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Super Mario Maker |OT| Miyamoto Simulator 2015

Kensuke

Member
Very cool version of his idea and I got pretty far on my first try. Got to the Super Star but then I ended up on the giant Munchers again and didn't know where to go and what to do.
I guess I should have cleared the Munchers with the star while still having the Leaf but the Star ended and I lost the Leaf with 30 seconds left on the clock.
The run needs a pretty much perfect execution to get to the goal. Might give it another shot tomorrow.

The star is so you can run on top of the munchers and fly upwards (look at the coins). I beat the level with about 100 seconds left on the clock, but it definitely requires a couple of tries.
 

Deadstar

Member
IMO it does help encourage dialing back on overwhelming the player and pacing the level with doing it in one go in mind. Also adds an element of power up pacing as well to replenish the player's strength. It might come off as an inconvenience but could ultimately lead to better design practices.

I do agree with what your saying but I think it would be nice to have the option. You kind of get that Dark Souls sense of accomplishment when you beat a level in one go but I can also see the appeal of having a checkpoint system for "easier" levels.
 

tomutwit

Neo Member
Hey GAF,

Great levels being shared here, I'll definitely try a few of them, tomorrow when I wake up with a fully charged Gamepad. It's never run out this much before!

Check mine out if you like, wouldn't mind a cheeky follow as well.

First is Trenches.
Trenches is a WW1 inspired level where you can either brave the hectic Koopa frontlines or you can dig underneath and blast your way through. Either way, try and make it to their medic tent and capture their flag.
Miiverse link
Nintendolife link
ID is 7431-0000-0025-6580
WVW69iYQyvgfOwJUvp


Next is my first level, Scale the Castle. This has got quite a few stars but it doesn't seem that great to me. Maybe it's just the right length.
There's two ways to go: run across the bottom, or bounce across the roof, to get a prize before dropping down to the goal.
Miiverse link
ID is 8807-0000-0016-18D8
WVW69iX6-9o94rYTs1


Last is my very best level, Thwomp Delivery Services.
In this, you must guide Thwomps, who carry P-switches, to where you want them, then grab the switch and run to the next part of the warehouse. There are 3 hidden 1-Ups. When dealing with large thwomps, always use star protection.
Miiverse link
Nintendolife link
ID is 3354-0000-002E-2B4C
2GVKTlw.jpg


I don't know if many Youtubers are on GAF but if anyone does a video I'd be very happy to see it because I don't really have anyone who can test my levels for me!
Thanks for reading/playing, enjoy.
 

galvatron

Member
I'm having the problem that I'm designing the kind of stages that I want to play. Which ARE levels that offer special world level difficulty. But I hear you. To be honest I don't think falling down is the hard part of the stage at all. And with that in mind I believe you're right that there's no reason I couldn't have a safety net on the floor instead of death, particularly early in the level.

I hear ya. I've tried to err on the side of too simple instead of realizing all of my friend's fears that it'll be some circus of terror inducing triple jumps.
If you introduced a predecessor to that stage with much lower stakes, you're on your way to a nice concept world with the one I played as an epic ending.

I've gone too far the other way, honestly. Now that I've unlocked the full set I'll probably do some more castles myself.
 

Jrmint

Member
[Sorry for the sudden repost, I screwed something up so badly that I deleted it and reuploaded.]

I'm back with another not-too-difficult but (hopefully) amusing level. This one explains the age old question of why Peach was always in another castle.

Peach's Escape (1D2E-0000-0031-94E6)

eIcWSbp.png


For those who enjoy secrets, see if you can find the alternate ending. I nearly used up the block limit on this one.
Fun level :).

I also played WARPED which was really cleverly designed.
 

Bisnic

Really Really Exciting Member!
Ever thought it would be possible to feel sorry for the spiny enemy? Well here is my latest level, not hard, but had fun creating ways to torture the poor little guys. :p

jhMHK5E.png
 

Zero148

Member
Zero pls

Some jumps (and some enemies) are pure sadism

Did you go the path up to the mushroom/fire flower? There are some tricky jumps, but I don't think it is unfair (you can even do the last jump without getting hit).

