So I just deleted one of my levels, one of the oldest ones that had only received 1 star. That was from the 23 people who played it. Also another random stat, the clear rate for my levels ranges from 75% all the way down to 16%.... and there actually doesn't seem to be much of a relationship between the rate levels get stars and what the clear rate is. My most successful and least successful levels are both at around a 45% clear rate.
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An opinion is only respectable if it can be defended. Respect people, not opinions
Didn't realise you could look at the map of your level and see where people keep dying, I guess my Castle stage is a bit too tough so at least now I know where people are dying and adjust from there.
Still sitting on 24 Star split over 9 levels, at this rate I'll never upload more than 10 levels. hoping the 10th one will get some appreciation when it'll be ready.
The easier, more enjoyable levels get the stars. Where on the flip side, making death trap levels rarely gets any stars. Just an observation I've seen while playing.
As I said a couple days ago, I tried out a bunch of people's levels. Including those of @SuperWiiU, @Starz, @Muttley, @G0dlike, @Whopper744 and @Neeeko. Some cool stuff in there and I've got a video on my channel (it's ep #3, btw) for you guys if you want to see me try them out. Link
Thanks for trying my level, I'm still surprised it earned a few stars while others(including some by other creators) didn't.
@skywake: Right, because what matters isn't if I die a bunch or ace the whole level. What matters is if I felt like the level was cheap shotting me when I DID die. At least, in terms of difficulty. There are other factors that matter, too.
Thanks for playing @Kinan ! Sorry you had trouble! You get eat the fire at the end and spit it back at Bowser.
Nintendo ID : Whopper744
Twitter: @Whopper744games
online games include: Mario Kart 8, Mario Kart 7, Smash Bros Wii U and 3DS, Super Mario Maker and Splatoon.
Try out my Super Mario Maker stages at well! Here's one to start : F98B-0000-0022-0753
(used to be Joshers744...
Good morning! Longtime Nintendo Life fan, first time poster. (Been lurking the forums for awhile checking out people's levels, and I must say that I'm severely impressed.)
Here are a few of the levels I've created in Super Mario Maker so far:
"SMB3: Watch Your Step Cavern" - 2A4E-0000-0028-7052
"NSMB: Lava Ride Castle" - 9EC9-0000-0028-7714
"SMB: Up, Up, and Away" - 572D-0000-0028-8657
"NSMB: Slip and Slide Cave Climb" - DF3B-0000-0032-1BE2
"SMB: Kid Icarus Retro Homage" - 238C-0000-003F-945B
The first 3 are more like typical levels you might see in a Mario game - hidden blocks, sublevels, etc. Just good old platforming fun.
The 4th one is a tad more challenging and will test some of your platforming skills. Also, I used some of the special effects in SMM to add to it.
The last one, I hadn't created an amiibo level yet, so I did a "tip of the hat" to old school Kid Icarus with the Pit amiibo. It's not too hard at all, but fun. Couldn't really do the thing in the original Kid Icarus where the screen wrapped, but I wanted to use the verticality, doors, and try to create the right atmosphere in parts.
Good morning! Longtime Nintendo Life fan, first time poster. (Been lurking the forums for awhile checking out people's levels, and I must say that I'm severely impressed.)
Here are a few of the levels I've created in Super Mario Maker so far:
"SMB3: Watch Your Step Cavern" - 2A4E-0000-0028-7052
"NSMB: Lava Ride Castle" - 9EC9-0000-0028-7714
"SMB: Up, Up, and Away" - 572D-0000-0028-8657
"NSMB: Slip and Slide Cave Climb" - DF3B-0000-0032-1BE2
"SMB: Kid Icarus Retro Homage" - 238C-0000-003F-945B
The first 3 are more like typical levels you might see in a Mario game - hidden blocks, sublevels, etc. Just good old platforming fun.
The 4th one is a tad more challenging and will test some of your platforming skills. Also, I used some of the special effects in SMM to add to it.
The last one, I hadn't created an amiibo level yet, so I did a "tip of the hat" to old school Kid Icarus with the Pit amiibo. It's not too hard at all, but fun. Couldn't really do the thing in the original Kid Icarus where the screen wrapped, but I wanted to use the verticality, doors, and try to create the right atmosphere in parts.
Hope you enjoy! Cheers!
Glad to have you step out of the lurking shadows, man! I took a snapshot using my cell phone of your level codes and will check them out when I get home later today!
@bezerker99: Thanks! I love this site, and I've come to find this is an active and passionate forum, which I appreciate. I look forward to participating more.
It's the opposite to me - although I want to use that bean stalk badly, I can't get enough of the level creator. But I'm biased through profession, I guess.
Has anyone figured out the specifics of the new unlock system? I thought I heard that you could get everything in a few hours, but it seems some unlocks are still a "wait till tomorrow" deal.
It's kind of a bummer when you can't make what you want. I actually got a bit bored with the level maker. I filled a stage to the brim with objects, since supposedly that speeds things up. It said I was going to get the Castle set, but I'm pretty sure 15 minutes passed and... nothing.
Monday I played SMM and no new tools opened for me at all. I guess I wasn't creating enough on that day and was probably playing more user-generated levels. I thought as long as you loaded the game that it would count as "a day" and a new delivery of tools would be coming. However, I'm not so sure about that now.
