Morning Mario Maker
Hot new level for anons to play
And old levels if youde like to play them
shill shill shill
wrong level pic posted but whatever
I have a new level as well my friends.
>Kirby & Metaknights Adventure(fun and easy to speedrun)
Finished this level that kicked my ass at the middle section
I like it
My 3 favorite levels from the ones I've made so far, hopefully I can get to this game again soon
I had the same problem when I started making levels a few years ago on smbx.
I played a lot of SMM levels, which some had really good aesthetics and gave me some ideas.
You can approach it both ways anon.
>1) You can build the template for your level(just make the blocks you walk on), so you can make it fun from a players perspective. Basically just outline your level.
>2)Then you can go in after you build the platforming parts, etc. and add a little bit of scenery, background objects.
You can also reverse this process and start with the scenic layout of your level and then focus on platforming and play-ability afterwards.
Haha. Not gonna lie, thats the one part that I kept dying on during the upload. Last few costume levels I made, people said were too easy, so I tried to make some challenging parkouring.
Im on the case.
my profile for people to browse
It was nice to see that you cleared and left comments on some levels of mine
Collab anon here.
>Want to help make a 10-man collaborative le/v/el? Anyone is free to join, new or experienced!
>Reply to this post and claim a section (see pic related for what is finished, claimed, and available)
>Make your part of the level in that section (use SMW/Airship styles)
>Post a picture of the two screens in edit mode (for the grid), you can't upload a course you've downloaded even after editing it so I'll just recreate your section by hand
Erase each of the corners with spikes (these are your framework to build within, don't be retarded about this,) and build away. When all sections are filled, I'll post the final results.
Don't use any doors; it's been decided that there will be doors connecting the top and bottom layer of the level together, and also with the four-door limit this keeps from having anon's doors deleted because there were too many. Not all sections will connect smoothly, so just be a little bit considerate with what you put at your borders; if transitioning from one section to another is too difficult or impossible, I'll make minor adjustments to make it more accessible. If you have any blocks, cannons, etc with an item in them, be sure to list the items to the corresponding object it is in.
To take a picture of the section:
>press home on wii u
>open net browser
>go to /v/
>post, select BROWSE
>pic is attached automatically
B1 is officially available now, the original claim has been removed, so it's up for grabs.
(See the next post for status update on the level)
This ones pretty good too if you haven't played it yet. Its even got a secret room that I'm pretty sure no one has found yet.
>Luigi's Haunted Airship
Named for the number of different items and choices you can take to get to the goal. You can run to the goal with nothing but a little bit of cannonball-jumping, fly under a bridge to take a shortcut, knock some springs loose for extra lives, even grab a star at the top of the course and barrel through enemies.
Collab level status update:
>All of your sections are beautiful and creative
>A2 and A3 connect beautifully together with the shell riding
>A3 and B3 connect well through a few cloud tiles and a vine
>B3 connects well with B4, they compliment each other nicely I feel
>A5 and B5 connect nicely, and if you're in B5 and raise the screen enough, a hammer bro from A5 will join the boss fight!
>B3 change; the first vine-block was removed because it didn't need to be there/was blocked by airship tiles, the cloud tiles at the left edge serve well as access to the top layer, and the second vine-block was moved 1 space to the left to line up with a 1-up block in A3
>A5 change; a 3-tile bridge was put above the highest sawblade at the beginning on the section to make the jump easier, and a mushroom block was temporarily added at the beginning which may be removed if A4 has a few power-ups or not
>A secret bonus area has been added and will be hidden somewhere in the final version of the level
>Still need sections: A1, A4, B1, B2
I'm going to be spending time with friends for most of the day, so I'll look at any replies later and address questions and comments when I can. If you have a finished section, go ahead and share it and I'll save it later. We've made great progress!
And of course, time to shill my levels.
>Wario Bros- Hard Head Hills
I made a Wario Land inspired level where you play as Wario and Waluigi. There are four hidden treasures (coin pipes) in the stage, can you find them all and collect the secret riches? The boss of this level is Hard Head; make sure he falls into the bottomless pit to defeat him!
The second level is currently in being made, since I finished all the collab sections I had backlogged.
>"Mario Plays Tetris"
>"An Even Nicer Bridge"
I really need some more Wario reaction images to use.
Here's a couple of mine.
Nothing too difficult here (though a disturbingly large number of them still say "Expert" anyway), but hopefully they're still enjoyable.
