Super Mario Maker Course Sharing & Feedback Thread

So an update coming out next week.. I'm so glad we're getting checkpoints. I hope they're utilized wisely.

 
So an update coming out next week.. I'm so glad we're getting checkpoints. I hope they're utilized wisely.


This might be the feature that most of my long-ish levels needed, especially "Those Twisted Plants EVERYWHERE!". Now those who quit my stages at the first stage have one less excuse to come up with!
 
This might be the feature that most of my long-ish levels needed, especially "Those Twisted Plants EVERYWHERE!". Now those who quit my stages at the first stage have one less excuse to come up with!

The patience required for that stage... arrrg.. It was good but yes, I think a checkpoint would do it some good.
 
I just noticed something about myself when I try to create a stage.

I seem to do pretty well when it comes to adopting the less is more approach. That meant sticking with one or two core ideas per level, as opposed to throwing everything in one stage. My stages that opt with this approach often become more focused as result, which makes them more memorable for the players.
 
I have a lot of levels in the works simutanously! They have been in development for over a week but i plan on uploading them once the updste arrives so i can actually add checkpoints with the first version!

That update is really good for all my other levels as well, checkpoints are not the only thing i wish to add to them. Some levels are too hard or have some design mistakes which i wish to fix. But deleting the level and reuploading it is too much work for those minor things. But now we have got the checkpoints, i can fix everything while i am at it!

I hope my levels can finally reach a Nintendo -ish quality after the update! ^^
 
I just noticed something about myself when I try to create a stage.

I seem to do pretty well when it comes to adopting the less is more approach. That meant sticking with one or two core ideas per level, as opposed to throwing everything in one stage. My stages that opt with this approach often become more focused as result, which makes them more memorable for the players.

I kind of figured this should be the most basic aspect of a level tbh.
 
I just uploaded a stage that is basically a tutorial about the unique abilities of Cape Mario, something that some people haven't learned yet but sure is helpful when tackling certain stages. I plan to draw Miiverse posts in this level explaining on how to execute certain moves, but it'll take awhile, especially considering on how mediocre of a Miiverse artist I am. I already managed to get 2 of them so far. Someday, I might even capture a footage of it and explain the mechanics of it.

This level covers on how to fly, slow the plumber's descent, steering left or right in mid-air before Cape Mario starts parachuting, maintaining the height while flying, Spin Jumping with Cape Mario and the extra hit point when Cape Mario is in parachute mode while hitting an otherwise hurtful obstacle.

The maintaining height section has two 1UP Mushrooms that can be attained if you master on how to stay in the same height as before going into parachute mode and perhaps even higher than that if you're very good at it. For that matter, downloading this stage might be ideal if you'd like to brush up your flight skills.

Cape Mario Tutorial

WVW69ih-3d0_KZG0rU


B8C1-0000-00CE-7A9E



If you have any problem on performing certain moves, feel free to holler me about the area you're struggling with. I'll clearly explain what to do there.

The level I posted isn't the only tutorial level I've got. More stages of its kind are coming later, such as the advanced moves and expert techniques that can be only done in New Super Mario Bros. U style, and another progressively covering the basic moves found in every Super Mario Bros. game to date.
 
tbh I wish more stages actually utilized cape Mario for flying

I've barely even come across any

I kinda get the reason why we rarely see levels where utilizing Cape Mario's abilities is mandatory for completion. It might be due of the lack of variety of challenges that the powerup may offer considering on how large the flight sections needed to be. If a level would heavily rely on that, it would often requires trials and errors to get the flight right in sections that require coming at a proper angle and precise movements.

At best, I feel like that they're best used to reach secret areas and shortcuts, and even make certain sections of a difficult level easier. I've never seen an official Super Mario World level on the SNES asking us to precisely manipulate the flight controls to clear a stage, and that's for a good reason.
 
Last edited:
I kinda get the reason why we rarely see levels where utilizing Cape Mario's abilities is mandatory for completion. It might be due of the lack of variety of challenges that the powerup may offer considering on how large the flight sections needed to be. If a level would heavily rely on that, it would often requires trials and errors to get the flight right in sections that require coming at a proper angle and precise movements.

At best, I feel like that they're best used to reach secret areas and shortcuts, and even make certain sections of a difficult level easier. I've never seen an official Super Mario World level on the SNES asking us to precisely manipulate the flight controls to clear a stage, and that's for a good reason.

I just mean utilized to the point where you can even reasonably fly period

also are you forgetting that one secret exit for cheese bridge area?
 
I just mean utilized to the point where you can even reasonably fly period

also are you forgetting that one secret exit for cheese bridge area?

Oh yeah! I forgot that I could do that with just Cape Mario. Jumping off from Yoshi below the first goal is also a valid method.
 
Let's give this thread a well-deserved bump, especially in the wake of yesterday's update.

My old version of Coconut Airship is now replaced and has received a few tweaks, including the most-wanted checkpoint.

DE8F-0000-00D8-46F6


I'll release a more enjoyable version of "Those Twisted Plants EVERYWHERE!" within a couple of days. The difficulty of the stage itself is nearly the same, but we do get a few somewhat tricky shortcuts, 2 checkpoints, more reasonable and rewarding powerup placements, added some more aesthetics, restructured certain areas to make them less frustrating and give them some more replayability. It also finally properly introduces the concept of spin jumping to bounce off from a Piranha Plant without taking any damage, because a lot of people probably never heard of that and won't grasp it properly. I'll leave the old version available on the server for comparison sake and if anyone is still hardcore enough to complete a rather long level without checkpoints.
 
