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Super Mario Maker - BiSiPi
Added Magic Carpet Mountain and Downtown Showdown.

Magic Carpet Mountain has you riding platforms made of Flying ?-Blocks (not that long and only up to twice, so don't worry if you think it going to be boring) and is filled with secret areas and alternative routes. There is one big shortcut, but if you manage to find it, please consider exploring the mountain afterwards if you haven't already.

Downtown Showdown is a city themed level. Jump across rooftops, make your way through the sewers and jump on rooftops again. The whole selling point of this course is how I tried my best to make a city themed course in New Super Mario Bros. U style.

Super Mario Maker also finally got a Daisy costume for those Daisy fans out there. I love how her death and victory jingles are from Super Mario Land.
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Added 3 new courses:

"Mario & Spiketop" is a short, puzzle based course where you have to escort a lone Spiketop to the end in order to reach the goal.
"Chase the Fire Dragon!" is an auto-scrolling course where you are joined by a chain of Winged Lava Bubbles (on track), playing the role of Fire Dragon.

This time I want to give the spotlight to "Daisy's Daring Escape"
Like the name suggests, it's a sequel to Peach's Daring Escape, featuring Daisy. It's night-time and the new castle is somewhat more challenging. Like before, there are multiple routes, secret areas and 50% of the time you go left.
Creating this course took me about 4-5 hours straight.
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And four more courses ready. These ones are a bit lengthier than the previous ones, and contain plenty of points where you'll have to stay on your toes if you wish to survive.

1. Six Gears Under [SMB3] (7F9E-0000-01A5-A65E)
A combination stage, set for one half in the underground and the other in a ghost house. There's a couple of hidden chambers sprinkled throughout, and a mini-boss at the tail end. Contains a check-point.

2. Poltergeist Pass [NSMB] (99FD-0000-01A5-ABA6)
This one, on the other hand, is pure ghost house. Something a bit simpler for now, just traverse through the place and let sleeping Boos lie. Nothing more to it.

3. Railway Rendezvous [SMB3] (326C-0000-01A5-AEAE)
Aaaand now we get crazy. In this stage, you're piloting a Fire Clown Car through a plethora of tracks armed with Grinders, cannons and the occasional Wiggler. Patience is key to passing this stage unscathed... along with remembering that the Fire Clown Car is equipped with a charge shot that can break blocks. Contains a check-point.

4. The Goddess' Day Off [SMB] (723D-0000-01A5-BDE2)
"Tch, tch, tch, Bowser. Trying to kidnap poor Toadstool again? I suppose someone oughta come in there and teach you a lesson or two about that."
It's a Mystery Mushroom course, and Lady Palutena's rocking the stage! Don't expect this overworld/airship combo to be a cakewalk, though, as there's enemy troops behind every corner, and the airships themselves are armed to the teeth. Keep a lookout for any hidden blocks at the last tower, you may just need it. Contains a check-point, a mini-boss and a boss, the full ensemble.

And that's the batch in full. There's a good chance more will come, and hopefully I'll have that pesky course upload limit bumped up by then.
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Sprite ripper, artist, and STILL a Puffy AmiYumi fan to this very day.
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News bump.

It looks like Wolf Link is getting his own Event Course and costume. What's interesting about it is that the costume can also be unlocked via the amiibo. I'm glad that both is an option. If only there was a second option for that GOD DAMNED FIGHTER FLY COSTUME!!!

I also made new stuff, but can no longer be bothered to update my original post. I don't really have to if I can just send you to my Super Mario Maker Bookmark profile.
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Do not dismiss this new DLC. The key is going to be a real game changer.

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(03-04-2016, 03:19 AM)Koopaul Wrote: Do not dismiss this new DLC. The key is going to be a real game changer.

I think the best part of this post is how I can read this statement literally and it just transcends greatness. Like that pun was completely, 100% intended lmao
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! ! ! ! ! ! ! ! ! ! ! ! ! ! ! refs
shoutouts to cutesu for the new av!
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I'm pretty excited for this update. Could make for some really cool exploration and boss rush levels.
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Wait, they just showed that you can shake through the selection of three doors in the key update right?

Could this mean that they could add in new enemies with the same method that they're doing it with the doors? because it would be kind of cool if it did.
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You mean having multiple shakes per item? That's pretty much been there from the start in the form of the mushroom and semi-solid platforms, and I think it gives them room to add more as they go, which is nice.

There's a lot of things I'm still holding out for, but I am also open to the idea of new stuff, like giving enemies new, unique functions that didn't exist before, like the Fire Clown Car.
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Okay, I just cleared my first run of Super Expert 100 Mario Challenge and it could've been worse. After all, these already showed up in regular Expert difficulty, but now they do all the time. Skipping the bullshit, I did manage to play courses that were very challenging, fun and well designed. I'm glad you only have to clear 6 courses, because I'm still shaking. I got some Detective something Famicom character.

