Anyone playing it and actually enjoying it?
Just beat all of the events, and I have to say, what the fuck. Those were some of the least fun and most annoying levels I have ever played. Plus I only got 2 skins, though from looking at the stages, you would imagine there are 4 skins to be collected from these events.
The real kicker? No fucking checkpoints in any of these dogshit levels even though that's the main point of this update.
In Arino's case, levels weren't designed with checkpoints in mind because they didn't exist at the time and they are annoying because he was going for laughs at the Nico Nico event not proper level design
Here OP, let me pick your thread up with a little shilling.
Sick from that 100 mario run? How about helping our boy Ike in his totally canon adventure?
Ike quest to defeat the dragon - Now with checkpoints for the redditors coming to visit.
Ya obviously, so why troll us and make us play a shit level that was made to just be annoying?
Doesn't excuse the others. They all sucked ass and I did not enjoy a single one of the levels even though I love Mario.
Just completed this level. Using the thwomps to defeat Bowser was a clever idea.
Press the Toad on the course world menu.
Gonna shill my level here, its a recreation of Airmans' stage in Rockman no Constancy (MM2 romhack)
>Where do you find those and do you earn anything for beating them?
I believe it's Course World > Makers > Official Makers
I haven't played any of those yet. I don't think you earn anything from them.
i made an Arino stage, i call it Arino visits Burgerstan (again)
I'll play a few stages until i have to go to work. right now i'll just play the one other stage shilled here.
I sure do. I did update my levels with checkpoints.
Which are my 5 levels of course:
It's A Nice Day - 2.0: 2447-0000-00D7-E123
Underground Time - 2.0: 70D9-0000-00D7-E26D
The Weird House - 2.0: 15D3-0000-00D7-E36C
Bowser's Big Revenge - 2.0: 2349-0000-00D7-E4AA
The Green Airships - 2.0: 410D-0000-00D7-E630
I still got my older levels with no checkpoint, if you look at my uploaded levels.
The Zelda event one was ok, nothing special. The others were all pretty bad, but to their credit they are at least levels. A lot of what I see in 100-Mario-Challenge can't even really be called a level.
The event stages are alright, I'm just glad we have checkpoints because now I can get to work on the sequel to the campaign I made.
Speaking of which, the entire first "game" now has checkpoints, so give it a shot if you haven't yet, its contained within the thumbnail.
The first world of Bit Crusade 2 is now done, as well as something extra.
1-1: Back to Basics A839-0000-00D8-1BD7
1-2: Portabella Village B302-0000-00D8-1F16
1-3: Kiwi Lake 9080-0000-00D8-1F5E
1-4: Goomba Tower Castle 1F35-0000-00D8-21EA
Bonus Stage #1: Break the Targets!
For MAXIMUM IMMERSION listen to this.
Enjoy. Going to play the levels in the thread starting from the top.
if you remove rng enemies and keep enemies that always follow a routine, you can make very challenging but fair levels.
of course, rng enemies are Hammer bros, Kameks, Bloopers, Chain Chomps (still chained) and of course bowser.
Can someone give me some feedback on my latest level?
Escape the Dungeon with...Arino?!
I went back and changed the mystery mushroom as well as a few other things in my original level that a lot of folks here on /v/ enjoyed about a month and a half ago. Haha.
I'll play your level now and leave a comment.
>Undodog's level features a cat taking a shit
First off lol at the gif. As for the level you posted, I thought it was pretty sweet. It feels like a self contained adventure. The boss was awesome, luring the thwomps to kill bowser is pretty clever. I played a few of your other courses, and dug the ones I played.
Following, gonna play some more of yours later, when people have so many I do them in groups so I get a sampler.
i watched the arino mario maker special. it spoiled the surprises for me but it also helped me overall buy the game.
somebody actually fell for the arrow of coins in stage two, and arino's happy reaction when he gets a troll death is endearing.
my own biased opinion, but i think every GCCX fan needs to make their own arino stage. show some appreciation for japan's only world celebrity.
Piranha Lake of Fire (now with checkpoints)
A very HOT level in which Mario goes through a lava lake with the help of moving platforms
Fish and Cheep-Cheeps Cave
In this level Mario explores a cave full of bouncing fishes
All my other stuff in pic related (rip Mirror Tower ;_;7)
i gotta go to work but thanks for playing my stage again, Keith.
i'll give a few of your stages a go again when i come home. even the older stages i found new again when you reupload them. you're really one with Mario Maker.
Playing anyone's level. Just reply to this post.
