Register - Login
Views: 87813966
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
12-13-17 11:09:22 PM

Jul - Gaming - Super Mario Maker New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9Next newer thread | Next older thread
Hiccup
Member
Disgustingly Naive Smartass
Level: 53


Posts: 558/736
EXP: 1117178
For next: 39941

Since: 05-19-09


Since last post: 10 days
Last activity: 9 hours

Posted on 11-13-15 08:02:47 AM Link | Quote
For anyone wanting to update courses: you keep stars gained from deleted courses. This isn't the only concern that you might have, of course.
Delpolo
The local lurker.
Level: 54


Posts: 705/733
EXP: 1214491
For next: 19379

Since: 09-12-07


Since last post: 35 days
Last activity: 53 min.

Posted on 11-14-15 05:55:44 PM (last edited by Delpolo at 11-18-15 05:30:32 PM) Link | Quote



Spooky Airship Blockade
(5BD2-0000-00E7-6C11)

To me, the simplest way to combine the airship and ghost house themes in the SMW skin is to make a platformer-puzzle level involving item carrying! Overall it ended up being a surprisingly-long level, though; expect to die from time-out if you make more than one major mistake (though hopefully I placed checkpoints well enough to make it less tedious).




Gemstone Volcano
(7572-0000-00EB-46CA)

There's been a few levels I've been meaning to make (a jewel cave level in NSMBU; a volcano level based on Podoboos; a level exploring the differences between the Buzzy Beetle, the Spiny and the Spike Top...) so I thought, 'Why not just put them all in one level?' I definitely tried to make a more traditional Mario level where each concept is introduced gently then remixed and stacked to make it more complex and interesting, so hopefully this level ends up being very fun and satisfying to play!




Olimar’s Greedy Cave Revisit
(9F8D-0000-00F0-948E)

Someone on Reddit shared details about SMB1's level limitations, and so I thought "Why not try and make my own SMB1-faithful level?" I've also been meaning to make a 'sequel' to my previous Pikmin level due to so many people enjoying it, though Pikmin 2 fans are probably gonna be the only ones to really recognize the Pikmin-inspired details.
Drag
2630
Level: 94


Posts: 2607/2635
EXP: 8356436
For next: 221

Since: 07-03-07


Since last post: 131 days
Last activity: 1 day

Posted on 11-16-15 03:52:49 AM Link | Quote
I made another course in the style of my previous Colossus course:

3F1B-0000-00ED-7105 (To the top of the Colossus II)

Basically, I learned my lesson about the block limit and to not have giant areas of filled-in ground, so I didn't have to pinch the level off so suddenly. You still go up a lot and then go down briefly at the end, but I think the summit this time is a lot better. Also, this course is meant to be a little harder than the previous one. There's 149 coins (goal card makes 150) if you want to try to get them all.
Garr

Level: 20


Posts: 72/76
EXP: 35973
For next: 6466

Since: 11-17-09


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 11-20-15 08:25:37 AM (last edited by Garr at 11-20-15 08:25:54 AM) Link | Quote
I wish I'd come back to Jul sooner, I've been making Mario Maker courses too! Gonna have to play everyone's!

These are the latest two I made, just yesterday.
One's an easy-ish athletic stage I was using to get back in the groove of things after a sickness.
595B-0000-00F0-A444

And this one was one of my attempts at an autoscroller that isn't miserable. Not sure how well that turned out.
78FC-0000-00F0-A0F6

I've got a bunch more stages I've uploaded, but I didn't wanna just flood.
Delpolo
The local lurker.
Level: 54


Posts: 706/733
EXP: 1214491
For next: 19379

Since: 09-12-07


Since last post: 35 days
Last activity: 53 min.

Posted on 11-23-15 02:39:37 AM (last edited by Delpolo at 11-23-15 02:56:12 AM) Link | Quote
Originally posted by Garr
Hop To It! (595B-0000-00F0-A444)
Interesting level with its split paths!

The very beginning has a cute jump (either jump off the platform and get to the next platform quickly, or bounce off the Koopa but need momentum to get high enough), but I dislike the Magikoopa-in-a-box before the pipe (even if the 'good' blocks are marked by coins). I'm not sure how I feel about the tall drop in the main area leading to the checkpoint though; it's not quite a blind jump (due to the coin trail) although you probably should've had the arrow point diagonally downwards instead of straight right, but you can't go back up and reach the pipe from the bottom, whereas you can enter the pipe to the sub-area and grab that checkpoint then decide to go back if you'd rather not go through that path.

