Shill your levels and complain about a bird making it in before Daisy.
My newest level:
"Bowser's Airship Army"
Non-autoscrolling airship level with a small shmup at the end. A lot of bullets flying around, and you have to pay attention to your surroundings to survive.
Neswest level to come later today after I get off of damm work!
WERE TEAM STARFOX
Are Water Levels Fun?
Crash the party
Marios anniversary smash
Mind your step
Never Forget Nikki
Super Waifu Bros
Panic Koopa Attack
Someone please complete Slippery begginings to get the percentage up
Super expert probably dont get played much
I'm making a campaign called Two Twins Travel Through Time. Its goal is to be challenging but fair.
>1-1: Happy Hills
Short and easy introduction stage, meant to be like SMB's first stage but more vertical.
>6-4: Floria Fields
The last levels were a bit on the harder side, so I made an easier level based on Kirby Super Star's Floria.
If you want to play my levels, I have three challenges for you. Clear any one of them with proof and I'll draw shitty stuff on every level you have.
>Find the hidden Yoshi in 3-1
>Give the corruption Goomba his lost spring in 6-4
>Beat one of Keyrock's times on one of my levels. He must have played the stage before.
I'll try your airship army level OP.
Man, one of my levels got taken down from the server, and it was not overly difficult and had nothing offensive in it. What gives?
I hear they took down levels with some weird invisible-platform glitch, so I'm wondering if I accidentally put one in that level.
>they take down levels with 0% win rates!
I heard about that, but I have a fairly tough level with 0% win rates and it has been up for far longer and is still up.
Very nice, the level looked good and the bosses introduced at the right time. The shmup section was very easy if you stuck to the top of the screen though.
From what I can tell, super experts don't get player any more or less, you just bumped in 100 Mario Challenge priority when the level is recent or when you get a star.
Check out my full 6 Level Shoot-em-Up, Mariodius:
Level 1: https://supermariomakerbookmark.nintendo.net/courses/22CF-0000-0128-944C
I made a new level last night.
I've noticed in this level and a previous one that the red Paratroopas will move upwards from their usual place if you're above them. I don't know why this is a thing.
Level 1 and 2 were pretty cool, but I'm not sure if I'll play all of them. Mario Maker just doesn't seem like the right platform for shmups, you're ridiculously overpowered with a fire flower since everything in your way has simple patterns and dies in one hit. Did you ever try my stages? I'm >>323692994
I'll check it out.
Getting to the secret area is a nice job in and of itself. Share me one of your levels, I'll give it a whirl.
well you've already gone through more than a few of my levels already but here is my newest low effort level
but what I really want to see someone do is beat the star course of this
I've fixed it up a bit so it isn't as crazy
Great level. I'm not sure what you mean about the red Paratroopas, they seemed fine to me.
I'll give it a shot.
Welp, I guess I'll also try Strange Scroll before going to university then. Then that's it for me, I've already procrastinated enough for one day.
HAHA I actually did it!
this is me >>323695583
Working on a collaborative level. 10 anons required.
First claim a tile you want to work on and download the level to start working
The theme is a vertical "tower" style level.
The game/theme is SM3/Ghost house.
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.
Post screenshots of your section when you are finished in this thread.
Here is who is working on the project:
Was the bomb section being skippable a design choice or not? You can also get stuck with no way of getting out except death with the top left path in the cloud section, which makes waiting for the star to run out kind of annoying. Otherwise it's a great level.
I'll see what I can do.
Hahaha, no way. You already have your reward, I'll leave the challenge up for someone else. Left my first quality comment by the way, now I need to go.
It's all a matter of personal taste of course, in any case your stuff is really well made.
>70+ bookmarks now
I'm pretty sure even this guy will make it in before her, and he's not even from a Nintendo game.
Reposting, I think only one person tried it from the last thread but it still remains unbeaten.
So the concept is to tap jump on the donut platform until you can jump to the other side? That's pretty cool. That wall of spikes with the music block worries me though.
B4 Top. Also, the bottom block by the door contains a hidden block flower/Mushroom. On the upper level the three blocks in a row are vine, Giant Boo, and vine, in that order. The hidden block below the exit is another flower/mushroom.
Now that I look at it again, that Big Boo on the top right might not be in an ideal spot. If you can think of a better place for it, or want to get rid of it, by all means go ahead.
Did some Mega Man 1 stages remakes. Feedback and stars are much appreciated.
Some of those are hard, though, just like Mega Man 1.
