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Mario Maker Thread, last day before checkpoints edition. Share,
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File: Super_Mario_Maker_Artwork.jpg (76 KB, 300x400) Image search: [Google]
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Mario Maker Thread, last day before checkpoints edition.
Share, play, critique and talk shit.
>>
Ok fuck it, gonna bump the thread with my newest level

Fish and Cheep-Cheeps Cave
C8F8-0000-00D3-4BF1
A level in which Mario explores a cave full of bouncing fishes
>>
>>315339836

Heres mine ID: 8A51-0000-00B6-8FEF

Its a great overall level designed with the theme based off the movie Alien.
>>
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This is a series I'm making with a couple design cues from DKC. Each level has two secret rooms that I try to make into little microgames, so look out for them if you want to have extra fun.
Newest stage is Cannon Cadence. 833E-0000-00D5-1F8D. It was hard to grab an interesting preview picture, most of the cool stuff only happens in motion.

Checkpoints are definitely going to expand the level design for worlds 5-8. A good amount of the levels are short and easy so I'm glad that'll change.
>>
Let me know what you guys think?

174F 0000 00D5 132B
>>
I tried to make a puzzle level last night.

8810-0000-00D5-0963

There are probably ways to cheese it because this game has a bunch of glitches and stupid tech, but I tried.

Feel free to look in the editor. I don't believe puzzles are puzzles unless you can see the entire problem and still not get it right away.
>>
So do we know when the patch will go live? It's the 4th already in some places
>>
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2 MB, 1778x1551
C12F-0000-00D3-D3E8

One of my friends likes levels you can speed through, so I whipped this up. I had fun adding little secrets and splitting up the paths a bit.
>>
>>315341287
It's a great level and I starred it, but after dying near the end I'm not gonna do all of that again.
It needs checkpoints badly.
>>
Fanatical Factory (E16F-0000-00A6-A466)

Thinking about making a sequel to this one, feedback would be great.
>>
Literally ALL of my levels have the problem of needing checkpoints. But until then, here's a fun level that nobody has been able to beat yet.

DKC2-Target Terror
8152-0000-00CA-1E76

Level starts at a ferris wheel made out of coins. Ride the coaster. Hit POW blocks to open the gates, and avoid hitting the P-Switches which close the gate killing you.
>>
>>315341635
Yeah I just don't get this, sorry man.
>>
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I got nothing new but I guess I'll shill.

MegaMario Drybones Man: 2962-0000-00C8-6569

This is a stage in a megaman-esque campaign I'm making. If you like it check out the others and/or follow me for more. Any and all feedback is appreciated and I'll always return the favor.

Thwomp man is basically done but I'm waiting for checkpoints to upload it.
>>
>>315344248
Oh, and a secondary level has been played by 10 people, nobody beat it, and nobody has starred it, I guess cause it uses the invisible blocks glitch.

DKC1-Blackout Basement
4470-0000-00CA-1D70

I used coins to mark the pits, so basically once you know that, its a ridiculously easy level. There were 12 attempts among 10 people, which implies that many of them didn't even bother to try?
>>
https://www.youtube.com/watch?v=61SxD9RkjEU
>>
Initial version of my 1-2 for my campaign. Any criticism/comments on what went right and what could be done to improve it would be appreciated. My campaign is intended to be on the easier side but still somewhat challenging for new/more casual players, and is meant to play closer to the official Mario games than standard Mario Maker fare. In this one, collecting the 3 "Special Coins" (those coin circle things) requires revisiting a memory...

1-2: Koopa Canyon: 746C-0000-00D5-2C21

I'm already thinking I might want to change up where the bonus rooms let you off though. I'm not sure if I should instead make them just put you out where you came in, making you still play the main level, but that might be unfair since playing the bonus rooms in this case makes the level much longer while at the same time making it easier, so allowing one to skip parts of the main level with it also seems kind of eh. Thoughts on this would be appreciated.

Also a checkpoint probably will be added to this level in the final version regardless.
>>
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I haven't made stages in a few days because I'm waiting on checkpoints. My last one is kind of stupid, but I like to make "breather" stages for those playing 100 Challenge. I always find it nice to get a quick run through stage that showers you in 1-Ups.

