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Good Sphere posted:Huh really? I recall seeing user names for each course, which I assumed were some of the best Super Mario Maker 1 course makers.
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# ? Jul 6, 2019 05:25 |
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# ? Jun 7, 2024 00:10 |
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I hope you guys are ready for an extremely thrilling experience. 04P-LPT-VSG
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# ? Jul 6, 2019 05:25 |
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Uploaded my latest creation. It’s an upside level with mild Kaizo like elements I guess. Nothing too bad mostly just jumping off guys in tight spaces saws and some spikes. The first POW throw can be a little tight also. Also my last level #493 on the list was not supposed to be a blitz level but I accidentally marked it as such, don’t know how much that matters. Abandoned Muncher Mine 8XP-PPK-5XF
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# ? Jul 6, 2019 05:30 |
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My first level: 21H-S52-WPF Called “Some Chill Slopes” because I set out to make a chill Mario level that would be relaxing to play. At first I set out to make a course with no enemies and just tons of rewards but quickly realized there’s no joy without a little bit of challenge. Since it’s my first I would love some feedback!
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# ? Jul 6, 2019 05:30 |
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So it didn't occur to me until I was literally finishing uploading the course that clear pipes might not count, only regular pipes, for the Blitz. So, if clear pipes count here's my Blitz course, if they don't count, enjoy my stupid 20 seconds very hard course I made in about 40 minutes:
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# ? Jul 6, 2019 05:33 |
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It's early January. You've been called to inspect a blocked pipe. Ice, you think, until you arrive in the pouring sleet to find something far worse. Something living. In many interpretations, Hell is cold. You know this to be true. The Plumber in Winter Created and uploaded in 55 minutes for the Blitz. Try to find some joy. Toad cannot, as that is his lot in life.
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# ? Jul 6, 2019 05:44 |
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iddqd posted:My first level: It's a very chill level but I have some feedback to make it even more chill: 1.) It's a bit of a mess visually, you might want to think about a more cohesive look, or at least nail down a bit more what you're going for. 2.) Spawn the powerups out of pipes instead of leaving them on the ground where they can float away or the player can miss them. Edit: Still looking for opinions on my 15 minute slapdash Blitz level, Guard Doggos: DNL-LRH-YKF The Lobster fucked around with this message at 05:47 on Jul 6, 2019 |
# ? Jul 6, 2019 05:45 |
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Takoluka posted:I hope you guys are ready for an extremely thrilling experience. iddqd posted:My first level: Welcome! Don't forget to add your levels to the spreadsheet.
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# ? Jul 6, 2019 06:01 |
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Went from my last post and immediately made a blitz level because I’m addicted to this game. Took just about 30 minutes and honestly I probably should have spent more time on it but oh well. Icy Blitz L3V-1LV-9DG
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# ? Jul 6, 2019 06:02 |
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Circle Nine posted:Okay, the ducking ice level idea is done and not too difficult I don't think. I thought this one looked fun. (I initially thought you said "duckling", but "ducking" is also good. ) Your code is wrong, but I found it by going to another one of your courses. The right code is DQT-CDB-WKF. (Always double-check your codes, folks!) Anyway, I had a lot of fun with the first part of the level, but I can't get past the part where you bounce across Koopas as big Mario. If I stay crouched, I don't have enough momentum to get all the way across. I've tried gaining more speed in different ways, but it usually ends in me hitting my head on an icicle. That section feels much harder than the rest of the level, so it feels a little out of place. How do you get across it as big Mario? I can only get across as small Mario. My only other comment is that the falling icicle over the Koopa bridge at the beginning of the level is off the top of the screen, so I bet a lot of people will die there. Still, I really liked the level! General question: Is there any way to search levels by keyword? For example, if I want to try airship levels, is there a good way to find them? Searching by theme on the "detailed search" helps, but it is still too general. It would be nice to be able to search for the word "airship" or something.
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# ? Jul 6, 2019 06:14 |
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Took some feedback, now my level has had 25 minutes put in so I think I'll stop. Bowser Junior has a bit of a more delineated fight as I gave him his own arena and it's very full of doggos that are definitely guarding him. In exchange I added a Mushroom Pipe in that room which tbh cheeses the fight a little but I want the map to be multiplayer friendly. I also added one more Mushroom Pipe in the overworld. Easier level means better for multiplayer, I think. 4QY-GT0-TTF - Guard Doggos (Final) The Lobster fucked around with this message at 06:51 on Jul 6, 2019 |
# ? Jul 6, 2019 06:27 |
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The blitz was pretty interesting. I had a hard time thinking of something that wasn't just lots of floating platforms, so I'm pretty interested to see what everyone else came up with. I normally design in multiple passes: first the general layout, then bonus areas/coins/decoration, then testing/tweaking positions. During my second pass I realized I didn't have any blocks to put things into, so enjoy your groups of coins I guess. Ice Fishing [Blitz 1] BPR-2X5-DJF
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# ? Jul 6, 2019 06:29 |
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iddqd posted:My first level: Hmm, you have 95% of a very easy-going and fun level, but what's the deal with the slide ending in a pit just past the door? You spend the whole level showing people that it's fun to slide, and you give them a star to feel invulnerable, and then you just level us slide into a pit? Still, a (mostly) fun level.