Looks like a new version of my current hardest level has finally been uploaded! As I said before, adjustments were made to make this level more enjoyable to clear.

Twisted Plants EVERYWHERE! v1.1

2B9C-0000-00DA-C534



Next stage to update is going to be "Hardship on Airship". I'll include two checkpoints, considering to fix the odd bonus room because cheetah autoscrolling speed, Koopa Clown Car and cannons don't mix, as well of tweaking the stage to make it more enjoyable.

I'm also considering to make a stage based on the level design philosophy of the Kirby games. Given that a lot of people loved on how well I implemented the concept of Sonic dashing through Eggman's Airship of Doom, I figured out that I'd like to transpose a concept in a Mario level.
 
First level made since the update - took me way too long but hopefully someone likes it.

Goomba Pipework Plumbing - (562B-0000-00DC-214F)

tZpkiiI.png


I tried to make it more of an adventure map rather than a platformer - aka it's really long
 
My very first Mario Maker level:
E0EA-0000-00D5-339D

My second, much better level:
F42D-0000-00D5-3746

Still unlocking new elements and features to use, so my options are still very limited at the moment.


Gonna be going back and looking at other courses posted here later today!
 
Last edited:
Alright. I played some more of your levels starting from page 14 to 16. Here's what I got to say among the levels I tried.

@matt: The ID from the first stage you posted at page 14 is missing one character, but I've managed to salvage it by using your second level's ID.

Needless to say, navigating the first stage is pretty tight, along with safe areas thrown in for good measures. The challenge here is straightforward, so anyone's skilled enough can beat this short level without taking too long to figure out. Though, the burner trap is placed too close to Mario's starting point, which some people might accidentally hit it after starting the level.

The second level I played seems to be unbeatable when I reached the room with circling Boos. I had to download the level to my Coursebot to figure out if there's an important invisible block I missed, and yes it does! The important one has a growing vine that you could climb your way to the next section of the stage. Remember, finding where a useful invisible block might be isn't even a challenge in this context, but more like a way to artificially pad the stage's length. Most players don't like wasting time searching for important invisible blocks.
By the way, what's the point with that ? Switch and the line of brick blocks and coins? I thought it would have a purpose, but turns out I didn't really needed this thing.



@Chroma Red: I pretty much agree with your statement about your very first stage. The stage mostly consists of precision jumping to the victory, something that a good amount of players would struggle. Aside of that, it's kinda a boring stage, so I don't have anything else to say here.

The second stage does seem to show how improved you were in comparison to the first stage. Nothing outstanding here, but hey, there's progress!

By the way, if you want to unlock the tools faster, just spam tonnes of blocks after spending 5 minutes or longer with the level editor. That's how I got everything in 2 days.



@Murray: There's no denying that this stage is visually appealing, while some of the sections provide some interesting moments. The Bob-Omb portion is well-implemented, since it doesn't waste you too much time on a same spot. The section that has you getting past of Bowser Jr. with the ? Switch activated just to grab the Propeller Mushroom is also fairly fun. That was a good stage, but I did find some ideas that don't work quite well to the detriment of greatness. Here's where these issues arises.


VJJVkVx.jpg



When I first came across this section, I immediately thought I needed to bop of a Goomba. But how to do this isn't quite clear as you would expect, as the pipe spawns 4 Goombas at a time, there's super-fast conveyor belt and a very little margin of success to pull it off without getting hit, if that's even possible. The proper timing just seems to be too luck-based for me. As a result, I ended up tanking this segment as Super Mario, so I could get past this area.


rcAvwn8.jpg



This is another section where I had to tank through, because there's a very slim opening that no average human could react in time, and the section is too tight to maneuver. By the way, the conveyor belt is slow and 4 Goombas spawn out from a pipe. Also, I'm not sure if I remember correctly, but it is possible to spin jump off from that Thwomp to get past that section pretty easily. If the player doesn't know how to do that, then they might try to do the same way as I did.


MBKx2pi.jpg



This isn't too big of a deal here, but the pipe above is hidden by the camera. When a pipe that spawns something is visible, they'll start spawning in a few seconds. Should that be offscreen, it'll stop operating. The player might be wondering where the heck is the ? Switch, until they board any platform around this area and wait for a short while. At least, that design oversight made the Goomba horde much easier to deal with.


icUoHqg.jpg



The second Goomba bedroom is accessible by being Propeller Mario via the otherwise inaccessible pipe from the Bowser Jr.'s room. To progress any further, I need to slip through the tiny opening that leads us to another room. As Propeller Mario cannot flutter jump while crouching in this pretty tight section, I had to take a hit from a nearby Goomba, so I could do pull that off as Super Mario. Had this section altered, Propeller Mario still won't break the rest of the stage anyway.
 
Last edited:
wow thanks for the really in depth feedback, TheBigJC7777777! And you're actually meant to spin jump onto the thwomp at that section but maybe some coins up there would make it clearer.
 
wow thanks for the really in depth feedback, TheBigJC7777777! And you're actually meant to spin jump onto the thwomp at that section but maybe some coins up there would make it clearer.

The coins above the Thwomp would work fine if you couldn't adjust this very section to be a bit less tight, so it would encourage anyone to spin jump at it.
 
Back
Top