I should get around to making more castle/airship levels. Not only do they seem to get more plays than my other courses, but when I have enough custom bosses I can make a boss rush level later (with difficulty tweaks and maybe new twists).
Making unique bosses is crazy hard though. So far I have Hothead Fred and Super Sentry, and they both revolve around breaking blocks. What else could I try?
Got yet another new course that tries to have a unique theme using the assets available:
[T]https://dypqnhofrd2x2.cloudfront.net/7F12-0000-01C9-A4BC.jpg[/T]
[url=https://supermariomakerbookmark.nintendo.net/courses/F978-0000-01CF-B865]Frosty Fields[/url]
Can you survive the sheer cold, slipperiness and Ptooies to make it to the end?
Played through Duke's levels, here's general thoughts.
[b]Castle of Kingfin[/b]
Kind of lukewarm on it. I didn't hate it but a lot of it felt kind of disjointed. I wasn't sure what the difference in the two pipes were at the start either, ended up trying both and they just kinda spat me out at the same area so shrug. The three cannons at the end of the first swimming sections also felt kinda cheap and killed me the first time through because they fired the second they came on screen. This stage was alright. Will put it at that.
-The music in the first swimming room kept stopping and restarting when a bonefish popped out of the pipe, was kinda weird.
-I did find the bonus room right away, was kinda annoying to lure the bloopers into the right spot but the cape made it easier.
-The first "chase" corridor I just caped the bonefin right away so that was kind of funny.
-The rest of the chase stuff I played it straight and thought it was actually really clever. I liked it.
[b]Hot Hot Volcano[/b]
This levels aesthetic is super on point. Also in my doodle I totally misspelled aesthetic so fuckin WHOOPS. That being said I do want to mention that the level itself felt really barren. On a first time run through I can't really think of anything that slowed me down or even really put me in any kind of danger and the only time I took a hit was on the skull raft inside the volcano by a podobo that I misjudged. It's not bad though!
-Try placing invisible blocks at the top of the volcano on the outside, if players jump onto the walk through platforms at the top of the stage they can get stuck and can't escape till the time runs out as I found out via my first Kirby level.
-I saw a pipe floating in the void on the level preview, did I miss it or just something that didn't get deleted? Looks like it would just kill you if you came out of it.
[b]Frosty Fields[/b]
I feel like this level had a theme and just kinda dropped it at the flag. That being said it was a pretty fun level and one of the better looking courses I've seen so I will give it that. Big stand out point was the room with the block platforms you had to go down. That room was really cool. You also used the ice blocks in a fun and effective way.
The auto scrolling part felt like a entirely different level though, and while it was interesting to go through it didn't give me the snow level feel the rest of the stage did.
-The first half of the stage before the flag is loaded with fire flowers. I feel like I found like 4 of them or something so that was a little strange.
-The backtracking at the start also felt a little random but that's just me really.
-When you go underground and fall along with the enemies that felt like a genuine thing but I can't say I agree with the flag placement. I died once and when I respawned all the enemies just kinda fell on me. If I had a suggestion I'd say make a little platform to put the flag on that way respawning players can be safe.
-The autoscrolling can really catch a person off guard and I felt that the introduction to that was a bit sudden, if a player doesn't move right away I could easily see it resulting in a somewhat cheap death.
-Oddly enough, the front half of the level is loaded with fire flowers but the second half is empty minus a easily missed out of place mushroom. Maybe in future courses spread it out a little bit more?
[QUOTE=Sift;49731421]
-Try placing invisible blocks at the top of the volcano on the outside, if players jump onto the walk through platforms at the top of the stage they can get stuck and can't escape till the time runs out as I found out via my first Kirby level.[/Quote]
This is intentional. If you walked to the right when above the screen, you'd notice a space that lets you drop down and go to the seemingly inaccessible ? Block, which contains a 1-up Mushroom. Rocket Thrusters aren't blocks, therefore you can walk over them even at the top of the screen, but they also behave like blocks in the sense that you can't just walk right over the blocks underneath them to get past. Another 1-up is present at the beginning that uses a loosely similar trick involving a vine.
