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[Super Mario Maker] Create your own Mario levels and share them with everyone!

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    DjiemDjiem Registered User regular
    Woo!

    Alright, I'll make the next SMMC post after work! I have to try a quick thing in-game to make sure my idea works before I create the SMMC. If it doesn't, don't worry, I got a back-up idea.

    I'm thinking the deadline will be Sunday, June 26th. That'll give people 2 days, a weekend, a week, and another weekend to make their course. That good with you guys?

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    DjiemDjiem Registered User regular
    Well, my original idea doesn't work the way I wanted it to (which is a shame, I thought I had something great there), so up to my plan B:


    Super Mario Maker Challenge #27 - Boing!

    Make a course that focuses on bouncing, especially those round bouncing bumper things, but also trampolines and note/music blocks. Think of courses like the Spring Yard Zone in Sonic or Casino Night Zone in Sonic 2.

    The course can be linear, it can be explorative, multiple paths, fast-paced, like a pachinko or pinball machine, whatever! Be creative and make something cool and bouncy!
    You can also use Kuribo shoes for extra bounciness.

    Course restriction: Not underwater
    Course suggestion (totally not required) black or dark background

    For the sadists and pros out there: remember that bouncing controls can be finicky sometimes in Mario, so plan your jumps accordingly. Please don't make me go through pixel-perfect stuff!

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    cravipatcravipat CFKPW? Registered User regular
    Now I need to know what the original idea would have been.

    nw1m8qQ.pngwNA4DEe.png6W3X2nk.png
    Super Mario Maker ID: DBB-1RH-JJG
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    DjiemDjiem Registered User regular
    edited June 2016
    My original idea technically can be done, but it wasn't going to be nearly as cool as I imagined in my mind, which is why I ended up scrapping it. It was:

    Super Mario World 2: Maker's Island

    Make a level in the spirit of Yoshi's Island, and that can be rated on a 100% scale the same way SMW2 levels could be, with the 30 red coins, 5 flowers (x10% each) and 20% by having full HP at the end (20 HP).

    Level restriction: Not underwater. Sub-worlds are permitted.

    Course specifications: Must contain exactly 30 coins out and visible, 5 red coins, mushroom power-ups and being-Super-Mario-dependant level 2 power-ups of one type (leaf, flower, etc). This means there can not be P-switches that create coins, or coins in Bullet Bills or Pipes or whatever. They also can't be in blocks of any kind, or in invisible ?-blocks.
    Course suggestion: Like in SMW2, have secrets or multiple paths, not a pure direct line.

    The idea was that when you finish the course, you can show by your Miiverse screencap your score. 30 coins = 30%, 5 red coins = 50% (10% per coin), being Mario = 0%, Super Mario = 10%, being Type 2 Power-Up Mario = 20%.
    It would recreate that feel of grabbing all the coins that are scattered in the course, the 5 flowers, and staying powered-up (since all level 2 power-ups would depend on being Super Mario when you get to them, per the level restrictions).

    The reasons it didn't work is that when you grab the 5th red coin, the coin meter disappears from the screen. Sure, you could have 6 coins and have one be unobtainable, but that's not really clean. Furthermore, red coins count as coins. So either I'd have to put 25 coins, or the perfect score would show 35 coins. So while it is doable, the execution wouldn't have been nearly as cool and clean as I wanted it to be.

    Djiem on
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    Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    If I ever get around to making a level for a competition again, and somehow manage to win, I have a great idea thought up for a challenge.

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    agoajagoaj Top Tier One FearRegistered User regular
    I have a bunch of 1/3 created levels

    ujav5b9gwj1s.png
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    cravipatcravipat CFKPW? Registered User regular
    edited June 2016
    Last day of SMMC and there are no entries? Here's to the two sweetest words in the English language.

    I had a hard time coming up with something interesting/feasible (both game tools and my creator skills). I eventually settled on this mini arena.