I'm looking for criticism on my level. You can bully all you want, I just need criticism.
>1-1: Whimsical Wigglers
How would I make it a better "1-1" kind of level?
How would I make it easier?
Would you like to see anything else in this level?
Mario Maker levels (theres probably more so just follow or click muh name on the thing to see more)
Anyway, contributing.my newest levels. since you can just hit follow if you want to play my older ones.
3206-0000-0042-E112 (a level with only thwomps,saws, and chomps. have fun :^))
E062-0000-003E-A0B7 (this stage has a more competent shmup section than the one featured in the featured list....oh yeah theres a level in it too)
7EFF-0000-003D-D00D (nigga stole your bike, go get it back)
and 2 easy levels just for fun
C334-0000-0040-3E37 (DK jr. stage)
9436-0000-003F-57AB (castlevania's first stage)
A near deserted Temple of Fire and Ice. Basic Dungeon stage with a fire and ice gimmick
A tough stage that has a shmup section at first before boarding the enemy ship. It'd be about a world 6 or 5 level
Need a Lift?
Using special pipe shenanigans. This level features taking Bowser's flagships and moving them somewhere else to get further in the level.
Summer to winter
A level that can be trekked through the summertime or winter time. Summer brimming with life, and Winter being slippery and cold.
Just a basic mario world stage.
Escape Hyrule Castle!
Based off the opening segment of Link to the Past....then revved up to 11. Hardest selection of the 4 i gave.
shilling from my pastebin paste
Any of these, the bonus in particular.
No prob. I tweaked a few things here and there in addition to the checkpoints. Nothing major, just transitional powerups and such, nowhere near as big a change as the first reup. I feel like I've come quite a ways from when I started.
I've never seen a Japanese person make a "fun" custom stage. Instead they all use artificial difficulty by jamming it full of invisible blocks and misdirection.
That's not fun.
I made a puzzle level centered around using beetle shelmets to bounce objects off of Mario's head. Feedback is always appreciated.
Hard Hat Zone
>The Wizard's Throne
Had to reupload to add a checkpoint, but it was fairly popular.
Anybody mind giving it a whirl?
The only inexcusable event level was that facebook hackathon "winner". The rest were mostly demonstrations on an old version of the game and for IRL trolling on people who knew nothing about SMM.
Got a new and improved shilling image ready. The newest level on my account is more of a little toy than a full-fledged level, but I'm including it for now since not a lot of people have played it yet.
The bottom section is for more P-Spike levels (which are not on my account, but on the account of my friend who collaborated with me on Seafarer and P-Spike Ruins), since P-Spike Ruins is the most popular level either of us have uploaded. There's a practice level there for people who still need to get better at P-Switch jumping, a medium-difficulty level (which was mostly made by me!), and a level that's even harder than Ruins (that I haven't even beaten yet).
Gonna start playing through levels ITT in a bit
>tfw just realized the thwomp i put doesnt work right since it's misaligned by one tile
Played the first four stages. They're really fun and even feel like a legit Mario game. Though I wouldn't normally expect to see bill blasters in the first stage, but otherwise I liked the design!
Thank you for playing my levels! But can you answer these questions, relating around the first level:
1. How can I make it more "1-1" like?
2. How can I make it easier?
3. Would you like to see anything else in this level?
I want to make my levels perfect, man. Criticism is what I need.
Bowser's level looks cool as fuck but i'm way too weak to even get past the P switch part.
Ready to keep the shilling going, The Abyss, The Sky and Back comes to you with a brand new checkpoint! Help Mario on his trip out of the shadowreal.
Have some animu catgirl to get your attention.
>How can I make it more "1-1" like?
Lose the bill blasters, the contrast with the lush easygoing setting.
>How can I make it easier?
The above reason, other than that, the level doesn't really need to be easier than it is. Its an introduction to a game for normal people, not lobotomized ones.
>Would you like to see anything else in this level?
Yoshi, since he can eat the wigglers. Gives more movement and gameplay options without affecting the difficulty too much.
Other than that, there's not much else that really needs changing, hell I think its fine the way it is now.
Sweet airship man. The castle room aesthetic was really appealing to me for some reason.
Overall difficulty was pretty good. Following, gonna play a few more.
You'll be after him.
Can someone tell me if this level came out well?
I wanted to base a level off being invincible but having to speed platform and I'm kinda happy with it but it's impossible to really judge your own shit.