[QUOTE=Sift;49731421]
-I saw a pipe floating in the void on the level preview, did I miss it or just something that didn't get deleted? Looks like it would just kill you if you came out of it.[/Quote]
It's non-functional and is a remnant of older level design. I originally had a bonus room there but felt that it was a bit out of place (also ran out of blocks while making the ending) in the SMB1 style and the level was already a good length.
[QUOTE=Sift;49731421]
[b]Frosty Fields[/b]
I feel like this level had a theme and just kinda dropped it at the flag. That being said it was a pretty fun level and one of the better looking courses I've seen so I will give it that. Big stand out point was the room with the block platforms you had to go down. That room was really cool. You also used the ice blocks in a fun and effective way.
The auto scrolling part felt like a entirely different level though, and while it was interesting to go through it didn't give me the snow level feel the rest of the stage did.[/Quote]
Yeah, I could understand that. However, I was already running out of room because that's how long the level was and was also running out of available blocks (since it's actually capped off due to the bonus room and the block building). Even without the bonus room, I'd only have been able to add another room to the overworld. In regards to why I chose to make an underground autoscroller tied to it, I wanted to make the outside part of the level have it's slipperiness build up for what you should expect underground while also making a "slow-speed" autoscroller that doesn't just make people switch away immediately based on pacing. Plus I wanted to take advantage of the illusion of depth of the block building and the fact that spawning a pipe on the last screen of an autoscrolling sublevel makes it not attempt to autoscroll if done properly to make it seem like I could pull off more rooms than SMM actually allows. However, I probably will make another snow-themed SMB3 level in the future that maintains two overworld sections, since only the overworld has white platforms that can be used to pull this kind of visual off.
[QUOTE=Sift;49731421]The first half of the stage before the flag is loaded with fire flowers. I feel like I found like 4 of them or something so that was a little strange.[/Quote]
I included three item blocks in the snowy outside so that people could get used to the Ptooie and Muncher "mechanics" without dying, with one of the blocks being where you'd turn around at. In regards to why the block building has one and another that is invisible, I suspected that someone would end up getting hit by a recoiling shell while removing the blocks leading to the second half of the stage, so I wanted to give them a chance to get back up to power. At the same time though, I also felt that the autoscroller was more of what people "expect" from a level and thus would have less issues if they found the ? Block.
[QUOTE=Sift;49731421]
-The autoscrolling can really catch a person off guard and I felt that the introduction to that was a bit sudden, if a player doesn't move right away I could easily see it resulting in a somewhat cheap death.[/QUOTE]
Considered that, although there is actually about 2.5 seconds of leeway despite what it seems once you realize the only way to go is down.
[QUOTE=Sift;49731421]Oddly enough, the front half of the level is loaded with fire flowers but the second half is empty minus a easily missed out of place mushroom. Maybe in future courses spread it out a little bit more?[/QUOTE]
Yeah, I think I might go back and add a ? Block in the room with the midway flag or adjust the position of the one in the autoscroller tomorrow if I see the completion rate be too low.
Oh man I missed a level on this page, went and fixed that.
[b]Tricky Tunnels - Chaos Creator[/b]
This level is all over the place which if I'm being fair you did say so won't really count it against the level. That being said it did feel kind of disjointed regardless having a random castle section in it. Overall it felt like a Mario Maker level. A good one, but kind of too random for my personal tastes.
-The koopas that are near the start bouncing on the green mushrooms are okay in concept but by the time I got to the p switch via all the brick breaking it was so swarmed I HAD to take a hit. That felt kinda trashy as I'm never fond of forced hits.
-The green fish are annoying as all hell. That's probably the point but it felt less like a challenge dealing with them and more just dull due to the slow scrolling and them being the only danger.
-The Kameks were no real threat because yoshi eating the fish shotguns fire out so they died the second I saw them.
