No SMM thread? Let's change that
no shilling levels jk, I'm about to shill my level lol
Spent, I would say, at least 6 hours altogether working on this thing. Am I proud of that fact? Not necessarily. Did it become something of an obsession trying to fine tune every little detail? Possibly. Am I proud of my creation? Only if I get praise and admiration from anonymous strangers.
The Great Invasion Migration
I'm really happy how it turned out and interested in seeing how other people (aside from my family) fair.
Here's my levels
>Bowser's Sky Armada https://supermariomakerbookmark.nintendo.net/courses/6B15-0000-0140-286B
>Lick My Lack
>Choose Your Path
>Super Mario Space Program
>Sky Armada 2: Electric Boogaloo
>Super Mario Space Program 2
>SMSP3: A Space Odyssey
>Escort Monty Mole
My levels are mainly traditional, I'm not good at making gimmicky/running/etc... levels.
Alternate themes are for anyone who's tired of this game's limited OST
A level inspired by Bob-omb Battlefield.
Alt theme: https://www.youtube.com/watch?v=GlU-oBPiOJs
A level set in a cave with many T-Whomps, should feel atmospheric
Alt theme: https://www.youtube.com/watch?v=_YVy2VO3uvw
A classical SMW level inspired by Donut Plains 3
Alt theme: https://www.youtube.com/watch?v=pjwhX0WqxXQ
Erupting Koopa Volcano
A level where Mario is near a fucking erupting volcano and has to get the hell outta there while avoiding falling debris
Alt theme: https://www.youtube.com/watch?v=YL9VwPbj9Tw
Shroom Valley 2
Sequel to the first Shroom Valley, has some Butter Bridge 2 inspiration.
Alt theme: https://www.youtube.com/watch?v=pjwhX0WqxXQ
And now I'll play the levels posted here starting from these >>324300538 >>324302202
I'm making a campaign consisting of 4 traditional worlds in chronological order
and 4 more gimmicky worlds once you create a time paradox by killing Bowser and Baby Bowser at the same time.
Start with 1-1: Happy Hills, a short level based on SMB's own 1-1
The newest level is 7-1: Series Stabilization. World 6 was all about crossovers so world 7 takes it back to Mario style before the finale... Kinda. 4 different exits.
I won't play for a while, busy with grinding the last trophies in Touch my Katamari at the moment... But know that I bookmarked your stuff >>324302202
Bookmarkin'. Check out my complete 6 Stage Shoot-Em-Up, Mariodius:
Gonno do a revision on this series soon, lemme know what I can improve.
Really liked your choose your path and space levels.
There's one big flaw in the Space Odissey level though, right after the checkpoint you can get stuck in that tiny space you put for the shell helmet.
Just play whatever
dont want to list everything
tell me how awful they are
>Spent, I would say, at least 6 hours altogether working on this thing.
If you want to hear some serious OCD, my next course will easily have taken me 60 hours by the time it's done. In the meantime, here's a couple old courses again.
Deus Ex Magikoopa 2: Fire & Ice
Dr. Feelgood: Kickstart My Heart
I'm still working on sequels for both of these series. I haven't had a lot of time to play in the last week or two, but I'll try to take some more breaks to work on my bookmark backlog.
My podoboo levels.
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
A fairly short course with unique challenges. Let me know if something happens that makes you get stuck in the level.
Nothing new atm, going through a pretty big creative slump right now. But here's my previous levels for those who haven't played them, any criticism or discussion about them is appreciated:
Charles Barkley's Kaiju Court!:
Tick-Tick Time Terror!
The Walla Walla Bing-Bang Plain!
The Malicious Burial Ground!
Man, I have already played quiet a few of the levels in this thread.
Anyway, here's my latest level (again), Bone-Chilling Alley:
I just reached the freaking fifty star mark.
Just made a new level, it's kind of short but I tend to run out of ideas and add useless padding otherwise. Looking for feedback on their construction, is it too crowded or empty, etc.
Escape from Bob-ombamo Bay
If you're bothered you can try it as part of a 4-level world instead, in the order listed below.
Escape from Bob-ombamo Bay
Parallel P-Switch Park
Totally forgot you can use the bookmark thing now, in above order:
Bowder Jr.'s Flying Fortress: (Traditional SMB3 Airship)
On Her Majesty's Sewer Service: (Puzzley Level)
Sky High on Mushrooms: (Classic, challenging SMB 1 style)
This is a series I'm making with inspiration from DKC, including two secret rooms in each level.