This level is very fun but it needs some serious work
The fire pit jumping sequence just after the checkpoint leaves zero head clearance for the player
The Bowser fight is a little too tight in terms of where you can go (if you don't have the mushroom, it's almost impossible)
Just give the player a bit more space in certain areas (the beginning of the level was perfect for this) and it'll be even better
Played the event courses, kinda forgettable except the Facebook contest winner IMO, loving the checkpoints tho made a Zelda themed level and the checkpoints kept it from being too much of a long hassle of you die
Star if you like it, if you leave a comment I'll play and probably star Atleast 2 of your levels
Shilling the first level I've made in weeks. Hope some of you like climbing vines and avoiding buzzsaws, threw whatever I thought up together mostly to try out the new checkpoint and stacked power-up thing.
Molten Buzzflower Fields
Pretty fun, I was thinking of doing a similar idea. Second half is oddly tame, feels totally possible without the star (though harder, obviously), so that's a little weird. Timing of the star locations is good!
>blocks behind the buzzsaws to prevent you from i-framing through
>mfw i keep grabbing and tossing the pswitch by accident and have to kill myself
fuck man why they gotta use the same button for so many things
Yea friend, the second part was suppose to have that "shit got intense" feeling to it. I am also aware that the pipe with the mushrooms on the last battle is kinda far, my bad bro.
btw I love all of you and I didnt answer because the second I posted the level I went to edit more.
Event stages are fine.
Checkpoints are 10/10.
Shame there's only 2 per level (1 main level, 1 sub level) but it works fine. Considering you'd have to test it from each checkpoint to upload it's probably for the best.
I like the Triforce Heroes costume.
Is Nintendo serious with the 100 mario challenge?
This shit takes years to complete
16+ (usually) badly designed levels to get 1 (ONE) costume? What the fuck?
Is there something I'm missing here?
You'd literally need to complete over 1000 levels to get everything
Thank you, good luck if you tackle the whole thing from the beginning. Be sure to tell me what you think, I think you're in for a fun ride.
Holy hot damn, this was fucking good. I'm glad levels like these are more viable now that we have checkpoints. Following the shit out of you.
Glad I could help, I'll run through it after I play >>315540963.
Gonna take a break to stretch my hands and work out for a bit. I'll keep lurking though and post a few of my levels.
6-4: Ancient Temple 4BF7-0000-00D7-C5AF
Don't you get tired of posting your levels in every single one of these threads? And keep referring to your own post so you get tons of free replies to grab the attention of people watching the thread?
Thanks, only really applied that toward spots where I wanted people to actually TRY to get there instead of just taking a hit to reach it.
Though that isn't stopping people from taking a hit on the path there, but it doesn't seem worth it to do for a Mushroom as Small Mario.
Yeah I'm considering adjusting the level for a little more variety and less bullshit like what you mentioned.
Only ever saw the September one. The ones featured on Nintendo's website are pretty good.
I appreciate the concept but this level is making me rage pretty hard. I feel like I'm getting robbed every time I die, rather than just failing a hard level (I like hard levels!). In particular, everything about the P-Switch section after the checkpoint is so fucking jewish. I do like the aesthetic and the beginning wasn't bad, but man give a nigga a break.
Thanks for the feedback, I wanted to try two different things with it- one being a level that would hurt you if you ran out of time and one that would leave you with a more difficult situation if it ran out. Guess the second part is a bit weird all things considered though.
This is a series with a couple design cues from DKC, each level has two secret rooms if you're a keen player.
This is the first level with checkpoints. Water levels are normally unfun so for this world I'm trying to come up with mechanics that would make playing through more fun than normal. For this one, bombs will create a path for you as you play.
the skin makes it so tempting to do something terrible
something like this
Yeah I'm not sure why that seemed so hard. I guess they thought asking the player to clear their level more than once to upload wouldn't be okay until everyone said they'd be fine with it?
Honestly I never really thought Zelda Maker was in the cards. Zelda is an adventure game, you can't really do much with pre-set tiles and tools. You'd need full art tools and more for it to be viable IMO and that's asking too much from an elegant user-friendly product.
>Usgamer: Is this update a one-time affair, or can we expect to see additional additions to Super Mario Maker—provided they fit your time and resources, of course?
>Tezuka: We do expect to hear continued requests from the community and the player base, and one of our biggest goals is to get as many people as possible to enjoy Mario Maker. We definitely want to fulfill these requests, but we can't promise anything at this time.
Basically "yeah maybe LOL"
Yeah believe it or not Nintendo have made their own website for Super Mario Maker. Can you believe that? A vidja game? Having its own website? WOOAAH! THIS IS THE FUTURE!!
