Don’t forget that after you’ve found one person’s stage that you can favorite them and get access to all the rest of their stages without having to search.
I’m plenty comfortable using the gamepad. Though I do go for using A and X for jumpnshoot rather than B and Y. The fingers just settle better on the upper two buttons.
For stage height, the annoying “camera only shifts when you land or fly” programming is unfortunately part and parcel of the Mario experience. However, if you keep all your blocks below the middle line in the stage creator, the camera will never move vertically.
Curious. Out of everyone here, who has completed any of my Temple levels (Forest Temple, Fire Temple or Water Temple)? Anyone have any feedback on those levels? I would like to finish the temple series at some point but I’d like some thoughts on the ones I’ve already created to see if I can create the “perfect” temple level to finish things off.
As for controller type, the Gamepad is my controller of choice. Not just for Mario Maker but for any Wii U game. The only time I don’t use the gamepad is either for the Wii software or Smash. It’s surprisingly good as a controller.
I think I’ve played everything you’ve made so far. Fire Temple was my favorite, then Forest, then Water. You should do one in the NSMB theme next to cover all of them. The puzzles are very well thought out and have just enough (maybe even more than enough) challenge. I think Forest Temple was the most challenging, and after you added that checkpoint it made it more manageable- you should do that more often. It’s been mentioned before, but having to go through the Munchers twice is tedious.
Fire Temple could use a checkpoint, but it’s fairly easy compared to the others so maybe it’s not necessary. It’s just that folks would be more inclined to finish if they didn’t have to start over.
Other than that, they are super creative and fun as hell to play. What’s next- Ice Palace?
so i’m making a conveyor belt level…hope ppl like it. i’m disappointed that you can’t put conveyor belts on tracks…or bats from smw. more flying enemies and backgrounds are needed badly. i’m hitting my head on the ceiling trying to make levels with decent backgrounds.
but i will eventually make a dkcish level with platforms similar to trick track trek. we need a bramble option and jungle/forest themes.
i wasn’t necessarily feeling them before but after creating levels i have a new found appreciation for trick track treck and perilous platforms from dkc. also snow barrel blast. the fact that i can remember the level names says a lot. hot head hop, too. they were well ahead of their time.
some of those levels i’ma end up deleting though…
still trying to finish my world 3. i’ma rename the levels to fit the naming style of smw later so all of the ID’s will change. i’ll repost them when i’m done with the whole world 3.
3-1: piranha drama (might redo this one, its too basic IMO. not feeling it)
3-7: conveyor caper (i really like this one. my fav so far. renaming it to crazy crullers)
3-8: naval pirahna’s lair (decent but could be even better but i’m going to save that concept for the s level) i’ma take some one ups out and make arrows so that ppl understand the boss fight at the end of it.
are probably the only two out of the ones i made i’m gonna keep uploaded. the others will be deleted today or tomorrow and replaced with other levels. it’ll be 8 regular levels and one S level so thats 9 and since i can only have 10 uploaded at a time for right now, the one i’ll keep up is probably either air raid or king spike top’s fort since i like both of those levels.
since i learned about one way doors, what can and can’t be done with tracks and platforms, etc. i have some cool ideas, so i’m going to work on levels involving those. also figuring out enemy behavior…what can and can’t be done with all of them as well.
also since we can’t collect dragon coins or whatever i’m going to redo the levels to make three one ups placed in hidden areas and maybe a feather or some other power up that isn’t regularly in the level that rewards the player. kinda like what i did with air raid.
current ideas:
3-S: not sure yet but it will be dope. i won’t do this one til i finish the others that way i can make this the best one because i will have learned from the others i made. the end of the level will have a boss fight with naval and petey piranha. there’s a level i made with the concept in my list if you can find me on nintendo/mario maker
3-6: i didn’t name this one yet but here’s a video of the concept.
ignore the boss music. basically you will have to bomb your way through most of the level. the beginning to the middle will have regular ground and bricks above and around you and everything and then towards the end it’ll have only bricks making it harder to exit without blowing up the ground below you. if i can make that work…
3-5: will probably be the platform level i was talking about making. kinda like platform perils in dkc.
3-4: probably a ghosthouse level with a boss at the end…i’m at a loss as to how boo could be a boss since only a star will kill him so i need time to figure something out.