Rocky's Power Trip (just redid this one to add checkpoints and fix a few problems people pointed out with the original)
Flips & Turns
Boo Buddies' Haunting Grounds
I created this level, i hope you enjoy it!
Alright my niggas I've made a new level.
It's inspired by this level https://supermariomakerbookmark.nintendo.net/courses/4179-0000-016F-DDA5 (check it out) and some of the volcano levels in the NSMB games
Erupting Koopa Volcano
Alt theme: https://www.youtube.com/watch?v=YL9VwPbj9Tw
In this level Mario finds himself near an erupting volcano, so he has to get the hell outta there while avoiding falling debris.
I tried to create a sense of urgency and danger with this level so lemme know if I succeeded.
And also this level, a classic SMW one inspired by Donut Plains 3.
It should like it came straight out of World.
Alt theme: https://www.youtube.com/watch?v=pjwhX0WqxXQ
And also this
Super Mario 2d World
In this little side-project I take levels from 3d World and I turn them 2d with Mario Maker
Of course some things are different due to the editor's limitations but the levels should still feel faithful enough
I'm even gonna link videos of the original levels if anyone wants to make a comparison
So far I've only made levels 1-1 and 1-3, soon I'll recreate 1-Castle too.
1-1 Super Bell Hill
Alt theme: https://www.youtube.com/watch?v=dI8slLrX0kA
Original level: https://www.youtube.com/watch?v=vYjDK0wbRa8
1-3 Mount Beanpole
Alt theme: https://www.youtube.com/watch?v=dI8slLrX0kA
Original level: https://www.youtube.com/watch?v=hvGviuZx_2w
And now that my shilling is done I'll clear out my bookmarked backlog and try out some of the levels here.
also my fucking face when I've gone from 1300 stars to 1400 in just a few days
the hell is happening
Thanks for the feedback but I actually tried speeding things up and it broke everything, it's best this way.
Sadly the jump of speed between low and medium is very high, it should be in-between.
I need 6 stars for a new medal
Pls give stars
Mario Kart 9
Escape from Bowser's Castle
Choose your Path
Sup guys. Can't play Mario Maker right now, but if you're interested in a classic Mario campaign, consider checking out mine. It starts with 1-1: Happy Hills, a very short introduction stage, then goes on through all four Mario styles. https://supermariomakerbookmark.nintendo.net/courses/8B27-0000-014E-D3BB
I don't think my newest one (5-2) is quite as good, but I made it for a challenge which restricts your course elements to a max of 3. I went with pipes, plants and mushrooms, so that's not a whole lot to make a course.
That sounds nice, can't wait for the final result.
The algorithm's a bit weird, it doesn't seem to count people abandoning without dying even if the percentage drops.
Consider Mario Kart 9 bookmarked, so when I'll have the time this evening I'll check out your levels.
B1 part 2
>the mushroom indicates whats in the question block.
>Bill Blaster has nothing in it, it just fires bullet bills
>Remove clouds if B2 does not connect.
Dont leave so much negative space
Makes levels look lazy
Playtest the shit out of them to see if something can be added
Dont clusterfuck the enemys unless theres a star for max fun
make neat pixel art
The most challenging jumps are best placed right after a checkpoint in my opinion. Don't hesitate to put question blocks with shrooms fairly often. Make sure every jump you have to make is to a platform that's visible... Except if you put a trail of coins to indicate the right way to go.
If possible, it helps to have someone play test your levels before uploading, since you already know where everything is. Otherwise, try as much as possible to playtest your level like if you were a retard.
so why is there no mario maker general on /vg/?
anyway, posting my levels again, got nothing last time, will be playing levels from this thread by tomorrow if not earlier. New to the game so criticism appreciated.
>Flight of the Buzzy Beetles
>carefully designed airship autoscroller with a slight gimmick
>Haunted Bob-omb Mansion
>pretty straightforward ghost house level with many secret areas
What kinds of levels even get stars besides autos and recreations?
It feels like 90% of the players are casual as fuck.
Most people have no idea you can spin jump off of spinies, thwomps and such.
>Enemy spam is bad
>Keep the level clean and simple
>Don't use too many different tools, you want to have a consistent theme throughout your level.
>Relentless traps are generally despised.
>Be fair to the player.
>Most important though is to make a level thats fun, something that you and others would enjoy.
I saw a level where people were stuck in a spot where a SMW player would know to obviously jump into into the blocks to open the warp pipe, just goes to show how casual people really are.
>Mega Piranha Madness
My first ever level. Made using only the starting set of tools. Every pipe is a potential hazard, so tread carefully.