Line For Koopa-Con:
71D6-0000-00CB-FCD4

Play it or not. 90% of my stages are Ashley ones so anytime I make one without her I try to make it at least fun to zoom through.
>>
>>315346470
Your video sucks.
>>
>>315343543
Holy shit that was fucking awesome, did the entire thing while listening to Megalovania and it felt so hype
You should definetely make a sequel
>>
>>315346470
What editor is this? I want to make vids that bring people good laughs too.
>>
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Is this generation of players just fucking bad at platformers or something?

I made this incredibly easy stage. Incredibly fucking easy.

19.90% clear rate.

What is so fucking hard about this?

0632-0000-0067-F141
>>
>>315347446
Super Mario Maker.
>>
>>315347610
15% is about a perfect clear rate for a standard not-too-hard not-too-easy level
>>
>>315340991
You typo'd on this one. It's 4EF1, not 4BF1. Just played it by looking to your profile though.This is a pretty cool level. A little frustrating but jumping fish are always frustrating to deal with. It gets a lot easier once you find the power-ups, but even then I usually lose them and die those pipes with the Wigglers and spawning fish - that part's really tricky. I'm gonna try it a few more times before moving on to other levels, but went ahead and Starred now .
>>
>>315347610
1-1 remakes are in normal and expert 100MCs if that tells you anything.
>>
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Here's another one I did, because I always forget that just because people play SMW levels in this doesn't mean they grew up with it.

I assume the rate is so low because barely anyone remembers (or knows) how to fly.

17E9-0000-005D-9EB6

If you remember how to fly, you'll do this with no problem.

>>315347871
Oh cool. Thanks.

>>315348123
Yeah, I've noticed a few of them. I get disappointed whenever I see the top starred levels have YouTubers attached to them and NOTHING ELSE or they're just automatic levels that make normies clap like idiots.
>>
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Shill, shilly shill shill shill.

>Chomp Caverns
695F-0000-00A8-30FB
>Smoke and Mirrors
39EB-0000-00C4-B5E6
>Perishing Platforms
A30B-0000-00B8-FBC3
>Brick Block Dungeon v2
BD82-0000-00B3-BEE7
>Get a Grip
2BF8-0000-0090-2AB2
>The Walls Are Moving!
229B-0000-008F-FE1D
>>
>>315340991
Course not found.
>>315341287
Nice level dude. I liked the starting part. People complain about slow level starts, but if its to set something up, I feel its important.
>>
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It's filled with spooks!
D49B-0000-0097-0F8B
>>
>>315348679
see >>315348012
C8F8-0000-00D3-4EF1 is the correct code
>>
>>315348880

>Its filled with spooks!

I will have to pass as I dont want to deal with blacks :(
>>
>>315349074
Sweet, thanks.
>>
>>315346537
I skipped half the level getting on top of the decor, but at least I didn't get stuck there.

Where you have the bonus rooms drop you off is fine. They're not really ahead or behind.

That first pit though gets you stuck. I think it's a good idea to not be deadly with it since it's 1-2, but you need to add a way to get out, maybe a vine or something. Following that 1-2 logic I don't mind have the parakoopas there for hitting the top of the flag pole, but perhaps a death pit below is a little much? Even if there are platforms to catch you it might be easy enough for the player to slip through them. Other than that it's good. Maybe the diagonal coin trails could be a bit more sparse, but I can't really think of anything else.
>>
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>>315348880
WHO YOU CALLIN SPOOK, PECKERWOOD
>>
>>315341628
Nice music level since it actually had a level component to it as well, and an option to skip the music part. But it's WAY too easy to get stuck by jumping too much, forcing a reset. Pretty cool concept though.
>>
>>315346537
I think you should hold back a little bit on the coin trails. Coins are good for showing where the player should go but you only really need them in 3 or 4 coin chunks otherwise it starts to seem excessive.
The SMB1 secret rooms were really cool by the way. I think maybe have the secrets drop you off around where you found them, but in return you get a little bonus like a buzzy beetle helmet or a mystery mushroom.
>>
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>Till there's nothing left
F08E-0000-00CD-DD5F
>>
>>315349537
>>315349847
Thanks for the advice! Yeah, I'll add a vine into the first pit I think. I originally had a pit at the ending because I feel the triple-bounce should be the final challenge of the level, but I suppose it also might be too much for a 1-2, and I should keep the jump before as the actual culmination, with the triple bounce just as a bonus culmination one can do if they want to hit the top of the flagpole. I'll add some ground there.