Otherwise, I'd say the sky section is the weaker of the two... Having a Lakitu far off the top of the screen pelting Goombas at you makes for unpredictable and random obstacles, and it's entirely possible to just fly straight into it without knowing where it is above you. I also think it's very weird to have the cloud platform beneath the leaf power-up, with a door leading to the end of the section; it just reeks of the "I wasn't good enough to pass the section myself" dev door that plenty of bad Expert levels include near the start, as you can only see it if you fail a jump nearby. The main section doesn't really have any obstacles I'd consider unfair, I quite enjoyed it.

To be honest, I think the level's short and easy enough to not require the checkpoints?



Hurry Up! (78FC-0000-00F0-A0F6)
Making low-timer levels is a bit complicated, because the sped-up music naturally makes players rush and make more mistakes, so you need to either force them to slow down or account for them always rushing everywhere.

First section's okay, it's very flat but there's nothing wrong with it; I think it's a bit weird there are no blocks on each side of the bridge (so people can just walk off the ledge right underneath it), but whatever. There are a lot of Lakitu but in the end they aren't really a threat (although I still can't say I like 'em being there).

The underground section isn't quite as fun though. You're required to grab the Shoe in order to jump on the long stretch of spikes to the end, but you also included a blind jump downwards, with two Red Koopas nearby; on my first attempt I landed and then immediately lost my shoe, basically costing me a life from something I didn't know was there. Otherwise the section is also fairly flat and kinda boring, with flying Fire Piranha Plants that don't even pop up from the pipes before you run past them, and then just easy-to-pass Spinies (and there's an extra shoe at the very end even if you do get hit). ...Then once you're back aboveground the few Cheep Cheeps aren't a threat and then it's the end of the level.

If you removed those Koopas and made the level design underground more complicated and interesting (be less punishing for losing the shoe, have more obstacles than just a row of Spinies), then I'd probably have starred the level.

...It's interesting that you tried to advertise the level by bringing up the autoscroll, though, because the bulk of the level (underground)... isn't auto-scroll.
Delpolo
The local lurker.
Level: 54


Posts: 707/733
EXP: 1214491
For next: 19379

Since: 09-12-07


Since last post: 35 days
Last activity: 53 min.

Posted on 11-23-15 03:10:17 AM Link | Quote



Minigame Manor
(E945-0000-00F8-8443)

Something that I feel like is missing in my other more traditional levels are side-paths that lead to short minigame rooms, and so I thought I might as well practice and make a quick level with a few of ‘em! There are three minigames total, for a possible three extra lives to be gained in a 100-Mario Challenge; can you get all three in one run?




Clockwork Castle
(B713-0000-00F8-85C1)

I tried to make a more traditional SMW castle level! Everything moves on a regular cycle, hence the ‘clockwork’: platforms on rails are always moving at a constant speed, Bullet Bill launcher ‘crushers’ go up and down with regular periods, firebars are always rotating at a constant speed… The level shouldn't be too hard, it’s mostly based on timing jumps and slowing down/speeding up to avoid being crushed, but hopefully it's interesting and fun.
Garr

Level: 20


Posts: 73/76
EXP: 35973
For next: 6466

Since: 11-17-09


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 11-23-15 01:12:39 PM Link | Quote
Originally posted by Delpolo
Originally posted by Garr
Hurry Up! (78FC-0000-00F0-A0F6)
Making low-timer levels is a bit complicated, because the sped-up music naturally makes players rush and make more mistakes, so you need to either force them to slow down or account for them always rushing everywhere.

...

...It's interesting that you tried to advertise the level by bringing up the autoscroll, though, because the bulk of the level (underground)... isn't auto-scroll.


Yeah, I don't really feel the need to defend the autoscroll level; I don't like autoscroll very much and find it hard to work with, but I wanted to try and make one I'd like. I'd been waffling on what to do with that underground section for days and days but decided to just update it(it's a weeks-old level) and give it some checkpoints. It's not that great in the end, but I figured I'd at least see what people thought about it.

Originally posted by Delpolo
Originally posted by Garr
Hop To It! (595B-0000-00F0-A444)
Interesting level with its split paths!
...