Also made using starting tools only. This cave system is one that the Goombas call home, and it’ll take some tricky bouncing to traverse the tight corridors.
>It’s Not the Volcanic’s Fault
I took a bunch of items, threw them into the water to see how they acted, and ended up kind of liking the results. Short, but sweet.
>The Muncher King’s Castle
My most popular level by far. The dreaded Muncher King has been terrorizing the world for long enough, and it’s time to put an end to his tyranny.
Based on Demon’s Souls, this is my most challenging level yet. Fight through three challenging boss battles in my rendition of Boletaria.
>Wiggler Water War
Started as a test to see how Wiggler’s acted underwater, and the results are entertaining. Highest clear rate of all my levels.
A nightmarish stage, based on a recurring nightmare I used to have as a kid. Ghosts, demons, and fire everywhere, and all you can do is push on forward.
My latest creation, and one I’m quite proud of thematically. Floating islands of ice, crashed airships, and no end of blue buzzy beetles await you.
Twisted Subcon [new]
The map of SMB2’s 1-1 with some twists. Quite a bit of secrets and shortcuts. Utilizes some grab and throw mechanics in relation to SMB2’s unique engine. There’s a “Birdo” battle at the end which will also require you to grab and throw projectiles back at the enemy. Medium-hard difficulty.
Nine Circles with all subdivisions, four rivers of hell, and many characters from the original work by Dante Alighieri & the video game are represented. Starts out medium difficultly and gradually leads to intense difficulty by the final circle as you move deeper down the Inferno. Themed SMB1 platformer, utilizes the Link Costume (cross on the shield).
Only the most virtuous players will conquer the Inferno.
Space Wars: Planet Z
Shoot lots of alien bloopers, some sidescrolling section, spaceship invasion, and a boss battle at the end. SMB3 Shoot-em-up. Feels a little unpolished for my tastes but it’s pretty fun. Utilizes the different variations of the fire clown car.
Gonna be bookmarking some here & working on a new level "Birdo destroys capitalism"
So I finally just finished playing the rest of your campaign.
It's good stuff man, your levels have really good consitancy.
Played it earlier, dunno if you saw my comment.
I played many recreations of SMB2's 1-1 but yours was probably the best one.
In case you missed it before. Get ready fuckers, shits getting real now.
8-1: STOP THAT PLUMBER!!!
Alternate Tunes: https://www.youtube.com/watch?v=TnLAC5AJPuM
Enjoy. Feedback encouraged so I can fix anything my stoned brain misses. Also quote me if you want me to play a specific level of yours for feedback to the best of my ability. Gonna bookmark all the levels in the current thread and start going through them, my nights open so I have no other plans for a while.
Played your twisted subcon stage. I loved it. Very unique spin on the the stage where you used the layout, but used the enemy placement to make the challenge. Great job, Dropped you a follow last night. I also have a recreation of SMB2 1-1 but its not nearly as good as yours, though there is a reason for it, since its supposed to be a dream sequence.
Sup man. You play 8-1 yet? I'm curious to see what you think. I also played the one you posted last night and I really liked it. There was urgency for sure, but I do agree there should be a better speed option rather than just the three we have.
I finished my section, I'll post it shortly.
Also if anyone wants me to play their level specifically for feedback or plays or what have you, quote my post.
Thanks mate! I also just played your Volcano level. It's very good, but I would have made the scrolling faster. Jumping on the blue platforms before the checkpoint too soon means the screen prevents you from going forward. You'll just fall to your death instead, powerless. The part after the checkpoint would also benefit, since it's not a very vertical level... That's just my two cents though, and I understand why you'd do it this way for the falling bob-ombs effect.
Download speeds are pretty low today for some reason, so I sneaked in some Mario Maker time. Mario Kart 9 is a fine stage, though it's strange how the section before the checkpoint is like 5 times harder than the section after it?
I couldn't stomach Escape from Bowser's Castle after going through Vinny's level with the same sound effect. Started to give me a headache.
That sounds pretty good, but we're going to hit the door limit pretty quick.
>didn't get named
have you ever tried any of my levels?
It seems likely as I'm pretty sure I played a bit of your stuff,well either way I'd like some feedback on my newer levels
Here's mine >>322935598
, wasn't sure if this way would be easier or not so I fused the two together and labeled the blocks in the image itself. Nothing fancy, but I can't wait to see how its gonna look when its all done.
I might have. Regardless I'll play through some of yours first since you quoted me. Just gimme like 15 mins to poop and I'll get started.
