;178582016 said:
Alright, reposting once, this time with crappy pictures inside!

I really liked your castle stage. Good use of the coins as danger markers and I liked the p-switch stuff.
The mansion level was fine, too, but a bit too straight forward for a SMW ghost mansion. Then again, it's tough to get the right balance. I guess it's better to make them a bit too easy than a bit too hard :)


Bowser's Last Resort.

wiiu_screenshot_tv_01cfpom.jpg


ID: 4044-0000-002B-CE52

Spent some time on this one, hope you guys will like it. :)

Man, someone on miiverse said that the first two screens were too easy. I died like a million times until I figured out how to jump past them :)
I found it a bit too hard because I didn't find any power-ups
except the first hidden flower
. The Bowser fight could be a bit more engaging. (He just flew above me and I had no trouble reaching the axe.) But, maybe it's better to have an easier fight after a tough beginning.
I also forgot to star you, so I started the level once more, but couldn't beat it again... sorry!


----

I'll post some of my level codes later!
 

Small Gaming

Neo Member
My friend -- this is an EXCELLENT level! Not at all a traditional Mario experience, but a fantastic experience in its own right! Finished, and starred!

You are welcome! Glade you liked it.

I had some inspiration and I created a new "stage".

WVW69iYiVbAHHzFcab


I made a little soccer game in Super Mario Maker. Where is the tagline:

"There is a new way to play soccer, Super Mario Soccer! Only for Super Mario Maker. Have fun with it!"

C1BB-0000-002F-281E
 

JoeInky

Member
Here's my first two stages, not that great considering how much experience I have with making platformers but just wanted to mess around a bit first.

Castle 1 - F9FE-0000-0020-941B

A simple castle level, went a bit overboard with podoboos at the end but it's quite short.

Kamek's submerged fortress - AF43-0000-0023-EC32

Spent a bit more time on this one but you can definitely feel the lack of checkpoints, I quite like it even if there are a few things I don't think fit the stage (I.e. the conveyors)

I also did the 3 hidden 1-ups thing because it's a cool idea, there's also a secret cape feather.
 

~ZIO~

Neo Member
The time I've spent in this game has made me realized something. Alot of people really don't know how to design some enjoyable stages.

I shouldn't be surprised. Not everyone is meant to do that job, but I'd have liked they not upload these stages and make the experience in Expert Mode 100 mario challenge a nightmare.

There was one stage that was actually decently designed and then right at the end was a jump of faith comprised of single blocks spaced out just enough for well times and spaced jumps.

I'm actually enjoying myself more playing stages than making them. I just am wholly unsatisfied with my stage designs. But I'm usually unsatisfied with almost anything I create.
 
B

bomb

Unconfirmed Member
Finally finished my first course worthy of an upload.

Cranky Castle

1D81-0000-002F-5EE8

Looking for some feedback.
 
What incentive do I have to ever buy another video game ever again?

Played a level for 2 hours this morning, was the only person who beat it - in the WORLD!
 

Level Title: Slender Mario 1(Expert)
ID: C397-0000-002F-21FC
NNID: tshadowknight
Description: A level based around the skinny power up mushroom, get ready for some jumps regular ol' Mario could only ever dream of!
Difficulty: Hard

Well, I think it's pretty tough at any rate...
 
I am just starting out on some levels and they aren't very good, but would appreciate some followers as I get better!

NNID: tenderbrew

BTW is there a GAF google doc anywhere of NNIDs?
 

Robiin

Member
Level Title: Slender Mario 1(Expert)
ID: C397-0000-002F-21FC
NNID: tshadowknight
Description: A level based around the skinny power up mushroom, get ready for some jumps regular ol' Mario could only ever dream of!
Difficulty: Hard

Well, I think it's pretty tough at any rate...
I'm gonna try this, sounds fun! I'll get back to you afterwards!
 

BGBW

Maturity, bitches.
Made a level that could be seen as a re-imagining of World 8-3. Though it was originally born from playing around with blocks on the goal post. Tried to make the difficulty reminiscent of that level, so though but fair if you don't try to rush through it.

