Mario Maker Thread
Shill because no one will play your stages!
Remember shitlords, don't just post. Play other people's stages too. That's why we'ere here.
Koopa Troopa Trampoline:
And as always, please tell me how shit my stages are.
You like Super Mario World? You wanna play levels that feel like they could be from that game?
Then these might be your cup of tea
Shroom Valley 2
Alternate theme for both: https://www.youtube.com/watch?v=pjwhX0WqxXQ
>(NEW!) 2-4: Gut Wrencher
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. Here's the earlier ones.
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
2-3: Wriggly Field
I'll queue all the levels in this thread while I watch this movie I rented, and play them after the movie.
>(NEW!) 2-4: Gut Wrencher
and here are the profiles who were involved with the latest one.
Took time off from my main project to build my Shmup series, but getting back on it now. Here's the most recent level:
When I made the second one I wanted to recreate this type of platforms
My latest levels:
Super Mario Land:
Grand Theft Mario:
>order frmo game collection a week ago
>they always deliver enxt day
>still not arrived
>they never replied to my custoemr support inquiry (I got my e mail wrong in the order)
>lines are closed for the weekend
FUCK, knew that I should of just went to my local Game and got it instead. so fucking unreliable.
Finding that P-Block underwater took forever. I almost ran out of time. While I don't hate that Bowser battle, I don't see a point to it either. The Bowser Jr. battle was stupid easy.
It's not terrible, but your average person's not going to complete it.
>autoscrolling speed options
>turtle is too slow
>rabbit is too fast
Shilling least popular course so far
"Daisy is not in this course"
>when someone makes cute drawings on your stage
>Guy create level that can be beaten in 100 seconds
>Still keep the default timer to 500
I hope nobody of you do this. Always set the timer in the proper ways. You don't want the player to feel your level is cakewalk, they gotta hurry up.
Alright m8s, I've recreated a new level from Super Mario 3d World
1-Castle Bowser's Highway Showdown
Alt theme: https://www.youtube.com/watch?v=5dGcLNPCMVo
Alt boss theme: https://www.youtube.com/watch?v=OvRobF6r7gM
Original level: https://www.youtube.com/watch?v=5dGcLNPCMVo
Recreating Bowser's boss fight was NOT as easy as I thought it was going to be, but hey it's good enough.
I claim no shame in it.
Not every level is a race.
That being said, if you want your level to be a race, then set the timer!
My podoboo levels.
>Podoboo Panic https://supermariomakerbookmark.nintendo.net/courses/4B29-0000-018D-6C2C
My newest level inspired by my most popular level. It's new but people seem to like it so far. Feedback would be great.
>Ping Pong Podoboo https://supermariomakerbookmark.nintendo.net/courses/1D42-0000-0102-194D
A fun little course with unique challenges.
>Podoboo Pursuit https://supermariomakerbookmark.nintendo.net/courses/FAE9-0000-00E5-2361
Not a very good level, but I think it has potential. Feedback would be great for when I modify it in the future.
Exactly. The timer only needs to be set if its a race or speedrun level. Also, why do people feel entitled to have checkpoints in every level?
The biggest complaint I get on my levels are the lack of checkpoints on some of them. I understand having checkpoints for long/hard levels, but I even get complaints on not having them on baby easy levels.
I need more levels like this. This is the good shit.
Challenging, but fair, with the challenge coming from precise platforming instead of enemy spam or playing with the player.
Beating these type of levels feels great.
I usually assume that there will be a few parts in each of my levels that not everyone will want to play over and over repeatedly should they die.
If two checkpoints increases the likelihood that more people will finish my level, I think they're great.
When you design levels it's best to keep every kind of player in mind, so even if levels are easy I put a checkpoint in them for the low-skilled.
Holy shit man Podoboo Panic was so good.
I love this type of levels, they pump me up so fucking much.
For Ping Pong Podoboo, the area with the blocks on rails destroyed a couple of the fireballs. Someone could potentially gets stuck there if it put all the fires out before blowing up the bob-ombs.
