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Lanturn
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 :D
Topic Starter
NaomiMinette
Thanks :) Hopefully it wasn't too confusing as to what to do. At any rate, I don't know when I'll be making a second pack since I wanna see how many people would even be interested in these kinds of levels first.

I'll be trying out your other level later on today.
Green Platinum
Looking forward to play after work ^^
Topic Starter
NaomiMinette
Long levels are interesting and all, but when you die pretty far in...

*sigh* They REALLY need to add checkpoints to this game...
Green Platinum
Too easy to have a player go through a pipe, hit a checkpoint and then be stuck in an inescapable room. Or if you could set where you respawn do what the romhack tanuki5 (I think it was called) where you need to grab a checkpoint then kill yourself to spawn in an area where you can progress.
Lanturn
Could just add an option to restart the whole level I guess if checkpoints get abused like that.
Green Platinum

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
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.

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 :D
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:

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!
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.

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!
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.

Going to work on another puzzle level, just need to test some things (Maybe making a list of helpful object combinations could help others)
Topic Starter
NaomiMinette

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'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).

EDIT: Half-relevant to this thread (not like the SSB4 one is currently active...):

Green Platinum
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
Lanturn
That SSB4 mario maker stage is pretty cool looking.

Anyways, literally just spent another 6ish hours today making a hard SMW castle themed stage with P-Switches and a Bowser fight at the end that utilizes the P-switch mechanic.
The only problem right now is that the timer gets pretty close to running out.. I might have to omit some things. I'll probably have to cut out some of the less interesting parts I guess. And the biggest issue of them all is obviously coming up with a name!

Green Platinum wrote:

Working on another puzzle map much harder than last.
1ACA-0000-003A-FEE1
I'll play this tomorrow after work and give some feedback/ideas.
Mao
That SSB stage looks so cool
Stefan
Amazing idea, hopefully for free. ;_;
Topic Starter
NaomiMinette
Not free. It's $2.49 USD for one version and $3.49 if you get it for both.
ZiRoX
My mom bought it day one but it's a birthday gift so I still have to wait ;_;
Green Platinum

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 had the joy of getting a livestreamer to play my level and they got stuck at every part I hoped.
http://www.twitch.tv/kronicsauce/v/16132429
2:28-3:24 They didn't beat it but you can use it as a bit of a walkthrough if you need some help.
Lanturn

Green Platinum wrote:

Working on another puzzle map much harder than last.
85DC-0000-003C-2953
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.

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 :(
Green Platinum

Lanturn wrote:

Green Platinum wrote:

Working on another puzzle map much harder than last.
85DC-0000-003C-2953
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.

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 :(
Solution:
1-4 Is correct
5. Take Yoshi with the spring in his mouth to the first room.
6. Hop off yoshi and push him through the one block gap.
7. Bounce off the spring on Yoshi and lick the firebar to get a fireball in yoshis mouth
8. Return to the second room and on the left side of the bridge spit out the fireball and run so it kills the enemies
9. Collect the p-switch and the second yoshi that has spawned, move both yoshis to the right side of the room inderneath where the enemies were
10. Kick up the p-switch into the narrow crevice
11. Jump up off yoshis back
12 carry the p-switch through the yoshi egg should hatch into a super mushroom
13.spin jump down the blocks with the p-switch
14. Go through door
And Complete

Glad to see how much trouble people are having
Lanturn
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

Anyways... I'll try to complete your course now that I know the last gimmick.

P-Switch Infiltration: 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!


Edit:

Green Platinum wrote:

Glad to see how much trouble people are having
Just completed it using my method.

Instead of the Fireball, you can use the spring, jump up with Yoshi, Eat one goomba. Hop off Yoshi, and throw the spring upward under the 2nd goomba (try throwing it under the music block) The goomba will walk itself around and fall in the area you are currently at. Toss the Goomba up so it lands in the middle platform and then off yoshi to land on the same platform. grab the Goomba and walk into the piranha plant.. the rest is the same.

