Super Mario Makers Catch-All

Guess we'll be seeing auto-scrolling shooter levels...

The Fire Clown Car makes me think we'll probably see some attempts at reproducing the shmup levels from the original Mario Land.

shoptroll wrote:

The Fire Clown Car makes me think we'll probably see some attempts at reproducing the shmup levels from the original Mario Land.

This was my first thought too.

P-Switch doors are going to be great to have when I start building actual Ghost House levels.

Shooter levels FTW!

Someone a while ago mentioned it being lamentable that it lacked sloped ground.
I think it may have to do with that button which instantly transforms everything into original Super Mario Bros,
but then again, since they added stuff that wasn't in the original, it seems like something could have been added.

Farscry wrote:
shoptroll wrote:

The Fire Clown Car makes me think we'll probably see some attempts at reproducing the shmup levels from the original Mario Land.

This was my first thought too. :)

Damn, too slow!

The bookmark website is up!

https://supermariomakerbookmark.nintendo.net/

You can also go to individual pages, and your levels are tagged with a difficulty level. I'm amused that mine are all "easy" or "normal" except for my salute to pyxistyx. It's "super expert".

https://supermariomakerbookmark.nintendo.net/profile/ClockworkHouse

Yay! Another bookmark to add to the Nintendo folder on my phone

Awesome! Thanks for pointing this out, Clocky!

It looks like we can now easily link to individual courses! Here's the first course I ever uploaded, which also happens to be still far and away my most popular: https://supermariomakerbookmark.nint...

Here's a course that I came across a while back that really nails the feel (and look, too) of an old-school Metroid game in a Mario course -- I suggest trying out the "Boomark" feature with this one! -- https://supermariomakerbookmark.nint...

I wonder how the difficulty tags are computed. It doesn't seem to be just based on clear rate. My 6-4: Hot Pursuit has a clear rate of 10.1% but a tag of "Expert" whereas 7-1: Getting Chilly has a clear rate of only 5.96% but a tag of "Normal."

In any event, it's neat to be able to see that Nintendo mostly agrees with the difficulty curve I laid out for my numbered courses! Worlds 1 and 2 are mostly "Easy", World 8 along with 6-4 and 7-4 are "Expert", and everything in between is "Normal"!

Yeah, I'm happy that most of my courses fall into the difficulty where they should. I'm a little surprised by some that have gotten tagged as "easy", such as 8-1 and 7-4, but overall my courses fall properly into the Easy-to-Normal spectrum.

Another note: anyone who wants their bookmark page placed into the OP, please provide a link since I don't have everyone's Nintendo ID's.

Here's a link to my profile, if you'd like to add it to the original post. https://supermariomakerbookmark.nint...

Here's my profile link: https://supermariomakerbookmark.nint...

I wonder if they'll add or modify tags over time. I'm not quite sure what "Thumbnail" is supposed to mean for a level - the "pixel art" drawings with blocks, I guess?

Yeah, I think "Thumbnail" is supposed to mean the "mini map" of the course includes some nice artwork.

There's no "Classic-Style" or similar tag, which is what most of my courses would get tagged with. Maybe they'll add more later?

I did tag a few of mine, such as 6-1 Goombas Can Be Hard!, as "Theme." I took that to mean that the course has a theme to it -- "Goombas" in that case -- but I'm not sure I'm interpreting the intent of the tag correctly?

Farscry, my profile for the OP (thanks!): https://supermariomakerbookmark.nint...

WolverineJon wrote:

There's no "Classic-Style" or similar tag, which is what most of my courses would get tagged with. Maybe they'll add more later?

I assumed "Remix" was the tag that would be used for "Classic-Style". I'm not sure why I thought that. Maybe because they are like Classic levels but changed up in a way.

WolverineJon wrote:

I wonder how the difficulty tags are computed. It doesn't seem to be just based on clear rate. My 6-4: Hot Pursuit has a clear rate of 10.1% but a tag of "Expert" whereas 7-1: Getting Chilly has a clear rate of only 5.96% but a tag of "Normal."

As I understand it, clear rate is based on a simple ratio of attempts to clears. So one person making 100 attempts and clearing it once would have the same clear rate as 100 people making one attempt each and only one of them clearing it.

Maybe the difficulty tags take the ratio of players who attempted the level to players who cleared it into account. So a level with a 10% clear rate where half the players eventually cleared it (even if it took them many tries) would be tagged as easier than a level with the same clear rate that fewer people cleared.

ClockworkHouse wrote:

You can also go to individual pages, and your levels are tagged with a difficulty level. I'm amused that mine are all "easy" or "normal" except for my salute to pyxistyx. It's "super expert".

https://supermariomakerbookmark.nintendo.net/profile/ClockworkHouse

Yay

I should really have another stab at some maps over the holidays, but it means swapping out the xenoblade disk...

*wait no it doesn't I downloaded Xenoblade....derp....

