Super Mario Bros. Wonder Custom Level - "The Pipe Spike Tribe"
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- čas přidán 8. 12. 2023
- Now that the Fushigi level editor has started to become somewhat usable, I decided to try to get used to it by making a custom Super Mario Bros. Wonder level with it.
I'm quite happy with how this one turned out, it's certainly much better than my first Wonder level. Some of the ideas are definitely still more of a proof of concept of how certain Wonder elements work than fully polished and integrated segments, but for the most part the level's design is pretty cohesive.
The Wonderland Discord server: / discord
The Fushigi Level Editor: github.com/shibbo/Fushigi/rel...
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Hello everyone, Rimea here!
This channel is all about modding modern Mario games such as Super Mario Bros. Wonder and Mario Kart 8 Deluxe.
Apart from showcasing my mods, I also make videos explaining the mod creation process.
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► Subscribe: czcams.com/users/Rimea?sub_c...
► Twitter: / the_rimea
► Email: rimeamodding@gmail.com - Hry
So glad that many elements in this game actually interact with each other in a predictable manner. I can't wait for more levels to build on them further!
yeah that's easily my favourite thing about making custom Super Mario Bros. Wonder levels, there is an almost Mario Maker-like interactivity between most objects which is not at all how it works for custom mechanic combinations in previous 2D Mario games I've modded
@@Rimea with how many ideas the team had for this game, I wonder if every element interacted with every other element at some point during development, or if the developers decided to make everything interact because it would be easier to test ideas. It feels very unlike Nintendo for them to put in this extra work lol.
Anyone else predicting a potential DLC addon like what we got with Challenge Packs for NSMB2?
Very impressive! Can’t wait to see what we’ll be able to do with Mario Wonder in the future!
@@phabrick8r21 I hope we get a LuigiU-style harder levels DLC
This has me DYING for a Super Mario Maker 3. So many fun interactions!
smm3 is probably already in production so i wouldn't get my hopes up ;(
@@theperfecttrollerSMM2 did not sell well. we are not seeing SMM3
@@Waveteamsidacrottedenez completely untrue. game sold 8.4 million units, which did better than link's awakening and skyward sword HD combined.
@@Waveteamsidacrottedenez it literally sold better than smm1
Sucks that wether or not Mario Wonder’s making it to SMM3, we are not seeing the Wonder Effects AT ALL.
Unless they just stick with Transformation-Based Wonder’s there’s just too much to work around.
I've said this before and ill say it again, I LOVE how they got rid of the timer, its a lot more laid back and les stressful
Historically, Mario's timers were long enough to the point where they would never actually be a real danger in 90% of levels, it was moreso there as a reason to move forward.
Now that its gone, there's now more of a reason to thoroughly explore levels and more of a reason to hide more well hidden secrets.
(and there are a few really really hard to find wonder seeds and hidden exits)
@@micahfurlow2624I'm honestly only sort of sure that the reason they kept timers for so long was as an anti-softlock, and because some levels in some games have the timer as a sort of important part of the level
This looks like an actual SMBW level. Congrats!
Very impressive! I like how you found preexisting talking flower dialogue to fit the situation.
Another really unique mix of objects & enemies! Curious to know roughly how much of this was done with Fushigi VS the file-editing method. Neat that you figured out talking flowers, too!
I did as much with Fushigi as I could, the only stuff I did with text editing was:
- grouping links in the correct order (Fushigi currently just adds them in order of when they were created, but they need to be grouped by object and type for them to actually work)
- creating a simultaneousgroup for the coin circle towards the start of the level
- editing area parameters and global links
hi polyhex
Hi Polyhex, I love Find Everything and Super doomspire keep up the good work.
Polyhex???? I love your roblox games please add a level 4 ability perk in super bomb survival
is that poly hecks super bomb survival??? whoa,,,
Your understanding of Mario level design is really impressive to me. Especially with all these new mechanics!
Really fun design concepts, the countdown lifts are definitely one of the more fascinating course elements in their utility.
I love the flower falling from the sky into the abyss. That one's got a story to tell for sure.
This is insanely impressive especially for a game that isn't even that old yet. Major props to the people working diligently on Fushigi too, their progress has been blazing fast.
One level concept I think could be interesting is to have different paths accessible by using certain badges. Like a timed switch path that requires the jet run badge, but using it makes the level harder. Like you could have spike walls that aren't much of a threat to the player normally that become major obstacles with the jet run badge.
Admittedly it's a pretty Un-Nintendo-y thing to do, but I feel like it's in the spirit of Mario Wonder to try some out-there concepts.
