/cog/ - Traditional & Video Gaming

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image:144307961100.png(299kB , 924x560 , smm.png)
Yeah. A Super Mario Maker thread sounds good.

Post your own levels. Good levels you've found. Share opinions, the works.

Here's one of mine, a de-make of Bob-omb Battlefield with some extra stuff thrown in:
2D13-0000-0067-F370

And some decent levels I've found:
A zelda 1 style dungeon:
E7BE-0000-002A-6B50
A wonderfully designed Airship level:
53C6-0000-003F-C718
A prison escape with Yoshi:
4B4D-0000-0038-25F7
A fairly challenging castle course that requires spin jumping in later parts:
1097-0000-004D-1A71
No.197628
Anonymous
Waiting for a 3DS version, watched the Giant Bomb Build of their level based on chat suggestions. Unlike Ross you can beat it with skill and the power ups aren't hidden cheats

http://www.giantbomb.com/videos/giant-bomb-makes-mario/2300-10714/
No.197631
Anonymous
>>197628
As much as people shit on Ross for it, the bulk of the levels I seem to be finding are "lol impossible if you don't know the sekret dur ;)" shits alongside automatic levels.

Very VERY few of the things I'm finding are fun to play as or "properly" challenging even.

It's just a bunch of children going LOL LOOK WHAT I CAN DO with no one actually putting legitimate thought into their designs. Then again I don't know wht I would have expected that in the first place...
No.197633
Anonymous
Bananasaurus Rex, the guy who broke Spelunky, posted himself beating a super fucked up level called Bomb Voyage or something.
No.197634
Anonymous
Most of what I've been doing ate recreations of Donkey Kong levels, but doing those has given me a pretty solid understanding of what makes a good course.

My most successful course has probably been coral capers, so here's the ID for that one:
2435-0000-0043-1513
save file
image:144316239600.png(587kB , 700x1310 , tumblr_nto367dA8e1ual03mo1_1280.png)
Here are a few I played that I thought were just legitimately good level designs:
6270-0000-003C-1512
97C9-0000-0044-B3BD
1871-0000-002E-6BDE
No.197639
Anonymous
Replies:>>197640
>>197628
That fucking Bowser really is the star of that level.
No.197640
Anonymous
>>197639
Amazing how that turned out.
No.197646
Anonymous
>>197631
If people who do put thought in it are anything like I was in Little Big Planet, they overthink making half a level and then sit there having no idea how to properly finish it. I really ought to try starting by putting the end down and working backwards since a start room is probably easier to pull out of thin air thne an ending.
No.197653
Anonymous
Replies:>>197656
I find breaking up the levels on a challenge to challenge basis helps make for engaging levels. Say, one "room" with with well coordinated obstacles, then another with a puzzle or some sort of trick, then a mushroom about every other "room".
No.197656
Anonymous
Replies:>>197658
>>197653
Mario has plenty of trigger switches that would allow that. Do they have any retro skins for newer devices? Like could I use a P block in a classic Mario level design
No.197657
Anonymous
>>197631
Automatic levels can be entertaining to watch, though.
No.197658
Anonymous
Replies:>>197661
>>197656
Yes. Almost everything can be used in every style of game and you can switch on the fly.

The only exceptions are Flight powerups:
Super Mario Bros: ? Mushroom that lets you play as an amiibo/secret skin.
Super Mario Bros 3: Tanooki Mario Leaf.
Super Mario World: Cape Mario Feather
New Super Mario Bros: Propeller Mario Mushroom

Other than that you have free reign over what you can use any blocks/enemies you want. Mario and some enemy moves DO change based on what game they're in though. Like wall jumping is only in NSMB, and spin jumping on spiked enemies is only in SMW.
No.197659
Anonymous
Replies:>>197661
has there been any word on the addition of slopes and the sky levels, I've only seen people making pipe sub levels not the ones that go up with the vines. And another question other than Mario 3 was there any other game that used a lot of slopes.
No.197661
Anonymous
>>197659
Super Mario World had slopes, and NSMB uses them fairly effectively sometimes. They're never that big a deal, just present.
>>197658
Also Yoshi is only in SMW and NSMB styles, while the Kuribo's Shoe is in SMB and SMB3.
No.197669
Anonymous
I really want to build a huge speed slope level just barreling down and having to keep speed for the final leap.
Replies:>>197702
I suppose I should feel good that my most popular level is the one I put the most thought into making it feel fun and like a level might really be, but I need more stars than that.
I guess I'm gonna have to start thinking again.
No.197702
Anonymous
Replies:>>197806
>>197698
Well, what's the code?
No.197767
Anonymous
anyone here played the levels made by Ross from game grumps
No.197768
Anonymous
Fuck Dan Ryckert oh my god
save file
image:144442475000.jpg(384kB , 1280x720 , WiiU_screenshot_TV_018DC.jpg)
>>197702
Oh yes, that.
I should have gone digital, my motivation to play isn't high enough to motivate me to change discs.
save file
image:144442495800.jpg(404kB , 1280x720 , WiiU_screenshot_TV_018DC.jpg)
As a bonus, here's one about wall jumps
save file
image:144443713700.jpg(254kB , 1024x768 , IMG_20151009_203154.jpg)
No.197813
Anonymous
>>197809
Goddamn I want their job.
No.197821
Anonymous
>>197809
level designing the old fashioned way
No.197925
Anonymous
Played Mario Maker at a friend's and made some levels. I'm actually pretty happy with how they turned out.

