• Super Mario Maker V1
    1,141 replies, posted
The amount of things missing become more and more apparent the more you play this, to the point where you could make a list of them and categorize them by how vital they are. I'm making an underground pipe map and I hate how there's no vertical map setting where the edge of one end of the screen just sends you to the opposite end.
[QUOTE=Lizerus;48745617]The amount of things missing become more and more apparent the more you play this, to the point where you could make a list of them and categorize them by how vital they are. I'm making an underground pipe map and I hate how there's no vertical map setting where the edge of one end of the screen just sends you to the opposite end.[/QUOTE] features I'd love, with probable reasons Nintendo could give on why they'd restrict some > slopes (even just that corner block that lets you run up walls in SMW) > key items (literal keys like for SMW secret junk) >> keys tucked away in invisible boxes > contextual level wins like defeating a boss argument against: tagging a random unimportant goomba mob as the conditional win > checkpoints so I can make a half decent level without people ragequitting because they die and have to restart the entire thing > vertical levels >> dear lord imagine autoscroll levels where you need to climb with invisible blocks > text cues either via SMW speaker box, signs, or even having an NPC perform dialogue >> nintendo makes a point time and time again it's a rather poisonous idea to give people ability to say things without moderation (splatoon's stance on voice chat) but miiverse garbage pretty much moots that, especially on popular levels where it blots out the screen or gives away instructions on secret junk > costumes in all game flavors so I can do themed levels with different tilesets and mechanics. >> Understandably, that'd be a huge undertaking all in all you shouldn't consider potential for troll levels a reason to skimp on features. Not being able to upload many levels should be deterrent from shitting up the place, there should be a short leash on initial uploads where you don't need stars, rather you need people to actually complete your levels X times to prove you can make real levels
[QUOTE=Lizerus;48745617]The amount of things missing become more and more apparent the more you play this, to the point where you could make a list of them and categorize them by how vital they are. I'm making an underground pipe map and I hate how there's no vertical map setting where the edge of one end of the screen just sends you to the opposite end.[/QUOTE] This is why I think the game was rushed a bit. Tons of things they could have done but didn't.
I don't think the game was rushed but limited due to the amount of levels that could be made with flat out glitches and weird shit everywhere.
Did anyone else notice that they got so lazy with pokemon powerups that they just slightly recolored the HGSS walking sprites? Talk about disappointing.
This is my Super Mario Maker wishlist: Horizontal <-> Vertical level mode option Desert theme option. Ice theme option. Volcano theme option. New Objects: -Key. Shake to turn into a Keyhole. In SMB mode, it's the ? Orb from SMW, instead. -Chainlink. Can be ridden on. Shake to turn into a gate that lets you ride behind. SMB style instead gets rows of vines to facilitate not needing new amiibo sprites. Koopas can be placed on these. -Fuzzies. Shake to turn into Amps. -Water. Can be shaken into Lava -Slopes. You select a point A and point B for the slope shape, works similarly to how you adjust pass-through platforms -Fire Snake. Shake to turn into Fire Chomp. -Current. Causes a constant flow of water/air to appear from the object. Stops when P-Switches are pressed. -Bubble. Can insert objects into the bubble. -Ptooie. Shake to make it have "legs". Becomes a River Piranha Plant on a water surface. -Boss Bass. Shake to turn into Big Bertha. -Chargin' Chuck. Shake to make it shoot various projectiles. -Koopaling. Shake to switch which Koopaling it is. Go through all of them to end up with Boom-Boom. -Dino Torch. Give Mushroom to make Dino Rhino. Shake to make Reznor. -Parachute. Attach to object to make it float down slowly. -Screen-Scrolling Pipes. (Think of SMB3 or SML2. Can give turns etc) -SMB2 Shy Guys, but stompable like in Yoshi's Island. Shake for Snifits. Give wings for Fly Guys. Fly Guys can hold items like Mushrooms. -Checkpoints. Need to be placed on ground. Extended Objects (set up like Sounds) : -Screen Lock | Prevents the camera from moving any further to the right on a horizontal level or moving horizontally on a vertical level, shake to make it into a Screen Wrap object, which automatically locks the vertical/horizontal camera movement normally. -Boss Clear. Ends the level once the enemy this is placed on is defeated. If not placed on anything, it requires