This is really good! I like how the level design is similar to your NSMBU/WII style, as opposed to how Nintendo designed Wonder. I personally much prefer the more mechanic focussed style
I totally agree, Wonder deserves its own "Lost Levels" or "NSLU" with mechanic focused levels
lots of wonder levels having level-specific gimmicks really disappointed me. That stuff should be reserved for the wonder flower only
@@claw25533 what are you referring to with level specific gimmicks? Is it the fact that one thing appears in a certain level based around it and pretty much doesn't reappear for the rest of the game?
@@darthtroller yeah. the count down blocks seemed pretty interesting but they were for that level only. same for quite a few other things, like the different bird enemies. there could've been some unique interactions
@qwrt271 yeah, one thing I liked about NSMBU is how it took many NSMBW elements from different levels and crossed them together, Wonder deserves a "lost levels" where they do that same stuff, a deeper exploration of the existing mechanics with a few more added just like SMG2 did for SMG1
The background pipe section was perfect! Not to mention you brought in talking flowers that fit in smoothly. I wonder, are there un-used flowers that are still in the games files that have voice lines and speech bubbles already coded in?
There might be some unused voice lines sure, but currently talking flowers are completely undocumented, which made finding ones for this level quite annoying
The design you put into this is incredible! I noticed how the start of the level introduced the spikes, then a break, then it introduced the flip platforms with then became a mix of both to create the main challenge. Then the wonder seed took that concept and essentially took away your easy escape, jumping. AMAZING LEVEL!
Incredible level design!! If this was in the game it would be one of my favorite levels, every element interacts with one another so perfectly
thanks!
I cannot agree more
gd colon?
GD Colon, wow
i looove gd colo- *gets shot*
1:18 The fact that these platforms are placed just right so the spike ball breaks all the brick blocks is great
The Wonder Modding community has already managed to edit levels.
I'm excited for the future, if they can already do this less than 2 months after it has come out!
2:15
I just have to congratulate you on the comedic timing there, I was NOT expecting a custom level to have this good of a gag.
This is just about the chillest 5 star difficulty level ever! Great work!
3:13 I LOVE how this part is designed!! Really great work. Fells like actuall wonder level!
this feels like it could be an actual level. good job!
Had never even considered combining the Goomba transformation’s limited jump with the timed platforms. Smart, unique, and creative
This level looks great! It feels a bit less "vanilla" than the previous one with the flip blocks, but it also just looks more fun than that level, especially the Wonder Flower transformation.
From gameplay to hidden details and graphics........This is so good that I don't even know what to say
2:46 I got so distracted that I forgot about the wonder flower 😅
I love how the pipe for the background section is placed on the far right to allow the background section to spawn more Goombas to jump over!
The prescence of the talking flowers in this level made me think. If someone makes a full-length adventure (or decent-length) Mario Wonder mod, I hope they have different colored/shaped Talking Flowers with different voices.
Not only would this allow them to have a reason for why these flowers don't sound the same as the basegame ones (by them looking like a different variety), it would add a bit of worldbuilding in the form of "different regions have different kinds of talking flowers with different shapes/colors/voices".
Plus it means they'd be able to put more talking flowers without having to repeat basegame lines ad infinitum.
Of course, for shorter experiences such as only-one-or-a-few-levels mods, the basegame has enough voicelines to not get stale.
I totally agree, in fact I've had the same idea since I first considered modding the game.
If I ever make a big Wonder mod I'd love to recruit a voice actor and create my own version of the talking flowers with a unique personality and design.
A well designed level, congratulations, it make me wish a new DLC for this game.
I love how the assets can be mixed in so many different ways to create unique levels
(2:15) I love it when the Talking Flowers Scream for no reason.
This level looks great- and I honestly love your use of the talking flowers!
This level follows the flow of Wonder and the Nintendo level design philosophy really well. Neato. Even if some of the jumps seem a bit on the awkward side here and there and I think there might have been one spot where you cannot progress without a power up. But plenty are scattered around that you probably should have enough generally.
Edit: I did realize I was wrong about the power up bit after watching the follow up video. The fact that piranha plants go back in the pipes just completely slipped my mind while writing that comment.
This level is so beautiful and harmonic! It plays just like if Nintendo's staff pieced it together. You made an amazing level!
there were so many unique mechanics made for this game that only got a single use, we NEED a mario maker 3 with a wonder style because there are so many combinations of thing like your 2 levels that could make awesome levels for everyone to play. this level in particular is so cool because it really uses smart level design and their 4 step design philosophy to the fullest
Your level design in amazing! Keep up the great work!
The level design is superb! Could totally pass for an actual Nintendo-made level.
Nice... Looks like a chill yet challenging level. Something more "normal" that I missed from the game.
so excited to see SMBW kaizo levels in particular
Forcing you to do tiny Goomba jumps on the dropdowns was brilliant. Excellent stuff!!!
