So I did a new level after months of not playing this game:
SMMC Frozen World 1-1
39A7-0000-0191-4A04
Basically it's Super Mario Bros. World 1-1 but with ice for ground and spike guys instead of goombas. Not hard but ice makes some of the jumps slightly harder and spike guys hurt.
Grunt's Ghosts on
+3
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
You literally stole my idea.
Humor can be dissected as a frog can, but dies in the process.
So I did a new level after months of not playing this game:
SMMC Frozen World 1-1
B1ED-0000-0190-7E31
Basically it's Super Mario Bros. World 1-1 but with ice for ground and spike guys instead of goombas. Not hard but ice makes some of the jumps slightly harder and spike guys hurt.
This was a fun take on 1-1. It even kind of works as a speed run level. I only had one issue with it.
The first power up is in the wrong spot. The first ? should be a coin and the next one in the row of bricks and blocks should have the mushroom. I think it works a little better this way because now you have to ignore it or wait out the spiny but since you had all the other power ups in the right spot, even the hidden ones, that this one felt like a mistake.
Theme - RETRO is the way to go
Recreate your favorite level from any of the mario 2d platforming series! It can be completely faitfull, but you can also add your own spin to it, extend it, as long as it does not interfere too much with the spirit of level! Be sure let me know which level your picked so I can familerize with it.
Final day to submit your level: Wednesday the 20th.
I'll pick a winner either Thursday or Friday.
Edit: Also, thx for the win! I must say I had not expected it and this weekend was so jampacked I did not even have the time to check out most other entries! I'll be doing this soon!
So I did a new level after months of not playing this game:
SMMC Frozen World 1-1
B1ED-0000-0190-7E31
Basically it's Super Mario Bros. World 1-1 but with ice for ground and spike guys instead of goombas. Not hard but ice makes some of the jumps slightly harder and spike guys hurt.
This was a fun take on 1-1. It even kind of works as a speed run level. I only had one issue with it.
The first power up is in the wrong spot. The first ? should be a coin and the next one in the row of bricks and blocks should have the mushroom. I think it works a little better this way because now you have to ignore it or wait out the spiny but since you had all the other power ups in the right spot, even the hidden ones, that this one felt like a mistake.
It is in the wrong spot. I was so busy counting blocks using my SNES's All-Star Mario game that I placed that wrong. I'll fix it later when I get home.
EDIT: Fixed it. New level is 39A7-0000-0191-4A04. I'll leave the old level up a bit before I delete it so people can try it that way too.
Theme - RETRO is the way to go
Recreate your favorite level from any of the mario 2d platforming series! It can be completely faitfull, but you can also add your own spin to it, extend it, as long as it does not interfere too much with the spirit of level! Be sure let me know which level your picked so I can familerize with it.
Final day to submit your level: Wednesday the 20th.
I'll pick a winner either Thursday or Friday.
Edit: Also, thx for the win! I must say I had not expected it and this weekend was so jampacked I did not even have the time to check out most other entries! I'll be doing this soon!
For my course, I decided to do a retro remaster. It's world 7-7 of SMB3, retooled for the kids today with their Go-Gurt and Razor Scooters and Justin Beavers.
When I first received SM3 for Xmas, I thought the frog and tanooki suits were the coolest things. Then I got to the island of Giants and was blown away. Levels 4-1 and 4-2 play really fast, so I combined them. I added secrets and totally changed the setting of 4-2 to make the fish work.
This was the first level I thought of for great Mario levels. I thought Yoshi was involved in the original. Yes I know where the secret is, but no I can't get there because the save flag prevents me from getting a feather when I screw up. Great level though!
NNID = Zepp914
0
Xavier1216Bagu is my name. Show my note to river man.Greater Boston AreaRegistered Userregular
I was going on do one of the Lost Levels levels that I got stuck on because I could never get the timing right, but I can't find it and my All-Star Game's battery is dead so I've lost that save.
Edit: also, I would be super grateful if everyone would post a link to their submission on the Super Mario maker website, so I can bookmark the levels for easy access.
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
This was the first level I thought of for great Mario levels. I thought Yoshi was involved in the original. Yes I know where the secret is, but no I can't get there because the save flag prevents me from getting a feather when I screw up. Great level though!
There is actually a hidden block that is always a feather for just that purpose. Pay close attention to the center blocks of the last set of platforms. In the original level it was actually one of the blocks exposed by the switch palace.
