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>get Mario Maker recently >no talk of it anymore Fuck,
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>get Mario Maker recently
>no talk of it anymore
Fuck, I just wanted to try out the best and worst of what /v/ had to offer. Should I have waited for another content update or do you think the non-in-game browser will be it for a while.
Please post map IDs
>>
Threads occasionally pop up, we even had a couple semi-active ones this past week. I just tend to check the catalog every so often and see if one's going.
>>
Here's what I think is my best one, check out my other maps though I need the stars
9920-0000-00F5-6ED6 Pipe Dreams
>>
It's a level editor what did you expect?
>>
Latest shit:

This Plumber Kills Fascists
>F9E7-0000-0112-5710
Boss fight, you have to clear 3 mini-objectives to break down the middle of the tower.
>>
>>319695153
People making levels and sharing them?
It's too bad sharing them directly is the only way to find decent playable maps, they are so rare.
usually comes in these flavours:
>shitty easy maps
>shitty enemy filled maps, usually has the word "impossible" in the title
>auto Mario with no gameplay, the second highest rated
>music levels with no gameplay, the highest rated
Did I miss any?
>>
The Pressure Point:
4C8F-0000-0110-38DD
A level where you have to stay ahead of the tracks blowing it up behind you. Gets progressively faster. Checkpoints included

>>319694726
Just played pipe dreams, pretty good. That sort of level could easily have become a huge clusterfuck but you showed admirable restraint.
>>
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Deus Ex Magikoopa: Check & Point
4E69-0000-00D8-78B4

Deus Ex Magikoopa 2: Fire & Ice
DA61-0000-0105-ACD2

These courses feel more like Metroid than Mario. The second one is a little easier, but it's also a little longer. Both have four pseudo-checkpoints early and two real checkpoints later. They also have flashy endings and lots of optional secrets.

If anyone can make it through either of these, I'll play everything you've made as soon as I see you on the course history.


Zachary, I just played all of your courses today. I had played your World 5 recently, but any others that I had played were so long ago that the game forgot about them, so I just ran through everything from the beginning. I love your creativity with object interactions.

Ace, if you want to give either of my courses another shot, I'd be happy to share some tips.
>>
>>319696041
It took a while to make it feel like a clusterfuck without it actually being one.
Took a while for my eyes to get adjusted to Plumber Kills Fascists, saw the same thing going on there, cool stuff
>>
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>>319694013
This is the greatest level I have created. It it truly my magnum opus. I recommend any and all SMM players to give it a whirl, but prepare for LOSS.JPEG

>Goomba LOSS (a very sad story)
>22C6-0000-0112-5C70

...Or you can play Escape the Dungeon with your Dad which got its 1000th Star today! Here it is:

>Escape the Dungeon with your Dad
>14C0-0000-005D-A3A7
>>
>>319696752
I'll just go ahead and post some tips about a couple spots from last thread.

On the first one, you don't need the spiny helmet at all after the first checkpoint. When you reach the conveyors, you just need to get the beetle to trigger another P switch to stop them, then run quickly across them while they're stopped, hopping over the grinders. IF you still had a spiny helmet, you could use it to open a secret way over the conveyors without needing to stop them.

On the second one, you don't need the fire flower at all in the beetle section. You need to wear the helmet for the first part, ride the shell for the second part, then carry and throw the shell for the third part. If you have enough equipment, you can also tank your way through the riding section without needing to hop on the shell.
>>
>>319694726

FUN FUN FUN FUN, took me several tries. I'll star some more of your stuff.
>>
>>319696041
Some tense stuff
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>>319694726
Did you enjoy your neckbeard Mario drawing on that other level you made :3 huehue
>>
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Did Nintendo ever localize the Mario Maker comics?