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


Nice puzzle. Instead of a second area though, just leave it as is. Make the second puzzle a whole new map since the one puzzle was long enough as is.
Green Platinum

Lanturn 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
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 boo

It is actually 3 Yoshi's on screen will make the third hatch as a mushroom otherwise the furthest away will despawn. You knew about p-switch door entry?

I still have tricks up my sleeve for other levels.
Topic Starter
NaomiMinette
@Green Platinum: I wanted to try to beat your WIP level without looking at any spoilers, but I was beyond stumped :o

@Lanturn: Not particularly directing this towards you, but WE SERIOUSLY NEED CHECKPOINTS >_> *collapse*
Green Platinum

Blazevoir wrote:

@Green Platinum: I wanted to try to beat your WIP level without looking at any spoilers, but I was beyond stumped :o
How far did you get?
Topic Starter
NaomiMinette
Literally the first room after you take the door ._.
Green Platinum

Blazevoir wrote:

Literally the first room after you take the door ._.
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.

Lanturn 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!
Managed to get to Bowser using only 3 P-switches but then I died due to time :(
Lanturn

Green Platinum wrote:

You knew about p-switch door entry?
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.

Blazevoir wrote:

@Lanturn: Not particularly directing this towards you, but WE SERIOUSLY NEED CHECKPOINTS >_> *collapse*
^ I agree. A checkpoint at about where that hammer bros or flame thing was would have been perfect.

Green Platinum wrote:

Managed to get to Bowser using only 3 P-switches but then I died due to time
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
You can use a cannonball fron the room with the firebars to skip the starting section and the spring. You then pass the next 3 walls using P-switches and you can skip the sledge bro and the one just before Bowser with some luck.
Lanturn
Time to get rid of that cannonball then....

Yeah the sledgebro one is a bit glitchy, but I decided to leave it. For the Bowser Room one. there's no real point skipping it, but I guess you could if you wanted to lol.
Green Platinum
I was aiming for minimum P-switches to Bowser
Stefan

Blazevoir wrote:

Not free. It's $2.49 USD for one version and $3.49 if you get it for both.
WHAAAAAAAAAAAA 。゚(゚´Д`゚)゚。 Never mind I probably buy that for WiiU too and get these packages.
Topic Starter
NaomiMinette

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.
I found them, but I don't know what to do with the 2nd one...

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.
Green Platinum

Blazevoir wrote:

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.
I found them, but I don't know what to do with the 2nd one...

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.
It was hours and minutes
Topic Starter
NaomiMinette
Derp... Probably would've been easier for me to find if you did it like 1:00:00. Anyway, I finally made a new level (separate from the Bite-sized series):

Ground Pound the [?] Blocks!
  1. E63B-0000-0043-B5D4
  2. 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).
Lanturn
Went and fixed P-Switch Infiltration.
New ID: FD08-0000-0043-7BE5



Also made a Boss only version of the same course, with a Fun little Bowser Jr. fight (you can skip him though by running past him) | It gets right to the point instead of doing the long level. I'm sure you guys would prefer this instead.
P-Switch Battles: 341E-0000-0043-CA66

Will play your course shortly Blazevoir!

Edit: that was pretty fun. For some reason i feel like the reset doors were meant to be trolls XD
Green Platinum

Blazevoir wrote:

Ground Pound the [?] Blocks!
  1. E63B-0000-0043-B5D4
  2. 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).
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.

I needed a break from my planned MMM level
Topic Starter
NaomiMinette
Yeah... Someone pointed that out, so I took it down for the time being. I'll post the revised version later.

Also, where was the despawn problem taking place at? If you mean in the main area, that's intentional.
Green Platinum
In the last puzzle, if you drop the far left spring and run to the far right it can despawn but it is largely unavoidable
Topic Starter
NaomiMinette
Ah... Right...

There's also a similar issue in the sub-area that I found. For that, the only fix I can think of at the moment is using pipes that will infinitely spawn Bob-ombs and/or Trampolines, but that takes up a bit of room (even moreso since I'll need to initially block them off first)...

