*Check out this playlist for more Super Mario Maker Level Design Guides!* ruclips.net/video/-Ti12TNmDp0/видео.html Also, here's my Maker ID: *4B2-8R0-B1G*
Tobias Bergdorf you said: 1. simplicity troll levels are not simple 2. Balance between rewards and punishment troll levels do not have a balance of this (mostly punishments) 4. Fun many people enjoy but also get frustrated by troll levels Loved the video though and I will sub
I have a question: if i have a boss in a sub area and the boss takes long to reach but the boss is also kinda hard,where should i place the Check Point ? (not gonna risk abbreviating that) 1. at the beginning of the Sub area 2. right before the boss 3. right after the boss i am stuck with this annoying rule of 1 checkpoint per sub area, can you help me out?
"The game is fun. The game is a battle. If it's not fun, why bother? If it's not a battle, where's the fun? It's a test that you pass or a quest that you fail. A race against time. Fun and battle always lock together. But the game is also something else. It's a journey; a passport to new worlds, maybe even an odyssey. A look, a feel, an exploration, close your focus and open your mind. Yes, the journey requires the right ticket, and that ticket is Nintendo Switch. But in the end it's not just where you can take your game; it's where your game can take you. So let's go." - Reggie E3 2017. Me - Beautiful, Reggie, just beautiful. *E3 2018* "I can't wait to drop off the battle bus, and meet some of you on the battlefield in Fortnite." - Reggie E3 2018 Me - THIS IS UR FINAL E3 AND U DO THIS WTF!!! *lol*
I know it's not QUITE as important, but making your levels look good can be helpful, too. Whether it be putting a semi-solid backdrop in an enclosed area, or copying the ground decorations in strategic locations, the extra attention to detail will definitely help your level stand out.( And hey, maybe it'll get you a few extra likes)
I like to place Checkpoints not only before a difficult section but more after it, as a reward for the player, then I give some breath time and challenge again! Great video as always!
One other important point in level design is, polish this can range from: simply using scroll stop effectively, to sticking to 1 set gimmick through a whole level, or just decorating. About that 2nd point, there are times when this "rule" can be broken such as with a boss fight or when an entirely new gimmick is introduced the key is to give your level some form of synergy it may seem minor but it can make your level feel more professional and complete.
I love your narration, since you sound professional, yet also casual in your advice. And it's always interesting to watch these guides on how to make good levels in Mario Maker, since it's just interesting seeing people discussing what goes into a good level, from dissecting actual Mario levels, to just offering good advice.
@@alainali6010 Yamamura is a former attack pigeon, semiretired military specialist, has mastered the arts of tai kwan doe and has a great sense of humor, that's only the top of the list, Yamamura is the all-powerful bird of power! No one can even come close to his strength.
@@shantaeforsmash8287 Tobias does'nt even need to fight! he just needs to say "vietnam" and the bird will convulse with traumatic memories. and tai kwan-DOE? of course it is'nt a typo because Yamamura cant even scratch like...ANY wood with his bird feet. or wings Funfact: Some Pidgeons Have one or several toes missing because of predators or accidents?
Simplicity is so important. People will star levels (well, heart them now) if you fill it with coins, power ups, 1-ups, secrets, and light platforming. I’ve played levels with literally 3-5 enemies in MM1 and it has around 200 stars. Thanks for the guides as always Mr Bergdorf your channel is super solid
Many years ago I read an interview with John Romero and he said that they had this rule that each time the player goes from one room to another the floor should have different color than the floor from previous room. This way the level is more diverse and our brain likes that.
Thank you for this, I am making 32 levels that are SMB themed, its supposed to take place after the Japanese sequel, so it will be hard. I've only made 8 levels so far, and World 3 will take place entirely underground, so thanks again
Let the length of the level similarly match its concept; a given level can be made too long or too short, leaving the player feeling that either it should’ve ended earlier, or it should’ve gone on a bit longer (or been developed more to its potential).
I just bought the game last night and this actually came in handy. Now I can make a super hard level for my boyfriend when he comes home from his trip. LMAO. Thanks.
Very good video for laying out the basics! I'll definitely look into your playlist for more. I also just got finished going through all the lessons in Yamamura's Dojo earlier today, which was a huge help. I'd highly recommend it to anyone struggling with level creation.
I'm not the only one who whenever they see a game like this is going to come out they have all these ideas before it comes out and then whenever the game comes out it's just like wait what was I gonna do again.
