• Super Mario Maker V1
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35D3-0000-0027-2C7D Was going to make a Mario 3 World 5 tower inspired stage, but I decided to just make it very similar with a few changes. :v:
I'm spending hours on just this one level, hopefully that means it'll be good. I'm trying to do a 1-1 "teaches you how to play Mario" kind of thing. There's so many things you have to consider when making these.
Welcome to the [b]Panic Palace[/b], can you see through my tricks of Switches and Springs???? (Probably because of the map viewer oh wellll) 882E-0000-0027-4E76
[QUOTE=Katska;48670190]I'm spending hours on just this one level, hopefully that means it'll be good. I'm trying to do a 1-1 "teaches you how to play Mario" kind of thing. There's so many things you have to consider when making these.[/QUOTE] Yeah that's what I was having a problem with. I felt like my first level should be teaching the player something about Mario, but they should already know Mario if they're playing it. Instead I try to teach them about the concept of the level in a safe environment before gradually pushing them into harder and harder scenarios based around that concept.
yeeee, I just got Ashley, the one custom skin I wanted. And It only took me about seven grindthroughs of the easy courses. I'm going to make a ghost house level for this. Or well, I would, I don't have the stuff unlocked yet. Edit: Disregard. Decided to cheese my way through to the ghost house update.
[QUOTE=Bathacker;48670273]Yeah that's what I was having a problem with. I felt like my first level should be teaching the player something about Mario, but they should already know Mario if they're playing it. Instead I try to teach them about the concept of the level in a safe environment before gradually pushing them into harder and harder scenarios based around that concept.[/QUOTE] Yeah, I was debating for a while whether or not a course like that would even have a place in Mario Maker since almost nobody's going to buy this if they haven't played 2D Mario before (although my first WarioWare game was D.I.Y.) I'm half doing it as an exercise and half doing it because I like how Coursebot is organized by "Worlds" so I became interested in the idea of making my levels playable sequentially to form sort of a game.
Honestly you have to go in with a different mindset. You're making a single level- just one, and one people can skip if they're really not willing to put up with it. If you spend the entire course trying to teach a idea in your head you're not going to really have that much of a chance to put it into action. Just do what I do, think of a course you'd like to play- like what you're genuinely interested in, and attempt to make something based off it. When I started Panic Palace for example I thought "I want to make a level based around springs and p-switches and include a few deadly tricks." (Solution for the level follows) [sp]The level starts with a p-switch and a staircase of coins. This is just in case players don't know that coins will turn to blocks so it's a display right out the gate. I then set up a few a constantly respawning pipes of p-switches and springs in different areas. I wanted to condition the player into grabbing the spring and hitting the switch and taking the spring somewhere else. For the rest of the level this never stops being the solution. Each time gets a tiny bit trickier until I subtly switch the paths. The player still grabs the spring and hits the switch but if you don't notice the pipes are now sticking out of the ground where you have to jump on them you're likely to run into the RIP sign. Intention for the level is for the player to at least try to interact with the pipes while doing the usual to discover the real solution of where to go. Next area discounting the little bonus side, I added a sound effect to a pipe as kind of a warning don't go down it- if you do you're punished. I moved the p-switch further away to discourage even trying it again that way a conditioned player would have to A) Ignore the ominous sound effect and B) Backtrack over a pit to try it again. It's a little joke but I tried to use the level to give a fair warning that it would happen if you tried it. The rest of the level is pretty straight forward. I have a little joke at expectations and I continue to reward players who keep hanging onto springs with the exit.[/sp] Just my view on one level type :v [editline]12th September 2015[/editline] Just broke past 90 stars. Puttin on my party hat.
[QUOTE=Sift;48670390]Honestly you have to go in with a different mindset. You're making a single level- just one, and one people can skip if they're really not willing to put up with it. If you spend the entire course trying to teach a idea in your head you're not going to really have that much of a chance to put it into action.[/QUOTE] This is very true, and I definitely do consider that the vast, vast majority of people who actually would play my levels are going to be playing them individually and not as part of a set. Part of the struggle with creating what I'm creating is trying to find this balance where the level will subtly teach you how to play the game if you don't already know how to, while also focusing on a central gameplay element that's interesting and fun and will keep veterans interested in the level - even if it is easy - without overwhelming a new player. I'll post the code here if and when I figure out how to do that.