-I kinda liked the bob-omb bridge thing. I've seen it before but it's still a fun way to keep players moving fast.. I have a feeling I wasn't supposed to have Yoshi for it but managed to keep him so eh :v:
[QUOTE=Sift;49735088]Oh man I missed a level on this page, went and fixed that.
[b]Tricky Tunnels - Chaos Creator[/b]
This level is all over the place which if I'm being fair you did say so won't really count it against the level. That being said it did feel kind of disjointed regardless having a random castle section in it. Overall it felt like a Mario Maker level. A good one, but kind of too random for my personal tastes.
-The koopas that are near the start bouncing on the green mushrooms are okay in concept but by the time I got to the p switch via all the brick breaking it was so swarmed I HAD to take a hit. That felt kinda trashy as I'm never fond of forced hits.
-The green fish are annoying as all hell. That's probably the point but it felt less like a challenge dealing with them and more just dull due to the slow scrolling and them being the only danger.
-The Kameks were no real threat because yoshi eating the fish shotguns fire out so they died the second I saw them.
-I kinda liked the bob-omb bridge thing. I've seen it before but it's still a fun way to keep players moving fast.. I have a feeling I wasn't supposed to have Yoshi for it but managed to keep him so eh :v:[/QUOTE]
Yeah It was level I kept returning too whenever I'd finished another. It ended up becoming more of a test to see how different things would work and by the end It had filled up so I thought to just push it out there.
Oh and the trick with the koopas was to wait for the first load to fall off and hit the switch again. Kinda lame but I was testing how well traps like that could work, turns out pipes are terrible at spawning things off screen or even anywhere near the edge.
I used that [url=http://pokyfriends.com/bkmario/]Blitzkrieg Mario Maker[/url] site and got told to make a ghost house that featured boo's and cheep cheeps. As a result I have created the stupidest level I could. It's also fairly hard.
[b][url=https://supermariomakerbookmark.nintendo.net/courses/6977-0000-01CE-0CE6]You cannot handle the Boo-Bass[/b][/url]
[img]https://dypqnhofrd2x2.cloudfront.net/6977-0000-01CE-0CE6.jpg[/img]
[img]https://dypqnhofrd2x2.cloudfront.net/6977-0000-01CE-0CE6_full.jpg[/img]
I am prepared for this to have the lowest completion rate of my stages
It's been a while since I really put some imagination to one of my courses, so I decided to fix that and create something massive and elaborate.
[I]Bowser is invading the skies above the Mushroom Kingdom, in a monstrous flying machine that dwarfs even Toadstool Castle! It won't be long before it reaches its target, and it's up to Mario to infiltrate...[/I]
[URL="https://supermariomakerbookmark.nintendo.net/courses/441A-0000-01D0-F27D"][IMG]http://i.imgur.com/k9ziuzN.jpg[/IMG]
[B]Bowser's Sky Stronghold[/B][/URL]
The first half of the level was intended to feel like a stealth sequence, sneaking around until you can get into the main rooms. Features drama, suspense, vent crawling, stiletto heels and... Elevator music? I don't wanna spoil too much of it, but there were some parts I had quite a lot of fun making. You'll know them when you see them, probably.
[editline]t[/editline]
Made some slight changes and added a few things a day after initially posting this. Updated the image and link with the new version.
Learned the 2 levels I put the most effort into got deleted from the server and the game isn't letting me reupload them even if I change it around a bunch.
Fuck this game, wasted my fucking 60$. Why the hell should I bother putting effort into levels if no one's going to fucking play them and then the game chooses to replace it with one of a billion "DON MOV HURR 28" levels. All the fucking hours I put into making sure each part of that stage was fair and fun wasted. One of them was one I put up only a few weeks ago and spent the greater part of a night working on developing fun 1 room platform puzzles that I'd think people would enjoy.
[editline]17th February 2016[/editline]
I'm not going to even bother making levels anymore since they'll all just be ignored and deleted. Fuck, 2/3 of the levels I put little to no effort into are my top played and probably will stay up there the longest.