Edit: also, I would be super grateful if everyone would post a link to their submission on the Super Mario maker website, so I can bookmark the levels for easy access.
I have been hanging out in Skyrim the last few weeks, so I have missed a lot. What is the big deal with this godawful mustard colored website?
I sepnt the last couple of days working on a level that is 'fun but fair'. I had some people play through it to try to get the balance right, give it a spin!
I finally got my Nintendo ID up and running, so anyone interested can check out my levels directly. Maybe one of you can actually beat Hazardous Flight, which apparently nobody did yet. Also, I apparently made an expert course on accident? I don't know, I just got this for Christmas, so I'm still new.
This is a remake of the e-Card Reader course in SMA4: SMB3. That game had cool extra courses in which you had to find the 4 advance coins and the big e coin.
Obviously it's impossible to reproduce a star-coin like system in Mario Maker (at least for the moment), so I instead used 4 Mega Mushrooms to represent the advance coins, and a Winged Mega Mushroom to represent the e coin. It's harder to score 100% than it is to simply beat the course.
I'm pretty happy with how the course turned out, but when I searched on Youtube to find playthroughs of the course to see what was in each ?-block, I was disappointed to find that I am not the first to create this course in Mario Maker. I guess I shouldn't be surprised.
Huh, I don't recall this fortress being this hard.
A subtle change like replacing the rotating orbs with firewands can make all the difference.
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
Hmm, couldn't you effectively recreate the orbs with round track and a lava bubble or two?
He did for the first one at least. For a short level, it helps to up the difficulty, but I'll reserve my final judgement untill Thursday!
Edit: also while you guys are creating awesome remakes, I'm updating my older levels to the new standards. (Adding checkpoints, and in Kameks case, an extra boss.) Hoping to meet all your standards, here they are!
My first level that won a SMMC. The level now has checkpoints so you don't have to restart it from the beginning! Power ups now stack as well, making the middle part a little harder.
I believe I never actually promoted this level here! It's an elevator ride over a boiling lake. Magi koopa's are your main enemy. The parcours requires some quick reflexes during the middle as boo's and a devilish seesaw are placed into the mix. Ending is longer and hopefully more satisfying as you steal a fire shooting clown car to blast Kamek and his castle to bits! Also, checkpoints!
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
Been using the mario maker bookmark site to search for "Expert" level maps with the tag "Traditional". However, the search needs some work. Duplicate maps keep showing up on each page, kinda annoying.
The rules are simple: you have until 6:10pm EST, one hour, to build a level and submit it here. Simply put an "IM" in front of the stage's name and you're in. Once time is called, I will spend time judging them based on overall design and adherence to the theme. And this week's theme is...
I was hoping inspiration would strike if I just started making things up as I went. It never did. I cleared it in my first try so I know it will be too easy for some of you.
We all remember the Donut Secret House, with its secret exit granting access to the Star World. Here it is remodeled, Metroidvania style. Instead of secret exits, you'll have to use every path to collect what you need to challenge the boss. I wanted to maintain its puzzle feel and specific challenge style with my kind of spin.
Changes include but are not limited to:
Two new rooms expanded from the old regular exit path. These grant access to the final power-up.
The old 1up mushroom secret is now a required path with a power-up.
I had to substitute some enemies, but I tried to be faithful to the original in style and motion. The biggest changes are the long hall room with diving ghost ceilings and the big boo boss battle. These use mechanics not readily available, so I did some redesigning here.
The old mushroom to fire flower power-up is now just a mushroom. This is required because the flower is a critical reward.
Stairs are now escalator-things. It's fairly different, but I like it and used the mechanic to add challenge in a new room expansion. I used normal floors with jumps and semisolids in one area where the escalator didn't fit right.
Had to use pipes in place of doors in some areas for obvious reasons.
A little extra remodeling at the area you reach with the vine. This was needed to make the Cape work properly and prevent exploits.
No entrance cutscene. But in SMW you could access levels with a power-up equipped. An easy secret grants you a mushroom to start the level. The end screen is also different by necessity, but it's pretty cool I think.
First time trying something like this. I hope you'll enjoy it!
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
I liked this level the most for it's creativity, but the execution is stiff. A mushroom at the start would have helped exploring the level or a checkpoint after the using the powblock so I could get to the tough part faster.
Right now, its wait for thwomps and hide below the pipe until you can go further. At the start you have to wait as well, which is time that I could spend in getting a mushroom so the I have more hits exploring the fishroom.
