• Super Mario Maker V1
    1,141 replies, posted
It's the stepping stone blocks, you get em on day 1 actually :v: [editline]20th September 2015[/editline] Unless you're talking about like fences and stuff, in which case that's not unlockable- if you want more wait for what you want to pop up then go into copy mode and select the block with the background thing you want and drag it to dupe it.
[QUOTE=Kray R.;48713448]Just a little mini-rant here. I'm not sure if anyone has mentioned this before, but is it just me or is Expert 100 Mario Challenge getting worse and worse every day? It honestly feels like for some reason Kaizo levels are growing in popularity and they're just making it harder and harder to collect all the amiibo costumes. I'm lucky if I can even finish a single expert session in under 2 hours.[/QUOTE] expert 100 man mario is the aftermath of people growing up watching too many youtube video of shitty mario rom hacks. i find myself skipping levels more than playing them
Hyper Bowser: "Castle Doors" A fantastic level teeming with imagination. The alternate paths, level theme, and boss fight are wonderfully implemented. I have to give kudos for the inclusion of trapped enemies and items as indicators of future obstacles. Well done! KnightRider25: "Monty Mole's Panic Hole" A splendid title, clever design, and a well-executed theme go a long way in constructing this superb level. The Duke: "Bowser's Fearsome Fleet" You know, I was pondering on methods of implementing the tank variation on the airship tile set from SMB3, and this realizes the concept perfectly. Well done!
I finally mustered up enough inspiration to make a level. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iZ17r0XN4Me5E[/img] [B]Luigi's Haunted Towers - 75CC-0000-0053-4A7E[/B] I wanted to do something vertical, so in this level you ascend and descend the interiors of a few tall buildings, each increasingly more difficult. It's not really that hard, though. Just make sure you keep moving, or the Boos will close in.
[QUOTE=MissingGlitch;48722403]I should ask that now my self. I got everything unlocked and haven't found how to do backgrounds like that.[/QUOTE] It turns out the jump-through background tiles you can stretch have three variants you can get via shaking them. Super Mario Bros. 3 is pretty bad about it though since several of the tilesets are just basically three crates at different angles. Also, I reloaded my "Raid on Bowser's Fleet" as 606A-0000-0054-A566 after I unlocked sub-areas.
[img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iZ6fn0m37OvBd[/img] Cream on Chrome D6A4-0000-0054-DDAF Tried to make a level with two different paths. Spent about an hour and a half making and testing it.
I made one more level tonight- Always wanted to make a pipe stage so hey why not get around to doing one. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iZ7OnoLEsagMd[/img] [b]Piranha Plant Pipeline 953C-0000-0055-2BA1[/b]
For a moment I was confused at the two pics you both posted because we can't really alter starting points much except build over them to a degree.
Here's one that everyone needs to play: 39DA-0000-0055-A2DC
Is there an easy way to see where people died on your level, or is the only option to play the level and kill yourself at certain points to view the deaths? Seems like it's a pretty important thing to know which points you made too difficult.
[QUOTE=alexisgondor;48723597]Is there an easy way to see where people died on your level, or is the only option to play the level and kill yourself at certain points to view the deaths? Seems like it's a pretty important thing to know which points you made too difficult.[/QUOTE] Go to your course list and open one of the levels (as in open the box to view the details), the red X's will appear on the map. You can't see the deaths for the sub area but meh.
2A61-0000-0057-9E44 I made a level, please star so I can get e-famous. It's called Lakitus Intolerant, and it's a pretty hard aerial themed level with the SMB1 set (then again I'm really shit at Mario, so). Tell me what you think and if I made it too hard. Also beat the level without riding a cloud and I'll stand on my chair and salute you.
[QUOTE=~Myst;48723653]Go to your course list and open one of the levels (as in open the box to view the details), the red X's will appear on the map. You can't see the deaths for the sub area but meh.[/QUOTE] I believe it actually only lists the [i]last[/i] place a person died in a level to save bandwidth, not everywhere they died. (Same deal with the Xs that pop up on death in the level, itself) By the way! Got a new course for you guys! Which Way Do I Go Chateau 5F13-0000-0058-1B0C It's a SMB1 castle designed around the path-decision mechanics from the original game, using the idea and wrong sfx to indicate which way is which.
[QUOTE=The Duke;48725148]I believe it actually only lists the [i]last[/i] place a person died in a level to save bandwidth, not everywhere they died. (Same deal with the Xs that pop up on death in the level, itself) [/QUOTE] that limitation ends up being good for level makers because you can see where people are giving up if your level is too hard.
[QUOTE=hybrid_theory;48725507]that limitation ends up being good for level makers because you can see where people are giving up if your level is too hard.[/QUOTE] Now if people would stop giving up on the very first, easily jumped hazard. :v:
9F3D-0000-0053-780F K.K Saws A level i made. it might be abit on the hard side by the way.
