Shill and chill
>15 minutes into Super Mario Maker and shill then hi gives you this look
Got really dead last night
Heres the newest level made using all the waifus, pretty long. Try it out please
"Super Waifu Bros."
Super expert level good for speedrunning
And rest if previous levels
Never too much waifus
So super waifu bros is alright but I reallllly hate all the projectiles after the 1st checkpoint. I died a lot on the blue skull due to the projectiles being off screen. Might want to tone it down or at least get rid of bowser jr
i already nerfed the level heavily while trying to upload
You won't beat it. No one has.
Thanks for the heads up.
No need to waste my time on this then.
I'm making a campaign called Two Twins Travel Through Time. It starts with 4 worlds going through the 4 Mario styles and growing in complexity, then everything breaks loose when both Baby Bowser and Bowser are defeated at the same time.
Start with 1-1: Happy Hills, a short introduction stage. https://supermariomakerbookmark.nintendo.net/courses/8B27-0000-014E-D3BB
I just uploaded the newest stage, 5-3: Some Switches Stick Around. Puzzle-esque, features a couple hard traps but it's not that long. https://supermariomakerbookmark.nintendo.net/courses/66D3-0000-0179-EDBA
Please give it a shot and tell me what you think!
Sup, why didn't you complete 5-3? Did you get stuck somewhere?
Bookmarked, will give feedback.
Alright. The normal way is to take a running start from the platform on the left, jump on one of the top moving blocks and throw the P-Switch over the semi solid platform. Then, you can just go down with it to the wall.
The sneaky way is to leave it to the side of the one-way block and grab it when you're on the other side.
It's a pretty nice level, especially for your first one, but what's up with the piranha plants over the flag pole? Seems pretty rude for a level which, to my knowledge, has no checkpoint. Still beat it second try, but it was surprising.
Great stuff. Love the concept of finding a way to get back to where you were.
Heh. It's a puzzle level, can't take things for granted. How did you do the initial room with the thwomps, by the way?
Wouldn't mind some feedback for this stage
>less than half have cleared it
It's not even that hard.
Is it the part after the first checkpoint?Or are most of the players just fucking casuals?
I feel like nobody will solve that part the way I wanted to. I guess I should have been more explicit with the title, but I wanted people to get the "keep the P Switch for as long as possible" concept with that room.
I'll try 'em out.
Flying Flaming Firecats - A moderately difficult shoot em up
Deadly Maze - A short maze puzzle
Ice Ice Baby! - An ice level with a boss in the end and a secret room
Feedback is greatly appreciated.
If you're struggling to get players to perform an action then it's usually good to make it happen earlier in the stage.
I haven't played your one yet but having a switch for a thwomp to activate to progress could put the idea in their head.
Alternatively use miiverse comments.
Thanks in advance for giving my stage a go too.
Neat! The part after the checkpoint at the end was especially interesting. Good job.
Fun stage. Unfortunately, once the Thwomp on the ramp falls once he can't move horizontally anymore, which means forced suicide for first time players. Other than that I have no complaint.
This is the first room in the stage, and the Thwomp concept isn't reused. Anyway, whatever you do you MUST use a Thwomp to press the switch since there's no jumping room, but some people use the first instead of protecting themselves with a sick rebound.
I just wanted the player to keep P Switches until absolutely necessary, but it seems like it's possible to run under that Thwomp without blocking it. Hopefully that doesn't give bad habits to the player... If you try my stage you'll see what I mean.
>Play 100 on Expert.
>one level has 2 paths, which author comments list as a fairly hard one and one stupidly difficult faster one.
>Pick the stupidly difficult one because I figure it's faster
>nothing but stupid pixel perfect jumps
>Ends at a pipe which drops me into an area labled "Show-off" written in coins before the unescapable death trap kills me followed by laughter sfx
Shit like this is why i refuse to ever do Expert again.
Anyway, back to level shilling.
Glad you liked it, had fun finding out you could do that with the flame.
Thread seems kinda slow so i might as well post another. First attempt at an autoscroller.
Well I just made a level that I'm not to confident about
I tried to focus on grinders,moving platforms,and conveyor belts.