The secret in there seems hard to grab though. Maybe I'm missing something.
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
Kai_SanCommonly known as Klineshrike!Registered Userregular
I would have liked to do a lot more with it, but I hit the clock and didn't want to run into issues uploading (noticing something gamebreaking etc).
I apparently am not very quick at making levels, because I see what other people did and wonder how you do ALL that in such a short time.
At the start you shouldn't have to wait for much. You can trigger the first one (not the one that kills the dudes cause that is just for show) then run back around and down and he should finish in about that time.
I am guess the correct method for the end was not all that obvious (I am almost certain, cause I was trying to come up with a way to even make that work and the correct method didn't come up to ME for awhile). You are supposed to throw that second pow directly up at the last thwomp and kill it so you can wait for the exit to open.
Posts
SMMC Frozen World 1-1
39A7-0000-0191-4A04
Basically it's Super Mario Bros. World 1-1 but with ice for ground and spike guys instead of goombas. Not hard but ice makes some of the jumps slightly harder and spike guys hurt.
This was a fun take on 1-1. It even kind of works as a speed run level. I only had one issue with it.
Super Mario Maker ID: DBB-1RH-JJG
Went for a "as faithful as possible" build:
World 6-5 Homage - 56B3-0000-0190-EEFB
https://supermariomakerbookmark.nintendo.net/courses/56B3-0000-0190-EEFB
Couldn't be 100% because of some missing elements, but I think it's close enough. Went with this level because it confounded me for a bit in Mario3.
It is in the wrong spot. I was so busy counting blocks using my SNES's All-Star Mario game that I placed that wrong. I'll fix it later when I get home.
EDIT: Fixed it. New level is 39A7-0000-0191-4A04. I'll leave the old level up a bit before I delete it so people can try it that way too.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
So it turns out this SMMC round is also about speed running. Get your level in before anyone else builds the same one.
Super Mario Maker ID: DBB-1RH-JJG
For my course, I decided to do a retro remaster. It's world 7-7 of SMB3, retooled for the kids today with their Go-Gurt and Razor Scooters and Justin Beavers.
World 7-7 Remaster
BEDA-0000-0192-05D8
Steam: pazython
SM3 4-1 and 2.
When I first received SM3 for Xmas, I thought the frog and tanooki suits were the coolest things. Then I got to the island of Giants and was blown away. Levels 4-1 and 4-2 play really fast, so I combined them. I added secrets and totally changed the setting of 4-2 to make the fish work.
Here is the link on the web.
This was the first level I thought of for great Mario levels. I thought Yoshi was involved in the original. Yes I know where the secret is, but no I can't get there because the save flag prevents me from getting a feather when I screw up. Great level though!
CA4D-0000-0192-7237
A loving recreation of SMB's notorious Minus World. Unlike the real Minus World, you know this one can be completed!
PSN: PLD_Xavier | NNID: Xavier1216
https://supermariomakerbookmark.nintendo.net/courses/579A-0000-0192-8DFE
Nope, Wednesday!
Edit: also, I would be super grateful if everyone would post a link to their submission on the Super Mario maker website, so I can bookmark the levels for easy access.
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!
There is actually a hidden block that is always a feather for just that purpose. Pay close attention to the center blocks of the last set of platforms. In the original level it was actually one of the blocks exposed by the switch palace.
Super Mario Maker ID: DBB-1RH-JJG
I have been hanging out in Skyrim the last few weeks, so I have missed a lot. What is the big deal with this godawful mustard colored website?
I sepnt the last couple of days working on a level that is 'fun but fair'. I had some people play through it to try to get the balance right, give it a spin!
Big Apple, 3 AM
C865-0000-0194-2564
(no relation to the turtles, sorry!)
Uh-oh I accidentally deleted my signature. Uh-oh!!
https://supermariomakerbookmark.nintendo.net/profile/LordVyreth
e-13: Chill Cavern
This is a remake of the e-Card Reader course in SMA4: SMB3. That game had cool extra courses in which you had to find the 4 advance coins and the big e coin.
Obviously it's impossible to reproduce a star-coin like system in Mario Maker (at least for the moment), so I instead used 4 Mega Mushrooms to represent the advance coins, and a Winged Mega Mushroom to represent the e coin. It's harder to score 100% than it is to simply beat the course.
