You fight bowser multiple times in SMB1 (The bridge over lava with the axe)Blazevoir wrote:
Uhh... what? There ARE ice blocks, and do you mean SMB3-style Bowser fights?
I must have missed the ice blocks w/e
You fight bowser multiple times in SMB1 (The bridge over lava with the axe)Blazevoir wrote:
Uhh... what? There ARE ice blocks, and do you mean SMB3-style Bowser fights?
That is kind of a disappointment since I do want to make cryptic secret exits like they did in SMW, but they might add those things with a patch later on?Green Platinum wrote:
Every time I look I notice another thing missing. Of course they could have kept things from us and there are work arounds.
No slopes
No key/keyhole and orbs
No moving ropes and platforms (Not curved line ones anyway)
No ice blocks
No blue and yellow koopas
No Koopaling/Bowser/Reznor/Boomer/Big Boo boss fights
Autoscroll is limited too
They probably patched plenty/all of the SMW and SMB3 exploits and that hurts creativity to an extent. Although I guess this is fair since you don't want levels unbeatable to a general audience.
A decent puzzle hack level will be near tricky to make well too.Crimmi wrote:
That is kind of a disappointment since I do want to make cryptic secret exits like they did in SMW, but they might add those things with a patch later on?
Those are the non-interactable ones that melt when exposed to fire. I meant the grabbable blocks that you can kick (I guess the majority of whet you can do with them also applies to koopa shells too.Blazevoir wrote:
Ice Blocks were used in NWC 1, though. Maybe it's that bottom-right one in the pic you provided?
Oh those gray blocks that are mostly found in Vanilla Dome, maybe if you shake the yellow face blocks, you might get em.Green Platinum wrote:
Those are the non-interactable ones that melt when exposed to fire. I meant the grabbable blocks that you can kick (I guess the majority of whet you can do with them also applies to koopa shells too.Blazevoir wrote:
Ice Blocks were used in NWC 1, though. Maybe it's that bottom-right one in the pic you provided?
Gnat attack was fun in Mario Paint the shitty snes mouse was so hard to use thoughBlazevoir wrote:
I don't think so but maybe they are going on a break with them for a while.PeaChew wrote:
Mario Maker is probably gonna be the last 2D Mario game since it offers an unlimited amount of levels from users around the world (obviously).
Jelly. So jellyGreen Platinum wrote:
Edit: Lots of the review copies are out so there is heaps of content showing what's in.
The ice bricks melt when hit with fireballs, so you could force backtracking or long stretches of taking no damage with the fire flower power up.Blazevoir wrote:
Jelly. So jellyGreen Platinum wrote:
Edit: Lots of the review copies are out so there is heaps of content showing what's in.![]()
Anyway, after watching a certain video, I've now seen something that might boost creativity: Mushroom-/Powerup-avoidance levels. For Mushrooms, they could be traps so that if you do grab one, you wouldn't be able to get through a passage. For Starmen, they could be arranged so that if you do pick one up, it'd kill a vital enemy needed to progress.
Of course it doesn't stop there, but I'll just keep quiet for now.
Did you look at LittleBigPlanet while developing Mario Maker?(Source)
We're familiar with that, but we weren't really looking at it at the time. We played LittleBigPlanet, and we thought it was really well made, but of course when creating our game we made it according to our concepts and what we wanted. Our ideas are to have a fun creative experience that was intuitive enough for anyone to pick up and play. Yeah, we looked at that game, but we had our own goals in mind.
3 in factBlazevoir wrote:
Anyway, has anyone uploaded any levels yet?
The blind jumps are the only problem I had, some coins to indicate where platforms are would be handy.OzzyOzrock wrote:
Here's one my little brother made, he's some virtuoso at this.
D9FD-0000-0026-662E
Finally beat all these. Nice maps!Green Platinum wrote:
DC4B-0000-0020-374D
Small level inspired by the fact magikoopas can despawn the goal with their magic until they are killed.
5F21-0000-0020-ABE8
A gimmicky level build around guiding a mushroom to the level end.