[editline]17th February 2016[/editline]
Maybe I could ask people for improvements on how to make the level more fun OH WAIT A FUCKING SECOND I CANT FUCKING REUPLOAD THEM SO WHATS THE FUCKING POINT. GETTING A LEVEL TAKEN DOWN DOESNT HELP ME MAKE IT FUCKING BETTER. It just says to me "nope! Bad idea! Go try making a push right to win level if you want stars."
sixty fucking dollars for this shit man
[QUOTE=Fapplejack;49758177]Learned the 2 levels I put the most effort into got deleted from the server and the game isn't letting me reupload them even if I change it around a bunch.
Fuck this game, wasted my fucking 60$. Why the hell should I bother putting effort into levels if no one's going to fucking play them and then the game chooses to replace it with one of a billion "DON MOV HURR 28" levels. All the fucking hours I put into making sure each part of that stage was fair and fun wasted. One of them was one I put up only a few weeks ago and spent the greater part of a night working on developing fun 1 room platform puzzles that I'd think people would enjoy.
[editline]17th February 2016[/editline]
I'm not going to even bother making levels anymore since they'll all just be ignored and deleted. Fuck, 2/3 of the levels I put little to no effort into are my top played and probably will stay up there the longest.
[editline]17th February 2016[/editline]
Maybe I could ask people for improvements on how to make the level more fun OH WAIT A FUCKING SECOND I CANT FUCKING REUPLOAD THEM SO WHATS THE FUCKING POINT. GETTING A LEVEL TAKEN DOWN DOESNT HELP ME MAKE IT FUCKING BETTER. It just says to me "nope! Bad idea! Go try making a push right to win level if you want stars."
sixty fucking dollars for this shit man[/QUOTE]
I feel you man. The exact same thing happend to me.
I had two levels deleted a few months back. One of them was a wacky recreation of 1-1, which I spent quite some time on. I was quite shocked that it got deleted, but it didn't hit me that hard, seeing as I still had 2 more levels uploaded which I immediately posted on FP after that.
A few minutes after I posted my other two levels here, another got deleted. And not just a little level I made in an hour or so, they literally deleted my personal Magnum Opus. It was a level I must have spent, like, 20 hours on because I wanted to make a challenging, yet fair level that was so huge it hit the item cap on both areas. It didn't get a lot of plays and stars though. At the time it got deleted Nintendo just updated the game to make it impossible to re-upload deleted levels, so my level was one of the first to permanently get removed from the server. It just hurt my soul man. I couldn't look at the game for months after that. I couldn't even play the game without getting pissed at seeing all the ridiculously easy, unoriginal or plain bad levels that somehow didn't get the boot.
The truth is that Mario Maker is pretty f:dog:cking harsh, and we just learned that truth the hard way. The only way to prevent your levels from getting deleted if you're not a popular creator is to show them to a community, like this forum. I suppose quite some people here will be nice enough to give stars to other poster's (good) levels, and I think even a few stars will save a level from getting deleted.
I kinda got over my anger tho and started creating some levels again. I suppose I just learned to immediately post my levels here once I upload them and hope some guys will play and star it :smile:
The best thing you can do is to just play some other games untill you feel some creativity boiling up again. I'm sure that if you ever post another level you have put a lot of time in, people here will play it and prevent it from getting deleted (seeing as most levels get more popular once they've gotten a few stars).
Question for the thread, how often do you play other folks levels? From my own messing around I've found playing levels is the easiest way to get your levels in circulation.
This may just be confirmation bias but when I finish 100 Man Mario I always get a stream of [your level has been played!] and in a lot of cases the people who's levels I star or leave comments on tend to show up and play mine in return without having to be begged to do so wheras days where I don't play any stages or anything I don't really get that many "hits"
Idk, I play a lot of Mario Maker yet the only level I've made that gets noticed daily is the first one.
I've never had a level deleted. Does it really not let you reupload it? What usually causes it to happen?
[QUOTE=Everything;49760477]I've never had a level deleted. Does it really not let you reupload it? What usually causes it to happen?[/QUOTE]
I think unstarred levels are eventually just thrown out.
