The Super Mario Maker Thread

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noiseredux
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Re: The Super Mario Maker Thread

Post by noiseredux »

so apparently Derek Yu has made a very long level. This is far more appealing to me than, well, anything else about this game.

Speaking of - I've heard that various well known ROMhack levels are finding their way into MM. I wonder how long before the opposite.
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Blu
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Re: The Super Mario Maker Thread

Post by Blu »

I just made my first auto scrolling level and airship level.

One of my favorite stages on SMB3 is on world 8, stage 3, the airship level. It was challenging, frustrating, but something that really made my palms sweat.

I made a level that pays homage to that stage.

Please try Sky-Captain Koopa's Armada.
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Re: The Super Mario Maker Thread

Post by BogusMeatFactory »

Blu wrote:I just made my first auto scrolling level and airship level.

One of my favorite stages on SMB3 is on world 8, stage 3, the airship level. It was challenging, frustrating, but something that really made my palms sweat.

I made a level that pays homage to that stage.

Please try Sky-Captain Koopa's Armada.
Hey Blu! I played your level and loved it! Great platforming and obstacles! You are getting better and better with each level! Keep it up!

So I got a comment from someone about one of my levels and an invitation to play his. I played his... and they are 100% bullshit. They are more difficult than any of the levels I have experienced on Hard mode and are just plain garbage. They require long jumps that seem impossible at full speed and I have no idea what he did to complete them. He creates levels that revolve being big and having to crouch jump through an entire course and if you make a simple mistake, you are stuck. He makes levels with egregious amounts of enemies and enormous, level spanning flame wheels.

Should I respond to him and let him know that he needs to fix his stuff? Or should I let it go. This is what I wrote,
I hate to say it, but your levels aren't fun and work for you, only because you built them. You need to create obstacles and goals with clear ways to overcome them, but the challenge must be within reason. You use abstract mechanics and obsessive pinpoint accuracy to a point where it is tedious, dull and unfun.
I love how he is like, "Great challenge, check out mine!" and his is beyond impossible.

Also, on a similar note, my wife was playing hard mode and came across a level that made her scratch her head until she accidentally jumped at the beginning of the level and hit a hidden box with a vine to show the flying clown car which just took you to the exit. There is NO WAY YOU WOULD KNOW THIS UNLESS YOU SPENT YOUR ENTIRE TIME JUMPING AT THE VERY BEGINNING OF THE LEVEL. My wife found it, beat the level, made a comment to in the level to point out the secret and commented, "I found your secret to your level and you suck." I wonder if her comment will be removed.

She is so much meaner than I am! hahaha!
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Michi
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Re: The Super Mario Maker Thread

Post by Michi »

BogusMeatFactory wrote:Also, on a similar note, my wife was playing hard mode and came across a level that made her scratch her head until she accidentally jumped at the beginning of the level and hit a hidden box with a vine to show the flying clown car which just took you to the exit. There is NO WAY YOU WOULD KNOW THIS UNLESS YOU SPENT YOUR ENTIRE TIME JUMPING AT THE VERY BEGINNING OF THE LEVEL. My wife found it, beat the level, made a comment to in the level to point out the secret and commented, "I found your secret to your level and you suck." I wonder if her comment will be removed.

She is so much meaner than I am! hahaha!
I was having trouble with a level last night myself.

I noticed I got a couple new stars from people, so I played a couple of their levels to return the favor. One of them was a Japanese player and for the life of me, I just couldn't figure out what I was supposed to do. Well, actually, scratch that. I knew what I was supposed to do, I just couldn't figure out how to get there. Either the jumps were too high to reach without a running start (which I didn't have) or hidden blocks encumbered my progress. Eventually I ended up doing what your wife did, just randomly jumping around at the beginning of the level looking for a way up...and I still couldn't figure it out.

I think I'm either supposed to somehow duck under a series of spikes (but could only make it half way in the form needed) or I'm supposed to somehow bounce off a hidden block onto another, presumably second or even third hidden block, and make my way up. I say "presumably" because I couldn't find any more hidden blocks, no matter where I jumped. All I managed to accomplish was running down the clock and occasionally falling into the endless chasm below *shrugs*

If anyone wants to give it a shot, the level was posted by the last Japanese player to star my fortress level. I don't have the number on me, but it's the one that looks like a maze.
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Re: The Super Mario Maker Thread

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The only reason I'm playing the 100 Mario Challenge is to unlock Amiibo costumes. Otherwise, it sucks for finding fun levels to play. I maxed out unlocks for easy mode, so I'm only playing normal and hard modes which are 16 levels each. Out of the 16 levels, I usually only get ONE that is built to be a standard Mario level. They rest are either pure garbage, auto levels, or "good luck finding out what you're suppose to do" levels. On a rare occasion I'll find TWO levels out of the 16 that are fun Mario-esque levels.