07A9-0000-0028-6F3B (There was a break by taking a koopa shell outside, I've patched now)
A puzzle oriented map. I was planning to do my first puzzle map in smw but they changed it's physics and behavior much more than the others so I worked with smb3 instead.
coolOzzyOzrock wrote:
Fixed: 9ABA-0000-0027-DB54
all I can literally say is 'woohoo'Green Platinum wrote:
Made thematic amiibo level that people seem to like.
DE31-0000-002B-BC84
I hate clown cars, at least the autoscroll didn't make that bit horrible or extremely easy.The start was good for the most part.OzzyOzrock wrote:
my brother made another stage
i make taiko maps
he makes the mario maps
Anyways it's an airship stage where every ship has its own theme, but the best part is the ending where he made it so you have to survive Bowser long enough to complete the stage! It's not too hard if you get the items (pssst, I think it's kinda ugly).
EAC6-0000-002F-B6AF
Fun level that is actually skill based rather than luck (unlike plenty of expert maps). 1st live was the only one I found hard others were 1st try.Lanturn wrote:
Castle Seige: C331-0000-0032-6471
Difficulty: Hard
Bonus Objective: Find the 3 1-Ups!
Mode: Super Mario Bros.
Use Ike's power to infilitrate the enemy castle!
So I wanted to try a themed map, and the only character I have right now is Ike. Hope you guys enjoy it!
Edit: Enjoyed both the Airship and Puzzle
Idea is undeveloped especially with the limited items you have. A 1 block gap with munchers across the floor can be used to make only shells access to areas also a tall bullet bill launcher on top of a single brick block above a pit can be used to make a wall that can be removed by a shell and is impassable by Mario damage boosting through it.Lanturn wrote:
Made one with the like 15 items I had... I need to unlock more XD
Turtle Dash: 5473-0000-002D-CD9A
Difficulty: Easy/Normal
Mode: New Super Mario Bros. U
Keep up with the Koopa shells or you might run into some trouble. There are a few bonuses here and there, mostly just for fun. Enjoy!
Fun level, for future reference you can take items through doors with you. Luckily the tanuki suit or bringing a shell through with you didn't break a later section.Blazevoir wrote:
Added to OP. Also, here's mine (finally):
Bite-sized Levels Pack #1
116E-0000-002F-3A6D
Five puzzle-like levels crammed into one!
I'm aware you can bring stuff through doors (and pipes, for that matter), but I made sure you couldn't "break" anything (unless you went backwards, but what's the point).Green Platinum wrote:
Fun level, for future reference you can take items through doors with you. Luckily the tanuki suit or bringing a shell through with you didn't break a later section.
I'll play this tomorrow after work and give some feedback/ideas.Green Platinum wrote:
Working on another puzzle map much harder than last.
1ACA-0000-003A-FEE1
Green Platinum wrote:
Working on another puzzle map much harder than last.
85DC-0000-003C-2953
It's still a work in progress but if people can find breaks it is much appreciated. I also hope it can give you some ideas to put in your own levels.
I'd say it's only about halfway done.
It is also smw.
There is a break using yoshi's tongue to grab the spinys through the wall, I will fix when I can FIXED and updated
I managed to get to the block/coin part with a trampoline/p-switch/yoshi/goomba but I'm completely stuck after that.. Is there a way to get a super mushroom or escape from that specific room? lol.Green Platinum wrote:
Working on another puzzle map much harder than last.
85DC-0000-003C-2953
Solution:Lanturn wrote:
I managed to get to the block/coin part with a trampoline/p-switch/yoshi/goomba but I'm completely stuck after that.. Is there a way to get a super mushroom or escape from that specific room? lol.Green Platinum wrote:
Working on another puzzle map much harder than last.
85DC-0000-003C-2953
1. P-switch*2 -> 1 for coins / 1 for door
2. Downward plant for yoshi
3. Trampoline
4. grab p-switch with trampoline/yoshi
5. use trampoline to hit goomba from underneath so you can use it to kill the piranha after
6. I'm now in the room with the block/coin/block/coin part with a possible Goomba/Yoshi/P-Switch/Trampoline.
7. ???? now what? lol one P-Switch isn't going to be enough, and I still need it for the door.
8. I guess I can get access to the 1-up as well with just Yoshi (Run/Jump/Launch off highest point. not sure if you meant to have the trampoline, for it though), but I don't think it helps with anything..