To be honest, I think the level's short and easy enough to not require the checkpoints?



As for the athletic level, I like to tend towards -more- checkpoints rather than less, and I love to put split paths in my levels. I admit I have a very bad habit of sticking baddies in boxes that I try to clearly mark, but it's just so fun!

As for the weird decision with the clouds, it's a combination of split-path syndrome and trying to compensate for player greed; the leaves in the boxes are staged powerups and as a result if you hit the boxes too fast/get there without a mushroom in play, you literally can't finish. Combine that with the stage originally being a World-style level as opposed to a 3-style level and you get a few slip-ups here and there. That's also why the lakitu is so pants-shittingly close to you when you fly up, a simple mistake on my part that I figured only I would have trouble with.

Thanks for the feedback in the end, I'll be incorporating it into my other levels. In fact, I have a castle level I plan on uploading tonight after I run it by my roommates for some testing.

When I get some time(posting at work right now) I'll play your levels and try to give a little feedback of my own!
Delpolo
The local lurker.
Level: 54


Posts: 708/733
EXP: 1214491
For next: 19379

Since: 09-12-07


Since last post: 35 days
Last activity: 53 min.

Posted on 11-26-15 10:15:38 PM Link | Quote
There's a new Event Course out, for anyone that wants Frog Mario!





And I just finished designing another level myself:

Piranha Plant Cove
(C03F-0000-00FE-0BCF)

Yet another traditional level, this time focusing on Piranha Plants! It's kinda tricky teaching how the enemy works (it doesn't appear if it's hidden in a pipe) so I tried to slow you down near 'em, but otherwise just kept them always-visible and made the challenge simply about avoiding them.
Dorito
GIRL'S GOT A PENITENTIARY BODY
Level: 99


Posts: 2788/2964
EXP: 9968129
For next: 31871

Since: 07-04-07
From: in the heart of silicon valley, uh oh

Since last post: 16 days
Last activity: 10 days

Posted on 12-17-15 11:48:48 AM (last edited by Dorito at 12-17-15 11:55:59 AM) Link | Quote
new features coming December 22!

this might address Luca's p switch saga once and for all

also a bit more on bookmarks and the browser
Peardian

  
Magikoopa

July 3: KvSG #479 is up!

Level: 147


Posts: 7250/7337
EXP: 38671876
For next: 766225

Since: 08-02-07
From: Isle Delfino

Since last post: 253 days
Last activity: 11 days

Posted on 12-17-15 06:42:20 PM (last edited by Peardian at 12-17-15 06:46:42 PM) Link | Quote
I really like how the new features they are adding have their own flavor to them that add something unique to the Mario experience, rather than just simply porting over old game elements. For example, with the checkpoint flags, past Mario games have only had them sticking straight up on the ground. Did you notice the bumpers are based on Lemmy's ball?
Dorito
GIRL'S GOT A PENITENTIARY BODY
Level: 99


Posts: 2791/2964
EXP: 9968129
For next: 31871

Since: 07-04-07
From: in the heart of silicon valley, uh oh

Since last post: 16 days
Last activity: 10 days

Posted on 12-19-15 04:14:18 AM Link | Quote
here, have a totally fucked up level:



(if the embed doesn't work, here's a link)

the third level in a trilogy of fucked up levels from Giant Bomb's Dan Ryckert, all created to break Kotaku's Patrick Klepek. (the first level had a GoFundMe for two charities, which raised over $10,000)
Peardian

  
Magikoopa

July 3: KvSG #479 is up!

Level: 147


Posts: 7251/7337
EXP: 38671876
For next: 766225

Since: 08-02-07
From: Isle Delfino

Since last post: 253 days
Last activity: 11 days

Posted on 12-19-15 10:04:38 PM Link | Quote
Wow. Just watching all the things he had to do is hurting my brain. I feel bad for anyone who gets that level in the 100-Mario Challenge.
Garr

Level: 20


Posts: 76/76
EXP: 35973
For next: 6466

Since: 11-17-09


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 12-21-15 09:25:57 AM Link | Quote
I'm super excited for P-Doors because now I can actually make a SMW-style Ghost House and have it feel right!

...Whenever I get time between Bloodborne and Destiny and Pikmin 3...
Delpolo
The local lurker.
Level: 54


Posts: 711/733
EXP: 1214491
For next: 19379

Since: 09-12-07


Since last post: 35 days
Last activity: 53 min.