To me it sounds pretty definitive that there will be more updates. Just don't expect every wish to be fulfilled (I wouldn't bet on slopes for example). But easy stuff like more enemies and maybe even themes I think we can expect to get.
Meh, it's the usual generic PR answer.
Sakurai pretty much said the same thing and look how things truly ended up being.
I expect another update next month.
Also later I shall play the level posted here and then work on a new level I've been thinking about, then it'll be time for my new project which is a series of 4/5 levels following some kind of storyline.
Haha time for shilling!
MegaMario Thwomp Man: 6E3D-0000-00D6-9806
This is the latest stage in a megaman-esque campaign I'm making. If you like it make sure to check out the others and/or follow for more. I'll be revamping and reuploading all the stages after I'me done, including adding checkpoints to the ones posted so far. Any and all feedback is appreciated and I'll always return the favor.
Don't you get tired of policing the the thread for people that you think post too much? What do you care? I just want to share some fun levels with other people that enjoy the game, and so newcomers can try them too. I usually only post my set once a thread.
Posting keeps the thread alive you dangus, and at least I'm not flooding the board with huge lists of levels (though I did at first admittedly). You have any levels you want to be played? Or are you just looking to cause some shit? If it's the latter then kindly do pic related.
CAN SOMEONE TELL THE COMMUNITY TO STOP MAKING TRIAL AND ERROR KAIZO LEVELS
WHAT THE FUCK
THIS IS NOT FUN
THIS IS NOT GOOD DESIGN
IF I WANT TO PLAY THEM I WILL PLAY THEM
BUT DO NOT PUT THESE IN THE FUCKING 100 MARIO CHALLENGE
Appreciate the feedback, gonna tweak the difficulty post-checkpoint so it's a little more fair. Might rework the whole post-checkpoint part altogether while keeping the general concept I had in mind.
I read these threads and play a couple levels that look interesting in them. I don't think my levels are good enough to share yet.
Replied to you for the first time, so no I'm not tired of it obviously. And now I'll fade into nothingness again, playing levels that look neat.
>Hit the upload limit and have 13 stars to go.
I'm actually not bothered by this upload limit system. It's just telling me I need to git gud at making levels.
Posting a recent level I'm fairly proud of.
As long you pay attention to the title of the stage, you'll be fine.
Trust me, I'm not up to mischief.
Main issue with levels in the 100 Mario challenge is when people design it to be precision timed jumps with the level feeling incomplete in the process.
I usually skip levels that are too long and unfair or that have that "do this one thing at this one moment or you have to die", and now with this new checkpoint glitch I feel like it'll get worse.
User levels were half a mistake.
The way they're positioned when they rotate is actually so they can hang on the corners of blocks. I mean, I definitely hope slopes are added, but they're a lot more of a pickle to solve than many other requested additions.
The beginning part with the three Thwomps at different heights is hard to get through without losing a mushroom. It had this section that I thought I was supposed to go through (had the hard blocks on the curvy platforms.) I did like how you used stacked thwomps to make that thwomp tower in the mid section.
Add a subtle difficulty curve and make these levels more straightforward, just like Mega Man.
If your level depends on pixel perfect gameplay, you're just bad a designing levels. Unless you explicitly label your level with some challenge (which is completely fine as it lets the user know what to expect), it's impossible to expect people to replicate without frustration the idea for a level-clear that you had in mind. Just because you made the level and it only took you 5 tries to beat it, doesn't mean we'll have the patience to do the same.
Just spent about 7 hours tweaking my old stage to add more content, redo existing stuff, and add checkpoints.
If you look closely you can see which pipes go to secrets because I rebuilt part of the subworld into the main world (and even duplicated some parts on the same world for doors) so you can see where they actually go. Pay attention and it will be much easier.
I REALLY like how this level turned out. I don't think I'll be able to top it any time soon.
Well, if you ever do decide to share, I'll gladly play them. Sorry if I sounded so dickish, that was my bad. I just want these threads to stay alive so I can play the stuff everyone posts and post stuff in return, I was hyped for this game since it's reveal.
I love all those things!
How do you feel about escort missions?
Underwaterescort missions? Timed underwaterescort missions. Raiden, get EE out of there!- F29E-0000-00CD-0C45
>mfw i finally beat Bower's Rape Castle
i didnt think nintendo were capable of making shit this hard
god it feels good to be the 1%
That was shit.
I get what you're trying to do but it's just not enjoyable or well designed at all.
It's irredeemably boring and I exited before touching the goal out of spite.
