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Hiro-sofTs levels - NEW: Contest level - 70 courses

Hello boys and girls, I'm Hiro-sofT and I'm back from the dead #tb{^V^} .

Huge Backstory (skip it, when you are interessted):
Some of you are remembering me maybe from the hacking sections of SMW Central (or more likely, because I have found the editor in MvsDK1 a long time ago) #tb{:)} .

Back then, I was an unexperienced kid who requested a lot and didn't know anything about game design #tb{TwT} . But I evolved over the years and I'm much better at a lot of things now. I even create games in my spare time now with game maker (but never finished one, however #tb{:p} ). While it may doesn't much for some people, I never belived, that I would be capable to do that at some point.

I still love everything, that is game making and playing related. I played games like LBP1-3 and I'm still interessted into hacking stuff.

Then, Mario Maker came... and it was clear, what I had to do... buying it, of course #tb{^V^} ! I was so happy, to finally have this game and a WiiU in my hands. Playing levels from others while creating my own levels, without coding everything myself (which I still do).


I love to create courses for this game, which have a somewhat classic touch on them, but also have something new to offer. Some of them are very classic, though. There are also here and there levels, where I was going off the classic style of leveldesign and did something else (like one "Kaizo" level).

Here are some of my good levels. Please, take a look:

SMB1:

Name: Maulwurfshügel der Koopa's (Koopa molehills)
ID: 2D47-0000-018D-4D07
Bookmark: Link
Type: Classic
Difficulty: Normal (rated by Nintendo)
Description: A classic styled grass land level in SMB1 style. First, it looks like a basic course, but I put here an enemy, which didn't exsist back then (guess which one #tb{TwT} ). There is also a secret room hidden in this level. Many players stared this level actually #tb{:)} .


Name: Klapperne Beißergrube (Chattering choppers pit)
ID: 20FF-0000-0119-6F86
Bookmark: Link
Type: Classic
Difficulty: Hard (rated by Nintendo)
Description: A classic SMB styled underground level filled with icy ground and chainchomps. Also, be aware of the hammerbros. I tried to capture the SMB1 spirit here.


Name: Daisys feurig heißer Sodakanal (Daisys firey hot sodachannel)
ID: 3C3C-0000-0255-CE8D
Bookmark: Link
Type: Classic
Difficulty: Easy-Normal (rated by myself)
Description: I created this level for a contest, in which I want to compete in #tb{:)} . The theme of the contest is, that you build an underwater level with most of it being played obviously underwater.

I tried this time, to use something unique for underwater levels and took advantage of its behaviour, when placed underwater. I focused myself to only use the firebars and podobos (fireflames) for the underwater part as obstacles and to create challenges with them. I also tried to make this level easy as possible, without making it damageboostable #tb{:D} .

Please let me know what you guys think about the level #tb{^V^} :

SMB3:

Name: Totemboo's Villa (Totemboos mansion)
ID: 6DB1-0000-00EC-CEAB
Bookmark: Link
Type: Classic
Difficulty: Hard (rated by Nintendo)
Description: This is a SMB3 Ghosthouse level. Unlike most ghost houses however, this is not a riddle or puzzle one. It's a classic jump and run styled one. With this level, I won 1st place in a Mario Maker contest #tb{^V^} . This levels main asspect are the boo towers, which you need to avoid. Many people liked this one because it's simple but yet fun #tb{:)} .


Name: Zwickender Käse Bau (Tweaking cheese den)
ID: 39E5-0000-01FF-9DBF
Bookmark: Link
Type: Classic
Difficulty: Normal (rated by Nintendo)
Description: A classic SMB3 styled underground level, with unusual Rocky Wrenchs and more usual Spinnies. Be carefull of the muncher and spikey helmet Rockies.


Name: Zuckerrohr Übergänge
ID: 0EE0-0000-0221-DCEE
Bookmark: Link
Type: Classic
Difficulty: Easy (rated by Nintendo)
Description: A level I have created for a contest (theme: classic levels), which sadly got canceled #tb{:(} . It's supposed to be a level similar to SMB3s world 7 levels, but easier. A few people actually said, that this level is really good, which makes me wonder, why it's not played that much #tb{D:} .