    Bouncy House Of DOOM - SMMC #27
    A6FC-0000-0260-907E

    I've been running out of steam trying to fill full sized main and sub worlds so I'm trying to work on shorter levels. I like the idea behind this one but I don't know how hard others will find it. It's mostly an endurance level once you find a pattern that works for you but I've tried to not make it too long. I like the mid way twist but there is a probably a better way to achieve the same effect or at least a less messier way.

    cravipat on
    nw1m8qQ.pngwNA4DEe.png6W3X2nk.png
    Super Mario Maker ID: DBB-1RH-JJG
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    TelMarineTelMarine Registered User regular
    I haven't had much motivation or creativity to come up with something yet.

    3ds: 4983-4935-4575
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    DjiemDjiem Registered User regular
    cravipat wrote: »
    Last day of SMMC and there are no entries? Here's to the two sweetest words in the English language.

    I had a hard time coming up with something interesting/feasible (both game tools and my creator skills). I eventually settled on this mini arena.

    Bouncy House Of DOOM - SMMC #27
    A6FC-0000-0260-907E

    I've been running out of steam trying to fill full sized main and sub worlds so I'm trying to work on shorter levels. I like the idea behind this one but I don't know how hard others will find it. It's mostly an endurance level once you find a pattern that works for you but I've tried to not make it too long. I like the mid way twist but there is a probably a better way to achieve the same effect or at least a less messier way.

    I liked it. I probably would have made it shorter, as in, you do a lot of very identical bounces before something new is thrown in, then that lasts pretty long before you can exit. Still, the concept is clever, especially when the P-switches get pressed.

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    skeldareskeldare Gresham, ORRegistered User regular
    Not Mario Maker related but didn't know where else to put this

    Nintendo Console Codes
    Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
    PM Me if you add me!
    HAIL HYDRA
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    KupiKupi Registered User regular
    Yooooo, Super Mario Maker thread. It's been a while. But I just wanted to point out that IAteYourPie has resumed running Mario Maker Mondays, a weekly blind Mario Maker speedrun contest. Some really clever levels show up during these things and some really strong players show up, so check it out if you need something to watch. (The top players are running out of levels for this week, but it's going to be running for the next two weeks as well.)

    The main stream runs on Mondays (of course) at 9:00 PM EST at .

    My favorite musical instrument is the air-raid siren.
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    AlphagaiaAlphagaia Registered User regular
    edited September 2016
    Hiya guys! Just wanted to put the third Blast 'm to BITS level in here.

    As usual, it's a shoot m up level, but pesky ghost are here to mess with your shots, and waves of fire force you to keep moving about.
    I really like the boss in this one!

    Tell me what you guys think and if you see anything that needs some improvement!

    0473-0000-0294-C14C

    0473-0000-0294-C14C.jpg
    You won't stand a GHOST of a chance versus the collected might of Moley Boo's!

    Alphagaia on
    Wanna try my Mario Maker levels?

    Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
    P-POWER Switch Palace 3838-0000-0122-9359
    Raiding the Serpents Tomb 1A04-0000-0098-C11E
    I like to move it, move it FCE2-0000-00D7-9048

    See my profile here!
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    AlphagaiaAlphagaia Registered User regular
    Sorry for the double post, but here is the easy version for all your kids to enjoy:

    C071-0000-0294-F288

    C071-0000-0294-F288.jpg

    Wanna try my Mario Maker levels?

    Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
    P-POWER Switch Palace 3838-0000-0122-9359
    Raiding the Serpents Tomb 1A04-0000-0098-C11E
    I like to move it, move it FCE2-0000-00D7-9048

    See my profile here!
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    KupiKupi Registered User regular
    Returning, for the moment, to what I posted last time, the finals of Mario Maker Mondays are going to be broadcast in just about forty minutes (9:00 PM EST) at the Games Done Quick Twitch channel (twitch.tv/gamesdonequick)! If you want to see some incredibly well-built challenge courses played by some of the best Mario Maker players in the world completely blind, this is the place to be!

    My favorite musical instrument is the air-raid siren.
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    DasUberEdwardDasUberEdward Registered User regular
    So i've been watching a youtube personality play this game. Absolutely love it. Don't own a Wii U so i'll probably never play it.

    Just have to say I hate the troll doors and the areas where you end up being blocked off by hidden boxes. It's such lazy game design. I do appreciate when someone has an arrow pointing forward and gives you the option of trying the wrong thing and it just takes you back to the beginning or whatever. That's fine. When it leads to an unavoidable death it's just boring.

    steam_sig.png
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    AlphagaiaAlphagaia Registered User regular
    edited December 2016
    I made a new level!