Decided to make a gimmick level based on a rarely-used mechanic: making blocks fall as sprites:
[T]https://dypqnhofrd2x2.cloudfront.net/C735-0000-01CF-E119.jpg[/T]
[url=https://supermariomakerbookmark.nintendo.net/courses/C735-0000-01CF-E119]Run, Mario! Cave Collapse![/url]
Not the prettiest level, but hey, was just trying to see what could be done with it.
[QUOTE=Rufia;49760550]I think unstarred levels are eventually just thrown out.[/QUOTE]
Yep, the stars are a ranking but they're also there to make you level invincible :v:
[QUOTE=Everything;49760477]I've never had a level deleted. Does it really not let you reupload it? What usually causes it to happen?[/QUOTE]
If it had zero stars it removes the level from their servers. It also doesn't allow you to reupload that level, even if you change it around a bunch or save it to a new file. Want to make it better? Too fucking bad, make it from scratch faggot.
The real kick in the teeth too was that that level had a number of stars, but I deleted and reuploaded it TO MAKE IT BETTER. I removed some slow parts and redid the final section to make it more fun.
Remind me again why the fire bars aren't the good old nuclear disco waffles when placed in the SMB3 pallete?
That's something that irks me a lot about the pallete shifts. The only things that actually change are Yoshi/shoe, and what the special powerup is. Aside from that it's just some enemy behaviors.
[QUOTE=Everything;49768199]Remind me again why the fire bars aren't the good old nuclear disco waffles when placed in the SMB3 pallete?
That's something that irks me a lot about the pallete shifts. The only things that actually change are Yoshi/shoe, and what the special powerup is. Aside from that it's just some enemy behaviors.[/QUOTE]
To be honest, I'd rather not have any more palette exclusive stuff. It's a largely arbitrary restriction on what you can do in each setting.
I'd much rather they made it so you could shake fire bars to turn them into roto-disks.
[media]http://www.youtube.com/watch?v=0AutSKB6LOA[/media]
who the fuck
[editline]19th February 2016[/editline]
(It's Chitoge from a anime I don't care about, but seriously)
So... Here's something I don't normally think to do. I tried my hardest to create a level that would be very uncomfortable for a specific person to play, based on their quirks or phobias.
My latest course, [B][URL="https://supermariomakerbookmark.nintendo.net/courses/EE29-0000-01D3-6F9D"]Scatter-Matter Chasm[/URL][/B], was the result of specifically targeting (on request, of course) a friend's fear of falling from great heights, fear of big dark places, and their tendency to panic under pressure. They're also the neat and orderly type, so I randomized the makeup of the platforms and arranged them so it all feels a little... off.
I'm aware the difficulty is quite high, with single-block platforming and the second half being comprised of damage-boost jumps, but as I said, it's all that way for a reason. You can still try it out if you want, just know it's not how I usually make levels.
Of all the anime to make a costume for. They choose Nisekoi?
What. I don't understand why even
At least Shinryaku Ika Musume would have made sense due to their nods to Nintendo.
I had some limited time this morning so played through the most recent courses here.
[b]Run, Mario! Cave Collapse - Duke[/b]
The first half of it killed me enough times to make me want to skip it, the blocks falling continued to get in my way and completely kill momentum so that first jump to the door would usually end with me getting hammered by junk falling from the sky and not giving me enough time to build up a small run jump. If that didn't do me in it would be the next part where the blasters fired and I'd either accidentally jump over the wall of cannonballs or I'd nick the top one and not go high enough and get squished.
I didn't really like it and it just left me feeling frustrated overall, the second part of the stage after the flag also felt way, waaay easier then the first half and was able to just kind of walk to the ending. It feels like a test level which hey you kinda said it was but I just kinda wanted it to be over with.
[b]Scatter-Matter Chasm - Everything[/b]
I didn't have much time like I said before so I gave this a few tries before giving up, I'm really not sure if you're looking for opinions on this but it beat me so will leave it at that. Maybe when I get some free time I'll come back to it.