The first is one I made by myself and is quite challenging, but in my opinion is also fair. I'd love to hear a second opinion though.

B066-0000-00AD-C3F2

The second level is one I made with friends and is just kind of silly and stupid, but I think it's lots of fun anyway.

2E67-0000-00AE-227E
No.197936
Anonymous
So I was working on a stage where if you ran straight forward the whole way, the coins on the path would sync with the background music. It turns out though the music starts differently when testing out a stage as opposed to actually playing the stage from the Coursebot/Course World. So now I have to re-arrange the coins after intricately placing them in the first place while needing to hit Upload every single time so it can play the stage properly to I can check to see if the coins really sync this time.

This is an insanely minor problem that'll affect practically nobody but me in this one situation, but I had to air my grievances somewhere.
No.197967
Alpharius
//youtube.com/watch?v=61JU4nh_XMkyoutube thumb
The second level was actually quite good.
//youtube.com/watch?v=esX_FPaZdDQyoutube thumb
Some sorely lacking elemental features are being added!
For free!
No.198619
Alpharius
//youtube.com/watch?v=PkXu7xrRpiEyoutube thumb
The first level they do is kida meh, but they definitely gets better after it.
//youtube.com/watch?v=JECCJu_UNaQyoutube thumb
Soon it will be time for some shmuppy love.
save file
image:145066662300.jpg(71kB , 640x480 , 1374984410936.jpg)
//youtube.com/watch?v=SVUVaiq3k60youtube thumb
The last level is boss.
When did Bookmark launch?
Here's me:
https://supermariomakerbookmark.nintendo.net/profile/PhredLevi
Replies:>>198928
save file
image:145213467400.gif(309kB , 460x351 , 1372378315539.gif)
//youtube.com/watch?v=7IXcwjjuuNQyoutube thumb
This is it. This is the Super Beard bros Mario Maker I've been waiting.
No.199326
Alpharius
Replies:>>199342
I have high hopes for this new theme.
//youtube.com/watch?v=rrzd1sU1rssyoutube thumb
No.199514
Alpharius
Replies:>>199515
//youtube.com/watch?v=0d-ZDHlVcOYyoutube thumb
//youtube.com/watch?v=M5xuIoM3bx4youtube thumb
The pokemon 2000 level was pretty cool. The pink coins/key feature will be really cool once they fix the problems with it.
>>199514
speaking of which, I tried my hand at a few locked door stages
https://supermariomakerbookmark.nintendo.net/courses/369F-0000-01F8-AE03
https://supermariomakerbookmark.nintendo.net/courses/DA4B-0000-01F9-9FED
No.199645
Anonymous
Replies:>>199784
So, this is mostly to satisfy my own curiosity but provided your choice, what would the next patch to the game be?

For minimal patches, I'd really like to see a night level and the above ground water level. Neither are remotely hard to incorporate. On a larger scale, I'm itching to get a desert theme with all appropriate enemies.
No.199784
Anonymous
Replies:>>199791
>>199645
For a minimal thing, I'd like to have SMB1 underground levels pallete swap the enemies and end level castle. A more major thing I'd like would be a way to have end level bosses that need to be beaten to get past, which could be done by either implementing wands and ball thingies, or just letting them drop keys.

One thing I've tried in a level I haven't published yet is having a regular SMB1 bowser, except the fight starts by dropping on a p-switch, and a wall of coins is placed to block you until it runs out. This turns out to be more difficult and itneresting to me than I expected, but it also means the o-switch music plays the entire fight since not even putting a sound effect directly on the p-switch overrides its music.
No.199791
Anonymous
Replies:>>199812
>>199784
The latest update added locked doors and keys which you can have enemies drop, so you actually can have required boss fights now. Before that there were already some pretty clever solutions such as having Bob-ombs or a Thromp slowly destroy a wall or the use of P-switches, coins, and/or conveyor belts for a pseudo timer. This stage is a pretty good example of some of those:
https://supermariomakerbookmark.nintendo.net/courses/FFC5-0000-0093-38FC
No.199812
Anonymous
>>199791
Ah, I hadn't noticed that you could already have enemeis drop the keys. This is neat.