So, what are some things that you have noticed/liked/disliked about this game?
>Playing on bed isn't as comfy as playing with the Wii U gamepad, the Switch tablet just doesn't feel as ergonomic as the U gamepad >Creating levels laying in bed can be tiring as well, using a capacitive stylus feels weird >Vertical levels can be a hassle to create if you use snake blocks
YAR YE SCALLIWAGS YER BEST BE USIN THIS HERE ANCHOR POST OR I BE KEELHAULING YE
Jaxon Flores
Mount Mush'more KWQ-F2Y-KNF
Fort Erika: KRN-5JN-6SF
Repeating this because I posted it late in the other thread and I don't want him to miss it: "The Great Tower of Koopa" was hard but definitely fun, good job VerttigoM2.
Ryan Taylor
So.. if I can ask because there's no answers anywhere online.. I went back into my course to edit and I can't place blocks or put Mario down. Can I edit my course or do I need to delete it and start all over again?
Bit Crusade 3 is the sequel to the two full games (1-1 to 8-4) I created within Mario Maker 1, reminiscent of traditional Mario levels. Meant to be played in sequence as an adventure game, starting at the 1-1. There's secrets to find, alternative pathways and other goodies as well. Try to find all 5 Power Pepperonis hidden in each stage to access the super secret bonus room at the end of each level.
The story so far: World 1 Complete 1-1: Start of a New Journey V61-WT5-DPG 1-2: Seesaw Tunnels YT8-LYV-Y8G 1-3: Algae Pond F5S-F75-LGG 1-4: Boom-Booms Pain Train R41-1SY-DSF (Newest Stage)
Give em a go, I'm usually pretty good about leaving feedback here and on the game itself. Reply to this with some stages you want played and I'll prioritize those, otherwise I pick through the thread at random. If you complete the entire first world reply to this with what you thought or anything you find that's busted and I'll play all your levels, and if I find one I really like I'll make a webm of part of it to showcase it.
>Pyramid Persistence 011-RLH-KPF Try to find all the secrets in this realm shrouded by the desert sand!
>Airship Assault F1G-YCJ-R2G Strike an incoming airship, prevent the bombing of Mushroom Kingdom!
>Keep Kerfuffle 7QX-QMC-CFG Bowser Jr. is trying his hardest to defend this keep! Can you find out why?
>Matroid: Zebes WJQ-Y29-DPG Space Bounty Hunter Mario investigates a suspicious distress call.
>Fever Dream Donjon R8W-F85-6CQ Traverse your enemies, defeat the victory, achieve the fortress?!
Carson Torres
"Above the Cloud Blocks"
Tried to make it feel like a traditional mario level, how'd I do?
M0X-WLW-VLG
Kevin Long
My first real level, I really gave it my all. It's short and not too hard but I like to think I avoided the bullshit. Give feedback, I'm going to hang here and play yours
Alright might as well repost it and give some more anons a chance to help poor Toadette escape these Thwomps and the desert?
TT3-TDK-DPG
Stage comes in three "sections" if you will, from easy to medium to hard. Last part requires a bit of spinjumping, but the level has checkpoints in convenient places!
Not sure why peopled are booing my level. I didn't play MM1 but I tested this aplenty and it's difficult but not cheap at all. Only comment I've gotten is that there are too many enemies, figured others would like that chaos where you have to weave in and out at times but I guess not.
I've been first or second clearing other user's levels so any feedback is welcome, like if you got stuck or frustrated at a particular point.
Michael White
Track labyrinth >59S TBT RSG Stay on the platform and collect coins whilst hitting switches. No enemies so take your time. Reset door is at the flag if you think you missed any.
Mario Block Hard: Twin Snakes >720 3G7 KPF Snake blocks but, thanks to your feedback, improved. Please give feedback on this one.
Mason Jenkins
Castle Super Switch On/off switch platforming HQB-2WV-H1H
Find a bell! Find a bell to reach the end of the level. Slightly puzzle-y C8V-R0Q-4SF
God damn it stop making good levels, leave some credit for the rest of us will ya?
Ayden Peterson
Feedback appreciated. A little rushed. Easy and simple course with thwomp and switch gimmicks. The big thwomp section has a reset door if you fuck up, should have made that part more polished
Not to be offensive OP but your level isn't very good. Keep in mind that unfair shit is never good difficulty. There's just too much going on in your level and you would benifit from doing the tutorials
Elijah Reyes
Pretty cool, music at the end didn't stick for the last part. Saws before the end can be a total death trap.
Lincoln Martinez
57F-NDV-8QF
Cheeky lil switch speedrun for u guys
Gavin Young
>checkpoints How do you place more than 1 checkpoint?
It's a fun level to race! It's exactly as long as it needs to be.
Alexander Green
Now this is podracing! MVH-8YS-69G
Jordan Gutierrez
Easy troll level with 0 clears so far, go grab that free world record! I checked the death markers earlier and one guy died basically 20 steps away from the goal without finishing it lol >No disrespect, but CVM-RNQ-52H
Cute little puzzle level. Use offscreen stuff to spawn blasters and make a shell friend >Back and forth and back again 9FK-WPT-TSG
Normal level with the twist of needing to take damage instead of avoiding it >Take damage or die trying FWY-D0H-6VG
Mansion night time nojump level, don't get spooked into jumping! >Take it easy QG4-XX8-5HG
It's great when players create multiple levels like a whole game. It's like having every mario game possible
Andrew Morris
Press A
Nathaniel Taylor
Nobody played these so I'll repost them
GBL-HLJ-3QG >Posted this one before. It's all bout jumping on bullets and avoiding obstacles. It's pretty difficult. Wasn't that well received.
Y52-24N-J2G >Took a long time to make this one. This is my attempt at making a 3D World level with the new tools in that style. I basically took the Ant Troopers and spike blocks and built a stage around them. It's pretty long and maybe difficult as well.
Zachary Davis
Spore Sand Bridge: 3S4-51P-9PG
Ethan Rogers
What controller is everyone using, I'm using a switch pro controller I got recently, works very fluent while stage building. Try my puzzle level if you're into that kind of stuff, still has yet to get a clear. K19-W30-MSF
too many enemies, bullet bills, random bullshit - and that's just in the first two screens
Jackson Jackson
Nice for a first level. Plenty of small ideas there you could develop into entire levels on their own.
Andrew Clark
Not fun user, just feels like you pasted enemies everywhere, sorry
Why do you guys do these kinds of things it feels like 12yos made these
Actually fun and good, thank fuck
Played your levels before and said it then, you really are good at level design, fucking props and am subscribed
Jacob Evans
One for overworld, one for subworld.
Blake Thompson
Maybe it's 1 per zone, try putting 1 in the subarea
Sebastian Howard
I just made a course based on the Koopa Bros fortress from Paper Mario, I think this is definitely my best level so far.
It has: >cozy forest entrance to castle >main hall with lift that needs to be switched on >bomb-ombs and koopas as foot soldiers >jail cell area with various items >firebar area >bomb-omb jail >bullet bill gauntlet >fake bowser >koopa bros fight >saving the star spirit
I’d really appreciate some feedback if anyone’s interested!
Paper Mario: Koopa Bros Fortress ID: KPT-BM1-MKF
Ian Butler
Why doesn't anyone want to play my wife's son's level?
7JM M3P CPF
William Lee
>Plumber of Seasons H68 - MG4 - 9JG Journey through the 4 seasons to collect coins, fairly short and easy, tried to make it as visually appealing as possible.
>The Entombed Treasure 59L - L8W - NYF Longish level where you explore a tomb to retrieve a sacred "treasure".
>Trees ‘n Bees PHR - 3F6 - CFG A short vertical 3DW level featuring BEES. And trees. Fairly low on the difficulty scale I think.
>Win the Race! 5CK - CWN - 4VF Just win, just win, just win the race! I don’t care what it takes just find a way to win the race! Built with multiplayer in mind, but quite fun to speedrun in singleplayer too.
>Somewhere Under the Rainbow 7XF - 5FN - TCG A prettied up SMW sky coin collection level. You don’t need to get them all and there are a lot of different routes that can be taken.
All feedback and criticism is taken to heart, I want my levels to be fun for everyone.
Wouldn't exactly call it traditional, but it was alright. I like stages that use the clown cart
Dominic Mitchell
Thanks a lot for the feedback guys, playing a couple in the thread as we speak and making notes. Some of the levels in this thread are exactly what i'm trying to avoid, contrived shit that you can't see coming / too much stuff on screen for no reason
Levi Morales
Ordered this on Amazon just for MM and holy fuck it's great. 60$ tho
It's a raccoon mario level with conveyor belts to accelerate in a shorter distance and fly. It has some minor puzzle elements, since you have to use your tail and throw shells to activate on/off switches to advance through the stage. It might be hard if you have dificulty flying reliably with raccoon mario, but there's plenty of room to make mistakes.