The "Just because the game lets you do all this at this level of density doesn't meant you should" comic should be part of the in-game tutorial.
>>
>>319700643
Do you have any of the comics to post?
>>
>>319701497

http://en.rocketnews24.com/2015/10/26/official-nintendo-comic-has-sassy-pigeon-explain-how-to-not-be-a-horrible-troll-in-mario-maker/

http://en.rocketnews24.com/2015/10/27/troll-levels-still-abound-in-mario-maker-nintendo-releases-another-sassy-pigeon-comic-to-help/

They've translated some of them here. You can play the levels if you go under the Official Creators section in-game.
>>
ten minnit bump
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BEDA-0000-0108-1663 (SMB3)

F4B2-0000-0108-1C14 (SMB1)

CB61-0000-0112-8163 (SMW)
>Warning: right after getting past a Hammer Bros., a Thwomp might come out of a blind spot if the camera doesn't rack high enough.


E509-0000-0113-9AA9 (SMW)

I tried to make levels that felt like the kind you might find in their home games, with a few Mario Maker-unique twists, and gradual but fair escalation. They're probably still pretty easy for anybody on /v/, though.
>>
I played Mario Maker for like, a week, and got bored.

Probably the only Wii U game I regret getting. If you're not a e-celeb shilling your stupid levels on Youtube or some japanese autist making autoplay music levels, you're not gonna get a whole lot of love for the ones you do make.

And then there's making a quality level. That takes time. Longer if you're just not as creative.

And good levels are kinda spotty.
>>
176B-0000-00C6-EDBE Escape the Ant Farm

My last stage, I made it before Halloween. Where the Hell is the website? This game needs some life pumped into it.
>>
>>319703210
The web portal? Should arriving this month but as far it is the website they're using for it is just the usual promotional thing with Nintendo Minute's community playlists.

Which curiously isn't even integrated into Mario Maker.
>>
D88F-0000-004E-137C
For all you dong lovers.
>>
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>>319694013
Sorry OP

I am enjoying Xenoblade

Have a level
>>
>star ranking doubled
Thanks guys, I sometimes wish the amount of levels you can upload wasn't so restrictive but I also know that the sea of shit will grow even bigger otherwise
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>>319694013

This is a list of /v/s best levels from September

play em
>>
mario maker levels
>land of the gand
300C-0000-0102-9B89
>plight of the flight
A212 -0000-00FC-946A
i think im forgeting blok crusde also
>>
>>319703005
I'm still having fun with it. Have mostly been checking places where people shill their levels i.e. here, sometimes scrolling down Highlights, checking up on users I've followed, and occasionally making courses from any interesting ideas that come to mind. There's some really cool fucking levels out there, and even a generic one can be a nice distraction.
>>
>>319704381
why are they the best
>>
>>319694013
>no talk of it anymore
i don't know what /v/ you have been on but mario maker is pretty popular here
>>
>>319694013
I've been trying to recreate some levels from games like Shantae and Kirby but I keep getting screwed over by either the block limit, height limit, he fact that you can only have one sub-area, or all of them.
What games have levels that would translate well to Mario Maker?
>>
>>319695809
The mario maker website is supposed to have a portal for easy searching sometime this month.

Maybe we'll even be able to tag our stages/maker profiles. Would definitely make sharing our stuff easier.
>>
>>319704961
Not even alot of mario games translate well in mario maker. Instead of trying to recreate stages, trying designing them in similar fashion to the games you like. Or find your own style.
>>
8550-0000-0107-2B15 The Museum of Bad Level Design

Intended to be funny, and to showcase bad level design concepts. This was just made as a joke, but try out my other levels. They're actually legit levels. The "mini-challenges" are small but challenging levels with a SMB1 castle theme. The other levels are just normal Mario style platforming levels, ranging from medium to hard difficulty.
>>
>>319704497
I feel like that's super out of date by now (at least one of the codes is dead too), it was just borne from some of the threads a while back when someone decided to collect ones that people liked.
>>
>>319706425
Frankly I'm glad it didn't catch on.

A list of /v/ levels or /v/ makers would ruin these threads.
>>
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The Gamut:
DA47-0000-001E-13CC

Shining Spires:
E7BE-0000-002B-9DDF

Booming Embankment:
D7E5-0000-0048-D696

Criss-Crash Course:
B66B-0000-00FB-5E18

Shinier Spires:
3F41-0000-0102-6DA6

Spinner’s Summit:
1A22-0000-0103-642D

Carnival Caverns:
3A2D-0000-0108-17B8

Red-hot Railcars:
E1C0-0000-0110-A6B2

These are all the courses I've made so far, from earliest to latest. Most of them are sort of obstacle courses with a secret room or two. Let me know what you think!
>>
Does anyone have advice for beating hard mode Gnat Attack to unlock the Fighter Fly costume.