all enemies to be defeated. -Wind Generator. Tap to change direction. Shake to make a cease-wind generator. -Bullet Bill Generator. -Cheep-Cheep Generator. Sound Objects various sounds made by Mario, such as "Mama Mia!" or "Hmm" Change Dry Bones automatically becoming Fishbones in water to needing to be shaken into Fishbones. Make it possible to put objects into Ice Blocks like in SMB3 and NSMBU. Shake Thwomps for Thwimps. Shake Fire Flowers for Ice Flowers. Shake 1-Up Mushrooms for Poison Mushrooms (Mini Mushrooms in NSMBU style) Give Mushrooms Mushrooms to turn them into Mega Mushrooms Shake Magikoopas for the Kamek-on-a-broom sequence from Yoshi's Island Shake Warp Doors for Boss Doors which teleport like pipes Shake Hammer Bros for Boomerang Bros, give Fire Flower for Fire Bros, give Ice Flower for Ice Bros Shake Lava Bubbles for Inverse Lava Bubbles Shake Yoshi Egg for instant Yoshi (seriously why is this not a thing?) Shake vines for ladders Shake non-angled tracklines for different track styles, including invisible (visible in the editor) Be allowed to insert items into cannons Give Mushrooms to Trampolines to turn them into Super Trampolines Make Giant Buzzy Beetles float on lava in the NSMBU style. Make Wigglers Parawigglers when given wings. Ability to make Yoshi wear enemies (they either disappear or automatically fall off now, currently)
Hey folks, hope you don't mind if I drop by with some of my levels. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iZh0ycSF7OIWo[/img] Attack on Titan (22F6-0000-004B-53A9) [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iZYU-IMnZWlm5[/img] Aerodynamic Fireballs (8AD8-0000-0048-2438) [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ianxQ8uOM4QOt[/img] Pocket Puzzle (A1C0-0000-0064-1AAC) I keep trying to make levels unique as possible, but I always end up having to find workarounds because certain features are just missing. I wish there more "advanced options", simple things like adjusting how often or fast enemies come out of a pipe, or just adding checkpoints so any sort of long level doesn't become torture.
So I made a sequel to one of my levels. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iaXmz4TmcktaR[/img] Frantic Fortress Fracas 2: 0110-0000-005F-41D3 I feel as if the level can be incredibly easy if you know what you're doing and move quickly, but challenging if you like taking things slow.
[QUOTE=dai;48745998]all in all you shouldn't consider potential for troll levels a reason to skimp on features. Not being able to upload many levels should be deterrent from shitting up the place, there should be a short leash on initial uploads where you don't need stars, rather you need people to actually complete your levels X times to prove you can make real levels[/QUOTE] I feel that invisible blocks already make troll levels bad enough that skimping on features for fear of trolls is a moot point.
I think stages should also have alternate music where applicable, eg. Super Mario World's ground theme is Overworld, I think it should have the option to switch to the Athletic theme. Admittedly, this is kind of a minor one, not every stage would have an alternate theme.
[QUOTE=Lizerus;48747187]I think stages should also have alternate music where applicable, eg. Super Mario World's ground theme is Overworld, I think it should have the option to switch to the Athletic theme. Admittedly, this is kind of a minor one, not every stage would have an alternate theme.[/QUOTE] It's kind of odd that they didn't do this when they included gratuitous amounts of fanfares and even have the SMK Star, SM64 Powerful Mario and SM64 Metallic Mario themes in the game for when the kart, gold and silver Marios grab them.
Now, I know this isn't entirely related to the game itself, but the guy who made M64 Chaos Edition created an auto-play Mario 64 level (with custom objects) because of the popularity of those level types in Mario Maker and rom hacks. [video=youtube;iT-zPK1QahQ]http://www.youtube.com/watch?v=iT-zPK1QahQ[/video]
[QUOTE=BrandoJack;48748388]Now, I know this isn't entirely related to the game itself, but the guy who made M64 Chaos Edition created an auto-play Mario 64 level (with custom objects) because of the popularity of those level types in Mario Maker and rom hacks. [video=youtube;iT-zPK1QahQ]http://www.youtube.com/watch?v=iT-zPK1QahQ[/video][/QUOTE] this is a weird reminder of how empty the sound design for SM64 was. Like, things were -there-, but really separated. The light music mixed with mario's canned 'waaaaaahhhhhh' yells almost makes me feel ill
That video mostly reminds me of how terrible the camera was in sm64.
Anyone want to try my attempt at making an Angry Sun level? 289F-0000-005A-0726 It isn't quite the same as the [i]real[/i] old fiery bastard nipping your heels, but I'm also not sure how to get much closer to the spirit of it with current tools.