This level design is awesome! It's all about how the different elements interact
reskinning rolla koopas and pokeys to ice skating koopas and snow pokeys was genius and really makes this level feel so much more original
awesome!!
Wrong video?
Damn, this level is so incredibly solid, this could've easily been in the base game with some extra polish and no one would bet an eye. I already loved the Countdown platforms in the original level, and they're used so cleverly here. I gotta start making my own custom levels, I cannot wait anymore.
This looks fantastic, if I hadn't played I would've assumed this was official
You have outdone yourself! This a true masterpiece!
great level design, very impressiv to see custom level for Wonder aready!
This is fantastic. I am kinda looking forward to seeing if people will create levels that focus around Yoshi and their flutter powers. Same for Nabbit and their hazard immunities.
That was a great level! I can't wait to try this eventually
This is MAD GENIUS!
Very exceptional stuff.
That second 10-flower coin was really creative
I just love the savannah level theme, it’s such a vibe aesthetically and musically
Making the goombas slowly flood up into the spike pit in the background before you even get to the pipe to get there was genius
This is amazing! I noticed you used the Nintendo level-designing template and you did a great job at it. Could honestly be mistaken as a real level in the game from Jintendo
Another well made custom level Rimea! If I may, I’d say some parts of the level could be spaced out a bit farther, some screens can feel a bit cramped- especially in Elephant form. All in all, keep up the good work!
once again, amazing job. Can't wait till you'll be able to drop a full modded game.
Dang that background, and those graphics. So amazing
those are the only things I didn't edit though haha
This level is really well made 👏 👌
Another W level, amazing job dude
love this level rimea! good job.
This was an amazing level!
My favorite part was the talking flower dropping down the pit
Can’t wait to see “Super Mario Bros. Wonderer” (like NewerSMBW)
Funny how in the developer interview for this game they said they wanted to deliver something that mario maker couldn't, yet here the fans are proving that this game is as mario maker-able as any other mario game
I hope Mario Maker 3 has Wonder’s theme in it, along with ALL the characters (besides yoshi and nabbit)
What an awesome level! Keep it up
That poor flower falling and immediately plummeting into the void
the fact this looks like a level nintendo wouldve included is amazing
3 star difficulty, very amazing design!
This is so cool! Love this!
The falling flower got me good 😂
Just a very smart level design, Nintendo needs to hire you
This feels like it would perfectly fit in the game.
Awesome second level!
Great level design!
Fun idea. I would have liked to see countdown platforms used in a more challenging way. The goomba idea is a good usage. Otherwise, it didn’t feel like you were ever in danger of them reaching zero, even with just basic platforming skills. Lot of opportunities to do more with that, esp with the spike ball guys
Oh yeah this game would fit so well as a mario maker, you could even give the flowers their own lines
Amazing, Rimea!
My brain hurts just from watching those spike balls roll uphill😂
Super interesting concept
Finally, he has the level editor
I wish I had a modded switch so I could play this amazing level
2:14 peak mario level design
Can’t wait to see a collaborative hack for this game, like SMWCentral’s VLDCs
Can’t wait to see more
If mario wonder had a sequel this would be a level in the game
Ooooh new custom level dropped!
Brilliantly level!
I 100% Wonder and, i HOPE Smm3 reveals soon with a Wonder style!
Also, i guess that you could pick the Wonder effect in a list of all (or at least the best) Wonder effects, would be awesome!
2:15 LMAO you’re a genius
Great level!
WHY IS THIS SO GOOD
Awesome level good job
Really feels like a main level, amazing!
It would be sick if someone made a level that revolves around the Jewel Blocks, The Rolling Balls, and the Outmaways (Mostly I just want to see an Underground level)
A tad too many powerups but it even got a wonderflower, really good
This feels like something in Mario wonder
2:17 rip another talking flower
I really like this level from a gameplay design standpoint, but there are too many holes for it to be a savana. It might sound like a stupid complaint, but mario wonder really applies logic to its level design to fit its setting, that's why most of the levels where you fall are in world 2 since it's a mountain you're climbing.
Since these blocks have different values in wonder effects could you create a puzzle level where you switch between winder effects and normal?
This is AMAZING
Hey, one question (maybe for a future video): is it possible to put a wonder effect enemy (i. e. bubble blewbirds, big bloomp, etc.) outside of a wonder effect?
Could you please make a tutorial on how you installed the Fushigi level editor and ported the level into the game? I'm having trouble doing that and can't find a good tutorial
This is so cool
This might be a dumb question but how do you get the minimap to work in fushigi
Cool Idea!
Hey just wondering, is each flower (With accompanying audio) a seperate object? or is the speech an assigned attribute to each flower? Is it possible to add seperate dialogue (albeit without audio)?
no, yes, yes