That game is brutal, and I feel like I'll never be able to beat it.
>>
>>319706689
Git home menu
>>
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I haven't posted these in ages. Here you go. These are all Pac-Man themed, so I recommend any pacfags go check them out.

Wakka Wakka Wasteland
ID: EB3F-0000-005A-3B2D
Ride a skull lift and venture into a vast, boney wasteland inhabited by Monty Moles and Spike Tops. Explore an underground cave, ride shoes, and make your way back to an eco-friendly environment. Four 1-Ups are scattered throughout the level, with a hidden bonus room only for players able to hold onto their power-ups.

Wakka Wakka Watchtower
ID: 1BC8-0000-0054-48CD
A difficult castle-style course revolving around the ascension of a five-floor tower riddled with tricks and enemies, culminating in a spooky rooftop battle. Claustrophobics beware. There's a hidden bonus room.

Wakka Wakka Walkway
ID: 64EF-0000-004B-31DD
A simple little stroll through a basic SMB course.. so long as you choose for it to be basic, anyway. Three 1-Ups to be found.

Wakka Wakka Warship
ID: 2E8D-0000-003A-FE48
Board a massive airship fleet controlled by ghosts. Precision and tricks are the key to navigating here. A successful run will reward you with a satisfying confrontation with said ghosts. Three 1-Ups present. Yes. Bowser is supposed to kill himself.

Wakka Wakka Waters
ID: 1BFD-0000-0035-0557
An underwater-style level with multiple paths and an emphasis on P-Switch mechanics. Two 1-Ups present.

Pac-Man's Moderately Scary House
ID: 6A5B-0000-0032-181D
A gauntlet-style level that begins in a swamp and leads into a spooky house. Three 1-Ups present.
>>
>>319707915
Haven't seen these since september.
Have you made anything new?
>>
>>319708071
I've been extremely preoccupied so I took a break from most of the "/v/eekend" threads. I'll try to start getting back into them and making more levels once the semester ends. I had one about 20%ish completed last I checked.
>>
>>319694726
Wow, this was really fun.
>>
>>319695512
Another cool one with complex mechanics.
>>
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Freshly uploaded, we're on to Wily Castle stages now so get ready for the crazy shit.

MegaMario Wily Castle 1: 506A-0000-0113-D989

This is the latest in a megaman-esque campaign I've been making. If you like it make sure to check out the others from my profile/follow me for more. After it's all finished I'll be restructuring each stage(including checkpoints on the earlier ones), so let me know if you think anything needs changing. Any and all feedback is appreciated and I'll always return the favor.

In the meantime I'll be playing various things in the thread. Reply to this post if you have something you want me to play. nobody ever replies
>>
What would you put in a stealth themed level? I'm experimenting on some stuff with Thwomps, flamethrowers, platforms and P-switches on tracks at the moment.
>>
>>319711798
It's not Little Big Planet, don't get too ambitious
>>
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My first and only stage. 300~ attempts from the community and not a single person has beat it yet.

"Good at Jumps? Prove it." (ID: B627-0000-00FB-CD1C).

Please /v/, beat my stage. It's not THAT hard.
>>
>>319712140
No, it's shit is what it is.
>>
>>319712626
If it's shit then beat it
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Bit Crusade is the series that I've been working on in Mario Maker in an attempt to add classic Mario platforming levels in course world. My take on a classic 1-1 to 8-4, with world theming, secrets, unique bosses, special worlds and the like.

A basic summary is enclosed in the image, as well as the starting point.

Feedback is encouraged but not necessary, I just want people to enjoy what they play.

I've also started a sequel, which is still in the works. As I finish the levels I'll post them here.

