Enjoyed your course. Got really strong Gradius vibes off of it.
Enjoyed your course. Got really strong Gradius vibes off of it.
I had fun with this, it captures the Mario Bros 3 experience quite nicely.First attempt at a level (the others under my user are my son's).
8T0-F0R-FJF
Love this game!
Yeah, people see it could be the new hot thing and jump on the bandwagon. Same with the 20 second speedrun or tennis courses.I just saw a Rainbow Rush Speedrun level in the charts. Imitation is the highest form of flattery I suppose ;)
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).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.
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.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).
Welp, I ended up remastering it.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.
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?
I feel like this is a fun one.
Mario in Space, Part 3 : PLANET THWOMP
ID: WQG R45 01H
Mario's journey in SPACE continues when he lands on a mysterious planet!
Enjoy.
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.Logged in and looked at my follow lists levels and GokouD your Rainbow Rush Galaxy level blew up. Holy shit.yo.
It's a great level, I loved the iced space theme going for it.It's because I can't see the difference between S and 5. Thanks. :)
Here is the correct ID : WQG R4S 01H
Took me some time to find the 3rd coin: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.
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.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.
Holy jones, this goes from clever escort stage to something so much more.It took me AGES to finish this level, but finally I have a new one :)
CJM-MPJ-4MG
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.
It took me AGES to finish this level, but finally I have a new one :)
CJM-MPJ-4MG
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.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.
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.
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!It took me AGES to finish this level, but finally I have a new one :)
CJM-MPJ-4MG (The Abduction of Mama Spiny)
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.
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.Made a shooter level. Some feedback would be nice if possible 😊
1HY-CW7-WDG
Not a fan of the Bob-ombs used in the boss fight, but the final boss fight was really cool!Here it is: the grand finale. The final level of my series of levels. Hmm. Not what to call this "game". ha
It was simple, but it did feel like a genuine shoot 'em up. Well done!
The level is a bit confusing, but I really enjoyed it!First attempt at a level (the others under my user are my son's).
8T0-F0R-FJF
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.
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.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
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!
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.
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.
New level, bit of a speedrun.
Bit easier than my other levels.
It took me AGES to finish this level, but finally I have a new one :)
CJM-MPJ-4MG
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...
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?
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!
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.
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).
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.
I finally finished a level that I've been working on since launch, and my first uploaded level as well:
Course ID is MLQ-C6K-8WF if anyone wants to give it a try.
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.
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.
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?
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.
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.
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 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.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.
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.
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.
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 :PAwesome 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.
Thanks :)jarosh Loved the concept and thought it was brilliantly executed. I really loved this particular level!
Oh man, thanks so much! High praise! Fwiw I just played Deep Space Excursion yesterday and really liked it :DAlready 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.
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'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 :)
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.
Aww thanks guys. Seems like it is finally blowing up a bit :D Currently 14th popular worldwide and 6th in Europe!Jarosh's masterpiece gets more and more exposure. Here, twitter et cetera. Could blow up any minute, haha.
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!)
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.It took me AGES to finish this level, but finally I have a new one :)
CJM-MPJ-4MG