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SeANMcBAY
Jun 28, 2006

Look on the bright side.



d3lness posted:

Is there a reason to hit 300 outside of masochistic tendencies?

I think you get the medal for it then. It’s been mostly fun, only today was pretty lovely to play through.

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OneMoreTime
Feb 20, 2011

*quack*


Violen posted:

drat, what a horrible time to post a 3D World level.



Title: Thwomp-assisted Romp
Description: Thwomps are thwends in this swift jaunt that creates itself as you play.
Course ID: 6F0-QWT-0QG

I didn't catch what tool people are using for their fancy-schmancy level cards so instead I'm just dumping a screenshot of Coursebot and some bold tags.

Anyway, this was genuinely my first kick at the can making a Mario Maker course. Not a Mario Maker 2 course, but like, period. I don't know why it took this long to get the bug since I pumped thousands of hours into the original, but here we are.

I wanted to create a stage that evoked the convention in platformers where the terrain builds and demolishes itself as you play through it. Tropical Freeze has a couple of real standout examples of this. Unfortunately the only dependable base that doesn't mandate kaizo-esque fussiness and precision from the player is thwomps in 3D World, and playing around with the extremely limited toolset I quickly realized this wasn't going to fly. However, I think I hit upon a unique-enough mechanic to conceptualize a stage around. It was an absolute nightmare to try and eek enough variety to satisfy a decent-length stage out of such a specific gimmick, but I think divvying it up into a standard Mario and cat Mario section managed to squeeze just enough out of to call it a success.

Getting everything to behave, hiding the gears, and especially trying to properly signpost and bulletproof everything was about a dozen times over the biggest timesink, far eclipsing the actual level design, which surprised me but probably shouldn't have. This is a pretty prescribed experience, too, I can't imagine trying to craft a more open-ended stage out of the main building block. I originally wanted to have a vertical second half but there's just no way in hell to get the logistics of that cohesive. I dumped embarrassing amounts of time into a couple of what I hope are cute ideas for power-up provision and setpieces and the like, and tried my best to make it look like an actual level you'd see in a Mario game aesthetically and in terms of layout.

I'd probably ballpark it around your more high-end star road stage for difficulty. There is a checkpoint and it's on the shorter side as an excursion because of the nature of its platforming design.

Even if no one touches it I still felt like journaling the making experience since it was novel for me. I'm an official addict but gently caress me not for a bit after this one, it ballooned in time commitment way beyond what I was anticipating. I was never able to just look at it and go 'done'.

I REALLY liked this stage. It's a very simple design that plays with the idea of the thwomps in a very interesting way (that I've seen attempted by others but never actually exploited fully) to get through a stage that felt tough but fair. I very clearly tell this stage was a pain to put together in a way that acted like you wanted it to, but at no point did it feel like it'd fall apart if I deviated from the script even a bit. One thing I will say is that you can exploit it in a way at the very end if you do screw up the cat pounce cancel via the retry room, but given you have to essentially play the entire stage to get there it hardly feels like breaking the stage at all. One my favorites so far.

Pakled
Aug 6, 2011

WE ARE SMART
Made a new course!

Pillars of Doom
VM2-45P-VVF


Some fairly challenging platforming more in the vein of the first level I made (which has proven to be my most popular by far).

Mahoning
Feb 3, 2007

Random Stranger posted:

You've got a fine concept for a short stage, but the nature of your stage with its basically one square high path means that you've got more white space on the screen than I've ever seen in a level and it's all blank. This would have been a good opportunity to put little vignettes above the player like small "jail cells" and prisoners. You could have also used pipes instead of ground for a lot of the surfaces and it would have given it some thematic visual flare.

Yeah this is pretty much how I feel about it too, but I was also mostly happy with the play of the level itself and since it was my first time creating a level (ever, since I never played SMM1) my mind was kind of fried from learning all the little quirks of the level creator.

I almost wish I had come up with the concept after having a few courses under my belt and it woulda turned out better. But oh well.

Lastdancer
Apr 21, 2008

The Lobster posted:

Anywho, here's my Jam level:



Wario's company is overflowing with coins and OSHA violations! Grab as many coins as you can while dodging loose saws and enemies of all kinds!