Name: Marzipan Designerwölkchen
ID: AA9B-0000-0231-688B
Bookmark: Link
Type: Classic (and autoscroller)
Difficulty: Hard (rated by Nintendo)
Description: In this short, autoscrolling, SMB3 stage I toyed with the donutsnake idea #tb{:D} . Occasionally, enemies will drop onto the snake to provide an extra challenge. Kuriboshoe will be really helping you out in this level, so try to get one early #tb{;)} .


SMW:

Name: Kräuterbutter Gemäuer (Herb butter masonry)
ID: A6F8-0000-01F5-C219
Bookmark: Link
Type: Classic
Difficulty: Normal (rated by Nintendo)
Description: One of my players most loved SMW courses #tb{:DD} . Funny is, that this level was originally my first level I ever uploaded. However, I did a huge update over this one #tb{:)} . It's now themed with plants and stompers (inspired by Iggys castle from the original Mario World). The coins are optional for a bonus area.


Name: Wigglers hektische Bambusstege (Wigglers frantic bamboo footbridges)
ID: 4CA1-0000-022A-ABC9
Bookmark: Link
Type: Classic (also an autoscroller)
Difficulty: Normal (rated by Nintendo)
Description: This time, I tried to create a SMW styled athletic level (those who used that music). I restricted myself to only using wigglers and koopas as enemies in this stage. While the level itself shouldn't be all that difficult to beat, collecting the optional pink coins is a bit of a challenge. Some of them are well hidden at certain places, others are hard to get. Collecting all five pink coins rewards the player with a nice 1up #tb{:)} .


Name: Griesgrämiger Teigklopferkerker
ID: 699E-0000-0240-8318
Bookmark: Link
Type: Classic
Difficulty: Hard (rated by Nintendo)
Description: My newest level which is based off some original SMW castle levels. The theme of this level is very clear. It's supposed to be a "intercepting enemies" level kind of thing. Thowmps, spike pillars and bullet shooters (which don't shot) are used to present a challenge #tb{:)} . Also, the treadmills are adding a extra level of difficulty #tb{:D} .


NSMBWiiU:

Name: Karmek's knallendes Schloss (Karmeks banging or smashing castle)
ID: 50C1-0000-018D-2CF6
Bookmark: Link
Type: Classic
Difficulty: Normal (rated by Nintendo)
Description: Despite the misspelled name of Kamek, this seems to be the level, which is liked the most from the players #tb{^V^} . It's a simple, classic styled castle with a kamek bossfight later on. Give this one a whirl, if you want to have a medium challenge.


I will update this thread every once and a while, to put the other levels also in here. I'm also currently removing and improving some of my older course (which were uploaded prior to the checkpoint patch).

Also, if you want more now, check out the link in my signature (the SMM Bookmarkpage one) or click here #tb{^V^} .

Let me know, what you guys think. Happy playing #tb{:j} .
First of all: I was blown away by the concept of totemboos in Totemboo's Villa! I've never seen boos being used that way before, very cool concept! #w{=3} The level is enjoyable and quite hard, I almost gave up just before the goal! It's very tough to catch the blue skulls on their return. Fortunately I saw that the goal was right after that obstacle, so I kept trying. In the end I floated over the gap with the raccoon tail instead! Thank you for having alternate ways of beating the stage!

Maulwurfshügel der Koopa's is enjoyable too, the stairs before the goal is my favourite part! :)

I found Karmek's knallendes Schloss to be alright, it took some time for it to catch my interest. The end is the most creative part, when I first encountered Kamek I thougt I should defeat him. Took me a while to figure out, but I made it through the final encounter as well.

Kräuterbutter Gemäuer (Herb butter masonry) has got a good pacing to it with the lavapits and skewers. The purple coins work very well here. It's risky to pick the last one, but results in a welcome bonus if you do. I think this is the stage I had the most fun with.
Thank you for your response, Faxandu #tb{:)} ! I'm glad, that you enjoyed my levels! If there is anything I can improve on my stages, please let me know.

I'm looking for hints on how to improve my stages. My biggest problem is, that my levels are often ranked as hard ones, even if I though, it wouldn't be that hard #tb{TwT} .

I have a lot of levels to list here, but I will try my best, to insert all the levels in my opening post. I also got my seventh medal recently, which means, that I can upload more levels again. This motivates me even more #tb{:DD} .