I'm pretty happy with how the course turned out, but when I searched on Youtube to find playthroughs of the course to see what was in each ?-block, I was disappointed to find that I am not the first to create this course in Mario Maker. I guess I shouldn't be surprised.
At any rate, there's my entry.
Huh, I don't recall this fortress being this hard.
A subtle change like replacing the rotating orbs with firewands can make all the difference.
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!
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
He did for the first one at least. For a short level, it helps to up the difficulty, but I'll reserve my final judgement untill Thursday!
Edit: also while you guys are creating awesome remakes, I'm updating my older levels to the new standards. (Adding checkpoints, and in Kameks case, an extra boss.) Hoping to meet all your standards, here they are!
Raiding the Serpents Tomb (easy)
https://supermariomakerbookmark.nintendo.net/courses/8144-0000-0197-0F21
My first level that won a SMMC. The level now has checkpoints so you don't have to restart it from the beginning! Power ups now stack as well, making the middle part a little harder.
Kameks Castle 2 (checkpoints)
https://supermariomakerbookmark.nintendo.net/courses/C3BB-0000-0197-57CB
I believe I never actually promoted this level here! It's an elevator ride over a boiling lake. Magi koopa's are your main enemy. The parcours requires some quick reflexes during the middle as boo's and a devilish seesaw are placed into the mix. Ending is longer and hopefully more satisfying as you steal a fire shooting clown car to blast Kamek and his castle to bits! Also, checkpoints!
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!
Welcome to Iron Maker.
The rules are simple: you have until 6:10pm EST, one hour, to build a level and submit it here. Simply put an "IM" in front of the stage's name and you're in. Once time is called, I will spend time judging them based on overall design and adherence to the theme. And this week's theme is...
ICE
You have sixty minutes starting...now.
BEGIN MAKING
https://supermariomakerbookmark.nintendo.net/courses/E2DB-0000-0198-C2A8
IM Shattered Crystals
https://supermariomakerbookmark.nintendo.net/courses/ADC6-0000-0198-C37C
Super simple but its DONE.
IM- Ice And Spikes
Super Mario Maker ID: DBB-1RH-JJG
https://supermariomakerbookmark.nintendo.net/courses/D9AF-0000-0198-CAF0
I made use of all the horizontal space, but it's still a really short level.
For now, here's my SMMC entry:
Donut Secret House Remodeled
We all remember the Donut Secret House, with its secret exit granting access to the Star World. Here it is remodeled, Metroidvania style. Instead of secret exits, you'll have to use every path to collect what you need to challenge the boss. I wanted to maintain its puzzle feel and specific challenge style with my kind of spin.
Changes include but are not limited to:
The old 1up mushroom secret is now a required path with a power-up.
I had to substitute some enemies, but I tried to be faithful to the original in style and motion. The biggest changes are the long hall room with diving ghost ceilings and the big boo boss battle. These use mechanics not readily available, so I did some redesigning here.
The old mushroom to fire flower power-up is now just a mushroom. This is required because the flower is a critical reward.
Stairs are now escalator-things. It's fairly different, but I like it and used the mechanic to add challenge in a new room expansion. I used normal floors with jumps and semisolids in one area where the escalator didn't fit right.
Had to use pipes in place of doors in some areas for obvious reasons.
A little extra remodeling at the area you reach with the vine. This was needed to make the Cape work properly and prevent exploits.
No entrance cutscene. But in SMW you could access levels with a power-up equipped. An easy secret grants you a mushroom to start the level. The end screen is also different by necessity, but it's pretty cool I think.
First time trying something like this. I hope you'll enjoy it!
I liked this level the most for it's creativity, but the execution is stiff. A mushroom at the start would have helped exploring the level or a checkpoint after the using the powblock so I could get to the tough part faster.
Right now, its wait for thwomps and hide below the pipe until you can go further. At the start you have to wait as well, which is time that I could spend in getting a mushroom so the I have more hits exploring the fishroom.
The secret in there seems hard to grab though. Maybe I'm missing something.
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!
I apparently am not very quick at making levels, because I see what other people did and wonder how you do ALL that in such a short time.
At the start you shouldn't have to wait for much. You can trigger the first one (not the one that kills the dudes cause that is just for show) then run back around and down and he should finish in about that time.
I am guess the correct method for the end was not all that obvious (I am almost certain, cause I was trying to come up with a way to even make that work and the correct method didn't come up to ME for awhile). You are supposed to throw that second pow directly up at the last thwomp and kill it so you can wait for the exit to open.