[QUOTE=dai;48748460]this is a weird reminder of how empty the sound design for SM64 was. Like, things were -there-, but really separated. The light music mixed with mario's canned 'waaaaaahhhhhh' yells almost makes me feel ill[/QUOTE] I'll never get tired of Mario's "getting kicked in the balls" sound.
I just recently finished collecting all the amiibo costumes and god it feels good to finally be done with the 100 Mario Challenge. Also I wanted to leave a little bit of info about unlocking costumes for the OP in case it helps anyone since I haven't seen it in the thread already. I went through 17 runs on Easy, 30 on Normal and 37 on Expert. I also used 11 amiibo so all in all I'd say it takes about 95 runs for all of the costumes. I hope this info can be useful for anyone who needs it in the future. Anyway I redesigned 2 of my first courses to be a bit easier. Basic Platforming V1.1: 353A-0000-0066-F29D Watch Out For Piranha Plants V1.1: D27F-0000-0049-A512
Edit: Outdated and dead
Remember only 2 more days to submit your levels for the week. Figured I would get a level out there. Platforming Junction: [B]750D-0000-0067-826A[/B] Did anyone else just get an update?
Yeah, updates super tiny and I assumed it was to fix the door glitch but nope.
Was told that my second space level could use some sprucing up so did just that. It's a bit harder now but I think it's improved. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69iaz_I0yw3To9h[/img] [b]Dry-Bone's Space Base E903-0000-0067-BA2A[/b] Edit: Woops, expected a merge. Sorry.
Alright, figured out how to upload pics on the Wii U (just go to any image upload site and hit upload, did not think it'd be that easy) so I'm gonna post my levels. Name, ID, Difficulty, Description, Pics. [B]Find the Hidden POW Blocks![/B] B140-0000-003C-0B4D &#10025;&#10025; A bit of an Easter Egg hunt. The difficulty lies in finding the hidden blocks that contain POW blocks, then bringing them to the munchers blocking the path and using them to destroy them. Don't throw them as soon as you find them, and remember if you get a slight bit of a running start you jump a little bit higher. There's one block that requires wall jumping and may be tricky to get. [quote][img_thumb]http://i.imgur.com/lp7ceLr.jpg[/img_thumb] [img_thumb]http://i.imgur.com/Ehvoptf.jpg[/img_thumb][/quote] [B]Jelectro Jostle[/B] 92D7-0000-0035-FC32 &#10025;&#10025;&#10025;&#10025; The core gimmick of this map is using Kuribo Shoes and Spiny Hats to traverse a maze of Jelectros. There's two paths, going up at the pipe in the beginning and going past the pipe. There's some hidden 1-Ups in the second path. Also, quick note, don't use the Buzzy Beetle shell as a hat, it breaks one of the barriers. [quote][img_thumb]http://i.imgur.com/ftUlYAe.jpg[/img_thumb] [img_thumb]http://i.imgur.com/QWDodGk.jpg[/img_thumb] [img_thumb]http://i.imgur.com/Ld8z2oj.jpg[/img_thumb] [img_thumb]http://i.imgur.com/bOrZ6Wd.jpg[/img_thumb][/quote] [B]Y + Right Raceway[/B] BEA2-0000-0041-9D33 &#10025; A semi-automated level, you need to hold the run button and right on the stick/d-pad. Themed around Mario Kart. [quote][img_thumb]http://i.imgur.com/JIgH7zG.jpg[/img_thumb][/quote] [B]Haunted Hallways[/B] 73EB-0000-0032-B4DA &#10025;&#10025;&#10025; A ghost house with many different paths. There's a secret path at the start, and then that path has another secret path that requires a shell. The main path requires dexterity, don't run and jump through recklessly. [quote][img_thumb]http://i.imgur.com/YGKXy00.jpg[/img_thumb] [img_thumb]http://i.imgur.com/qllDQn5.jpg[/img_thumb] [img_thumb]http://i.imgur.com/lXOV5zI.jpg[/img_thumb] [img_thumb]http://i.imgur.com/GW4ADXm.jpg[/img_thumb] [img_thumb]http://i.imgur.com/BOBuBUg.jpg[/img_thumb][/quote] [B]Sediment Sentiments[/B] 268E-0000-002B-07EF &#10025;&#10025;&#10025;&#10025; Two paths, up and down. Not sure which is harder. There's a Starman near the Magikoopa at the bottom path which makes the obstacle course to the right of it trivial, but if you're not careful the Magikoopa will destroy it. [quote][img_thumb]http://i.imgur.com/4WSgxjd.jpg[/img_thumb] [img_thumb]http://i.imgur.com/xTU0QAE.jpg[/img_thumb] [img_thumb]http://i.imgur.com/18deRTw.jpg[/img_thumb] [img_thumb]http://i.imgur.com/BTm7L0H.jpg[/img_thumb][/quote] [B]Village