Also, I have created a new level directly as I got my seventh medal:


Name: Wigglers hektische Bambusstege (Wigglers frantic bamboo footbridges)
ID: 4CA1-0000-022A-ABC9
Bookmark: Link
Type: Classic (also an autoscroller)
Difficulty: Normal (rated by Nintendo)
Description: This time, I tried to create a SMW styled athletic level (those who used that music). I restricted myself to only using wigglers and koopas as enemies in this stage. While the level itself shouldn't be all that difficult to beat, collecting the optional pink coins is a bit of a challenge. Some of them are well hidden at certain places, others are hard to get. Collecting all five pink coins rewards the player with a nice 1up #tb{:)} .

I also lets play Super Mario Maker on my group YT channel (which is german, however), so, if you want to see me fail at a lot of levels, feel free to watch my misery right here.

I will also add a formular, where you can send me your levels, so I can play them #tb{:)}. I will inform you, when it's done (currently, there is only a german one, which is half finished).

EDIT:

Name: Zwickender Käse Bau (Tweaking cheese den)
ID: 39E5-0000-01FF-9DBF
Bookmark: Link
Type: Classic
Difficulty: Normal (rated by Nintendo)
Description: A classic SMB3 styled underground level, with unusual Rocky Wrenchs and more usual Spinnies. Be carefull of the muncher and spikey helmet Rockies.


Name: Klapperne Beißergrube (Chattering choppers pit)
ID: 20FF-0000-0119-6F86
Bookmark: Link
Type: Classic
Difficulty: Hard (rated by Nintendo)
Description: A classic SMB styled underground level filled with icy ground and chainchomps. Also, be aware of the hammerbros. I tried to capture the SMB1 spirit here.
I died a couple of times on Klapperne Beißergrube, the loose chain chomps are formidable opponents. The Hammer Bros add to the difficulty later. On my second play through I found the star men and of course it got a lot easier then!

The part with Hammer Bros get a bit repetitious with similair challenges after each other. You may have intended this part for running with star man, perhaps the first star man could have been in a ?-block, and the second one hidden? Elevators that push you off into the rooff feel like cold showers, I could live without them ;) If you are after the SMB1 spirit I think the hazards could be presented more clearly. The elevators kill players without them knowing they are dangerous, and loose chain chomps can attack players so fast they hardly notice them until it´s too late.

Wigglers hektische Bambusstege: A pretty hard stage, second autoscroll part was stressful. First time I cleared it I thought it was too hard, but a second try changed my mind. And the level looks pretty. I don´t have a clue of how to get the first red coin :)


Zwickender Käse Bau:
This level has got a nice aesthetic to it! I like how the red spineys fit in with the blue level. Luckilly it´s fun to play too, you´ve done a good job varying the theme! Early on I accidentally got the spiked shell as a helmet instead of being able to throw it, but I actually learned a lot about how to handle the spiny shells playing this level! last time I played I even got the bonus room. Very fun to play!



I read your comment about your levels being ranked too hard, and frankly I think that´s something every Mario Maker experiences. The average SMM player don´t understand level structures as well as the designer does. Also, it feels like many rush blindly into any hazard ;)

I read somewhere about a tip from a Nintendo level designer. When you think your level is a fair challenge: make it 30% easier. If you´ve already done that: make it 30% easier again. And it´s a good philosophy, I generally remove a couple of enemies in the end, and replace some platforms in order to leave a bit more room for mistakes.

Since so many players fail to clear most of my levels I set up a goal: to make one level where more than 50% of the players clear it. I wanted it to be a fun level with enemies and secrets, not just an uneventful walk into the flagpole. So I tried to design a varied level where most of the enemies can be easily avoided. (Ok the first elevator requires some timing to avoid the Goomba. I tried to disarm that by having a mushroom right at the start.) I´m happy with the result, it´s labeled "easy" with over 60% clear. You don´t have to go as far as I did, but I think it was an important lesson for me.

It´s this level: Frog Sewers
Thanks Faxanadu for the reply and sorry for my delayed answer #tb{:(} . I was and still I'm very busy at the moment. My laptop is defect and I have to write this on a PC from someone else.