    It's Super Mario Run 1-1, but you cannot press left. If you do, the ground turns into coins and you DIE!

    Grab all ten red coins though, and you can travel through 2 extra stages and square off against Bowser while keeping on the move but try not to forget: DON'T PRESS LEFT.

    FA85-0000-02D1-E9B8.jpg
    You can press right and A ofcourse. Good luck!

    Bookmark: https://supermariomakerbookmark.nintendo.net/courses/367B-0000-02D1-F2DF

    Code: 367B-0000-02D1-F2DF

    Who can collect the most coins?

    Alphagaia on
    Wanna try my Mario Maker levels?

    Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
    P-POWER Switch Palace 3838-0000-0122-9359
    Raiding the Serpents Tomb 1A04-0000-0098-C11E
    I like to move it, move it FCE2-0000-00D7-9048

    See my profile here!
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    IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited September 2017
    Heartpounding Havoc:
    5F9C-0000-0362-597F
    vbywmgb5qkd3.jpg

    From my 1990 crayon drawings comes "Super Mario Bros. 5, level 11, One Heckuva World".

    I believe started this course design last year, but forgot to publish it before the final stage. It was mostly complete, and after some tweaks and testing, I finished it now.

    The 11th stage, and the last with anything resembling a course layout actually drawn in the notebook. The original idea was another example of my apparent fascination with ginormous piranha plants. That and gimmicks. This time, the stage gimmicks were a blue-on-red color scheme, which inverted partway to be red-on-blue so I could draw more stage below the beginning. There were patches of darkness which inverted black to white, and turned all other colors black. Don't ask me how that was supposed to be fun.

    This was totally unusable as-drawn, so I took some broad ideas and ran with 'em: giant piranha plants. Lots of them. Also, got a bit of the darkness by having the heartbeat effect playing all stage-long. That reminded me how Mario 2 (USA) was based on Doki Doki Panic, which can roughly translate to "heart-pounding panic". I proceeded with the idea of creating tension throughout the level. The first section introduces the giant piranhas, as well fire-spitting piranhas riding other enemies. The second section then uses these elements in a chaotic, auto-scrolling gauntlet. It gets tense at times, while still being navigable if you don't panic.


    Boom x2:
    4433-0000-0362-39D2
    2n96utv1vk2g.jpg

    From my 1990 notebook comes, "Super Mario Bros. 5, level 12, Super Boom-Boom's Castle".

    12th of 12 stages drawn in crayon in an old notebook. There wasn't an actual level drawn this time, just a castle with a sign reading "Super Boom Boom". I remember my logic: since Bowser was defeated in Mario 3, time for a new villain like in Mario 2, right? The Super Boom-Boom itself is drawn in the gallery of enemies after the stages. It's really just an oversize Boom-Boom, which is why there's a giant Bowser Jr. as the final boss

    Since this is supposed to be the final level of the imaginary Super Mario Bros. 5, I tried to add many tense situations and tight jumps. With no crayon-drawn stage layout this time, I took inspiration from one of my other Mario Maker levels, Parapet. I've gotten rusty due to the long gap between creating levels often and now. Despite already being my second attempt at creating this finale, I'll probably tweak this again. I don't feel it currently outdoes Parapet, which I feel should be my goal.

    Sadly, there's little time before Miiverse ends service. The feedback has always been one of my favorite things about this. I know SMM has had two years, roughly, but it still doesn't feel like enough. Definitely loads of fun while it's lasted.

    To those who have played, I hope you've had some fun with these courses, which are the realization of a childhood dream.

    The full series of courses inspired by my childhood crayon drawings, including revised forms:

    Course 1: High-Hill Road
    Course 2: The Factory, The Factory Mk.2
    Course 3: Kersplash
    Course 4: Antigravity, Antigravity 2G's
    Course 5: Wet
    Course 6: Weird
    Course 7: Wild
    Course 8: Hectic, Hectic Doubletime
    Course 9: Pit
    Course 10: Someplace
    Course 11: Heartpounding Havoc
    Course 12: Boom x2

    IceBurner on
    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
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    TelMarineTelMarine Registered User regular
    edited June 2018
    Super bump!

