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Haschel Cedricson posted:My castle level came together faster than I anticipated, so here's SUPER HASCHEL WORLD! I plan to come back to this later, but I played the first two levels for now. I loved the first one. The snowball throwers, who initially seem so harmless, turn out to be a nice challenge. You can't let your guard down or you'll be heading into a pit! Really nice work on this level. I had more trouble with the second level. To hit the blocks on the ground, are you supposed to stand on a pokey, wait until it gets to the very edge of a spike pit, then pick it up? If so, it took me a while to figure this out. Also, I felt like there were numerous times in the level where you were kind of out of luck if you lost your Mario 2 mushroom, for example with pokeys which were too tall to jump over normally. If you ever revise this level, it would be great if you could complete the level without being hit, regardless of whether you have the Mario 2 mushroom or not. Still, cool stuff, and I'm looking forward to coming back to this world.
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# ? Apr 25, 2020 17:44 |
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# ? Jun 4, 2024 12:25 |
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DorianGravy posted:So it looks like my Super Petrichor World has been blowing up today! You know what I just realized there really was no reason to make that corridor spikes. I think when I was making it I just already had spikes out. I had used them in place of pits for falling off the path, but could have used regular walls there. There is a secret Star there with just the right amount of moles coming out to give you a 1-up, indicated by a coin. And I tried to put a regular mushroom there that would just about allow you to damage boost through if you needed
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# ? Apr 25, 2020 18:00 |
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DorianGravy posted:I had more trouble with the second level. To hit the blocks on the ground, are you supposed to stand on a pokey, wait until it gets to the very edge of a spike pit, then pick it up? If so, it took me a while to figure this out. Also, I felt like there were numerous times in the level where you were kind of out of luck if you lost your Mario 2 mushroom, for example with pokeys which were too tall to jump over normally. If you ever revise this level, it would be great if you could complete the level without being hit, regardless of whether you have the Mario 2 mushroom or not. Still, cool stuff, and I'm looking forward to coming back to this world. The SMB2 mushroom actually lets you grab snowballs out of the ground so there's no need to damage boost or wait for Pokey to get to the edge.
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# ? Apr 25, 2020 18:06 |
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I just discovered this thread, so thanks everyone posting levels here for giving me another thing to do during quarantine. I have no interest in making Mario Maker levels, but I love playing them (with the exception of the crazy speed run courses, I’m not that good). Only issue is I have to pry the switch from my wife’s hands because she is playing so much Animal Crossing lol. It’s to the point where I would consider getting a second switch, but I really don’t want a Lite , and obviously the normal Switch can’t be found without price gouging (I’m not that desperate). John Wick of Dogs posted:You know what I just realized there really was no reason to make that corridor spikes. I think when I was making it I just already had spikes out. I had used them in place of pits for falling off the path, but could have used regular walls there. There is a secret Star there with just the right amount of moles coming out to give you a 1-up, indicated by a coin. And I tried to put a regular mushroom there that would just about allow you to damage boost through if you needed I think I just played this level. I died a million times in the falling corridor (missed the hidden star), but eventually got it. I liked it.
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# ? Apr 25, 2020 18:17 |
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Haschel Cedricson posted:The SMB2 mushroom actually lets you grab snowballs out of the ground so there's no need to damage boost or wait for Pokey to get to the edge. Oh, I didn't know that! Okay, then I think that solves a lot of my trouble with the level. Still, the level is probably a little less fun if you lose your Mario 2 mushroom. I'll give it another shot later today.
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# ? Apr 25, 2020 18:37 |
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Well, I finally made a world. It's themed around the hat powerups for 3D World, so I made five new stages for it. World 8SN-6WS-F9G Individual Levels XLV-7MT-01G - Me & My Friends SL5-60T-XDF - The Flybrary BM7-FXQ-XRF - KerPOW Climb 0D6-PQD-CTG - Propping with Mr. Thwomp V14-V44-54G - Wizard Storm
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# ? Apr 25, 2020 18:46 |
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Finally found some time to make a level. I whipped up this short frog suit speedun-ish stage: BW3-HCN-VJF Not very original unfortunately and it's super easy. Just some running with a p switch. Hopefully it's still fun though. I'm inspired to make more short levels to start filling up a world, and all the new power-ups have lots of potential. Really enjoying this update!
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# ? Apr 25, 2020 18:52 |
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Well I got done with that castle much faster than I thought: Ludwig's Lakeside Lair 67G-7DY-XDF And, here's the super world I just put it in! These are four new courses and one old one. All are aimed to be on the difficulty level of a normal mario level, though there is a rising difficulty curve to the world. At least I hope there is and I didn't completely misjudge the difficulties.
