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This is the only category? => Can I Get a Gamer "Hell Yeah"? => Topic started by: Pancakes on August 31, 2015, 08:21:49 PM

Title: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on August 31, 2015, 08:21:49 PM
 :mario:I wanna hear all your ideas for Mario Maker levels, post your drawings, themes, whatever! I want it all :mario:
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on August 31, 2015, 08:33:02 PM
I had a dumb idea for a level called "Feed Homer" where I make a giant Homer Simpson facing upward with his mouth open and you climb donut blocks above his head and they fall into his mouth. I might time travel to make this level ASAP when the game comes out.

Other than that I haven't thought about it too much. I'm just gonna get the game day 1 and go wild!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: staringvacantly on September 01, 2015, 04:24:47 PM
I have very little idea how the game will work, but I think it would be neat to build a Zelda style dungeon using mario maker.

Will you be able to force the camera to move forward at a set rate in user created levels? This would factor into some of my ideas.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 01, 2015, 08:50:09 PM
I don't know if you can really do anything that ambitious, but someone did make a Metroid-like level where you explore and find powerups to open new areas.

http://www.youtube.com/watch?v=EGZ-mD53X1w

It doesn't work terribly well because of the time limit and the lack of checkpoints, but it's a good show of the kind of things that can be done.

As for moving camera, yeah, you can choose one of three different speeds for auto-scrolling.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 02, 2015, 05:36:18 AM
I have this idea for a level that's visually a giant brain and there's four paths and at the end of each is a Spider Mastermind and you need to defeat all four to be able to reach/hit the final boss thing and there'll be monster spawner point things in a way that I don't actually know if it's possible to do.

Wait no that was an idea I had for a Doom level. In Mario Maker I'll make some stupid reference levels probably, and I might be into making some short puzzle-style levels, DK94 style.

Now that I know I'm getting money sooner than I thought I would I'mma preorder this when I have said money. Then I'll just hope I have time to actually build levels. Even if I'm not the hugest Mario fan, some of the cool things you can do with this and an easy to use editor makes it extremely my jam.

I need to remember to get a screen protector for my Wii U controller since this'll be the game where I actually start using that touchpad singificantly much.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Scrow Funk on September 02, 2015, 07:38:29 AM
I just want to make normal-ass Mario levels where Mario jumps on things and collects coins and just generally has a good time
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 02, 2015, 07:06:42 PM
I just want to make normal-ass Mario levels where Mario jumps on things and collects coins and just generally has a good time

This'll probably end up being most of my levels too. I kind of want to make a bunch of easy-going, honest Mario levels. Nothing really intense.

Not that I don't plan on making plenty of stupid shit as well!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 03, 2015, 07:39:47 PM
Any particular types of levels you're not looking forward to?

I know I'm already sick of levels you traverse entirely with walljumps just from seeing a few videos of them.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: staringvacantly on September 04, 2015, 03:39:52 PM
Related to my previous post: Can you make the camera move backwards, up, and down? If its only to the right, I will be disappointed.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 04, 2015, 07:04:00 PM
I'm pretty sure you can only move it to the right. The start point and end point are locked to the left and right sides of the map, respectively. Though you can use a subworld to make a level that mostly goes left.

I think the maximum height of a level is two screens tall. If you want a level more vertical than that, you can kind of fake it by using doors and pipes.

Some of the limitations seem a little weird. But there's still so much you can do. And who knows, they might add stuff in an update later on.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: staringvacantly on September 06, 2015, 08:11:44 AM
How about a level that's almost completely dolphins and cloud platforms? You can't get any "flying" Marios like the cape or tanook. Make blocks only contain non-flying items. It would definitely need a section where you use flying koopas as platforms. Maybe have a secret point kind of like in Donkey Kong levels where you drop off the bottom of the screen and there's a pipe that takes you through a nifty shortcut and maybe gives you a flying upgrade.

EDIT: sorry if my terminology is weird, I'm sure there are official terms I'm not using.

Speaking of DK, perhaps you can recreate one of the DKC1 platform-on-a-track levels (from the Factory world) using Mario equivalents.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 07, 2015, 12:52:17 PM
The cape and tanooki are both in the game, actually, for the SMW and SMB3 styles, respectively.

Here's an image of the objects that are in the game:

(http://i.imgur.com/Mz6gFCn.png)

There are variants and combinations, too. For your flying koopas, you can take a koopa, shake it to make it red, then stick wings on it and it'll fly up and down in place.

Also, feather in SMW is tanooki in SMB3, copter shroom in NSMB, and amiibo shroom in SMB. Yoshi in SMW and NSMB is Kuribo's Shoe in SMB and SMB3.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: staringvacantly on September 08, 2015, 02:25:48 PM
The cape and tanooki are both in the game, actually, for the SMW and SMB3 styles, respectively.

