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Topic: Super Mario Maker - OT

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ChelsAngel

Thank you sjmartin c:

If anyone wants me to play their level (and plays back in return) please @ me and provide me your level code. This notifies my email so I can see it =o otherwise I will just play some random ones today again

I try all levels. No matter how hard or trolly, keep in mind though I don't finish all levels.. and I only star levels I find creative and fun to play. Anyone can make a level but creativity,uniqueness and just overall a good play is what I look for in a level

(my weaknesses are Zelda and puzzle levels)

Friend ID = 3738-0049-9885
Name - Chels
My Super Mario Maker Levels ♥
My user on Wii u is same as here, feel free to add me :)

ChelsAngel

Rexcalibr wrote:

I have 75 stars now between my 6 levels. Would most people consider that good?

I'm kind of losing my passion for making them though. My goal is to have one of them streamed on GameXplain or something during one of their live streams, or one of my stages to just get really popular and well liked but I can't see that ever happening so part of me is giving up. So much work has to be put into me making a level (at least 4 hours) and I don't feel like they're ever going to be super successful.

I don't know. I guess I just need a long break from this game.

4 hours? ._. some of my levels have taken me all day. XD
Some peoples levels take more than a day too , it's better to do it when you are having fun, no one is paying us to make levels or design. Well...unless you twitch stream or something. It's just supposed to be a hobby ^^

Friend ID = 3738-0049-9885
Name - Chels
My Super Mario Maker Levels ♥
My user on Wii u is same as here, feel free to add me :)

skywake

Kinan wrote:

And as per your second post that you don't need to tell anyone about your work: I'm going to point you at the TV series Firefly, and let you figure out the rest of my point : ) I've bugged people with enough TL;DR for one day.

The analogy fails because levels on Super Mario Maker aren't played in the same way that a TV show on a traditional TV network is viewed. Super Mario Maker is more along the lines of Netflix for Mario levels. Most people aren't discovering levels through external sources, most people will come across levels from the 100 Mario Challenge. Where we're thrown levels at random. And I'd wager that the vast, vast majority of people have played far more levels than they've created.

So the only thing you need to do in order to gain a reasonable amount of stars is to make good levels. Because people will play your level and if it's good people will give you a star. More stars attract more players and even more stars. There's no questioning that promoting your level would help and a lot of the top creators probably got their by being heavily promoted. But even so, creating good levels should still be enough for 10+ stars on your level.

If you're not getting stars? If people are regularly skipping the levels you're making? If you uploaded a bunch of levels on day 1 and they're all sitting on under 5 stars each? Then maybe your levels aren't most people's definition of good. It is literally as simple as that.

Edited on by skywake

Some playlists: Top All Time Songs, Top Last Year
An opinion is only respectable if it can be defended. Respect people, not opinions

nintendorules

Bowsers & bowser jrs chase 86E0-0000-0070-A02E Castle of doom BFAE-0000-0071-40C7

3ds name steven
ac new leaf dream code 6000-2194-6895

3DS Friend Code: 1676-3669-8578 | Nintendo Network ID: Nintyrules123

TheLobster

Well, I THOUGHT this one would be easy, but it's currently sitting at around 25% completion rate! Is anybody else surprised by some of their completion rates on their levels?

Edited on by TheLobster

Super Mario Maker Bookmark Page

Switch Friend Code: SW-5549-9228-7780 | 3DS Friend Code: 3480-2545-4434 | Nintendo Network ID: TheLobster | Twitter:

Lycidas

Well, I've been away some days, and I passed the 50 Star-mark, very nice! Thanks to everyone who stared my levels! This coincides with the return of ideas for more levels, so hopefully I'll be able to put good use to my additional uploads!

3DS Friend Code: 0662 - 2569 - 8444 Nintendo Network ID: Dedalion
Pocket football club: Hebel 05 FC ID: 6788BCBD4

Super Mario Maker Levels

Nintendo Network ID: Dedalion

Freeon-Leon

@ChelsAngel: It'd be nice if you could play my levels. They're on my signature. I'll play yours too.

Ok, so I played another Andre GX level, Tower of Terror, and it was pretty meh, but it gets a lot of stars anyway. That's kinda unfair. But as @skywake said, there's not much left to do but make the best levels that we can, that's the only way to get stars and recognition.