I have a really cool idea on how pick a door/pick a path/pick a pipe should work: A: If the player chooses incorrectly, make them go through a challenge, then when they make it through, put them back in the section where they chose the wrong door, and hopefully this time they choose the correct door. Each incorrect door can have a nifty challenge. OR... B: Don't. Kill. Them. Instead of killing the player just for getting something wrong that they have no control over, put the incorrect doors on top of the doors that they go through, that way they can try again without getting punished!
Oh yes, it's extremely similar to my first level design guide. However I felt like taking those core principals and creating an up to date video, with less wasted time and much better audio quality.
Tobias Bergdorf: “If a player at any time is confused and has no idea what to do in your level, that’s on you.” 90% percent of the Super Mario Maker 2 Community: Time to completely ignore all of humanity
Why has Nintendo not created a time block? A block that once appears on screen counts down from whatever time you set on it to zero and disappears. DLC, get on it Nintendo. People are doing wacky things to create a timer. It's always interesting to see those things but it's obvious what they want.
I'm still new to making levels. I'm trying to make sure enough hints are left... but I dunno. *"Retrace and Approach.... wait..." FTV-HB3-7LG *"Game of Roams" 2YT-003-6DF *"Mario Mystery Dungeon" GYQ-NS4-MKG *"Fight or Flight" QWC-QC2-3GF
These are the classic things ever level needs Enemies The blocks that give you power ups Coins Pipes Checkpoint These are the things ever level needs that I even i know and I havent even played super mario maker 2
I feel like anybody who wants to be a game developer should play Mario Maker. It's kind of like learning a language by talking to native speakers or watching their videos.
I know I'm a bit late on this but assuming that the player has to have specific indicators for actions is useless because they already know these simple things to do/it's better if they figure it out themselves
you forgot: dont make a dev path that is basically required, thats just bad game design the only exception is if you use a checkpoint for the level thumbnail art that you cannot normally get to. (i did this and needed a dev for it as it was literally impossible to get to/from that checkpoint.)
I made my second level about thwomps, my intention was to make a hard level and I succeeded, fun fact if you didn't know, you can actually ride on sideways thwomps
Could you share the level IDs of the levels you used in this video? I know the one @4:51 is from a ResetEra member but I'm not familiar with the others (besides the Story Mode one(s)).
I had a level idea that I don't know if it's good or bad design. Game: SMB3 Ghost House at night. Objective: Collect at least 10 coins. Details: Two paths are seen at the start. The Idea is that the 10 separate coin room is based off Exploration where Mario must make his way around different obsticales to find the 10 coins, unless he choses the top path, where he needs to do many platforming challenges to make his way to the big 10-Coin, to reach the exit. Would this be considered Not Illegal for the bad design?
I will say number 1 actually threw me off when I compared it to a puzzle level. Puzzle levels are meant to feel complex, so how does one put "Simplicity" into a puzzle level without ridding it of the challenge?
Great video! Something that was worth noting is that most of these tips don't work if you're going for a level type that isn't the generic Mario level. For example, the part about simplicity doesn't apply to puzzle levels, since their entire purpose is trying to figure out what to do.
Thanks! I'm all for a good puzzle and troll levels that make you think "I know what to do but not how to do it" instead of "I have no idea what to do or where to go." One is extremely fun to figure out, the other is just a confusing mess.
I still can’t find the end level flag in the items am I just not noticing it? I was hoping he’d mention how to do it or something but I don’t think he did
*Check out this playlist for more Super Mario Maker Level Design Guides!*
ruclips.net/video/-Ti12TNmDp0/видео.html
Also, here's my Maker ID: *4B2-8R0-B1G*
Tobias Bergdorf so no troll levels got it tell that to the super expert RUclipsrs
When did I ever say anything about troll levels?
Tobias Bergdorf you said:
1. simplicity troll levels are not simple
2. Balance between rewards and punishment troll levels do not have a balance of this (mostly punishments)
4. Fun many people enjoy but also get frustrated by troll levels
Loved the video though and I will sub
@@imanepink Good troll levels will follow these basic rules as well.
I have a question: if i have a boss in a sub area and the boss takes long to reach but the boss is also kinda hard,where should i place the Check Point ? (not gonna risk abbreviating that)
1. at the beginning of the Sub area
2. right before the boss
3. right after the boss
i am stuck with this annoying rule of 1 checkpoint per sub area, can you help me out?
