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What's your TOP TWO favorite features of the new update?

  • Super World Maker

    Votes: 63 71.6%
  • The Koopalings

    Votes: 12 13.6%
  • New Power-Ups and Headwear

    Votes: 34 38.6%
  • The SMB2 Mushroom

    Votes: 34 38.6%
  • The Cursed Key & Phantos

    Votes: 2 2.3%
  • ON/OFF Blocks & ON/OFF Trampoline in 3D World

    Votes: 2 2.3%
  • Mechakoopas

    Votes: 6 6.8%

  • Total voters
    88
  • Poll closed .

RexFury

Member
Jan 1, 2018
15
Here is my latest course. You have to beat a Thwomp in a race. It is that simple....
  • Course ID:RQ3-P8K-QFG
  • Course Title: Race the Thwomp
  • Difficulty: Medium-Hard
  • Tags:Speedrun, Short and sweet Type: SMB3
Hope you enjoy :)
 

Wijuci

Member
Jan 16, 2018
2,809
I feel like this is a fun one.



Mario in Space, Part 3 : PLANET THWOMP
ID: WQG R4S 01H

Mario's journey in SPACE continues when he lands on a mysterious planet!

Enjoy.
 
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Lobster

Member
Jul 23, 2019
71
I went to pick up my glasses, came back, and Moral Dilemma is trending #25 WW. I had a silver Weekly medal for a couple of hours this afternoon, but I don't anymore so I'm attracting boos I think - obviously people don't like being faced with the monster within.
 

GokouD

Member
Oct 30, 2017
1,124
I just saw a Rainbow Rush Speedrun level in the charts. Imitation is the highest form of flattery I suppose ;)
 

CaptainMatilder

Certified FANatic
Member
May 27, 2018
1,868
I just saw a Rainbow Rush Speedrun level in the charts. Imitation is the highest form of flattery I suppose ;)
Yeah, people see it could be the new hot thing and jump on the bandwagon. Same with the 20 second speedrun or tennis courses.
And I think it's fine as long as they're not 1:1 clones.

I went to pick up my glasses, came back, and Moral Dilemma is trending #25 WW. I had a silver Weekly medal for a couple of hours this afternoon, but I don't anymore so I'm attracting boos I think - obviously people don't like being faced with the monster within.
Congrats! However, Boo's aren't necessary the reason for flactuating Maker Points or losing medals quickly. The weekly medal isn't really a medal you keep for long. Soon after your level hit the charts another hot course by RandomUser12 got popular et cetera. At a certain stage you lose points when people aren't liking the level (not necessary booing it).
 
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Lobster

Member
Jul 23, 2019
71
Congrats! However, Boo's aren't necessary the reason for flactuating Maker Points or losing medals quickly. The weekly medal isn't really a medal you keep for long. Soon after your level hit the charts another hot course by RandomUser12 got popular et cetera. At a certain stage you lose points when people aren't liking the level (not necessary booing it).
Thank you! That is very true. I'm not even at 8000 (and I probably won't get there soon) but I can already see how getting plays without likes brings my score down every time. I've noticed that for almost two weeks now, it just gets stronger every day.

I'm not really sure how the Weekly Maker Points even work. I've just been focusing on climbing All-Time, which I know probably is nearly impossible to break into at this point. I do have my little bronze medal, and I started on like page seven or eight with it and I'm on page four now (barely) so it is possible to climb, but you hit a brick wall after a certain point that I think is built into the game.

After hitting Popular 5 times now I think I know how to get a course to trend. It's keeping it on there that I don't know how to do - that certain je ne sais quoi that courses like Rainbow Rush have. I feel like I'm just not creative enough to come up with that hook that's nostalgic or clever enough to create the "perfect" course.
 

Jocchan

Member
Oct 25, 2017
377
Silent Hill
Only exception I can think of was probably Groundhog Day back in SMM1. That one went through a couple of iterations, but could probably still use a more substantial redesign.
Welp, I ended up remastering it.
I wanted to change the puzzle, but in the end it felt just right the way it was (I may be too used to it by now, I guess). So I mostly tweaked the level design (quite substantially) and added some SMM2 novelties.
Too bad you can't overlap pipes anymore. It made things look cleaner.





