• Super Mario Maker V1
    1,141 replies, posted
[b]. . .[/b] That literally changes everything.
[QUOTE=Richardroth;49645220]I'm curious if you guys can beat this. No one has been able to beat it yet, so I updated it to hopefully make it a bit easier. Jr's P-Switch Peril 5EA0-0000-01AD-BEEC [IMG]https://dypqnhofrd2x2.cloudfront.net/5EA0-0000-01AD-BEEC.jpg[/IMG][IMG]https://dypqnhofrd2x2.cloudfront.net/5EA0-0000-01AD-BEEC_full.jpg[/IMG][/QUOTE] I don't want to be "that guy" and just criticize but theres some slight tweaks you could do to this level. Up to the first checkpoint seems fine. The first thwomp in the row of them doesn't need to be there and the player hasn't got enough speed to effectively get past it without doing an awkward hop off the pipe. The group of pipes (where you have the option of going above them with the switch) don't need piranha plants and reliably jumping from one to another is a nightmare. It's failing to get back past it with the switch that made me give up. Unfortunately I didn't get any further from frustration of failing those awkward jumps and having to redo the thwomps where the first usually ends up hitting you. Everything, I gave Hothead's fortress ago and loved it. I thought the pacing was pretty good. I also gave one room house a try and liked the little puzzle in it, I got stuck at the end of the level and tried every single ?-block thinking there would be a vine to the exit. Felt silly when I realized the actual answer.
[QUOTE=Chaos Creator;49651324]I don't want to be "that guy" and just criticize but theres some slight tweaks you could do to this level. Up to the first checkpoint seems fine. The first thwomp in the row of them doesn't need to be there and the player hasn't got enough speed to effectively get past it without doing an awkward hop off the pipe. The group of pipes (where you have the option of going above them with the switch) don't need piranha plants and reliably jumping from one to another is a nightmare. It's failing to get back past it with the switch that made me give up. Unfortunately I didn't get any further from frustration of failing those awkward jumps and having to redo the thwomps where the first usually ends up hitting you. Everything, I gave Hothead's fortress ago and loved it. I thought the pacing was pretty good. I also gave one room house a try and liked the little puzzle in it, I got stuck at the end of the level and tried every single ?-block thinking there would be a vine to the exit. Felt silly when I realized the actual answer.[/QUOTE] Thanks for the input, I'll make adjustments. I never knew how hard it was to properly gauge difficulty. :\
[IMG]https://41.media.tumblr.com/78797c14b18f09bf40d4a2b22194a7d8/tumblr_o1up01nCx41rkb2b4o1_540.png[/IMG] [URL="http://mariomaker-wp.nintendo.co.jp/"]Nintendo has a page where you can make your own Mario Maker wallpaper[/URL] It's in japanese only but it's not too hard to navigate
Wish there were more options tho. Can't even place ground.
Realized I had no underwater levels and decided to fix that. Swimming is boring though, so how about going on an underwater fireball rampage instead? [URL="https://supermariomakerbookmark.nintendo.net/courses/C1EA-0000-01B7-0712"][IMG]http://i.imgur.com/2GHpAIy.jpg[/IMG] Fish in a Barrel[/URL] [editline]t[/editline] Don't jump or you'll lose your ride. Controls are up, down, and shoot.
[media]http://www.youtube.com/watch?v=3_uh6u-J7f8[/media] E.Gadd on the 5th
[QUOTE=Sift;49661472][media]http://www.youtube.com/watch?v=3_uh6u-J7f8[/media] E.Gadd on the 5th[/QUOTE] Hapoo.
yama yama
[t]http://i.imgur.com/kO7GHiD.png[/t] First course with 100 players. I had no idea it would do this well.
Two new courses by me: [url=https://supermariomakerbookmark.nintendo.net/courses/546B-0000-01BE-786F]Hot Hot Volcano[/url] [T]https://dypqnhofrd2x2.cloudfront.net/546B-0000-01BE-786F.jpg[/T] and [url=https://supermariomakerbookmark.nintendo.net/courses/7799-0000-01BC-EC92]Stomp-A-Boo Brothers' Mansion[/url] [T]https://dypqnhofrd2x2.cloudfront.net/7799-0000-01BC-EC92.jpg[/T]
You know, they missed an opportunity to use this music for the SMB boss battle track [video=youtube;LQ9xHM5yv6M]http://www.youtube.com/watch?v=LQ9xHM5yv6M[/video] Instead they used the field encounter theme from SMB3 for... some reason.