You uploaded this right after I finished a trashy night castle bowser level, you read my mind
Kenneth Duvet I died when I read your comment 😂
I think level design should match themes, for instance, maze levels work super well in ghost houses.
A forest maze works well, too. :>
@@isoforonce7845 it does!
Or water levels
@@jenniferjohnson9133 Sonic PTSD
Ghost house is good for exploration.
If it's not fun, why bother?
Classic.
Bowser is great and all, but he’ll never replace the man, the legend, Regginator!
Hecc u
"The game is fun. The game is a battle. If it's not fun, why bother? If it's not a battle, where's the fun? It's a test that you pass or a quest that you fail. A race against time. Fun and battle always lock together. But the game is also something else. It's a journey; a passport to new worlds, maybe even an odyssey. A look, a feel, an exploration, close your focus and open your mind. Yes, the journey requires the right ticket, and that ticket is Nintendo Switch. But in the end it's not just where you can take your game; it's where your game can take you. So let's go."
- Reggie E3 2017.
Me - Beautiful, Reggie, just beautiful.
*E3 2018*
"I can't wait to drop off the battle bus, and meet some of you on the battlefield in Fortnite."
- Reggie E3 2018
Me - THIS IS UR FINAL E3 AND U DO THIS WTF!!!
*lol*
That's all the time I got. I gotta get back to playing Animal Crossing™ New Leaf™ on my Nintendo 3DS™.
Yo that popular level near the end, Suntouch Sanctuary, is definitely the crown jewel of this game rn.
ID?
@@Eggdad dw bro i got chu, id is 78K-JP3-CYG
You know the name of 4:17?
I know it's not QUITE as important, but making your levels look good can be helpful, too. Whether it be putting a semi-solid backdrop in an enclosed area, or copying the ground decorations in strategic locations, the extra attention to detail will definitely help your level stand out.( And hey, maybe it'll get you a few extra likes)
I’m pretty sure bowers big bean burrito checks all these boxes
Sus,
I like to place Checkpoints not only before a difficult section but more after it, as a reward for the player, then I give some breath time and challenge again!
Great video as always!
One other important point in level design is, polish this can range from: simply using scroll stop effectively, to sticking to 1 set gimmick through a whole level, or just decorating. About that 2nd point, there are times when this "rule" can be broken such as with a boss fight or when an entirely new gimmick is introduced the key is to give your level some form of synergy it may seem minor but it can make your level feel more professional and complete.
I love your narration, since you sound professional, yet also casual in your advice. And it's always interesting to watch these guides on how to make good levels in Mario Maker, since it's just interesting seeing people discussing what goes into a good level, from dissecting actual Mario levels, to just offering good advice.
Cool Video
This is a perfect guide. It's fully informative and accompanies good examples, all in just five minutes so no time is wasted on filler. Awesome job.
Yamamura:
Tobias: I about to end this mans whole career
Yamamura is too powerful to be beaten
Yamamura is a bird. you dingus!
a flipping bird!
Sketchy Star he is a former attack pigeon ok
@@alainali6010 Yamamura is a former attack pigeon, semiretired military specialist, has mastered the arts of tai kwan doe and has a great sense of humor, that's only the top of the list, Yamamura is the all-powerful bird of power! No one can even come close to his strength.
@@shantaeforsmash8287 Tobias does'nt even need to fight! he just needs to say "vietnam" and the bird will convulse with traumatic memories. and tai kwan-DOE? of course it is'nt a typo because Yamamura cant even scratch like...ANY wood with his bird feet.
or wings
Funfact: Some Pidgeons Have one or several toes missing because of predators or accidents?
I was impressed by the clarity and insight offered here. You've definitely got my sub.
Simplicity is so important. People will star levels (well, heart them now) if you fill it with coins, power ups, 1-ups, secrets, and light platforming. I’ve played levels with literally 3-5 enemies in MM1 and it has around 200 stars. Thanks for the guides as always Mr Bergdorf your channel is super solid
I recognise the ice cavern level. Pretty tough but very satisfying.
very useful in an unity 2D project. Thank you!
Glad it was helpful!
Awesome video. I will use some of this tips in my levels. I Plan on submitting one so you can play on Friday stream.
This was super helpful I've made my levels simple not too complex and fun for the players. Thanks 😁
Timestamps:
1. Simplicity 0:41
2. Rewards/Punishments 2:10
3. Cohesive 3:28
4. Fun! 4:18
Many years ago I read an interview with John Romero and he said that they had this rule that each time the player goes from one room to another the floor should have different color than the floor from previous room. This way the level is more diverse and our brain likes that.