[b]Bowser's Sky Stronghold - Everything[/b]
This level was absurdly easy though it felt more like a story then something meant to be difficult so that's cool. A lot of the little touches got a smirk out of me like the aforementioned elevator music (to be honest I didn't read anything on the level before going into it so I had to stop and think about that for a second).
Really fun level to just kinda go through even if it's not too threatening. I'm glad my run ended with Bowser diving off the side of the airship and killing himself in front of his son.
Also curious, who here actually plays the levels posted? I know Chaos Creator does but that's about it I think?
Meh, alright. You don't even need a full running jump to make it to that particular door as long as you hold the dash button while pressing toward it, though. I had given about 2 full seconds of leeway after the last object falls and the last moment you can open the door before it kills you since you can actually be offscreen on an autoscroller and not die, immediately. I guess I'll take it down and look into making it easier and giving an alternative route in the cannonball section using an invisible block.
Wasn't a level I particularly put a lot of time or effort into, anyway, just wanted to see how to utilize the gimmick considering it eats away very quickly at your maximum sprite count.
What would happen is I'd get to the junk falling and it would constantly land on me pushing me back somewhat. As for still making it to the door not sure what I was doing wrong then as I was constantly holding towards it and jumping and Mario would always fall like a "block" short
[QUOTE=Sift;49772651]What would happen is I'd get to the junk falling and it would constantly land on me pushing me back somewhat.[/Quote]
Ah, that's why. You just wait for everything to fall before jumping/going past it. The hazard noises are there to make you want to check to see what's falling next.
[QUOTE=Sift;49772651] not sure what I was doing wrong then as I was constantly holding towards it and jumping and Mario would always fall like a "block" short[/QUOTE]
Huh, that's weird. The one time I didn't make it on my first jump during testing, I still had enough time to make a second and get to the door before being pushed offscreen.
I'll probably make it an actual dash level when I go to remake it, so that the stuff falls while you are running forward without stopping, even though the intent was to make it stop-and-go in the first place. I'm apparently more unintentionally seasoned to Kaizo levels than I thought.
[QUOTE=Sift;49772314][B]Scatter-Matter Chasm - Everything[/B]
I didn't have much time like I said before so I gave this a few tries before giving up, I'm really not sure if you're looking for opinions on this but it beat me so will leave it at that. Maybe when I get some free time I'll come back to it.[/QUOTE]
This level was more an experiment than anything. Decided to share it because the concept of why I made it might be thought provoking to some people. If it's not well-received I might just delete it.
[QUOTE=Sift;49772314][B]Bowser's Sky Stronghold - Everything[/B]
This level was absurdly easy though it felt more like a story then something meant to be difficult so that's cool. A lot of the little touches got a smirk out of me like the aforementioned elevator music (to be honest I didn't read anything on the level before going into it so I had to stop and think about that for a second).
Really fun level to just kinda go through even if it's not too threatening. I'm glad my run ended with Bowser diving off the side of the airship and killing himself in front of his son. [/QUOTE]
Yep, made to be more of an exercise in creativity than a big challenge. Trying to flex the engine's muscle a little to create a bunch of pseudo scripted sequences, set pieces, or just silly moments. Had a lot of fun building it too, and coming up with all the little details you're referring to.
I'll be using virtually every lesson I learned there in future stages. Hopefully my first take on a story level was memorable!
[media]https://www.youtube.com/watch?v=SO_EDWIGGOk[/media]
Barbara is coming to Mario Maker.
Is her series still alive in Japan? I have no idea how she keeps getting into games.
[QUOTE=Sift;49801758][media]Is her series still alive in Japan? I have no idea how she keeps getting into games.[/QUOTE]
Yes, [I]Daigasso! Band Brothers P[/I] came out on 3DS back in late 2013. It was based heavily on user-generated DLC, so there's still a decent-sized community for it.
It's a first-party series that now spans three top-selling games (in Japan), so I don't get why people are surprised every time Barbara turns up in a new game.
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