Sure, that'd work just fine.
I just prefer using doors personally, it feels more natural. Have you tried https://supermariomakerbookmark.nintendo.net/courses/5DC7-0000-0152-3539 ?
I actually reuploaded all of BC1 for balance tweaks, general facelifts all around, checkpoints and the like. I plan to do it again for BC2 and I'll probably give BC1 another once over to fix some loose odds and ends before I start the Special Worlds.
Just cleared Slippery. Great level desig, took me quite a few retries.
I'll drop my level here while I check out the rest of the thread.
"Angry Wiggler's Dizzy Haunting", a NSMBU Ghost House level featuring Propeller Mario, exploration, and a boss.
Oh yes I did play your 8-1, dunno if you saw my comment.
It was some really fun pumping shit dude, had this as my alt theme for the level (pls no shitposting) https://www.youtube.com/watch?v=B2jVbSI9H4o
Just did, I actually have the Undertale soundtrack though I haven't played the game yet lol. I picked thunder force because of how over the top it was.
Thank you. I take pride in the things I do, and I want to make these as good as they can be.
>tfw 4th medal
das it mane
Toad goes on a stroll and then some stuff happens.
Toad comes home from his stroll and finds out that he left his stove on. He'll have to journey deep into the bowels of his household appliance to keep his house from burning down. Has a lot of secrets and shortcuts.
Most starred level, an old abandoned factory with multiple secrets. Hope you like boos.
Just a friendly reminder to EVERYONE please check your levels for any semi-solid platforms (especially ones that go all the way to the top) and make sure you can't get stuck there, it's so common and easy fall victim to online, forcing either a restart or quit
I dont think casuals would be able to even do the flying part
Will try yours
anons, please, i need to shill for stars for more uploads.
Petey Piranha Kingdom Quest 1-1
the first level in what will likely be a three-world mini game in the traditional SMB style.
I've done about 5 levels, and I'm working on new ones to fill out the three worlds.
this is the first one i've finished play-testing and polishing to 100%
play if you like intentional level design, and like if you liked it!
i'll start playing other levels in this thread now...
oh shit, i forgot you could do that...
i haven't messed around with bookmarks yet, but hopefully this works:
Do you guys try to hide something in each level? I try to put in at least one hidden powerup or 1-up to find since dragon/star coins aren't a thing in Mario Maker yet. I know people cheese 1-ups on 100 Mario Challenge anyway so it's nice to have some sort of reward for a hard section.
I hid a flower at the beginning of this level if you wanna try it
Most dont get it and die easy without it because its an invisible block
Panic Koopa Attack https://supermariomakerbookmark.nintendo.net/courses/F029-0000-0122-4BA4
I tend to have an alternate harder and usually secret route in my levels that yields some reward(s), I like the player to feel they got more out of exploring and taking risks.
I always hide enough secret areas to make my courses worth playing several times, even though very few people play anything more than once or twice.
I hide a lot of 1-Ups, hoping that someone curious enough during 100 Mario Challenge will be able to stock up with three of them along the way.
I probably won't have much time to play tonight, so I'll just post my profile instead of my usual pitches.
1st block has a mushroom
2nd block has a vine
3rd block has a 1up with applause sfx
All the conveyor belts on the ground are infront of a semi-solid platform (the one with windows)
I haven't seen A2, so I hope it connects well. If it doesn't you can just get rid of the top row of blocks
I tried to make a gimmiky short level, that's not too hard, but out of 5 people, no one completed, it can't be that hard, can it?
>Chain Chomp Yard
My newest course, honestly I just made it really quick so it's not as good as the others, but imo it's still pretty ok. SMB3 ground theme level with a bunch of chain chomps.
My other levels:
Fun and challenging athletic course. 2 whole areas long, with a checkpoint right in the middle. Lots of fun little challenges. Autoscrolling. https://supermariomakerbookmark.nintendo.net/courses/11D8-0000-0165-1077
>The Goombas Revenge
Autoscrolling airship course full of Goombas that have things stacked on them to make them actually threatening. My most popular level, 24 stars out of 50 players, so it's good :) https://supermariomakerbookmark.nintendo.net/courses/74EC-0000-0157-1C8D
>Bowser's Dangerous Dungeon
My first level. Castle level with fireballs and traps positioned in just the right spots to kill you if you aren't careful. Kinda bullshit but not too bad, no enemy spam or anything. https://supermariomakerbookmark.nintendo.net/courses/FABC-0000-014E-3C95
Fun stage, I feel like I broke it by just flying with the cape? But then again that's how it is with a lot of official Mario levels.