DNxvVfE.png



Groundhog Day (YCN-WFQ-0NG)
Description:
It's Groundhog Day. Again... Can you escape the endlessly repeating day?
Tags: Puzzle-solving, Themed

Features:

- The same day is repeating over and over.
- The same day is repeating over and over.
- The same day is repeating over and over.
- Can you solve the puzzle and escape the time loop?
- Three pink coins to find.
 

mael

Avenger
Nov 3, 2017
16,764
Woah, the thread moved to hangout!
(I know I'm late)

Life got in the way.
Here's a new level.
Suspended by a Thread

K7W-0B4-XRG



This level is of course full of multiple paths that intertwine, a novice should be able to finish the level if they keep to it.
an expert should seek the hardest path, there's a decent challenge there.

And also a level of mine that I think need more love because I really liked how it ended up.
don't hesitate to leave a message if you find the extra secret passage.
 

Manzoli

Member
Oct 27, 2017
333
Brazil
Sorry if already asked but, in the course selection, is there a way to know if I'm looking at a level that I've already beaten?
 

Hucast

alt account
Banned
Mar 25, 2019
3,598
I hope they keep tweaking the 3d world style. It's the weakest right now and I hope they keep tweaking the controls also. The fastest running speed needs to come a bit quicker, also some animations
 

mael

Avenger
Nov 3, 2017
16,764
It's because I can't see the difference between S and 5. Thanks. :)

Here is the correct ID : WQG R4S 01H
It's a great level, I loved the iced space theme going for it.
there was a chance I could have been kind of lost but it's straightforward enough that it doesn't requires direction.
Welp, I ended up remastering it.
I wanted to change the puzzle, but in the end it felt just right the way it was (I may be too used to it by now, I guess). So I mostly tweaked the level design (quite substantially) and added some SMM2 novelties.
Too bad you can't overlap pipes anymore. It made things look cleaner.







Groundhog Day (YCN-WFQ-0NG)
Description:
It's Groundhog Day. Again... Can you escape the endlessly repeating day?
Tags: Puzzle-solving, Themed

Features:

- The same day is repeating over and over.
- The same day is repeating over and over.
- The same day is repeating over and over.
- Can you solve the puzzle and escape the time loop?
- Three pink coins to find.
Took me some time to find the 3rd coin:
There's a lot changes they made that makes the game messier.
like the whole overlapping means we can no longer have easy clean oneway warps anymore :/
although there's ways to do that a little cleanier than with just using oneway walls.
I kind of hate using these tiles, they never really seem natural to me.
 
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Jocchan

Member
Oct 25, 2017
377
Silent Hill
Took me some time to find the 3rd coin:
There's a lot changes they made that makes the game messier.
like the whole overlapping means we can no longer have easy clean oneway warps anymore :/
although there's ways to do that a little cleanier than with just using oneway walls.
I kind of hate using these tiles, they never really seem natural to me.
They also messed up the semisolid platforms, you can't stack many anymore (up to 4 overlapping ones I think?) and they may even get reordered without warning when you later test the level. Very annoying, many nice things you could do back in SMM1 aren't doable anymore.

About the cleaner ways to make one way pipes, what do you mean exactly? The horizontal ones with one empty tile underneath so you can't re-enter them?
With vertical pipes, the one-way walls are almost unavoidable in NSMBU style because of wall jumping, and I agree that looks bad.

Back in SMM1 you'd just stack a sideways pipe and have an almost perfect one-way pipe, or stack two or more enterable ones to have multiple pipes leading to the exact same destination.
 

Nocturnowl

Member
Oct 25, 2017
26,091
Jumped back on, went to popular stages, played King Crimson...



caf.gif


I have no idea how that glitchy looking teleporting like tech was pulled off, did I miss some newfangled tricks?
---

I went back and played through Bumble-Bully again QuixoticNeutral and went for the speed run approach, got it first time but way behind the top time, I see what you mean by the Tropical Freeze style design approach in that if you're going at full pelt from the word go, the bees and such are lined up well to allow quick passage across the stage, very neat.