Check out my super awesome Super Mario Maker levels.

3DS Friend Code: 4596-9585-5314 | Nintendo Network ID: JahirBGoode

ChelsAngel

Freeon-Leon wrote:

@ChelsAngel: It'd be nice if you could play my levels. They're on my signature. I'll play yours too.

Ok, so I played another Andre GX level, Tower of Terror, and it was pretty meh, but it gets a lot of stars anyway. That's kinda unfair. But as @skywake said, there's not much left to do but make the best levels that we can, that's the only way to get stars and recognition.

Will do when I go play today!

Also Andre is from Gamexplain so he is popular from that, it doesn't matter what level he makes he will always get tons of stars lol

Friend ID = 3738-0049-9885
Name - Chels
My Super Mario Maker Levels ♥
My user on Wii u is same as here, feel free to add me :)

Chandlero

Pahvi wrote:

@Kinan There was an opinion article written by Ben Kuchera on Polygon some time ago about how SMM will teach people the woes of being an indie developer, in case you're wanting more references: http://www.polygon.com/2015/8/26/9210315/super-mario-maker-te...

A very interesting article. Marketing a level with a good level name is a very important task. For me Japanese levels are always the second choice since I cannot read the title.

Maxoxpower

wow... my level

is in the top WEEKLY regional USA/CANADA in normal difficulty.
Yeaaah!! ok... that's many options but hey..i'm happy
i got a nice video too for people who dont want to try it:

but i got 2 more levels for you guys.

My girlfriend hate me because its been 2 weeks intense mario maker...

Edited on by Maxoxpower

Maxoxpower

TheLobster

Kinan wrote:

TheLobster wrote:

Well, I THOUGHT this one would be easy, but it's currently sitting at around 25% completion rate! Is anybody else surprised by some of their completion rates on their levels?

Well, some jumps are a bit wide so that you need to know that dashing allows you to jump further. And the number of enemies might be tricky to some folks. Might I suggest expanding it a bit more so you can space elements and gradually increase the difficulty curve instead?

Thank you, you are the first person to provide feedback on any of my levels! I really appreciate it and I will take that into consideration.

Super Mario Maker Bookmark Page

Switch Friend Code: SW-5549-9228-7780 | 3DS Friend Code: 3480-2545-4434 | Nintendo Network ID: TheLobster | Twitter:

sjmartin

ChelsAngel wrote:

Rexcalibr wrote:

I have 75 stars now between my 6 levels. Would most people consider that good?

I'm kind of losing my passion for making them though. My goal is to have one of them streamed on GameXplain or something during one of their live streams, or one of my stages to just get really popular and well liked but I can't see that ever happening so part of me is giving up. So much work has to be put into me making a level (at least 4 hours) and I don't feel like they're ever going to be super successful.

I don't know. I guess I just need a long break from this game.

4 hours? ._. some of my levels have taken me all day. XD
Some peoples levels take more than a day too , it's better to do it when you are having fun, no one is paying us to make levels or design. Well...unless you twitch stream or something. It's just supposed to be a hobby ^^

I agree about the all day creation thing. It usually takes me between 10 hours to 2 days to make a level, including tweaking and testing. I have a blast making levels, and I want to work at it till I'm beyond satisfied with the end result.

Mario Maker 2 ID: WKV-KWN-KMF
Luigi’s Twisting Ghost House - QHF-4Q9-3SF
MarioKart Fun-Time Drive - 5MY-7TR-HRG
Toadette’s Speedrun Sprint - 6W1-F24-6FF
Bowser’s Boss Fight Bonanza - 5S2-8WF-5KF
Captain Toad's Adventure - V6G-R6L-8RF
NNID: SJMartin

Twitter:

TheLobster

I made an underwater level. You guys were asking for more of those, right? I'm sure there are plenty out there like this, but I had fun making mine.