Funny enough, I actually brought up that exact same song when discussing about that with friends. Alternatively, they could have "demaked" this song: [video=youtube;EAG6RUYJT3c]https://www.youtube.com/watch?v=EAG6RUYJT3c[/video] This guy did a good job on what it could have been like: [video=youtube;qEQyb4CTVB8]https://www.youtube.com/watch?v=qEQyb4CTVB8[/video] Similarly, although not quite NES accurate: [video=youtube;1HxTaQh_3JU]https://www.youtube.com/watch?v=1HxTaQh_3JU[/video] [video=youtube;7gp-yn2YOdU]https://www.youtube.com/watch?v=7gp-yn2YOdU[/video] Although the bonus theme we received was fine.
I kinda want to make a level where you're racing something to the end (an enemy moving along a straight track probably), but I dunno how to go about making it work. Objects too far offscreen to the left or right deactivate and no longer interact with anything, right?
[QUOTE=Everything;49692036]I kinda want to make a level where you're racing something to the end (an enemy moving along a straight track probably), but I dunno how to go about making it work. Objects too far offscreen to the left or right deactivate and no longer interact with anything, right?[/QUOTE] Yeah, you have to find some way of getting the players to keep it on screen. [url=https://supermariomakerbookmark.nintendo.net/courses/F757-0000-018C-9514]Give this a shot[/url]. Just a example of what I did making a chase/watch over a prop level.
[QUOTE=Everything;49633096]On that note, I made another new course during the server downtime. Yoshi's been kidnapped! And judging from the trail of craters and scorchmarks, it could only be the work of one notorious member of the Koopa army. Can you rescue your cheerful green pal from... [URL="https://supermariomakerbookmark.nintendo.net/courses/307F-0000-01AE-2A3A"][IMG]http://i.imgur.com/jtitubj.jpg[/IMG] [IMG]http://i.imgur.com/jCongVd.jpg[/IMG] Hothead Fred's Fragile Fortress[/URL]? [editline]t[/editline] Features proper introduction and progression of level mechanics, several secrets, and even a bonus room! Tell me what you think I guess, if there are any parts that get your attention or fall flat. Tried to structure it like an actual NSMB level.[/QUOTE] i think this is a good level. good job!
Glad you like it, there's more where that came from. Finished a Yoshi level a few hours ago. [URL="https://supermariomakerbookmark.nintendo.net/courses/521C-0000-01C1-A9DB"][IMG]http://i.imgur.com/tJ2EyBi.jpg[/IMG] [IMG]http://i.imgur.com/UQusRIr.jpg[/IMG] [B]Precarious Para-Platforms[/B][/URL] Not particularly hard, but I wanted to make a well-designed "standard" level to experiment with some new things I learned. Give it a try!
I made a new level [url]https://supermariomakerbookmark.nintendo.net/courses/DDDB-0000-01C5-5101[/url] [img]https://dypqnhofrd2x2.cloudfront.net/DDDB-0000-01C5-5101_full.jpg[/img] There's a fair bit of variation in there, hopefully the difficulty balance is right.
[T]https://dypqnhofrd2x2.cloudfront.net/D88A-0000-01C5-6064.jpg[/T] Made my first uploaded game-based remake: [url=https://supermariomakerbookmark.nintendo.net/courses/880B-0000-01CF-B6C2]Bob-Omb Battlefield Recreation[/url]. Can you find all of the secrets and nods, including a custom-made SM64 secret chime?
Boo is sick and tired of losing to you! He's blocked off the level exit with bricks and stolen the P-switch! Hurry, take it back and escape before he does! [URL="https://supermariomakerbookmark.nintendo.net/courses/54C1-0000-01C3-028C"][IMG]http://i.imgur.com/HXcTOCq.jpg[/IMG] [IMG]http://i.imgur.com/VvjNDpS.jpg[/IMG] [B]You Vs. Boo: The Revenge[/B][/URL] [editline]t[/editline] It is intentionally possible to get the switch back right away if you're quick, but I've provided plenty of points that make it easier throughout the course, particularly in the second half. And no, you do NOT need to keep him on screen. Objects on a track will continue on that track even if you can't see them, as long as you activate them first.
So someone made the most craziest level of all: [URL="http://www.ign.com/articles/2016/02/10/break-your-brain-deciphering-this-super-mario-maker-calculator"]a fucking calculator that works![/URL]
Charmander, Bulbasaur, and Squirtle are all now in the game. Have to play the even course 3 times to get them all, and they do all have sound effects surprisingly.