I made a set of levels I thought turned out really nicely. They are all in the Super Mario World style because it is my favorite Mario game. I have it set up in a nice little world. 1-1: ABF0-0000-0025-4948 (Land) 1-2: 0676-0000-0025-4A49 (Water) 1-3: B12D-0000-0025-4890 (Land) 1-4: A2ED-0000-0025-4C92 (Castle)
I have to say whilst I love this game, it leaves me with an overwhelming sense of want. There's so much more content I would love to see. New enemies such as those from Mario 2, new stage themes such as desert, snow and maybe even tanks and new modifiers to objects such as invinsibility, encased in a bubble or mini. Then there's all the small things I'd like to see added, like the ability to use doors to warp between sub levels and pipes to warp within a sub level, the ability to select any music track to play with the sound editor, as opposed to the very few provided by default and the ability to select what type of ending your level has (Flagpole, Bridge, Item block, etc.)
I attempted to make a Hotline Miami Themed Course. ID: D992-0000-0027-E308
[video=youtube;ph6Mr5EdmXk]http://www.youtube.com/watch?v=ph6Mr5EdmXk#t=44[/video] Oh boy, Japanese players already started with their Kaizo Mario-like levels.
Tried to make an underwater level with an interesting gimmick. Feel free to try it out. [b]Scary Spike Walls[/b] (189C-0000-0017-36CD)
Some of the levels i have played so far, are really creative.
I traded in some old 360 and PS3 games and got this earlier today. Went and unlocked the stuff, put my amiibos in, made a weird level. It's pretty basic, I think, but it was fun tinkering. Check it: 5497-0000-0028-F66A
Made a gimmick level [b]T+T's Collection Agency.[/b] E5C1-0000-0029-306C While Bowser is out the collection agency for the castle pays a visit. Level objection is to get paid before Bowser returns
I think my only complaint is that 100 Mario Challenge doesn't really have any quality control. You get levels that are really well thought out and fun to play, or feel like a real Mario level, and then you get levels that are just clusterfucks of enemies and pits, with no real fun challenge to them.
[QUOTE=MeltingData;48671376]I think my only complaint is that 100 Mario Challenge doesn't really have any quality control. You get levels that are really well thought out and fun to play, or feel like a real Mario level, and then you get levels that are just clusterfucks of enemies and pits, with no real fun challenge to them.[/QUOTE] Got a level earlier called the green mile. Literally just a straight field at max size with nothing in it. I get kids are uploading their levels- it's easy to tell because of lakitu spam or whatever, but what is going on with these other guys who are uploading literal trash.
[QUOTE=Sift;48671416]Got a level earlier called the green mile. Literally just a straight field at max size with nothing in it. I get kids are uploading their levels- it's easy to tell because of lakitu spam or whatever, but what is going on with these other guys who are uploading literal trash.[/QUOTE] I got a level where you have to jump over a large goomba, then onto the flagpole. It was one screen.
SMW Airship theme level with Jr. as the end boss. 6F22-0000-0029-A896
Made another level that I think is decent. Tried to hide some small secrets in this one. D30E-0000-0029-70A1
I made a crude rendition of Bob-omb battlefield, complete with Boss Bob-omb: B6C2-0000-0029-C3F6
I want to make another Megaman stage, but there's no screen scrolling so it really ruins the feeling. Do you guys think I should use subworlds to imitate that?
Here's my rendition of Gutsman's Stage: E835-0000-0029-D7A4 It's easy, but I'm mostly just trying out some things.
[QUOTE=Rob3k;48671661]SMW Airship theme level with Jr. as the end boss. 6F22-0000-0029-A896[/QUOTE] I was doing something similar. I just wish there was a way to make killing a certain enemy required to finish a level, and not just castle/Bowser stuff.
[QUOTE=Mikemaximum;48671702]I want to make another Megaman stage, but there's no screen scrolling so it really ruins the feeling. Do you guys think I should use subworlds to imitate that?[/QUOTE] Sounds like the best option to me. Also I got 5 stages of my own to show off as well Glaber's 1-1 (D606-0000-0018-808D) Glaber's 1-2 (61C7-0000-001A-9815) Glaber's castle 1-3 (17E9-0000-001D-6D79) Shyguy's Swim (6C38-0000-001C-1F78) Giana Sisters 1-1 (1803-0000-0018-39D3) I know, anything with Glaber is unoriginally named
Man, working on these stages really makes you lose track of time. It feels like I'm constantly editing a paper for class except there's no stress or time constraints. This game is fun.
[QUOTE=Seiteki;48671818]I was doing something similar. I just wish there was a way to make killing a certain enemy required to finish a level, and not just castle/Bowser stuff.[/QUOTE] All you can do now is just make it really difficult to get to the flag/axe until the threat is eliminated. Additionally, Magikoopas can transform goals and they won't reappear until they are killed, so they can make for a decent boss fight.
What's the point of the 10 Mario Challenge?
[QUOTE=Banhfunbags;48671873]What's the point of the 10 Mario Challenge?[/QUOTE] To unlock Nintendo-made sample courses and [sp]the four levels shown off at the Nintendo World Championships. Beating those unlocks the Weird Mushroom.[/sp]
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