Also putting Mystery mushrooms in as a bonus for doing the secret rooms is a cool idea (especially since the "Star Coins" themselves aren't exactly a pull since I can't actually make them required for the eventual Special Levels) If I add that, I'll just put the exit a little bit earlier.

Also I'll tone down the coins during the diagonal run. That's the only instance I can think of where the coins were a little much, the rest were the usual 3-4 coin bunches over jumps. I'll make these fixes when I add in the checkpoint to it, though that may not be until later in the week since my focus tomorrow once we get checkpoints will be finally re-tooling and uploading final versions of the MM9 levels.
>>
>>315346537
Fun level. Great use of the backdrops to indicate ground holes.
>>
>>315341738
I know the GCCX courses are due out in Japan at 10am on the 5th. That's 8pm eastern on the 4th in America if they're doing a simultaneous world release.
>>
Honestly after checkpoints come out, every course should add them. I am currently at 30 uploads and hit my maximum over Halloween. I have 6 more levels planned out to make, but after that, I think my might abandon my theme because its ran its course, and I feel there is nearly no more levels to make from those games. Plus, ending at 12 levels for each game in the trilogy feels adequate.
I've learned a lot from them, and might start making "masterpiece" courses ranging from single task challenges like a P-Switch run, to multi-tasking challenges, like a P-Switch run where you have to carry something and throw it up to hit a block to spawn something to follow you to end of the run where you need it to progress. Anyways, just wanted to say this since I am nowhere near the star amount I need to reach the next upload limit. I believe we should all help each other and star each others courses UNLESS of course the level is nearly unbeatable or ridiculous or something. No point in releasing my codes now since I am going to be re-uploading everything with checkpoints added anyways, I'm doing it anyways. Too much to post in this post, so I will be posting it in the next post.
>>
>>315349653
>>315349130
didju rike it
>>
>>315351432
Damn. So not in the next three hours I'll be awake. Oh well, was mostly just curious whats being added aside from powerup progression and checkpoints.

Still hoping for a increased vertical stage size, even if it means reducing horizontal. Or a way to alter setpieces in the maker without having to fucking shake every single one of them. That gets old fast.
>>
>>315351573
Another "masterpiece challenge" I thought of, riding a buzzy helmet shot from a launcher, grabbing P-Switches as they fall from the ceiling, and choosing if you want to either throw it up to hit a POW block to destroy a tower of enemies you are about to run into, or throw it forward into a hole so the shell runs over it to open the way forward. Anyways, the levels.