3-3: a water level. i made a water level but i need to play through it again to see if its decent. i didn’t upload it on youtube iirc. i can probably make it better now that i have a better grasp for level design.
3-2: probably start out as a land level then go through a pipe and it’ll be a water level then go through another pipe and it’ll be grasslands or a cave or something.
enemies as obstacles stuff i’m trying out that might show up in some of the levels…
on god i was literally a day or two away from taking this game back to gamestop and getting super mario 3d world or dkc tropical freeze (which i used to own both and have already beaten anyway) but you guys convinced me to give it another try and now i enjoy it more than any other game i have on the wii u lol.
if only we could get a dkc maker or a mario rpg maker.
almost done with world 3…probably going to wait to see if dlc is coming before i create more worlds…smw is extra limited with options. no slopes, no mushrooms that go down with weight, no chain saws, lots of missing enemies, no night or jungle theme, no castle water backgrounds, no second option for grass level backgrounds, etc. not even the other level theme that plays in some grass levels. i might work on a mario 3 set of levels next since i’m feeling the options a little more and i haven’t made a mario 3 level yet.
i’ll upload the rest of the world 3 levels i made probably later tonight or tomorrow. here’s one i made today:
(still wonders if we’ll see a DLC notice in the next three days or so or if Nintendo is actually not going to try to take advantage of X-mas’s utter commercialism)
Anyway, despite still lacking audio, I’ve added roknin’s latest video to the front page. I could add at least some of yours too if you want, debs, now that I think about it.
Oh, and I’ve added Femto’s latest stage to the front page as well.
Wizardopolis? I thiiiiink maybe I gave up on it once I got into a situation where I was forced to take a hit late in the homing-bullet-bills section. Homing Bills mixed with one of the long fire things to basically give me no room to dodge.
The combination of homing Bills, long fire bars which can force you to make tough jumps to dodge them, and a platform that you get on at your own pace, makes that section feel just a tiny bit unfair.
It might have been tolerable if there was a checkpoint before it! Which, y’know… They are available now
There are some tight, fun bits in that level, so I think polishing away the rough edges and reuploading it would be worth it.
i will probably remake the bomb level and try to make it longer but faster. the concept was ok in my head but in reality it plays extremely slow and i have no idea why i didn’t think it would in the first place lol. oh well.
as for the water level…i will probably scrap it and do it from scratch and make the second half of it an auto scroll part. the only reason i didn’t do it in the first place is because i already created the level before i had the idea smh. also, the block limit keeps rearing its ugly head when it comes to water levels. i was trying to hold out for dlc to see if we would get slopes and different enemies which would make water levels better looking IMO.
3-1: not finished yet. (will finish when the new update goes live. i’m hoping that some things will be included that they didn’t mention.)
3-2: Ice Water
ID: 1963-0000-011B-AC2F
3-3: Hidden Garden Ghost House (will remake probably from scratch once the new update goes live so that i can include p switch doors. i’ll scrap the whole level. plus i need to play through ghost house levels in smw to get a better feel for creating them since its been awhile since i’ve played through them.)
ID: 5670-0000-011A-A98F
3-4: Cheap Cheep
ID: DD7F-0000-011A-889C
3-5: Shaved Ice Ain’t Nice
ID: 970C-0000-011A-6E7F
3-6: Bob-Omb Voyage
ID: EDA8-0000-0119-DEF4
3-7: Crazy Crullers (i might redo this one since i now know that the p switch can affect conveyor belts)
ID: 9F2B-0000-0119-E486
3-8: Piranha Drama
ID: 9F2B-0000-0119-E486
3-S: Hold The Spinach (not finished yet. i’m waiting til the dlc update goes live to see if we get anything unannounced. still hoping for slopes and more backgrounds and enemies.)
bonus:
7-8: Bowser Jr’s Keep (it was king spike top’s fort but i couldn’t figure out how to make a decent spike top battle so…i added another half to the stage and a check point flag and a boss battle at the end)
i died in the video but basically the boss fight is bowser jr in a clown car. you defeat him and take the clown car to the top where there’s a one way entrance that you use to get to a pipe which takes you to the exit. you can only get there by defeating bowser jr and taking the clown car.