I'm gonna be editing for a long while again ._.
Lanturn
Made a few edits to P-Switch Battles: 904B-0000-0044-9F27

Bowser Jr is a butt.


I also made a bob-omb puzzle myself that could be used as a checkpoint or something. Gonna incorporate it into another course down the line... probably for a long one or something :P
Green Platinum
Shoutouts to hitting an object limit and not one of those super low ones like Bowser, pipes and doors and it's not enemies either
Topic Starter
NaomiMinette
Spent way more time than I needed for the sub-area... Anyway, here's the revised version: 6705-0000-0049-0975
Green Platinum

Blazevoir wrote:

Spent way more time than I needed for the sub-area... Anyway, here's the revised version: 6705-0000-0049-0975
I personally preferred to old version a lot more, this one obviously favours completability over challenge. I'll still give a star.

Working on another hard map, unsure if I will upload it
Topic Starter
NaomiMinette
I still have a copy of the old version. I might upload it once I can figure out what to do with the sub-area.

At any rate, a certain game has given me inspiration to try and replicate its levels as much as possible. I'm sure there are others who are already doing the same, but since Super Mario Maker doesn't have a "search by title" feature...

EDIT: Never mind... I won't be working on them right away since I need to catch up on other stuff first.
Nwolf
Woof, finally got to finish a level instead of hating 90% of all levels that pop up in the 100 Mario Challenge

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. Wish there were better uses for lava...
Topic Starter
NaomiMinette
I'll check it out whenever I have free time again.
Xgor
Made quite a lot of Mario maker level, and while there is some things/Tools I miss from working with Lunar Magic I still love it.


Anyways, codes.
I have made more than these but these are the highlights of the levels me and friends have made.
Check out my SMM profile if you want to see them all.

Codes
Blazing hot!
0FE9-0000-0012-2539


Castle SMB3 level based of the idea of fire, mainly the rotating fire sticks. My first well made level with Mario Maker imo.

Forgotten Ship
5545-0000-0016-A3BE

A ghost ship level that's more of an puzzle, kinda unfocused but cool concept.

Mr. Dry Bones Wild Ride
3DD9-0000-0024-2566

The ride never ends.....
A rather cruel level where you have to jump on and off of a bone raft to get to the end. If you fall down you have to run back to the start to try again. (Or restart the level)
It has 0.93% clear rate so be prepared

fish and ships
81B5-0000-0025-45C2

The most popular level uploaded to my profile!
A rather eventful level a friend made with mini bosses, ships and fishes riding clown cars.

Vineway To Heaven
ABE6-0000-0036-7E52

A level that's more vertical than horzontal. Climb, jump and bounce to Heaven!

Pirate Plants
2CC8-0000-0042-D5D1

A collab between me and the friend that made fish and ships. Focused more on a plant theme this time around.

bark boat
7CF5-0000-0047-9937

Yet another level from my friend. This time with a Chain Chomp theme.

Might post more later
OzzyOzrock
your friend does not like caps
Xgor

OzzyOzrock wrote:

your friend does not like caps
Yuuuup. I forced him to add caps to our collab level last second :P
Topic Starter
NaomiMinette

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.
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.
Lanturn
Just got through the Xgor marathon as I'm dubbing it. Wild Ride took the most amount of tries but I finally managed to conquer all the levels. Great job on them :P

Edit:
Cool stage Nwolf. I liked the simple idea of ground-pounding a block to unlock the fire flower.
Xgor

Lanturn wrote:

Just got through the Xgor marathon as I'm dubbing it. Wild Ride took the most amount of tries but I finally managed to conquer all the levels. Great job on them :P
Nice job. Glad you enjoyed them.


Made a new stage. This time an automatic mario level with music. I made it possible to beat taking the lower route but that route is weird to play :P
U.N. Owen was Mario?
2bE2-0000-004F-90B0
Topic Starter
NaomiMinette
http://www.gamefaqs.com/boards/805618-super-mario-maker/72481056

Posting this for future reference. Might replace the link if I find a better guide.
Lanturn
I saw that link yesterday and tried to make somewhat of a go at it, but I failed miserably. Maybe I'll try again today or something.