Too many levels are the kind that are really short but JAMMED packed with enemies. A lot of those I'll just brute-force with a power up to the flag pole or axe. There's other levels that are long (or standard length) but BORING. I actually came across a few levels where I just ran in a straight, unobstructed line to the end of the level, with no enemies or nothing in the way. Why does it seem like so little people are making standard Mario fare levels?



___________________________________________________________________________
On another subject... I've noticed that this thread slowed down this past weeks (compared to launch). I actually have many levels in the works right now, I just haven't had all the time to play that I wish I had. I have four themed levels that I'm working on right now, I'm just trying to figure out how to do them right.
One is a Mario Kart level. I unlocked the Mario Kart costume and I really wanna make a Mario Kart level. I'm just kinda stuck on how I should do it. I'm sure most of you guys know the Mario Kart level that got a bajillion stars. You just hold right and run and the level auto plays. It's real neat, Mario races a shell the entire level. I don't wanna rip that off though, I wanna do something that's my own. Problem is, I haven't figured out what that is yet.

Another level is a total gimmick, but it'll play like a tradition Mario level. It's called "Amiibo Costume Fiesta." As you can guess, you'll be playing through the level in various costumes. I'm gonna build it like a standard Mario level. I'm not even gonna try and make zones match the gameplay of a particular costume. The costumes are just there as a total gimmick. The costumes will be forced on the player. One right at the start, then the others as the player is forced to use a door or warp pipe. I'm stalling on building the level because there's a few costumes I'd like to have, so I've been playing the 100 Mario Challenge more.

Another level I'm working on is called "Fire and Ice". It'll be a standard Mario level using the ground and castle zones. Ground uses a large amount of ice blocks and is the ice portion of the level. Castle is obviously fire. One thing I've noticed is a severe lack of NSMB style levels. I currently don't have any uploaded, so I've decided to build the level in this style. I wish there were different skins for the zones (ie: the winter/snow skin for ground levels). I can't exactly get the theme of ICE to work when ground has bright green grass, flowers, etc.

I finally got the 30th Anniversary Mario Amiibo, so I'll be building a level called "Destroy Everything!" A mega mushroom will be forced on the player at the start. The goal is just to destroy everything in your path. I wanna try and make it FUN to play through, without any real challenge. Total gimmick level.

I'm also working on a four level series starring an Amiibo costume. They will be similar to Bogus'es Waluigi levels. Standard Mario-style levels, but with an Amiibo costume. I think I'm gonna wait until I have the four levels built and then upload them all at once.

I'm also thinking I'm gonna upload an updated version of my level "SMW Ghost House." That level, last I checked, only got 2 stars. I'm not sure what it is people don't like about the level, but there's a few areas that I got ideas how to make better, including the feedback from Bogus. I think I'm gonna rename it as well. I think that "SMW Ghost House" is funny, but I guess your level has to have a catchy name to compete.
So, expect a bunch of levels from me! I've just been slow going this past week.
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Re: The Super Mario Maker Thread

Post by BogusMeatFactory »

Ziggy587 wrote:The only reason I'm playing the 100 Mario Challenge is to unlock Amiibo costumes. Otherwise, it sucks for finding fun levels to play. I maxed out unlocks for easy mode, so I'm only playing normal and hard modes which are 16 levels each. Out of the 16 levels, I usually only get ONE that is built to be a standard Mario level. They rest are either pure garbage, auto levels, or "good luck finding out what you're suppose to do" levels. On a rare occasion I'll find TWO levels out of the 16 that are fun Mario-esque levels.

Too many levels are the kind that are really short but JAMMED packed with enemies. A lot of those I'll just brute-force with a power up to the flag pole or axe. There's other levels that are long (or standard length) but BORING. I actually came across a few levels where I just ran in a straight, unobstructed line to the end of the level, with no enemies or nothing in the way. Why does it seem like so little people are making standard Mario fare levels?



___________________________________________________________________________
On another subject... I've noticed that this thread slowed down this past weeks (compared to launch). I actually have many levels in the works right now, I just haven't had all the time to play that I wish I had. I have four themed levels that I'm working on right now, I'm just trying to figure out how to do them right.
One is a Mario Kart level. I unlocked the Mario Kart costume and I really wanna make a Mario Kart level. I'm just kinda stuck on how I should do it. I'm sure most of you guys know the Mario Kart level that got a bajillion stars. You just hold right and run and the level auto plays. It's real neat, Mario races a shell the entire level. I don't wanna rip that off though, I wanna do something that's my own. Problem is, I haven't figured out what that is yet.

