Share your Super Mario Maker levels here!

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#281

Post by ScottyMcGee » Thu Sep 15, 2016 7:08 pm

Been getting into making levels again now that I have more stuff to work with.

I got so ticked off that they kicked some levels out of the server. Can't even alter them a bit to try to reupload. So I spent the last 2 hours or so making levels. One is a remake.

Magic Temple
8632-0000-029A-5D80

Hammer Bros. Fortress
060B-0000-029A-6437
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#282

Post by DarkZero » Thu Sep 15, 2016 10:46 pm

I made it to the end of the first one in one go but then a Magikoopa spawned right where I was jumping and I died

I was mad
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#283

Post by ScottyMcGee » Fri Sep 16, 2016 7:47 am

I seem to have overlooked the power of the magikoopas. When I played they never spawned near the flag but then last night when I had my friend play they were spawning there and I was like "daaammmmiiitttt"

I assume you mean you were heading for the flag at the final series of jumps and then one spawned there?
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#284

Post by Marilink » Fri Sep 16, 2016 8:25 am

Magikoopas and Chain Chomps are two pretty solid ways to spice up a well-planned level with dangerous RNG.
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#285

Post by Antisocial » Fri Sep 16, 2016 2:11 pm

^^ Did they make the flag disappear?

That's always fun.

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#286

Post by ScottyMcGee » Fri Sep 16, 2016 2:22 pm

Oh **** I didn't know they could do that.

But na, I just didn't intend them to be there when you jump across the final few pillars.
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#287

Post by Antisocial » Fri Sep 16, 2016 9:50 pm

[QUOTE="Tazy Ten, post: 1606555, member: 19345"]
SpookyBro's House of Jumpscares
B571-0000-028E-9E0E
[/QUOTE]
I expected more jump scares than that. But it was refreshing playing a level with multiple-choice doors that didn't instakill you on the wrong door. Nice.

[QUOTE="Bomby, post: 1606607, member: 17840"]
Piranha Panic
1AAC-0000-02BE-3A20[/QUOTE]
No level found. Either you gave the wrong ID or your course got zapped immediately by the higher-ups. Harsh.

[QUOTE="DarkZero, post: 1607498, member: 34654"]https://supermariomakerbookmark.nintend ... -0295-9C48
https://supermariomakerbookmark.nintend ... -0296-0A9D[/QUOTE]
Vines was a bit tricky. I lost a good amount of lives going for the pipe. That checkpoint placement was sadistic.

Also, the puzzle was pretty good. You have some competition; the one-screen puzzle demographic is huge.

The secret room made me feel good about myself. :)

[QUOTE="ScottyMcGee, post: 1608410, member: 31048"]
Magic Temple
8632-0000-029A-5D80

Hammer Bros. Fortress
060B-0000-029A-6437[/QUOTE]

I was rather fond of the temple, but at one point I jumped down a shaft with a Thwomp breathing down my neck and was immediately assaulted by a Spike Top. Not cool. Still starred it, though.

Can't say the same for the fortress. Too many Bros jumping from offscreen, with next to no way to counter such especially when riding a platform. No bueno.

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#288

Post by DarkZero » Fri Sep 16, 2016 9:55 pm

I'm glad you enjoyed those stages because here's a new one: guaranteed to make you hate water!

https://supermariomakerbookmark.nintend ... -029A-FCA1

The idea is that you're stuck between two autoscrolling walls and you have no horizontal movement while you navigate a maze of hazards. You can play it one-handed, even!