BTW, really cool course Xgor. Wonder how many people that play Mario Maker would actually know what Touhou is :p
Topic Starter
NaomiMinette

Lanturn wrote:

Wonder how many people that play Mario Maker would actually know what Touhou is :p
You mean aside from us, those who like to keep saying "TOUHOU IS AN ANIME, HURR HURR", and Japanese people? lol

In all seriousness, I have no idea.

EDIT: Having issues with making an auto-music level. Piranha Plants literally keep appearing ABOVE Donut Blocks (they didn't bounce at all, otherwise I would've heard a sound) when I test the level even despite setting things up like this (from top to bottom):

Donut Block
empty space
Piranha Plant
Music Block

Am I doing something wrong?
Green Platinum
@Blazevoir not getting any problems at all with that orientation
Topic Starter
NaomiMinette
Why just me, then... ugh... I swear this is discouraging me from actually trying to finish making one ._.

EDIT: Herp... It was because it was placed literally one block too close from the start... *headdesk* Right then... Expect an auto-music level from me at one point.

EDIT 2: Wonder when they'll patch this:

Green Platinum
Doesn't look that problematic. It's already super easy to make levels the majority can't beat because game mechanics and with the maps panga is making etc it isn't introducing any new level of impossible for players. You can always skip too.
Topic Starter
NaomiMinette
So I WASN'T hearing things!

Lanturn
Made an attempt at Chocolate Island 5 from SMW. Obviously a lot of things I couldn't replicate and the level also wasn't long enough so I had to cut off a bit of platforming at the end (the block platforms that expand horizontally or vertically) I used piranha plants for the clapping charging chucks or whatever they're called and replaced dead blocks with regular blocks, and some solid blocks so you can't actually hit the spiny from below. I need something better for the fish as well maybe.. though I kinda like how the behave.

Well check it out and let me know if there's any improvements I could do. thanks o/

Chocolate Island 5: 5E29-0000-005E-4D6A
Mode: Super Mario World
A remake of Chocolate Island 5 from Super Mario World that tries its best to live up to the original.


Also made a very easy platforming level as well. Nothing special. Was hoping that this might allow Easy to have a natural Mario course lol.

Platform Basics: D179-0000-004E-CAA8
Mode: Super Mario World
Simple platform level that I hope feels like a legitimate course.
Green Platinum
Chocolate island 5 is one of my most disliked levels from the game, recognised it instantly so thats a good thing I guess.

Your platform level is really good especially the secret placement.
Topic Starter
NaomiMinette

Lanturn wrote:

Made an attempt at Chocolate Island 5 from SMW. Obviously a lot of things I couldn't replicate and the level also wasn't long enough so I had to cut off a bit of platforming at the end (the block platforms that expand horizontally or vertically) I used piranha plants for the clapping charging chucks or whatever they're called and replaced dead blocks with regular blocks, and some solid blocks so you can't actually hit the spiny from below. I need something better for the fish as well maybe.. though I kinda like how the behave.

Well check it out and let me know if there's any improvements I could do. thanks o/

Chocolate Island 5: 5E29-0000-005E-4D6A
Mode: Super Mario World
A remake of Chocolate Island 5 from Super Mario World that tries its best to live up to the original.


Also made a very easy platforming level as well. Nothing special. Was hoping that this might allow Easy to have a natural Mario course lol.

Platform Basics: D179-0000-004E-CAA8
Mode: Super Mario World
Simple platform level that I hope feels like a legitimate course.
Completed and starred both.