DKC1-Poison Pond
99A9-0000-0040-9A47
DKC1-Platform Perils
70CD-0000-004B-B6E5
DKC1-Oil Drum Alley
ED7D-0000-0071-CDC8
DKC1-Tanked Up Trouble
2437-0000-008B-6C1F
DKC1-Mine Cart Madness
0BE5-0000-00A2-D778
DKC1-Elevator Antics
442E-0000-00A6-8F58
DKC1-Trick Track Trek
93F2-0000-00CA-1806
DKC1-Blackout Basement
4470-0000-00CA-1D70
DKC1-Forest Frenzy
3ED1-0000-00CA-20A4
DKC1-Ice Age Alley
5090-0000-00CA-2BF5
DKC2-Bramble Scramble
E39B-0000-003C-0CB6
DKC2-Arctic Abyss
6633-0000-006C-E712
DKC2-Krockhead Klamber
90DE-0000-009E-3CAF
DKC2-Hot-Head Hop
B51F-0000-00A2-5C70
DKC2-Chain Link Chamber
989A-0000-00A3-ED22
DKC2-Gangplank Galley
365A-0000-00A6-929D
DKC2-Castle Crush
28D8-0000-00CA-194C
DKC2-Target Terror
8152-0000-00CA-1E76
DKC2-Clapper's Cavern
2137-0000-00CA-2262
DKC2-Hornet Hole
76B2-0000-00CA-3566
DKC3-Kreeping Klasps
961A-0000-0048-21B9
DKC3-Lemguin Lunge
10F1-0000-0068-1F4D
DKC3-Stampede Sprint
14BC-0000-00A0-8DB6
DKC3-Kong-Fused Cliffs
6DC8-0000-00A6-68CB
DKC3-Ropey Rumpus
A95A-0000-00A6-8C78
DKC3-Krack-Shot Kroc
B8DC-0000-00A6-9559
DKC3-Fire-Ball Frenzy
DB10-0000-00CA-1AE2
DKC3-Blazing Bazukas
77B1-0000-00CA-1F19
DKC3-Tracker Barrel Trek
8D3B-0000-00CA-258D
DKC3-Konveyor Rope Klash
2D11-0000-00CA-35A2
>>
>>315351432
>simultaneous world release
I remember 10am/8pm is the exact time they released the Hyrule Warriors TP pack worldwide around Thanksgiving last year. They must be doing this the same way.
>>
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Just made this one yesterday, any feedback would be great

>Skull Ride Reflex
8605-0000-00D3-13DB
>>
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>Block Ride Rumble
2FA0-0000-00BD-D4A5
>>
>>315341294
Holy moley, I had no idea about such cannon design. That was awesome.
>>
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Check out my ice level.
E732-0000-00A7-FAD6

>dat 3.41% completion rate
>>
>>315352054
Hard, but amazingly fun. Great job. Linking the coasters can be finicky at first however, but its easy enough to get down.
>>
Any idea what time the update comes out?
>>
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>Big Thwomp's Revenge
B104-0000-00B9-9F85
>>
>>315343543
yeah, this was so fun to play. make a damn sequel.
>>
>>315351881
>All of those codes

Try like 1 per post.
>>
>>315353436
I'm hoping 12 EST, but I doubt it.

I know we're getting Arino's stages, but are we getting his costume too?
>>
>>315352820
>Get mushroom
>Dizzyness effect.
>Kill self
>Start level over refusing to get powerups.
>Level is too hard to be played without powerups.
>Quit.

Playing your level now. I will probably beat it from what I have seen so far, but there are some sound effects you need to treat like they aren't in the game.
A example of this: If you put nature bird (from shaking a laugh) on Mario, it makes respawn time far longer. If the level is hard, and someone is dying a lot, they will now no longer play your level, because it takes too long.
As for Dizzyness, Dizzyness is a punishment, never a positive to get. So if you were aiming for a level where you avoid the shrooms, well done, but that means the level has to be extreme baby tier to work out, or give powerups that do not punish you.
>>
So do you think the update will only have what the video said? Or do you think there's any chance that there will be some surprise extra goodies as well? If not, then how long do you think it will be until the next update? Another 2 months? Or just one month? Will we end up hitting the same frequency of updates that Splatoon is getting?

also, Nintendo Direct when?
>>
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I have a pretty gimmicky and short stage where you reflect shells back into Bowsers goal. Depending on the way you serve the shell back you'll end up with a different outcome so some games will be shorter than others.

D491-0000-00D5-332E

It would be cool to get feedback on it, I'm curious if the idea is even fun or not.
>>
>>315354372
>Or do you think there's any chance that there will be some surprise extra goodies as well?
Consider it lucky that Arino's stages are leaving Japan. I doubt we'll get Mario-kun or the Famitsu mascot.
>>
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>The Wizard's House of Illusions
DF8C-0000-00AF-CBCD
>>
>>315348323

I've made a purely flying stage too, and no one has completed. I mean, flying with the cape as a kid was difficult, but I don't see how people have so much trouble with it in their adulthood.
>>
>>315355403
I even put a "Feather + Left" coin instruction right before the cliff.