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# ? Jul 6, 2019 06:36 |
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Overbite posted:Thanks for the feedback. out of all my levels this is the one that has the least amount of clears and I wanted to know why so I'm glad you took the time to review it. As for the creepers resetting I've never had that happen in all the testing I did. Though when I tested it I never hit any of the creepers, there's no need to so that's probably why I never saw it. Maybe it would be better without the creepers?
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# ? Jul 6, 2019 06:47 |
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A couple more: #366 Ice Cave in The Sky (RG4-DSX-2RF), by GI_Clutch Fun level, but it seemed a bit short. I think it would be improved by being longer and (very slightly) more difficult. A question: there is a 50-coin behind an icicle. How am I supposed to get that? #472 The Fab Four (JJY-K3K-X1G), by J-Spot Another fun little level. If you get too far ahead of the beetles, they disappear, which is a little annoying. Also, getting put into a little box at the end of the level seems a bit janky. Otherwise, it was fun. #205 The Cat Returns (Y7C-LSR-KHG), by Amppelix Thematically, this level seemed all over the place. I would pick a smaller number of enemy types and a smaller number of types of challenges. This level seemed to want to try everything, and it comes off feeling unfocused. I stopped after a death to the homing missile in the scrolling section.
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# ? Jul 6, 2019 07:16 |
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Padomyme posted:Went from my last post and immediately made a blitz level because I’m addicted to this game. Took just about 30 minutes and honestly I probably should have spent more time on it but oh well. Honestly, not bad. It's a decent platforming challenge and there's never anything wrong with that.
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# ? Jul 6, 2019 07:26 |
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DorianGravy posted:#205 The Cat Returns (Y7C-LSR-KHG), by Amppelix
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# ? Jul 6, 2019 08:43 |
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Good Sphere posted:Anyone know if any course designers of the actual Mario games made courses for SMM2 online or included in the game? It would be really cool to see SMB1 style courses by the actual creators of courses from that game.
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# ? Jul 6, 2019 09:03 |
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Blitz course made in 56 minutes. Jump Jump, Slide Slide 8LD-YLW-HQG
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# ? Jul 6, 2019 09:12 |
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Guess I didn't finish this in time for this week's contest, but that's fine, as it was obnoxiously complicated before I went back and made it a lot less switchy. It was going to be a level you could run forward or backward with different challenges depending upon the way you went, but it ended up with a lot of unavoidable entering a room to find the block switches in the wrong position, and then having to go back to the previous room where enemies had respawned. So that gimmick's gone and it's a (comparatively) humble hammer bro-infested ghost house with a treasure hunt gimmick. Did you know Toadette has a secret dragon punch move? This screenshot is proof.
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# ? Jul 6, 2019 09:33 |
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I've been waiting for this to come out for a while, as I did not have a WiiU to play it on. Maker Profile: "HJofVecna" HMG-Y1G-VHG 1st Level: "Kuaizo Castle" 6TN-P7H-C0G 2nd Level: "Red Coins in the Desert" 639-KW0-3SG So far I've made two levels. Hopefully I learned things from making them that will make the next ones better!
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# ? Jul 6, 2019 09:35 |
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oooooo the blitz I am gonna do this when u get home. Mario maker rules
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# ? Jul 6, 2019 10:00 |
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A handful of Mario AbeO1: Seemed like an okay traditional course but pretty short. There wasn't much meat to it, but I enjoyed what was there. I Want to Be an Air Pirate: Solid airship level though the mushrooms felt a bit too generous. Uncle Autoscroll's Spookhouse: Interesting concept but expecting the player to hunt down red coins in the dark during an autoscroller is a bit crazy. I could make it through the scroller but kept dying looking for coins which got annoying fast. Mario Mining Company Interview: I loved this level! Up until I played it I didn't even now builder Mario could make his own boxes. Great showcase of a mechanic I had literally never seen utilized in a level! Also it looked really nice too, which is rare for a 3D world level.
