Feel free to post levels and discuss them
Working on a collaborative level. 10 anons required.
Claim a tile and download here:
When you are done post your sections as a screenshot and I will recreate it in every detail.
If you want to be credited include your profile from supermariomakerbookmark.nintendo.net when you upload your section.
The theme is a vertical "tower" style level. Each section has a entrance door and exit.
They can be placed wherever you like as long as your doors starts from the bottom and exits at the top.
The vine blocks are only there to upload the level and should be removed.
The game/theme is SM3/Ghost house.
I'm just going to ban the leaf as it will probably break the flow of the level so keep that in mind.
Some things may be changed by the time it is uploaded due to level limitations.
B5 is the final section for the level so a boss fight would be recommended.
To take a picture of your sections:
>press home on wii u
>open net browser
>go to /v/
>pic is attached automatically
If you can't complete your section in 24 hours give progress updates or give up on your section so it doesn't take weeks to complete this.
starting off with a new level that is non-linear/ subsections. There are 4 areas and the difficulty is medium probably.
lukewarm lard lung:
Here's section A5.
Two Twins Travel Through Time is a Mario Maker campaign which goes through all 4 Mario styles in order, then everything goes to shit when Mario defeats Baby Bowser and Bowser due to Kammy's time travel shenanigans.
Start with 1-1: Happy Hills, a very short introduction stage. https://supermariomakerbookmark.nintendo.net/courses/8B27-0000-014E-D3BB
6-1 is now up! Scott Pilgrim and Mario Bros collide as you fight through a boss rush against Peach's 7 evil ex boyfriends. https://supermariomakerbookmark.nintendo.net/courses/FDBC-0000-017F-068F
I'll take a spot if there are still some available this sunday, I have a coding competition all weekend.
Evening everyone. https://supermariomakerbookmark.nintendo.net/profile/marth1989
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
Aww hell, missed the unveiling... Ah well, I'll get in on this one too. Dibs on B4, someone beat me to the boss, but I can make the preboss ambiance room.
Finished the Starfox level!
Tell me what you guys think
Even has a chicken walker section
"WE'RE TEAM STARFOX"
whos gonna clear it first
and shilling oldies
Super Waifu Bros
Panic Koopa Attack https://supermariomakerbookmark.nintendo.net/courses/F029-0000-0122-4BA4
NEVER FORGET NIKKI
Are Water Levels Fun?
This is a series I'm making with inspiration from the DKC series, including 2 secret rooms in each level.
The most recent in 7-3: Seasonal Stroll
You should join in on the collaborative level
Shilling my latest level, link me to your levels and i will play em tomorrow morning, gonna go to bed
Ah I see, well, I could make like a secret power up room a'la Castlevania. When I said preboss ambiance, I was referring to what I do before the boss fights in all my levels that have them. Usually with the heartbeat sound and by placing skulls by the boss room entrance.
>Perishing Portable Platforms
Had an attempt at making a level. It's not too difficult, requires a little patience, but otherwise just outright platforming that requires timing and reflexes. Feel free to give me feedback, would be much appreciated.
The level is basically pic related, but on moving tracks. As the level goes on, more obstacles and tighter jumps and added. No one has beat it yet, so feel free to give it a go.
Thanks to the guy that beat and starred the level last night by the way, didn't manage to thank you during the thread.
>decide to make a level
>briefly think of what idea I want to use
>go into the level editor, plop down some stuff
>it looks shit
>it feels shit
>it is shit
Why? I just want to make fun levels, but all I make feels empty and boring, every time. I made fun levels once, where did those go?
I'll be playing some levels in this thread. Reply if you want me to play yours.
>(NEW!) 2-3: Wriggly Field
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
2-2: Helter Shelter
>(NEW!) 2-3: Wriggly Field
Stars and comments if you enjoyed yourself, please.
2-4 is about 60% complete.
I'm going back to the top to make myself a queue to play for tonight. Hope they're good!
Played your Starfox course, dude. I'm gonna hit you with some constructive criticism.
I can definitely see how this relates to Starfox, what with the logos, and the shoot em up. I feel like your level would be a bit better off being a bit better paced. It's like this:
>play as Fox, jump through some white gates
>shoot em up section, get to Peppy
>then it's run and jump more
>get Falco, more run and jump
See? It's a bit uneven. I can also say your level needs a bit more of a "theme." Just try and not make it a clusterfuck. There's like, 10 different enemies, and that's a lot.
>Bowser and Jr.
Woah! That's a lot of shit. But, I think if you're trying to replicate that Starfox experience, you should make it just entirely shoot-em-up. Did anybody like the ground sections in those games? Not much people.
Maybe try making the shoot em up section a bit more threatening, but at the same time, more structured. Have a general increase in difficulty. Let's say you're using Buzzy Beetles throughout your level. First, you might just want some winged ones, scattered around, then maybe in fleets, and then give them some mushrooms, or something.
Spice it up, but don't spice it up too much. Sorry if I'm rambling, but it's late, I guess.
Starfox 2 was my favorite one so i loved te walking sections, tried to make the end like when you enter a flying battleship and kill it inside theres a shit ton of enemies in starfox too and many ground shooters, but i made the cluster fair i think by giving lots of mushrooms to buffer. but thanks for the critcism
You're welcome, man. The level was pretty good, but it could've been better. I'm just trying to be a good critic!
Try my level, I guess. Give it some criticism, I think it might need some.
