forum

Super Mario Maker

posted
Total Posts
237
show more
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
OzzyOzrock
It's speculated that some unknown variable is triggered by complete luck based on the structure of his stage. It's a completely normal Yoshi level, but at the end, touching the goal flag will crash the game with a buzzing sound, where you are forced to reset the Wii U.

Though it seems that the result changes for different people, some crash, some don't. The level is big, so maybe certain events trigger it? Really weird lol.
Mao
It's cool that people are already discovering glitches, that will make some cool levels using them
Green Platinum
I think the invincibility glitch has been known long enough that it seems nintendo won't be patching any of them. Since unbeatable levels would be really bad to have. Although block stack is fixable without that problem arising. At least we'll keep superspring.
Topic Starter
NaomiMinette
Uhh... actually... I tried doing the invincibility glitch on my glitched Ghost House level... it doesn't seem to work anymore, and I swear that I'm doing the timing correctly...

I guess it's situational? I don't know...
Green Platinum
Still works for me.
I just did it.
Topic Starter
NaomiMinette
Meh... I'll test it again later.

EDIT: Here's my reuploaded glitched level: 10BE-0000-0098-F64C

EDIT 2: Here's my last level for a long while:

Let the Shells Open the Way!
  1. FBA1-0000-00B6-1A37
  2. Bill Blasters that shoot out shells! Open a path for them, and they'll open a path for you! There's also a secret area that takes inspiration from another level I played.
Topic Starter
NaomiMinette
Separate post because this is awesome news: http://www.nintendolife.com/news/2015/10/super_mario_maker_gets_mid-level_checkpoints_and_more_in_upcoming_update

I honestly don't mind reuploading some of my levels because of this~
Green Platinum
Sweet.
I've been meaning to try out the clip through blocks glitch
Topic Starter
NaomiMinette
This?

Green Platinum
Yeah
Mao
Now we just need slopes \:D/
Topic Starter
NaomiMinette
I'm already making preparations for my levels. That being said, there's also some things I needed to change on a few of them, so they definitely needed reuploading.
Mao
Also checkpoints appear to be flippable according to the new famitsu screenshots! I hope they actually get the SMW midway point design for the SMW style...
Topic Starter
NaomiMinette
I saw.

I'm more interested in the fact that you need to be able to continue from the checkpoint. I suck at level designing in general, but I'd love to make a trap level involving checkpoints.
Green Platinum
You could also do interesting things if blocks and coins reset after getting a checkpoint and dying.
Mao
I am happy that you have to be able to complete the level from the checkpoint to actually avoid traps >_>
Topic Starter
NaomiMinette

Green Platinum wrote:

You could also do interesting things if blocks and coins reset after getting a checkpoint and dying.
Oh shit. If they actually did reset, I could reupload my original Ground Pound the [?] Blocks! level.
Mao
Just two more days for the update!
Topic Starter
NaomiMinette

Mao wrote:

Just two more days for the update!
I'm actually really excited for it~
Mao
Me too :D The check points were necessary from the start though lol
Topic Starter
NaomiMinette
AND SLOPES DX
Lanturn
And power ups when you're already super.

And chargin' chucks
Green Platinum

Lanturn wrote:

And chargin' chucks
Chuck-eat pls
Mao
I'd love to see them in the other gamestyles o:
Topic Starter
NaomiMinette
Two links of interest:

The new Easter Egg
Glitches that were fixed


EDIT: I've started reuploading some of my levels. The rest will come later today (for me).
Mao
What did they do with the levels based around these glitches?
Topic Starter
NaomiMinette
They're still uploaded, though since most of them are pretty much unplayable now (especially the invincibility glitch ones)... well...

Anyway, this game still isn't glitch-free. Also, here are my reuploaded levels:

Bite-sized Levels Pack #1 (Version 2.1)
06F0-0000-00D7-C6EA

Bite-sized Levels Pack #2 (Version 1.1)
F9AF-0000-00D7-CB7D

Let the Shells Open the Way! (Version 1.3)
2286-0000-00DD-DEE7

Ground Pound the [?] Blocks! (Version 3.0)
FB77-0000-00D8-A1E5

?????? - ??????? / Hold → & Run! (Version 3.0)
018C-0000-00D8-BD3E
(Not listing the actual name because this is a music level, so I want to keep it as a surprise.)