@Klapperne Beißergrube
Yeah, back then I have put in Powerups in the weirdest Blocks... refering to the Starman at the checkpoint. I will keep this in mind for newer levels. I just put it there, to make it easier for people to get across the level (because I agree, the part isn't that easy without it, but still possible).

I didn't even know the evelators can kill you #tb{D:} . But I think, it has something to do with the chomps wood stomp, right? I will keep this also in mind. The loose chomps are there to prevent the player from rushing to much in the level (what I guess, you can in SMB1 normaly almost everywere).

If there is a game, which is for me hard to make levels for, then it is SMB1. I'm still trying to get the hang of it #tb{:)} .

@Wigglers hektische Bambusstege
I can understand, that this stage gets later tricky, but I never though, it will be that hard #tb{:p} .

The first red coin requires a low spinjump to reach it. There is some precision required for this one. An earlier version of this level from me had a too pricse one #tb{^V^} , which i eased up a bit later.

@Zwickender Käse Bau
I think, I got the aesthetic bonus randomly, because I didn't intended to arcive this effect from the beginning #tb{:p} , but now were you said it, I can see, what you mean #tb{:)} . It's nice to see, that this level is enjoyable. First I though, that I messed up big time on that one #tb{^V^} .

Thanks for the feedback. I will try to apply these for levels I will be making in the future #tb{:j} .


I also have here some courses, which aren't played that much #tb{''} . If someone could play these and help me eventually out, why maybe those levels are not often played #tb{:D} :


Name: Griesgrämiger Teigklopferkerker
ID: 699E-0000-0240-8318
Bookmark
Type: Classic
Difficulty: Hard (rated by Nintendo)

Description:
My newest level which is based off some original SMW castle levels. The theme of this level is very clear. It's supposed to be a "intercepting enemies" level kind of thing. Thowmps, spike pillars and bullet shooters (which don't shot) are used to present a challenge #tb{:)} . Also, the treadmills are adding a extra level of difficulty #tb{:D} .


Name: Marzipan Designerwölkchen
ID: AA9B-0000-0231-688B
Bookmark
Type: Classic (and autoscroller)
Difficulty: Hard (rated by Nintendo)

Description:
In this short, autoscrolling, SMB3 stage I toyed with the donutsnake idea #tb{:D} . Occasionally, enemies will drop onto the snake to provide an extra challenge. Kuriboshoe will be really helping you out in this level, so try to get one early #tb{;)} .


Name: Zuckerrohr Übergänge
ID: 0EE0-0000-0221-DCEE
Bookmark
Type: Classic
Difficulty: Easy (rated by Nintendo)

Description:
A level I have created for a contest (theme: classic levels), which sadly got canceled #tb{:(} . It's supposed to be a level similar to SMB3s world 7 levels, but easier. A few people actually said, that this level is really good, which makes me wonder, why it's not played that much #tb{D:} .

I also plan to make videos of each of my levels #tb{:D} , but as I said, my laptop is currently out of order, which I normaly use to record my stuff #tb{:(} .


I hope, I'm not killing everyone with my huge walls of text, but I absolutly love to talk about this game as a hobby game developer #tb{^V^} . I see this game as a tool, which helps me to improve my leveldesigning skills.
Sorry for my lack of activity here, but I had to work on a class project for my apprenticeship #tb{D:} .

I created a level for a contest, in which I want to compete in #tb{:)} .



This level is for the contest.

The theme of the contest is, that you build an underwater level with most of it being played obviously underwater.

I tried this time, to use something unique for underwater levels and took advantage of its behaviour, when placed underwater. I focused myself to only use the firebars and podobos (fireflames) for the underwater part as obstacles and to create challenges with them. I also tried to make this level easy as possible, without making it damageboostable #tb{:D} .

Here are some screens:










If you are interested, here is the stream, were I created the level (6 hours long):
https://www.twitch.tv/hiro_soft/v/72030070

Please let me know what you guys think about the level #tb{^V^} :

Name: Daisys feurig heißer Sodakanal (Daisys firey hot sodachannel)
ID: 3C3C-0000-0255-CE8D
Type: Classic SMB1
Bookmark: https://supermariomakerbookmark.nintendo.net/courses/3C3C-0000-0255-CE8D


EDIT:
The livestream video is also on YouTube now:
https://www.youtube.com/watch?v=5QfsswJ25mY