Another level is a total gimmick, but it'll play like a tradition Mario level. It's called "Amiibo Costume Fiesta." As you can guess, you'll be playing through the level in various costumes. I'm gonna build it like a standard Mario level. I'm not even gonna try and make zones match the gameplay of a particular costume. The costumes are just there as a total gimmick. The costumes will be forced on the player. One right at the start, then the others as the player is forced to use a door or warp pipe. I'm stalling on building the level because there's a few costumes I'd like to have, so I've been playing the 100 Mario Challenge more.

Another level I'm working on is called "Fire and Ice". It'll be a standard Mario level using the ground and castle zones. Ground uses a large amount of ice blocks and is the ice portion of the level. Castle is obviously fire. One thing I've noticed is a severe lack of NSMB style levels. I currently don't have any uploaded, so I've decided to build the level in this style. I wish there were different skins for the zones (ie: the winter/snow skin for ground levels). I can't exactly get the theme of ICE to work when ground has bright green grass, flowers, etc.

I finally got the 30th Anniversary Mario Amiibo, so I'll be building a level called "Destroy Everything!" A mega mushroom will be forced on the player at the start. The goal is just to destroy everything in your path. I wanna try and make it FUN to play through, without any real challenge. Total gimmick level.

I'm also working on a four level series starring an Amiibo costume. They will be similar to Bogus'es Waluigi levels. Standard Mario-style levels, but with an Amiibo costume. I think I'm gonna wait until I have the four levels built and then upload them all at once.

I'm also thinking I'm gonna upload an updated version of my level "SMW Ghost House." That level, last I checked, only got 2 stars. I'm not sure what it is people don't like about the level, but there's a few areas that I got ideas how to make better, including the feedback from Bogus. I think I'm gonna rename it as well. I think that "SMW Ghost House" is funny, but I guess your level has to have a catchy name to compete.
So, expect a bunch of levels from me! I've just been slow going this past week.
Yay! I can't wait to see what you come up with Ziggy! As for Mario Maker on my end, I feel like the 100 Mario Challenge is very un-fun. Most of the time you are slogging through the levels. The moment you die or find a bit of a challenge, you tend to skip and move to a much easier level in a race to unlock costumes. The real fun is following the rabbit hole of levels. Find a user with a level you like, play their levels, see what they star, play those levels and go deeper and deeper and you will find plenty to like. When you don't have to worry about a goal to unlock stuff and lives, you can actually really get into the meat and potatoes of the game.

I'm waiting on hording costumes, as my brother-in-law has an egregious number of amiibos he does not use and will be letting me borrow to unlock stuff and save me some time.

I did put up a new level entitled Big Bob's Bob-Bomb Factory (3D67-0000-006B-F7EF). It is a fun little romp using conveyor belts and bombs in fun ways. It has a couple secrets peppered in there too. I hope you guys like it!

I have a few levels in the works as well, including a scrolling level and an underwater level! I want to try and challenge myself a bit and make some different stuff I am not totally used to. I agree that there isn't much for the New Super Mario Bros. style levels and the ones out there are kind of lame. A lot of people don't know what to do with the new mechanics like the wall jump, jump spin, ground pound, triple jump etc. I said that when the game came out that I would be spending a lot of time making levels in that style and I have found that to be insanely not the case. I need to do that!

And yes Ziggy you have to make more levels! You are so close to 150!!!!

As for me on the star front I am sitting at 227. My level, Attack on Titan-Mario seems to be the big hit with a lot of people playing it fairly regularly and finishing it and leaving comments. There is something very fulfilling about being able to smash stuff as giant Mario so, Ziggy, definitely make one of those levels. I don't see Giant Mario used much and I think he could make for some really interesting levels! Make it happen!!!!
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Re: The Super Mario Maker Thread

Post by Ziggy »

I hit 150 stars today!

I also uploaded my updated version of SMW Ghost House, which is now called SMW Ghost House Antics.

27DD-0000-0078-1F84



Bogus wrote:Big Bob's Bob-Bomb Factory (3D67-0000-006B-F7EF)
I just played this level. AWESOME! Very well designed. There was a lot going on, but it wasn't a cluttered mess (like so many other levels). It was fun to try and find all the secret 1-up mushrooms.









edit: I've seen a couple of things that I really wish I knew how to do. One is some SMB1 ground stages that have different music. And I don't mean music blocks that play a song, there's just different level music playing. You don't seem to trip it, so it's not a sound tile. Does anyone know what this is?