    So I got sick yesterday and while staying home, I decided I wanted to make a new level. FINISHED: https://supermariomakerbookmark.nintendo.net/courses/826E-0000-03AA-AC92

    Sea to your own path - 826E-0000-03AA-AC92
    826E-0000-03AA-AC92.jpg
    826E-0000-03AA-AC92_full.jpg

    I went for a multiple path level. I also tried to make this a bit easier than all my other levels. I'm very generous with coins and 1ups in this level. I tried to make it worth playing again not just for the paths but random secrets everywhere too. The limitations of the game really got annoying. Ran out of blocks, enemies, warp-able pipes, SPACE, etc. I had to keep making changes here and there. This level has 4 different ways to reach the goal.

    TelMarine on
    3ds: 4983-4935-4575
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    EnlongEnlong Registered User regular
    SGDQ is doing a Mario Maker race right now, in case anyone wants to watch that.

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    crimsoncoyotecrimsoncoyote Registered User regular
    Enlong wrote: »
    SGDQ is doing a Mario Maker race right now, in case anyone wants to watch that.

    That race was super amazing.
    The hard levels after the race were great too, especially the final one. Highly recommend watching those.

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    IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited July 2018
    One of the runners mentioned that Mario Maker 2 was rumored for October this year, a statement which seemed like it came out of nowhere. Wonder what the basis for that is. I'd love for Mario Maker 2 to be coming at all.

    IceBurner on
    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
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    EnlongEnlong Registered User regular
    Switch port with slopes and track-changing switches plz.

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    Mr_GrinchMr_Grinch Registered User regular
    I thought this bump was an indication of a Switch port. I forgot this game existed. I'm sad now (my WiiU doesn't get much play time).

    Steam: Sir_Grinch
    PSN: SirGrinchX
    Oculus Rift: Sir_Grinch
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    skeldareskeldare Gresham, ORRegistered User regular
    Enlong wrote: »
    Switch port with slopes and track-changing switches plz.

    I'm still trying to figure out how it would be possible in TV mode without a second screen always available.

    Nintendo Console Codes
    Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
    PM Me if you add me!
    HAIL HYDRA
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    IceBurnerIceBurner It's cold and there are penguins.Registered User regular
    edited July 2018
    skeldare wrote: »
    Enlong wrote: »
    Switch port with slopes and track-changing switches plz.

    I'm still trying to figure out how it would be possible in TV mode without a second screen always available.
    Joycon motion controls moving an on-screen pointer, most likely.

    IceBurner on
    3DS: 3024-6114-2886 | NNID: Rabites | Steam: IceBurner
    PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
    Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
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    EnlongEnlong Registered User regular
    And I imagine you'd always be able to undock it to use touch controls.

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    Mr_GrinchMr_Grinch Registered User regular
    Yeah, I can see that working with pointer controls, well enough anyway for when it's not in portable mode.

    Damn it, I'm going to have to load up Mario Maker again now.

    Steam: Sir_Grinch
    PSN: SirGrinchX
    Oculus Rift: Sir_Grinch
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    Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    I still play SMM all the time. I never have time to really create anymore. But there is still a very dedicated, even if small, community out there supporting it. I bet if you could just apply a filter to the uploaded levels to only show the ones made in the last year or so, you would find MANY new and well designed levels to experience.

    My kids, mainly my son, has played it on and off this whole time. SMM basically taught him to be good at games. He started here at like, not even 3 years old? And by the time he was 4 he could beat many of the normal difficulty levels on his own. Now recently (when he is almost 5) he has done things like play through Yoshi's island and even somehow figured out his way through lots of Paper Mario TTYD (without being able to read yet) and I can still think back to how SMM opened up that world to him.

    If they are not planning an updated version for switch, it would be a HUGE lost opportunity.

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    AbsoluteZeroAbsoluteZero The new film by Quentin Koopantino Registered User regular
    Enlong wrote: »
    Switch port with slopes and track-changing switches plz.