[QUOTE=Sift;49724015]Charmander, Bulbasaur, and Squirtle are all now in the game. Have to play the even course 3 times to get them all, and they do all have sound effects surprisingly.[/QUOTE] I managed to get lucky with being on when it was first uploaded [t]https://d3esbfg30x759i.cloudfront.net/ss/WVW69i4iT7kjX-c21g[/t] Also made a course for a challenge a few people on /v/ are doing. You only use a limited pallet So using the following and any theme. [quote] (These are standard uses in all challenges) block ground breakable brick question mark block coin mushroom (These are for this challenge) vine note block wriggler trampoline goomba pipe[/quote] And the result is [B]Big Red Menace[/B] [t]https://dypqnhofrd2x2.cloudfront.net/2215-0000-01C7-71AE.jpg[/t] [url]https://supermariomakerbookmark.nintendo.net/courses/2215-0000-01C7-71AE[/url]
Hey so before release there was a Mario 3 level based on Metroid, well after trying to make a Kirby level I figured I'd try to make my own as well and spent a couple days on/off working on this thing. Can some folks give me feedback on it? [img]https://dypqnhofrd2x2.cloudfront.net/685B-0000-01C8-9562.jpg[/img] [img]https://dypqnhofrd2x2.cloudfront.net/685B-0000-01C8-9562_full.jpg[/img] [b][url=https://supermariomakerbookmark.nintendo.net/courses/685B-0000-01C8-9562]Super Mariotroid 3[/url][/b] (685B-0000-01C8-9562) Lemme know how it goes, really hoping to leave a impression :v: [editline]12th February 2016[/editline] I'm doing my part, went through the stages on this page and did a doodle on each- here's my thoughts [b]Precarious Para-Platforms - Everything[/b] This level was nice and simple, I actually don't have much to say outside of that because it's a standard course. Actually, there are two things. 1: It was nice to play a yoshi level that doesn't force you to kill the guy 2: There was a few pipes in midair with coins under them. I assume I was meant to find a P-switch and go in the pipes but I never did, instead I just used yoshi's flutterjump and bounced off a bill- only to not enter the pipes anyway. Was I just looking into that too much or what? [b]Bob-Omb Battlefield Recreation - The Duke[/b] I didn't like it, sorry. I saw what you were going for at the start of the level but I kept entering the pipes (which thinking on now are probably the canon sights which were clever in retrospect) till I got dumped at the end and kinda just beat it. Felt like I was missing a lot doing it that way so actually played through it a few times to try and see everything and it just kinda wound up feeling kinda sloppy overall. I can tell effort very clearly went into it though so I still gave it a star but I think GameXplain's recreation is still on top. I'm also slightly salty that at one point the chomp rose itself over the star in the gate and I jumped for it- only for the chomp to hit me like a second before I touched the star and I wound up trapped and had to restart :v: [b]You vs Boo - Everything[/b] This one was also super good but I feel like there should be more time on the clock or the stage should be a little shorter. I ended up following the boo for awhile unsure of how to get the switch but once I got it I kinda just blazed through the level. It's probably not the point of this stage but the level itself is insanely easy to just skip over all the hazards once you got it. Stuff in pipes and the bill blasters never really went off because I was just running through it all or you placed it so platforms were over the hazards. Reason though I say the timer should probably have more is due to the fact that when I did finally grab the switch and start running I had 0 trouble getting to the end but still finished with only 4-5 seconds on the clock. If anyone had taken any longer they would of timed out what felt like only haflway into the stage so you'd never actually see Boo escape with the switch if you messed up. [b]Big Red Menace - Chaos Creator[/b] This is a pretty dang inventive level. I rarely see enemy stacks used in fun ways so it was a nice surprise. The wigglers interaction with the noteblocks were also really clever and not something I would of expected. The only issue I could really think of with the level is there's a pretty nasty blind jump near the start (if I recall) into a pit of 3 angry wigglers. I landed on one of them so hey can't complain personally but may wanna raise the floor up slightly in the future.
Para-Platforms: 1. Thanks! I actually quite like Yoshi, so I wouldn't make a dinocide level unless I found a really creative way to use it. 2. The coins were a hint that you could enter the first overhead pipe with a flutter jump or dismount jump, if you have Yoshi. Inside there's a bonus area I had a lot of fun making, so I'd personally recommend a second look. Second pipe is the exit, so don't bother with that one. Overall I tried to design the level like a Yoshi's Island stage, complete with the goomba generator mimicking the shyguy pipes of that game, and the more frequent use of koopa troopas as the standard enemy. You vs Boo: Actually I made the level to encourage blaze-through speedruns. Designed a path that would ensure you'd never have to lose much speed if you could react quickly, the things you mentioned are only there to further slow you down if you get careless. Like I said, it is intentionally possible to do a running jump off of a set of blocks at the start and grab the switch in less than two seconds, but I gave several opportunities to snatch it more easily in exchange for having to tail him for a while (and lose some time). All in all, it's a speedrunner's level; intimidating at first, incredibly easy once you understand it.