Christian Taylor
Would appreciate some feedback on my stages:
>A Matter of Life and Death: PPS-21N-JSG Super basic themed stage, probably not particularly difficult, but should feel a lot like a normal early Mario stage
>Fright Factory: CJS-6FJ-4YF A on/off puzzle stage in a haunted factory. I'd really like feedback on this one more than anything, especially if it's too hard.
>Frozen Ruins in the Dry Desert: KPF-NHH-FFG A basic stage using a lot of ice, with a basic path and a harder "true ending" path with bonuses for collecting the keys.
Everything's appreciated!
Eli Cox
You like the mine-cart levels from DKC?
Koopa Derby 1-2: 7G2-Y0F-TWF
Angel Torres
So I tried to do a remake of Gusty Glade from DKC2 after I discovered the wind theme. It turned out a little harder than I expected but I'd appreciate if I could get a few plays from you guys. I wanted to keep it as accurate as possible and I even worked the bonus stages in there. I'm thinking of doing some more DKC2 remakes.
P3K-3CF-5PF
Carter Peterson
Im planning on getting the SF version which has regular non concave face buttons. Also last I looked it was more like $41-45? I also need a controller like this in general. As much as I love my Wii U Pro for d-paddery, it cant do inputs over wired
Robert Reed
It was alright. I got confused during the goomba, bomb, lava ball madness part. Mainly I guess because I went past the cat powerup without noticing it.
Get good? Do most people just quit the first few times they die? It's not that difficult, I'm pretty much average skill level. Weaving in and out of a lot enemies is fun to me. Hey it's fine, I just don't get some people's preferences.
James Flores
NEW Overgrown Mushroom Cloudtops 9YP-PFS-6QF >I love the sky theme for SMW so much so I really wanted to put a lot of love into this level, I hope it turned out good. The theme is a Pirahna Plant invasion in the mushroom cloudtops.
OLD LEVELS Dry Fish Sewers FWH-10N-8WG >Pretty standard level focused around dry fish, I tried to do as much as I could with that one enemy. Bounce and Swing Jungle STM-RKD-M9G >Can’t touch the ground once you’re off it, so you have to use things like bouncers and vines to advance. Dreamy Sandship Dunes 7N5-Y6V-1TG >I feel like this one could’ve turned out better, but the idea was built around flying on a ship throughout the sky and dodging enemies.
I'm making a sort of space exploration level, and I'm deciding if I should include "upgrades" that let you access other areas and sacrifice linearity, or if I should scrap that idea and just let the player go anywhere in any order.
60$ in leaf-land, sorry for the misunderstanding. The caved buttons are just made for SMW so works for me
Joshua Williams
R0C-3SL-L1H
Posted near the end of last thread. Taking feedback. Just a basic level with minimum bullshit.
Cooper Perez
i will play this in a moment because i cant imagine how you even did that
Hudson Powell
Guess I'll repost from previous thread cause nobody said anything about it. >I just made this, it's a bit difficult, but not very long, pure platforming in SMW style. I'd really appreciate any feedback. >Underground Passage - W82-5D0-K2G
Kevin Cox
too much shit everywhere and coming in suddenly from offscreen - it's less hard for you because you put everything there and know where it is
Connor Powell
1MS-NCL-XVF
A level involving heavy use of Dry Bones shell invincibility.
Luis Barnes
Good level. I liked how it loops back to the main area after you activate the block. The real Bowser just straight up died when I entered the room though.
James Foster
I'll play your level if you play one of my stages: - Ladeira a Baixo Level Id: 3QH-TVG-S5G Style: SMB3 Difficulty: Easy Description: A very simple stage with nice aesthetics and usage of water, short and Sweet. ---------------------------------------------------------------------------------------------------------------------------------------- - Toy Box Level Id: MJD-MBX-3MF Style: 3D World Difficulty: Hard Description: In this world, even the most carefree toy is deadly, so take care and enjoy the ride. This course have 3 parts, a car section and a boss, it's very challenge.
Great use of the Ant Troopersthroughout the level! I didnt even know that when you remove the parachute theyll keep flying so I got stuck on the last part.
Kevin Brooks
3NV-3SQ-0KF a 3D World level that using both clear pipes with trampolines as the main obstacle not particularly hard
> The real Bowser just straight up died when I entered the room though It was supposed to emulate how the fake bowser died easily in paper mario, I couldn't figure out how else to do it since you can't change bowser's HP unfortunately
>die >play carefully >know where stuff is the second time >jump over slow moving bullet bills damn too hardcore for me
I guess I'll switch to simple setup speed run levels, I like making and playing those as well and they are easier to make anyways.
Jackson Perez
Finished it, I didn't find it especially difficult, but the theme really seems to fall apart designwise as you go along. Otherwise it wasn't a complete bullshit kaizo stage while still having some challenge so that's cool.
Josiah Bennett
Dumb question, but is the only way to make an update to a stage you've already uploaded is to delete it?
I even renamed the stage, but it wont let me upload it.
I didnt wanna lose all those comments....
Aaron Reed
Easy and fun level!
Jonathan Wood
Yep, you have to delete and upload.
Jose Reyes
It's so disheartening when you spend ages creating a level and no-one plays it. Here's my level: "Escape from Thwomp Ruins!"
YY2-63K-J0G
Elijah Flores
OP here
Some advice for the auto scroll vertical level, don't try to jump up too fast
People seem to have been enjoying this one so far, but it doesn't have a ton of plays. Let me know what you all think. Not too difficult, it's more of an adventure.
Benjamin Price
>want to use the sick ass red airship tileset >it's locked behind the nighttime gimmick and shitty night music
Much Appreciated, just got completely thrashed trying Fort Erika
Matthew Green
Thanks. Should've probably used that concept earlier in the stage somehow, but by the time I made the ending I was kind of sick of making the stage already.
Brandon Ross
>Putting your own level in OP and forgetting the master list link OP confirmed for faggot
Grayson Nguyen
so i discovered that sound effects somehow make ghost levels at night a bit better
made a level inspired by castlevania 2 because the forest theme in mario 1 reminded me of it complete with a mansion and a bunch of references to that game mite b cool captain
Played your second level. I found the first key room really annoying. It could do with the conveyor belt. I'm also not a fan of ennemies popping out of enterable pipes. Last thing I wanted to add was that I found your secret 3 ups room to be too slow. Otherwise it was fine.
Lincoln Harris
gonna repost my newest level
YPB-V0V-76G I tried to make it interesting, though it's mostly a standard platforming level. Only 1 clear so far.
I can't. I like them all and there are levels I prefer in one style and others in another.
But I guess If I HAD to pick one then SMW would be my favorite.
Ryan Johnson
SMB1 = SMB3 = SMW > power gap > SMU = 3DW
If they hadn’t released the 3D World style the way it is, it potentially could’ve been on par with the top 3, but frankly, it feels unfinished in the state it’s currently in. I love the movement, music, and visuals, but it’s missing so many vital objects that I refuse to believe are hard to implement like vines, one-way gates, koopa shells, tracks, fire bars, one tile spikes, red and blue blocks, and a bunch of other stuff I’m sure I missed. If they fix these issues by giving it some of the objects it desperately needs for any semblance of depth, it could be great, but right now it’s not, and for me it’s a glaring flaw on an otherwise great sequel.
Michael Smith
Can I get some feedback on this brand new level? No clears yet. My clear rate has been pretty low on previous levels so I am trying to go a bit on the easy side.
Played it. It was fun but hard. Maybe add more mushrooms so it’s more forgiving when people get it in endless mode.
Caleb Jenkins
>SMB1 and SMB3 on par with SMW they look like shit and have almost nothing that warrants using them over it
Mason Gray
3DW = SMW = SMU > SMB1 > SMB3
Aaron Nguyen
...Some of you said my level was bad and too hard so I fixed it up a bit, I'm sorry you didn't like it. Please try it now:
Cold Caverns (V3): FK4-BXY-SMG.
If you are still having problems beating it: On the left side of the blue platform is a hidden vine block, get to the top and jump onto the hard block, find the second hidden block and jump to the clouds on the left to find a retard helmet.
9PP-PSL-BTF Mt Choco Digsite first part is pretty normal then it gets more puzzle based, i tried to make it so there are multiple ways to solve the puzzles.Re-posting since we started a new thread.
Samuel Robinson
>paid online required
How about you fuck off.
Thomas James
Anyone else keep making their levels harder than they initially wanted to?
Like I'll do a level and think "this should end up in the 30% range" but then it's actually under 5%
Camden Wood
Local Plumber Vandalizes Temple >93J-FRJ-T4G Mario`s gotten desperate for coins, so he`s decided to raid an ancient temple for its treasures. Not too long of a level. You can cheese it easily if you know what you`re doing
Samuel Jenkins
>i have to pay for electricity to play wtf?
