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mst4k
Apr 18, 2003

budlitemolaram

Really fun making these here is last one

Koopa Heights
363-TW8-9RG

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J-Spot
May 7, 2002

After several recreates I finally have my first MM2 stage ready to go:


The Thwomper
Course ID: M6P-ST4-8KF
Difficulty: Expert
Multiplayer friendly?: No



I had the idea for this stage sketched out about a month ago. It's a pretty traditional style stage where I take a particular idea and iterate on it throughout the level. Please let me know what you think!

edit: reuploaded with some additional aesthetic flourishes and a few tweaks to make things a little more fair or obvious.

J-Spot fucked around with this message at 15:47 on Jun 30, 2019

Good Sphere
Jun 16, 2018

karma_coma posted:

Really fun making these here is last one

Koopa Heights
363-TW8-9RG

This was really fun, thank you. And you’re good at making SMB1 levels look nice too.

AARD VARKMAN
May 17, 1993
First level -

beetle bailey
9WJ-KL3-1GF

Wanted to get something up this weekend, could use some more work.

The Lobster
Sep 3, 2011

Massive
Avian
Rear
Images
Online


Tried recreating my favorite level from MM1 and it didn't fully transfer. You can't put anything behind the start now so I couldn't enclose the left (an aesthetic thing, which is important to me) and the screen size on Switch is apparently smaller than Wii U.

Anyway, here's Tiny Trouble, my one screen level: 9CB-4RH-X1H

Random Stranger
Nov 27, 2009



J-Spot posted:

After several recreates I finally have my first MM2 stage ready to go:


The Thwomper
Course ID: 592-DKT-KYG
Difficulty: Harder side of normal or easier side of expert
Multiplayer friendly?: No



I had the idea for this stage sketched out about a month ago. It's a pretty traditional style stage where I take a particular idea and iterate on it throughout the level. Please let me know what you think!

It's a good first try. The way you iterated the challenges worked really well and there was nothing too crazy. The level feels really barren, though. You had a lot of unused, negative space. You could have added some vertical shifts in position for some of the challenges and some unreachable background details to make the level look better.

My biggest problem was that the arrows weren't enough signposting for the two sideways thwomp traps. Arrows just tell me that I should be going in that direction, not that I have to take off running fast or jump immediately. It would have been okay to let the player see the sideways thwomp coming in the first one and the second might have worked better if that last challenge section was broken up a bit.

Still, pretty good effort!

Lugaloco
Jun 29, 2011

Ice to see you!

Finished my second level.

Raid the Vault!

FYV-05B-SKG

Bowser holds the key to a vault of treasures! Beware seesaws and spikes!








Pretty happy with it, unsure if the fight at the end is tuned right.

DO IT TO IT
Mar 3, 2008

I know "mon" means man, but I don't think "Och" means anything.

I made an easy little short race. The forest environment with water is cool.

13V-KP3-C0H

J-Spot
May 7, 2002

TheAardvark posted:

First level -

beetle bailey
9WJ-KL3-1GF

Wanted to get something up this weekend, could use some more work.

It was pretty good. The top of the castle section is tough to do as big Mario because of the ceiling. Also the jump at the end is kind of blind. If you go for the visible coin you fall in a pit of beetles. The coin trail to the flag pole isn't visible until you've scrolled down a bit.

Cactrot
Jan 11, 2001

Go Go Cactus Galactus





I made a quickie vertical level, it's got two paths, it is named Michael Douglas.

5C9-3CP-2FG

Good Sphere
Jun 16, 2018

Lugaloco posted:

Finished my second level.

Raid the Vault!

FYV-05B-SKG

Bowser holds the key to a vault of treasures! Beware seesaws and spikes!








Pretty happy with it, unsure if the fight at the end is tuned right.

That arena at the end with King Kupa is incredible! But can I not kill Kupa with fire in this game? I thought I hit him enough times, and I can’t proceed.


Edit: I beat it. Totally pro-level design.

Good Sphere fucked around with this message at 04:05 on Jun 30, 2019

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I found a very nice level that revolves around the Superball power up.