Guts Man (Still doesn't has a clear. Come on, pop this stage's cherry)
Ice Man (someone actually beat this level WITHOUT THE FUCKING MAGNET BEAM)
Bookmark links for those interested.
Once I'm done with going through Dusknoir's stuff, I'll definitely play your remakes.
I'm a big fan of the classic Mega Man games, I made a remix of Metal Man and Snake Man myself as one of my first Super Mario Maker stages... And even found an excuse to plug it in my campaign.
Why would you play expert instead of levels here? There are plenty of expert difficulty levels without having to worry about "pick a door", enemy spam or running out of lives.
Its the only way to unlock like 15 of the costumes
And im someone who makes levels with the costumes alot so i want the all
It grew on me after I played through NMSBU. I think the biggest strike against it is the Grass setting: It leaves nothing to the imagination and overwhelms any feeling of uniqueness that the level maker can infuse into it. It also doesn't help that NMSBU Grass levels seem to be the default for Japanese designers.
The other environmental themes, however, work much better. The colorful semi-solid platforms in the Underground section, and the atmospheric Castles come to mind.
That said, NMSBU is nad for 'theme' levels, as block designs tend to look like shit. So yeah, I get where uou're coming from, to am extent.
Come to think of it, I didn't bother much with coins placement in my latest level (Green Shrooms in the Caverns), not that it matters. There are quite several question mark blocks throughout the level and a few 1-UPs.
Sweet-water Swamp: a fairly short, fairly laid-back level inspired by Zachary's Super Mario Backcountry series. It can be beaten without powerups, or if you're clever enough, without going underwater.
Why the hell is "Sweetwater" a prohibited word?"
I just made this one while some guy from work was trying to get me to play EVE.
It was kind of a rush job I think.
Bowser is going to be Bomb Man and Jr. in the Fire Clown Car will be Fire Man. I wanted the Ice Man boss stage to have pipes that would shoot flying ice blocks, but that was not possible, sadly.
Here is the finished collaborative level.
I think it turned out quite well. Sorry for the guy that worked on B5 but I really wanted a boss
to finish the level and so I made it myself.
Here is who is worked on the project:
here again, 6-4 still only has a single play from yesterday so consider giving it a shot!
Great course. Nice use of semi-solid platforms to imitate water, would have never thought of that myself.
Makes sense. I'll be following you, I'm curious to see how this will end up as a whole.
Oh shit, can't wait to play it. Shame you threw out Dusknoir's contribution though.
The fuck you on about now?
Look I haven't been part of these threads for awhile because I haven't been playing but you're one cheeky bitch you know that?
First we tell you the format would be better as a campaign rather than a shitty ripoff of mosiacs. THEN you decide that the shit has to "fit?" Fucking excuse me, but do you not even pay attention to mosiacs? Half that shit is whatever the fuck people feel like making their squares and that's what makes them potentially hilarious. How did you even fuck up enough to get 2 submissions for the same spot anyway?
This shit has officially crossed the line of needing to stop and be reformatted, possibly in control of another person.
Really this kind of shit is gonna turn us /vg/ tier incestous, and that'd be a damn shame since these threads were some of the best on /v/ in a long time.
You've done your collabs. Change it up or stop doing them.
Really wanted to make some levels for you guys, but I didn't want to spend 2 days making a single huge level again, so I settled for something shorter:
>Falcon Rush Cannonfire https://supermariomakerbookmark.nintendo.net/courses/F8A2-0000-018B-5F8A
>Most disappointing power-up ever https://supermariomakerbookmark.nintendo.net/courses/76F1-0000-018B-6197
Can anyone give me some feedback on these?
I have included a credits section using miiverse posts and hopefully they show up. It accessed by an optional section.
I got 2 submissions for one spot because one of them wasn't paying attention to the claim but I included both of their sections as the optional area. Also I don't know why I can't deny a section. You should play the level and decide if it would be a better level or not with the discarded section
>Great course. Nice use of semi-solid platforms to imitate water, would have never thought of that myself.
Thanks! I can't take credit for the water thing, SMBC did it first. I wonder why that guy stopped posting here.
Well, it's really good at least. The end result is a really nice level that doesn't feel like it has been done by multiple anons, and that's nice for the people outside of this thread who'll play it. I kinda wish you took a more hands-off approach on the whole deal, but it's a really good level.
Hmm, don't recall that poster but at the same time I didn't start posting here until I was done with world 1 or so.
Is he named after the comic or is he the comic? This is very important.
Well, French descends from Latin and Canada is part of the Americas, so I kind of count?