>tfw no one is playing my levels
>tfw scrubs give up after deserved deaths, but keep playing (AUTO) or (Impossible!) courses with bullshit artificial difficulty, like flies to shit
Big enemy gimmick level, good amount of secrets, utilizes the Amiibo exclusive Huge Mushroom:
Castle with a nostalgic boss battle. Another path is available to skip it with a different boss battle:
Somehow my hardest level, with a 1.83 clear percentage. Baffling, because it's not that long, it's only got one semi difficult jump, and there are powerups readily available.
I've got a few courses bookmarked from this thread, I'll hop on them tonight.
*deleted old post since they didn't have the full link to the levels
This is my first stage.
Can I get a review. I want to be the few people on mario maker that actually makes fair but hard levels. Not "here's your power star now run in to 100 enemies till the end"
Gonna create a course called
Daisy is in this course
Give me ideas pls
I got carried away when experimenting with the tracks.
If I take breaks then i'd make a completely different level before returning to it, gives you a fresher view of what you've made
Just picked up my copy a couple days ago.
Posting a short joke level:
Most disappointing power-up ever
Two auto scroll levels:
Falcon Rush Cannonfire
And an exploration level:
Bowser is making a delicious pasta dinner, go show him who's boss
How would they know they are daisy shrooms and not just more rosalinas
>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.
Different guy, but make the Daisy costume in an area you can't leave leave without damaging yourself in, and line the corridor with Rosalina mushrooms.
Like: You enter the area through the one way blocks or a pipe, cutting off the exit, A costume holding the Daisy block is there when you get down, then a stretch before the corridor lined with spikes or inescapable flames, which can only be surpassed by sacrificing the costume, then they must run into the Rosalina costumes which are free from harm.
Use your vessel to advance through the stage but remember that nothing lasts forever.
Made this one much easier than before but somehow people still can't complete it.
Boom-Boom Battleship: D485-0000-014B-4F0D
Weenie Hut Jr. DX: 5965-0000-012B-07D2
Mario 1 Experience Preserved: DD01-0000-010F-0753
I'll save you the usual speech since I'm hard at work on 7-1 at the moment, but if you're interested in a campaign that starts easy but gets progressively more challenging, here are the two important bookmarks.
first stage (1-1): https://supermariomakerbookmark.nintendo.net/courses/8B27-0000-014E-D3BB
Played 2-1, loved it. Your levels are fun both to race through or play more carefully, great job.
I'm kinda jelly. What stage?
Really depends on what you're after. Two of my favorite makers are
following me as well would be nice
Most disappointing was fun, and I actually like the costume so it wasn't disappointing.
glad to be part of the elite
As far as these threads go, it's better to be glad for what you have than sad for what you don't.
Have you made any new level? Charles here, I don't really have the time to browse
rthrough the entire thread.
He might just be busy.
Thats a little spiteful their bud. I feel like we have tiers of groups for Mario maker.
You have the popular(high rated) creators mainly just shilling.
Then you have the mid-tier creators keeping in their little group.
The low-tier, new creators are being ignored half the time.
It's almost like Mario Maker threads have their own little groups packed inside.
Even if it's not you it couldn't do any harm sharing
Go for whatever you think look fun, i don't have many levels
Actually /vg/ kills these even faster.
>used to have good amounts of stars
>kind of struggling now since threads are slower
>but I play a ton of levels in these threads from all kinds of folks
I have no idea where I'm supposed to sit in this.
This are my courses
Anything but "think pawsitive"
My brother made that with the sole purpose of using cat paw sound fx everywhere
>Perishing Portable Platforms
Your one of the better contributors Charles. Just some of the bigger creators I've seen do more shilling than playing. Not that its a bad thing, I assume most of these people are busy with real life.
Also, I've been thinking about how beneficial it would be to move Mario Maker threads to a forum site. At least we wouldn't have to worry about the slow traffic and 404'd threads anymore.