Level splits into two paths 2/3s of the way through. Feedback greatly needed
Still trying to figure out how to make a fun level with those lava things, with little success. Ah well, here's my other levels:
Tick-Tock Time Terror!
The Walla Walla Bing-Bang Plain!
The Malicious Burial Ground!
you make good levels
are you talking about those skull platforms?
one of my earlier levels is a brutal one revolving around those
maybe it can give you an idea of what/what not to do
there's no way to unbook mark from the game itself, right?
I had fun just bookmarking tons of levels from these threads and just playing them later, but I got too lazy to go to the website and try to remember which ones I played or didn't
naw, they got some "well known" creators to make a few new levels and had 2 teams racing through them
after they did a run of some of the hardest existing levels.
It's well worth watching
My latest level right here:
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
>I got too lazy to go to the website and try to remember which ones I played or didn't
The website shows a red flag in the corner on ones you beat. I wish the website showed a ghost flag for levels you couldn't beat like you can see in game.
I wanted to get this game because I like Super Mario World.
But SMW isn't in this game, it just looks like it is.
>but the levels would break if they added back the old physics!
>but the old physics are hard!
I'm thinking about streaming some levels from here tonight if anyone would be interested in watching a scrub play their levels?
I always find it helpful to see someone else play and approach my levels so maybe it could be helpful for you.
FFFFRRREEEESSSHHHH OFF THE OVEN!!!
First attempt at a fast level:
I mean like those lava enemies that jump up and down. I'm trying to build an an entire level around them and variations of them, like big ones, some in clouds/wings, but so far I can't figure out how to make them fun.
Yeah, I'd like that! I'm >>323040143
It's not that big of a deal, all the abilities like throwing upwards and spin jumping are there. NSMB physics work fine.
I'll take a break from playing for a while, since I'm working on 5-4 right now. If you post and it looks interesting I'll definitely bookmark though.
Neat, first clear. Fun stage, but it would be faster if you made it either with max speed autoscroll or no autoscroll at all. Have you tried my stages?
these are my water levels
>water level focused on fire hazards
>ghost house hybrid
now give me your water levels. I want to find out the best way to make them
>Work on a difficult but fair stage
>Takes me literally all day to upload
>Real proud of how it turned out
>No one plays it
How do I make a stage re-uploadable? I've tried editing it slightly but it just won't let me no matter what I do.
>>Work on a difficult but fair stage
>difficult but fair
You know it's easy to make a LOL SO HARD XD level but it's really hard to make a level that anyone can appreciate and have fun with
It's sad most people here don't seem to get this
I made this a day or 2 after getting the game not my best but still think its worth trying.
The original version involved leaps of faith ad invisible blocks. /v/ told me to sort my shit out so I reworked the whole stage to revolve around reaction time. Most dickish part of the level is a seemingly rng-esc chain chomp section near the beginning, but there are ways to avoid it 100% successfully.
But seriously, do I have to make my level from scratch all over again or is there a way to save it?
It's a fucked up system, and it's the reason I've feared putting in the game for over a month.
If it barely gets any plays or stars for some period of time, Nintendo removes it from the servers. I don't think anybody has confirmed the time period or thresholds yet.
>But seriously, do I have to make my level from scratch all over again or is there a way to save it?
Have you tried opening it in the editor and saving it to a new slot, then changing a couple small things and reuploading it?
I'm calling bullshit on this because if they removed boring shitty stages then expert would actually be something besides a miserable slog through horrid poor-man's-kaizo stages
No number of changes I make to the level or it's save file seem to have nay effect sadly.
I uploaded the stage about a month ago and only had 4 attempts on it. Everyone gave up on the first hurdle.
Trying to reupload doesn't work because it puts a little red "X" next to the stage in coursebot. Stays there if you copy it, change the name, add parts to the level, or even remove parts from the level. It's absolute bullshit.
My most popular level I've made is an airship themed level that runs on easy as fuck generic jumping gimmicks with a giant piranha plant "boss battle" at the end. It literally too me 30 minutes to make and involved no effort to put together outside of the boss battle.
People just like things that are easy. That's why so many "WATCH THE LEVEL PLAY ITSELF LOL" levels are always top-rated. I even remember some anon complaining about this feature a while back, talking about how he made a stage that he would consider his Mario Maker Magnum Opus, only to have it be deleted when no one played it, follow it up by making an underwater Flappy Bird clone that explodes with popularity, then he sold his copy. It's just poor management.