It'd be better to do the same concept but in rooms rather than a continuous level so the player actually has a reason to care about the enemies other than as a visual flair on their casual, baby stroll to the end.
Just make it a series of rooms similar to levels of the games. Make the player get to the top of the room to go on to the next one.
If you switch up some conveyor belts in there as well as different enemies, it would be a lot more enjoyable and fun.
Thanks but constantly entering pipes is not my idea of fun and neither are conveyor belts most of the time. My original idea just didn't work and I've made enough good levels that I don't care for this failure in particular.
Feel free to download the level and edit it to your liking if you think you can make it fun, I'd be interested in playing that.
>Only the best may defeat Bowser.
Since we have checkpoint, I decided to overhaul one of my old levels.
The lower casual path is easier, and Bowser is harder, but he has his own checkpoint.
A signature, something a bit fun that reminds people they're playing your levels.
Might be something hidden, might be that you never use a certain ennemy as an ennemy, but only as an ally.
You know, a signature.
I mean, I do plan on having Wigglers make a cameo in every level, I guess.
The signature advice is good, but I need some "1-2" advice, man. I want my levels to be very refined, and my 1-1 is a good start, at least, people told me so.
Yep, the wigglers exactly fit what i'm talking about.
Guess you already have a thing.
About the 1-2, just do another level at around the same difficulty in another setting.
If you're making a campaign, which is a series of level, it's pretty charming to have a little something that reminds them there's some kind of continuity going on.
Still waiting on locks and enemies that drop items when killed. Every time I want to make a level it seems something it holding me back from seeing my vision through. At least checkpoints mean long levels are finally playable.
Alright then, thanks for the advice!
I'm going to need you guys to critic another one of my levels, to fit my "perfection" thing going on.
>1-2: Colorful Caves
Here's some questions:
1. Is the level too hard?
2. Is the level a bit too "bland?" (Not very fun, not very creative)
3. How can I refine it to be a good "1-2" level?
It ain't too hard, finished it in one go, looked like a regular 1-2.
I like simple levels, I find there ain't enough.
It works for me.
Since we're giving advice, what do you think about mine?
It's this one.
Oh, I just played that one.
I went through the casual way, because I am a filthy casual. The enemy placements were a bit tough to deal with, and I felt some real tricky moments within it.
To a normal player, there's really no reason to take a harder path. A person on 100 Mario would just use the casual way, if they didn't get frustrated from the autoscrolling.
Autoscroll, in general, is pretty hard to deal with, in terms of design and gameplay. Thankfully, with the addition of checkpoints, it makes it a little less stressful on longer autoscrolling levels.
For anyone who couldn't quite make it through my course before, I've added two checkpoints to go along with the four pseudo-checkpoints. It should be more manageable now.
Deus Ex Magikoopa: Check & Point
It plays a bit like a Metroid game without bosses. Backtracking is kept to a minimum by using a central hub for regaining lost items.
The first half focuses on combat, while the second half transitions to some brisk puzzles. There are no giant chasms, no bouncy platforming, no trap rooms and no cheap deaths.
If anybody still wants to try the original version, here it is.
I've also started working on a sequel, but it might take me some time to finish it. I'll try to complete a couple smaller projects in the meantime.
>try to make an easy level to appeal to 100 Mario players
>no cheap shots
>straight forward platforming
>they skip it 75% of the time after one death
>make levels I actually enjoy playing myself
>10% completion rate but high star percentage
That's the last time I cater to retards.
just finished this one.
the central gimmick is moving vine blocks. I tried to keep the spirit of design true to traditional mario style, so naturally skilled players can occasionally circumvent the vine altogether.
I really wish slopes were in the game. While you can design levels to avoid it, the whole no slopes makes levels very semi-automatic. Butt sliding was a really fun and in almost every Mario game, so I don't understand why it isn't in Mario Maker. The slopes from Super Mario World also added a different type of platforming as well because you slowly slid down them.
Thanks for the feedback.
The 3 thwomps are supposed to be there to introduce a mechanic after the player already encountered a few thwomps that probably didn't hurt them. They're meant to be a bit of a puzzle that you have to trigger right to get through. Since the player was unlikely to be hurt before hand, failure wouldn't be TOO punishing on them and there's a costume refill right after.
The alternate path at the start is only going to be a thing for that level. It's supposed to be the "secret" path that's in every megaman that hides a hidden power. I figured having it right at the start would encourage multiple tries at it since it was likely to cause a few deaths. I tried to make it noticeable that the normal path existed for players who might hesitate the initial jump or when they actually do make it, but the camera in mario maker is a bitch and a half.