Difficulty: Normal/Easy

This level was my jam! Love the look and feel of the place, a nice comfy deep woods feel for sure. I usually hate autoscrollers in Mario Maker but you made it feel more like something out of an actual Mario game versus a bazillion bullet bills and cannonballs whizzing by. And I enjoyed that secret at the end. ~Underwater SECRETS~

I can't think of any criticism of it other than maybe it was a tad short but that's kind of what happens when making a jam level I assume so no worries, well done.

Bonus: I'm sorry

https://twitter.com/LastdancerRS/status/1148445144733011968

Lastdancer fucked around with this message at 05:14 on Jul 9, 2019

The Lobster
Sep 3, 2011

Massive
Avian
Rear
Images
Online


OK, going to try to post my attempts at RAoM:

Deserted Desert, by Mega64:

Incredibly adorable level, loved the flying Bloopers. I had trouble with one of the jumps that required you to hit one of the flying Buzzy Beetles to get over a gap. I think I died like three or four times. That's on me.


Ice Blitz: The Iceburg, by Pocky in my Pocket:

I gave the one like ten tries but couldn't get past like the first screen. :(


Let's go skiing!, by Arctic Puma:

How am I supposed to get past the first slope? Another one I had to give up on.


Hot Winter Day, by Mega 64:

Phew! This was just at the limit of my abilities. I enjoyed how the challenge wasn't impossible and kept me engaged and every time I made a mistake I could see how it was my fault and not because of some weird thing you had done. I definitely put more than ten tries into this one because I was jut so into it.


Lastdancer posted:

This level was my jam! Love the look and feel of the place, a nice comfy deep woods feel for sure. I usually hate autoscrollers in Mario Maker but you made it feel more like something out of an actual Mario game versus a bazillion bullet bills and cannonballs whizzing by. And I enjoyed that secret at the end. ~Underwater SECRETS~

I can't think of any criticism of it other than maybe it was a tad short but that's kind of what happens when making a jam level I assume so no worries, well done.

Bonus: I'm sorry

https://twitter.com/LastdancerRS/status/1148445144733011968

Thank you! Yeah it had to be short because the autoscroller is on the sublevel and sublevels are actually pretty small, unfortunately. But I think it works out also because there are no checkpoints in objective based levels so you don't want them to go on for too long.

The Lobster fucked around with this message at 05:23 on Jul 9, 2019

OneMoreTime
Feb 20, 2011

*quack*


Sam Faust posted:

Here's another level for the pile. Fair warning though, its a long one and also, boss fights.

https://twitter.com/SamFaustus/status/1148441205417467904

Long stage but I like the setups that are present. I particularly like the idea of allowing you choose which challenge you wanted first, awarding you a fire flower and giving you some help with the next one. The last gauntlet was a lot of fun as well, although I felt the very end was a little tedious having the dig through the ground with the bomb ombs. I still think it's very well done overall.

But Rocks Hurt Head
Jun 30, 2003

by Hand Knit
Pillbug
I would love any playtesters for a medium-hard, kinda goofy level.

Chomps 'n'at

SSR-91Y-00G

I promise it's not quite as crazy as the screenshot makes it look throughout.

I'm trying to limit my initial level designs to a few elements max. This has Chomps, Shoes, and more Chomps. I think it's tougher than the general SMM population would be able to handle, but it shouldn't be too bad for people itt. There are even two (!) checkpoints.

I might try to go back and edit in some sound effects and more coins, etc. at some point, but for now the level plays the way I want it to.

Time for some RAoM.

Lets Pickle
Jul 9, 2007

Violen posted:

drat, what a horrible time to post a 3D World level.



Title: Thwomp-assisted Romp
Description: Thwomps are thwends in this swift jaunt that creates itself as you play.
Course ID: 6F0-QWT-0QG



Very cool level! It flowed really well and the thwomp movement was neat. There's a lot of extra aesthetic stuff you put in as well.

Good Sphere
Jun 16, 2018

I know they are kinda hated, but I made an autoscroller, and it’s an underwater level. The worst combination, right?



Beating the level isn’t too hard, but maybe one of you would be up for the extra challenge of seeking out the red coins. :mario:

edit: I just noticed all my image icons were annoyingly GIGANTIC, and I replaced this one. Sorry!