I don't know how else I can explain it besides naming the stage "GO TO GAMEFAQS"
>>
>>315353730
Fun level, I beat it. Had to figure out the thwomp thing, plus the safe spot down there away from the spinies.
>>
3 AM it is, looks like.
>>
>>315355573

I deliberately took out certain sections requiring flight and they still couldn't do it. I don't know if it's just laziness or "why can't metroid crawl?"
>>
>>315353436
Probably this >>315351432

>>315354012
I'm guessing the pastebin will be on top of anything Arino so I'd keep an eye on the news section in there. It still says regions unconfirmed for the costume at the moment.
http://pastebin.com/u/GCCXGeneral
>>
>>315350437
Starred your course cause its a great idea. I just wish it was at least in SMB3 style so I could keep the platform alive by grabbing and throwing the bombs, instead of letting them blow it up piece by piece.
>>
>>315356159
Source? What time zone?
>>
>>315356658
I just assumed 3 AM since it didn't show up at 12.

See this now >>315351432
>>
Posting two levels at the moment.
Pic related is my favourite that I've made. A level based around making your way out of the spooky, interconnected mansion by solving puzzles.
Unlike a lot of "Metroid-inspired" or "puzzle" based levels, it's been polished and tweaked so tightly that, while not holding the players hand every step of the way, it doesn't rely on large amounts of back-tracking, obscure solutions only the creator would know and no-win scenarios where you're forced to restart if you don't do exactly what the creator does.

I've also just uploaded a new level just then. After seeing all those Automatic levels where it plays itself, I was inspired to see how I could play around with the idea.
It's not your usual automatic level, I think you'll be pleasantly surprised by the design.
>Automatic!Don'tMoveNoMatterWhat! - 54C5-0000-00D5-3AED
Don't ask questions, just do what you're told.
>>
>>315348880
Cool and fun level. But if the saw was meant to filter the leaf, you have to remember that you can put on helmets by pressing down, and doors respawn them.
>>
File: 1446615152146-1564901653.jpg (1 MB, 2560x1600) Image search: [Google]
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Newest level i think it turned out good
>>
>>315346601
>I always find it nice to get a quick run through stage that showers you in 1-Ups.
Then you're a baby.
Those levels are fucking terrible. I'm playing Mario Maker for variety in levels and seeing what interesting ideas people can come up with, not for "Hold Right Simulator 2015".
>>
>>315357092
Just beat it. Nice work dude. I will make sure to level a comment telling people what a great automatic level it is.
>>
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Made a non 9/11 related level.

Course ID: 9501-0000-00C1-65A7
>>
Need a Lift?
D653-0000-0094-94F1

(reminder that tou can fav people so you can play their new levels without the need to shill)
>>
>>315352193
Very nice level.
It gets tricky but only due to the player being likely to panic and being afraid to commit to their action.
Hazards are increased in difficulty without seeming random.
>>
>>315354552
This level is fucking brilliant.
Simple, creative and fun. I had a big smile on my face playing it.
And it was a really good design decision having that safe area at the start teaching you how to actually kick the ball using the Thwomp.
the only thing I would recommend changing is putting a door in that first section so if the player tries and fails to just use the invincibility frames to get through to the pipe, they won't have to restart the level to respawn the helment.
I felt like a dickhead when I did that because I didn't pay enough attention and realise it was a semi-solid platform under the Thwomp and not a normal, unbreakable block.
>>
>>315354552
cool level, wish it was longer
>>315352193
great level

also i just finished making this level the other day
>haunted mario mansion
60A1-0000-00CF-1431
>>
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>>315360681
Pretty good level but you've overlooked the players ability to walk left while holding things.
Instead of activating that first P-switch and running right across the Spiky Black Things, it's easier (and obvious) you can just carry the switch to the left (or just run left after you hit the switch) and free the spring with time to spare.
As it is, you've got an entire section of your level and boss battle that can be ignored with no downside. You should consider putting one way valves here if you don't want the player to sequence break.
>>
>>315357693
>Then you're a baby.
>Those levels are fucking terrible.
Fuck you. My opinion isn't yours and doesn't have to be.
>>
>>315360030
>>315360681

Thanks, That actually gave me the fix to squash two bugs with the door idea. I'm a bit ashamed I didn't think about that earlier actually since I knew it existed but didn't try seeing if doors would work.