Lincoln Watson
If I give you the 83 cents it cost per month to get Switch Online, will you play it with us?
Lincoln Flores
Reposting my Jungle level
72Q-2QJ-VQG
Easton Flores
TKP-S40-8VF
A P-switch gimmick level. It's probably a little too easy since I struggled to make the level hard without making it cheap. Feedback appreciated.
how do you get to the door in the middle of the castle section? is it even needed to go there or is it just an alternate path? I'm having some trouble with the flying section on the ship and I wonder if that door leads to an easier path
Dominic Thomas
I hope you're good
911-4GB-C9G
Brayden Bell
>make stage around using the superflower to bounce around to hit things you can't reach yourself >think that's a cool idea >now realize there's tons of stages with the exact same concept out there
Your levels aren't too hard, most people are just mind-bogglingly bad at Mario Look at your death markers sometime and be amazed at the creative ways people manage to kill themselves
Gabriel Perez
>they look like shit and have almost nothing that warrants using them over it You’ve just got some shit taste if you think that’s the case, they all look great. All of them allow for different looking levels with different music and atmosphere. They’re all solid as fuck and enjoy all of them equally.
Xavier Baker
how'd you guys learn how to make good levels
Jordan Evans
When people ask me if I went to game design school, I tell them, "No, I went and played video games."
Thomas Gray
Ceave has a pretty good tutorial on making good traditional levels. Basically, the trick is to limit yourself to a handful of elements, usually a main element and some supporting ones. This forces you to be creative and allows the player to have an idea of what's coming up.
Lincoln Fisher
Only the most average adventurers can make it through Roundabout Rock. Can you? YWW-P2J18G
Thanks for the feedback, did you find the secret area with the 1ups and stuff? I found it pretty hard when I had to complete it to upload it, it originally had three flying dry bones at the start which drove me mad
Lucas Ramirez
>SMB1 >bad I think it is actually my favorite. Try this level: 348-2X1-MRF
Finished it! I liked it, my main complaints are that getting in and out of the 5 pink coin area is a little too difficult to do, and could use slightly higher walls (on the entrance/exit portions only, the rest is fine)
Also I feel that when you have 2 moles, their bumping into each other makes the dodging a little too random for my personal tastes, but others might not be so bothered. In all, enjoyed it despite my complaints.
Nolan Martin
The levels I make usually take 3-5 hours to make in total. Before I even start a level I mess around with the editor to try and find a few enemies and concepts that work well together and sorta just start making stuff I think would be fun with a basic theme in mind, and when I’m finished I pretty it up a little because it can go a long way to help spruce up your level with a few semi-solid platforms and ground textures.
Most of the tips from the MM1 videos still apply to MM2
Xavier Hill
My favorite section was the boss fight where you had to dodge the fireballs and wait for the bob-ombs to blow up. I’d say sprinkle some coins in the level and some semi-solid platforms to age the level look a bit more distinct.
Yeah I managed to find the secret vine. I was hoping to find a super mush up there.
Nicholas Cooper
Which one is the super mushroom? Might put one up there. I had the endless challengers in mind when I put the 1ups up there
Caleb Howard
I can and I have - thematically it's a hot mess, but platform-wise it's fun.
Robert Robinson
>do you get to the door in the middle of the castle section? you have to reach it without being hit once. After that you just have to use your head ;^)
It's not easier, but shorter and you don't have to fly.
Gavin Turner
Chance of Hail: RNW-03C-9JF Sky bouncing, claw swinging, and a bit of ice.
Soles of the Departed: C80-VJX-WJG Shoe bouncing over danger in an attempt to escape damnation.
Sole Redemption: TMX-MSV-VXG Continue the journey and defeat some bosses to save your sole.
Ascending Sole: 7XM-NHB-MRF Complete the trilogy! Having escaped the depths, now you must climb through the clouds and do some precarious bouncing to reach the golden path.
Xavier Johnson
These are both extremely fun and well made, gj lads
Robert Jenkins
Last edit for hopefully a while: The list now sorts by newest first by default, but you can switch sheets to sort by title or maker.
Trying one last time to get this level kickstarted! Also, what’s everyone maker points at? I have no idea how the point system works.
>YWT-8QC-87G
John Ramirez
After listening to the criticism of yesterday's thread , I finally got around to improving my level. Behold, the all new "Journey to the Cave of Wonders!" 3SV-N7K-GGF
With this I got rid of any sort of leaps of faith and made it more about outrunning a single Charvarg. Also altered the bees to make them easier to jump on. Hopefully this level's more enjoyable now.
Also almost done with my newest level, so I will post that one soon.
I'm not even seeing what the idea is, user. Most of the levels are just unfun, they're so cramped. The Podoboo area is straight up awful, it's impossible to tell where they're popping up. In the future I recommend using tracks to show their pathing, even if they're not actually on the tracks. Or at least coins.
Thanks, man. I didn't really make it with a theme in mind, but rather I just put in whatever I thought would be fun.
Logan Bennett
Where do I see that?
Connor Rodriguez
>I’d say sprinkle some coins in the level and some semi-solid platforms to age the level look a bit more distinct. Thanks for giving it a try. You are definitely right about the semi-solid platforms, I guess I just gave up trying to make a mostly empty level look like something cohesive. As far as coins go I usually use them to guide the player or spice up boring/slow segments, but idk maybe.
Henry Myers
I'm actually havin fun playin my own course, there's enough danger, but enough leeway for someone bein more cautious on an endless playthrough, or their first time through the course. But I've tried to have everything sync up for a speedrunner, too. Hope you guys don't mind playin a course with a clear condition around coins.
Benjamin Davis
You're right about the walls in the pink coin area, I subconsciously matched them with the middle walls and didn't think to make them different heights Squeezing through a tiny gap to enter the room should probably not be the main challenge there Thanks user
the winged platforms really fuck up your momentum aside from that it's not really all that hard
Landon Peterson
I'm really fucking up your clear %, that first bit is way too hard, the jumping flame bit right at the start is so annoying. I like the idea of being inside the thwomps with their outline made of brick though
Christian Ortiz
I would have if 3D world even had tracks. I agree tho, this probably isn't long for the world.
I only used them because the bottom floor is probably the only chance to use those enemies yes, will need tweaking or maybe something else entirely.
Jace Ortiz
>playing Endless on each of the difficulties >expected to see levels full of the multi-coins everywhere >so far people have used them sparingly and appropriately >haven't seen enemy spam >no lakitu spam either >no corridor-filled-with-starmen-and-8-Bowsers levels >not a single DON'T MOVE level Did Nintendo develop an algorithm to kill these or has the player base matured
Dropped it at the Chain Chomp section a while ago - how was I supposed to do that? I-I wasn't actually supposed to get lifted up by the Chain Chomp posts, right? R-right?
Adam Cox
Good shit, user.
David Ross
It's only a third of the way done at the moment, sorry. But I think I could have it done by tonight.
Jason Young
First stage, it's real short and mostly looking for criticism/ideas
PFB-C2C-YCG
Isaac Watson
Atleast translate your big boobed anime pictures you dumb spaniard
Dominic Russell
That’s all that I’ve seen. Everyone loves using those winding blocks to waste time too.
Joshua Baker
Only two visits and no completions but ninety-five failures... If you ever finally make it passed the flying saws / hail and spinies: There another retard helmet right above the red pipe leading into the cave, you'll be able to find it in a hidden block.
I got to the check point and the first jump is just a pain. And when I would get passed the first two saws and onto the thwomp section I died from offscreen saws and just called it. Your level is definitely doable but if I ran into it on endless it would be boo’d and skipped pretty quickly.
Not very fun, user. Nobody likes playing autoscrollers, and there's pretty much no safe places to take a breather.
Jeremiah Wilson
Reposting to educate people who might not know
- - -
Keep in mind that clear rate does NOT equal difficulty.
What you see under "clear rate" is nothing but how often the flag was touched vs how many times someone started the level. If I go into a new level and clear it first time, it will say 1/1 clear rate 100%.
If I then go and think "hey I could set a really good time for this and get a long lasting world record!" and I keep playing the stage over and over but resetting it when I mess up a jump or lose time in some segment, it might just say something like 2/50 or 2/100 or what have you when I'm finally done and the clear rate shown will be ABYSMAL.
Yet the stage will still be rated as easy because out of 2 people who loaded the level 2 have completed it (the number next to the footprints symbol is not how many unique people played your stage, but how often anyone has loaded into the stage. Resetting doesn't add to it, just actually reloading it fully aka exiting and coming back in).
And that is what the game looks at. The game looks at your play count (footprints number) and compared it to your clears.