Farscry wrote:

Another note: anyone who wants their bookmark page placed into the OP, please provide a link since I don't have everyone's Nintendo ID's. :)

Mine is: https://supermariomakerbookmark.nint...

I swear I'll get back to making courses at some point. My new computer is still all shiny and distracting...

pyxistyx wrote:

I should really have another stab at some maps over the holidays, but it means swapping out the xenoblade disk...

*wait no it doesn't I downloaded Xenoblade....derp....

We are long overdue for some new pyxistyx stages.

Also, taking a break from Mario Maker has actually been good for me; I'm enjoying some Xeno X, and letting ideas percolate for my Mario 3 courses. I think I was pushing myself too arbitrarily when I jumped right into building SMB3 theme stages after wrapping up the final revision of my SMB1 theme worlds.

Oh checkpoints are the best thing since, Super Mario Maker!
I showed my mom today and was also delighted by the fact that the course id shows up in the loading screen, which is very helpful for when watching recordings or streams.

Been working on a new stage:


Frozen Lake (E838-0000-0141-3FC4)

IMAGE(https://d3esbfg30x759i.cloudfront.net/ss/WVW69itBSysDhwuElv)

IMAGE(https://dypqnhofrd2x2.cloudfront.net/E838-0000-0141-3FC4_full.jpg)

In keeping with my trend of thematic links between the over- and underworld, this level takes the player above and below the surface of the eponymous lake. Technically the level CAN be completed without ever going into the underwater portion, but that's definitely the hard way to go about it. It's something of a puzzle; the flag is encased in solid ice, and the player needs to figure out how to thaw it out.

My goals with this level:

* Try to be less dickishly hard; I want the challenge to be in the puzzle, not twitch-based platforming. There are some tough bits, but they're all optional; if you find yourself having to rely on a pixel-perfect jump or run through an obstacle course, there's probably another way to accomplish what you're trying to do. I also tried to be pretty generous with the powerups.

* Teach the player the mechanics they'll need in order to solve the final puzzle. This is a tough skill for me and one I'm trying to get better at.

* Reward exploration. I like designing multiple routes and including weird Easter eggs for trying different things, so there's not a "one true path" that you have to try to guess at. With that in mind, I wound up not using checkpoints; the level's design is pretty "open" so there's not really any place to start that's much more or less advantageous than the beginning.

* Never let the player get stuck in a no-win situation in which the solution relies on a powerup that's been lost forever, or in which they're stranded somewhere where they can't get back to the rest of the level. This is another tough one because so much of the level is made up of breakable ice blocks, which can be broken in unpredictable patterns, so it's probably still possible to get stuck, but you'd have to go pretty far out of your way to make it happen.

Also, here's my SMMBookmark URL for the OP: https://supermariomakerbookmark.nint...

Got this for Christmas. As I popped it into the Wii U, I kind of really didn't feel like playing it, like it wasn't my thing. Then I became completely hooked. Can't wait to try out everyone's levels on here.

Finally got a new stage uploaded this weekend; stage 10-2. Yes, I skipped past 10-1. That one is a water level I've been working on for a while and am just struggling to make an interesting and traditional-ish SMB3 water level. I really wish we had a few more of the classic water level mechanics available, like "whirlpool" rip currents and push/pull currents from pipes.

I think I need to go play through and study some water levels from SMB3 and SMW to get a handle on what makes them interesting and a fun & fair challenge, then try playing with some of those ideas myself.

hbi2k, that level sounds really cool, I'm looking forward to trying it!

I'm enjoying the new "best time" feature! I spent a fun couple of hours Saturday evening playing through and WR'ing all of Farscry's levels (through 9-4).

I also uploaded my first new level in a while, "Feather Falling". It's not showing up on my profile for some reason yet, though.

Edit: Looking at Farscry's courses, I see that they added a few new tags, including "Traditional". Time to go tag most of my own courses!

Yes, I manually tagged all my courses with "Traditional" last week when I saw they finally added it to the tag list.

WolverineJon wrote:

I also uploaded my first new level in a while, "Feather Falling". It's not showing up on my profile for some reason yet, though.

It seems to take a while for newly-uploaded levels to populate to the SMMBookmark site, or maybe it's just that they're swamped thanks to Christmas. It took like 12 hours for Frozen Lake to show up there, but it showed up immediately on Miiverse.

I'll check out that Frozen Lake level soon (probably tonight!), it looks fun!

Have you folks actually used and followed through with the bookmarking feature on the new website? If not, I'd encourage you to give it a try!

Hit up the search page, pick your favorite map style, and sort the results by star rate. Go through and bookmark a few courses that look interesting. Then, next time you fire up Mario Maker, go to Course World > Courses > Bookmarks, and play them!

For me, this was a far more fun to experience courses made by the general community than doing a 100 Mario Challenge. Not only was I playing the type/genre of courses that I was interested in playing, but they were much better quality, too!

imbiginjapan got me Super Mario Maker for Christmas. I finally got all the tools unlocked and made this ghost house level: FEE1-0000-0164-2327.