It took me AGES to finish this level, but finally I have a new one :)

CJM-MPJ-4MG

QiBTK1E.png
Holy jones, this goes from clever escort stage to something so much more.
Feel good stage of the year, as I often end up saying in this thread it deserves more love from the world at wide.
 

PMS341

Attempted to circumvent ban with alt-account
Banned
Oct 29, 2017
6,634
I finally finished a level that I've been working on since launch, and my first uploaded level as well:

PS5Tac9.jpg


Course ID is MLQ-C6K-8WF if anyone wants to give it a try.
 

kizmah

Member
Oct 29, 2017
177
Sweden
I just uploaded my first course ever and would very much appreciate you taking it for a spin. I never played the first Mario Maker so I'm a real novice at this. My only goal was to make a traditional level on the easier side, just to practice creating a flow.

Thirst for gold. Course ID: TFX-SNT-4SF
 

Gotdatmoney

Member
Oct 28, 2017
14,487
Hey guys and gals. You boy money is finally back after a 3 week hiatus with my 6th level. I think this one has a really cool theme to it. I made a space level but it has a bit of a non traditional twist to it. I had fun making this one. Would love it you guys would play it and provide feedback!! I present:

Course Name: Deep Space Excursion
Course ID: 7DN-G2X-J3G



Tell me about it, it just passed 100K plays this morning and still going strong! I have a massive case of creator's block now though lol.

Incredible. You guys are truly killing it. You will overcome your block. All great creators do :)

It took me AGES to finish this level, but finally I have a new one :)

CJM-MPJ-4MG

QiBTK1E.png

Already commented in game but you're levels are incredible. You're flat out a top 5 creator in this game imo. The way you and Matilder can pick a theme or a concept and explore it so thoroughly and yet still surprise at the end is breathtaking.
 

Brake

Member
Feb 6, 2018
178
Hello everyone! My friend created some levels on SMM2 and wants some feedback, but since he doesn't have an account on the forum I'm leaving here his message with the codes for the levels. We'll be very pleased if you guys play them and gives your thoughts =D

"Hey all!

I just baked two new levels in my Adventures in Banzai Kingdom campaign:

My ID: TounRinku - YVB-R1X-MNG

Level 2-3 The Piranhas Precipice YYH-SPH-6NF
Level 2-4 The Cerulean Cistern 7NV-H8M-8WF

Both are made with a traditional Mario mindset, one is 3DW cave themed, and the other SMB3 forest/castle night. You don't need to play prior levels in the campaign to play these, although I'd be really happy if you did! Please give me your feedback, I'm constantly trying to improve."

Thanks in advance!
 

Simbabbad

Member
Aug 1, 2019
34
So, here are three castle levels:

Stone, Fire, Spikes and Magic:

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BStone%252C%2BFire%252C%2BSpikes%2Band%2BMagic.png


This is a typical obstacle course level, that can be completed slowly and carefully or by running at full speed. Can be fun for speedrunning.

A Castle in Pac-Land:

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BA%2BCastle%2Bin%2BPac-Land.png


A coin collection level having fun with Pac-Man conventions, with a special boss at the end.

Castle Express:

Super%2BMario%2BMaker%2BStage%2B%2528niveau%2Bou%2Blevel%2529%2BCastle%2BExpress.png


Very short castle level focused on speed and tailored for speedrunning.

All three levels are pretty short, moderately hard, and focused on timing and platforming.

Thanks for the criticism; I'll be sure to think about how I can make such changes to a future level. I'll also be sure to give your levels a try when I get home! For this level in particular I kinda wanted the high route to be obtainable through skillful play, so if you fuck up on the top section you'll be designated to the bottom of the map.
I understand, but as it is, every time the player falls from the higher ground, the temptation is to go back to try again, and it breaks the pacing. The solution may be to make the higher ground a bit easier, but with the impossibility to climb back - or to climb to later portions of the higher ground, and miss some chunks. It's how Sonic levels work, more or less.