Speaking of the limitations of the editor, it doesn't leave much room for the kind of length most megaman stages have. Which means more enemy/obstacle density or just less over all. This stage I went with density, but other stages are much more open. The density also causes issues with the ability to put on a decent curve. Still I could always improve, and with new tools being added it opens new doors. That's why I'm revamping everything afterwards.
I think probably the most megaman feeling stage I've made is lakitu man if you want to check that one out.
>mfw you actually HAD to use the yoshi egg shit to get power ups to proceed
That's honestly something I've only encountered in these threads after kiavik made his stage. I thought I was being cheeky and breaking the stage at first.
Could "bowser" be among us?
Ok so shit, it's nice to see that the update brought life back in these threads.
Since I'm too lazy to skim through all these levels, here's the deal.
Check my stuff here >>315543549, reply to this post linking to your levels and I'll gladly check your stuff
>doing expert mode because I want that perfect dedede costume
>next level is "100% Impossible"
>SMW skin, room containing one pipe
>throws you in a gauntlet of Bowsers, magikoopas, strategically-placed thwomps, offering no power-ups
>notice a small empty space left of the pipe
>hidden block staircase
>mfw it bypasses the entire level
You guys really oughta hide your dev doors better.
HOW do I get past that jump on the falling blue platforms on Bowser's Puzzle Dungeon? I was having so much fun with the level until that point. I can't keep the momentum up to proceed upward.
You play >>315539864 Break the Targets yet? What was your time if you did?
I did, my time was around 10 seconds.
Not gonna lie man, was considering to make that myself but I had no idea how to implement it in Mario Maker.
You did a good job with that.
Now all I fucking need is slopes so I can make the Mute City Run and the Race To The Finish from Melee
>Eager to try the official courses, hoping to see some A-grade level design
>Try out the first course by Mary O.
>It's absolute fucking garbage
Holy shit, is this actually the standards Nintendo is setting? Do they encourage this kind of garbage? This right here caused me to turn the game off and I probably won't think about touching it ever again.
Shilling my levels, play in order:
1 Lift, 2 Lift, 3 you get it
The Foremole's Plight
Metal Doggu Solid: Goomba Babel
Are you a man enough dude to complete these levels I havn't been fucked to update with a checkpoint yet?
Yeah I mean come on seriously, it's so obvious
>''my first level'' is a parody of all the kaizo bullshit you get in expert
>the second level is a parody of all those lol so random levels full of random enemies
>the third level is a parody of all those super-short with zero challenge levels you get in easy
>all levels are in NSMBU
Mary O is satire
It's obvious they're meant to be purposely shit since both of the pigeon's levels are "fixed" versions of Mary's.
Still, of all the "Official" creators, why did they have to have the Tutorial/Manual Guide, ie the one responsible for actually teaching us how to use the tools, be the shitty one who doesn't know how to make real levels?
Finally finished upgrading all of my courses with a checkpoint.
DKC1-Tanked Up Trouble
This is my hardest level. Before checkpoints, only three people beat it out of like 80 people. Now that it has a checkpoint after the first half, I want to see if its more beatable now or not.
In the meantime, I will be playing and staring levels as I see them.
It's a good level.
I added it to some of my levels. Others just weren't designed with them in mind.
Yeah but none of my stages are ever gonna get a high amount of stars when only 30-50 people play them.
I do every thread, hell these threads are probably the ONLY people that play them.
>I get worse at Bowser's level the more I play it
Love this brain meme
I feel bad for all the people who made invisible block levels. It's always a gamble messing with glitches, but some people on here made some pretty clever levels.
Don't mind me, just shillan. B&B&B is new, the other two are just levels that I haven't had that many people play. B&B&B is intentionally easier than most levels I make since I notice most people quit my levels instantly. In 5-6 But Underground, 95% of the deaths in the level are at the start and people just rushing forward and jumping into the parabeetles. There's not even a pit in that section. I just don't get it, dying to that and then ragequitting that fast.
Just gonna drop this shill here before I start playing levels.
Hot fresh level straight from the oven
Spoop House: Prepare to Spoop Edition
gib feedback and i'll play a bunch of your levels
I'm here to shill my new level What killed Mario? THE ICE AGE
Involves dodging being crushed by ice and lots of different platforming ideas. Keep the Tanuki Tail if u get it, makes parts easier, can get to secret area easier etc.
86F8 0000 00D8 A924
This is the first level I made. Some Anon gave me advice on this a few weeks ago, and after the checkpoint patch, I decided to go back and fix it.