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# ? Jul 6, 2019 10:20 |
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https://twitter.com/CyclonX_/status/1145178278136700928?s=19
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# ? Jul 6, 2019 10:25 |
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Will there be a patch to go with the server maintenance?
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# ? Jul 6, 2019 10:35 |
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Played some goon levels this morning because I couldn't sleep. Deadly Horrors - Gluteus Maximus I liked it for the most part, the description about being frustrating had me pretty worried but it ended up being a kinda straight forward level just set in a ghost house. I kinda feel like I missed something because of how straight forward it all was. Enemy spam near the end felt really unneeded unless you just wanted to bounce on everything with the Dry Shell but it didn't really effect anything. It was a fine stage really. Life Simulator - Hyphz Where's the joke 1-1 + 1-2 but Meowser's here - Icedude This is such a goofy idea that I really wound up enjoying it. Meowser plays nice as a background element as he can't fit anywhere so it's just a extra spicy thing to dodge. Shame the fucker is so huge he blocks 40% of the screen when he's in the foreground hah. Uncle Autoscroll's Spookhouse - Hyper Crab Tank Didn't finish it. Did about 3 laps and got too bored going around the house. Got 3 of the coins and saw the door but if you lose the fire flower it's just frustrating. Congrats on the first goon course that beat me though if you wanted that trophy!!! Make Way! - NofrikinfuN A alright tutorial level for the Builder Power up. The second part was mildly frustrating getting the crates to land instead of go through the pipes but that was probably intended? Either way simple fun. Kinda wondering just how many of these hammer tutorials there are though. I've bumped into like 5 so far, including my own. Sheesh. Mario in the Whale - PantsBandit Silly stage idea but the first part of the level is super unforgiving and I can't say I enjoyed having to do the leadup over and over again. The jump from the claw was rough and I wasn't aware the "water" was going to stop so I kept getting this feeling that I had to rush rush rush. When I noticed that it wasn't going too much higher things became more relaxed though. Second part of it through the rest were mostly fine, just busywork to get around the "worms" It sounds like I'm complaining a lot about it but I really did wind up enjoying it. I'm thankful it wasn't super long too.
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# ? Jul 6, 2019 11:15 |
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ThisIsACoolGuy posted:Make Way! - NofrikinfuN Yeah, I got a couple doing endless Mario after submitting. As for lining up the crates, throw them at the wall and they will drop into place. I tried to make sure there was a backboard or guide to show how many crates to use in the trickier parts. If you're at all interested, I made a second one that doesn't go into tutorializing and instead does some light puzzling and a couple simple "boss" fights. Make Way 2! NLW-GG3-W1H I hope this one feels a little fresher.
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# ? Jul 6, 2019 11:54 |
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More blitz levels and that means more puns!Padomyme posted:Went from my last post and immediately made a blitz level because I’m addicted to this game. Took just about 30 minutes and honestly I probably should have spent more time on it but oh well. Having two paths was an ice idea, especially with a fast and slow route. I wound up abandoning both, though, and just jumping for it. The Lobster posted:Took some feedback, now my level has had 25 minutes put in so I think I'll stop. Bowser Junior has a bit of a more delineated fight as I gave him his own arena and it's very full of doggos that are definitely guarding him. In exchange I added a Mushroom Pipe in that room which tbh cheeses the fight a little but I want the map to be multiplayer friendly. I also added one more Mushroom Pipe in the overworld. Easier level means better for multiplayer, I think. I didn't snow that there were multiple mushroom pipes initially because I dashed through the level so hard trying to keep ahead of the chomp movement. Maxxim posted:The blitz was pretty interesting. I had a hard time thinking of something that wasn't just lots of floating platforms, so I'm pretty interested to see what everyone else came up with. The way you guided players through the level was ice slick, but the time constraints for the blitz challenge meant that there wasn't much here. Evil Eagle posted:Blitz course made in 56 minutes. This is an ice... wait, I used that one. Uhhhhh. This course wasn't freeze-y, but it had a good flow to it. Nice use of the mushrooms to make decorations, too.
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# ? Jul 6, 2019 13:08 |
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I hope I'm not too late, I got stoned and lost track of how long I had fiddled with it and then just smashed upload XNS RK6 X9G - Monty In Among The Chain Chimps. Just tried to make something involving a lot of fun slippery jumps. I hope theres nothing too outrageous in there.
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# ? Jul 6, 2019 13:18 |
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Blitz question: for allowed enemies can we apply modifiers like parachutes and wings?