I meant that you don't put them in the level so the player can't "cheat" the level and just fly over the obstacles like I have been known to do in certain 70's themed SMW levels
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 08, 2015, 04:55:06 PM
Yeah, it's kind of outrageous how much you could skip over using the cape in SMW. I probably won't use the flight powerups much at all in the levels I make.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 11, 2015, 12:48:29 AM
i maded a course
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 11, 2015, 09:36:24 AM
POST THEM LEVEL CODES Y'ALL  :playitloud:
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Space Raton on September 11, 2015, 09:55:05 AM
The Goomba Factory (https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkbaaQXXw)
(https://d3esbfg30x759i.cloudfront.net/ss/WVW69iX0pB8wmAIIi3)
D9C0-0000-0012-B2FE

Bring it Back! (https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkba-8hOw)
(https://d3esbfg30x759i.cloudfront.net/ss/WVW69iX1C2Ir2-iO-C)
BB11-0000-0012-F2A5
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 11, 2015, 11:43:45 AM
Ill post codes this evening when i turn my comp on but i made a short dumb level thisorning before work. Chec my miiverse profile for the code to wigglers inside stpry :fucken scared as shit cos he just saw a huge-ass bug:
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 11, 2015, 01:19:15 PM
My copy did as expected not arrive today so I'll start doing shit Monday I guess since I think it'll arrive then!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 11, 2015, 03:50:39 PM
Keep in mind that you can follow people so after the first post or so there's no need for more code bashing!

 (B7BF-0000-0012-96E2)
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 11, 2015, 04:44:52 PM
My wonderful level "Wiggler's Inside Story" can be found at 4759-0000-0013-9693

I've followed Yoshi and Krem. I'll follow anyone else once they post a code in the thread.

I'm now hard at work on my next level! Boy oh boy!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 11, 2015, 05:59:30 PM
Alternate unlock method for anyone who doesn't know:

After some time in the editor (around 15 minutes, I think), regardless of what you're doing (or not doing), a message pops up saying you get new stuff tomorrow. However, you can speed that up by placing enough objects. So save your level in progress, grab the block or coin tool, extend your goal to the right, then zoom the camera around while scribbling and you should get the notification that your new stuff arrived right when you run out of objects to place. Then use every new part/level theme/whatever (clear every red !) and reload your save, then repeat. This worked every time for me.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 11, 2015, 06:22:32 PM
sorry but I don't cheat, I'll keep making the bombest ass levels ever seen with my meager 8 items until I deserve to do more.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 11, 2015, 06:42:21 PM
I actually limited myself to the original set when making my first level even though I unlocked two more sets while I was making it.

P.S. new level for water level fans

(https://d3esbfg30x759i.cloudfront.net/ss/WVW69iX-RlkCkR6PhH)

Wet Dark Pit (6140-0000-0018-EA96)
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 11, 2015, 09:18:16 PM
F52D 0000 001A A5FC
my theme was "just fun and easy mario levels"
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 11, 2015, 09:58:54 PM
Dang! I made a remix of Wiggler's Inside Story, but I can't upload it.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Rick on September 11, 2015, 10:11:41 PM
d1a9-0000-001b-4142  Have fun on "High Road Low Road" guys!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 11, 2015, 10:16:43 PM
PROTIP: Is your course really hard because it is nothing but really precise wall jumps? if so: fuck off forever.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 11, 2015, 10:41:20 PM
REMEMBER

leaving a comment automatically stars a course!  :cranky:
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 11, 2015, 11:19:13 PM
speaking of comments, in course comments are awful.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 12, 2015, 03:02:14 AM
Pause button lets you toggle that shit.

Also play 4DEF-0000-00013-2D95, it's really cool, even if there is on small part that's kinda dumb.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 13, 2015, 12:02:29 PM
Thoughts so far?

I'm having a blast so far, really fun to make and play levels.

Minor gripes: Save points please, really need save points. A few enemies are missing that I would love to see in DLC or something, same with some props and stage types. Heck, just make up some new ones Nintendo, I trust you.
They should rename Expert 100-Mario to "Play the worst levels out community has to offer" I skip like 19/20 of them because they're all "execute a 500 flying koopa jump" or "navigate a spike maze while boos follow you, underwater" or "fight 100 lakitus who throw hammer bros in a very unstructured level". I would rather see Rick style levels or even just the hard but logical Krem levels.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 13, 2015, 12:26:33 PM
Yeah, this is the first game in years that's actually kept me awake longer than I mean to stay awake!

Checkpoints would be lovely, just to make it a little more viable to create long levels that aren't also super easy. Though I'd rather levels be too easy than too hard since easier levels make it easier to see everythiing the level has to offer. I kind of think they were left out on purpose to encourage shorter levels and make 100 Mario more bearable.