I tried to make it challenging while also very fair. It's decked out with visual flourishes and some key coins if you want an extra challenge (all you get is a chance for the 1-up on the flagpole though).
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#289

Post by ScottyMcGee » Sat Sep 17, 2016 10:11 am

[QUOTE="Antisocial, post: 1608567, member: 23923"]

Can't say the same for the fortress. Too many Bros jumping from offscreen, with next to no way to counter such especially when riding a platform. No bueno.[/QUOTE]

The idea with the Hammer Bros. Fortress was that I wanted the player to actually fight them with fire flowers, and give the impression that you're storming the castle rather than just running through trying to get to the end. I kept getting annoyed when I couldn't predict sometimes where and when some Hammer Bros. will fall down. It depends also how fast the player moves. There's a "secret" area after the flames where high above there are Hammer Bros. guarding a 1-up. In order to prevent them from jumping down I had them ride buzzy beetles.

But now I have a better idea to rework it. Back at the area with the platform you mentioned, I didn't put the Hammer Bros. on buzzy bettles at the top because then you wouldn't really notice them and they'd be somewhat pointless. Unless you cared to get those coins on their platform. So now I'm thinking of stretching out the platform ride. Instead of going right, you go up first like an elevator shaft, dodging fire bars. Then when you go down there are Hammer Bros. on blocks on either side and you shoot down at them. Something like that.
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#290

Post by ScottyMcGee » Sat Sep 17, 2016 1:45 pm

Here's version 2 of Hammer Bros. Fortress.
B852-0000-029B-9D76

I also made this the other day: Haunted Slaughterhouse
3ADC-0000-029A-E758
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#291

Post by DarkZero » Fri Nov 25, 2016 5:24 am

https://supermariomakerbookmark.nintend ... -02C2-A7A4

A fairly accurate recreation of Yamato Man's stage from Mega Man 6 ; try to hit both routes on different runs.
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#292

Post by Bomby » Sun Dec 04, 2016 12:19 pm

My last course apparently got zapped. :/

My new creation. It's a complete mess aesthetically, but I had fun creating it.
0295-0000-02C9-077E

Edited the old one and re-upped it:
8306-0000-02C9-0A5B

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#293

Post by Antisocial » Tue Dec 06, 2016 11:43 am

The SMM subreddit's doing another project, this time centered around SMB3.

Here's my contribution.

fixed just for you TML

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#294

Post by The Missing Link » Tue Dec 06, 2016 5:17 pm

Wow, AS, adding a 404 link to the collection is a real contribution. ;)
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#295

Post by Antisocial » Wed Dec 07, 2016 3:25 am

[QUOTE="The Missing Link, post: 1615375, member: 19860"]Wow, AS, adding a 404 link to the collection is a real contribution. :wink: [/QUOTE]

YEAH WELL

I had to delete it because it was too hard for the pansies at the subreddit. I fixed the link for the original version in my last post and here is the current revised easymode version.

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#296

Post by Antisocial » Thu Jul 06, 2017 8:52 pm

[USER=23215]@Marilink[/USER], I saw that you recently played a level from our current project. Nice to know some people here are still playing this game.

Mine is 8-3, by the way. :3

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#297

Post by Marilink » Thu Jul 06, 2017 8:57 pm

^Oh! You must be in the same Discord server as my brother, then. He wanted me to playtest his 7-3 and 4-4, so I obliged. I might try out that level pack when it's finished, though.

I gotta say, for 7-3, I thought the fish were fine. He said that the Discord server didn't like them, but for a level as late as 7-3 I thought they worked.
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#298

Post by Antisocial » Fri Jul 07, 2017 3:07 am

Yeah, we're all part of the SMM Discord. SMM is slowly becoming irrelevant but we keep trudging on with other things.

Also, the community oddly likes their levels in these projects to be consistently pretty easy, despite late levels (and given some streams I've seen, they have a bit of a point there). So I sorta understand why the fish had to go.

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#299

Post by Marilink » Fri Jul 07, 2017 6:31 am

I really hope Mario Maker gets a port to Switch, because that game is simply too cool to become irrelevant. I still love booting it up and trying out new things that have come along. I'm really glad there's still a community there.
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#300

Post by DarkZero » Fri Jul 07, 2017 6:46 am

i don't think nintendo's gonna put mario maker on three systems
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