Storm the Stronghold - B2BC-0000-002F-46C3

 

SuomiDude

Member
On my line of "trying to make them somewhat official-looking" series of levels, I present my newest one:

Pipe Skies
49BD-0000-002D-59D0

WVW69iYerO0xzFS4n4


Difficulty around Medium. Feedback appreciated!16FE-0000-0011-72C5
It's pretty annoying when the first long jump is just that, a long jump (the coins make the distance look shorter than it is btw, which caused me to die once there), but the second similar looking jump now requires you to use bullet bills as platforms which you can't know until you die once. Also maybe a bit too many hammer bros combined with shooting piranha plants. But overall a nice level.

Made a level that could be seen as a re-imagining of World 8-3. Though it was originally born from playing around with blocks on the goal post. Tried to make the difficulty reminiscent of that level, so though but fair if you don't try to rush through it.

Storm the Stronghold - B2BC-0000-002F-46C3

The last normal hammer bro is maybe a bit too much considering you have to dodge a big fire bar at the same time, but the stage looks great, like a real fortress you try to storm.
 

PBalfredo

Member
I also attempt to create stages that are based on the classic formula (introduce - expand - modify), while hopefully keeping the difficutly low enough to not become frustrating but remain challenging.

Here's a level I made that I'm pretty happy with:
It revolves around a slight puzzle mechanic that is introduced at the beginning and then continually expanded upon. I would gladly appreciate any sort of feedback.

Ship Security Shells

wvw69iynyso7qexqevblk2j.jpg


ID: CF6C-0000-0023-1B29


It's always surprising to see how much easier your own stages appear to yourself, whereas other players struggle at parts of your level that appear trivial at first. It's kinda hard for me to put myself into the role of a random player playing the level for the first time and to introduce the level mechanics in a "fail-safe" way.

Well done. Your level has a strong central mechanic and it does a good job of teaching the player how to use that mechanic as the complexity ramps up smoothly. That's something a lot of pro game designers contend with.
 

Orgen

Member
I thought there was a thread with the custom stages from gaf users? ?_?

I'm still unlocking things but the thing that drives me crazy is how can I leave koopas flying? I put them wings but the moment I play the course they fall to the ground :( And how can I make them not fall from a platform? (without putting a barrier)

Anyway, I made 3 levels:

Level Title: Coge Muelles (Fácil)
ID: 86F3-0000-0020-68FB
Course Size: Short
Description: My first course and the only one that has a star for now. You'll need springs to finish the course!

Level Title: Kid Icarus (Pits everywhere)
ID: 9101-0000-0026-C55D
Course Size: Medium
Description: Nope, there's no Pits from Kid Icarus here sorry (nor even is the stage and homage to KI :p) Short level with some timed jumps (I would say is easy but maybe is Medium seeing how almost nobody can beat it).

Level Title: Ability Under Water
ID: 24AB-0000-002C-920B
Course Size: Large
Description: Some power ups hidden that make your journey easier. And be ready for the firing final!

I'm going to play some Yoshi WW to take notes about course design and tonight I'll play some GAF courses. Seeing that this thread grows very fast, are you (daydream) going to update the first post with the courses from everyone? Or only the ones that get a lot of mentions?
 

BooJoh

Member
I'm still unlocking things but the thing that drives me crazy is how can I leave koopas flying? I put them wings but the moment I play the course they fall to the ground :( And how can I make them not fall from a platform? (without putting a barrier)

Shake the koopa to turn it red first. Red koopas fly, green bounce.

EDIT: The same goes for not falling from ledges. Red koopas are smarter.
 

BGBW

Maturity, bitches.
I'm still unlocking things but the thing that drives me crazy is how can I leave koopas flying? I put them wings but the moment I play the course they fall to the ground :( And how can I make them not fall from a platform? (without putting a barrier)

Red Parakoopas fly up and down on the spot. Green Parakoopa bounce along the level until they fall down a gap. Sounds like you need to change them to red if they are falling down.
 
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