Speaking of 100 Mario, a difficulty between Normal and Expert would be great. Let the awful bullshit levels go to Expert and let the challenging levels go in Hard. As things are now, I'm staying the hell away from Expert. It's where bad levels go to die.

I really think we'll get updates (more than just amiibo compatibility) later on. The main thing I want is slopes just to make it easier to design levels that are fun to run through. A few more themes (desert, snow, etc.) would be great too. I don't have any particular desires for props but I'll take whatever they give me!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 13, 2015, 01:08:36 PM
I deleted Six in a Row because I want to touch it up some.

Turns out when you delete a stage, you do NOT lose the stars you got from it! So good news for people who bump against the upload limit.

EDIT: Six in a Row is back up and slightly improved! It's much more lively now.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 13, 2015, 05:43:55 PM

Turns out when you delete a stage, you do NOT lose the stars you got from it! So good news for people who bump against the upload limit.

Oh good! Speaking of which: please let us edit uploaded stages Miyamoto-san.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 13, 2015, 09:59:02 PM
Maybe editing isn't allowed to keep you from uploading a good stage, getting stars or doing something to make it visible, then exchanging it for a shit stage.

By the way, fun fact: The limit on pipe pairs you can have is 10. Better than the limit on doors, but still way short of what I want for this stupid idea I have. I'll do it anyway - just with fewer pipes. :(
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 13, 2015, 10:25:25 PM
I am about to go to bed so i will play this tomorrow but CWC posted a level: https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkcAL2YRg
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Space Raton on September 14, 2015, 02:57:09 PM
They should rename Expert 100-Mario to "Play the worst levels out community has to offer"

Normal is really bad too; it's a 50/50 split of levels that are either trivially easy or impossibly hard, but just haven't made it to those categories because they haven't been played enough yet.
After a couple attempts I'm pretty much not gonna play 100-Mario at all. That being said,  I love the game otherwise! Creating courses is great and playing friends' courses is great, it's just playing random courses that isn't great. I'm also wondering if the "top rated" course list will get better over time? Right now it is thoroughly dominated by automario courses, which I expected to some extent (Portal workshop was the same way).

But yeah, in short, this game shines when you disregard 100-Mario and just follow a bunch of people who make good courses.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 14, 2015, 03:48:32 PM
time for "Best of Mario" and "Dumb Best of Mario".
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Space Raton on September 14, 2015, 04:37:06 PM
even just the hard but logical Krem levels.

I would describe my courses as "tough but fair".
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 14, 2015, 05:39:15 PM
Some of the "my first level"-type things on Easy 100-Mario are kind of adorable, but yeah, most of it is either mediocre or really bad.

time for "Best of Mario" and "Dumb Best of Mario".

Probably a good idea if any of us decide we want to go curate levels from random people.

By the way, one of my favorite things to do when I'm not around to play the game is to browse Miiverse on my phone and look at the level submissions. There's just something funny about a wall of posts containing just level names and fuzzy screenshots!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 14, 2015, 07:55:06 PM
Quote
After a couple attempts I'm pretty much not gonna play 100-Mario at all

but... those costumes are CALLING ME
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Gamma_Metroid on September 14, 2015, 09:42:29 PM
is there any way for people who don't have mario maker to play these levels?
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 14, 2015, 10:43:50 PM
No. Honestly there'd be no way to justify selling this at $60 if there were.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 16, 2015, 09:36:21 AM
It's fun seeing you hustling the mario maker subreddit, Soap. Get those stars son.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 16, 2015, 11:45:22 AM
That's the plan! Those upload slots won't pay for themselves, after all! I figure Mushroom Zoo Incident is the closest thing I have to a "flagship level" and everyone who plays it seems to like it so getting it some exposure is doing both me a favor (stars) and other people a favor (cool level they wouldn't have seen otherwise).

I've also found a few pretty good levels posted on reddit, so it goes both ways. If I want to play levels from random people, I'll go there before relying on the likes of 100 Mario Challenge.

By the way, I've heard it speculated that the number of stars needed to get another 10 slots increases by 50 with each medal. So the pattern is:

0 stars: 10 slots
50 stars: 20 slots
150 stars: 30 slots
300 stars: 40 slots
500 stars: 50 slots

etc. I don't plan on maxing out, of course. You probably need to be a YouTube celeb to pull that off!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 16, 2015, 07:16:11 PM
Just fill up the slots with mediocre levels and you'll get there, all of my levels get 1-5 medals a day.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Draino on September 16, 2015, 07:31:05 PM
follow me!

Bowser's Bounce House
EA50-0000-0043-B363

"not too incredibly stupid" - Soap
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 16, 2015, 09:19:47 PM
Just fill up the slots with mediocre levels and you'll get there, all of my levels get 1-5 medals a day.