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# ? Apr 25, 2020 19:45 |
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Another Dark Souls inspired boss battle. Larry's Lair QFY-78F-FPG Hope I didn't overdue it with this one.
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# ? Apr 25, 2020 20:06 |
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Haschel Cedricson posted:My castle level came together faster than I anticipated, so here's SUPER HASCHEL WORLD! I beat Super Haschel World! I enjoyed your later levels, especially the castle. Defending an ice platform against bob-ombs, rockets, and other stuff was really neat, and actually gave me a couple game overs. The Lemmy fights were cool too, and you made good use of the environments to make them interesting and challenging.
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# ? Apr 25, 2020 20:30 |
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Duckman2008 posted:I just discovered this thread, so thanks everyone posting levels here for giving me another thing to do during quarantine. I have no interest in making Mario Maker levels, but I love playing them (with the exception of the crazy speed run courses, I’m not that good). There's quite literally 1000+ levels in this thread alone so you should just buy a second Switch
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# ? Apr 25, 2020 22:24 |
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I promise I'm going to play as many levels as I can but man, I've really been plugging away at making a full game and I haven't even thought of hitting the play tag unless it's to playtest I just hope people like it when it one day comes out.
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# ? Apr 25, 2020 22:27 |
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aaaaaa My level Bullet Bay has hit the Popular Levels leaderboard and is sitting at #35. Everything was normal, I checked out a random World, and when I finished I got a notification that 215 people had played my level. This is exciting! EDIT: First silver and gold medals. Haschel Cedricson fucked around with this message at 01:36 on Apr 26, 2020 |
# ? Apr 25, 2020 22:30 |
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Went ahead and built a world around 5 of my auto scrollers for the time being until I build levels for the worlds. Attempted to put them in difficulty order as best I could
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# ? Apr 26, 2020 00:19 |
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How do you get your game world ID? Or find others game world IDs? Can you only submit one game world online? e: What I'm saying is I have two perfectly good gimmick ideas for game worlds, and I love both of my precious children equally. DalaranJ fucked around with this message at 01:55 on Apr 26, 2020 |
# ? Apr 26, 2020 01:20 |
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Made a ghost house for my first world. Galoomba Gardens Ghost House 44P-F5B-2MG Ghost houses seem kinda difficult. I want to make them somewhat maze-like and confusing, but considering this is supposed to be world 1 of i dunno how many I had to dial it back and not make it super obnoxious. I really wish there was a way to have multiple exits now that we can have worlds with branching paths. I'm a fan of making levels with multiple routes through them, but considering that they have to terminate at the same point making levels like that doesn't really serve much of a purpose unfortunately.
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# ? Apr 26, 2020 01:39 |
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DalaranJ posted:How do you get your game world ID? Or find others game world IDs? You can only have one world uploaded at a time unfortunately. Your maker ID is what is used for the world IDs. I made a quick little frog level so I could have a really easy stage for 1-1 of my world. It has no enemies and you just run and follow the coins. Its less than a minute long. 7 out of the 9 people that played it so far didn't clear it. I wonder if people just don't know how to run on the water as the frog suit and it's confusing them. The description explains how to run on the water but you can't see the course descriptions in world mode for some reason. Back to the drawing board I guess
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# ? Apr 26, 2020 02:04 |
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I am ~slowly~ putting a World together, it's probably way too long. Once Upon a Beginning - BHR-LV4-PJG - I didn't have a good "introductory" stage that fit into the continuity I was trying to force onto you, gentle player. So I made one. Fryin' Up - D4R-Y44-PWG - How many times have I posted this one? I forget. Anyway, some of you probably haven't played it and if it's going to go in the thingie than I felt it needed a few tweaks. Gnome Enthusiast fucked around with this message at 02:22 on May 3, 2020 |
# ? Apr 26, 2020 02:42 |
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How do you make Mario run on water with the frog suit?