It does bring up the problem of players going in it with the shell on and knocking the respawned shell around but it's a better fix than forcing them to die by far.

By the way there's also a secret but it's probably far more frustrating to figure out than what it's worth
>>
I finished this level days ago but am waiting for the checkpoint update. But here it is until then

301B-0000-00D5-3DCF

Ice themed level
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>>315362805
I might have a look for it later on then.
It's always useful if you have someone near you in real life who can playtest your levels a couple of times before you upload them online.
When testing levels that you've made, you're always thinking on terms of the path you've designed.
Watching someone play who doesn't know how the level is made is really useful because you get feedback and impressions in real time. Once you put it online, you're unlikely to get any feedback on how to improve the design unless it's completely and utterly broken.
>>
>>315341628

Thats actually pretty good. Wish I had talent for doing music levels.
>>
>>315341294
Holy shit, saved the picture so I can play the levels later.

... Actually, are you going to reupload these levels with checkpoints when they come out? I may wait until then.
>>
>>315362842
This one's a good level. The crushing Ice Block section after going through the door gave me a bit of trouble at first.
It is possible for the first couple of sections of Ice Blocks to be desynced if you're stopping and starting instead of running straight forward but I can't think of a way to fix that short of having the player be forced to go through a door to get to the second and third batch of Ice Blocks so they all spawn at the same time.
>>
>>315363496
I don't think many of the levels would benefit from checkpoints, they're all very manageable. I don't think any has a clear rate lower than 15%.
>>
is it out yet?
>>
>>315364548
yeah I hated that the ice blocks wouldn't all come down at once but short of using doors everywhere and pipes I compromised by having just one section have it happen.
>>
update when
>>
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This level is perfect in every way. Not playing it is a disservice to yourself.

0977-0000-00B9-3762
>>
I have a level ready for the update. It couldn't come soon enough.
>>
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>>315368130
>>
>>315368130
inb4 delayed
>>
Bump so that this thread can live to the update
>>
>>315367875
Those are mighty big words so I'm going to play it and be on the lookout for anything less than perfect.
>>
>>315367875
You lied. That wasn't perfect, It was ok.
Stop telling fibs.
>>
>log in for the day
>every single level but my newest map got played

why this
>>
>>315374413
Maybe your newest one is shit?
>>
>>315374921
It has 0 plays. Nobody can know if it's shit or not yet.
>>
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Is there a way to know how many levels of the 100 have been played in the 10 challenge mode?
>>
>>315374979
Is it named something like "AUTOMATICMUSICALMARIOKAIZOTROLL"?
Then people could tell it's shit without even having to play it.
Post a level code you big baby. I'll play it later on.
>>
>>315374979
let's have a play m80
>>
>>315374413
Nintendo puts a level with 0 plays in the "Up and Coming" limbo until somebody plays it. Then once you get a completion rate they put it into 100 Mario and you get more plays.
>>
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>>315340991 >>315343543 >>315346537 >>315348591

Hey guys, I made a new level I had in mind for a while because I fear they'll remove the glitch in the update.

Ashley Through the Looking Glass
E8B6-0000-00D4-EFC6

I made this level just to demonstrate something good can come from the invisible blocks glitch. Be observant and you'll beat this level fast. Try to rush through, and you'll probably take much more time. Inspired by the level "The Mirror Never Lies" by user Jerome.
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>>315375309
Give me your "hard but fair" levels.
>>
>ashley says mmmhmm or woohoo every single time she jumps

what were they thinking?
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>>315375440
Every fucking time someone tells the player to "be observational", it always means that forced reset states are possible. I will not play unless I am told otherwise.
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>>315375440

There's nothing that needs resetting in the level.
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>>315375679
>>315375746

Sorry, I meant to quote you. There's nothing in the stage that needs resetting.
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>>315343543

Oh and also, make a damn sequel already. This level is one of my favourites.
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>>315339836
Finally getting the game tomorrow so I guess I'll be joining these threads before the fad dies