This is certainly what I'll end up doing. Every level can't be amazing! I only have so many great ideas before I have to start digging through the so-so ones.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 17, 2015, 04:37:38 AM
I've just uploaded my newest and most ambitious level. A GHOOOOOOOOOOOOOOOST HOUSE

(9B85-0000-0045-6865)

No but seriously I'm kinda nervous about this one, hoping everything goes as I hoped it would.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 17, 2015, 06:45:42 PM
I present Don't eat the mushroom! - E1D3-0000-0047-E064

For an added challenge, go for all 100 coins.

Then there's Bomb Man, the first stage I completed and was mostly me learning the editor and shit: FE01-0000-0047-5BA7

Probably mostly going to go for the short style of levels right now.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 17, 2015, 10:52:55 PM
Soapr, Spectral Procession is sooo good.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 18, 2015, 08:33:35 AM
Tricked a very nice redditor into playing a level of mine: http://www.youtube.com/watch?v=uviBO1rsthk
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 18, 2015, 04:15:03 PM
I literally spent all day on Fortress in the sky: (see later post for updated version)

Might still want to do some small adjustment, but yeah. Edit: Yeah that's going to happen before I go to bed probably.

Magikoopas are pretty good at being rude.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Namine on September 18, 2015, 04:51:11 PM
Here's some of my better levels I made. Follow me to see more! I'm getting better with the editor:

F943-0000-003F-1BB0 - Ghoulish Level

04BF-0000-0034-52C4 - Mario's Cruise

EA89-0000-001A-C939 - Spooky Boss Rush

Honorable Mention:

E6CE-0000-0045-52FD - Boswer and Son's Castle
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 18, 2015, 07:08:35 PM
Fortress in the sky, redux: A95D-0000-004C-5981
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 18, 2015, 11:59:04 PM
Tricked a very nice redditor into playing a level of mine: http://www.youtube.com/watch?v=uviBO1rsthk

I'm glad he provided that weird ass echo effect to enhance the feeling of being underwater!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 19, 2015, 08:27:40 PM
Another stage happened, The forgotten deep: CFE7-0000-0052-E563

And with that, I figure it might be interesting to talk about what kind of creative processes people have when making stages. Do you think out the entire stage beforehand, or do you just start building and it becomes what it becomes, or how do you do? For my last two stages, I've basically started with deciding on an engine and theme, and then a few "keywords" to adhere to. I'm finding it's a good way to do it.

So for Fortress in the sky, I had decided on "SMB3 airship", and started building one. Placed four pipes where there's now three, and had this idea of a barrier that you needed to get things from different interior sections to pass. But I couldn't come up with a good way to do it. I mentioned I was making an airship stage on IRC, and someone suggested "with lava pits", which I first said was impossible since that's only doable in Castle setting - but then I realized I could make the interior sections Castle, and then it all clicked. So I decided on "choose one of three paths" for the first interior part, and then have one large with stronger enemies leading up to a boss fight. (I'll probably reupload that stage with some primarily cosmetic adjustments, btw, now that I understand better how a certain thing works)

The forgotten deep started with "NSMB ghost house", with the keywords of "nonlinear", "not immediately apparent way to the exit" and "walljumping required" (and unofficially "no Boo rings", because Boo rings suck). Decided to make the ghost house part a subsection, and then, well, the different paths and how they would link with each other grew from the first branching path. It being a subsection reached by giong downwards in a pipe provided the name of the level, too.

So what's your process, if you have one?
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 20, 2015, 08:58:47 AM
Gave Fortress in the Sky some very minor touchups, mostly cosmetic. The boss room has been made larger, it's now not possible to reach the exit with only two bombs, you can only get three 1-ups in the stage now and the rooms that did not have their secret 1-ups removed might not have them in the same locations anymore. This should be the absolute final iteration of the level, unless I find something I managed to break in the process.

If you've already played it there's no real compelling reason for you to do so again, but the new code is 27D8-0000-0056-B653.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 20, 2015, 10:23:45 AM
I generally start with a concept, decide on some obstacles, then start sticking challenges together until I have a level. Here are some individual stories:

Wiggler's Inside Story
I had this idea before the game came out. One thing I spent some time thinking of in advance was the kind of levels I wanted to make with the limited toolsets before stuff unlocks. I don't remember the chain of thoughts that went into deciding to make a level that takes place inside a giant Wiggler but it is what it is!

Wet Dark Pit
My tools were still really limited but one thing I did have access to was a large amiibo collection! I also wanted to make a water level since I just unlocked water levels right around when I finished making Wiggler's Inside Story. After looking through my amiibos, Dark Pit became the obvious choice. Then I just stuck a water adjective onto his name and pow, level. The actual level design itself was just me wanting to combine water with moving platforms because that seemed like a silly idea.

