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[Super Mario Maker] Create your own Mario levels and share them with everyone!
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Lemme turn on my WiiU. I'll be right there.
Edit: slowly going through your courses now.
Holy shit you've given me an idea for a puzzle course or two with your underground escapades level.
I've been stuck for ideas for months now.
Thanks!
A Winner Is You! Thanks dude!
Fiery Flame-Fuelled Fires
B660-0000-0249-D12B
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!
Temperature Rising - 041D-0000-024A-CAA5
https://supermariomakerbookmark.nintendo.net/courses/041D-0000-024A-CAA5
Threw in a few secrets as well. Two checkpoints and it's on the shorter side, so I think it is more than doable.
@Alphagaia Looks like I inadvertently cheesed your map. At the section with P-Switches that turn 3 coin patterns into platforms, I proceeded to the right near where the exit is. Over there, you put a coin formation in the shape of the spring, but because my P-Switch was still active, the coins were blocks and I was able to jump on them and then jumped over to where the exit is and completely skipped about half of your map.
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 didn't use the second P-switch, I used the first one. To get extra time, I was able to get it on top of the door that brought you into that area.
Ah, you did not mention you grabbed it and somehow got back up. Nevertheless, the second one would help people to get there without grabbing it. No problem regardless! I already have a few little alterations in mind when I get home from France.
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 do this too. I also make a point to bookmark the SMMC levels for when I do find time
Super Mario Maker ID: DBB-1RH-JJG
Edit: Also writing on a phone with auto correct is hard as hell.
Thanks to all the entrants for making me feel the heat. I didn't really have any expectations when I came up with the topic so all of the levels were a nice surprise. It was interesting that everyone picked the NSMB style but they all felt different. There isn't really anything I didn't like or felt could be improved so I'll just cover what I liked and the places I got stuck.
@Djiem
Fiery Flame-Fuelled Fires B660-0000-0249-D12B
I liked the use of the semi solid platforms to help flesh out the design. I also liked the initial fire gauntlet, like a memory puzzle that kills you when you mess up. I died to it more than I cared to admit but since it was right at the start it was never frustrating. I did have issue with the wall jumping though. I eventually got good enough at the initial fire section that I could just take the hit in the wall jump section. Sliding down the wall didn't give me the same trouble. Maybe because the flame sections were bigger. I actually wished there was another flame gauntlet instead of the paired tracked up/down flames. I was able to pass that just by waiting for a better opening. The "boss" section was unexpected. I'm thankful that there were 3 p-switches though because I managed to hit one from below back on to the track it came from. Oops. I think it might be possible to cheese the boss by sitting low in the lava in the corners. Can't tell if that's really any easier though since you have to be very careful not to bounce off the walls or sink too low in the lava. I was also worried that there would be another challenge after the boss but luckily there was only the empty bridge.
@TelMarine
Temperature Rising 041D-0000-024A-CAA5
While this one had a more traditional Mario like design (not that there is anything wrong with that) it makes up for it with a bunch of secrets. I have to admit I couldn't find them in my initial play though but after browsing through the editor I went through and hit them all (mostly). The one I didn't make it to, but I know how it needs to be done, in the coin "room" with the 3 1-ups. I don't recall any one section giving me too much trouble but I did die a lot throughout the course, including dying to the very last firebar before the axe. I normally chalk that up to close enough but I kept at it until I finished.
@Alphagaia
The Scorch Trials 67B3-0000-0247-07E9
If I was picking a winner by the amount of fire... I liked that the player has a bit of control over how hard the level gets. Hit too many note blocks and you only have yourself to blame. The fire snake on the other hand. I think I probably spent close to 20 minutes on this part of the level and I only have myself to blame. I wasn't paying attention and couldn't find the path I needed to take to survive that initial bomb bridge. In front of the snake? Jump over the snake? Try to use that bomb to blast off the firebar tail? I tried a lot of things before I even associated the coins with the non exploded section. After that things got much better. While I'm usually not a fan, the wavy effect added an interesting challenge to dodging the firebar tail.
Another set of great levels made for a tough decision but the winner is
Super Mario Maker ID: DBB-1RH-JJG
Cool! Thanks. Here's the new one:
Super Mario Maker Challenge #26 - P-Switch Panic
Create maps that have to do with hitting successive P-switches to get to the goal. I've always thought these types of maps were fun and hectic.