"Crystal Clear Pipeworks"
WSC-10C-T5G
A bit too chaotic for my taste. There are some parts that are hard to handle consistently, like the Goomba generator or the ice pics, and the white/transparent looks hurt readability IMHO.
It took me AGES to finish this level, but finally I have a new one :)

CJM-MPJ-4MG (The Abduction of Mama Spiny)
I'm more into classic Mario levels, but this was brilliant, mechanically and artistically. I lost a Spiny near the part with the big see-saw and the Thwomp (it flew off) and I had to go back to respawn it, and I lost near the end (out of time) because of that, but other than that, it was perfect. Well done!


Cumulo-Nimble: HR7-GB5-41H

Mario Clash: H63-4LM-N1H
There are two issues with Cumulo-Nombus IMHO: the fact the cloud must be replaced frequently breaks the pacing, and the vertical scrolling puts Mario/the hero too close to the borders of the screen: since you hurry because you know your cloud won't last long, you touch lots of stuff without being able to avoid them.

Mario Clash is fun, the real challenge is avoid getting hurt by the red shells used to blast the Spinies :-) ! The different challenges are a bit similar, though.

Made a shooter level. Some feedback would be nice if possible 😊
1HY-CW7-WDG
I had issue with the spike roof (since it's a fortress level the camera oscillates and you tend to forget the roof is lethal) and the sudden acceleration near the red wall.

Here it is: the grand finale. The final level of my series of levels. Hmm. Not what to call this "game". ha
Not a fan of the Bob-ombs used in the boss fight, but the final boss fight was really cool!

Super M-Type
Classic Shoot 'em up action.
M20-NJD-35G
It was simple, but it did feel like a genuine shoot 'em up. Well done!

First attempt at a level (the others under my user are my son's).
8T0-F0R-FJF
The level is a bit confusing, but I really enjoyed it!

Mario in Space, Part 3 : PLANET THWOMP
ID: WQG R4S 01H
Are you supposed to use the shell you ride to turn the switch off? Because of the claw among other things, it's a bit confusing and easy to get stuck.

I made a computery level inspired by the Mario Zone stages from 6 Golden Coins, any feedback would be appreciated.
Circuitboard Shenanigans
WLQ-NNS-CMF
The atmosphere works perfectly, I felt like I was in Pulseman on Genesis! IMHO some segments are a bit too long or overloaded (like the Podoboos+snake blocks), I stopped after the second checkpoint because of it.

Thirst for gold. Course ID: TFX-SNT-4SF
I prefer traditional levels and I enjoyed yours. Some parts could be improved: it's unclear the right way is in the Piranha Plant pipe and some players could be stuck if they lose the fire flower, the yellow pipe near the Goombas was confusing, the looks could be more tidy in parts... but I liked it!
 
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MHWilliams

Member
Oct 25, 2017
10,473
EAw90WRVAAIgEXe


I'm working on a real new level but I decided to take some time to clean up my old levels. This was the first one I ever did, and as is my pattern it was too long and too unforgiving. I literally erased the entire second half, upped the timer, made some jumps a little easier, and redid the vertical fall to be shorter. I don't think it's super good, but it's tolerable now.

Pretty good. Could use maybe a checkpoint, but otherwise it works.

I have made a few levels, but my latest two I am pretty proud of.

First we have "Prison Break" - A level where you have to work together with a friendly Koopa, who is willing to risk everything to help you escape from Bowser's prison.
Course ID: J7M-V31-DYF

Secondly we have a 10 second speedrun course called "Doomsday" - Just trust in the path of gold coins and try to ignore everything else. Though that is easier said than done :D.
Course ID: 8HM-9GJ-P5G

Happy to receive constructive feedback. Will check out some other levels posted in this thread later on.

The first level is decent. The second comes up as "not found".

New level, bit of a speedrun.

Bit easier than my other levels.


The water rising section is annoying, because after you've done the task—wall jumping—you're likely to run into the blue spike block because of momentum. Feels a like a troll move. Finally, the last room, if you take your time, you're just stuck. There's no way out and no way to kill yourself. Meaning you have to start over at the beginning again. Add a pit or spike block where someone can kill themselves.

It took me AGES to finish this level, but finally I have a new one :)

CJM-MPJ-4MG

QiBTK1E.png

Excellent level!

Well, I took a longer break from creating courses than I wanted, but in the end I finally made one after some serious "Maker's block". It's kind of difficult to design a course around a flying powerup like the Super Leaf, Cape Feather, and Propeller Suit without the player breaking the course.