The Mushroom Zoo Incident
This is another one I thought of in advance. The idea was just "Mario sneaks into the zoo and frees the animals". I liked the idea of going through the zoo once while it's peaceful before going back though it in a more chaotic state, so I did that. The only tool for the job was the P-switch, so the next task was to figure out how to make P-switches stay activated for the entire second half of the level. I ended up hiding a bunch of extra switches so that they fall down when the first one is activated, and placing some so that the giant enemies would press them as you run through. The direction I ended up going is good, I think, but there were some execution mistakes that I would fix if I remade the level (I probably won't because it has like 90+ stars lol).

Please don't move! Love, Bowser
What if there was an auto-level that still let you play Mario? I decided to make a shitty joke level. Just a really medicore auto-mario accompanied by a short, easy level for people who dare to disobey.

Christmas Colors
This is the last of the levels I uploaded that I thought of in advance. I think I thought of the name first then picked elements to work with it. It originally wasn't going to be right-to-left but I found that if approached from the right, Spike Tops follow each other around platforms instead of starting off facing Mario and bumping into each other all the time like they do if you approach from the left. So I put the level in a subworld and just did a small "preview" area in the overworld. This level doesn't seem to tickle many people's fancy. I guess it's just boring or something? I kind of want to delete it so I can reupload it with coins.

Six in a Row
Krem said to me one day something like "you should make a level called Six in a Row, I don't even care what you put in it" so I made a silly level and slapped the name on it. I wanted something that kind of sucks (to go with the name) but is still fun enough to be worth uploading and, well, at least I like the level. I ended up tweaking it some too, which had the added effect of making it my sixth level. Whoa!

Air Force Goom
I was playing around in the editor and I made an airship that looks like a goomba is driving it. I decided the idea was funny enough to extend to a whole level. So I designed a few ships for variety and copypasted them to make most of the map, then made a big ship to finish. I also hit the enemy limit on this level so I had to resort to pipes near the end, which ended up working pretty well! I like how this one came out, but there are a few cheap hits from unseen falling enemies that I might remove if I were to update the map. Also coins. I'd add coins.

My Wigg's
I wanted to have a level called "My ___'s", with some random noun. At first I was going to make an airship level called "My Boat's" but I had just made an airship level so I changed course. I figured "My Wigg's" is a funny name so I worked from there. The level itself was my attempt at a level with a speedrun-oriented path hidden in it (this is also somewhat true of Wiggler's Inside Story). It's possible to run and jump on the first Wiggler, then hold right+run+jump and bounce off enough Wigg's to get a 1-up and land by the lower pipe near the end. Then after making the "speedrun" path, I built other paths to take. Then I just put a big bonus area on top because why not.

Bowser's Evil Test!
Shitty joke level named after a wonderful video. I decided to try to reimagine Rainbow Ride from Super Mario 64, with a few nods to the video added in (the TELEPORTS, the ability to skip the first part, the jumping around during the middle (I used cannons to force this)). The result is... very mediocre. If I ever need to wipe stages for upload slots, this'll be the first to go.

Spectral Procession
For those who don't know, Spectral Procession is a Magic card. I was thinking about Magic cards in the shower or something and thought of this one and how I might design a level to fit the name. I also wanted to play with some of the neat Mario 3 ghost house tiles. Most of the level is just the stuff I naturally built from the tools I had. The autoscrolling was just to go with the "procession" in the name and didn't have a big influence on the level design... I think. I plan on naming more levels after Magic cards in the future.


Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 20, 2015, 05:28:20 PM
My latest, Topsy-Turvy Mountain, is live on F4CE-0000-0059-4F1A.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on September 22, 2015, 01:00:15 AM
Please don't move! Love, Bowser
What if there was an auto-level that still let you play Mario? I decided to make a shitty joke level. Just a really medicore auto-mario accompanied by a short, easy level for people who dare to disobey.

Wait, was it supposed to kill you if you didn't move? Because it killed me, but because of the title I thought that was joke.

My Wigg's
I wanted to have a level called "My ___'s", with some random noun. At first I was going to make an airship level called "My Boat's" but I had just made an airship level so I changed course. I figured "My Wigg's" is a funny name so I worked from there. The level itself was my attempt at a level with a speedrun-oriented path hidden in it (this is also somewhat true of Wiggler's Inside Story). It's possible to run and jump on the first Wiggler, then hold right+run+jump and bounce off enough Wigg's to get a 1-up and land by the lower pipe near the end. Then after making the "speedrun" path, I built other paths to take. Then I just put a big bonus area on top because why not.

I thought you were intentionally skirting around "Nigg's" there. Especially since you were PootieTang at the time.