For example one of my stages has a clear rate of only 2.2%. Sounds hard, right? Well in reality many of those attempts were by people trying to get good times. If you actually divide clears by how often the stage was loaded, the number is something like 29% for that stage. Suddenly it's not THAT hard anymore. 29% of the time when someone entered my level, they ended up clearing it.
Having an open level will need you to consider how the players will tackle your course. You'll probably have to sacrifice a lot of dificulty too since you won't know what the player has when they go against a boss or something.
thanks but you should also have posted the image where she has her shirt unbuttoned
Juan Cook
Feel free to take your time at each thwomp, prove you're more skilled than most of Yea Forums.
John Sanders
Thank you user, I see you took my advice to heart sorta. Plan on adding a tab for upload date or is that a no go?
Jace Garcia
K7X WKH Y0G
Austin Johnson
But I didn't post that
Isaiah Torres
You've gotta watch the pattern below with the two higher pieces of track I laid down. If you're running toward that off switch with the red coin, you have about an extra 1.5 seconds to position yourself before the thwomp is able to fully break through the hard blocks. You were actually almost at the end, though.
Bentley King
OH MY GOD I FUCKING DID IT I'M AT THE CHECK POINT I'M TOO TIPSY FOR THIS SHIT WHAT DO
Cameron Miller
PCR-DCW-9NG
Owen Long
Congrats, now do the rest.
Noah Scott
anons at least sell your damn level you lazy fucks, you presumably spent hours making it, surely you can write a few sentences
Ethan Powell
Do you guys think a stage around this kind of shit could be fun? I like how they look when flying around there, not all perfectly on top of each other. If you sprint through the tornadoes you can dodge them and not get smacked upwards into the moles.
I posted this one a few days ago, this time around it's been balanced a bit and I've removed the excess coins.
Water Water But None to Drink K72-8G9-DBG
This course had a 30% of its players liked the original so I was a little pensive to delete it, but I really felt it needed some changes. Any feedback is welcome, and it is quite easy.
Oliver Collins
>draw the rest of the fucking owl At CP2, the second section really wasn't too bad. But the Bowser fight will rek me a couple of times I reckon. I'll like it in advance just in case I ragequit
Liam James
there's plenty of spaces to short hop back and forth, infact there's 2 donut platforms you can easily move between. The idea was to maintain pacing but with the addition of autoscrolling, it might've been redundant. I might swap them out for hard blocks.
Cameron Russell
no
Austin Collins
7N3-DSH-Y0G The Ground Night stage actually has a bunch of different effects, not just the 'goombas float and 1-ups are poisonous' that everyone knows. This level showcases all of the changes -- or at least all of those I could find. Pretty easy level, but should help inspire people about what parts they would want to use in their own work.
Justin Price
Yeah the second half is more of a breather compared to the beginning, considering you don't fuck up at the miniboss. The Bowser fight was initially much harder with a Bowser jr shooting fireballs and a smaller playing field, but I felt it was too rng based.
Bentley Ramirez
If you have a challenging platforming section, just have the player fall into a pit with a door that takes you back to the start of that section.
Choose a pipe and hope you're right is the epitome of shit level design. Otherwise I liked your level.
James Hall
that's how the creator of celeste designed his level. kinda makes sense cuz his game is based on short rooms anyway.
Ethan Murphy
It's gotta be somebody who is internet famous shilling their shit to their fanbase
Sebastian Mitchell
There's no downside to taking the wrong pipe, and you get to see jr's bedroom or a koopa on the toilet.
Easton White
CNJ R0X 6GG
It's a puzzle ghost house level. I tried to make it fair and didn't incorporate any stupid shit like invisible blocks. No hard platforming either. Brainlets not welcome.
Updated Fright Factory to make some changes (thanks for the suggestions ) so things are less difficult in the first puzzle and the bonus room is shorter but more interactive.
New code: YKN-X05-G6G
Carson Morales
People going to the 'Popular' tab and playing #1 I guess that level got there first
Jayden Garcia
It's still frustrating as a player.
Blake Watson
Today until /MIDNIGHT EST/ I will be sending $10 to everyone who completes my level for the first time.
Last night the first prize was $50 and the next 2 subsequent winners were given $20.
The level is not crazy it's very doable, just challenging, and there are 2 very generously placed checkpoints.
"just have the player fall into a pit" kinda limits creativity when it comes to challenging platforming. Well in a way it forces you to be creative too, but you can only do so much with "falling down" as a penalty.
Connor James
Congrats man, your posts have encouraged me to make more. This time more straightforward as the thwomp room seemee to get a lot of people to quit, even though I personally think it's fine.
How so? Even if you're speedrunning you probably cleared the level normally once just to scope the layout. I don't see the problem.
2 people have found the super secret treasure, will you? Find the secret hiding in skull cave: H4F-V4D-MRF
Gabriel Gonzalez
How did you find it?
Xavier Watson
Mine is just a basic Mario stage that I made. I can't really "sell it" more than that.
Isaac Perry
I wish they'd give you the chance to rate a stage you ended up game overing on in endless. So many levels getting away with not getting their asses Boo'd.
Isaac Williams
t. shitter
Christian Miller
Just pause and boo when you realize the level is dogshit
Leo Thompson
Just go to your recently played
Leo Johnson
The last part where the whole segment is made out of on/off parts is col but yeah the rest is pretty shitty and braindead easy
Nolan Smith
just find it in your played courses list y'dork
Mason Johnson
This is the greatest level ever made
"Super Vore Bros." RDW-SV9-P0G
Only 3% of players who have dared to played has been able to not be consumed by luigi's digestion system.
Seriously? I could use $10. The question is whether or not you'll really honor it. What's so hard about it?
Leo Harris
I didn't play the previous version but the room with the conveyor belts and the plant is really janky even when you reach the clear pipe and hold up you just slide past it and fall down because you need to hit a sweetspot while at high speed and the plant is just super likely to eat your ass because of how the conveyor fucks with your momentum
Not saying it's shit or anything I actually really like the stage, I just think this room could use some polish to make it smoother
Noah Green
It's someone who played one of my levels - I generally play at least one level of people who play mine. Famed artist of such masterpieces as 'Tribute to Nolan (Big guy)'
Anthony Baker
Kek, those are the shitty joke levels i made. The other 2 have effort put into them
Wyatt Jenkins
I've put invisible blocks under the pipe but I guess people wouldn't really find them unless they try to wall jump up. I'll keep that in mind if I revise it again, thanks for the feedback.
David Torres
nvm I'm retarded and didn't hit the hidden blocks, it's super easy once they're active
Hunter Davis
I gave away over $100 dollars on this game thus far. Play it, it's got a few puzzles with some doable platforming no leaps of faith or stupid traps, no trolling really. and its not kaizo or anything, just punishing platforming.
Juan Rivera
I remember an user saying he was going to recreate that one NES TMNT bomb defuse level, I'd really like to play it if you're out there.
Navigate a 3D World level filled with different Thwomp uses like riding on them or being able to kill them.
I know I keep shilling this level but I haven’t had time to make new ones. I like being a nurse but working three straight overnight twelves makes it hard to chill with the bros. I just got on shift but when I get home around 8AM tomorrow I will be making a big post of comments like I did yesterday.
one of the best games I've played this year, at least. though I haven't played many new releases this year.
Eli Bailey
I wish they hadn't neutered the wacky undertones and Mario Paint themeing of the original Mario Maker. I liked the sort of "Kid Pix" feel of the original. It was more like Nintendo software instead of a Nintendo game, if you know what I mean.
Also the GamePad and stylus were just fucking perfect for MM1's drag n drop UI. Using a stylus on the Switch just feels weird and janky. You can't even shake enemies to change their states as far as I can tell.
Jokes on you, I beat both of the joke levels and had fun
I've been playing this game 10 hours a day since launch. What do you think?
Hudson Taylor
If you flick them downwards fast enough you can throw them in the trash at least.
Ian Hughes
>finally build a good aesthetic outer shell for the stage >have to start actually making the gameplay part of it >hit a brick wall because I thought starting from a top-down perspective was a good idea
I forgot how bad I was at level design in the first mario maker
holy shit bros is it just me or is vs mode borked?
>no 2nd or 3rd place >everyone else just loses
Kayden Hall
1PT-NKT-FPF
Thomas Jackson
This game and every single level using them would be better without hammerniggers They're the single worst enemy design and have never been used in a good or interesting way
Caleb Reed
>tfw get some guy's offscreen thwomp hidden kaizo block pick a pipe shit level in endless >skip it >go out of endless, look up last played stages, go to guy's profile and boo all of his 12 stages
I liked it, but some of the on-off stuff seemed a bit unintuitive, like the part where if you hit the on-off switch and block it off, you have to go back the way you came to change it back.