Posted on 12-21-15 06:44:51 PM (last edited by Delpolo at 12-22-15 12:45:19 AM) Link | Quote
Update's just about to come out, but I wanted to release my last set of four levels all at once before it came out, so here they are! Regardless of your tastes there's probably at least one level you'd like in this batch: a traditional level, a non-traditional stealth level, a speedrun level, a metroidvania... For the sake of space I won't bother to include any blurbs for each level though.

As well, all of them include the Giant Mushroom! It's obviously relevant for the SMB1 level but it's a cute hidden secret in the other game styles, so keep an eye out for it~



Mission: Sabotage Bowser's Depot
(A2C5-0000-0125-3D15)


Lakitu Lane
(9BEB-0000-0125-3D39)


Sunken Citadel Scavenge
(B119-0000-0125-3D58)


Half-Minute Ship Sprint
(7183-0000-0125-3D6D)



EDIT - ...Oh, that's a shame, you can't set speedrun records on your own levels. So much for playing as soon as the update hits so that I can challenge players to beat my own times...
Delpolo
The local lurker.
Level: 54


Posts: 712/733
EXP: 1214491
For next: 19379

Since: 09-12-07


Since last post: 35 days
Last activity: 53 min.

Posted on 12-22-15 02:25:11 AM (last edited by Delpolo at 12-31-15 03:25:34 PM) Link | Quote
By the way, the new bookmark site for Super Mario Maker can be found here.

Kinda wish there was a Traditional tag but oh well, bookmarking stuff is already pretty handy.
EDIT - There is now a Traditional tag.
jedivulcan
Member
Level: 16


Posts: 46/53
EXP: 18615
For next: 1641

Since: 07-31-11


Since last post: 32 days
Last activity: 122 days

Posted on 12-22-15 07:15:29 PM (last edited by jedivulcan at 12-22-15 07:16:03 PM) Link | Quote
Suggest trying this: It automatically turned all of the level codes in this forum into bookmark URLs: https://chrome.google.com/webstore/detail/super-mario-maker-course/ckckihmnafbkjipncoonifoohjfdnpkb/related?hl=en-US&gl=US ... super handy. Chrome extension.

Also, here's my profile URL: https://supermariomakerbookmark.nintendo.net/profile/jedivulcan
Luca
350
lkfhslfkpofifopksal;jknerkhflkd
Level: 40


Posts: 342/353
EXP: 407759
For next: 33550

Since: 08-09-07


Since last post: 1.0 years
Last activity: 262 days

Posted on 12-24-15 01:53:16 AM (last edited by Luca at 12-24-15 01:53:45 AM) Link | Quote
https://supermariomakerbookmark.nintendo.net/profile/AusWal

Publicity!
Xenesis
Actually a Doctor
Level: 91


Posts: 2326/2406
EXP: 7267245
For next: 201667

Since: 07-28-07
From: The Land of Kangaroos and Drop Bears

Since last post: 5 days
Last activity: 5 days

Posted on 12-24-15 02:11:04 AM Link | Quote
Suppose I should add mine too:

Profile Link
Delpolo
The local lurker.
Level: 54


Posts: 713/733
EXP: 1214491
For next: 19379

Since: 09-12-07


Since last post: 35 days
Last activity: 53 min.

Posted on 12-24-15 03:24:14 AM Link | Quote


People have found the Official Courses' original uploads in the past (ie, by the actual creators) but I was just linked to the creator of Bowser's newest course ("Bowser's Cannonball Run", I think), which was a course that I really liked. If you wanna replay an earlier version of it you can find it here, and you can also check his profile for a few much-harder sequels to it.
Hiccup
Member
Disgustingly Naive Smartass
Level: 53


Posts: 608/736
EXP: 1117178
For next: 39941

Since: 05-19-09


Since last post: 10 days
Last activity: 9 hours

Posted on 12-24-15 08:47:05 AM Link | Quote
I guess they are Nintendo employees?


BTW: my profile: https://supermariomakerbookmark.nintendo.net/profile/MegaKoopa
Pages: 1 2 3 4 5 6 7 8 9Next newer thread | Next older thread
Jul - Gaming - Super Mario Maker New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

28 database queries, 3 query cache hits.
Query execution time: 0.134796 seconds
Script execution time: 0.019076 seconds
Total render time: 0.153872 seconds