Also respect for you patience or completing it :)
 

HoJu

Member
I think you're right. There's more to be done with the concept. I would've given the stage a bit more room to breathe. Here's something I try to do when playtesting my levels that might work for you: I try to beat the whole thing without power ups, to see what works.
Thanks! I was trying to make a condensed level similar to Luigi U, but i can see how it could be too demanding for some.

Your Mole Mountain level was fun. Smart pacing with the number of moles when progressing the level. The first one caught me off guard.
 
Sorry if this has already been asked but the thread just keeps ballooning. Is there any way to change which direction enemies are facing, left/right, vice versa?
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
I hear ya. I've tried to err on the side of too simple instead of realizing all of my friend's fears that it'll be some circus of terror inducing triple jumps.
If you introduced a predecessor to that stage with much lower stakes, you're on your way to a nice concept world with the one I played as an epic ending.

I've gone too far the other way, honestly. Now that I've unlocked the full set I'll probably do some more castles myself.
Out of curiosity, how far in the stage did you get and where did you have the most trouble?

But yeah I'll make a third one of these stages and label it Flying Spring Easy. I will see how people react to a version with little chance for death.
 
D

Deleted member 125677

Unconfirmed Member
Reposting since it seems like the post got buried.

played the first one

cool concept, but really frustrating! biggest problem was trying to see where the fuck I was after I got the star amidst the one million flying pieces towards the end
 
Earthquake Highway

EA41-0000-0030-7C61


5R9l0dP.jpg


This one is based on this concept I had before the game launched:

WIyIZ3R.png


You go into a cave and cause an earthquake in the process of getting out, leading to a gap in the highway, a crashed car, and traffic backed up!
 
D

Deleted member 125677

Unconfirmed Member
Did you go the path up to the mushroom/fire flower? There are some tricky jumps, but I don't think it is unfair (you can even do the last jump without getting hit).

Also respect for you patience or completing it :)

I did, so I had to do all those perfect jumps twice every time :p
 
Sorry if this has already been asked but the thread just keeps ballooning. Is there any way to change which direction enemies are facing, left/right, vice versa?

Enemies will always be facing/walking in the direction they were spawned from, so if you've been moving right they walk left and if you've been moving left they walk right.

Imagine what would happen if you were moving right, and spawned an enemy that's also moving to the right...he would immediately walk off screen again and despawn. It might work if the player was moving quickly enough to the right, but if someone happened to pause in their movement to hit a block or something, it might be as if the enemy was never there at all. That could lead to really inconsistent levels, like if you need a koopa shell to break a block but because you paused in your movement he despawned himself, and now you're stuck.
 

Kjellson

Member
I made a level with a theme inspired by the Forest of Illusion in Super Mario World. Unfortunately it doesn't look very good in the SMW style so it has to be played with the BAHs. Not very fitting but whatever.

wiiu_screenshot_gamepe0py1.jpg


Through the Woods
ID: BC8C-0000-0032-99C7

Edit: Did some changes, so new ID.
 
Recreated Mega Man 2's Heat Man Stage: 03A7-0000-0031-04AD

FhTn092.jpg

Just played this one. Really liked it. That part with the single platforms that drop after a while is intense. Great work. First time playing with the Mega Man sprite so that was awesome as well. Really fun, moderate and fair difficulty level.

Reposting my level since I think it got buried yesterday. Would love people to check it out and let me know what they think of the difficulty. It seems like it's easy to misjudge how hard you're making a level since you are constantly trying sections to test and you become an expert at your own levels. I haven't had many people try it, but only two people beat it and I didn't think it was that crazy of a level.

Cannon Classic
ID: ECDD-0000-0027-0EC9

Will be trying out more levels posted here today. This game came out at a perfect time with the NFL season starting. Now that the Packers game is done, it's a perfect time to watch some Red Zone and play and create some Mario levels. This will be my Sunday afternoon game of choice.
 

cronos_qc

Neo Member
Played the games for three days.

The creation tool is easy to use. My GF loves it. I love it. Some user created levels are tightly built.

The game is lacking when playing user created levels.

Mainly, there is no incentive to try a user created level, for three reason:

1) A lot of player built levels plainly suck. I'm tired playing badly designed levels built around gimmicks, instant death or putting too many things on the screen. There is so many badly designer levels that I'm already tired of playing the 100 levels challenge... since I skip too many levels!