[QUOTE=The Duke;48725538]Now if people would stop giving up on the very first, easily jumped hazard. :v:[/QUOTE] was gonna say, I see a lot of levels where there's just a heap of deaths right at the start. Granted, many of these are cheap troll levels where crap falls on you at the start
Made another level [b] Mr.Blue Sky[/b] 2484-0000-004C-B57E
I did more things while I had some time to kill. First one is just a attempt to make a normal water level be interesting, fully admit it probably didn't work due to water levels being boring but... I tried. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iaDijQtbOf2Yl[/img] [b]Deep Sea Swim 2CEC-0000-0058-3E84[/b] Second one I wanted to make my own Mario Kart stage, it's super short but there's some tricky jumps and dodges, long as you're moving fast you should be fine though. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iaD45o4_mIOok[/img] [b]200cc Challenge 725D-0000-0058-638D[/b]
Got three levels to post here, starting with my "best one". [B]Double Fudge Brownie Surprise!: F579-0000-0058-4E08[/B] Mario Brothers 3 Theme; Moderate difficulty [B]Spicy Zesty Meatball: B66F-0000-004B-85FD[/B] Super Mario World Theme; Pretty dang hard castle level [B] Super Duper Delicious Cupcake: 1E0E-0000-0038-3DF7[/B] Super Mario World Theme; Bullshit hard level, good luck
[video=youtube;-QQC3trg9CQ]https://www.youtube.com/watch?v=-QQC3trg9CQ[/video] Just a heads up if people start making levels similar to this.
[QUOTE=Steel & Iron;48726769][video=youtube;-QQC3trg9CQ]https://www.youtube.com/watch?v=-QQC3trg9CQ[/video] Just a heads up if people start making levels similar to this.[/QUOTE] Just wait for all the levels that are unbeatable without a glitch.
I briefly considered buying a WiiU just for this game, because I've always enjoyed level editing and such, and an easy to use level editor for Mario games seemed like a dream come true. However, after seeing several people stream Mario Maker, I realized that nine out of ten levels are some kind of dumb "[i]make a level as stupidly difficult as possible[/i]" kind of 'I wanna be the guy' like torture bullshit, and the few levels that aren't still look like some ten year old kid spent half an hour just throwing random objects on the screen. I'm sure there are a lot of hidden diamonds, but the game doesn't seem to offer the tools needed to isolate and find these amazing levels. Overall this game once again just proves that average people just lack the creativity to make a good and enjoyable level, and if you give them easy to use tools all they will do is drown the database in terrible horseshit.
I put a lot of effort into this stage, I'm actually thrilled with the level layout so maybe give it a shot if you've got the time. I put in a lot of little hidden areas too! [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iaH38g1gQVxy2[/img] [b]Spike-Top Shuffle AA07-0000-005A-16AF[/b]
Soooooo, turns out you can't have multiple warp pipes. This basically destroyed all hopes of making an interesting level for me :/
[QUOTE=MilkBiscuit;48727994]Soooooo, turns out you can't have multiple warp pipes. This basically destroyed all hopes of making an interesting level for me :/[/QUOTE] There is so many things they could have done. I wouldn't have mind if they delayed it just to add more abilities and more items.
[QUOTE=MilkBiscuit;48727994]Soooooo, turns out you can't have multiple warp pipes. This basically destroyed all hopes of making an interesting level for me :/[/QUOTE] Yes you can (unless you mean between more than two themes). You can have a total of 10 pipe links between the main and subworld which amounts to 20 pipes in total (10 in the main linked to 10 in the sub). You can create "rooms" via the pipe mechanic by walling off separate sections in the sublevel. This is actually how Yoshi's Island has a lot of it's rooms coded so it's not like that is substandard. It's limited, but it's not "no multiple warp pipes" limited. I do hope they make some kind of patch to add in some new features like slopes, horizontal to vertical mode, water that can be shaken into lava, a few more enemies and some expansion to how sublevels and level ends work and a few other odds and ends, regardless.
[QUOTE=The Duke;48728105]Yes you can (unless you mean between more than two themes). You can have a total of 10 pipe links between the main and subworld which amounts to 20 pipes in total (10 in the main linked to 10 in the sub). You can create "rooms" via the pipe mechanic by walling off separate sections in the sublevel. This is actually how Yoshi's Island has a lot of it's rooms coded so it's not like that is substandard. It's limited, but it's not "no multiple warp pipes" limited. I do hope they make some kind of patch to add in some new features like slopes, horizontal to vertical mode, water that can be shaken into lava, a few more enemies and some expansion to how sublevels and level ends work and a few other odds and ends, regardless.[/QUOTE] Hm. Maybe it fucked up for me? It deleted a pipe connection when I made a second one so I assumed we were limited to only 1.
[QUOTE=MilkBiscuit;48728229]Hm. Maybe it fucked up for me? It deleted a pipe connection when I made a second one so I assumed we were limited to only 1.[/QUOTE] If you place a pipe partially over another one or drag it offscreen, it severs the warp connection of the one removed. Perhaps you accidentally placed it on top of the first?
[QUOTE=V12US;48727794]I briefly considered buying a WiiU just for this game, because I've always enjoyed level editing and such, and an easy to use level editor for Mario games seemed like a dream come true. However, after seeing several people stream Mario Maker, I realized that nine out of ten levels are some kind of dumb "[i]make a level as stupidly difficult as possible[/i]" kind of 'I wanna be the guy' like torture bullshit, and the few levels that aren't still look like some ten year old kid spent half an hour just throwing random objects on the screen. I'm sure there are a lot of hidden diamonds, but the game doesn't seem to offer the tools needed to isolate and find these amazing levels. Overall this game once again just proves that average people just lack the creativity to make a good and enjoyable level, and if you give them easy to use tools all they will do is drown the database in terrible horseshit.[/QUOTE] Give it some time. When the average boneheads get bored and drop this game. The more quality levels will make themselves more noticeable. You could also play levels shared with you. Like here for example
Sorry, you need to Log In to post a reply to this thread.