Deadline: June 12th
https://youtu.be/gKrZcTeGlwI
Super Mario Maker ID: DBB-1RH-JJG
Oops, forgot, haha. June 12th. Edited original post.
P-Switch Maze
E8E2-0000-0250-2BEA
I'm pretty happy with how it turned out, especially the first half, but the second half might be a tad too difficult (if you're not the course creator who knows what to do). I guess you will be the judge.
@Djiem I finally completed it, took me about 75-80 lives, but pretty much all of that was the first part. I'm obviously missing something, but how the heck are you supposed to get to the first pipe? I even examined in the editor and couldn't figure out what you are supposed to do. Eventually, after many tries, I was able to do a mid-air P-Switch jump to make it up to the top. A normal running jump does not give you enough height to make it. After that part, it was fine. I spent less than 10 lives completing the rest of the map.
You're supposed to take this path. The red path shows where you have to go to get the trampoline. The green path is where you go while holding the trampoline, and the blue path is where you use the trampoline for extra height.
OK I see where I went wrong:
Anyone wanna try my first two levels?
628E-0000-0251-2D45
74B2-0000-0251-4D8D
I skip a little bit of it by jumping on the homing bullet bill and bouncing above the tall bullet bill blaster. :surprised:
I may have to give this one another try but I gave up at the last checkpoint. At least I've discovered that p-switch levels make me anxious.
After playing everyone's levels here it's sometimes hard to judge people starting out but I liked both of these. The first one gave some tricky jumping challenges without being too tedious. The second one is filled with chances to take paths you might not have intended. Like Djiem I also jumped over the tall bullet bill blaster but I did it by grabbing one of the two spring boards at the early part of the level. I wound up grabbing another spring board later in the level but I don't remember if it let me get anywhere I wasn't supposed to. (I played your levels before I tried tackling Djiem's)
Super Mario Maker ID: DBB-1RH-JJG
But also I hid a leaf and you can skip the whole part after that.
Keep It Up
Super Mario Maker ID: DBB-1RH-JJG
This one is the tricky one
F594-0000-0254-7c53
Keep It Up - SMMC #26
I wrote up some comments on these and then realized they might seem too harsh. Even though it's sometime hard to read I'd rather get comments on things people didn't like in my levels so I have a tendency to make those kind of comments to others. It's nice to have new creators around so don't get discouraged in posting new levels. My original comments are in the spoiler.
Now with that said, if that is the type of level you are going for then all of those things are fine, but I didn't feel like these were those types of levels. The castle in particular was frustrating because it seemed like a puzzle but there was no way to solve it without trial and error. Mostly error since it didn't feel like a level that wanted me to succeed. This is the hardest thing to balance since you know how it is supposed to work.
Super Mario Maker ID: DBB-1RH-JJG
I really have just been trying to get a feel for the full tool set before I make more reasonable "fun" levels. Trying to see the breadth of things I can do and which ones I'd like to put into a more serious effort.
My brother has made some much better levels than me already. Very fun puzzles. I'll ask tomorrow if I can share them here.
https://youtu.be/MnZ32Lrz488
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
The idea's really cool, but it can be very easily broken. When you get to the second p-switch in a block, after the two red parakoopas, you can hit the ceiling blocks and knock some spinies on their back. Knock one towards the left, one towards the right, and you have a safe place for when the p-switch power ends. When the ceiling become coins, you can then kick them, and now you have breathing room. If you inch your way slowly, spinies will just kill themselves by falling in pits all over, and you can use green koopa shells to knock them away too. You grab the last p-switch and carefully bring it to the end, and you're done!
Super Mario Maker ID: DBB-1RH-JJG
Results
1. P-Switch Maze by @Djiem - The first part of this map confounded me. I somehow totally missed the way to get to the pipe. To get passed it, I eventually did a mid-air P-switch jump which took me many tries to get right. Once I got to the first checkpoint, I didn't have too much trouble. I liked how the design is similar to what I had in mind when coming up with this challenge. I enjoyed it and the challenge was up there along with the tension.
2. Keep It Up by @cravipat - I didn't find the "totally intended optional" path in this one, I cleared it in a normal way. I did feel a bit of tension here because you are checking all the coin blocks to see which one holds the next P-switch before the spiky shell rain comes tumbling down. I've done something similar in a couple of my maps. In my opinion, I think it could be a good section of an expanded map which had more P-switch related challenges in it as well.
Decision:
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!