Hm... I'm not sure that'd work. I fear it'd kill /v/ threads for good without necessarily bringing more plays and feedback to the regulars who would be the ones interested by that kind of move.
At this point, its become just us regulars. Its more permanent, but yes, it wouldn't bring any new people. We're screwed at this point. We'll just have to deal with quick dying threads all the time.
>tfw Minus8 commented on one of your levels
>tfw you had to delete it because it relied on the invisible block glitch
Just made this new one about an underground castle
Also, this ghost house puzzle apparently kinda hard.
Nice thinking, but if bowser falls into the clown car, the latter detaches from the rail.
Japanese automatic stages get a crazy amount of stars. They usually nail the visual aspect, but you'd think people would get tired of auto stages after a while.
Decent levels, though I'd put less obstacles because they kinda feel cluttered.
Royal Reptile Rumble suffered from this especially and I can see that being a turn-off for some people.
Good levels man, but I feel like they suffer from the same problem.
You're very good at aesthetics though. The Starfox level was definetely one of the better flying ones I've played.
Rosalina a shit
>Just some of the bigger creators I've seen do more shilling than playing. Not that its a bad thing, I assume most of these people are busy with real life
Yeah lately my vidya time has been consisting of Xenoblade X and Fallout 4, both long time-consuming games.
There's also the fact that I'm actually married...
So when I put Mario Maker on these days it's mostly to make a new level.
Trust me when I say there used to be even less people, been around these threads ever since the game came out.
A big update though would definetely help, so come on Nintendo.
>A big update though would definetely help, so come on Nintendo.
After the last event course, I don't think we'll ever get an SML theme. A desert or snow update could still bring some attention.
I have a few levels I think are alright.
Spiny's Underground Reign.
Basically the level I made while I was waiting to unlock everything. Obstacle course based around spinies riding lakitu clouds that you have to dodge. See if you can find the secret!
P-Switch Scavenger Hunt
Balls hard. A huge, open level with the end blocked off by 5 walls that you can only get through by hunting down 5 p-switches throughout the level. I know exactly what to do, and whenever I beat it I'm still running out of time.
On a different account because I made it while visiting with a friend. Based around riding a platform through the level while a stack of projectile-throwing enemies follows behind you and tries to stop you from escaping.
Summer and Winter
A level based around entering pipes to switch between 2 versions of the same level (one in Summer and one in Winter) to change properties of objects and solve puzzles.
If you decide to check any of these out, thanks in advance!
It rewards the adventurous by mainly taking place in a subworld with four different exits.
If you get a yoshi and a P Switch, you get the "best exit". Yoshi alone or P Switch alone have exits, and there's a longer path if you never grab anything on the way. There's a bit of wall jumping and canon dodging involved.
I think I'll just put a roon with a ton of canons you have to survive through if you don't get the best exit.
How does everyone like the universally blue p-switches?
I miss the SMB theme's old p-switch.
Cool concept. For the no yoshi/switch ending, maybe there's another way to make it harder besides a shitload of canons? Honestly, I'd just say experiment. There's tons of neat shit you can do with mario maker. Shake stuff, stack stuff, give stuff mushrooms, wings, put stuff in clouds or clown cars or on tracks. Make some interesting enemy design based on those mechanics, design a good obstacle course around them. You feel?
Shilling for a relative of mine. I want to see his stage play count increase but I can't think of other ways to get it out there.
He likes to make them fairly challenging.
Thanks for the suggestions, but I don't think I'll be adding clown cars to my levels any time soon. In this case, there's little need to reinvent the wheel, since it's pretty much the last screen or so before the flag. I think I got something decent after all, a couple of test runs and then I'll upload.
Finished this one a few days ago
Medium/Hard difficulty imo.. Would like to hear what some of you think on the level design, ect
Welp, can't say it's the most inspired level I've ever done, but it'll have to do since 7-1 and 7-4 were the only levels I didn't plan in advance.
>7-1: Series Stabilization
The reason for that name's because world 6 goes through Scott Pilgrim, free to play garbage, Mega Man and Kirby in order.