Pristine Propeller: RSV-XLT-DGG
This course is my first course to make use of the "No Damage" clear condition. Mainly to really drive the point home you cannot lose the suit or it's over. I didn't make it terribly hard or complicated though, so feel free to speedrun it for the world record after learning the layout! My clear check time was 55 seconds. Now back to playing other ERA Maker courses...


Another good solid level here.

Ok, I think I need some feedback, because this is a huge level and I'm not sure it was supposed to be a huge level.



Mario in SPACE! Part 2
R0B XHH XJF
Mario must solve many shell-related puzzles in the Moon Station in the hope to get new power-ups and go even deeper...

So a few days ago, I made a "Mario in Space" level which I enjoyed very much (ID: V4T CFL 9DG). It was shell and shellmet based, fairly basic, but I was learning all you can do with these things. So far, so good.
In the meantime, I had a few more ideas on the same theme, so yesterday I decided to do a sequel.

I fear I made a fairly common sequel mistake: it's waaaaay too much.

I just had too many shell adjacent ideas. So I kept adding them and adding them.
I feel like I made at least two, maybe three levels in one. It's ridiculously long.

The thing is, I still believe it builds momentum in a nice way, which would be lost if I had cut it in two or three.
I'm kinda lost on what to think, so I need your feedback: Is the level too long? Should have I cut it in two? In Three? Where? Did you get bored?

Thank you in advance if you take the time to complete it.

...

Any advice on how to stop yourselves from adding and adding to a level and keep it short?
How do you know your level is finished?


A couple of things here. The positioning on the final puzzle, with the Thwomp and the Bullet Bill dispenser can be tricky, leading to a stuck situation. The same is somewhat true of the very last section, where you have to make the jump out of the Dry Bones shell. I think you can tweak the former to be more reliable if the play actually figures out what they need to do. The latter could do with another Dry Bones shell dispenser.

New stage:

Ant Trooper Hop n' Bop

RNG-5WV-DLG

"Hop atop ants in this multi-tiered stage - there are two routes, easy and hard!"

I tried to design this level like a Sonic level in some ways. I wanted a high and low route for you to take. Lemme know what you think!

Very good! A love both paths and there's nothing in there that gets in the way of pure playablity.
 

Simbabbad

Member
Aug 1, 2019
34
Course Name: Deep Space Excursion
Course ID: 7DN-G2X-J3G
Loved it, plays and looks great. My only issue was you tend to forget the "windows" are ice blocks, and it can mess your platforming.

I also loved Desert Development despite very minor issues (the invisible block with the vine made me hit the Spike Top, and the many Spike Tops slow a bit the pacing IMHO).
 

Gotdatmoney

Member
Oct 28, 2017
14,487
Loved it, plays and looks great. My only issue was you tend to forget the "windows" are ice blocks, and it can mess your platforming.

I also loved Desert Development despite very minor issues (the invisible block with the vine made me hit the Spike Top, and the many Spike Tops slow a bit the pacing IMHO).

Thanks for playing :)

I'm glad you enjoyed it. I can agree with you I probably went a bit overboard with the ice block windows. It really helped with the look of the level but I know it can mess up platforming. Did you feel the level dragged a bit? I enjoyed making something longer as normally I make very short levels but I wasn't sure if it was too much.

Thanks for playing my other level too.

I'll keep in mind enemy spacing. I still am learning when it's better to lay off on enemies. Level design is challenging when you have many elements you want to incorporate.

I ran through a few of your levels. Got the WR on Stone, Fire, Spikes and Magic. Great little speed run level there. Old School Super Mario Outpost was great too. Felt like a world 6-8 SMB1 level. Maybe a few too many hammer bros but that's about my only small issue.
 

El Pescado

Member
Oct 26, 2017
1,921
I made a quick and easy traditional Super Mario World Style Course this morning to balance out the apparent difficulty of the last course I uploaded.



Simbabbad I played your 2nd Old School Super Mario course and I really liked it. It definitely feels like a Lost Levels Style Course. A little heavy on the Cheep Cheep near the end, but I persevered.
 