CG1-9NJ-1FG

Not a particularly tough one, but it may tickle your fancy if you like certain arcade games.

Also ran into a bunch of levels that would feel at home in an official Mario game while doing Endless. While part of the fun of Mario Maker is being able to ignore limitations that would normally be in place for a Mario game, it's nice to see a vanilla level every now and then.

Tayter Swift
Nov 18, 2002

Pillbug

Tayter Swift posted:

Here's a WIP of an interperetation of the first three casette rooms from Celeste. Wouldn't mind some feedback before I finish it. FJC it's 2:30AM.

Celeste Tape Rooms

W86-1WR-2WG

It's done! I kept it to the first four tape rooms so I could be more fair with the checkpoints. Finished the 4th room, added coins, tweaked things to make it easier.

Celeste Tape Rooms: Side A
RQ2-F47-F4G

eonwe
Aug 11, 2008



Lipstick Apathy
I had a really great time streaming tonight, multiple goons came in.

SamFaust had a really great level that everyone should play. Also, please like it because I accidentally Booed it because I'm a clumsy oaf.

Triumvirate's Challenge: 1RX-PRB-FQF

Its a really fun level, and I highly recommend keeping in mind you don't have to beat each bowser in each room!

Question...would anyone mind once a week if I posted my stream when I'm going live? I was thinking of making Friday afternoon a night I definitely stream, though I'm thinking of doing more.

d3lness
Feb 19, 2011

Unicorns are metal. Gundanium alloy to be exact...

Obligatory first level post.

Stay dry!

CDD-FWB-FDF

A simple level where I played around with the water level rising and falling. Experimented with offering an easy and bland path adjacent to a difficult and rewarding path. Would be happy to hear what kind of feedback everybody has on motivation for the harder paths and punishment.


E; fixed the code

d3lness fucked around with this message at 04:43 on Jun 30, 2019

NofrikinfuN
Apr 23, 2009


Lugaloco posted:

Finished my second level.

Raid the Vault!

FYV-05B-SKG

Bowser holds the key to a vault of treasures! Beware seesaws and spikes!








Pretty happy with it, unsure if the fight at the end is tuned right.

I enjoyed it. Being able to backtrack for another flower makes the fight almost trivial if you're patient, but it doesn't feel too busy or anything. If you couldn't get more flowers it would feel a little overly difficult, so you've pretty well hit a sweet spot, I think.

Sam Faust
Feb 20, 2015

eonwe posted:

Question...would anyone mind once a week if I posted my stream when I'm going live? I was thinking of making Friday afternoon a night I definitely stream, though I'm thinking of doing more.

Yeah, I would prefer if any goons stream SMM2 that they post it in the thread so people can watch their levels being played.

Also, I'm not sure how Twitch works with recording the stream, but saving those videos so that people can go back and watch their levels being played would be good too I think.

Orange Crush Rush
May 7, 2009

You don't need thumbs for revenge

d3lness posted:

Obligatory first level post.

Stay dry!

CCD-FWB-FDF

A simple level where I played around with the water level rising and falling. Experimented with offering an easy and bland path adjacent to a difficult and rewarding path. Would be happy to hear what kind of feedback everybody has on motivation for the harder paths and punishment.

I'm getting Course Not Found on this code

d3lness
Feb 19, 2011

Unicorns are metal. Gundanium alloy to be exact...

Orange Crush Rush posted:

I'm getting Course Not Found on this code

Whoops, I did a dyslexia.

CDD-FWB-FDF

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Violen posted:

In short it's pretty swell.

Story mode was a lot better than I was expecting it to be. It does a very good job of demonstrating level gimmicks and showing off possible interactions players wouldn't normally think possible. And it feels a lot more creatively refreshing than a NSMB title too. One of the missions surprised me and reminded me a bit of Tropical Freeze in how it told a story within a level (and tied in with the campaign too.) The one where you had to get a stone from the underground was a nice example of this.

I'm genuinely surprised the Stone missions and Toad escort missions aren't available in the course creator. I guess the Toad escort missions can just be replaced with keys, but there's not really a good equivalent to a stone mission. Maybe that'll get put into an update later down the line.