Super Mario Maker Bookmark Page

Switch Friend Code: SW-5549-9228-7780 | 3DS Friend Code: 3480-2545-4434 | Nintendo Network ID: TheLobster | Twitter:

skywake

Kinan wrote:

@skywake: Sure, good levels get stars, but as it's also been guesstimated, there are millions of levels now, so the chances of you standing out with just your level on its own, with it being served up to players through the 100 mario challenge mode, it won't float to the top nearly as fast as you think it will, no matter how good it is. As you're dealing with many factors which are subjective (though I think we can all agree most water levels suck). But sure, you get exposure through those modes and potentially some stars. But telling people your level exists makes that process go far faster, as you yourself also admitted. And bar getting enough stars to reach the top ranked list (which is only 100 levels), it would still go much faster if you at least told people about it.

I believe we're talking about slightly different things. What I'm saying is that your levels can gain a fair amount of recognition on this service even if you don't promote them. All the level has to be is good and it'll gain stars from the people who stumble across it. I posted a level up late last night that I was pretty happy with. This morning it has been played by four people and already has a star. I've seen some of my levels get to 5 stars in a day with zero promotion at all. There are stars to get just by making a good level is most of what I'm trying to say.

Effectively what I'm saying is that the difference between the number of stars a level gets is 90% to do with how "good" a level is. It's not like some app store where people who want to play a level won't come across it. Just doing nothing you'll get a handfull of people playing your level. If your level is good that will translate into a few stars. Once it gets a few stars? The system will push your level harder. More people will play it, it'll get more stars.

When people say "I've uploaded 6 levels and only have 75 stars"? Don't complain that you're not GameExplain. Upload more levels if you want more people to notice what you're doing. The first step to getting that big is good levels, a lot of the rest is luck. When people say that everyone skips their levels? Then maybe they need to create better levels. When I notice that a level I've uploaded a while ago is being skipped and ignored? I delete it. Simple as that.

Edited on by skywake

Some playlists: Top All Time Songs, Top Last Year
An opinion is only respectable if it can be defended. Respect people, not opinions

Boo-Thang

Regarding the stars debate, I don't care for widespread exposure or collecting many stars. Ever since I've gotten to 50 stars (20 uploads), I have not felt the need to fish for stars, and I don't care to be featured somewhere. I get all my satisfaction from you guys and real life friends playing what I have created

@Rexcalibr: Honestly, you're giving up too easily, and you're building courses for the wrong reasons, and expecting results too fast. To be featured by a big youtuber like Gamexplain is a very high goal, and you're far from creating a stage that would attract Gamexplain. But with each course you create, you get better. All art, design, production in this world takes persistence. On the other hand, this is just a game, and if you're not having fun, you should back out. I'm only ever going to play for as long as I'm having fun...

And lastly, nobody here should compare their courses to the highest ranked courses. The highest ranked courses are ones created by well known people, like youtube personalities, and these courses will always get lots of stars, regardless of how great or no-so-great they actually are.

sjmartin wrote:

I agree about the all day creation thing. It usually takes me between 10 hours to 2 days to make a level, including tweaking and testing. I have a blast making levels, and I want to work at it till I'm beyond satisfied with the end result.

100% accurate.

Edited on by Boo-Thang

Boo-Thang

skywake

Given the discussion on the last few pages kinda needs a bit on some data to back it up I figured it was worth posting a graph of what my levels were doing. So here's a graph showing how many stars my levels have got vs how long they've been up. This is only for the levels I still have online so obviously there are no old levels with bugger all stars. And for extra context I've put the levels I've uploaded here in a different colour.

Untitled

Edited on by skywake

Some playlists: Top All Time Songs, Top Last Year
An opinion is only respectable if it can be defended. Respect people, not opinions

Rexcalibr

@Tamara:

I am having fun but I want to be famous.

I am probably gonna stay up late tonight and make a course. I've already changed my mind about taking a break.

Untitled
This is my stats... can anyone answer these questions? does anyone know how many stars you need to reach the next upload limit? what is the next amount of courses you can upload after 20? and what is the picture on the next coin you get?

Rexcalibr

Rexcalibr

Aside from the levels I've played from people here, the majority of levels I've played from other users (mostly on the 100 Mario Challenge) are not really any good. I usually press START right when the level starts to see how many people played it and how many stars it got, and I'm at least glad the terrible ones aren't getting any stars.

Also, maybe it's just me but I've played some stages that don't seem like their categorized properly in the Easy/Medium/Expert settings. I wonder how the server actually goes about to do that and determine the difficulty.

Rexcalibr

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