There's also a secret boss, with an additional secret room after you beat it, but you can beat the level without ever bothering with any of that.
I'm a faggot with absolutely no creativity.
What makes a good Mario level? Where do I start?
Took me a while to finish it since I was waiting for check points and then did some minor change to make it more enjoyable to play.
Not too difficult and I put some work into the aesthetic side.
>AUGH sound effect when you stomp an enemy
>the "spooky" laugh
they legit need to be included into mario maker
like combine a fire flower and a flying item for a new item
what i would also like if the weird mushroom designs were foreshadowing more weird mario power ups.
You were supposed to stack springs on top of each other to get the shell helmet to go out the right side. But I think you can cheese it with invincibility frames and grab it for yourself.
>made a pretty sweet Mario Bros. level
>want to include the fighter fly costume
>gnat attack is hell
i can contain my rage, but it still upsets me.
anybody want to shill a level to me? i'll draw a miiverse post to compliment it.
How about this, I just finished it.
2-1: Twilight Woods 5933-0000-00D8-BB5D
>Level gives you a Mystery Mushroom at the start.
Is there any bigger sign that you're playing a trash level?
If you put Mystery Mushroom's in your level, you're already a failure as a level designer to be desu.
what's the offense of getting a mystery mush at the start? saves you from hitting a box at the very start.
usually when people decide on a costume a whole theme is built around it. it's not like people won't build a sonic themed level without first giving mario the mable costume,
>Costume themed levels
What are you? A child?
Just because you can't be entertained without basic references to other properties doesn't mean everyone else should suffer this disgusting tripe.
i imagine you didn't beat all the bugs on screen, including any of the tiny insects in spews.
what are you a faggot?
can't you just be entertained by the fact people can find creative liberities with what ever costumes they use?
oh i get it, you're a casual who can't beat enough expert 100 marios so you're bringing down costumes as a whole for your own inability.
>oh i get it, you're a casual who can't beat enough expert 100 marios so you're bringing down costumes as a whole for your own inability.
Shush now child, you're not making sense.
Costume levels never appear in Expert mode. They only appear in Easy with the rest of the baby levels.
Baby levels are fine sometimes, I watch my children play them but that's no reason why all standards should be thrown out the window when designing levels.
Costumes are the last resort of the creatively bankrupt.
>Responding to shitposters
first off, telling me i'm a child only tells me you can't accurately defend your arguement so you'll settle with petty insults. but you know i'll go ahead and say my peice and continue making costume levels because i earned all of them (but that pesky fly)
fact of the matter is most levels sticks with the other themes for the modern mechanics. when people restrict themselves to SMB they have no perk to stay in that mode. so the costumes are a secondary addition. there are benefits to staying in SMB. the other modes force more Mario mechanics and sometimes simplicity is better. it all depends on the creator, and not the costume itself.
don't blame all costume levels for the atrocities of the casuals who can't game design. i seen great stages where the costumes rang well with the smb set. and of course i seem more shit than i care to comment about. but, don't knock fucking costumes for they at least in themselves can influence a more creative brain.
if you don't, then people will think the shitpost is legit.
people are dumb, i'm not excluding myself in that statement. but i don't doubt he hates costumes. gotta say my piece.
Pandora's Blocks - E90A-0000-00D6-7F0E
Experimentation with varying specifics of obstacles. Medium difficulty so it's not too challenging. Waited to upload the course until the checkpoint update so naturally there's one in it.
Listen up, Bowser has a new deadly game he crafted just for you, he calls it Bowserball. It's basically pong but in his own twisted way and with a shell instead of a ball. I'm not really sure why he calls it Bowserball when it's a shell instead of a ball but it's probably not wise to confront him about it.
Can you defeat this crazy fuck at his own game?
probably Just don't go snooping around if you win
i gotta agree with you frankly. there's a good amount that count be described from just the title alone. adding more of a descriptor outside of the title i think might kill any and all surprise since a SMB level only have X amounts of tools to use.
WHAT THE FUCK
How is this even possible?
Reuploaded two that I particularly liked with checkpoints and a new one in celebration
3C4D-0000-00D8-CAA5 Spectral Spectacle
8BE8-0000-00D6-7951 Bowser's Stronghold
1596-0000-00D6-C983 Pepper Fort Rush
>mash the first as much as you can while killing bombs
>kill all but one tiny fly before the second boss shows up
>beat the second boss while ignoring everything else so it doesn't launch more tiny flies
>kill the last tiny fly and any bombs you can before the first boss comes back
>beat the shit out of the boss and kill any bombs you can
You'll finish with very little time left, and it's a bit RNG depending on where the bombs go.
my reflexes are so slow, i never could have known.
i only gotten to the third stage once through sheer determination but I simply can't tap the screen fast enough.
i could abuse the home button but that's prostrats and i'm beyond that.