Ive been playing it none-stop....I need help Tobias! :D great video, ima remember this when i make my levels.
You and me both!
You can also make themes look like other themes, Mario 1 forest night looks like an alien planet, Mario world desert looks like mountains etc
Thanks for the content, I noticed you've got this video added twice to your MM Level Design playlist. Looking forward to more from you!
My life is simple. I see a Tobias Bergdorf video is out, I watch it.
Your videos are fantastic! You deserve more recognition. 💙
Thanks so much!
I didn't make good levels before and now they're gonna be way better thx
Thank you for this, I am making 32 levels that are SMB themed, its supposed to take place after the Japanese sequel, so it will be hard.
I've only made 8 levels so far, and World 3 will take place entirely underground, so thanks again
Send me your Nintendo ID so I can play
Let the length of the level similarly match its concept; a given level can be made too long or too short, leaving the player feeling that either it should’ve ended earlier, or it should’ve gone on a bit longer (or been developed more to its potential).
I hope to see some update for the multiplayer, because now it's laggy and if you encounter the "1P level" you are dead!
(Nice video Tobias!)
This is a great video and I appreciate all your tips! Very insightful!
I just bought the game last night and this actually came in handy. Now I can make a super hard level for my boyfriend when he comes home from his trip. LMAO. Thanks.
0:00 "It's finally here"
My brain: Performing for you
It's the first member of the DK crew
Danonino :3
Thank you for this
You got my subscription. I love the cohesive rule. levels that may be well designed but you have no idea what you're doing aren't fun.
0:10 "are you sure about that?"
4:18 I immediately thought of rubber ross when he talked about this part
This channel needs more subs why dose it not?
Very good video for laying out the basics! I'll definitely look into your playlist for more.
I also just got finished going through all the lessons in Yamamura's Dojo earlier today, which was a huge help. I'd highly recommend it to anyone struggling with level creation.
I'm not the only one who whenever they see a game like this is going to come out they have all these ideas before it comes out and then whenever the game comes out it's just like wait what was I gonna do again.
I have a really cool idea on how pick a door/pick a path/pick a pipe should work:
A: If the player chooses incorrectly, make them go through a challenge, then when they make it through, put them back in the section where they chose the wrong door, and hopefully this time they choose the correct door. Each incorrect door can have a nifty challenge.
OR...
B: Don't. Kill. Them. Instead of killing the player just for getting something wrong that they have no control over, put the incorrect doors on top of the doors that they go through, that way they can try again without getting punished!
I think these are great tips. Thanks for the effort in putting the time to share your knowledge man.
Great video as always.
Thanks so much!
people really need this sometimes
Show this to your local little timmys. We can slowly destroy little Timmy levels
@@Nobody_Shroom yes
Thanks for the tips.this will help me
Ive been doing it all wrong my levels are trash. Thanks for helping me
Sweet outro screen
Very interesting! It helped me a lot thanks
when I get home I we’ll copy this was a good guide
That last course there, Touch the sun by matilder is brilliant.
3:49 that level looks awesome might try and make that when I get this game is 7 days
For play testing, it's good to play test on someone who knows the basics of video games like a parent or an uncle
Really great videos. Really great. Enjoy them.
Excellent video! You definitely nailed it with this one. However I do think this may have been too similar to your other videos about level design.
Oh yes, it's extremely similar to my first level design guide. However I felt like taking those core principals and creating an up to date video, with less wasted time and much better audio quality.
@@TobiasBergdorf haha, I get it. Can't wait to see more from you in the future! :)
Yamamura's Dojo in 5 Minutes
Thanks, this helped a lot. I'm planning on making a P-Switch level with some platformer elements.
I really need to know how to do this: *How do you make a 1 player door for online versus?* , so only on person can enter the door and no one else
Maybe warp boxes? (only in 3d world) (I'm not sure because i don't have the game)
*Super Mario Galaxy Level*
Course ID: RC9-GRM-W4G
• SMB1 style
• Medium difficulty
• Pretty lengthy
• Filled with detail
• Ends with boss battle
Thx, *now I will* put arrows, coins or tracks everywhere.
You want to try out FWP-N65-MCG? Its a funny little level with nice mechanics
I always stick to a specific theme for my levels. For example, a saw or seesaw level
Tobias Bergdorf: “If a player at any time is confused and has no idea what to do in your level, that’s on you.”