The most recent level is 8-1: Crumble Castle
I'm not a very creative man. Pls be gentle
Nine more stars to get to 300!
Let's Play Battleship! (EASY) still needs a clear.
Help Wanted: Thwomp Agriculture is a smorgasbord of all things thwomp.
Almost done with Pop! Goes Perfection! I don't know which level I want to do next:
-Thwomp's Delivery Service
-Rosielocks and the Three Levels
-Overgrowth at Kamek's Lab (I've had this on the back burner for months lol)
-Sequel To Cave-in Chaos!
-Chill traditional levels
Very impressive stuff, nice presentation too.
I'll try Ricky Gervais' Fun Times and tell you how it goes.
what have you done cloudy? I'll try it out and see for myself
lol well easy as in scaled down difficulty compared to normal. I had a facebook group person make a similar comment, but he still loved it enough to make a preview video on youtube for it. The normal level is quite beastly and takes around 300 seconds to beat on a good play. It's pretty out there, very non-traditional. I think if I were to truly make it (easy) I'd need to cut down the number of ships.
I posted my easy stage Goomba's Shoe Factory last night.
People seemed to like Sunken Ship Shivers as well.
Finally I made a special Princess Daisy stage that hopefully annoys somebody online.
Finished my Mega Man 1 adaptation! I'm pretty proud on how the latter stages turned out, and how I implemented the boss battles.
Have fun, and keep bringing those stars. Feedback MASSIVELY appreciated.
(Fire Man needs some love)
Wily Castle 4
Wily Castle 3
Wily Castle 2
Wily Castle 1
Here are my levels
Try out the Ghost House and the Newest one that's underground if you really want a challenge. You can try speed running my little Bro and sister's levels too if ya want.
Super Mario Maker certainly has been quite the experience for me. I've made dozens of levels, and played at least 12x more. I find joy in playing difficult levels, and even have fun in the simple, easy levels. I've played many campaigns, basking in the secrets that the level creator has put in.
With the addition of newer content, the devs are at least self-aware of the community's demands; adding checkpoints and catering to the shoot-em-up fans with the Fire Clown Car. There's more of a chance of adding more content, but as of now, we're waiting on something big.
Is it overpriced? Yes. For every good level, there's at least 25 other shitty ones. The maker is limited to your creativity, and even then, it still lacks features of older games. (Slopes, Star Coins, vertical levels...) And when you compare that to all the levels made, you'll be drowning in shit. But, if you can find a source for good level creators, Mario Maker will make you have a fun, comfy time. It's just pure fun that Nintendo has created.
Even if choose to buy it, at least 75% of that money goes to fun, creative gameplay. I'd rate it 8/10, but I feel like that's not enough for the game. I've played it so much, that I think I could call it a runner-up to the GOTY.
Great level! Not enough vine climbing levels around in my opinion.
I have -no- idea how to beat this stage. I've gotten to one part with a P-Switch and freed a coin-giving bill blaster, and used a POW to kill some chomps... Now what? I'll definitely have to look at that level again some time.
I liked it quite a lot, but the way the camera's placed at the very end makes it seem like you're stuck.I had no idea if I had to do a Yoshicide jump to the left or the right... Thankfully the right worked.
If I remember correctly I'm now over 1000 stages played.
That's a big number. I'd say I'm a bit more over, but I don't really know. I haven't checked in a while.
You seem to be playing levels. I can't play levels now, but I want you to try mine. I'm >>324315820
Give me some critique. Tell me what you like, and didn't like. What can I improve on in the future? What would you like to see in the future?
I did play your level! Sorry I forgot to give you feedback, but it was a fun one.
I thought the springs were kind of a distraction? I don't remember them being needed anywhere. Maybe later you'd be interested in using springs in a more puzzle-like scenario, like bouncing a Thwomp with springs until it lands on top of a semi solid platform so you can spin jump off it or something... Or there could be a P-Switch on its head and it gets pushed by the wall when the Thwomp bounces (I have no idea if that works though).
By the way, what does SMP mean?