Not sure what I can say as far as improvements go because it's been years since I've last played SMW, but I think you captured that level pretty well. I found it hilarious you used winged enemies in place of the bubble-trapped ones XD
Green Platinum
0F8D-0000-005B-5846

http://www.twitch.tv/pangaeapanga/v/17153164
6059-0000-005E-4FB5
Probably the hardest level so far if you haven't seen it already.
Topic Starter
NaomiMinette

Green Platinum wrote:

http://www.twitch.tv/pangaeapanga/v/17153164
6059-0000-005E-4FB5
Probably the hardest level so far if you haven't seen it already.
I saw another level of theirs featured on Nintendo Life. I actually posted it to the OP.
Mao
pangaeapanga is a pretty experienced Kaizo SMW-Hacker, so it shouldn't be too hard for them to come up with something pretty cool here as well even though the game behaves differently to SMW. I have seen some amazing stuff by them already.
Green Platinum
I am well aware I knew him long before mario maker. Plenty of rom hackers even ones from other games have made some brilliant stuff.
Topic Starter
NaomiMinette
I'm not a fan of Kaizo stuff, and I've never gotten SNES ROM hacks to ever work, so meh. But enough about that.

I think I might prepare a second "pack" soon.

EDIT: Pretty good puzzle level that I found from someone I subbed to on YouTube (he didn't post a video yet as of this edit): F130-0000-0062-5A1B

EDIT 2: This was something I wanted to try along with Music Blocks, but for now watch what this player did:



EDIT 3: After constantly changing my mind, I finally decided on a song for my (semi-)auto music level (that has a pretty boring design): 8775-0000-0067-8683

I wanted to add more instruments, but 1) the spacing wouldn't allow me and 2) putting instruments on the bottom half of the level didn't sync at all with the top half.
Green Platinum
Had my first level that required the invincibility glitch

34 More Amiibo costumes to unlock, there are some really stupid ones.
Mao
What do you guys think about:



I am kind of sceptical as three elements sound too few but I REALLY think that Super Mario Maker needs more terrain possibilities like slopes and also the option to choose different palattes, music and themes like Snow, Desert, Athletic etc. I feel like even the level editor in Mario vs. Donkey Kong 2 had more options for this kind of stuff which is pretty sad...
Green Platinum
I think the second and the third point especially indicate it is unimplemented content rather than DLC.
Nwolf
athletic theme would be nice yes


and piranha plants not looking so incredibly bad in NSMBU mode
karterfreak
Might as well post my levels here.

SMB Levels
Have fun! Warning: This is a kaizo style level
4841-0000-0012-C20D

Bowser's Keep
E874-0000-0014-5ED5

Ghost Mansion
ECCF-0000-0024-D94A

Classic style underground
080A-0000-0031-922C

Water Way
B192-0000-0059-9E6C

SMB3 Levels
Fireball Fortress
455E-0000-0069-C2F0

SMW Levels
Bad Bullet Castle Warning: This is a kaizo style level
112F-0000-006F-AC36

NSMBU Levels
Mushroom Plains
AA29-0000-0067-9478
Topic Starter
NaomiMinette
I still need to finish my 2nd pack...

Anyway, I'll check those out later.
Green Platinum

Tasha wrote:

Might as well post my levels here.

SMB Levels
Have fun! Warning: This is a kaizo style level
4841-0000-0012-C20D

Bowser's Keep
E874-0000-0014-5ED5

Ghost Mansion
ECCF-0000-0024-D94A

Classic style underground
080A-0000-0031-922C

Water Way
B192-0000-0059-9E6C

SMB3 Levels
Fireball Fortress
455E-0000-0069-C2F0

SMW Levels
Bad Bullet Castle Warning: This is a kaizo style level
112F-0000-006F-AC36

NSMBU Levels
Mushroom Plains
AA29-0000-0067-9478
Bowser's Keep
Multiple routes is good, powerups are scarce towards the end (I was lucky I had a fireflower entering the final room)

Ghost Mansion
No complaints

Classic style underground
Above the ceiling was a nice touch. A few of the low ceiling areas punish you for having a power-up which is a detriment

Water way
Got the mix between having too much space vs. cluttered with enemies just right. Didn't find any 1 ups although I didn't really search for them.

Fireball Fortress
Good difficuty, I'd probably place blocks so the thwomps don't die and not have all three lives in the same place.