Ryder Anderson
MM1 really honed in on encouraging creativity. You can tell the entire game was designed around that philosophy. The game has so many interactions that it encourages you to just mash things together to see what fits. Dragging power-ups on enemies or shaking them to see what they can turn into is honestly more preferable to just tapping them and opening a menu of possible states. There's not much to discover if you're already familiar with MM1.
I think creators are at a disadvantage because of this, too. So many levels just start with a loose mushroom because no one thinks to drag it on to Mario to start the level in that state. I've played levels that are completely broken because the creator doesn't know that Mario can wear Buzzy/Spiny shells on his head.
That being said, MM2 is still good. It just feels like such a huge step backwards thematically.
A lot of interesting glitches that I saw on youtube and stuff also seem to be gone. Sad times.
Austin Jenkins
Koopa Derby here, thanks!
Mason Murphy
gonna keep copy+paste shilling mine until it gets at least one play. Just finished my first level. been working at it on and off since release >Walljump Wallop FWH-MWC-9BG pretty simple, it's just wall jump/slide challenges that get more and more difficult. makes use of the big spiky blocks, blinking blocks, and pirahna plants. somewhat difficult towards the end but there's a mushroom in there if ya need it.
Great stuff user. It's the first SM3D level I truly enjoyed. The only thing I didn't like is that I felt like a mushroom or a closer checkpoint was needed for the part where you have to bounce multiple times on the pirhana's plant head near the end, since it's pretty trial-and-error based.
Elijah Moore
I don't know what's worse - that this level exists, or that its jumps are designed better than 90 percent of MM2 courses.
Ian Wright
how is this if i have no intent of creating any stages
Luis Bailey
This ones awesome, you really fleshed out the whole Thwomp physics thing on this and it makes me stoked for when I get to World 5 of my game to play around with the 3D World filter. Gonna play the rest of your levels and I've followed you.
S-sorry... I just wanted to share
Thanks man! Hearing that makes me feel all fuzzy inside.
Gonna play a few more then get cracking on World 2.
>play a literal meme course >someone swoops in to steal my WR WHYYYY
I jest, obviously - keep posting those courses and I'll keep playing them
Charles Gonzalez
For sure. With Pokémon looking like HOT GARBAGE and an insult to the franchise, this game wins hard.
Jaxon Morris
Pretty good, even If you don't plan on making anything there's tons of neat stuff to play. Folks are pretty dang creative.
Brody Ward
Greato to be dazu
Asher Turner
thanks user, I hope you got to see my cunny artwork
Brayden Ortiz
why?
Kayden Cooper
Post it
Camden Ramirez
any cheap digital versions around?
Nolan Lee
I did - it's on the required path to the ending tbdesu
Connor Fisher
3VM-NTY-18G My first course without castrating levels of challenge, tell me if it's too easy.
Angel Evans
Why do the joycon buttons have to be such shit. Mashing jump while holding the run button feels so much clunkier than any other controller.
Nathan Smith
Oh man I hate that switching to nighttime introduces annoying gimmicks for everything. The best you can do is nighttime forest and just set the acid to the lowest position. Aesthetically its dank af.
Ethan Cook
What kind of stylus are you guys using? Does that Apple Pencil work on the Switch?
Kevin Walker
It's nothing special. A bunch of red and invisible blue blocks. If you change the color, the word "cunny" will be displayed.
Elijah Campbell
Sorry, i tried but I'm not a huge fan of these types of levels
Isaac Cox
I like puzzle levels although I'm not too sure about the difficulty on this one. Can someone please tell me if I made it too hard or easy plz?
Give 3DW tracks and on off blocks and it would easily be the best style.
Hudson Carter
Gimmicky claw game where you dodge the crap being thrown while waiting on the pow block. I suck
KWS-VJ9-3VG
Ethan Perez
I get where the devs were coming from with 3D World, though. They wanted something simpler and less complex than the other styles, which is a good decision on paper. Problem is the limited selection of items makes the levels too similar.
Luis Sullivan
so deaths add to a levels clear rate, right? do level restarts add to it too?
Nah that would be Gato-Roboto free. Its short, but all of it is really good. I'm hoping for a sequel. I have been having a lot more fun in this than in SMM1 though. In Mario Maker 1 I pretty much played it for a handful of hours then never played it again. Think I made like 2-3 stages that were really shitty and unfocused. Story mode and not having to unlock parts really helped my motivation to keep playing.
Charles Morgan
Mega Man-inspired level 1F9-2FQ-50G
Isaac Peterson
>level of different screen length sized room puzzles >trying to think up different puzzles >uh I use the claw in this room and the on off blocks in that room >out of ideas
How the fuck do you puzzle makers come up with your puzzles? Do you think them up throughout the day? Do you just deeply understand the mechanics in a way we never will? Do you throw shit at the screen in a mess area until you're inspired by something you see in it? Literally, how do you come up with these puzzles? And I'm talking about those puzzle levels that really shine.
Nathan Torres
If someone wants to try out my levels, it would be appreciated.
Platforming adventure 1-1 (SMB3) HV8-SMS-YKG This one is a traditional style level
Bouncy Castle 1-2 (SMB3) 1KF-PJW-FNG This one is a themed level that really focuses on bouncy objects. This one also focuses on difficulty.
Mushroom world 1-3 (SMB 3) MGT-LSC-YVF This is another traditional style level
I think I am most proud of 1-1 and 1-3 for the traditional platforming style. All critiques are appreciated. Also, all my levels have two different paths in them too so that there is a bit of choice in there.
Bentley Carter
Is anyone else tired of these levels where you have on central door and then like 6+ other doors where you have to find key coins? They're so long
Xavier Hughes
I've noticed I'm really awful at mario
Thomas Cruz
Will you guys play a level for an user’s birthday? I’ve tried pretty hard to make something fun but not pull your hair out difficult. It’s also sky pirate themed
That was a good level, nice job dude. I have the same criticism as this guy though . It was a little frustrating to have to repeat a relatively easy part (the spiny section, the blinking block jump, the ON/OFF spike things, etc) over and over just to have a single try at the piranha jumps. But overall very good level.
By the way, I was actually able to get through the spiny section after the second checkpoint as big mario thanks to some lucky timing, I was gonna try to cheese the piranha but it didn’t work lol
Carson Adams
Boo Rider TK7-RYM-GXG
You have to jump on the chain chomp's stump on top of the boo's head and then stand on the left or right edge facing away from the boo to steer. Sounds complicated, but I tried to make it as intuitive as possible
Charles Carter
Mountain Madness RNF-K1D-RVF Comfy snow level for true fans Please give feedback
What does the little mountain icon in the top right of your uploaded levels mean? A couple of mine don't have it but some do.
Jason Bailey
I wouldnt say its to easy but there's just not a lot to it. Maybe you could try to expand on some of your ideas and make a level around that. Like that part where you have to follow the shell to break the block and get to the pipe. A lot of stuff you put in just seemed kinda pointless but I feel like you have some fun ideas, you just have to polish them a bit more and flesh them out.
Ayden Sullivan
>everyone talks about only single player >no multiplayer
Why did I even buy this game if we aren't even going to play together.
Joseph Wood
Done, rough but fun enough.
Owen Foster
Koopa Derby guy () here, what else do you think might make for neat obstacles for whenever I do the next one?
Asher Allen
Just made this. Took a while, it's my first level I made sure it's well balanced and that there are multiple ways to beat it (completionist, level rusher, or standard gameplay)
Just uploaded this one: 5PN-VKK-NWG SMW level about swings, still at 0 plays
Also, reposting my other two: HQB-2WV-H1H C8V-R0Q-4SF
Dylan Morales
Have you tried playing multiplayer? It's the laggiest shit I've ever experienced.
Wyatt Walker
So let me get this straight. Any time you want to use a shell from a canon for example in a style where mario can wear them as a helmet you need to make sure he can't take some unintended route by breaking hard blocks? Why can't red and green koopas be turned into shells in the editor? (unless I've missed this feature somehow)
Alexander Rivera
Undead Asylum ID: H6J-3BW-C2H Tried to make the starting level of Dark Souls. Let me know what you think!
Jaxon Jones
Pipe Infestation: 93G-G2R-QRG
Fun little level I just made, doesn’t seem to difficult, first level I’ve made where I’ve used a sub level as well, hope you guys enjoy.
Eli Mitchell
>Level starts >Get picked up and thrown into lava immediately >Someone reaches the goal before I even respawn What I don't understand is why there isn't at least a second place finish
Lucas Diaz
Is there a way to give a player a buzzy beetle or spiny helmet (or even a dry bone shell), and then create some kind of gate which they cannot cross without getting rid of it? I want to create controlled environments for puzzle purposes.