Internet Kraken
Apr 24, 2010

slightly amused
Story mode is a weird feeling because sometimes I'll be playing a level and dreading an inevitable dick move, only for it to be sensibly designed instead. Its like... the levels were made by actual devs or something! :regd09:

Then I play a near-identical level in course world and die to a hidden coin block over a pit.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





I've created a simple boss rush map with a gimmick. It's all boom-booms, and you can just leave any time you want.

But you have to kill all of them to get the true ending.

Check out any time you like!
9RV-TFS-HVG

Random Stranger
Nov 27, 2009



Tried endless normal. The first level was just spikes arranged for a frame perfect jump and the flagpole. The more things change...

Orange Crush Rush
May 7, 2009

You don't need thumbs for revenge

d3lness posted:

Whoops, I did a dyslexia.

CDD-FWB-FDF

Interesting idea you have here, staying fast to stick ahead of rising water. Makes me wonder how good it would work with Lava/Poison Water, most levels Ive seen just raise and lower it as you go and make you deal with it.

Artix
Apr 26, 2010

He's finally back,
to kick some tail!
And this time,
he's goin' to jail!
I made a short little ice level to play around with some of the new stuff, mostly slopes, icicles, and twisters.

5FQ-5PY-81G
In a Snowbound Land

Feenix
Mar 14, 2003
Sorry, guy.

J-Spot posted:

Having trouble clearing stages? Can't tell a goomba apart from a super mushroom? I've got one thing to say to you:

Please Learn How to Play Mario!



Level ID: 1TF-C8F-YWG
Difficulty: Easy
Multiplayer friendly?: Yes


I wanted to challenge myself to make a stage that would fit in the easy classification that actually engages the player in some way. What I came up with is a tutorial stage for new players and children. It teaches all the basic SMB1 moves and power ups in a mostly risk-free setting. This is a remake of a MM1 level, but if you played it back then this one is refined with some stuff added to replace a mystery mushroom section. I'd love to hear impressions, especially if you've got any really young kids.

This is a god damned joy to play and I can’t wait to have my 6yo boy give it a crack.

John Wick of Dogs
Mar 4, 2017

A real hellraiser


I have a question. Some people's levels I notice you go in an area and it gives you the special music from one of the sound effects, and that music is persistent throughout the area. I can't figure out how to do this.

I've tried placing it on the pipe I come through, or on a powerup, but music always goes back to normal once I move away from the pipe. I can also Judy place the effect directly on Mario but that doesn't translate when you actually play the level, only while testing.

cheetah7071
Oct 20, 2010

honk honk
College Slice
RSY-6GM-9SF



night time desert chomps

Erluk
Nov 11, 2007

"If you can't beat 'em, STRANGLE 'EM"

Made a pretty straightforward level to play with some of the new toys;

Mario’s Folly
PR1-XDG-NSG

Pixeltendo
Mar 2, 2012


I've posted these already but all future levels are going to be given the thumbnail treatment so you know what to expect from the levels

Asema
Oct 2, 2013

by Jeffrey of YOSPOS
I actually had a full day of playing with 4 different friends in a drinking and making mario levels. It was pretty fun. We did a bunch of local co-op play and that was fun as well.

I posted in the discord on my phone, but the course I made for our get together was this weird...thing: 5R1 DY4 TGF

I only had an hour to make it but it would be neat for feedback :shobon:

(let me know if you played it and I'll go on a goon level playing spree when I wake up in the morning)

Asema fucked around with this message at 05:21 on Jun 30, 2019

Cactrot
Jan 11, 2001

Go Go Cactus Galactus





Sam Faust posted:

Yeah, I would prefer if any goons stream SMM2 that they post it in the thread so people can watch their levels being played.

Also, I'm not sure how Twitch works with recording the stream, but saving those videos so that people can go back and watch their levels being played would be good too I think.

I'll stream some goon levels later this night, around 9:45-10pm pst at https://twitch.tv/cactusgalactus

Bean
Sep 9, 2001
I made a real basic level just to say I made one: FFL NFR 16G. I look forward to playing yours.