Anyway, with my shit:

Yoshi posted a thread
Well, I did upload this like, an hour or so after the game came out. Little did I know this level would probably be among the cream of the crop of the 100 Mario Challenge. It's pretty intentionally classic style. I don't know why I made the "100" but I had fun putting stuff in the blocks there. Also that Paratroopa jump kills a lot of people, didn't expect that. I don't even know if he's necessary or not but honestly Paratroopa jumps are fairly easy.

Radio in the Bathtub
Well, I have a Pikachu amiibo, of course, and I tended to think of possible themes for amiibo-centric stages, and "why did you put all the electricity in the water" kind of clicked. Plus, I hadn't really ever progressed a day intentionally by scribbling so I only skipped a day once, and having just got the water set meant it was one of the few sets where I had a mostly complete system, given I don't usually like going completely ham with shit like underwater hammer brothers. Given the toolset, the fooling around idea bin, and the SMB restriction I went pretty simple again, this time trying to make use of my newer semi-solid platforms for decor like I had seen Anti use a lot.

Don't Be Cruel
Very much one of my early ideas; a stage that had what looked like a part where you needed to bail from Yoshi, but you didn't and you needed Yoshi later. Because it's Yoshi, how could you throw him off the cliff you mean jerk. The "coin trail becoming block platforms" bit came to mind fairly early on, inspired by the many many times in uploaded levels I'd bring a P-switch or trampoline along "just in case". This level bends my personal rules on getting screwed and/or trial and error tricks for the sake of the central conciet, but I did make sure to have the player get a look at the jump area both in the preview box and from the side of one of the rooms.

I went SMW Ghost House because Ghost Houses are the established "tricksy puzzle levels" of Mario, and SMW was where you actually did have to use the Yoshi suicide to get to a secret exit, to put people in the right wrong frame of mind. After that, it was just filling in ghost house shit. The ending ended up pretty abrupt with just the pipe by the exit because I ran out of blocks, having been overzealous in blocking up places the player couldn't actually see. I'm not happy with how the camera ended up in the upper area... I try to stay out of putting stuff up there entirely because of that, but I needed the room. The magikoopa horseshoe room ended up with its weird ending because I was just scribbling when thinking and then decided the "everything's falling apart" look looked neat. I used it again in the filler room I put just to get on the right side of the strict pipe/door rules regarding subs, and to provide the preview area.

A Matter of Life and Death
The "two state" transforming level was something I had seen in uploaded levels a few times, and there's been precedent in other games too (like that seasons level in Milky Way Wishes). The problem is in execution, it tended to be just a thing where you had a barrier in one side so you switched to the other, then there was another barrier, and so on, which kind of sold the thing short. With uploaded levels, I also found the other way to fail where you just blasted through one of the areas and didn't give a fuck about the other area. I had thought about it for a few days, and eventually had to settle with the idea that each side would have different challenges, and that which ones was preferable to the other would be up for debate. I ended up with the Life and Death theme because I could make skull platforms into regular platforms to really change things up, plus there were other natural things like Koopa -> Undead Koopa. I choose SMB3 because SMW and NSMBU have ghost houses, which didn't match the outdoor "life" area. SMB and SMB3 had black void areas, and I decided I had seen way more SMB than SMB3, plus I had to go to SMB whenever I did an amiibo thing so nice to balance that out. What to do with the Boos took a while; Boos were like the other undead enemy there but they didn't really have a counterpart. Bloopers at least floated, were white, and were probably more deadly than their counterpart, who are slow as fuck, which let me give "life" a little more edge in areas.  A lot of the other details ended up coming through as I built, especially the runaround for the super secret room.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 22, 2015, 02:24:37 PM
Given the name, I felt this latest level of mine warranted a special introduction.

/!\ CAUTION /!\
Giant assault vehicle
[ Black Behemoth "BONEGRINDER" ]
is advance on location
Mission ID: 24E6-0000-0068-DC5C
Stay Vigilant Always

(http://i.imgur.com/V6PT4Oo.png)

This stage is short and a little brutal with a pretty intense boss fight (would be more intense if not for one thing).

So anyway, things about my latest two courses.

Topsy-Turvy Mountain
The switching between two "versions" did come from A Matter of Life and Death. I obviously didn't want to copy that, so I figured a stage where you'd "flip gravity" was a good way to do it. Building this stage took extra care since I had to make sure that every tile, every enemy and every coin was replicated but upside down in the other section. Even the three 1-ups are replicated - even if they're only obtainable from one side. I might have run into a bit of what Yoshi mentioned, "find barrier, switch", but I also tried to make it a bit puzzly. Even if I used basically the same concept twice. It was interesting to make and I'm kinda proud of it.