Bit Crusade 2:
Start here: 1-1: Back to Basics A839-0000-00D8-1BD7

Or if you've kept up, World 6 is done.
World 6
6-1: Giga-Guppy Grotto 4351-0000-0104-A410
6-2: Slamshoe Shanties C29E-0000-0106-C334
6-3: Sunken Squid Shrine FD26-0000-0109-3645
6-4: Boiling Hot Fire Fish! 769B-0000-010E-694A
Bonus #6: Deep Sea Treasure Run!
079D-0000-010E-85D1

Alternate tunes for those tired of the in-game music like I am:
6-1: https://www.youtube.com/watch?v=cTl0ky4DcHA
6-2: https://www.youtube.com/watch?v=ZU2K9XueqcI
6-3: https://www.youtube.com/watch?v=3gMFhJN8HQY
6-4: https://www.youtube.com/watch?v=1Q7tuOIiMng
Bonus 6: https://www.youtube.com/watch?v=-mM3vOG4-PA

Enjoy, feedback encouraged so I can fix anything bullshit when I tweak the set.

7-1 is about halfway done, gonna play some stuff here for a bit before I go back to it.

>>319710458
I've got you bro, starting with you.

>>319694013
If you haven't played mine, give them a go if you dare.
>>
>>319713059
Sup keith. Don't think you've played kuribo man either if you wanna check that out later. Probably not my best stage but it's pretty hard to make something based around noteblocks.

I'll be eagerly awaiting 7-1 when it's finished.
>>
>>319706498
Your levels are gorgeously fleshed out and full.
>>
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>>319712140
>leap of faith bullshit
>single precision block jumping
>random elements like koopas that we can't know are going to be there
>HUEAHEAUHEUA BET U CAN'T DO DIS
>>
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>>319713753
Th-thank you, anon.
>>
>>319706498
I played through all these the other day, they're all pretty great. Some of the earlier ones are rough around the edges, but all that means is you've shown good improvement over time.
>>
>>319710458
I'm at the boss. I worked the right side of the room and zipped back to the left to despawn the podoboos, and I got lucky with one of the bombs killing the cheep, but I can't make it out of the room yet. I can't get the timing down with the falling blocks.
>>
>>319715039
You'll get it eventually. Try having full momentum to get your jumps higher. I made it so that they don't constantly fall either. The thwomps only trigger when you jump, causing the platforms to fall shortly after.
>>
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Web portal fucking when?
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>>319715628
>sort by shares

Does this mean we'll be able to directly shill stages to each other?
>>
>>319696752
Ok. In Check & Point, what do I do after the first check point? I got far but ran into a solid block that you need the spiny helmet for, and I didn't have it cause I checkpointed. Is there just a helmet somewhere I couldn't find?
>>
>>319715458
I figured out how to trigger them, but I couldn't make it high enough to get out. I actually ran out of time.
>>
>>319715813
No, see >>319698428
Nothing after the checkpoint requires the spiny helmet. Everything in that section can be done with bombs and the big beetle. If you're skilled enough to keep the spiny helmet from earlier (very hard), you can get by the conveyors with an alternate method.
>>
>>319696752
Actually I mean the part with the grinders flames belts and bombs. I just have no idea what to do. I guess I need to destroy the ice block somehow, but I don't have the helmet, and there is no way to take bombs that far without getting blown up. I also don't get the point of blowing up the ice blocks under the two bullet launchers cause bullets are bad no matter how you look at it.
>>
>>319715978
Well you did it at least once if you managed to blow the top block, since you need to be the same height to hit that as you would to get up to the platform. You have to use your jumps to trigger and then predict when they're gonna be at the right spot. Or clear more of the room and use the large area to create a cascading bridge for you to try to gain air with. I always had more trouble with the sea of bullshit that gets unleashed if you aren't careful than just getting up.
>>
>>319716341
Oh, that part. You need to kick two bombs very quickly, one onto the top conveyor and one onto the bottom. Remember that there are two ways to kick a bomb. You can just jump on one, or you can jump, grab, dropkick. If you dropkick from the lamppost, the bomb will ricochet onto the lower conveyor.
>>
>>319716324
Where do I go with the bombs? I mean, I could maybe grab a bomb and run down the area on time with the P-Switch, but the burner gets me everytime.