Digging the update, anyone know if we can put the conditional mystery box yet? I couldn't get it to work. Anyway, reuploaded a new course and updated an old one with a checkpoint, finally completing my Piranha Plant World. Enjoy!
>Piranha Riders on the Plains
>Piranha Plant Plunge
I feel like I need to change this one the most, let me know
>Piranha Plant Pass
My first ever course, updated with a check point. Probably one of my favorites too.
>Lair of the Piranha Princes
I really like the bosses here. It still has an archaic checkpoint system I put in from before the update.
Enjoy, let me know what you like or what you think I should change.
i didn't do the snooping cuz i didn't read the spoilers to encourage me, but the main game of bouncing thwomps to bounce a shell was a great game of mario maker pinball.
so glad checkpoints came to spread out the dull tutorial bits from the main course. SMM needed this at launch so badly.
Just made a new level
>Mushroom City Demolition
An autoscroll level where you must leap from skyscraper to skyscraper as every building is being destroyed.
HOLY SHIT NOBODY PLAYED MY LEVELS.
OK REPLY TO ME WITH ONE LEVEL AND I WILL GIVE IT MY BEST SHOT AND MY HONEST OPINION. I DISLIKE MAZE, PUZZLE OR 2HARD4ME BULLSHIT.
I'LL BE HERE FOR LIKE 50 MINUTES.
Try this one.
Pause and take a short break before stage 3.
You need to use your rapid fire technique to beat them.
Special #5: Flights of Fancy
I uploaded new, more polished versions of a couple levels, now with checkpoints to make them more fair.
The Spooky Clowncar Fleet
What the Shell? (personal favorite)
Also a new one:
Koopa Shell Keep Up
Try them out, won't you? They're fun.
Anybody who beats all three, I'll try out every single one of your levels. And star them if they're good.
i'm a sucker for people playing my stages for the "simple" task of clearing a small number of stages. i'm game.
now if i fail to clear them you choose not to play my stages, i'm cool with that, but i'd like to express why i quit, because sometimes a challenge can be too bullshit. that would be your chance to tell me why i fail, ofcourse.
in the early games they are very sporadic with hammer tosses and you had very small gaps of time to react
for this game, if a hammer bro or sledge bro jumps you got ample time to stomp them before they fling another hammer. it's best to wait close by them and not rush them, if of course the level design warrants a wait strategy.
Anybody feeling a little burnt out by the game? I feel I got the gist of the meta now and I need something deeper. Maybe a SMB2 motif, way more enemies (no angry sun?), more level types (warps) and a world crafting.
I am also sick of Bowser and Bowser Jr. Why not Donkey Kong or other boss types?
They are difficult but fun. I think you'll enjoy them.
I'm going to bed in a few minutes but I'll check in tomorrow to see if anybody beat all three. I'm a man of my word.
i restrict myself to either random ass 100 mario hells or here in these threads. and the latter has proven better fulfillment.
i played more than a few good costume levels, a couple interesting trains, and maybe one automatic true to the /v/irgin spirit. it's ofcourse finding the right creators that make shit as you might like having it.
hey all caps dude, care to give this stage i made today a shot?
if you like game center that is. if not, then i guess don't bother. i know you are a picky sort of sort.
THAT STAGE WAS REALLY GOOD! I LIKED THE VISUALS AND THE CHALLENGE WAS THERE. I'VE ONLY WATCHED ARINO A COUPLE OF TIMES SO I DON'T REALLY UNDERSTAND WHAT THIS HAS TO DO WITH HIM THOUGH.
OH AND I FELT CHEATED WHEN
THE COINS LED ME TO DIE.
>finally beat final boss in v2 fly swatter
>let guard down
>don't realize I still have to clean up his cronies until it's too late
There are two exits, one is in the big center hub, you need the P-switch from the dive room to get up there. The other is in the Spike cloud room, you can fly up past the red flying koopa's for a pipe that takes you straight to the end.
I have some ideas, but I have some questions. Can you make a level with a Lakitu that spawns at the highest point on a screen, and follows you through the whole level throwing stuff down at you, with no way for the player to kill them or out run them?
Beat 'em. That koopa shell one really busted my balls, but I had fun.
Good levels, anon.