Good Sphere fucked around with this message at 16:09 on Jul 9, 2019

Wendell
May 11, 2003

I thought I’d experiment by copying the first stage of Flashback: The Quest for Identity and changing nothing about the enemy placement. It turns out that makes it insanely easy because Mario is about 1000 times more mobile than Conrad Hart, bless his soul! I also had to cut a few screens due to size. Man, it’d be cool to be able to make levels that are both horizontal and vertical at once!

Anyway, I think I did a really nice job aesthetically, it looks as close to Flashback as Super Mario World can hope to, so give it a try for that alone! OR give it a try because you’re feeling generous and want to help me get it into the Endless Easy pool to see if it can swim.

Flashback: Quest for Identity
SL4-9CS-FXF

Unsound Logic
Jul 12, 2002

"Why don't you mosey along, pardner."

I made a fairly canon SMB3 desert level with a few secrets.

Dunes of Doom
25F-LC2-7YF

Discover the treasures of the pyramids in the dunes, can you find it all?

There are 3 big coins hidden throughout the level and it has a few nods to my pain levels but I don't consider this one difficult at all.

Tayter Swift
Nov 18, 2002

Pillbug

SeANMcBAY posted:

I think you get the medal for it then. It’s been mostly fun, only today was pretty lovely to play through.

I finished 314 levels in Easy and didn't get a medal :mad:

Wendell
May 11, 2003

Tayter Swift posted:

I finished 314 levels in Easy and didn't get a medal :mad:

Apparently you need 1500 in easy now!

Evil Eagle
Nov 5, 2009

Went through and got the WR in some Random Acts courses.

#421 - Purple Pipes in the Dusty Dunes: Cool, straightforward course that looked nice. Rare interesting use of invisible blocks, like Mario 3.

#532 - A Crisp Mole Hole: OK blitz course. Bowser Jr. is not a mole

#394 - Fire Swamp: Fun to play, which is the most important thing in my book. Gave me a few ideas for my own courses.

#645 - RACE: Alpine Pipeline: Really fun course with tons of routes to take and no catch-up mechanics like locked doors. It's intended as a MP course and it definitely would be an enjoyable one.

#296 - The Treasure of Toggle Tower: My favorite of the bunch, and the one I spent the longest time trying to nail a good time on. Great theme with a difficulty curve that ramps up nicely. There's still plenty of time to save, so I'll definitely be coming back to this one.

Plebian Parasite
Oct 12, 2012

Revised my goomba level, took out some slower sections like the goomba escorts and ramped up the jump difficulty a little earlier. It feels like a tighter course overall

JBJ QLG HWG

Good Sphere
Jun 16, 2018

Wendell posted:

I thought I’d experiment by copying the first stage of Flashback: The Quest for Identity and changing nothing about the enemy placement. It turns out that makes it insanely easy because Mario is about 1000 times more mobile than Conrad Hart, bless his soul! I also had to cut a few screens due to size. Man, it’d be cool to be able to make levels that are both horizontal and vertical at once!

Anyway, I think I did a really nice job aesthetically, it looks as close to Flashback as Super Mario World can hope to, so give it a try for that alone! OR give it a try because you’re feeling generous and want to help me get it into the Endless Easy pool to see if it can swim.

Flashback: Quest for Identity
SL4-9CS-FXF

I don’t know what Flashback is, but nice, relaxing course just before bed! Great work.

Woozy
Jan 3, 2006

Wendell posted:

I thought I’d experiment by copying the first stage of Flashback: The Quest for Identity and changing nothing about the enemy placement. It turns out that makes it insanely easy because Mario is about 1000 times more mobile than Conrad Hart, bless his soul! I also had to cut a few screens due to size. Man, it’d be cool to be able to make levels that are both horizontal and vertical at once!

Anyway, I think I did a really nice job aesthetically, it looks as close to Flashback as Super Mario World can hope to, so give it a try for that alone! OR give it a try because you’re feeling generous and want to help me get it into the Endless Easy pool to see if it can swim.

Flashback: Quest for Identity
SL4-9CS-FXF

I liked this! Definitely the right atmosphere. The danger with any level that scrolls vertically and horizontally is that you'll end up with a lot of inadvertent blind jumps so make sure these are labelled if you want them to be. I would play through forward and backwards to see where such jumps turn up.