Gotdatmoney

Member
Oct 28, 2017
14,487
I made a quick and easy traditional Super Mario World Style Course this morning to balance out the apparent difficulty of the last course I uploaded.



Solid little level. Definitely easier than your other level ahaha

You could probably even make this one a bit tougher. I think the thing that made your last level harder than all your others is the abundance of pits and lava that make it very easy to die if you slip up. Most of your other levels don't have as much of that in them. Anyway keep on keeping on man!!
 

CaptainMatilder

Certified FANatic
Member
May 27, 2018
1,868
Jarosh's masterpiece gets more and more exposure. Here, twitter et cetera. Could blow up any minute, haha.

I finally finished a level that I've been working on since launch, and my first uploaded level as well:

PS5Tac9.jpg


Course ID is MLQ-C6K-8WF if anyone wants to give it a try.

Got first clear on this one. Difficulty wise it's not that hard, so I don't know why so many people seem to struggle with it. I love the SMB3 Airship Night atmosphere. Good job. Not sure if you know or not but you can't force the player to play a certain character. If you change the character in the settings, it only applys to you not the course you're currently working on.
 
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Durden

Avenger
Oct 25, 2017
12,511
If someone could check out my level I'd really appreciate it. It's pretty much just my shot at a very standard Super Mario Bros level

Suzanne's Sky

FY1-YGJ-D0G

Hope you like it!

Also how are people doing the thing where they're sharing pictures of their levels with the code and the yellow border?
 

Gotdatmoney

Member
Oct 28, 2017
14,487
If someone could check out my level I'd really appreciate it. It's pretty much just my shot at a very standard Super Mario Bros level

Suzanne's Sky

FY1-YGJ-D0G

Hope you like it!

Also how are people doing the thing where they're sharing pictures of their levels with the code and the yellow border?

Fun level. Execution is probably a ways higher than most SMB1 levels. Maybe closer to Lost Levels. I assume people are using photoshop or an equivalent to make their level cards.
 

Durden

Avenger
Oct 25, 2017
12,511
Fun level. Execution is probably a ways higher than most SMB1 levels. Maybe closer to Lost Levels. I assume people are using photoshop or an equivalent to make their level cards.

Oh ok, just wanted to make sure it wasn't like a feature somehow in the gameI was missing.

Thanks for playing the level! I was trying to find the balance of challenging but not too much so. I wish I could make just one more tiny tweak, but it looks like I can't without having to reupload the whole level. Still new to the making stuff.
 

Gotdatmoney

Member
Oct 28, 2017
14,487
Oh ok, just wanted to make sure it wasn't like a feature somehow in the gameI was missing.

Thanks for playing the level! I was trying to find the balance of challenging but not too much so. I wish I could make just one more tiny tweak, but it looks like I can't without having to reupload the whole level. Still new to the making stuff.

Yeah it was a good level. Just keep at it. If you want to reupload now js the time before you get a lot of plays.
 

El Pescado

Member
Oct 26, 2017
1,921
If someone could check out my level I'd really appreciate it. It's pretty much just my shot at a very standard Super Mario Bros level

Suzanne's Sky

FY1-YGJ-D0G

Hope you like it!

Also how are people doing the thing where they're sharing pictures of their levels with the code and the yellow border?

I'll check it out when I get home from work. I love traditional Mario courses.

When you say yellow border are you talking about this?



This is a screenshot of the Course Info from your user info you can get from Course World by hitting Y uploaded to Twitter.
 

RepairmanJack

Member
Oct 27, 2017
7,116
The water rising section is annoying, because after you've done the task—wall jumping—you're likely to run into the blue spike block because of momentum. Feels a like a troll move. Finally, the last room, if you take your time, you're just stuck. There's no way out and no way to kill yourself. Meaning you have to start over at the beginning again. Add a pit or spike block where someone can kill themselves.

Wow, I definitely think I made this level too quickly. Think I'm going to delete and just redo it. Tried to just rush it too much and somehow completely missed the obvious soft lock at the end.
 

MHWilliams

Member
Oct 25, 2017
10,473
Wow, I definitely think I made this level too quickly. Think I'm going to delete and just redo it. Tried to just rush it too much and somehow completely missed the obvious soft lock at the end.