Luis Perez
Made my first level. It's short and I'd say easy / medium difficulty. Tried to give the level a good look and asthetic.
Please give feedback
1T3-J1R-1JF
Nathaniel Martinez
I found a skip which cut 5 minutes off my previous time. Way too easy if you ask me.
Ian Martinez
make some way in which they need to take damage in order to progress
Michael Howard
It means the level has a clear condition.
Gavin Brooks
...
Mason Moore
Sanzu River YT0-SJ5-9HG This is loosely based on the Sanzu River from Touhou. You have to collect red coins while riding a seesaw across a poisonous river. I normally don't like forcing players to kill themselves if they miss a thing but being dumped into the river and being consumed by spirits for not having enough money kinda fits the theme. Plus the level is pretty short in case you do fuck up.
Marty the Thwomp's Prison 9RQ-YN8-G6G I made a level centered around that caged Thwomp from Mario Kart 64. You have to work with him to solve a series of mini challenge rooms to escape Bowser's dungeon. I know the switch block is kind of overused but I had a story I wanted to tell with this level and I'm happy with the way it turned out.
Jackson Murphy
Unbreakable blocks above Two spikes below One-high walking space so it forces the hit then re-give them whatever powerup you want them to have - note that if they have a helmet, they can cheese their other powerups through with a crawl-dash.
Logan Butler
I'm on the second checkpoint and I think I'm soft locked? I went through as big Mario but now I'm stuck
Bentley Cooper
All in all I liked it. The way you decorated it was pretty neat and I liked the atmosphere you built. I think ou could do without the red coins since they dont really add much and the samurai sound blocks at the end kinda killed the vibe for me but overall a solid level 7/10 maybe it's too much on the easy side for my taste
Cameron Rivera
Is this definitely the only way? It feels sloppy and with potential to go wrong.
Matthew King
My first stage 369-JKJ-JPF Had to fix something and re-upload. Now you have to collect coins to complete the stage ontop of the standard not dying. Anyone have any good side scrolling stages? I wanna make a side scroll next and have it not be shit like my first stage. and then i had to reupload my post
Adam Diaz
Thanks for the feedback. How should I go about fleshing out stuff? Just add more of it?
Justin Sanders
Oh dang, would you mind pointing out the skip?
Owen Lee
I’ve really been trying to make levels that don’t outstay their welcome. It’s really easy to just keep adding more bits which make the levels really boring
Nicholas Ward
its the only way i've found out so far, mostly because taking damage is the only way to get rid of those items i hope a new way is discovered so i can enjoy implementing them into puzzles without have to make them get rid of it, for now though i prefer items you can pick up and hold
Jack Moore
Second one sounds interesting just because of the narrative, too bad I can't access my Switch at the moment. I hope someone plays it and reports back here.
Isaac Miller
Right after the warp box is a mushroom and a pit with spinies blocking a door. If you grab the mushroom you can throw yourself into the spiny pit and abuse invincibility frames to get through the door. It skips the entirety of the section meant to get the POW block to clear the spinies. I managed to get my time down from 6 minutes to 30 seconds using this trick.
Isaiah Carter
Oooooh fuck me I forgot to take the samurai sounds out. The red coins were just an extra thing but pretty much impossible to miss. Thanks for the play user. I’ll try yours out.
Jason Fisher
R.I.P Iwata ---> FRP-7K2-HGF Level extremely hard 5KX-HFH-D6G Speedrun : ON/OFF [15s] ---> TM2-DH8-JFF Life is Life ---> KYT-B6L-75G
Level Retro [Black and White] Retro Mario ---> CBP-4X6-SHF Retro Mario Forest ---> TYM-6HW-9TF
Music : Beethoven Moonlight Sonata (song) P1G-8L7-4LG
Michael Ortiz
I guess damage gates are the best option for now, until some crazy Jap puts his mind to it. Thanks lads.
Brandon Carter
Fairly good, a little too trigger happy on adding piranhas to all the pipes, but still gud.
>swing castle I like it, I almost think there could be more coins or enemies in the empty sections though. Maybe some challenging optional big coins would be good too.
>sanzu river not found, wrong code?
Ah I'm dumb, thank you.
Grayson Gray
How in the hell do you make a music stage anyways?
Jonathan Cook
>Poison Paradise2:Electric Boogaloo FFL-BVS-FXG Standard stage where the main enemy are poison shrooms that follow you
Henry Butler
YRP PR4 GKG A old shcool forest themed level. Not too easy but not too hard. Standard gameplay level.
Cameron Roberts
>SMB1.5: 1-4 Floaty Fortress RVN-YBQ-2QG
seen in webm, provided by user that played it (thanks!)
Why do you have to beat a level without checkpoints before uploading it? Seems like a retarded stipulation. Even if you make your level unbeatable when a checkpoint is triggered, the player can always start over, so why force the level creator to go through more difficulty than the player?
Nothing makes me boo a level faster than a forced, slow, enemy-filled snake block section.
Alexander Gutierrez
I played your levels the other day and I thought the first three levels were amazing. I didn't like the fourth one, but that is just because I am not personally a fan of those things that make you float. Keep up the great work user!
Brandon Kelly
it is exactly to discourage people like you
Brandon Cook
Is there a way to mark courses as favorite or something?
Oh right I promised you I was going to replay the level to check for coins, I'll do so right now
Aaron Baker
>Love original Super Mario Bros style >New snow, jungle and desert themes are amazing >Can't make a castle level because the 10 second music loop drives me mad
John Evans
fair enough, I didn't like working with those wind things either. They're awkward as fuck to use and kept causing problems - I actually had to reupload the level due to issues they were causing. I don't think I'll use the wind things ever again.
Well first off the first part of your level is kinda cryptic. I wasnt sure what it was what you wanted me to do because there was too much visual information that wasnt integral for the level. Like the koopa or the two missing blocks on the right. This is where some coins could provide some help so the players can understand where you want them to go, in this case, to the top after breaking the blocks.
Next, we have the pirahna plants. There are only a handful and not in a challenging or interesting way, they are just there.
I like the way you positioned the checkpoint, you could use that for another level where there are some hazards or something that you had to avoid in order to drop to it.
After that I was confused since I didnt find or missed another way to progress. The pipes to the right lead to nowhere so that may be a bit misleading.
It also looked generic. Maybe if you built upon a specific theme like an enemy a hazard or a power up you could make everything come together. Maybe you could rearrange stuff in a visually pleasing way.
Good luck on your future projects!
Benjamin Rogers
might be slightly different since you last played it as it was reuploaded to fix some things
Levi Jones
my guy. you don't wanna know.
Jackson Reed
Mario Maker courses:
Karting: 9F5-4V3-2JF
Speedrun: 90A-1Y3-1J6
Be patient: WNN-GQ2-9LN
Breastfeeding: RD7-LXX-3PJ
Bust: RD9-WNN-7EJ
Catching Up: 9RG-KQ2-KW5
Climb the ladder: QG9-2E6-WN6
The Secret is You: 1W9-JJ2-C4E
Don't let your guard down: QG9-WGG-J4F
Escape Escape Escape Escape Escape: 1RW-6G9-WJ5
First Steps: QK9-KW3-8E7
Flower Break: KF9-2E7-9K8
For the love of God, don't be afraid: RW9-QK8-9K7
Inheritance: RQD-Q8P-3W6
It's alright, you're mine: QG6-B5K-6J4
Just do it: QW9-9K7-9K7
Just in time: QG6-B5K-6J4
Jumping ship is easy: RJ9-8P7-9K5
Climbing the stairs: 6F9-W0P-FDF
Crystal Tower! 9RG-KQ5-W6M
Dream Castle: 9RG-KQ5-WQQ
Flee a fire! QG8-WQ6-JQH
Fight fire with fire! QG8-QQ5-2A2
Answers to the following puzzle questions: QJQ-2A7-WF8
All You Can Eat! A9Q-4J6-JE7
Oliver Rogers
>people like me I'm trying to make a challenging level but with checkpoints to greatly reduce the overall tedium/difficulty. So what fucking sense does it make to not let the creator use the checkpoints that he specifically laid out to reduce difficulty?
It would make no sense, since that would mean that you could game over with no chance of winning if you come across such a level with only one life left in endless mode.
Christian Harris
You can also create set-ups where you need to die after the checkpoint to clear the course, pretty sure.
Ian Young
I removed the checkpoint from my first map simply because if i didn't get to use it the players don't.
If you guys want your $ I need you to tell me which email to send it to I sent one of you and it wasnt tied to a paypal.
Daniel Gonzalez
I assume the part where you have to turn On to trigger the vine, then Off again so you can reach the platform. I thought about making the jump smaller or just replacing those with clouds. Maybe even ice as a heads up about the jumping part coming up.