Seriously though Man99's stuff (https://supermariomakerbookmark.nintendo.net/profile/Ultraforza) is good. So is Andrea's (>>323695321), outside a really annoying invisible block in one of her levels.
Yeah, but these AREN'T mosiac threads, and the mosiac is a REALLY shitty set up for how we can contribute together.
I play a ton of levels here, but I will NEVER play a mosiac stage. By very concept they are stupid. And this bullshit, any time ANYBODY comes at odds with you all you do is bark "NO YOU SHOULD PLAY IT" and deflect all criticism. Fuck yourself, you're going to ruin these threads and I'll be damned if I don't at least tell you off for it. It's not about playing the levels, it never was with you. YOU want to make a mosiac because that's literally the only way you know how to function with other people I guess. Whether they turn out good or bad doesn't matter as much.
Look I won't even be an asshole and accuse you of purposefully being a shithead. You get excited, you want to do something fun, but you don't know how to incorporate it. So you default to a standard that's not very fun to make for alot of people, and misses out on the point of why mosiacs work AS IMAGES and not stages. I get that you want to do something creative, but as I said earlier, we've crossed a point where it's going to turn into something terrible for the thread. Find another avenue.
>Saturday Morning Breakfast Cereal is made by Zach Weinersmith
>Super Mario Backcountry is made by a guy called Zachary
I suspect that it's the same person, but he hasn't confirmed it. Either way, check out https://supermariomakerbookmark.nintendo.net/courses/5659-0000-00BB-308C
We used to have such nice threads, what happened?
I enjoy these kinds of stages if they're executed fairly enough. The first one I played had an underground setting and it reminded me of one of the late stages in Donkey Kong Country: Tropical Freeze.
Podoboo behaviour can be pretty neat sometimes
I wouldn't suggest ever using this in a level but it's a neat interaction that works with sledge bros. too.
Gosh I've missed these threads for a few days. Have I missed much? I see the compilation level is finished (I bookmarked) but what's all this drama about the compilation maker being a jew?
>First clear is Charles
Your level is truly blessed. I have bookmarked it and will play it...eventually
You didn't miss much, the anon in charge just rejected Dusknoir's contribution in this thread and replaced it with his own.
These are 0s not Os, by the way. The add-on doesn't pick your stage up because of that so I'll do the honor.
haha, thanks Ryan
Well, I gave up on the lava enemy level for now, so here's one based on the timeless classic, Charles Barkley vs Godzilla:
Charles Barkley's Kaiju Court!:
Here are my previous levels:
Tick-Tick Time Terror!
The Walla Walla Bing-Bang Plain!
The Malicious Burial Ground!
>haha, thanks Ryan
Can you just recognise the way I type or something?! I'm spooked man haha. Plus you replied to my only other post in this thread (>>323725138). We were meant to be friends, Charles.
The reason I'm not as active here is because I bought Yoshi's Woolly World and the new Zelda 3DS game and both are taking over the little free time I have ;_;
Dude there's like two people in my fan club, you and my dog.
How far are you in Woolly World by the way? I just started it myself but I don't have much time to play it with university and the whole Mario Maker business.
A4 here, that first pipe was supposed to drop buzzy beetle shells, not actual buzzy beetles. I probably should've made that more clear.
Level still turned out pretty good though.
I like you more than your dog.
I'm only on the second world. I keep going back and collecting flowers/yoshi costumes that I missed. It's a pretty good game so far, really
cutegraphics, the gameplay itself isn't anything revolutionary but it's good funto pick up and play for a while.
Also I got the green Yoshi yarn amiibo and damn he's a cute little bitch
It surprised me at first too, but it ended up being a pretty good obstacle. Guess Bob Ross was right about happy accidents.
Nice. Didn't last too long, and the use of boos made it more challenging than the average shmup in Mario Maker.
You're probably right, she's ignoring me right now.
I'll post my old levels to bump the thread
Bumping these new levels with some older levels:
>Mega Man’s Simple Castle
Wanted to use the Mega Man costume, and wanted it quick, so this level happened.
Tiny metroidvania, before I realized it was actually a metroidvania:
>Back n' Forth
I've claimed the record for this one.
My first level ever, I just had to use the Ganondorf Amiibo I got along with the game:
It has way too many secrets and too many paths. I guess I overdesigned it because I was nervous of uploading it.
First attempt at making a level with multiple paths. It didn't turn out quite as I wanted it to, since pretty much no one ever even considers using the pipe system.