S'all good. Folks should definitely think about failure states as a general tip. "What happens is someone fucks up here?" Is there a way to quickly die and restart, or perhaps the level itself provides more tools for completion. It's probably the hardest thing for course creators, because of course, they know the way forward, the way it's meant to be done.
 

PMS341

Attempted to circumvent ban with alt-account
Banned
Oct 29, 2017
6,634
Got first clear on this one. Difficulty wise it's not that hard, so I don't know why so many people seem to struggle with it. I love the SMB3 Airship Night atmosphere. Good job. Not sure if you know or not but you can't force the player to play a certain character. If you change the character in the settings, it only applys to you not the course you're currently working on.

I actually was very unaware of that, but I'll leave the description for now until I reupload with some edits or something. Thanks for playing, I'm glad you enjoyed it.
 

El Pescado

Member
Oct 26, 2017
1,921
Wow, I definitely think I made this level too quickly. Think I'm going to delete and just redo it. Tried to just rush it too much and somehow completely missed the obvious soft lock at the end.
S'all good. Folks should definitely think about failure states as a general tip. "What happens is someone fucks up here?" Is there a way to quickly die and restart, or perhaps the level itself provides more tools for completion. It's probably the hardest thing for course creators, because of course, they know the way forward, the way it's meant to be done.

I find it helps if you have someone who can test your levels before you upload them. I usually have my wife give a quick attempt before I upload anything. She actually caught potential soft locks in a few of my courses that I never thought of and could fix before I uploaded them thanks to her.
 

Lobster

Member
Jul 23, 2019
71
I find it helps if you have someone who can test your levels before you upload them. I usually have my wife give a quick attempt before I upload anything. She actually caught potential soft locks in a few of my courses that I never thought of and could fix before I uploaded them thanks to her.
I do the same thing with my fiance. He is really bad at Mario (even worse than me) and gets frustrated easily though. Our nephew has also tested some of my stages. Both of them have found cheese though which is helpful, though they were like, "No, leave it in! We can beat it!" Haha. Most of the time though I just have to upload and find someone to play it while the footprints are low.
 

Theorymon

Member
Oct 25, 2017
1,376
Hey guys, I need some feedback on some parts of a level I'm making!

The level is currently called Cosmic Ballet, and is focused on zero-g twirls and a weird, somewhat slow moving "elegance". I got 3 sections to show off here that are in varrying states:



This is a middle part of the level I JUST finished (hence the Galaxy music). I'm going to add guiding coins, but I wonder if I can use a projectile thats faster than cannons, but slower than red cannons, since I don't want to make this TOO hard.






This is a late part of the level (there's only one segment planned after this before the final boss). I not onyl have to add leading coins, but Im likely to move / remove the last buzzsaw so people don't bounce into it. Note that I introduce drybones near the begining of the level, so this is basically a tougher spin using stuff I already introduced.




This is the final boss of the level. I introduce the wall jumping mechanic early in the level + in an earlier Bowser Jr fight. Currently, I now use semisolids to give this a more Bowser themed area (most people won't get this, but part of the idea is that Bowser has a "prism castle".), and changed the icicle placement to make the fight a bit longer. In exchange for the longer fight, I put two mushrooms on tracks in the arena (one on each side on the bottom corners) so theres more room for error.


I got more sections too that I probably won't reveal, but these 3 in particular I feel the most unsure about atm. This level isn't aiming to be easy, but it probably won't be as tough as the level I uploaded recently either. That Dry Bones segment is probably going to be the most diffifuclt or 2nd most dificult part of the level. Also, this level will probably be done in the next few days, since unlike a lot of other levels I'm developing, this has a very focused concept that doesn't require weird gizmos or placements to work!
 
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Wijuci

Member
Jan 16, 2018
2,809
Are you supposed to use the shell you ride to turn the switch off? Because of the claw among other things, it's a bit confusing and easy to get stuck.

Yeah that's what you're supposed to do.
The claw is there to stop the shell you rode, otherwise it would not be possible to retrieve it and throw it toward the switch.

I understand ho it can be confusing, my hope is that the player eventually gets it since there are few items in this limited space.