[QUOTE=Sift;49727757]Hey so before release there was a Mario 3 level based on Metroid, well after trying to make a Kirby level I figured I'd try to make my own as well and spent a couple days on/off working on this thing. Can some folks give me feedback on it? [img]https://dypqnhofrd2x2.cloudfront.net/685B-0000-01C8-9562.jpg[/img] [img]https://dypqnhofrd2x2.cloudfront.net/685B-0000-01C8-9562_full.jpg[/img] [b][url=https://supermariomakerbookmark.nintendo.net/courses/685B-0000-01C8-9562]Super Mariotroid 3[/url][/b] (685B-0000-01C8-9562) Lemme know how it goes, really hoping to leave a impression :v: .... [b]Big Red Menace - Chaos Creator[/b] This is a pretty dang inventive level. I rarely see enemy stacks used in fun ways so it was a nice surprise. The wigglers interaction with the noteblocks were also really clever and not something I would of expected. The only issue I could really think of with the level is there's a pretty nasty blind jump near the start (if I recall) into a pit of 3 angry wigglers. I landed on one of them so hey can't complain personally but may wanna raise the floor up slightly in the future.[/QUOTE] Thanks. I find that scrolling levels allow you to set enemies up so that doing blind actions can be (usually) predicted and with safety. I really enjoyed going through your level, only really got stuck when collecting the boot and thought I had to use it to enter the pipe above. After not going through the pipe about 5 times did I realize I had to return to the start. Appropriate difficulty curve and a really nice overall structure. [editline]more praise[/editline] [B]You vs boo [/B] That was a really nice level for dashing through. I admittedly messed up and threw the switch down a pit first time. Still a nice level to dash through with a nice twist, I cant get enough of these. [editline]you guys are good[/editline] [B]bob-omb battlefield[/B] I was surprised at how faithful a remake you could do of this level. Enjoyed this little things in it.
[QUOTE=Everything;49728669]Para-Platforms: 2. The coins were a hint that you could enter the first overhead pipe with a flutter jump or dismount jump, if you have Yoshi. Inside there's a bonus area I had a lot of fun making, so I'd personally recommend a second look. Second pipe is the exit, so don't bother with that one. [/QUOTE] I just went back and did this and if I had to give it a fault it's the fact that the bonus room felt so authentic that I almost let myself fall in the pit expecting a screen transition :v:
I honestly wish you could do that. Set a flag to send the player back to sublevel 1 if they fall down a pit in sublevel 2, at a designated location. Could use that to create the illusion of a super-tall level too. For example, sublevel 1 is street level and sublevel 2 is rooftops, and if you fall in 2, you drop back to 1.
[QUOTE=Sift;49727757] [b]Bob-Omb Battlefield Recreation - The Duke[/b] I didn't like it, sorry. I saw what you were going for at the start of the level but I kept entering the pipes (which thinking on now are probably the canon sights which were clever in retrospect) till I got dumped at the end and kinda just beat it. Felt like I was missing a lot doing it that way so actually played through it a few times to try and see everything and it just kinda wound up feeling kinda sloppy overall. I can tell effort very clearly went into it though so I still gave it a star but I think GameXplain's recreation is still on top. [/QUOTE] That's fair. Unlike most of my levels, I wanted to make it easy on purpose to allow people to comfortably explore. There are at least four different routes to the end, plus a SM64 chime made of stars [sp]and Luigi[/sp] and a music room since I know not everyone realizes that the star theme becomes the Powerful Mario theme from SM64 so I thought some younger players would enjoy that. I usually don't make levels with this type of design mindset, so I could see how the level itself would be disinteresting if you went specifically for speed or disregarded the remake aspects. You are correct in that the pipes were cannonsights. (you can see this in the thumbnail, as well, I even modelled what location you'd end up in between the two cannons) If you could look at some of my other levels though, that'd be pretty appreciated. In particular, I haven't gotten much in the way of critique by anyone for Castle of Kingfin or Hot Hot Volcano, although the latter seems rather popular of my levels.
[QUOTE=The Duke;49730435]That's fair. Unlike most of my levels, I wanted to make it easy on purpose to allow people to comfortably explore. There are at least four different routes to the end, plus a SM64 chime made of stars [sp]and Luigi[/sp] and a music room since I know not everyone realizes that the star theme becomes the Powerful Mario theme from SM64 so I thought some younger players would enjoy that. I usually don't make levels with this type of design mindset, so I could see how the level itself would be disinteresting if you went specifically for speed or disregarded the remake aspects. You are correct in that the pipes were cannonsights. (you can see this in the thumbnail, as well, I even modelled what location you'd end up in between the two cannons) If you could look at some of my other levels though, that'd be pretty appreciated. In particular, I haven't gotten much in the way of critique by anyone for Castle of Kingfin or Hot Hot Volcano, although the latter seems rather popular of my levels.[/QUOTE] Sure, I'll give em a look later on and make a effort post.
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