And yet plenty of people here have many stars from their actually good levels they have made. No deletion ever happened to them.
Your levels sucked, quit bitching and try improving instead.
This. This little bitch needs to learn a something about what makes a level good instead of crying on an anonymous imageboard. Never had a level deleted, but I have deleted some of my own because they weren't good enough to be under my profile.
Get some quality control.
>No deletion ever happened to them.
Nigga, do you know how many levels get made? People get lucky. That level of mine that actually got popular had been uploaded for 2 whole months before it only started getting as many plays as it did over the past week.
Personally I've kept my earliest shitty levels just because and they never got deleted or anything, surprisingly.
Maube it's because all my other levels do good, guess that too comes into playing.
>/v/ is luck central
Essentially. We have the ability to use /v/ as a way of shilling your levels, which means guaranteed plays for everyone, meaning no deletions. I haven't been in one of these threads for months mainly because I just haven't been playing the game.
>Personally I've kept my earliest shitty levels just because and they never got deleted or anything, surprisingly.
same here, I think my levels being expert contribute to the amount of plays they have.
Has one of you been shilling this level for me? It's an old one and it's been getting a lot more plays than the rest of mine for the last few days.
I'm assuming some streamer played it, or someone passed a link around.
Not really anon.
Most of the stars and plays actually don't come from /v/ despite me being one of the biggest fucking shills.
No most of them come from random people who found my levels through I imagine the 100 challenge or being featured
>People randomly came across it and that's why it works
Besides, the more plays your level gets, the more likely it'll show up in 100 Mario Challenge. All you need is maybe 10 anons to give it a go and then you've started the ride.
Alright dude play my levels:
I want to see how I can improve my stuff and seeing someone else play levels is the best way to do that.
Get Moving!: 3DB5-0000-0149-4E28
Moderate time attack course, not too time intensive unless you make a mistake at the last obstacle.
Rude Ride: E450-0000-0152-16AB
Hard track course.
Slight RNG with the fire piranhas, haven't gotten an impossible pattern to dodge though.
Strangle Stronghold: BFD6-0000-0178-6357
Easy normal course, featuring 3 possible 1-ups from jumping, 100 coins, and direct collection.
>World Record 35.983
what have I done
Big Egg Hunt: In addition to reaching the goal, each of these courses has a secondary optional objective. 3 Big Yoshi Eggs are hidden in each level, some in plain sight and others that require some work. Can you get all 3? In a single life? Challenge yourself, or sprint to the exit for an easy 100-Mario level clear. Enjoy.
1-1: Piranha Party
1-2: Molé Olé
1-3: Boo Buddy Bop
1-4: Thwomp Romp
2-1: Limber Lumber
>(NEW!) 2-2: Helter Shelter
I just nailed down my concept for 2-3 and am working on it slowly.
Not a difficult level. I was more or less playing around with P switches after I unlocked them. Still came out kind of interesting, though.
Big dry bones at the top can start to throw a bone which made the normally tough jump impossible,the ghost ring at the end was literally impossible to dodge,and that piranha plant would surely get any normal player
finish level then ask for feedback here
The big or small drybones? I had a feeling the ghost ring would be a bad idea.
If you stay on the train and jump down to the question blocks you can skip piranha plant entirely.
>Unfortunately, once the Thwomp on the ramp falls once he can't move horizontally anymore, which means forced suicide for first time players.
Yeah I'm thinking I should've made it a little more obvious that you can use doors to reset the Thwomp being on the rail. Then again, most first-timers wouldn't think of things like resetting certain things with doors.
What's your stream, anon?
is the collab finished yet? this is taking 5ever
Here's a couple. I really hope you
have a good time!
Hectic Hollow: (https://supermariomakerbookmark.nintendo.net/courses/2EE5-0000-0153-4CBE)
Tightrope Trauma: (https://supermariomakerbookmark.nintendo.net/courses/5448-0000-015E-3689)
grinders still might deter people but the rest of the level is much more manageable.
no idea if you're still here but that level was really neat and it makes me want to make a level like that