All of them have changelogs (via Miiverse).

P.S. Don't forget to do the Event Courses/Levels that have Mystery Mushroom costumes!
Green Platinum
Personally I find it sad that they patched the glitches. If want to make levels no one can beat you don't need glitches to do so and I've always seen them as emergent gameplay.
Mao
I think there was not much thought put into the glitch fixes if these leveld are unplayable now lol
Anyways, I'm a bit disappointed not to see smw midway points :/
Topic Starter
NaomiMinette

Mao wrote:

I'm a bit disappointed not to see smw midway points :/
What sucks is that they kept the same sound effect for it... Nice tease, Nintendo >_>
Mao


lol
Topic Starter
NaomiMinette
I uhh... posted that already.
Mao
Uh I didn't see that >_>
Topic Starter
NaomiMinette

Mao wrote:

Uh I didn't see that >_>

Blazevoir wrote:

They're still uploaded, though since most of them are pretty much unplayable now (especially the invincibility glitch ones)... well...

Anyway, this game still isn't glitch-free.
Mao
Yeah I saw it now xD
Anyways, looks like they have even more to patch now >_>
Topic Starter
NaomiMinette
It's not a big deal for me, honestly. Unlike other glitches, this particular one only affects the spots where you place Checkpoint Flags. The best (worst?) you can do is make separate paths just like what the video showed.
Lanturn
All they had to do is disable every course until the creator beats it again. Then the impossible levels wouldn't exist. That simple really.
Green Platinum

Lanturn wrote:

All they had to do is disable every course until the creator beats it again. Then the impossible levels wouldn't exist. That simple really.
They do filter out levels after some time. It will eventually sort itself out. No unbeatable level is getting so many stars it will remain in.
Lanturn
Eh. I'd rather it waste creators time instead of the players time. Might just be me though.

Anyone leaving a comment on an unbeatable stage is auto-starred anyways. sooo yeah :(
Green Platinum

Lanturn wrote:

Eh. I'd rather it waste creators time instead of the players time. Might just be me though.

Anyone leaving a comment on an unbeatable stage is auto-starred anyways. sooo yeah :(
RIP Panga then, took him 39 hours of attempts to beat his Kaizo map U-Break and that is just one of his Kaizo maps. Doing this would punish legitimate creators more than as it is now for standard players. How often do you come across an invincibility or super spring glitch level anyway?
Lanturn
If they can beat it once, they can beat it again though.

Idk, maybe a better way would be that any course is playable, but it won't get put on the 100 mario challenge until the creator beats it again. That way, those panga maps would still be playable. Let's face it, no one wants a panga map in 100 mario challenge anyways XD
Topic Starter
NaomiMinette

Lanturn wrote:

Let's face it, no one wants a panga map in 100 mario challenge anyways XD
You mean Kaizo levels in general... lol.
Green Platinum

Blazevoir wrote:

Lanturn wrote:

Let's face it, no one wants a panga map in 100 mario challenge anyways XD
You mean Kaizo levels in general... lol.
Kaizos make themselves pretty obvious early on. Find the invisible block levels will burn many more lives
Mao
Well it depends on the level of Kaizo. To come back to panga, these are not obvious at all. Anyways, you can still skip levels.
Topic Starter
NaomiMinette
The game has been updated to 1.21. They didn't fix the Checkpoint Flag glitch yet.

EDIT: http://nintendoeverything.com/super-mario-maker-adds-nes-remix-course-unlocks-frog-mario-costume/

Why not just add the literal item... This is such a bad tease >_>
Green Platinum
I bet some people wishing for the frog suit are salty now. I never liked it though.
Mao
A bigger variety of items wouldn't be a bad thing though :/
Mao
Yay, Mario & Luigi Paper Jam costumes are coming!
Topic Starter
NaomiMinette
Which is awesome and all, but that's just teasing us North Americans again (just like they did with the Yoshi's Woolly World skins) ;_;
Green Platinum
Damn you poor poor Americans
show more
Please sign in to reply.

New reply