Each of the five ships has a key item that you need to bring to the lock room, through the exit pipe of each of the five ships. So let's take the Destroyer for example, you would have to carry the pow through the ship and take it to the lock room to kill the muncher that is blocking the way. That allows you to bomb the block under the bill launcher. All five ships have a unique item: bomb, pow, yoshi, fire flower, trampoline.
Thanks for the advice! The "gimmick" of the level is using springs as a method to get around, and to toss around you and the enemies. It wasn't meant to be complicated or anything, just a fun starter level involving springs and various jumps to maneuver. It was a traditional level, to say what I need to say.
SMP means "Super Mario Player." I thought it would be cool to have a name like that, I guess.
Did you notice the concept of collecting Mega Mushrooms, like Star Coins? I pride myself on that shitty concept.
I wasn't very far with my first though of "super mario project" then. I like the collectible aspect, though I usually just give 1-ups to the players in my own campaign.
I also have a couple of meta objectives I share along with the levels with the people in these threads. Stuff like finding a hidden Yoshi and all. Actually forgot this time around, but oh well.
Sorry for my own shitty memory, but where's the lock room again? Is it after all the lettered rows?
The lock room is only accessible by using the exit pipes inside the ships. So for example we have the destroyer here, you'll need to carry the pow down through the pipe inside the ship.
>general level quality
In these threads, pretty high!
In 100 Mario Challenge, it's low. You'll be flooded with levels that play themselves in easy and normal, and while expert does have good levels, it also has completely bullshit ones
It's in my top 3 games I played last year, so yeah I'd say it's worth 60$.
Ugh, I can't stand how putting beetles on your head is mapped to up, it's so easy to accidentally put it on your head when you are trying to move quickly. And since I'm doing Perfection in World theme for the up throws, the koopas are annoying too because they pop out of their shells, and in the limited space it's easy to collide your shell with them. Only thing I can think to do is force a helmet onto your head before trying to tackle the chambers. Or change the theme to smb3 and move things around. If I could bind equip helmet to some key that isn't used this would be working more smoothly.
The Technique of Nabbit's Foot:
Monty's Monstrosity Level:
[spoilers] My web browser is glitchy on the Bookmark site.[/spoilers]
Oh, ok I meant down, doy, I can't up throw if it were mapped to up. But yeah, running around quickly, it's very easy to roll the thumb onto the down key and it's a pain in the ass. Since I'm making an entire fucking level out of timed precision throwing puzzles, I need to keep it as comfy as possible and keep accidental inputs out of the equation.
Actual Monty's Monstrosity from the guy above me: https://supermariomakerbookmark.nintendo.net/courses/4081-0000-0125-9D31
Only the third link works. I'll try your stuff tomorrow, I'm off to sleep.
Hey Frost, did you figure out how to complete The Koopa Kids Aren't Alright? From your comment, I couldn't tell if you wanted to get the star, beat the bowser jrs, or escape the room to reach the goal.
I put an arrow pointing up outside of the ship directly below the invisible block, and next to the arrow is a block with a vine sticking out of it. I see you've completed it, haha, they gave ya trouble, huh! :)
Nobody has beaten my terrible Kaizo mario level yet
I got yoshi through the conveyor belt portion and landed back on him once, but I can't seem to do it again. I don't know what caused him to stay in place long enough for me to get ahead of him. I can get by the ditch jump over the munchers if I can just figure out how to replicate the conditions that got me there.
wait, you mean the conveyor belt with the fire rods above it? You're supposed to jump off yoshi up and over to the right, and let yoshi fall onto the conveyor belt. Of course you need to use the koopa to make the jump in the first place
rarely, yoshi will double back on the conveyor belt allowing mario to get ahead, bounce off the tramp, and land back on yoshi when he comes through. I thought that there was some obscure control mechanic that would manipulate yoshi that I needed to pull off. I saw that spike drop chamber but didn't know what it was for. Wow, it doesn't seem like there's enough time for that, but if that's the way to do it I'll go try it out.
I finished it. I didn't need a koopa shell for anything though. I squat jumped into the indentation, ditch jumped over to get to the top, then a running ditch jump to the blue platform, quickly scuttling to the left to build enough momentum to get the height I needed to clear the munchers. What was intended for the koopas?
Well, more than one way then! It's up to you if you'd like to edit it to force players to do it as intended or not. That middle finger drawing someone left right at the start isn't very kind.