I also got a notification that new costumes can be unlocked via Normal and Expert as well.

I added a new course and updated Peach's Daring Escape, both having pink coins to collect. Get all 4 in PDS to skip the final segment and a fun little bonus, which means that there's another possible route now.

EDIT:
AAAAAHHH!!! YAY!!! Got Nabbit via Normal 100 Mario Challenge!

EDIT 2:
According to Nintendo, there are 3 new costumes available on Normal, 4 on Expert and 5 on Super Expert difficulty of the 100 Mario Challenge. I still hope one of them is the Fighter Fly costume, but that'd be too good to be true.

EDIT 3:
Just lost all of my lives on the last round of Super Expert. GREAT! Looks like the utter garbage far outweighs actual level design. I had instances where I had no choice but to lose a life, purely because some jackass thinks it's funny, as shown by their hilarious laughing SFX placement, puts me in an instant death situation from the start. Like that's fair. I bet I lost 50 of my 100 lives that way. And I started to notice another, gag-inducing trend among hard levels. People bragging about the 0.0% clear rate in the FUCKING TITLE! If no one can clear your course, that's not something to brag about! And fuck the Kaizo levels with their pixel perfect, mechanic abusing bullshit. I guess I got lucky the first two times! (Three more successful runs to go, ugggghhhhhhhh)

EDIT 4:
Patch suggestion: If the player skips a level after dying within the first few seconds, it doesn't count as a death. It's totally unfair to burn through all the lives because some jackoff had to place a sideway trampoline on the start position or an enemy directly above you or on shorter than a single block distance. YES, I GOT GAME OVER ON LEVEL 6 OF SUPER EXPERT AGAIN! I cleared it two times already. Why does it have to be freaking 5!!!

Even more EDIT:
Oh f**k me. Apparently you can unlock lower difficulty costumes on higher difficulties. So I have to play Super Expert 2 more times than needed (7 total instead of 5, because I got a Normal and Expert costume on Super Expert). Nintendo, I hate you!
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I updated an old course and made new courses recently. Not at home, so I have no idea what the IDs are.

Since I'm still at a 20 stage limit I had to delete a few old ones. I'll repost them if my level limit increases soon.
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Sorry for the double post, but I read recently and realized again later that after a certain number of stars are given (a hundred maybe?) your game will forget a starred course, allowing you to star a course again and add to the course's total stars a second time.

I've been sneaking back to courses on here that I've starred in the past, realized what was happening and started re-starring courses like crazy. I haven't gotten around to replaying courses from you guys who have over thirty courses or more, and some others I haven't had time to play at all yet because there are just so many, but I hope to get to them pretty soon.

Although this is convenient to helping a friend get some more stars, there's a limit on how many stars you can give per day ( I think I read 100), but I have yet to even play that many courses in a single day, so... I don't think that would ever be a problem for me.
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I don't know who still uses this thread to find levels (I mean I'm triple posting here), but I added a few new levels and reuploaded other levels I had to delete until my recent level count upgrade.

I also made minor alterations to some
of the reuploaded ones for general improvements.

https://supermariomakerbookmark.nintendo...ype=posted
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I should post here more often too, but I don't like to spam.
https://supermariomakerbookmark.nintendo...ype=posted
I've created a bunch more stages since the last update and removed some due to the upload limit.
I have made so many hard courses, I thought I'd add one more suitable for novice players. Crumb Hills is fairly easy. There are tricky routes to take for seasoned players, but less experienced players shouldn't have a problem reaching the goal. There's one area where you have to Spin Jump, which is a fork at the start. With the letter 'R' in the wall next to it, I hope I can spread awareness that Spin Jumping is possible. If you're small and can't get a Mushroom before the area, you're forced to use the harder method or simply reset.
The name Crumb Hills is inspired by Cookie Mountain.
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Spam, because I've got another batch of courses.
I've made an autoscrolling one, which is tough, but not gruesome if you know how to Mario. I call it Turtle Pace Temple, because of the scrolling speed.
I also redid my Super Mario Land 1-1 course. Not just updated, but done from the ground up. I've shortened some stretches of ground to fit the course in a single screen, so it feels more natural. The bonus areas are now actually underground, because I didn't have to use the Ground theme twice. The top goal exit takes you to a small bonus area, inspired by the Bonus Game (don't expect a 1:1 remake of it).
Finally, I made a Ghost House course called Thriller Pillars. The actual size is fairly short, but you revisit the same area twice. As for the Thriller Pillars part, there are Spike Tops with stacks of Boos on top, forming a moving wall (Boos, Para Beetles and Para Spiketops stay on stacks as they move through walls naturally). The enemies on top of the Boo stacks can help you reach higher areas. I think I captured the puzzle-like nature of the Ghost House pretty well, without resorting to cheap tricks and door roulettes.
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