Leo Cook
>Even if you make your level unbeatable when a checkpoint is triggered, the player can always start over that would defeat the reason for having a checkpoint to begin with, which is why you're forced to clear from them.
Joseph Baker
I'm sorry user, it's hot garbage. >poison shrooms come randomly from nowhere from the sky >miss the on/off block and have to deal with riding the slow ass tilt platform again >tiny platforms that don't help and can barely be jumped between >forced blind walljump into shroom Hard for all the wrong reasons
The first part is unnecessarily difficult. The snake block section is slow and sucky. The p switch room is also very annoying and needlessly punishing. Never force a player to wait for a slow ass koopa to jump off of with waist high water fucking up your jumps. It's not good, you really need to learn what makes a difficult course fun to play. This is not.
Grayson Lewis
this, right now it's absurdly limiting and I saw that as someone that makes courses with only 2 or 3 elements in them.
Jackson Reed
Reply to this post and I'll play your level. I'm
Isaac Torres
HOW ARE YOU FAGGOTS LIKING SLOPES SO FAR
Josiah Richardson
Well I played the downloaded version and I found all the coins in there - 10 required the Thwomp moving the wind blower thingy, 30 required an alternate path to break open the side wall, and the 50 was following the lower Thwomp path, All of them were fair in their difficulty and should be easy to find for anyone specifically looking for secrets. If the changes are major then obviously this information is useless.
Lucas Peterson
Is online multiplayer unplayably laggy for anyone else or is my internet just that bad?
Camden Gomez
My first course definitely has a theme to it now. Firebars, red koopas, coins, and trampolines with a coin requirement to clear. I'd say the difficulty so far feels like a very hard normal, expert if you're goin for the course record. And it's halfway done. Only reason I haven't done more is cause my Switch ran outta power, so I gotta let it recharge.
But they gave everyone free skips for this purpose. Skipping has zero consequence iirc, you don't lose a life from it in this game. So if you encounter a situation like that, and you really need to hang onto your lives, you're free to just skip.
Luis Sanders
if you get lucky you can get something other than mincrosoft powerpoint tier.
Grayson Cox
OP Here
I played it, nice but a little rough
Play mine, it's in the OP
David James
It would be extremely frustrating for the player though.
Alexander Hernandez
What makes for a good water level?
Jacob Wood
that's assuming the player knows that the course cannot be beaten anymore, which might not be the case depending on how the course was laid out.
Dylan Foster
Free skip wont save you if you are on you last life. It becomes literally impossible then if CP fuckery screws you and makes the level impossible start-to-finish.
the tiny platforms are there so the shrooms will fall off the tilty platform, not to skip the autoscroll section. In all the test I did I never ran into the walljump shroom problem. It spawned so far back you'd have to miss the walljump like 4 times before it'd get to you.
Austin Perry
not making one.
Jason Ross
>reached 5000 maker points aw yiss been waiting all day for this, thanks anons I couldn't have done it without ya
Luis James
so do the challenges from the first game not exist in this one? I 100% completed the story mode and I loved all the developer created bonus stuff.
Kayden Richardson
They're a big guy
Mason Lee
>NINTENDO WON'T LET ME MAKE TROLL STAGES THAT SOFTLOCK YOU IF YOU HIT A CHECKPOINT WHY DO THEY HAVE TO FUCKING BULLY ME LIKE THIS?
fuck off you fucking fag
Brody Fisher
Tried beating it, but somethings were inconsistent and killed me randomly. I got the rhythm of the second part with the piranha plants, but the blinking blocks had a jump that was too tight with the spike block. I noticed that in the 3D world mode those blocks can kill you from a ridiculous range. Also there’s some fire piranha plants at the beginning that would move into a position that would just suddenly kill me when I ground pounded downwards. Idk what happens after the clear pipe, but the sudden spikes killed killed my mood for the map :/
Jordan Carter
If you're being this highly critical then show me an example of a hard and well designed level that you've made so I can know if I can take your criticism seriously or not.
Justin Peterson
>strawmanning this hard Not like a fag like you could beat my courses anyway, even with a checkpoint.
Nathaniel Watson
I only have 628 maker points..
Lucas Davis
Tricky Mansion Y3Y-DXF-92G A mansion with a few tricks up its sleeve. Nothing too crazy.
Skyship Assault FTN-6FN-QWF A fairly difficult stage, but I hope it's not too difficult.
Looking for feedback so I can make stages better.
I have some others on my profile too.
Liam Ross
>spend dozens of lives trying to beat long, difficult level >grab checkpoint at the end, it renders level unplayable >"lol just restart or skip it bro :^)))))" Why do you want MM to get flooded with even more trash than it already has?
Zachary Nelson
I'm . Trying money dude's level, but I'll give yours a go soon.
Ian Sanders
>1-1: Getting the Shell Rolling 510-Y3S-64G The very start. The idea is to get a feel for the controls and be introduced into kicking shells. Should be super easy.
>1-2: Moving Around Underground 9WB-G63-SPF Following the first level, you'll be practicing your jumps and timings. Space is limited.
>1-3: Diving In Y5B-L81-3XG A dreaded underwater level. I tried to make it as bearable as possible for players to be introduced to swimming mechanics and the Cheep Cheep enemy
>1-4: Bowser's Castle KCG-M1C-5BG Castle level, lava is deadly and first encounter with Bowser. No enemies, just lava.
These are meant to be like traditional Mario levels, so they will probably be super simple.
Played Tricky Mansion. I liked it, felt fun to play.
Sebastian Bell
Thwomp Swamp Romp. Pretty easy standard level with a simple gimmick and an alternate route. My second stage, and the first one i'm kinda proud of. Let me know what you think if you play it. W69-PQQ-VVG
Is there any point in playing Endless Challenge? I just tried it for the first time and all the levels I played sucked. It was like a tour of every way in which a level can be boring and stupid. From a guy putting in a couple messages telling you to go play his other levels, from an auto Mario level that immediately breaks, then next a level with ridiculously long clear pipe travel with standard jump platforming.
Daniel Garcia
T30-CHH-1WF Underwater level with the simple gimmicks of finding switch boxes and avoiding nonmoving obstacles. Posted it before but I had to fix a soft lock and put in a better checkpoint for casuals.
K9K-M0R-QDG Kind of a variety of less commonly seen platforming based on precision and timing. Generally pretty simple, maybe one bullshit section.
Just uploaded my first attempt at a puzzle type level Feedback would be very helpful 7DR-QCF-5CG
Daniel Cook
>worried my level will be too easy >literally minimal threats and basic platforming >1% clear rate
What?
Elijah Thompson
wew, pretty tough. surprisingly good level though. I agree with the other guys about the plant at the end, however I feel like if you gave a mushroom right there then it would lead to the player just tanking the hit and then running through. unsure on how else you could have done it but I enjoyed it nonetheless. I thought it was a really good use of 3D World's unique tileset. good level.
One question I have is why you decided to give a mushroom before the hammer bro when you won't be able to get past the next platforming section with the timing block and the spike block with it anyway because the ceiling is too low?
Alexander Murphy
>the levels suck skip them
Nolan White
You can get to the end of the level with that mushroom; if you have the GRIT. you duck walk; and you are rewarded with a free pass on the piranha toward the end of the level.
Juan Turner
Thanks!
Matthew Morgan
You don't know you have to walljump until you scroll the screen up, which causes the shroom to spawn. It just feels awkward is all I'm saying.
I gave positive support here and somewhere else. I normally don't like to be super critical but that was genuinely an unpleasant level, I'm sorry. Watch some of yamamura's lessons. It just felt cheap instead of fun. Water that only gives one/two blocks leeway isn't very nice to work with in general.
I don't try to design "hard" levels, but players may interpenetrate them as such, difficulty is a scale per person. My levels are here: Also I trust you to actually play a couple and not just boo them out of spite (I didn't boo your level, shame on you if you so). Entombed Treasure is probably my longest and most difficult course, it was also my first. Trees ‘n Bees/Somewhere Under the Rainbow are probably the second most difficult I suppose.
Logan Cruz
welcome to mario maker
Samuel Gonzalez
I enjoyed Chance of Hail, it's well designed. Good job!
Charles White
Also you're entitled to $10; email me the screen shot of your username and whatever email you want me to send me the money to through paypal; just an hour and a half left for the prize money. (anyone who beat it within the time frame is entitled to it)
Anthony Robinson
anyone have a gif/webm of soundfrog dancing from Story mode?
Bentley Jackson
I could use some feedback on this level. Vertical snow SM3DW. Just some (hopefully) comfy platforming. Also here's a cat.
All those interactions are in the game, you just don''t have to do something stupid like shake the enemy. And if you really don't know how something works, its called looking at the turotials or playing levels.
Ayden White
Can confirm. This user is a man of his word and makes interesting levels.