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# ? Apr 26, 2020 03:42 |
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dog nougat posted:Made a ghost house for my first world. Overall, I liked this level, so nice work! I though the puzzles were appropriate for a ghost house, and the ending surprised me. If you're looking for feedback about difficulty, I think it's definitely a bit tough for a world 1 ghost house. In Super Mario World, I think there was only a single trick and a handful of enemies in the first ghost house. You could definitely stand to tone it down if you didn't want to turn away beginning players. Or just make this into a ghost house for a later world. Possible things to tone down: - Get rid of some ghost wheels. Combined with the floor ghosts, they're tricky to get through unharmed. This is especially true in the room after the checkpoint. Also, in that room, there was an invisible block that got me killed. I would suggest only using invisible blocks for puzzles (and even then hinted at pretty obviously), and try really hard not to use them near enemies or pits. Getting killed because of one is a bit frustrating. - I found the part where you bounce on note blocks pretty tough, and I died a few times there. You could make this simpler by changing some note blocks into solid blocks or those falling o-shaped blocks. - You could also make the ghosts' starting points slightly more out of the way. In the first room, for example, one ghost was in a tricky spot right off the bat when I was trying to get the p-switch. Still, great job. I think it's a nice ghost house.
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# ? Apr 26, 2020 03:43 |
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Amppelix posted:Well I got done with that castle much faster than I thought: Nice world. I liked the secret scattered throughout, which you could unlock with the red coins. The Abandoned Village had a great theme and some good exploration, and I liked the showdown with Ludwig in the end. Having a quick platforming section where you have you avoid him, then have a showdown with him, was a great idea.
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# ? Apr 26, 2020 03:48 |
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Mooseontheloose posted:How do you make Mario run on water with the frog suit?
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# ? Apr 26, 2020 03:59 |
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DorianGravy posted:Overall, I liked this level, so nice work! I though the puzzles were appropriate for a ghost house, and the ending surprised me. Thanks, appreciate the feedback. It's my 3rd and probably most successful ghost house to this point(the others aren't uploaded). In retrospect, I got some fatigue or creative block towards the end of making this house and relied a bit to heavily on dumb gimmicks to make it challenging. I felt compelled to use a sub level to pad out the level length and it kinda fell flat. I should probably try to limit myself to just using the main area for the first ghost house and modify the puzzle slightly/extend it to the second floor area or something.
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# ? Apr 26, 2020 04:07 |
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dog nougat posted:Thanks, appreciate the feedback. I've found that the ability to make worlds has me feeling less compelled to pad out the length of levels; it feels fine to have a short level when you know it's just a small piece of an overall whole.
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# ? Apr 26, 2020 04:09 |
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Macaluso posted:Went ahead and built a world around 5 of my auto scrollers for the time being until I build levels for the worlds. Attempted to put them in difficulty order as best I could Cool levels! I played all of them except the snow one (which was out of the way), and really enjoyed them. They were all exciting and the progression of difficulty was well done, and there were definitely plenty of points where I was falling behind dangerously, which was great. I think the ghost one was my favorite.
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# ? Apr 26, 2020 04:16 |
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dog nougat posted:Thanks, appreciate the feedback. That said though, cool level! I'm afraid i massively tanked your clear rate because i liked it so much i wanted to go for a good time on it. I really like the p-switch room loop you have to do at the beginning, that feels like some classic ghost house stuff.
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# ? Apr 26, 2020 04:26 |
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Gnome Enthusiast posted:I am ~slowly~ putting a World together, it's probably way too long. I have some unrelated advice: you (and everyone else) should really pick "lock tags" in the options. unlocked tags does not mean that like, there's some sort of communal effort to put tags on the level and the most popular get chosen. no, it means literally anyone can alter the tags of your level at any time, permanently, until someone else comes along and does the same. unlocking your tags is a nice way to end up with your normal-rear end levels being tagged as "multiplayer versus, auto mario" or something like that
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# ? Apr 26, 2020 04:49 |
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Amppelix posted:Very nice first level! It's really hard to get the balance of not too challenging but still interesting and I think you nailed it. Secret placement was on point, too. Weird. Why is that even an option.
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# ? Apr 26, 2020 20:47 |
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Piecing together worlds and got 6 layouts so far, just filling them with levels and making new ones to mix in with the old . It's really relaxing and fun honestly. That said just finished a castle with Lemmy in it and man I think he's probably my favotie koopaling, the orbs he throws at you are such a goddamn pain in the rear end yet they manage to be fun to mess around with. I wish he was kinda like spike and you could spawn the balls without him needing to be around. Let me launch them out of pipes!! I kinda wanna post my world as it is now to get feedback on all the new levels and how well they mesh with the old ones but if I'm hoping to get people to play them, I don't want to make people play through 30 something levels just to get to the new stuff when I am eventually done That all said on the koopalings I think Roy let me down the most. In the Mania Mine level I had tucked away I wanted him to chase you through the level (ceilings low enough or hazards kept you moving so you couldn't fight him) then at the end you throw down, but unlike Meowser he apparently despawns if you get too far away from him which- as it turns out- is right next to the boss arena I set up. As a result it's a pretty easy level but eh
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# ? Apr 27, 2020 01:19 |
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ThisIsACoolGuy posted:Piecing together worlds and got 6 layouts so far, just filling them with levels and making new ones to mix in with the old . It's really relaxing and fun honestly. You could make it an autoscroller.