Pillagers[/B] 734C-0000-0040-AAE7 &#10025;&#10025;&#10025; Theme is a village under siege by Bowser's Army. Each house/door has a number over it, corresponding to the order in which you should go into them. Each room has something you need in order to progress to the next. Plenty of hidden paths. Difficulty lies mostly in the part before the goal where you need to either avoid or bumrush Bowser and his minions. [quote][img_thumb]http://i.imgur.com/a2xrOyh.jpg[/img_thumb] [img_thumb]http://i.imgur.com/pAwP8GJ.jpg[/img_thumb] [img_thumb]http://i.imgur.com/gZ88AIf.jpg[/img_thumb] [img_thumb]http://i.imgur.com/rd1Vsrr.jpg[/img_thumb] [img_thumb]http://i.imgur.com/61vTWxS.jpg[/img_thumb] [img_thumb]http://i.imgur.com/RcPiRNy.jpg[/img_thumb] [img_thumb]http://i.imgur.com/eSqlYu3.jpg[/img_thumb] [img_thumb]http://i.imgur.com/DS1IgIs.jpg[/img_thumb] [/quote] I've got 4 more levels, but it's getting late so I'll leave the post with these. Critique is welcomed and highly encouraged, I'm worried my levels might be too hard. I try not to make them difficult for the sake of difficulty, but rather require some thought instead of just mindless platforming, and I'm not sure if the low clear rate is from people just rushing through and skipping, or if the levels are badly designed. -edit- Jesus why isn't img_thumb or t making these pics smaller wtf. Sorry for hogging screen space.
[t]https://pbs.twimg.com/media/CPnyeZlVAAA_4in.png[/t] Angry Sun has an item icon but it's blocked out.
Also discovered were icons for a Goomba's Shoe in NSMBU mode and placeable Bullet Bills in SMB3. The _00 and _01 also indicates that the Angry Sun was meant to be shakable (either to make it attack immediately or to be a different creature like a Fire Snake). The Angry Sun has unused thumbnails in not just SMB3, but the SMW and NSMBU sets, too. Seems that the Super Leaf (presumably based on the NSMB2 variant) was intended for NSMBU's tileset, as well. (superkonoha)
"Halberd Hijack" FF13-0000-0068-E415 A challenging map based on Metaknight's airship, it's a short but intense level
Yooo I made a themed level and used every block ever. I'm actually really happy with how this one came out so please give it a shot if you have time! [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ia5lio5HXUVHA[/img] [b]Resetti's Revenge 9C12-0000-0069-2D98[/b] Also I wanted to build a stage around chain chomps so made a straightforward castle stage about them. As I was making it I started thinking about hiding secrets away and ended up making a number of hidden areas- one actually requiring backtracking if anyone is bored enough to look for it. [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ia7h78giVzo_A[/img] [b]Chain Chomps Cruel Castle E216-0000-0069-DD01[/b]
I just made a new level and it took me about 2 hours to get everything right. I hope you'll all try it and see how it is. I actually got inspiration from a certain water level in Super Mario World that I can't remember the name of right now. Also I made an automatic level I didn't bother posting before, but I guess I'll post it now. I don't really care if anyone tries it or not though because I mainly made this level as an experiment. [B]Don't Move[/B] [B]086D-0000-0045-3E68[/B] [IMG]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ia8Uiwp6mE4j-[/IMG] [B]Dangers of the Deep Sea[/B] [B]C8DB-0000-006A-16BB[/B] [IMG]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ia8Mh8GwtStuZ[/IMG] Just a quick tip this stage uses P-Switches a lot so if you play it be on the lookout for them. Also the ending has 2 separate paths. One is meant to be for a quick easy way to the end and the other leads to a bit of a mini-boss I designed, but I'm not entirely too sure how it turned out. Either way enjoy the stage.
I remade the Nintendo logo from the artbook. Have a look if you want. 95E2-0000-0068-F160
Super Mario Maker received a minor patch that is required to connect online. It gets rid of the invulnerability glitch.
I am determined to make a good underwater stage. This one has 2 paths! NEAR INFINITE REPLAYABILITY [img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ia9dI0pn4jrSa[/img] [b]Wet-Dry Lake 8E8A-0000-006A-83DB[/b]
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