5 people is very small, they probably just skipped it in 100 Mario Challenge. Beat it on the third try myself, the time limit for the P Blocks is super tight so you have to rush without caring for your powerups. Liked it though, it's blood pumping for sure.
>Fun stage, I feel like I broke it by just flying with the cape? But then again that's how it is with a lot of official Mario levels.
The interesting thing is, a lot of the things you can do in the level (one of the pipe sub-levels, the area with the star and waves of enemies) are intended to be reached with the cape, but you can still reach them with ingenuity. Taking the spring from the first screen and putting it on the first item box you see to reach a pipe, or hitting a P-switch and then climbing on top of the new blocks that are made, or even taking a Koopa shell with you up a vine so you can pass through some blocks. Don't feel ashamed for skipping through the level, consider it a chance to start afresh instead.
>these fucking levels
these, guys, are the people behind 100 Mario challenge
Got it saved, looks like a good opening section, anon! I'll get this into the level within the next hour or so.
I can make a compilation picture of all the sections and share that when I have them all, sure. I'll do that as fast as possible so I can share it with the final level.
Looks good, anon! Got it saved, will work on it soon.
Got it saved. The Bob-omb pipes fit well for the "boss" of the level, since you need to use a Bob-omb pipe to get to the goal. For some reason, I don't seem to have the A2 picture on file but I have the section finished in-game, I'm fairly certain. I may have just forgotten to save the image.
All we need left is A1 anon to post their section, and for me to make the last few sections and test the level!
No one's been able to beat it yet. Can you, /v/?
Collab status update:
>B1 is a nice starting section
>B2 is a bit hectic, but manageable with the power-ups you get at the start
>B2 and A2 connect perfectly, a vine-block gives perfect access to the top and the airship tiles look like they weren't even made by two separate people!
>B2 -> B3 -> B4 is a smooth transition
>B3 holds the checkpoint, almost at the exact center of the level; it is easily accessible from both layers
>The end of A3 and beginning of A4 load the player up with two power-ups, but that's fine because A4/A5 are pretty tough together
>B4 had spikes placed at the top to keep the "pit below an open area" danger present for A4, since B4 was roofed anyway
>The bonus area has been cleverly hidden
>A door will connect B1 to A1 at the start; none of the other sections really /need/ doors to connect them because the layers intertwine quite nicely with vine-blocks and how/low tile placements; great work!
>Sections remaining: A1
>B2 and A2 connect perfectly, a vine-block gives perfect access to the top and the airship tiles look like they weren't even made by two separate people!
That sounds great.
I try to put one or two in every level as long as it's not 15 seconds long mate, don't yell at me.
Just finished making this one: https://supermariomakerbookmark.nintendo.net/courses/1B49-0000-0179-A4C5
Here's my older ones.
Collab anon here again.
I'll post this in a thread tomorrow as well, but I would like to give you anons credit in the level. What I wanted to do (and as another anon suggested) was put dev comments in the level (since I think everyone with comments on can see those at all times,) crediting the person who made the section. All I would need is a name or alias and your section, i.e. "Ryan/B3", "XxMetalxxGearxX/A1", etc. An anon also suggested I linked everyone's profiles when I shill the level, which I'd be more than fine with as long as you guys also share your profile links with me.
Been trying to work on a new level that tries to incorporate those lava enemies as its main gimmick, but I'm pretty stumped at the moment. Can't seem to get it right for some reason. Anywho, here's some of my previous levels until I get this one up and running:
Tick-Tock Time Terror!
The Walla Walla Bing-Bang Plain!
The Malicious Burial Ground!
I've got that bookmarked, I just need to go through my bookmarks soon and play/mini-review the levels.
Some post on /v/ ages ago had an anon posting some pic of the Steam store, and forgot to censor their name which was something like "XxMetalxxGearxX" and the entire thread was filled with >XxMetalxxGearxX [reaction image]
I got both of you written down. Charles, do you have a profile to share? It's cool if you don't feel like it, just wondering.
Shitty Runescape-era username that's barely better than XxMetalxxGearxX aside, I don't see why not.
The username I currently use everywhere is much better but it doesn't look like it's possible to change a Miiverse name.
That's not nearly as bad as XxMetalxxGearxX, anon.
Anyhow, once I get A1's section and remake it in level, ask for a few more credits, and do some final testing, I'll upload the level. In the mean time, I think I'll work on putting together all of the pictures of the level into a big mosaic for that one anon that requested it.