>There's a Million Fish in the Sea
Wow, that's a lot of levels.
Anyways, played it. It's criticism time, now.
The level is fairly short for a big castle level, with Bowser and all. Is it supposed to be a finale? Because it certainly doesn't feel like it.
Enemies are all over, there's tons and it's kinda annoying. Thwomps, Podoboos, Hammer Bros, Goombas, Koopas, Bob-ombs, Piranha Plants, it's just all over, man. Make it a bit less cluttered, alright?
The beginning section was annoying, because I thought I had to either spinjump with the Fire Flower I was given, or press the P-Switch. I took both and span to my doom. No good, man.
The level could use a bit more visual flair. I saw some semi-solid usage, but not enough. The combination of hard blocks was somewhat alright, too.
Sorry if I'm a bit too harsh. Just trying to be a good critic, that's all.
https://supermariomakerbookmark.nintendo.net/courses/5AF8-0000-0179-DD1B critisize this one it gets alot of hate
most of mine do for clustering sometimes
That was really fun but maybe grabbing the shell to swim fast made it too easy, super mario world is def my favorite style and shell swimming is fun on its own
Not enough cat paws/10 its good -IGN
Block with a Piranha Plant on top of it contains a vine, invisible block contains a mushroom.
I went with block-spawned background objects over pillars, though you can put in more pillars if you'd feel it would be more aesthetically fitting.
Working on B3, my theme is boo rings and note blocks.
B3 bottom screen. the blocks are all empty.
B3 top screen. the top 6 blocks by the door have a coin in them to keep them from being destroyed. the rest are empty.
all of the bullet bill launchers contain either bills or homing bills for black and red, respectively.
the directions of te blocks on tracks are important.
here's the image that my dumb ass forgot.
i just counted it. from the point where you get the p-switch to enter the pipe, its 17 tiles to the "shortcut's" exit. the "shortcut" is 23 tiles long, and is considerably more dangerous than the 3 cannons it skips.
Going to sleep but wanted to share.
Anons complained about the pacing. There are now checkpoints and I moved a couple useless blocks
Whoring my levels.
SMB3 castle with a classic feel:
Level with a theme of invading an airship.
1-1'ish stage, but the real meat is in the hard optional route:
Somewhat traditional SMB3 level:
Short and hard bullet evading level:
Hidden block next to the left side chomp is a 1up, the block on the right is a progressive mushroom/flower, block above entrance is a coin block. Plain sight mushroom available to give the player another Big Mario chance at the note jump if they tag a boo.
Shilling my level again considering nobody played it.
Made a level using Burners as a theme, I think I did some pretty cool/fun/difficult stuff with them so hopefully people enjoy it even if it is quite brutal.
>6-1 is now up! Scott Pilgrim and Mario Bros collide as you fight through a boss rush against Peach's 7 evil ex boyfriends. https://supermariomakerbookmark.nintendo.net/courses/FDBC-0000-017F-068F
Oh hey, you actually made that level, haha. I'll bookmark it!
So this one is yours? >>323253303 I'll play it later.
I'm not Man99, but I am the Scott Pilgrim guy. You should still play his stuff if you have the time, though, he's pretty good.
Oh right, sorry Charles. When you said 'try my new level, no-one has played it' and linked to a Charles post, I was like, he must have clicked them in the wrong order, because Charles' levels always get played.
I'm Ryan btw!
AND...instead of shilling...I just want to say thanks for all the /v/ good times...I checked and somehow I got over 4000 Stars without realising it. I think mostly from Japanese people recently, they're leaving a lot of comments on my GBA levels.
Looking at it one more time for the night, I would make one minor balancing edit by moving the chomp/piranha in front of the big window over one square to the left. He can strike Mario with a full horizontal lunge in that position, and I think that is a touch too much pressure. Putting the chomp one space to the left allows for a safe standing position against the wall, allowing you to focus on the fireballs.
I'll leave it to OP from there. I sought to build continuity from B2 >>323267797 by continuing dry bones and crates, add ghosts in some form to spook up the place, and use plenty of semi-solids to help keep block limits down. A suggestion, I think free moving ghosts should be in B4 to build from my rings.
Erupting Koopa Volcano
Alt theme: https://www.youtube.com/watch?v=YL9VwPbj9Tw
Alt theme: https://www.youtube.com/watch?v=pjwhX0WqxXQ
Bookmarked. I will bookmark additional ones if linked back.
Here's my latest, Hammer Brow Hideout:
How do I make a good level? I really want to come up with something nice and reasonably challenging but everytime I sit down and start working on something, I end up disliking it.
Should I just stick to a single theme for each level? Will it make it easier to come up with something nice?
That's why I said reasonably difficult. I finished one level that I thought was okay but it turned out way too easy, I think. I guess I still have to get some more inspiration and simply try out different things.
Nah man not really. I've been playing some other games I bought at christmas, but always keeping time to play some Mario Maker levels... I will try make a new one soon. Or maybe just another GBA one for easy Japanese Stars. :3
Don't make it cheap. Things like off-screen thwomps, invisible block trolls, etc just annoy people.
>I finished one level that I thought was okay but it turned out way too easy
But were they fun? That's what truly matters.
Also try out some of the levels here.
Here are mine >>323286921
Ok we will have a vote for b3. Sorry I fell asleep before you guys started posting.
>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. https://supermariomakerbookmark.nintendo.net/courses/8F24-0000-0175-B994
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