Digital download because I feel I'll be replaying this game a lot, too. Plus $33 for a download instead of $60 physical was a better deal.
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>>315376203
Wait it's only 33$ on eshop?
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>>315376362
Nah, a seller sells digital download codes for $33 in Mexico
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>>315376445
Good shit. $30 is what the game should have been sold at.
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>>315376825
Nah, I'd say $40 at least. To be fair, it has a LOT of replay value
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>get through a really tough part of a level
>hit a question block
>it's a 1-up
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>>315375440
Holy shit, that's the first time I almost timed out in a 5 minute stage that wasn't bullshit, I had 14 mario seconds left. Good show, I had a lot of fun.
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>>315377184

Thank you!
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>>315376203
There's gonna be a surge of activity tomorrow with the new update. Good time to jump on board.
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>>315377145
>Person puts more than three one-ups along the main path of a level.
What the hell is the point?
All those extra ones just go to waste.
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>>315377267
I don't think they know it's pointless. Just like how you see some levels try to use the voice recording bird, when that stuff isn't put online.
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>le epic "choose a pipe/door with the wrong choice leading to insta death" level
>>
>Update live soon

I guess I gotta play all these levels my friends made before the update hits.
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>>315377532
Instant skip right there.
Same for anything with "musical", "automatic", "troll" or "kaizo" in the name.
They are like brightly dyed hair and piercings of Mario Maker Levels.
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>>315377532
>impossible level
>you can just jump off a cliff at the start to find the map maker's cheat cloud

why did they even bother?
>>
BONUS STAGE BITCHES
Interim for my mini-campaign.

Super Star Mario Runner Deluxe Ultimate Final 1.0 Plus G+
D8D5-0000-00B7-F9B9

I think I was too lenient on the time limit. Go figure.
>>
UPDATE'S LIVE
NETWORK ERROR OCCURED
>>
>>315378275
why lie
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>>315378712
I jumped the gun, so it wasn't a lie when I posted. At least, not to me. Yes it was a lie, I just wanted to believe
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>>315378830
I understand. I hope they don't fix the invisible block glitch. I have seen some neat levels using it as a mechanic
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Yooo my level was featured on Nintendo's official YT channel!

https://www.youtube.com/watch?v=nF2qwwODCJ4
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>>315379225
Oh nice. Well deserved, that level is great. The reset point masquerading as a Yoshi House probably earned you that spot. I really liked that touch.
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>>315379225
very nice level
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>>315379420
>>315379519

Thank you!
>>
What is the criteria for "Featured Levels"?
>>
I suddenly realized why one of my early levels is popular.
I unknowingly named it after a Call of Duty achievement, which is a pun off of a Metallica song title.
fuck
>>
Do you guys think the update will remove the invisible blocks glitch?
In my opinion it will, but levels that already used it stay unchanged.
>>
After this update it will play like a normal Mario game except Yoshi doesn't shoot fire with red shells, fix that and add purple shells and you have a perfect game, frog suit in SMB3 would be nice but I doubt they'll add it until Mario Maker 2
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>>315381629
I want to be able to shake the yoshi egg and get different colors for yosh.
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>>315380793
>In my opinion it will, but levels that already used it stay unchanged.
That's not an opinion, that's a hypothesis.
And a stupid one at that.
>>
>>315382621

I'm sorry, I'm Italian so I don't really know all the nuances of english. In Italian "opinion" can be used in this context.
Besides that, why do you think it's a stupid hypothesis?
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>>315382885
Uh, doy! Retard, please. If they're making a global change to any one mechanic, one would assume that it would affect every level that uses the glitch. I mean, a better "opinion" as you ratchet fiends define it as, would that it wouldn't get patched, because patching would make many levels unplayable, and create many more glitches in the process. It's like, has anyone really been far even as decided to use even go want to do look more like fucking daigo?
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>>315383230

What I meant was Nintendo probably won't patch the glitch per se, but would just fix the process to actually put invisible blocks in your level. (you know, put a block on a track, then drag the track etc.)
This way all the invisible blocks levels get to stay as they were, you just cant make new ones.
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