Tayter Swift
Nov 18, 2002

Pillbug

Wendell posted:

Apparently you need 1500 in easy now!

Can't be that many, folks at the very bottom of the leaderboard have the medal at arouond 750 clears. Which is still insane.

The Lobster
Sep 3, 2011

Massive
Avian
Rear
Images
Online


Wendell posted:

I thought Id experiment by copying the first stage of Flashback: The Quest for Identity and changing nothing about the enemy placement. It turns out that makes it insanely easy because Mario is about 1000 times more mobile than Conrad Hart, bless his soul! I also had to cut a few screens due to size. Man, itd be cool to be able to make levels that are both horizontal and vertical at once!

Anyway, I think I did a really nice job aesthetically, it looks as close to Flashback as Super Mario World can hope to, so give it a try for that alone! OR give it a try because youre feeling generous and want to help me get it into the Endless Easy pool to see if it can swim.

Flashback: Quest for Identity
SL4-9CS-FXF

Really enjoy what you're doing here! But then the sleep meds kicked in and I became a bit too loopy to play. I downloaded it though! Very clever, lovely, atmospheric course! I hope it takes off!

Jellymouth
Jul 9, 2009
Fun Shoe
Same-day inspiration and execution, so its probably rough around the edges, but I had to see this through.

X27-WT0-5QF

Mario goes to Burning Man.

Cactrot
Jan 11, 2001

Go Go Cactus Galactus





Okay, no more Thwomp levels, starting now.

https://twitter.com/Cactrot/status/1148461679258173440

SeANMcBAY
Jun 28, 2006

Look on the bright side.



Wendell posted:

Apparently you need 1500 in easy now!

To just get the bronze? gently caress that then.:lol:

SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

Whenever I go into "normal" I get invisible blocks over pits, or jumping across single spread-out note platforms over pits, or claws over pits, or a single-jump level where your trajectory has to go perfectly between saws.

alf_pogs
Feb 15, 2012


Wendell posted:

Apparently you need 1500 in easy now!

you have got to be loving kidding

ThisIsACoolGuy
Nov 2, 2010

Shaped like a friend

A strange lava planet was discovered and Mario and Friends are here to check it out. Going deeper into the ruins reveals a scary secret!!

UFO? That's Mario!
4BK - TLP - H5G

SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

alf_pogs posted:

you have got to be loving kidding
A score of 300-something in Easy only lands you in a 4000+ position in the leaderboard.

alf_pogs
Feb 15, 2012


tying the medals to the actual leaderboard rank is a classic painful nintendo move. here i was hanging out to see those little boxes get filled in and now i definitely cannot be bothered. oh well

Luxury Tent Carpet
Feb 13, 2005

I hunted the Orphan of Kos and all I got was this stupid t-shirt
A few randomiser levels:

#8: Chain Chomp Factory - BG3-BX8-RDG I really enjoyed this, a cool theme executed really well and a fair challenge to race through!


#571: Mario Ragnarok - DNV-0G7-5NG I couldn’t find this one


Puzzle Forest - 9C2-QNG-RFG this one took me a few tries and honestly I found the very beginning more aggravating than anything, but once I got beyond that there’s some good stuff here


Phew! This one took me a few goes so RIP your clear rate! When I was able to get a good line going and sail through the blocks it was immensely satisfying but I did nearly give up at one point after taking the pow block all the way though the horizontal twomps I got hit with an off screen vertical one while swimming up to the next section and that felt a little cheap honestly but otherwise enjoyable despite me being awful at mario in general and underwater levels in specific!

ThisIsACoolGuy
Nov 2, 2010

Shaped like a friend

Yeah there needs to be a threshold. Having outfits for the person in first second and third in a category is loving stupid.

Like, it needs to be at a top % you get a medal, that kind of thing. As is it's just going to be twitch streamers and the guys who are already at the top getting it over and over again.

AntiZorn
Sep 23, 2007
Pillbug
Here's my first crack at a level. It's mostly me playing around with a few concepts I haven't personally seen yet and exploiting some of the weird physics interactions. I mostly wanted to try to get some random behavior going in the level and I think it panned out well. There's some Kaizo-lite traps, but nothing that you aren't warned about earlier in the level. "Fun" boss fight at the end depending on who you ask.