Mushroom Plains
Easy, not entirely sold on the star in the sky though

Have fun!
Short, because of spawning rules the sections after the first spring are easy if you keep up the pace

Bad Bullet Castle
Might do later
Xgor
Played around with the concept of one screen levels and have done 2 of them so far.

One Screen World
A5B5-0000-0072-EC2C

Bowser's Tiny Fort
9753-0000-0076-BC65

Bowser's Tiny Fort is waaay better designed and is more compressed (One Screen World still uses vertical scrolling) but i had fun making both of them.

Both levels is rather hard but atlest they are not too long :P
Topic Starter
NaomiMinette
All levels up to this point added to OP.

Screw your tiny fort level, Xgor :(
Green Platinum
Grinding for RNG isn't fun, the first one was okay

I swear I get worse 100 mario maps in the evening.
Topic Starter
NaomiMinette
Finally done with this:

Bite-sized Levels Pack #2
6C18-0000-007B-05AC

Probably easier compared to Pack #1, but that depends on if you remember the controls.
OzzyOzrock
My brother is struggling so much with making a music stage. We're both trash at this, but he doesn't want my pro mapping guidance 8-)
Green Platinum
I'd like to a music stage but I don't know what song I'd do.
Topic Starter
NaomiMinette

OzzyOzrock wrote:

My brother is struggling so much with making a music stage. We're both trash at this, but he doesn't want my pro mapping guidance 8-)

Green Platinum wrote:

I'd like to a music stage but I don't know what song I'd do.
Just make sure you don't run into the same Music Block stacking and/or overlapping problem I did ._. Also, mind the enemies and/or items you use; an area can only hold so much.
Green Platinum

Blazevoir wrote:

Green Platinum wrote:

I'd like to a music stage but I don't know what song I'd do.
Just make sure you don't run into the same Music Block stacking and/or overlapping problem I did ._. Also, mind the enemies and/or items you use; an area can only hold so much.
Did you need two notes in similar spots? or is only one sound channel allowed for music blocks or something?
Topic Starter
NaomiMinette
Similar spots, yes. But then I had situations where a Music Block was immediately over another one (hence my stacking issue). As far as "one sound channel" is involved, this can be fixed by either using the lower-/higher-pitched equivalent or using both an enemy and a powerup in the same spot... except my overlapping problem wouldn't sync properly (I swear they purposely desynced Fire Flowers or something), and I couldn't use Mushrooms in place because the song I used was slow enough to fit in just one screen. Sure, I could've used the sub-area as well, but I hate cutting off songs mid-way especially when the cutoff point would make it sound awkward.

Eh... whatever... I'll probably end up reuploading my semi-auto music level at one point with "fixes". I need sleep x.x
Green Platinum
Ye idk why they didn't make music blocks able to be hit from all directions to make sound. Just above is so limiting for more complex or interesting designs.
Topic Starter
NaomiMinette
Actually, Mario can hit it from the sides (with a Cape or Tanooki Suit) or from below; shells can do the same (you'll have to use Trampolines, Note Blocks, or Music Blocks and a Bill Blaster to make shells bounce up, though).
Green Platinum
Doesn't produce a tone though, atleast it didn't when I tried.
Topic Starter
NaomiMinette
Huh, you're right...

Well that sucks... Now I'll have to cut instruments again >_>
Green Platinum
While traditional checkpoints aren't possible this level has a checkpoint system that uses passwords in order to skip to sections. Figured some would be interested in it.

4D8A-0000-0079-70F5
Topic Starter
NaomiMinette
I could totally use that idea in my Packs, but I don't feel like reuploading them... At any rate, awesome find!

EDIT: The Super Mario Maker stage for SSB4 (both versions) is now available for purchase!