^ spoilers above for the puzzle. I'm just as lost though
Just completed it using my method.Green Platinum wrote:
Glad to see how much trouble people are having
My method allows me to make all the enemies piranha plants :3 But I like having the timing aspect when getting the spring much like having the booLanturn wrote:
oh. so I needed two Yoshis lol wouldn't that make the method I used viable as well? I'll try it, even if it is slightly harder XD
All in all, it doesn't hurt the puzzle since it's actually harder, but I learned two new things today. two yoshi -> mushroom spawn and you can eat the fire things XD
How far did you get?Blazevoir wrote:
@Green Platinum: I wanted to try to beat your WIP level without looking at any spoilers, but I was beyond stumped
Did you you get to the p-switches at least? Because I count them as the start of the puzzle. If you haven't seen any spoilers yet perhaps watch a bit of the VOD I linked to help you get started.Blazevoir wrote:
Literally the first room after you take the door ._.
Managed to get to Bowser using only 3 P-switches but then I died due to timeLanturn wrote:
]P-Switch Infiltration[/b]: E34E-0000-003F-5F5E (damn this ID is confusing)
Difficulty: Hard
Mode: Super Mario World
Bonus: Collect the 3 1-UPs
Rush through Bowser's Castle utilizing P-Switch Power to advance through each section. A unique Bowser fight awaits you at the end!
It was mostly trial and error for me. I tried springs and yoshi as well, but the p-switch worked. I remember the original super mario world you could jump off of p-switches and such before it vanished, so it seemed only logical. I even tried to eat the P-switch with Yoshi before it ran out to reset the switch. The piranha plant growing downwards was also new to me.Green Platinum wrote:
You knew about p-switch door entry?
^ I agree. A checkpoint at about where that hammer bros or flame thing was would have been perfect.Blazevoir wrote:
@Lanturn: Not particularly directing this towards you, but WE SERIOUSLY NEED CHECKPOINTS >_> *collapse*
A fast run from me had about 100 seconds left, and wait, what do you mean you only used 3 P-switches? Did you find a skip or something?Green Platinum wrote:
Managed to get to Bowser using only 3 P-switches but then I died due to time
Blazevoir wrote:
Not free. It's $2.49 USD for one version and $3.49 if you get it for both.
I found them, but I don't know what to do with the 2nd one...Green Platinum wrote:
Did you you get to the p-switches at least? Because I count them as the start of the puzzle. If you haven't seen any spoilers yet perhaps watch a bit of the VOD I linked to help you get started.
It was hours and minutesBlazevoir wrote:
I found them, but I don't know what to do with the 2nd one...Green Platinum wrote:
Did you you get to the p-switches at least? Because I count them as the start of the puzzle. If you haven't seen any spoilers yet perhaps watch a bit of the VOD I linked to help you get started.
Guess I'll take your advice once I give it another go.
EDIT: I give up... Also, I think you posted the wrong times for that video, because I didn't see your level at that point.
Good map, the last puzzle took me longer than I expected. Sadly only vine blocks reset through doors, so the reset doors are useless. theres also the occasional despawn problem.Blazevoir wrote:
Ground Pound the [?] Blocks!
- E63B-0000-0043-B5D4
- A Ghost House, puzzle-ish level where the title is self-explanatory. Inspiration came from a couple of the sample levels (or courses, if you prefer).
I personally preferred to old version a lot more, this one obviously favours completability over challenge. I'll still give a star.Blazevoir wrote:
Spent way more time than I needed for the sub-area... Anyway, here's the revised version: 6705-0000-0049-0975
Yuuuup. I forced him to add caps to our collab level last secondOzzyOzrock wrote:
your friend does not like caps
This almost would look like something I'd see in an actual game (any of the NSMB ones, but I suppose the older games could work, too). I say almost because... well... the winged Piranha Plants, lol.Nwolf wrote:
A Plumber's Dilemma
F799-0000-004B-1818
NSMBU-style Underground level that uses lots of pipes - I only noticed a few minutes after the idea popped up in my head that there's similar levels in SMB3, NSMB and NSMBWii. Several sections include the possibility of going multiple paths on pipes filled with piranha plants.
Since piranha plants take an awful time to appear out of their pipes the first time all pipes with a plant in them are marked with coins.
Hope it's enjoyable, haven't made levels for quite a while.