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# ? Apr 27, 2020 01:37 |
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ThisIsACoolGuy posted:That said just finished a castle with Lemmy in it and man I think he's probably my favotie koopaling, the orbs he throws at you are such a goddamn pain in the rear end yet they manage to be fun to mess around with. I wish he was kinda like spike and you could spawn the balls without him needing to be around. Let me launch them out of pipes!!
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# ? Apr 27, 2020 01:57 |
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ThisIsACoolGuy posted:
I have an easy fix for you. Create a second Roy at the boss arena. That way you have the pursuing Roy, and a Fresh Roy for the boss fight when the other despawns. Haschel Cedricson posted:Agreed. When I first saw him I thought "He can't hurt you with his projectiles? Lame; he's gonna be just a more-annoying Boom Boom." But with the right boss arena? Made a stage based around him. Namely Lemmy in a Lakitu cloud that pops out the balls needed to get past many of the obstacles.
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# ? Apr 27, 2020 02:42 |
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https://twitter.com/SAMarioMaker/status/1254766416017993728 Submissions are due at midnight EST, May 1st 2020. DalaranJ fucked around with this message at 14:37 on Apr 27, 2020 |
# ? Apr 27, 2020 02:54 |
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In Training posted:You could make it an autoscroller. I hid some goodies in the course if you can climb back up around saws and stuff so would be losing out on that. Hm. MonsterEnvy posted:I have an easy fix for you. Create a second Roy at the boss arena. That way you have the pursuing Roy, and a Fresh Roy for the boss fight when the other despawns. I think if you go slow enough Roy will keep up, so my big worry was that younger/less skilled players would get double teamed and break the illusion. I'll have to sit on it a bit, maybe tweak it around because the level really is kinda pathetic without him harassing you.
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# ? Apr 27, 2020 03:17 |
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ThisIsACoolGuy posted:I hid some goodies in the course if you can climb back up around saws and stuff so would be losing out on that. Hm. It's more involved to design/time but it's still possible to hide secrets in alternative paths above or below the "main" passage of an autoscroller. It's fun when people put the effort into doing this though bc it makes autoscrollers feel more thought out than just "I put a artificial timer on this stage"
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# ? Apr 27, 2020 03:21 |
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I updated my Super World with another world, based around the micro courses I did. I didn't include the super hard ones, and made three new ones at the end. World: 8SN-6WS-F9G Now of course if you don't want to have to play 7 old courses to get to the three new ones, the new ones are below: 5QJ-QCM-JQF - Micro World Returns! 1Q7-PC0-R2G - A New Micro World Approaches TG7-BFP-35G - Micro 3D Finale
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# ? Apr 27, 2020 03:22 |
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ThisIsACoolGuy posted:I think if you go slow enough Roy will keep up, so my big worry was that younger/less skilled players would get double teamed and break the illusion. I'll have to sit on it a bit, maybe tweak it around because the level really is kinda pathetic without him harassing you.
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# ? Apr 27, 2020 03:54 |
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Working on W2, need a few more levels, but I'm actually pretty proud of this one so I figured I'd post it in this thread early: Bullet Bill Bog:
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# ? Apr 27, 2020 03:55 |
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Amppelix posted:I just did a similar concept in my last level (Ludwig's Lakeside Lair, 67G-7DY-XDF if you want to see it in action) where ludwig chases you through some rooms and then you fight. the super easy way to set this up is to simply have a door transition you between the chase and the arena; that'll reset the first roy back to his original spawn and let you fight the second one in peace. I liked this level! The two-stage Ludwig fight was well done. It sounds like it should work for you, ThisIsACoolGuy.
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# ? Apr 27, 2020 04:39 |
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# ? Jun 4, 2024 12:25 |
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DorianGravy posted:I liked this level! The two-stage Ludwig fight was well done. It sounds like it should work for you, ThisIsACoolGuy. Always feels bad taking down a course with 20 likes (people like easy levels go figure) but I'll be satisfied. Will give it a shot when I get around to updating it. Also shout out to Porkins who's been finding my levels already and playing them
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# ? Apr 27, 2020 04:48 |