Oh, it's also ugly as sin! Sorry about that!

Grand Theft Clowncar
BW6-B30-3HF

Too Shy Guy
Jun 14, 2003


I have destroyed more of your kind than I can count.



I had a free minute, so I played a bunch of the levels that showed up on this page.

Thwomp-assisted Romp - I like the concept but the cat suit section was too tight on the execution for me to finish.

Pillars of Doom - Yep, that was hard! The good kind, though, the kind that makes you nervous to try the next jump and then feel rad when you make it.

Chomps ‘n’at - Nah, that was just as nuts as the screenshot suggests. I almost didn’t get past that second Chomp in the claw but managed to finish despite how tricky it was to keep my shoes on.

Juicy Rad - This was a great autoscroller because it was wide open enough to feel like you could still do things. Really fun.

Flashback: Quest for Identity - I love the concept, but the details in the design are what really sold me. Just a great-looking level to play through.

Dunes of Doom - Don’t put blind Thwomps in your level, and definitely don’t put them right at the start.

Burning Mario - Holy poo poo I can’t imagine a more perfect expression of the concept, and it made for a super rad level of chaos as well.

Descent into the Thwomp cistern - Yeah I beat it, and I enjoyed it, and the only reason your blind Thwomps didn’t completely piss me off is that the water slowed them down.

There’s so many drat levels out there that I’ve started following any maker whose style I like, which has made my Followed tab a really promising custom playlist of goon levels.

Luxury Tent Carpet
Feb 13, 2005

I hunted the Orphan of Kos and all I got was this stupid t-shirt
Is it possible to change the thumbnail after a levels been uploaded?

Pakled
Aug 6, 2011

WE ARE SMART

Too Shy Guy posted:

Pillars of Doom - Yep, that was hard! The good kind, though, the kind that makes you nervous to try the next jump and then feel rad when you make it.

Thanks! I'm only seeing one play on it right now and a 50% clear rate, so I'm impressed you beat it with only one death. I died more than that on my clear test, and that was after individually testing every obstacle. Out of curiosity, do you remember where it was you died?

E: never mind, I just discovered the failure points map feature. Neat!

Pakled fucked around with this message at 08:11 on Jul 9, 2019

Control Volume
Dec 31, 2008

SelenicMartian posted:

A score of 300-something in Easy only lands you in a 4000+ position in the leaderboard.

The person in the most cleared courses leaderboard has cleared 7835 courses, or 650 courses a day

Help Im Alive
Nov 8, 2009

ThisIsACoolGuy posted:

Hi I'm almost done making a level with this as it's theme. I've been wanting to make a dry bones water-y level but now it's morphed into something great.

Thank you

ThisIsACoolGuy posted:

A strange lava planet was discovered and Mario and Friends are here to check it out. Going deeper into the ruins reveals a scary secret!!

UFO? That's Mario!
4BK - TLP - H5G


That's awesome! Looking forward to playing it after work

someone awful.
Sep 7, 2007


Luxury Tent Carpet posted:

Is it possible to change the thumbnail after a levels been uploaded?

i'm pretty sure you can't change anything about a level after it's been uploaded

Too Shy Guy
Jun 14, 2003


I have destroyed more of your kind than I can count.



Pakled posted:

Thanks! I'm only seeing one play on it right now and a 50% clear rate, so I'm impressed you beat it with only one death. I died more than that on my clear test, and that was after individually testing every obstacle. Out of curiosity, do you remember where it was you died?

E: never mind, I just discovered the failure points map feature. Neat!

You picked a lot of tricky maneuvers that kids growing up with Mario would know instead of shell jumps and kaizo madness, which I very much appreciated.

Internet Kraken
Apr 24, 2010

slightly amused
Hey, if you set up one of those shell operated switches at the bottom of a vertically oriented subarea, will it stay loaded in the entire time you climb up it if you don't enter any doors?

EDIT: Some limited testing says that it deloads real quickly :smith:

Internet Kraken fucked around with this message at 09:59 on Jul 9, 2019

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Hyper Crab Tank
Feb 10, 2014

The 16-bit retro-future of crustacean-based transportation
Help, I can't stop making overly complicated autoscrollers


GHF-H68-LDG

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