EDIT 2: I'm remaking my semi-auto level stage. I'll upload it whenever it gets finished then take down the old one.
Mao


I think this is pretty interesting as it links to downloadable content even if it's just mystery mushroom for now. I really hope for an announcement of something like a dlc-pack though!
Topic Starter
NaomiMinette
Reuploaded my semi-auto music level: D147-0000-008E-9997

I removed most of what the original version had but added more instruments to make up for it. (The secret is also trickier to get to.)
Green Platinum
I've mainly been focusing on unlocking costumes but I guess I'll upload 2 maps I've been sitting on. Nearing 50 stars too.

4C93-0000-008E-AA07
Topic Starter
NaomiMinette
Ah... yeah... I should get back to unlocking them, too...

Anyway, I got so lost on your level...
Green Platinum
lol That isn't even the confusing one. The other I'll do later.

I personally don't like "hold right till you get to the exit levels" I wish we could do more with verticallity.
Topic Starter
NaomiMinette
Unfortunately, we can only emulate tall levels via pipes and doors...
Green Platinum
Yep, sadly that wont work with the concept I wish to do.

I'll probably make a heavily skill based level next. Think kaizo difficulty without the reaction based gameplay and blind sighting traps.
Mao

Blazevoir wrote:

Unfortunately, we can only emulate tall levels via pipes and doors...
It would be cool to have a vertical level option... Maybe they could add something like a tower set :/
Green Platinum

In case no one has seen this glitch yet.

It actually combines the appearance of one block with the properties of another and I have seen people managing to get invisible note blocks and ice blocks that can be gathered while a p-switch is active although I don't know the exact method yet.
Topic Starter
NaomiMinette
I'm actually trying to make another level that uses that, though it also uses another interesting property.

...Well, you'll see it once I'm done. In the meantime, here's my latest creation:

The Misadventures of Toon Link
  1. E9AA-0000-0092-B61F
  2. A dungeon-like level that heavily uses Tracks to somewhat replicate the top-down Zelda games.
Green Platinum
I've had some time to mess around with the block stacking glitch and have got some useful results.

Firstly in the video I posted above demonstrates a 2 block stack which is really only a small amount of what this glitch can do.

This glitch only works with the block tile and this includes:
-Stone block
-Brick block
-Ice block
-? Block
-Note block
-Invisible block
-Donut block
-Cloud block
-Coin

Note: Spike blocks, firebars and terrain tiles are not included in this list

Instructions or watch the video and skip to step 4:
1. Place a track and attach a block you can only use blocks that don't interact with Mario at all. I.e. Cloud, Ice and Stone (I find cloud most useful as it doesn't interfere)
2. Next just place the block you want you block stack to look like. In the video for example they use an invisible block so the stack is invisible and behaves like an ordinary stone block.
3. Move the track (and block) and place it so your both blocks are upon the same tile. If you want only a second tier stack remove the track by selecting the track tool and dragging across the already placed track.
4. For a third tier stack you want to select the block you want and draw over it (instead of placing it on top) This will override the behaviours of the block you initially had on the track and allows you to make ordinary blocks be a disguised note block for example. Then remove the track like in step 3.

Some interesting examples include:
Cloud>Invisible block>Note block = An invisible note block that with become visible once something interacts with it.

Cloud>Coin>Brick Block = Pretty much an inverse brick block (Can be collected (as if it were a coin) while in block form and solid in coin form)

Spikes and Terrain behave differently but can still work with the glitch, they however will always appear visible on top of any other block. Block properties underneath is conserved however so this can be used to conceal secrets or design purposes. An invisible block and spikes can also be used in invisible block bridges that a player would have no means to jump through to access the blocks underneath. Firebars count as enemies so the do nothing special. It is worth noting the vines with stop at an invisible block stack as the block is spawned it just needs something to trigger a graphic update.

There also seem to be some conditions that break the block stack but these are inconsistent and the stack with often return to normal after interactions or resetting the level.
Topic Starter
NaomiMinette
50F5-0000-0095-2D6A

Glitch level done. Have fun (or not).
OzzyOzrock
My little brother made a level that crashes the game when you touch the flag, but managed to publish it after a few tries.
Green Platinum
Crash from lag? or something else?
It's pretty pathetic the game can me made to lag imo
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