90% percent of the Super Mario Maker 2 Community: Time to completely ignore all of humanity
Why has Nintendo not created a time block? A block that once appears on screen counts down from whatever time you set on it to zero and disappears. DLC, get on it Nintendo. People are doing wacky things to create a timer. It's always interesting to see those things but it's obvious what they want.
Make sure to watch his other videos he listed at the end. And go out there and design some good levels!
3 likes, 0 views. RUclips is working as intended.
It only counts a view after 5 seconds which means they probably clicked wrong hit the like button and left
I'm still new to making levels. I'm trying to make sure enough hints are left... but I dunno.
*"Retrace and Approach.... wait..."
FTV-HB3-7LG
*"Game of Roams"
2YT-003-6DF
*"Mario Mystery Dungeon"
GYQ-NS4-MKG
*"Fight or Flight"
QWC-QC2-3GF
I am pretty trash at making levels but this helped!
These are the classic things ever level needs
Enemies
The blocks that give you power ups
Coins
Pipes
Checkpoint
These are the things ever level needs that I even i know and I havent even played super mario maker 2
Nice video :D
7XH-GRC-RJF - Two Ways Adventure!
FRF-C9V-DTF - Dungeon Race VS/Speedrun.
Does anyone know how I can ass music and sound effects when building??
In the Top left corner while building
Add*
I feel like anybody who wants to be a game developer should play Mario Maker. It's kind of like learning a language by talking to native speakers or watching their videos.
Awesome video!
Those levels are awsome!
I know I'm a bit late on this but assuming that the player has to have specific indicators for actions is useless because they already know these simple things to do/it's better if they figure it out themselves
Great advice.
Great video. Im defintely gonna be more into building levels now! Ty
Thx
Well said!
Thank you cause I suck at making levels
you forgot: dont make a dev path that is basically required, thats just bad game design
the only exception is if you use a checkpoint for the level thumbnail art that you cannot normally get to. (i did this and needed a dev for it as it was literally impossible to get to/from that checkpoint.)
I need to try making a level like that bomb traversal level, it looks so cool :o
0:49 does anyone know the name of this desert stage? ID #?
I stopped playing MM2 because i run out of ideas VERY easily and my levels feel very bland and bad, thanks for this video its helpful
Thank you for showing me level. :)
takes notes,
*little timmy*
1:34 Hey just wondering why the video becomes 30fps randomly for seemingly no reason? I've never seen that happen before.
I made my second level about thwomps, my intention was to make a hard level and I succeeded, fun fact if you didn't know, you can actually ride on sideways thwomps
What is your creator ID?
4B2-8R0-B1G
Could you share the level IDs of the levels you used in this video? I know the one @4:51 is from a ResetEra member but I'm not familiar with the others (besides the Story Mode one(s)).
I had a level idea that I don't know if it's good or bad design.
Game: SMB3 Ghost House at night.
Objective: Collect at least 10 coins.
Details: Two paths are seen at the start. The Idea is that the 10 separate coin room is based off Exploration where Mario must make his way around different obsticales to find the 10 coins, unless he choses the top path, where he needs to do many platforming challenges to make his way to the big 10-Coin, to reach the exit.
Would this be considered Not Illegal for the bad design?
I can already tell I will use the on/off blocks a LOT.
I’m watching this like someone’s actually going to play my course😔
I will say number 1 actually threw me off when I compared it to a puzzle level. Puzzle levels are meant to feel complex, so how does one put "Simplicity" into a puzzle level without ridding it of the challenge?
Great video! Something that was worth noting is that most of these tips don't work if you're going for a level type that isn't the generic Mario level. For example, the part about simplicity doesn't apply to puzzle levels, since their entire purpose is trying to figure out what to do.
Thanks! I'm all for a good puzzle and troll levels that make you think "I know what to do but not how to do it" instead of "I have no idea what to do or where to go." One is extremely fun to figure out, the other is just a confusing mess.
Unless ur on that kaizo
I still can’t find the end level flag in the items am I just not noticing it? I was hoping he’d mention how to do it or something but I don’t think he did
Very nice made video
But how do I upload my course I made the level I bet the level but it doesn't give me a option to upload it
Awesome video im currently making a similar level to that in 1:14
I bet that most people will follow Nico's ideas instead :(
But the video is great, I hope everyone will make their levels like this
Horváth Áron I hope people know it’s sarcasti.
I made a boss rush and had to put a developer exit because I couldn't beat it. Is that a bad thing since i suck at Mario games