Black Behemoth "BONEGRINDER"
This was a combination of a few ideas. The name was an idea I had of something where enemies would fall into holes with grinder blades, and there'd be a subsection that would be underneath the stage where there'd fall down bone koopas and stuff from the blade points. It was inspired by something Soap said, and I never really figured out how to make the concept work, but when I needed a name for this stage, it came in handy. I also wanted to make a SMB1 airship themed level, because I really liked the black steel design and the BGM. But I had already made Fortress in the Sky, so I decided to make it a ground-based vehicle instead, with grinder sawblades for wheels, and a slow autoscroll to make it seem like it's approaching. Thematically, but not gameplay-wise, it became a bit of a followup to Fortress, in that you start on the outside of it and enter it, and fight a boss with bombs at the end. But it's much shorter and there's only one interior section, which is the main part of the stage. It's pretty compact - excluding the boss room and exterior section, it's 8x2 screens to go through. It's definitely not an easy stage and Yoshi is probably going to yell at me about it. Due to the length, I also decided to put exactly 100 coins in it, and that's in addition to the three 1-ups. Spent a lot of time on the visuals, too.

Fighting bosses with infinitely spawning bombs is a thing you're likely to see more of from me. I find it a good way to provide a means of both attacking the boss and to force the boss to be fought, by putting a barrier to blow up afterwards. Easy to do when the boss is dead, and if you manage to pull it off while the boss is till alive, hell, you deserve to skip it.

Also! I learned how to get good screenshots, courtesy of SomethingAwful: "Find a screen you like on either Gamepad or TV, then hit home, go to Internet Browser, go to imgur.com, select Upload Images, then Browse Computer."
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 23, 2015, 07:54:23 AM
Fine, for all of you babies who can't jump through a three-tile hole as big Mario, I've reuploaded Bonegrinder. The platforming should be a bit easier now. To compensate for this, certain other things have been made slightly harder. The boss room now has more bombs, and also more platforms, which should make the boss less prone to getting stuck on the bottom. Fight is definitely more intense now. The code has been updated in my previous post.

Also gave The Forgotten Deep some minor tweaks. I actually don't think it was possible to do it before, when I thought about it, but I've made sure that it's now completely impossible to lock yourself out from beating the stage. New Course ID is 79E0-0000-0065-3428.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 23, 2015, 12:56:09 PM
websites "MakerMaps" and "MarioShare" might be helpful for everyone looking for exposure out there.

Also:

(http://i.imgur.com/SK1Cyjy.png)
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 23, 2015, 01:32:46 PM
Oh are YOU Me-Mow? That would explain why I keep seeing your comments on POS people's stages.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 23, 2015, 05:26:13 PM
It'sa me(-mow)!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 23, 2015, 05:26:33 PM
I'm not even sorry: B4D5-0000-0066-BDFE

Edit: Comments on the new version of Bonegrinder are appreciated btw, I've gotten some over at SA and am considering some additional minor tweaks. As in it's almost certain it'll happen so I want to be sure I've gotten all the feedback people have.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 24, 2015, 10:04:21 AM
The new and improved and hopefully final version of Bonegrinder is up. Get it at 24E6-0000-0068-DC5C.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Scrow Funk on September 26, 2015, 12:12:40 PM
Posting these here so they don't get lost in the annals of skype chat.

Clockwork Clamber 70FB-0000-006D-271B
Over The Hills With Bullet Bills E859-0000-006D-2158
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 26, 2015, 02:21:42 PM
Anti how many levels have you even made so far? I've lost count.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 26, 2015, 03:16:43 PM
Worlds1-4 of SMB with remixes of 1-1 through 3-3, and 1 level of World 5.

RN I'm working on SMB3, and I have 7 levels for world 1 done-ish (they need editing).

So... 35 levels? I'm pretty close to my cap.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 26, 2015, 09:39:10 PM
speaking of which:
(https://40.media.tumblr.com/54cc7cb194d7b093c0d08b63d6867417/tumblr_nvbarlxfq81trgta6o1_540.png)
Come start a new adventure with Mario!

Choose from 1-A: E7BF-0000-0067-A49C

or 1-B: B2FF-0000-006A-ADC6
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Jack on September 27, 2015, 06:11:14 AM
I would add a level here but I've only made 1 legit level and now have maker's block so effort of that
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on September 27, 2015, 12:35:10 PM
POST THE LEVEL!!!
Best way to get over maker's block is to remix other people's, or nintendo's, levels until you get a cool idea.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: KennyMan666 on September 27, 2015, 02:31:18 PM
maker's block
You could try my method, first simply decide on what engine and theme you want to make the stage in and then come up with 2-3 keywords/tags for the level to stick to while making it. You'll be amazed how much of a stage can grow from that.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on September 27, 2015, 03:57:47 PM
If you post your code people can follow you too so when you make more levels we'll be able to play them easily.

For real, though, just sling some small obstacles and challenges until you get something you like, then find a bunch of ways to expand and alter what you came up with, stick them together, give it a stupid name, and pow, level created!