    Also the ability to place water and lava tiles wherever.

    cs6f034fsffl.jpg
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    MetaHybridMetaHybrid Taste defeat!Registered User regular
    edited July 2018
    The Mario Maker run was crazy, and I'm glad the community is still going despite the finished support. The last level I made I uploaded last year, which I don't think I posted here.

    https://supermariomakerbookmark.nintendo.net/courses/E96D-0000-036E-7FB2

    It's in the same style as the Factory level I uploaded for one of the build contests, but shouldn't be as hard.

    MetaHybrid on
    3DS: 3265-5577-2211 NNID: Metahybrid
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    TelMarineTelMarine Registered User regular
    IceBurner wrote: »
    The full series of courses inspired by my childhood crayon drawings, including revised forms:

    Course 1: High-Hill Road
    Course 2: The Factory, The Factory Mk.2
    Course 3: Kersplash
    Course 4: Antigravity, Antigravity 2G's
    Course 5: Wet
    Course 6: Weird
    Course 7: Wild
    Course 8: Hectic, Hectic Doubletime
    Course 9: Pit
    Course 10: Someplace
    Course 11: Heartpounding Havoc
    Course 12: Boom x2

    @IceBurner played through these yesterday. The main thing I noticed is lots of them were made pre-patch where they added it so if you already big, you can get a fire flower or leaf. Lots of times I was getting mushrooms when I was already big. Overall, I'd say enjoyable. The last level, "Boom x2" was definitely the hardest.
    Kai_San wrote: »
    I still play SMM all the time. I never have time to really create anymore. But there is still a very dedicated, even if small, community out there supporting it. I bet if you could just apply a filter to the uploaded levels to only show the ones made in the last year or so, you would find MANY new and well designed levels to experience.

    My kids, mainly my son, has played it on and off this whole time. SMM basically taught him to be good at games. He started here at like, not even 3 years old? And by the time he was 4 he could beat many of the normal difficulty levels on his own. Now recently (when he is almost 5) he has done things like play through Yoshi's island and even somehow figured out his way through lots of Paper Mario TTYD (without being able to read yet) and I can still think back to how SMM opened up that world to him.

    If they are not planning an updated version for switch, it would be a HUGE lost opportunity.

    I played through quite a few on the list of "New Arrivals", it's amazing how things don't change. Lots were of the "if you go the wrong way you die" type of stuff. Or, "hit a random block to find the item you need to continue". I'm sure there are quite a few good levels that have been aggregated over the years. From what I've heard, a big part is people trying to complete the ultra-difficult levels that take the creators like a day in playing to upload.

    3ds: 4983-4935-4575
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    jothkijothki Registered User regular
    It would probably help if there was a better way to allow users to curate levels into collections that could be seen by others. That way a few people could go to the effort of sorting out the stuff that's worth playing, and everyone else could just look through collections created by friends or curators that they trust.

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    Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    I would like to think with this having been their most adventurous foray into a serious online deal that they learned a lot from the experiment. I mean, it was supposed to just be a better mario level designer that they fell in love with enough to turn into a game. It took off and the extra support it got that was never planned showed they were learning.

    I would like to think the top two things to add would be much better handling of online levels, and better level organization via grouping them up and worlds. I think there should also be a separation between general online levels, and sharing levels directly between friends. The fact you can't directly send levels to each other and need to deal with their online organization system got in the way a lot.

    People on the SMM reddit proved you could organize good levels outside of the game better than in it. Though when I think about it that then might make the pool of levels shared with all have more bad levels then good when all the good ones end up in an offline source.

    Definitely though, they wouldn't just be adding slopes and water / lava details and calling it a day. I think they were aware of what people wanted based on the stuff they had added and were just hamstrung by the core game.

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    TDawgTDawg Registered User regular
    Kai_San wrote: »

    I would like to think the top two things to add would be much better handling of online levels, and better level organization via grouping them up and worlds. I think there should also be a separation between general online levels, and sharing levels directly between friends. The fact you can't directly send levels to each other and need to deal with their online organization system got in the way a lot. /quote]


    Adding this + Some sort of Weekly/Monthly/etc. "Curated Level Pack" where someone picks out interesting levels and people can unlock a new costume or something after completing would be awesome.

    NNID: ohnoTom || 3DS: 1762-3198-2019 || Steam || Take My Good Pokemon
    Let's Plays of Japanese Games
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