Another thing is curved tracks. Normally when playing tracks you can only do 45 or 90 degree angles. I saw an auto play stage and someone had curved (as in quarter circle) tracks. How the hell did they do that?
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Re: The Super Mario Maker Thread

Post by Michi »

BogusMeatFactory wrote:I did put up a new level entitled Big Bob's Bob-Bomb Factory (3D67-0000-006B-F7EF). It is a fun little romp using conveyor belts and bombs in fun ways. It has a couple secrets peppered in there too. I hope you guys like it!
I found a 1-UP in a secret room!

...

and then a bomb got me and I died. I'll try it again later when it's not so late and my reflexes are a little more...reflexy :lol:


Anyway, I spent a couple days making a new level:

Samus's Pipe Maze Fortress - BBA5-0000-0078-D992

I hope you guys like it. Unfortunately I wasn't able to put as many warp pipes in as I originally planned, but I think it still turned out pretty good.
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Re: The Super Mario Maker Thread

Post by Ziggy »

I didn't realize that one of the 10 Mario Challenge levels was SMW 1-2 Remix! I didn't use this to build my level, I did it from scratch... Probably no one thinks that tho...

edit: The more I play the 10 Mario Challenge, the more I realize what BS some of the uploaded levels are. There's been a few levels I've played in Course World or the 100 Mario Challenge that I'm like, "Oh, well that's pretty cool." Or, "Wow, it's impressive that they came up with that." Little did I know that a lot of people take sample levels from Course Bot and barely tweak it (if at all) and upload it. Lame.

Anyway, I uploaded a new level...

Fire and Ice - 9F2D-0000-007A-FE9D

I'm not exactly proud of it. Some spots I really like, other spots didn't come out the way I wanted. I feel like I couldn't get it 'just right.'
Michi wrote:Samus's Pipe Maze Fortress - BBA5-0000-0078-D992
I was playing a little of this before but kept dying. Not that it was too hard, I was just sucking. What I played of it was pretty fun. I'll have to finish it.
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Re: The Super Mario Maker Thread

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Michi wrote: I found a 1-UP in a secret room!

...

and then a bomb got me and I died. I'll try it again later when it's not so late and my reflexes are a little more...reflexy :lol:


Anyway, I spent a couple days making a new level:

Samus's Pipe Maze Fortress - BBA5-0000-0078-D992

I hope you guys like it. Unfortunately I wasn't able to put as many warp pipes in as I originally planned, but I think it still turned out pretty good.
Haha don't worry Michi you can beat the level! I have faith in you! I also tried out Samus's Pipe Maze Fortress and loved it. I found a nice shortcut that you may or may not be aware of which IIIIISSSSS....
located at the pit with the fireballs. You can just jump down and cut a huge portion of the level out of the way. I didn't find the level to be insanely difficult to need to do so, but I just thought I should let you know!
I loved it though it was a lot of fun. I love how Samus turns into the morph ball when hitting max speed. Such a fun level!
Ziggy587 wrote:I hit 150 stars today!

I also uploaded my updated version of SMW Ghost House, which is now called SMW Ghost House Antics.

27DD-0000-0078-1F84



Bogus wrote:Big Bob's Bob-Bomb Factory (3D67-0000-006B-F7EF)
I just played this level. AWESOME! Very well designed. There was a lot going on, but it wasn't a cluttered mess (like so many other levels). It was fun to try and find all the secret 1-up mushrooms.

edit: I've seen a couple of things that I really wish I knew how to do. One is some SMB1 ground stages that have different music. And I don't mean music blocks that play a song, there's just different level music playing. You don't seem to trip it, so it's not a sound tile. Does anyone know what this is?

Another thing is curved tracks. Normally when playing tracks you can only do 45 or 90 degree angles. I saw an auto play stage and someone had curved (as in quarter circle) tracks. How the hell did they do that?
Hey ziggy! Thanks for the feedback on the level! I'm glad you enjoyed it! It seems the level isn't getting that much attention. So many people have played it and so few have cleared it. I really spent a lot of time on the little things, like layering the crates to give it a nice industrial look and feel. I really wanted to play around with some visual portions of the levels by layering those boxes and the pipes in a way that gave the level a bit more depth. I think it worked out great and is one of my personal favorites that I am proud of (that and Skyhigh Hijinks are my favorites). I think people get too caught up in the 100 mario challenge to try and savor and learn a level. They just want quick and easy to unlock costumes and be on their way. It is a shame.

I don't know about the level music, but with the tracks I do know that if you grab a straight piece of the track and shake it it will become curved.

What levels do you guys have that you made that you feel really proud of? I feel weird saying that I like to play my own levels, but I really do. I have fun with them. I guess that is kind of the point.
Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
-I am the idiot that likes to have fun and be happy.
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