If it doesn't boot up tomorrow I'll have to call Microsoft or something. That's a pretty shitty problem to happen right at the start of a semester.
Time for your levels now!
Here are all of my levels. I just got my Lucas amiibo so I made a level with him. Hope you enjoy my levels. I'll play as many of the levels here as I can.
I DARE anyone to finish this:
Good level! I'm a huge fan of the different endings based on if you get the switch/yoshi or not. I like the canonball platforming, too. I do have a few problems, though. #1 is that with all the podoboos and canonballs, it gets a bit clusterfucky. #2 is that, considering you have to start the entire level over whenever you want to get yoshi, it was honestly much easier to just take the path that didn't require him. Other than that, great idea and great execution.
>Spiny's Underground Reign
Liked it so much I played it over and over until I got the world record. Great stage and fun concept.
>P-Switch Scavenger Hunt
Used two P-Switches and died, didn't really feel the motivation to look for more. The level's long enough to warrant a checkpoint as is, except you can't really use a checkpoint because of how the P-Switch hunt works.
How many P-Switches are there in total? If the total number is equal to the number required then it's possible for a player to totally waste his time by using the first one or something.
>Summer and Winter
Nice level, though I totally got stuck by accident twice in a row with no way of getting out. The timer for the P Switch is tight!
great fun, nothing bad to say about it. I liked how he included alternate paths if you lost your powerups, like clouds instead of the cape.
Visually impressive, and forcing the player to go backwards is a nice concept. Great job.
Yeah, the Yoshi path will probably be reserved for speedrunners. That's why I made the reward extra sweet by being so much shorter compared to the rest!
I do agree about it being kind of clusterfucky, though. Definitely not my best stage.
thanks for playing my levels! i appreciate the compliments on spiny's underground reign, i was pretty happy with that one. the p-switch scavenger hunt is definitely kind of terrible on the grounds that there is no way to make checkpoints for it. there are exactly 5 p-switches so if you accidentally hit one, you're done for. i'm kind of sad about how the level came out because i really loved the concept but it was way too time consuming, difficult, and unmotivating. perhaps i'll make a tamer one that only requires 3. and thanks for the tip about summer and winter, i'll be sure to think about stuff like that in the future.
i actually ended up getting the yosh + switch path, and it felt good!
This is a series I'm making with inspiration from DKC, including 2 secret rooms in each level.
The most recent level is 7-4: Swing 'n' Sting.
Glad you liked it!
Hey, I've been playing your first world and loving it.
I wanted to ask... Are the SMBC initials a reference to the comic? The author's named Zach too so it's at least a crazy coincidence.
How do you guys keep the game fun? Serious question.
I bought the game a little over a month ago and I've enjoyed it, but its already lost its charm for me. It looked like an exciting game, and I had all these level ideas stewing in my brain for when I got the game.
Well, I have the game now. I've already made a bunch of levels, played through 100 mario challenge on every difficulty, and I've played most of the levels on here. How do I keep the game relevant? I've almost decided on just selling it for something else.
If you're tired of playing Mario levels, you can just leave the game to the side until later. I feel like it's the kind of game that's going to be good to have on hand later on, since you never need to play content you've already played. There's practically no end to unique content.
Feels like you've been left out OP, so I'll play Koopa Troopa Trampoline
Alright, alright. In any case, your levels are fantastic, so I'm about to head downstairs and start world 2.
If you want to try my stuff out, I'm >>324063956
Here's a simple course I made.
This is Let's Bounce! try to collect 100 coins and don't land on solid ground try to bounce through the whole thing!
Fairly easy and quick.
World 2 was fantastic... I'm kind of jealous of your artistic skills.
I'm terrible at shell jumping so I played Banquet Bay instead. Great level!
I used to feel like I was drifting away from vidya for a while, but playing some Xrd, Katamari, TWEWY and Mario Maker rekindled the love. It's all about finding the games that appeal to you.