Double May Care
Mar 28, 2012

We need Dragon-type Pokemon to help us prepare our food before we cook it. We're not sure why!

I spent all day making this level themed after flying beetle trains. I wanted to keep it a little fair but I'm the only one who's put hands on it so far.

Buzzy Beanstalk
K1K-1XB-N7G

Random Stranger
Nov 27, 2009



Asema posted:

I actually had a full day of playing with 4 different friends in a drinking and making mario levels. It was pretty fun. We did a bunch of local co-op play and that was fun as well.

I posted in the discord on my phone, but the course I made for our get together was this weird...thing: 5R1 DY4 TGF

I only had an hour to make it but it would be neat for feedback :shobon:

(let me know if you played it and I'll go on a goon level playing spree when I wake up in the morning)

You didn't need the two boom-booms at the end when one had the key. In addition, just putting them in a box and having a key isn't an interesting way to handle them. Boss fights in Mario Maker levels get complicated because everyone has seen the enemy on their own (even in the case where the game only came out yesterday); some kind of spin on it has to be done to make the fight interesting.

The red coin sections would be better if they were contiguous, having the player carry a shell back through the door to the first room to be able to progress is kind of awkward.

But you've got some good stuff, too. The shell pathing works well and the small platforming challenges were just about the right difficulty.

eonwe
Aug 11, 2008



Lipstick Apathy

Cactrot posted:

I'll stream some goon levels later this night, around 9:45-10pm pst at https://twitch.tv/cactusgalactus

ill stop in for a few!

Orange Crush Rush
May 7, 2009

You don't need thumbs for revenge
Is there such a thing as too long? I keep making my levels just about 2 max areas and I'm scared that might be a turn off. Although in that case I always use at least one check point.

J-Spot
May 7, 2002

Orange Crush Rush posted:

Is there such a thing as too long? I keep making my levels just about 2 max areas and I'm scared that might be a turn off. Although in that case I always use at least one check point.

I think it depends. Some levels can overstay their welcome or just cram in as many things as possible with no clear theme. If you can keep things varied while still sticking to a theme and have generous power up refreshes it’s ok if they’re a little long.

The Awesomesaurus
Feb 15, 2006

I'm too cool to be extinct.

Just made a level, it may or may not suck! Hopefully it doesn’t!

Time-Traveling Pipes
MGR-PNG-SYF

Mario travels to a post-apocalyptic future. It’s spooky!

(I wish I could find a way for it to mute the music immediately upon entering the sub-area. :()

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Khanstant
Apr 5, 2007
I just replayed my level from yesterday (F1Q-RS7-GVF) and man, I think I was on some Kaizo poo poo when I built it because I had a much harder time clearing it than yesterday. I only beat it this time because I took advantage of a speed-exploit someone pointed out. What's funny is that the hardest section is only that way because I thought the way I had it originally was too easy! I think I got so used to beating it, I kept making it harder. But the people who play it fresh are like going through my expert-level trap without any of the pre-amble. Clear rate is 1.12%. 5/444 mean 5 clears out of 444 lives, right? Only 39 people so far, so I'm grateful to whoever muscled through so many times! World record is 1 minute 30 seconds though, so Guminola seems to have the course down pat. I want to knock out some more level ideas and then revisit this one and refine it. I wish we had more doors/tunnels allowed. That or that we could "key hole" blocks so they can only be passed through with a key.

My second complete level is House on Haunted Molehill. I tried to do a better job of slowly introducing the concept and building on it. Trouble is I was just kind of went into this one blind, made some houses and settled on the Hill House idea that would lead to the interior. Inside it's a different but related type of puzzle to progress. There is also a secret alternate route allowing to bypass the "boss" floor. I used a Thwomp/switch mechanic on the sides to set up some traps that you can time to use against enemies. Let me know what you think or if everything at least works for you. I had to tweak things a bunch fixing "bugs" but I think I have it in a safe state with no soft-locks.

House on Haunted Molehill
M2C-L0X-26G

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