Collaboration anon here l. I didn't think it was a big deal at the time about the discarded section but I will put it to a vote to change it back and reupload it if that's what you guys want.
Gave it my best shot at a dual dimension level reminiscent of SMB3's giant/small level. Even ? blocks are mirrored, even though they're invisible on one side or the other, but most people don't ever notice
I did it too! A couple months ago I think.
Someone found a problem area so I've uploaded it one more time. NOW WITH EXCLAMATION MARK.
Just watched my friend GlitchCat7 play https://supermariomakerbookmark.nintendo.net/courses/B43B-0000-0120-8BBD on stream. He seemed nervous, he got tripped up on some simple things haha!
B4 here. Personally, I agree the original submission didn't fit the flow of the level (Discordant, not bad in and of itself.). That said, a vote on such things would probably be best, if it arises.
Was a bitch to complete in one run
See if you anons like it and R8
"Daisy is not in this course"
I recently got this game and it's really fun making levels. For my most recent level, you'll have to find the hidden blocks to be able to find the p switch to get to the bowser battle. I'll bookmark as many levels here as I can.
I'm just kinda annoyed that you apparently didn't read my claiming post. If you wanted a boss fight so badly you should have told me up front when I said
>no boss fight though if thats okay.
Also I can't really blend into a level I can't see,perhaps future collabs should update the level so you can see the sections that have been finished so far?
Think of the mushrooms as your keys.
You pretty much nailed the level design, but I feel like replacing the mushrooms by mushroom dispencers would help more casual players... After all, you normally don't lose a key when you're hit in Zelda.
Still, that's just a suggestion. I loved the stage, left a comment.
No ones been able to complete Daisy is not in this level yet but I see 5 people had tried
Glad to see I wasnt going soft
Expert level. Don't lose the boot.
I dunno, having plays from me and >>323744527
is already pretty good, considering I've posted >>323693197 7 hours ago and there hasn't been a single play since (on top of playing and giving feedback to about 90% of the levels ITT). These things come and go, no need to force them.
But yeah, if you want feedback, I'll have to agree with the other anon. The level's pretty good, but it feels like it lacks a theme. It's a ghost house but it's also a water stage and there's all sorts of gimmicks and two bowsers... It's a bit all over the place.
It's hard man. I'm too casual at this time of day to play vidya correctly.
I enjoy when there's a concept that's repeated through the stage. It's easy to throw around blocks and make a path to the finish, but a repeated element that grows in complexity as the stage goes along shows that thought has been put into the level.
If your stage feels empty, feel free to use semi solid platforms as background too, or add coin trails the player will gravitate towards.
Here's my newest level, it's a ghost level that doesn't have any complex puzzling. Please give criticism.
Try the ghost house. I didn't think it would be that hard. Currently working on an underground SMB3 course
Just beat it! Fun stage, I don't have anything bad to say about it. The boos in the wall jump section kind of feel unnecessary I suppose, since you don't have much control over where you're facing when you're stuck wall jumping inside a boo circle.
Have you tried my stages? I'm >>323692994
Regarding the small changes made to my portion, I'm curious to why you made the mushroom flower a hidden block. I think I can guess that you moved the top chomp to make it easier? I'm realizing now that if the platforms were just one square lower the chomp would be visible in the field of view and it wouldn't be blind. I'm sorry everyone, I didn't want a blind obstacle like that. I must have overlooked it because where I originally had the chomp, I expected players to hug the right side wall when they climbed the boxes, so I never had a problem with the section.
Regardless, pretty cool level.
Alright, I just wanted you to know in case that wasn't intentional. I also played Walla Walla Bing-Bang Plain, great stuff. I half expected a song to play with all these pink music blocks, but I guess it was mostly for decoration.
If you could give my levels a shot, that'd be cool. I'm the Canadian guy who starred your stuff, spammed his hot opinions all thread long and is going to sleep.
Hey friend! You played my Frozen Airship level the other day. I have made a similarly difficult level!
I call this one: THE LIVING AIRSHIP
I hope everyone tries it out and has fun! :3
Oh wait, I forgot that I called it BOWSER'S LIVING AIRSHIP. I recreated the SMB3 final boss at the end there.
If anyone can think of a better name I'll rename it after your suggestion.
It felt like it ran a little long, I was starting to get a little bored because difficulty wise it felt like it was locked in a static medium zone the whole time. The variety of hazards was good, but the overall impression was that it was a bit bland for its length.
I randomly came across one of Boogie's levels during an expert run. It was actually decent. All those stars, tho.