A couple of things here. The positioning on the final puzzle, with the Thwomp and the Bullet Bill dispenser can be tricky, leading to a stuck situation. The same is somewhat true of the very last section, where you have to make the jump out of the Dry Bones shell. I think you can tweak the former to be more reliable if the play actually figures out what they need to do. The latter could do with another Dry Bones shell dispenser.

I tried the last bit with the dispenser extensively and got stuck many times (that's why I added the two treadmillls to put the dispenser in the right place. My fear was that it was still possible to get stuck, but I couldn't do it. How did it happen to you?

As for the dry bones, I put several just below the jump to make sure, but no dispenser because I figured it was not possible to destroy as many.

Thanks you both for your feedback!
I'm currently working on Part 4, which is a vertical level, thus possibly more straightforward, but I'll keep your feedbacks in mind.
 

jarosh

Member
Nov 30, 2017
126
Awesome course. This is the kind of thing I see Nintendo or US Gamer highlighting next time they highlight some awesome Mario Maker courses. I accidentally launched one of the Spiny's off the course at the Seesaw Thwomp part, but going back as far as I could respawned him so it wasn't a big deal.
Thank you! And yeah, despite rigorous testing, it turns out there are still some edge cases that can despawn spinies. I know of only one that can cause a soft lock, but still a shame. It was always a risky concept :P

I just played your Cloudy Castle Clash by the way and really enjoyed it. It's got a great flow to it.

jarosh Loved the concept and thought it was brilliantly executed. I really loved this particular level!
Thanks :)
Already commented in game but you're levels are incredible. You're flat out a top 5 creator in this game imo. The way you and Matilder can pick a theme or a concept and explore it so thoroughly and yet still surprise at the end is breathtaking.
Oh man, thanks so much! High praise! Fwiw I just played Deep Space Excursion yesterday and really liked it :D

I'm more into classic Mario levels, but this was brilliant, mechanically and artistically. I lost a Spiny near the part with the big see-saw and the Thwomp (it flew off) and I had to go back to respawn it, and I lost near the end (out of time) because of that, but other than that, it was perfect. Well done!
Thank you! Yeah, I know time is an issue on this one. Really wish we could go higher :( Figured the late checkpoint would help somewhat. Unfortunately a checkpoint wasn't possible in the middle section because, well, it wouldn't "save" spinies in claws.

I also played lots of your levels by the way, I particularly liked "Stone, Fire, Spikes and Magic"!

Thank you :)

Holy jones, this goes from clever escort stage to something so much more.
Feel good stage of the year, as I often end up saying in this thread it deserves more love from the world at wide.
Jarosh's masterpiece gets more and more exposure. Here, twitter et cetera. Could blow up any minute, haha.
Aww thanks guys. Seems like it is finally blowing up a bit :D Currently 14th popular worldwide and 6th in Europe!

I have been playing and liking lots of other levels from in here btw. Just been going through the last few pages and playing everything that catches my eye! So much good stuff!



Btw (sneaking in some self promo), if you guys like my levels, my game Octahedron is currently 50% off on Steam. It's also available on the Switch of course (with a demo). A lot of my level making experience/skill comes from working on that game, whose level design was in turn heavily inspired by classic 8- and 16-bit games.
 
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Jocchan

Member
Oct 25, 2017
377
Silent Hill
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This level is not that creative; in fact there is a level similar to it on this very page! But it is kind of funny and I've had a streamer play an earlier version and they got really invested in it and it was pretty funny! Clip:


I'd not watch that clip unless you want to be spoiled because it is of the very end of my level. My level is short and it is easy, like most of my levels; I just like them to be accessible to a wider audience, and because this one has a clear condition there can be no checkpoints.

So if you want to have a laugh and feel kind of guilty this morning/afternoon, why not play "A Moral Dilemma"? (See, it's not even a creative title, haha!)

I couldn't kill the poor Goomba.
He was either trying to help, or so lousy a minion he kept helping me unintentionally.

It took me AGES to finish this level, but finally I have a new one :)

CJM-MPJ-4MG

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Honestly one of the best levels I've played. The part with the small spinies is nothing really new, but everything from the halfway point till the end is fantastic. Masterful execution.