2) No sense of accomplishment to finish and master a user created levels. As soon as the levels is too hard, I don't want to finish it when it is badly designed. Even the good ones. It's fun but I don't have any incentive to master them. Why master it, since it doesn't matter? One way to solve this problem: Nintendo should implement a tournament for each user created level. Each level would have a ranking based on how long it took to finish the level. That way, we would have an incentive to play a user created level and master it.

3) In a way, coins and power-ups doesn't have any use... except in the 100 life challenge, but even for that, i doesn't take much life to end it.

Edit: One thing, I love to give constructive comments. But, why it automatically gives a bravo when I comment one of them...
 
I would totally pay $60 for a full 2D Mario with these enhanced World visuals.

Also, is this game 60fps? It's hurting my eyes and giving me mild headaches when things move fast.
 

Roo

Member
I would totally pay $60 for a full 2D Mario with these enhanced World visuals.

I'd pay a fair amount of money if Nintendo released SMB, SMB3 and SMW in widescreen HD.
They looks so crisp and clear in Super Mario Maker is not even funny.

Call them VC Remaster or whatever.
 
I'd pay a fair amount of money if Nintendo released SMB, SMB3 and SMW in widescreen HD.
They looks so crisp and clear in Super Mario Maker is not even funny.

Call them VC Remaster or whatever.
That would be cool! They all do have visual enhancements to like backgrounds as well though, right?
 

Ricky 7

Member
Any Pros wanna try my level, it's not insanely hard like some of those YouTube vids you see but it is a little challenging. If you're capable of 100%ing Mario games then you should be fine.

Test Your Skills

(4A2F-0000-0028-842D)
WVW69iYVfmcrl_C-23
 

.J.

Banned
Some really awesome levels in here guys! This one isn't as good as some of yours, but I'm proud of it.

F655-0000-0031-E87E

It's a ghost mansion level. It can be a little tricky, but I tried really hard to give you hints and guides wherever I was able. So things will make sense as you go.
 

maxcriden

Member
I think I need to try forgetting about the 100M challenges and trying GAFer and other good levels some more. I mean. We played 100M Expert for a while last night and today and it's mostly uncreatively brutal.
 

McNum

Member
3) In a way, coins and power-ups doesn't have any use... except in the 100 life challenge, but even for that, i doesn't take much life to end it.
So, I heard you were talking smack about the most useful and versatile object in the game Just kidding, but in all seriousness, the coin is THE most useful object in the game.

- They grab attention, so if you want a player to go somewhere, you place coins there and they will follow. Need to warn of a pit off-screen? An arc of coins will make the player jump.
- They have a pleasing sound and makes a counter go +1. That makes them desirable.
- They can be used as a reward without needing to include a level breaking powerup like a Feather or Propeller Hat. 10 coins (and a 1-Up mushroom) is plenty to reward a player for doing something.
- They can become platforms with a P-Switch.

If you're not using coins, I have a question: Why not? Coins are good stuff.
 
I just created my first course. I don't know how to upload a screenshot here though.

Mean Greenhouse

4832-0000-0032-04B3

I wanted to make it challenging, but not teeth-grindingly difficult. But eventually I realised it was a lot harder than I expected; beating it all in one go to upload it was tough!

I'm interested in any feedback, but I'd advise staying away if you get frustrated easily. I'd say it's difficulty os on par with some of the stuff in Super Meat Boy.
 

GruntosUK

Member
I've just published a new level...

Koopa Shoota

Its a nintendo style level, with some basic puzzles using a koopa shell.

SvVSF4v.jpg


Walls and Falls

The first level I built around wall jumps when I first unlocked a couple of tiers worth of tools. The picture is rubbish (I didn;t know about the save on the place where you want to the screen until today).

cm3RjlV.jpg


Cheers,

Grant
 

Olly88

Member
Just uploaded my first level. I didn't think I'd enjoy making levels this much, it's great!

Here it is if anyone wants to try it.

 

galvatron

Member
Out of curiosity, how far in the stage did you get and where did you have the most trouble?

But yeah I'll make a third one of these stages and label it Flying Spring Easy. I will see how people react to a version with little chance for death.

I finished it.