Edit: Ok, I see what I need to do now.
>>
>>319716693
But why free those bullet launchers? They just fire bullet bills, so how would those help me?
>>
>>319716795
Look behind the black blasters. The red blaster behind them will start a cool chain reaction.
>>
>>319716591
Actually, hitting the top blocks is one block lower than you need to step onto to get out.
>>
>>319716943
OH, Ok I see now. Thanks.
>>
>>319716341
I'm not the guy who made it but IIRC you need to do some stuff with fireflower fireballs to set the bombs in a position. if you got that one launcher bouncing you need to go OVER it and to the other side.
>>
>>319716591
I FINALLY DID IT

Thanks for the encouragement. It was definitely easier than I was making it.
>>
Has Nintendo even given out a date when this portal for level's goes live?
>>
>>319718232
No, but the sm4sh direct is the 15th, so I assume it'll be shortly after that. At least I doubt it'll come before.
>>
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>>319713357
Alrighty, so I played both.

I may be too baked so maybe its just me, but with note blocks I feel like I get the timing like 50% of the time. I'm probably just off tonight, I had so much trouble with the jumps after the first checkpoint mostly because I didn't know that I needed to be running as well to make the gaps until I was already dead, and then its a slog through all the jumps again with no real chance to catch my breath.
The second goomba in the note tunnels is extremely difficult to get by unscathed since its so tight. I would suggest scaling back the blocks a bit, I ran into the same problem with world 7 in BC1, especially 7-4 in that note blocks are a bitch to work with sometimes.. Will have to come back to this one.

Wily 1 on the other hand, hooooooollleeeyyy fuck was it good. Loved how it incorporated elements from the previous levels just like in Mega Man. The boss was very clever, but my god, fuck that red cheep with a rusty shovel. I only managed to beat it by getting the timing down to blow it up with a bomb blast.

>>319706498
Gonna romp through these in a bit, gotta get some food first. I'm >>319713059


>>319718232
Nope, I bet it'll be the same day.
>>
OMG HOLY SHIT I DID IT, I REALLY REALLY DID IT!!!! WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!

Sorry, this is actually like, the first legitimately hard puzzle level I have ever actually beaten...
>>
>>319719423
I guess you could say you really aced that one.
>>
>>319719661
Oh you~
>>
>>319719921
this is how it ends
>>
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And of course, here is my level list, new and improved, thanks to fellow anons.
Also someone finally managed to beat my Toxic Tower level, so that's cool.
>>
>>319719350
Yeah, I wasn't really feelin it with kuribo man. It's certainly not just you, noteblocks are just fucking screwy. The second half went through like 50 different iterations. I finally settled on taking inspiration from the mushroom samba stage that's been posted around, but I was running into the same trouble you were. Until I realized I could just stop running. I was literally one attempt away from scrapping it. What you have to do is stop on the white shrooms and just take a slow jump. When I remake it I think I'll put the block a space away to communicate that better.

I had way more fun making the wily stage. It lets me be way more freeform with designs and incorporate harder versions of stuff from the boss stages and it's own crazy designs. That boss was SO much worse initially btw. Instead of podooboos and one red cheep I had the pipe shitting out a wave of green cheeps. I figure the one red cheep is a good compromise though since you despawn the podooboos if you're smart and even able to bomb the cheep itself with enough dedication. Honestly though I found baiting him to one side or the other worked well enough since he's so slow it gives you a window to mess around. There's definitely alot of involvement in the boss in any case, which I feel is apt for a castle boss.
>>
>>319719423
>>319720457
Awesome, man. I'll get to work on your whole catalog tomorrow.
>>
Dumping WEBMs
>>
This is a pretty tough level but it is rewarding if you like platforming and puzzles.
>>
>>
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>>319722254
>>319722114
>>319721968
>>319721793
>my levels will never get webms
>>
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>nintendo took one of my levels off the servers

Do they just do this if nobody plays it for a while?
>>
>>319722612
Either that or you level used the invisible block glitch.
>>
>>319720865
Cool, thanks.
>>
>>319722612
Who knows. I think it's just random in general. I've never had one of my stages deuploaded.
>>
How do you make easy stages, all my friends are casuals
>>
:O noice stage
>>
>>319724047
Make sure anything that can hurt you is on screen before it's able to hurt you.
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