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# ? Jul 6, 2019 13:19 |
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The Kins posted:Looking at the credits, the four people specifically listed as "Course Level Design" all have previous credits on Mobygames as game testers. That being said, the "Game Design" section is stacked with Mario veterans, like Super Mario World sprite artist Shigefumi Hino and veteran Mario series level designer/pidgeon namesake Yasuhisa Yamamura, so they likely guided the new blood's hands a lot. Takashi Tezuka, who's been heavily involved since the NES days (and I think drew most of the sprites in Mario 3!) was producer and according to a Game Informer interview he ultimately chose which courses were included in the game, although he apparently didn't make any of them himself. Interesting information! Thank you
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# ? Jul 6, 2019 13:23 |
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I finally finished the level I've been working on the past couple of days and I'm really happy with how it's turned out - it's all about clear pipes! The code is 27J-9NR-MQF:
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# ? Jul 6, 2019 13:24 |
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DorianGravy posted:I thought this one looked fun. (I initially thought you said "duckling", but "ducking" is also good. ) Your code is wrong, but I found it by going to another one of your courses. The right code is DQT-CDB-WKF. (Always double-check your codes, folks!) Thanks, and yeah that code is wrong because I deleted to original upload to make it a little easier and make the koopa jump section I thought 100% consistent but I guess not quite. Since I'm more or less entirely taking away player control there I didn't want there to be any chance of failure at all. My only thought is that you might not be using the springs on the wall before the treadmill to gain the initial boost of extra speed? If you'd be willing, I'd like to see a video of you dying at that koopa section so I can try to tweak it to make it more consistent or more clear that you do need to use the wall springs beforehand. e: it's also possible you're just holding down on the D-Pad rather than down and forward to keep your momentum going as you bounce off of them? https://twitter.com/circnine/status/1147492883655565314 Circle Nine fucked around with this message at 14:11 on Jul 6, 2019 |
# ? Jul 6, 2019 13:51 |
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XJ2-C80-7JG Pinball Painfall An annoying puzzle platformer XJX-NV4-QBG Paris-Dakario Rally Car Racin'
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# ? Jul 6, 2019 14:06 |
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Two more spooky levels for everyone. https://twitter.com/SamFaustus/status/1147491946509639682 https://twitter.com/SamFaustus/status/1147492478708142083
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# ? Jul 6, 2019 14:10 |
So I didn't play much MM1 and am pretty much scrub-tier when it comes to figuring out how to design a decent level. Here's one that I've been workshopping after watching that Ceave design video in the OP. It's definitely not what I'd called finished, as there are some parts of it that I want to flesh out a bit more. Overall though I wanted it to be more like a "classic" level and not full of dumbass gotchas or overly obtuse puzzles. Would love some feedback on what works, what's poo poo, and areas to think about! Take Down the Rocket XV1-NQ6-5FG Drone fucked around with this message at 14:25 on Jul 6, 2019 |
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# ? Jul 6, 2019 14:16 |
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PSA: Cat-Toad is the cutest thing ever
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# ? Jul 6, 2019 14:20 |
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Made a level just specifically for the Endless pool and not for the goon spreadsheet. It's a meme level that gives a ton of 1-Ups. Baba Is 1-Up: L7Q-DFV-X2G. If I could get that initial like or two that puts it into Endless, that would be great!
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# ? Jul 6, 2019 14:21 |
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Finished up my second level, Calamari Clouds, Beetle Skies! This is a sky level themed around Bloopers and Beetles, with branching ending paths that allow you to pick your poison. Would love some feedback on the difficulty, hoping I didn’t make certain parts too unforgiving. Also, bumping my first level, Hanging Gardens, in case anyone has interest in a desert themed level where Mario must survive a plague of locusts, hounds and killer plants and discover hidden areas while he’s at it.
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# ? Jul 6, 2019 14:24 |
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# ? Jun 7, 2024 00:10 |
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Drone posted:So I didn't play much MM1 and am pretty much scrub-tier when it comes to figuring out how to design a decent level. Here's one that I've been workshopping after watching that Ceave design video in the OP. It's definitely not what I'd called finished, as there are some parts of it that I want to flesh out a bit more. Overall though I wanted it to be more like a "classic" level and not full of dumbass gotchas or overly obtuse puzzles. It's a good layout, but there's a few problems with how it flows due to the nature of using an autoscroller with cycling things. At the start, for example, you have the path appear to split in two but only one of them has the platforms cycle in time for the player to ride them. Later on, the blue platforms have wings which make them drift up and down. They only align to make the jump possible once, since it requires the player turning around on the falling platform, once in the time available to the player and it's very early on. The star rush is a good idea, but you don't need thirty enemies there. Anything more than the basic eight is excessive for that since other 1-ups wind up getting thrown away. But a really good effort that just ran into the difficulty of combining autoscrolling with cycling systems.
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# ? Jul 6, 2019 14:35 |