Oddly, I think the most trouble I had, aside from just getting used to trampolines was the first fire shooting piranha plant. Making him shoot somewhere safe was much harder when I started thinking about him. It was easy the first few times where I didn't give it any thought.

Second most deaths came at the second piranha plant as that jump is somewhat last minute and you can graze the wall or the plant, either of which is fatal.

I definitely had a moment thinking "why are you asking this of me?!" when I saw the buzzsaws passing each other :D

It was good fun with clear focus on a single concept. I definitely learned a thing or two about making levels by playing it.
 

Docpan

Member
So i bought the game and immediately went into the play mode as soon as passing the minisclue tutorial. Yeah, creating aint for me dude.

I dont know how to play the game. Seems like theres a lot of horse shit levels on this "Course World" page that aren't worth my time.

Am I correct in saying there's no checkpoint system in levels? They also seem very very short.

Coolest level I played so far had me transform into zero suit Samus. I laughed my ass off as her music played.

Other than that what's the point. Whats my goal?

Should I play 10 Mario mode or 100 Mario mode.

Did Nintendo make any levels for this or is it all user stuff? I want to play a badass game.
 

theaface

Member
crikey dude this is challening. some real clever stuff here though

Thanks for giving it a go. :) Hopefully it doesn't feel too unfair. I tried to make it so that even deaths would be a learning experience.

More the merrier...

The Tunnel of Imminent Peril
C8C3-0000-0030-5A42
 

Richie

Member
What did those Koopas do to you?
2017-0000-0031-E93A

First level made! Meant to be a touch challenging for the average joe, 50 seconds, starts with a small Bob-omb section and then getting rid of some enemies with a Koopa shell, you fellows should have no issue with it. Would seriously appreciate feedback! Thinking of getting rid of the Bob-omb section and going for broke on the Koopa aspect to make it more thematically uniform with its title...and its ending.
 
Rescue Yoshi!

8B79-0000-0030-F171

Normally I wouldn’t ask, but super pretty please give me feedback on this level! I put a tonne of time and effort into it. I tried to make feel like a living world and that you’re really in the spike-tops lair. The ending in particular was something I put a lot of thought into.

And if anyone feels like it, playthrough it multiple times. It’s designed for speedrunning, with a bunch of little skips and places to optimise your speed if you can find them!

Very cool level, really enjoyed the pace and how you can trust the coins for speed running ;) well planned
 

cronos_qc

Neo Member
Strictly speaking, from a designer point of view, coins are useful. It gives clue to a player, and there is some positive feedback loop with collecting them.

But, when you play Mario Bros 1 (for example), coins will help you finish the games. You will have an incentive to collect them! But in Mario maker, if i play a level, I have no sense of use and accomplishment to collect coins, since it doesn't matter that much. One way to make it matter, would be that when you end a level, the games give you a score based on how many coins you have collected, how long it took you (the lesser the better), etc.



So, I heard you were talking smack about the most useful and versatile object in the game Just kidding, but in all seriousness, the coin is THE most useful object in the game.

- They grab attention, so if you want a player to go somewhere, you place coins there and they will follow. Need to warn of a pit off-screen? An arc of coins will make the player jump.
- They have a pleasing sound and makes a counter go +1. That makes them desirable.
- They can be used as a reward without needing to include a level breaking powerup like a Feather or Propeller Hat. 10 coins (and a 1-Up mushroom) is plenty to reward a player for doing something.
- They can become platforms with a P-Switch.

If you're not using coins, I have a question: Why not? Coins are good stuff.
 

Zero148

Member
I did, so I had to do all those perfect jumps twice every time :p

but the fire flower makes the rest a little bit easier, so it is worth it. But I agree, the first jumps are pretty unforgiving. It was amazing to see how everyone dies at the very first jump and didn't proceed any further the first few hours after uploading ^^

I have made another level today. this time it is a SMW level that concentrates on spinning. I tried to have a learning curve in the level. First an mandatory use of spinning to get to know the concept, after that optional challenges and in the end mandatory spinning to end the level. I'm quite happy with the outcome.


7B9D-0000-0032-0110 (spin and win (3 hidden 1 ups))

WVW69iYmkn4qVFq_bF


as the title already indicated, there are 3 hidden one ups. getting all three ramps up the challenge a bit, but not too extreme. I'm looking forward to feedback
 
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