Dylan James
>Haunted House on the Hill 53M-QK1-DLF Moderately challenging level I tried to dress up in spooky atmosphere, but no sound effect spam or anything cheesy.
Jordan Kelly
that's a quality level right there
Jayden Watson
Reposting my first level
Afraid of the dark? 5W1-HY1-VHG Any feedback is appreciated
Brandon Parker
Enjoying the course but you should consider making the top portion after the checkpoint a sub world so people can fall to their death. It's actually more convenient than falling all the way to the beginning of the level with full health.
Juan Nelson
I made an attempt at making a level that would be fun to speedrun. Very straight forward, make it so you can't die so if you're bad its not frustrating, you can just keep trying. Requires you to know how to do 3D World long jump.
show me your levels and I'll try them out to raise them up.
I've been making since day 0, in fact I got the game over a day early due to a shipping error. I played a lot of SMM1 as well so I already knew the technical shit.
Charles Turner
pretty dam good
Luke Perez
the coin placements are still the same, all that changed was some stuff with the wind and a couple enemy placements (including bowser)
Owen Perry
could use better indicators
Mason Parker
Hrm, maybe I have the gap too wide then. the idea is you can see the shroom from the start and you either beat it or wait for it to pass. It's not supposed to be an offscreen kill
Xavier Russell
terrible
Levi Wood
How did they pack so much soul into the sky themes?
Liam Jones
Only had the 3DS Mario Maker before, so the first thing I did was remake my levels from there, and tune them up, then upload. They're untouched, so I hope someone can enjoy being the first to play them.
YR1-C99-VGG - Shroom Spirits
KF9-05H-1WF - Ship Of Peril
Nolan Parker
Both my old and new level below (anons over the weekend liked the Ice Castle).
>Ice Wizard Castle: CS8-47F-YTF
>Frost Mountain Fun Run: T5R-DSJ-7LG
Henry Sanders
hope anons like it 1-3 MirrorWolrd >ID: YYG-2B3-GXG
good level, creative boss fight, surprised I 1st tried it
Isaac Thomas
retards trying to speedrun it t. retard who speedruns easy levels
Levi Adams
Sorry the new code for Sanzu River is 17V-0CL-7LG. It was my first level and it had a few flaws I wanted to fix.
Adrian Cruz
that level was pretty cool. How do you do the black grainy slow down effect?
Nicholas Parker
thanks man, it's my first time. appreciate it!
Ryder Phillips
Maybe also put some coins to indicate a walljump, like at an angle at the wall. Perhaps make the hole a block wider too. A big thing about vertical sections is that you need to force the player to scroll the screen up to see stuff, or else it feels cheap. This is also why I'm not a big fan of the first section, because there are times you can't see lakitu throwing the shrooms, only hear them, so you're unsure if you're about to be bodied.
I'd advise limiting the screen to only the bottom half and putting lakitu at the top where you can see him, then have an occasional parachute shroom in a section where the platform might be safer (not the switch areas). That way no obstacle comes from nowhere suddenly and can be predicted. Maybe make the ride not so long or have the platform fall onto another separate track so it doesn't feel awful when you miss the switches
Parker Hughes
9YT-CHN-NFF "The Mariana Trench" Mario dives to the bottom of the ocean to see what lies in the depths. Bioluminescent life will help guide the way, but is also deadly.
I've updated this map based on the feedback from some anons, as well as a relatively low completion rate. Changes are as follows:
>Added checkpoint flag in second area >Extended second area to include secret ancient ruins >Added a key and a secret door for an optional secret ending only obtainable by not dying and starting from checkpoint >Increased the diversity of enemies >Added some more "seaweed" to enhance the beauty of the map
I played it and I enjoyed seeing all the new stuff night brings! I will say, embarrassingly, I really died to the new boo ring mechanic and the longer chain chomp but overall it was pretty good. One thing I might recommend is maybe adding a mushroom at the check point.
Noah Perry
My levels are things you could actually find in a Mario game. They have a purpose and a main idea behind them. Please enjoy them. They are really easy and fun.
>Bowser's castle is now equiped with a bunch of new traps! 3JQ-28G-Q0H
>An underground tunnel filled with buzzy beetles MS2-S2W-8FG
>An actual enjoyable underwater level 535-K0S-JHF
>A simple overworld level. 5CF-1F3-8MG
David Baker
Yeah that one was kinda fucky Tried to place good coin indicators
what kind of job do you have to just give $10 to anyone willy nilly like that?
Colton Powell
I feel like unless I can think of a small story/plot for a level, I can't make anything.
Gabriel Edwards
>Mario 3’s desert has pipes I can work with this theme, that’s really neat.
Jeremiah Powell
Reposting my first level, it's about switch blocks, the hardest part requires spin jumping on thwomps while hitting these blocks Be warned, it's not kaizo hard but it's still quite hard CBP-XDG-H1H
Same. Themed level or bust, I love making intricate setpieces.
Aaron Gray
all your other coin indicators were perfect
William Perez
I made the Thwomp level
Thanks a lot for the feedback man, I’m glad to hear you enjoyed it. Post one of your levels or ID so I can try your stuff when I get home in the morning from work
Or if you already did I’ll look through the thread and find it
I hope the thwomp got you -- my personal favourite bit of the course. Yeah, that's a good suggestion, I sort of added in the checkpoint last-moment. I also forgot to add arrows/coins indicating the strategy I found for the boo ring: if you get inside it, and edge yourself to the right, it will start moving and rotating and you can hamsterwheel your way across. Which is really fun to do, but I now realise I included literally no hints as to that being the intended route, whoops. Thanks for playing, anyway!
James Lopez
Thanks! Finally got around to yours. Genuinely great level! Not often that I play a 3D World level that is actually good. Nice music choice too. I feel like it would fit as one of Galaxy's 2D segments. I also love that even having cleared it, I feel like it's worth a replay to see alternative paths liked and followed.
Adam Campbell
you can cheese that first pianha btw if you're fast enough
Aaron Rodriguez
Aight, this is me.
Brayden Jackson
Loved your thwomp level, it was surprisingly engaging, especially Marty helping you defeat Bowser after your freeing him. I felt like the boss fight was too long and easy though. I maybe would have put a checkpoint in between the challenges.
Jose Davis
I do a job where if by some miracle 50 people complete my level $500 isn't really gonna hurt.... that's what? a big grocery shopping?
Blake Phillips
how
Adrian Hall
Hi I'm Endless Super Expert Playlist.
Hope you're ready for these levels.
>A level filled with enemy spam that you'll only be able to finish if the game wills it after the 13th retry
>Level filled with bad blind jumps and no indicator of positioning, timing, or direction.
>Japanese Kaizo Level
>American badly trying to make a Japanese kaizo level with invisible blocks and soft locks everwhere
>10-30 second speed run that requires knowledge of the entire level before you run it.
>Guessing game with multiple pipes and doors leading to death traps.
>Actual good level you won't be able to finish because you burned all your lives on the previous levels
Then you earned it. I mean I don't mind 2 methods; as long as I can avoid soft locks and criminally unforgiving trials.
Nathan Smith
That's a pretty fun mechanic to base the level on! The bit with the big bully, though, took me ages to complete (as in, by the time I did, I hit the time limit and died before the second checkpoint). I think it would have been kinder if you could get in the right position by bouncing on the cornered bully, instead of having to make the bully a little way away from the wall.
Samuel Myers
Oh ok, I didn’t realize that was you. I actually did play your very first level. I will catch up when I get back from work, sounds like a fun time.
Wanted to experiment with clear pipes over lava, the traps are mostly avoidable, no pipes to instant death. the ending requires you to figure out which is the right path though so try everything
thanks for the feedback. I tried tuning the jumps to not be bullshit, but I was definitely suspicious of some of the blink block sections. they did only kill me like 25% of the time when i was testing it, but maybe that's just from me knowing the pattern/timing so well. I took both of them down one jump and fixed the fire pirahna glitch in the first area and reuploaded it. new code is 97B-W8V-0MG
James Baker
MNS-4DN-DPG 3DJ-BF6-LKF
both have similar concepts, two routes through the same area. one route goes to the goal, the other takes you to the beginning of the other route. Criticism welcome and needed!
Adam Sanders
it was a good level, I had problems with it at the beginning since I didn't even know the mechanics of those bombs in 3D world.
Other problem I found is that the target blocks you have to hit in the section where you have to make the bullet do a full circle give you too little margin of error. I knew what I had to do but I couldn't pull it off.
I also feel the first checkpoint is too far away from the starting point and the second one is too close to the first.
Kevin Brooks
almost forgot that the red cannons didn't always fired the bullets when they were supposed to. Maybe a glitch of 3d world? I don't like that theme much at all desu
also check out my level if you have time 7NT R2V Q0H thanks