I was told to spam blocks like crazy and that's what I did and last night I ended up unlocking 3 days worth of tools in about an hour.
Has anyone figured out the specifics of the new unlock system? I thought I heard that you could get everything in a few hours, but it seems some unlocks are still a "wait till tomorrow" deal.
It's kind of a bummer when you can't make what you want. I actually got a bit bored with the level maker. I filled a stage to the brim with objects, since supposedly that speeds things up. It said I was going to get the Castle set, but I'm pretty sure 15 minutes passed and... nothing.
Monday I played SMM and no new tools opened for me at all. I guess I wasn't creating enough on that day and was probably playing more user-generated levels. I thought as long as you loaded the game that it would count as "a day" and a new delivery of tools would be coming. However, I'm not so sure about that now.
I was told to spam blocks like crazy and that's what I did and last night I ended up unlocking 3 days worth of tools in about an hour.
I ended up just doing the System Settings/Clock Change Option, and I had everything unlocked in about 90 minutes. It was a tad annoying, but this way I had everything quickly and could focus on creating the levels I wanted.
And when you change the clock back, all of your items are still there, so no worry that when you change back to the correct date that your unlocks will be gone.
@Kinan: Thanks, gonna check out your Youtube video now. Chopped a good chunk of my thumb off at work today so playing levels will have to wait. But as soon as it its healed.....
@sjmartin: hey, welcome to the board! I've played a few of your levels and my favourite was the Kid Icarus one. Really like how you used the graphic effects, and the fact that you have built a number of vertical stages that feel very different. It is the kind of stage that even if you die you don't mind doing it again because every section feels fresh. Your levels have a high completition rate despite not being exactly "easy", so you must be doing something right.
I have typed all my levels into the NL database, you can find them here
I would like more people to try Super Mario Rooms (0A29-0000-0031-D663), which is my take on dungeon games but replacing combat with platforming, and Thrust Us (BB8B-0000-003E-9C3A), which is my cheap cavern game knock-off. The reason I want more people to try these two is because I think they are decent - they are by no means "definitive" versions but I would love to expand them once I get enough feedback.
@G0dlike: sorry to hear that mate. Hope you'll be able to play soon.
Top-10 games I played in 2017: The Legend of Zelda Breath of the Wild (WiiU) - Rogue Legacy (PS3) - Fallout 3 (PS3) - Red Dead Redemption (PS3) - Guns of Boom (MP) - Sky Force Reloaded (MP) - ...
@sjmartin: hey, welcome to the board! I've played a few of your levels and my favourite was the Kid Icarus one. Really like how you used the graphic effects, and the fact that you have built a number of vertical stages that feel very different. It is the kind of stage that even if you die you don't mind doing it again because every section feels fresh. Your levels have a high completition rate despite not being exactly "easy", so you must be doing something right.
I have typed all my levels into the NL database, you can find them here
I would like more people to try Super Mario Rooms (0A29-0000-0031-D663), which is my take on dungeon games but replacing combat with platforming, and Thrust Us (BB8B-0000-003E-9C3A), which is my cheap cavern game knock-off. The reason I want more people to try these two is because I think they are decent - they are by no means "definitive" versions but I would love to expand them once I get enough feedback.
Thank you very much! I truly appreciate your comments, and you got my method perfectly. Beatable, fun, but a tad challenging. I wanted to create levels where as you're playing through them it doesn't feel repetitive. I do have a "signature" in all my levels - the one gap block running mechanism. I put that in all my levels.
Can't wait to try yours! Will leave you comments on miiverse once I do.
@skywake: Right, because what matters isn't if I die a bunch or ace the whole level. What matters is if I felt like the level was cheap shotting me when I DID die. At least, in terms of difficulty. There are other factors that matter, too.
It's a good point. I played through a bunch of the 100 Mario Challenge again thinking about how I was interacting with each level. Which is oddly very different to how you think people think when they're playing a level. If that makes sense.
Anyways, the levels I didn't give the time of day were more often than not just death traps. Nothing interesting happening other than cheap deaths. Things that the player couldn't have seen coming. Sometimes instead of that the levels that were just long and tedious. There are also some where it's just so barren that you wonder why they even uploaded it at all. Occasionally I'd see one that was just a mess of seemingly random elements
On the other end of the spectrum the ones I gave stars to were different. Not necessarily easier. One I wanted to give a star to I didn't even beat and another I was the first person to beat it. But the levels just kinda made sense. They gave you mushrooms just before a hard section and they had some sort of consistency in the design. They had a nice idea and they stuck with it but not so long that it overstayed its welcome. Which is a hard thing to do but if you know it I think that's half the challenge.
I just received a star from Nintendo Life's Alex It seems he managed to beat my horror themed level. I wonder how often he died...
(Let's Play a Game...Muhahaha! 4AD1-0000-0038-5DF7)
Also made 2 new levels yesterday!
Super Castle Shmup! (B014-0000-003E-9869), a somewhat difficult shoot'em up level with some secrets added to them. Can you find the 2 bonus rooms?
Find The Flower Garden! (94C9-0000-003C-3A00), a level that has Mario looking for a garden that contains the fabled Fire Flower. You will need it if you want to finish the stage! (not as complicated as it sounds, there are plenty of hints to help you find it)
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