I got this at christmas but haven't really played it much because almost all the stages I player were shit and I've been busy with Yoshi;s Wooly World
But these all look very fun and now I'm excited to play the game again
I'm going to play every stage posted in this thread already and star the ones I like
Thanks for the shares and keep making levels guys
nice to hear you're still here after 6 hours. I'll keep going with another one then.
I like puzzle levels so I'll try your stuff too.
>P-Switch Jumping Tutorial
I randomly made this last night in an effort to teach the younger and less experienced players about P-Switch jumping.
>Wario Bros- Toothy Tree Tops (NEW)
Can you find all four hidden coin pipes and collect the secret riches? The boss of this level is the Toothy Trio; defeat all three of them before moving on!
The boss is totally not Reznor. This is actually going to be level 3 because I realized that it's more difficult than the actual third level I'm making.
Alt music: https://www.youtube.com/watch?v=SfAfCT8937A
>Wario Bros- Hard Head Hills
Can you find all four hidden coin pipes and collect the secret riches? The boss of this level is Hard Head; make sure he falls into the bottomless pit to defeat him!
Alt music: https://www.youtube.com/watch?v=gY_6fJg9t7k
Alt boss music: https://www.youtube.com/watch?v=alcWDnHP3dI
>The 10-Man Collaborative Le/v/el
Alt theme: https://www.youtube.com/watch?v=J8eLoCtHB4E
ACrispyHobo (Collab Anon)/A1
Does anyone have a link to that ghost tower collab level? I was away for 5 days straight and never got to see the final product.
Try some of my levels, I like to experiment with gimmicks and themes a lot so please star so I can make more.
Wigglers' Rage Never Dies
Haunted Puzzle Vacation Home
The Piranha Plant
Tiny Treasure Trove
Nietzsche Makes Mario
Bowser's American Football Field
First course I've ever made, football themed as you can tell by the title. It's basically an obstacle course where you have to carry a P-switch to the end to reach the endzone. You get a helmet + fire flower to equal 4 hits before you die (4 downs). It may take a few tries, but it's not insanely hard or anything.
Here are my shitty levels. Would love some feedback.
Falling Platforms Level
Falling Platforms Level
>Player 1 makes a super easy level
>Player 2 gets easy world record
>Player 3 gets new world record that's a second faster than the previous
>Repeat this cycle between player 2 and player 3 until it's too much of a chore or physically impossible to get the new world record
It'd be neat, but it'd be abused within the day it's put into effect unless Nintendo put up some barriers and hurdles to prevent such things.
Sounds creative and neat, will try out.
Very nice. The only part that I'm not a fan of is the question block spam, it's not very elegent. Feels like regular blocks would have looked better.
Trying out your castle stage.
>Keyrock's time still unbeaten
Where is Keyrock anyway? I hope he's making something.
Keyrock will eventually hold the WR for every level that exists within the Mario Maker servers. A day will come in which Keyrock's physical form will cease to exist, but his spirit will still guide humanity as he obtains WRs upon his golden throne of speed.
Here's a slightly updated version of 7-4 with a bit more polish and better bonus rooms.
I did it /v/
I've created the ultimate level. I've taken a look at everything popular and have carefully constructed a course that features everything people love in order of importance.
I can't wait till I'm e-famous
Thumbnail gives it away but it's
A small auto level with a ton of stupid noisy bullshit that's all over the top list,
Amiibo party because people sure can't stop spamming those
Then it's just actual levels in dead last with a small easy platforming thing.
Vinny's Piranha Lake of Fire was my favorite fast time so far. It could be improved by 5-8 seconds though because I used a safe strategy on the section with wall crawling spinys. The final gap seems too far but can be made with a running jump if you jump right at the edge, so if I were to try and go back I'd boost through the spinys and lose the leaf to go for the long jump.
Just cleared a good chunk of my backlog. Some stages I'll have to come back to later, as it's late. Left Stars and Comments on the levels I beat.
Great stuff guys, keep it up!