Also, don't set your standards too high. The basic Mario actions (running, jumping) are pretty fun on their own so even a "mediocre" level can still be a good time and is definitely worth submitting.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Namine on September 28, 2015, 03:47:00 PM
Yeah just post the level. I have a huge problem with creator's block myself mainly because I'm too critical of my own work. Sometimes you just have to hit that upload button and let everyone play it. Who knows? You might have a good idea after all!

I'll be uploading a new one later today, look forward to it crew!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Jack on September 30, 2015, 04:52:58 PM
Just throwing my levels here:

Aerial Antics
45E4-0000-0032-F6D7
First proper level, towards the middle can get a bit clusterfucky.

Something Dumb I Guess
7370-0000-007F-Be94
Just a dumb little obstacle course thing.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on October 27, 2015, 11:43:23 AM
 :fucken scared as shit cos he just saw a huge-ass bug:
http://bit.ly/1Xwfcll
the lord has risen
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Soaprman on October 27, 2015, 05:42:15 PM
 :jawsome:

Not gonna go back and edit my old levels since they were made for a world with no checkpoints, but this will definitely let me make my levels longer and/or harder in the future when I get back into this game (probably soon)!

Sounds like the limit is two checkpoints, by the way, according to this link: https://www.nintendo.co.uk/News/2015/October/New-software-update-for-Super-Mario-Maker-on-Wii-U-will-bring-mid-level-checkpoints-and-new-courses-1063172.html
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Yoshi348 on November 08, 2015, 01:39:41 AM
Not gonna go back and edit my old levels since they were made for a world with no checkpoints

I DID!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Space Raton on November 29, 2015, 10:23:50 PM
They should rename Expert 100-Mario to "Play the worst levels out community has to offer"

Normal is really bad too; it's a 50/50 split of levels that are either trivially easy or impossibly hard, but just haven't made it to those categories because they haven't been played enough yet.
After a couple attempts I'm pretty much not gonna play 100-Mario at all. That being said,  I love the game otherwise! Creating courses is great and playing friends' courses is great, it's just playing random courses that isn't great. I'm also wondering if the "top rated" course list will get better over time? Right now it is thoroughly dominated by automario courses, which I expected to some extent (Portal workshop was the same way).

But yeah, in short, this game shines when you disregard 100-Mario and just follow a bunch of people who make good courses.

100-man, particularly expert, is better now than it used to be. All the people making low-effort "enemy spam" or "just plain trolling" levels has moved on from the game at this point, but a good handful of quality level designers are still around.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: SK on January 08, 2016, 11:22:07 AM
801E-0000-017D-AFC7

here i go ma im makin stages
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: staringvacantly on March 08, 2016, 04:53:50 PM
7EAC-0000-01F6-4FA8 (https://supermariomakerbookmark.nintendo.net/courses/7EAC-0000-01F6-4FA8)

Bump to have a permanent listing of a course ID like everyone else. :P
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Pancakes on March 18, 2016, 08:10:13 PM
1-1 Clear Ring Ravine

https://supermariomakerbookmark.nintendo.net/courses/28F9-0000-01FA-E7AF

In a quest to make levels that are both speed runnable and good for lots of exploration, so please give this one a go!
Try and find all 6 stars (1-up mushrooms) too!
1: Red shells on a golden runway.
2: Always pick up after two rings!
3: Things are looking up for the broken down.
4: Hit the stalagtite just right!
5: P-switch carried before the fall.
6: 100 coin challenge (of course)
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Space Raton on April 08, 2017, 01:42:35 PM
Super Mario Bros X 2.0 (http://horikawaotane.com/smbx) came out a little while ago. Tons of new content, and the level editor got a ground-up rewrite.
It basically has everything I wanted in Mario Maker: slopes, water tiles, arbitrarily large levels, world maps, custom tilesets & sound, multiple characters with different abilities, co-op, and um, lua scripting. It would be fun to port over some Mario Maker levels to this engine and see what kind of cool new stuff can be added!
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: total body workout on May 21, 2017, 12:14:33 PM
Downloading this now... Just in Case theres ever another contest.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Gamma_Metroid on May 21, 2017, 08:36:18 PM
Yeah I never posted anything but if that happens I am definitely in. This program has the significant advantage of... not requiring a Wii U.
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Space Raton on June 01, 2017, 01:41:43 AM
Ok, I may do a thing here soon along the lines of "everyone make 3 levels" or something.
The SMBX2 blog (http://horikawaotane.com/smbx/blog/) has been teasing another big content update for some time now, but the wait for that is starting to drag on, so...
Title: Re: M.U.S.C.L.E. Mario User Submitted Creative Levels Enterprise
Post by: Namine on June 02, 2017, 03:24:31 PM
I've been so busy, I would've entered though. Good enough excuse to get my Wii U out of storage.